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Metaru Jisei [Neo-Akatsuki Application]

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Metaru Jisei [Neo-Akatsuki Application] Empty Metaru Jisei [Neo-Akatsuki Application]

Post by metaru jisei Thu Oct 30, 2008 2:43 pm

Basic Character Information:
Name: Metaru Jisei
Age: 18
Gender: Male
Clan: Jisei

Looks:
Spoiler:
Metaru has a darker complexion, with long raven black hair and deep blue eyes. Wearing plate armor, what is seen above is Metaru’s regular jounin attire.

Personality:
Generally, Metaru is a calm, controlled nin who very rarely lets his rage get the best of him. He puts his work before his personal life, as his parents had, and he treats his elder with utmost respect. He does not tolerate failure, nor lack of ability, and will rightfully place punishment and blame on those who do not succeed to his standards. Having left his village in a rather crazed manner, Metaru's outlook on life is not the same cold steel as it used to be. He now lives with a lighter heart, possibly due to the fact that he's not entirely sane anymore, only appearing to be. Psychology he is egotistical, to the point where he finds other nin humorous. He also enjoys inflicting trauma, either mentally or physically by constantly changing means of torture. In short, he's an overly complex person, so much so that he shows hints of mental illness, possibly some form of mania.


Basic Clan Information

Kekkei Gekkei: Genetic trait: Magnetic Field Manipulation
Description: hAving an odd genetic structure, Metaru’s nody allows for two elemental affinity’s of equal strength. Inheriting both earth and lightning from his parents, he found that he could combine the two, generating magnetic effects. This kekkai Genkai is clearly not clan bound as he seems to be the originator thus far.
Special Effect: Allows Metaru control over metals as well as minor control over otehr elements that can hold a charge.
Link: +Jisei Clan+


Skill and Rank Information
Village: Kumogakure no Sato
Rank: S Rank, Missing Ninja, Neo Akatsuki

Special Characteristics: Near superhuman strength.
Special Effects: Because there’s a low amount of metal in Metaru’s surrounding world, since he’s discovered that he can control said metal, he’s been forced to carry around his own supply of it. This all started when he was merely ten years old, increasing thee weight as he got stronger. The weight he now carries on his back is close to 500 hundred pounds, and Metaru moves just as quickly as most nin can without wearing that. This has less of an effect on his speed, and more of an effect on his general lifting power, which he’s capable of increasing with chakra use.

Elements: Doton + Raiton {+ Genetic Trait} = Kinzokuton [Magnetic Release]
Skills Specialties:
Metaru is a masterful ninjutsu user, relying on his ninjutsu and elemental releases to get the job done. As such his taijutsu attacks are rarely more then raw force, using little skill behind them, and any genjutsu he may have is a by product of a ninjutsu technique. That being said, he now has a larger chakra reserve then most ninja would.


Equipment

Primary Weapon:
Metaru wears a large metal disk on his back into battle. Though it appears to resemble a shield, closer examination will reveal that it is simply a mass of metal that’s been compacted, polished, and imbued with his own chakra. It weighs roughly 300 pounds, and has enough volume to it so that Metaru can use it for a number of his techniques.

Secondary Weapons:
Name: Five Liquid Metals [Go Rikiddo Kane]
Description: Having spent nearly his entire life working with metals, Metaru has discovered that there are precisely five of them, that will stay as a liquid at room temperature. Because they are liquids, they are easier for him to work with, allowing him to mold them faster and in far more complex shapes. However, due to their watery forms, Metaru must carry them around in vials. These vials, are designed of a nearly unbreakable glass polymer, which can contain the various forms of these metals. Each vial has a volume of five litres (roughly an inch or two larger then a milk jug, but rounder), and are slid into position on his back, just beneath his metal disk. The vials all have metal lids designed of polished iron, so that Metaru can open the vials without much distress. The vials contain, from left to right across his back; Caesium, Francium, Mercury, Gallium, Rubidium. While wearing the bottles as well as his disk, Metaru carries just under five hundred pounds of metal, all on his back.
[list][*]Mercury
Description: Mercury is one of Metaru's liquid metals, and one of his more dangerous ones to boot. Although it is dangerous, it does so subtly, as it has no immediate effects on the opponent. It does however, have a nasty toxic side effect. As it is a toxic liquid, if mercury so much as touches the skin, it can make the target sick. Brief contact will keep the target sick for a few days (though they won't immediately feel it), where is prolonged contact can induce vomiting instantly and even kill if gone uncured. Additionally, this substance reacts with air, letting off a Mercury gas if left in the open for too long, this gas too, is poisonous as well as being out of Metaru's control.

[*]Rubidium
Description: Another potentially dangerous liquid, Rubidium has very explosive properties, however it only reacts when mixed with water. When it is mixed with water, Rubidium acts as a depth charge, creating a pressurized explosion. Because the pressure travels through the water, this explosion will instantly vaporize anything within twenty feet. Even if someone happens to be swimming with one hundred feet, the vibrations travelling through their high density body into their lower density lungs would still force them to drown.

[*]Caesium
Description: Caesium is possibly Metaru's most dangerous metal as it is highly combustible. Like rubidium, it combusts with water or hydrogen, however, because Caesium is so potent, it can combust given that the air gets too cold or that it's too moist. Not only will caesium explode, it will do so in a large and quite fiery manner, the blast radius echoing for hundreds of feet. Too dangerous to use in all situations, Metaru will normally leave caesium behind as a form of time bomb, given that as night falls, the air will become colder, generally setting caesium off.

[*]Gallium
Description: Though not necessarily dangerous by itself, Gallium is Metaru's most applicable liquid, having a notable amount of functions. unlike his other metals, Gallium can exist at nearly all temperatures and stay liquid. Gallium mixes with plenty of other metals and even non-metals to form alloys. One-example is with water. Gallium actually absorbs the oxygen within water leaving only hydrogen gas behind. Basically, this not only forms a higher stronger form of Gallium, it evaporates water on contact. Because of this and it's refusal to evaporate, Gallium can be used by Metaru to make strong defensive barriers against elemental attacks, whether these be wind, water or fire. As another function, Gallium wets glass and porcelain quite well, making it a powerful polish, and being able to create mirrors. Finally, Gallium acts as an amazing conductor. This allows Metaru to form a lens out of it to channel lightning bursts through, or even use it in strings to guide electrical attacks. Because of it's conductivity, Metaru can use this to even guide other electrical attacks away from himself.

[*]Francium
Description: Though his most unstable metal, Francium is anything but dangerous and even contains powerful healing properties. This metal can cure illness and mend cuts at an extremely increased rate, however because it reacts with oxygen, it can only maintain form out in the open for a few seconds. But when it does, Francium has been even known to help cancer patients.


Last edited by metaru jisei on Fri Oct 31, 2008 11:42 am; edited 2 times in total

metaru jisei
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Metaru Jisei [Neo-Akatsuki Application] Empty Earth and Lightning Jutsus

Post by metaru jisei Thu Oct 30, 2008 2:46 pm

Jutsus

Earth Release: Earth Flow River [Doton: Doryuu Taiga]
Type: Rank C, Supplementary
Description: Doryuu Taiga is a Ninjutsu technique utilizing the Earth Element. The ninja will do the necessary hand seals and transform the ground upon which the enemy stands into a river of mud.

Earth Release: Earth Dragon Projectile [Doton: Doryuudan]
Type: Rank B, Offensive
Description: Doryuudan is a Ninjutsu technique utilizing the Earth Element. The ninja will do the necessary hand seals and create a dragon from the river of mud made after using the Doryuu Taiga technique. This dragon will then spew mud projectiles from its mouth.

Earth Release: Earth Style Split [Doton: Doryuu Katsu]
Type: Rank B, Offensive
Description: Doryuu Katsu is a Ninjutsu technique utilizing the Earth Element. The ninja will do the necessary hand seals, then place their hand to the ground. This will cause the earth to rise up and split apart. Once the ninja removes their hand from the ground, the earth parting will end.

Earth Release: Earth Style Wall [Doton: Doryuu Heki]
Type: Rank B, Defensive
Description: Doryuu Heki is a defensive Ninjutsu technique utilizing the Earth Element. The ninja will do the necessary hand seals and then spew a line of mud onto the ground. The mud will then grow into a large mud wall to help defend against incoming attacks.

Earth Release: Underground Submarine Voyage [Doton: Dochuu Senkou]
Type: Rank C, Supplementary
Description: Dochuu Senkou is a Ninjutsu technique utilizing the Earth Element. After forming the needed hand seals, the ninja will sink below ground and quickly travel through the earth. This differs from the underground Projection Fish technique in that it allows the user to travel quite quickly, and not simply hide. While travelling, the user does overturn soil on the surface, giving away his position.

Lightning Release: Static Collection Skill [Raiton: Seiteki Korekuto no Jutsu]
Type: Rank D, Supplementary
Description: A skill where the user calls upon static electricity from the air and channel it through their own body. This static electricity, can be gathered within a particular part of the body and only released after touching another object. This adds a particularly nasty effect to any taijutsu techniques, as it will cause anyone it touches to spasm, giving them less of a chance to react to the next blow.

Lightning Release: Lightning Blast [Raiton: Raikou Bakuha]
Type: Rank C, Offensive
Description: Raikou Bakuha is a Ninjutsu Technique utilizing the Lightning Element. The ninja will do the necessary hand seals then gather chakra in his first and middle fingertips on either hand. He can then fire a thin bolt of lightning with enough power to shortly stun an enemy. The amount of times he can fire this bolt is unlimited, but he needs time to gather chakra between blasts.

Lightning Release: Lightning Scatter Shot Skill [Raiton: Raikou Gorogoro Tama no Jutsu]
Type: Rank B, Offensive
Description: Raikou Gorogoro Tama no Jutsu is a Ninjutsu technique utilizing the Lightning Element, and is the older brother to the Raikou Bakuha technique. After doing the necessary hand seals, the ninja will charge chakra to his fingertips, individually. Then, he can release this chakra to fire multiple bolts of arc lightning, up to ten at once. These bolts will not only stun they will cause drastic burn marks at entry points, additionally, if they hit the ground, because of the higher amount of electricity in them, they’ll stun anything with a two foot radius of where they hit.

Lightning Release: Thunder Blade [Raiton: Hekireki No Yaiba]
Type: Rank B, Supplementary
Description: Hekireki No Yaiba is a Ninjutsu technique utilizing the Lightning Element. After doing the necessary hand seals, the ninja will charge chakra down his right or left arm, forcing a blade of lightning to extend from their palms. This blade can not only cut, it will sear wounds shut, as well as cause minor shocking effects if it strikes too close to major nerves. The ninja is capable of monitoring the voltage of this blade, in order to change it’s effects.

Lightning Release: Lightning Dragon Attack [Raiton: RaiRyu Rendan]
Type: Rank A, Offensive
Description: Rairyu Rendan is a Ninjutsu technique utilizing the Lightning Element. After forming the necessary hand seals, the ninja will gather enough chakra in his body then release it forwards by aiming his two palms. The lightning then takes the form of a dragon which is used to strike the enemy. Contact with this amount of electricity creates a terrible shock, one that will leave an entire body paralyzed for minutes as well as cause trauma to internal organs.

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Metaru Jisei [Neo-Akatsuki Application] Empty Magnetic and Plasmatic Jutsus

Post by metaru jisei Thu Oct 30, 2008 2:46 pm

Magnetic Release: Pulse Technique [Kinzokuton: Purusu no Jutsu]
Type: Rank C, Offensive
Description: Using his magnetic chakra, Metaru will push his hand forward and release a small condensed pulse of magnetic energy. This energy will force objects back whether they are metal or not as it naturally gives them a charge. He can control the direction of this pulse and where he generates it from, all by changing his hand motion, i.e. Push objects towards him, pull hand towards him. Throw objects upwards, throw hand upwards.

Magnetic Release: Flight Technique [Kinokuton: CHikuden no Jutsu]
Type: Rank A, Supplementary
Description: Using his magnetic chakra, Metaru can create and control magnetic pulses to allow himself to levitate. By then creating more pulses from his hands he can move freely, allowing him to fly. Metaru can also perform this technique for two people, however it’s more difficult to control someone else’s flight patterns, and it will take him nearly twice as much chakra.

Magnetic Release: Stealth Technique [Kinzokuton: Suterusu no Jutsu]
Type: B rank, Supplementary
Description: Using his magnetic chakra, Metaru creates a very specific magnetic field around himself. This field bends light, and will bend light right around Metaru from multiple angles, making him completely invisible to the naked eye.

Magnetic Release: Iron Body Technique [Kinzokuton: Tetsu Hada no Jutsu]
Type: Rank C, Supplementary
Description: Using his magnetic chakra, Metaru will mold his metal plate around his body, using a large majority of it. This coating makes it appear as if Metaru were simply a statue, however he can still move by using his control over the metal. This creates an armor for him that is not only quite resistant and a good defensive tactic, the armor also aids in hand to hand, and allows Metaru to charge through practically anything given enough momentum. Though useful, this technique has many weaknesses.

Magnetic Release: Metal Clone [Kinzokuton: Kane Bunshin]
Type: B rank, Supplementary
Description: A powerful clone technique, Metaru's Kane Bunshin technique creates clones out of metal. Though these clones would never pass for a real person, their usefulness in battle is unrivaled by any other clone. Forming the clone out of metal nearby, this bunshin is completely solid straight through, making it one-hundred percent more durable then most other clones. Not only can these clones take hits, they can deal them out even harder, weighing nearly five-hundred pounds each. Though they can't perform any of Metaru's earth jutsu, due to their conductive nature, they're able to channel and create simple lightning jutsu, as well as use their own composing material to attack the opponent with metal techniques. This goes from most of Metaru's metal bound techniques, to even altering their body and limbs.

Magnetic Release: Metal Barrier [Kinzokuton: Metarriku Shouheki]
Type: Rank D, Defensive
Description: Using his magnetic chakra, Metaru will create a magnetic field around himself, repressing all foreign metals. This will create a defensive barrier from any projectile attacks.

Magnetic Release: Iron Shell [Kinzokuton: Tetsu Kawa]
Type: A rank, Defensive
DescriptionL using his magnetic chakra, Metaru will control metal so that it quickly forms a defensive dome around him. This dome can even be formed in mid-air, whereupon it looks like a shell. As it encloses Metaru completely, he is protected from all sides, the worst thing that can happen is he gets knocked around within the shell for a bit.

Magnetic Release: Positron Field [Kinzokuton: Youdenshi Gen’ya]
Type: Rank C, Offensive
Description: Using his magnetic chakra, Metaru will create a weak magnetic field in the palm of his hand. He may then throw it, and proceed to increase it’s potency. The idea is to attract foreign metal objects in the area towards a different target, even an opponent.

Magnetic Release: Binding Minerals [Kinzokuton: Soutei Kouseki]
Type: B rank
Description: Using his magnetic chakra, Metaru will raise a hand and close it in the enemies direction. In response, metal from his disk will fly out in a near liquid form, latching onto his enemy. This can either slow down, or completely immobilize an enemy depending on how much material Metaru uses.

Magnetic Release: Metallurgy [Kinzokuton: Yakin]
Type: C rank, Supplementary
Description: Using the mass of compact metal he carries with him and his magnetic chakra, Metaru can mold the metal into whatever form he pleases. These forms have been shown to vary from swords, shields, whips, spears, and just about anything else he can create with the amount he has.

Magnetic Release: Mining for Ore [Kinzokuton: Saikutsu Aragane]
Type: B rank, Supplementary
Description: This technique was designed by Metaru to make it possible for him to utilize a wider range of jutsus at once. Using his magnetic chakra, Metaru can draw raw ore and other metallic minerals from the soil, stockpiling them at his feet. From this pile he can then use his other techniques. There are a number of drawbacks including the fact that not all soils are as rich in minerals, nor are those minerals imbued with his chakra. Every technique used from this technique, requires more chakra for Metaru.

Magnetic Release: Steel Bullets [Kinzokuton: Hagane Tama]
Type: B rank, Offensive
Description: Using his magnetic chakra, Metaru will mold small inch long cylinders from a nearby metal source. He can then break the cylinders off and send them flying at a high velocity. These cylinders have been known to pierce solid rock walls.

Magnetic Release: Buckshot [Kinzokuton: Sandanjuu]
Type: B rank, Offensive
Description: Using his magnetic chakra, Metaru will throw a spiked ball (roughly the size of a softball) at his opponent. Then, when he feels it is appropriate, he can detonate it, the spikes and shrapnel flying in all directions.

Magnetic Release: Big Ball Bullet [Kinzokuton: Kyobo-ru Tama]
Type: B rank, Offensive
Description: For this technique, Metaru first throws his disk into the air, turning it into a large ball of metal. He will then compact as many other metals possible onto it, making the ball as large as possible, letting the core remain his own chakra imbued metal. Then, as the ball hits the ground, he will begin to control it using magnetic fields, rolling it through and over whatever he may need to. The size of the ball is directly proportional to the materials at hand.

Magnetic Release: Ball Bearing Chasers [Kinzokuton: Bo-rudousa Ryoushi]
Type: C rank, Offensive
Description: After performing Kinzokuton: Kyobo-ru Tama, Metaru will use this technique to split the metal, creating smaller balls from the larger one, in order to head off and ensnare the opponent. The size of these smaller orbs is dependant on how much is taken from the larger orb.

Magnetic Release: Synchronize Technique [Kinzokuton: Shinkuronaizu no Jutsu]
Type: A rank, passive.
Description: More of a constant ability rather then a technique, Metaru constantly generates a powerful electro-magnetic field around himself. When something enters this field, not only can he instantly sense it, but it will be charged with the same charge that he is currently using in his own body. Imagine two positive ends of two very strong magnets trying to touch, it simply won't work. He does the same thing with foreign approaches, changing their poles to match his. Thus, if someone were to try and punch him, either his body would be forced out of the way, or more plausible their hand would be moved out of the way, forcing a miss. THough a certain amount of strength can push through the magnetic field, forcefully touching Metaru, all it would take from him is a simple lean to dodge said attack.

Magnetic Release: Geomagnetic Illusion [Kinzokuton: Chijiki Gen'ei]
Type: A rank, supplementary.
Description: By releasing a massive amount of magnetic energy, Metaru's magnetic chakra will resonate with the earth's own geomagnetic pull, creating an odd magnetic flux in his immediate surrounding area. This creates an illusion by twisting the light in the area, causing everyone's vision to twist in on itself and distort. Because this is a real illusion, and not a mind trick, the illusion can only be dispelled by stopping Metaru's attack. Metaru can stop the light bending, even in small distinct areas by using a second magnetic field to straighten everything out. In this way, he is able to cast a widespread illusion on everyone in the immediate area, while keeping him and his allies safe. Metaru must be cnnected to the earth and he must remain still to use this technique.

Magnetic Release: Geomagnetic Pull [Kinzokuton: Chijiki Puru]
Type: A rank, supplementary.
Description: By releasing his chakra into the earth, Metaru can increase the geomagnetic pull, significantly decreasing everyone's metabolism in the surrounding area. By doing this he can slow down everyone's movements to a point where they become very easy to predict. This technique is more beneficial to his allies however, as Metaru must remain still and connected to the ground to use it. He can also keep his allies metabolism at a normal rate by protecting them with magnetic fields.

Magnetic Release: Plasma Release [Kinzokuton: Kesshouton]
Type: A rank, supplementary.
Description: Using an electric field, Metaru can draw specific ions away from elements. When he does this to a gas, such as oxygen, it becomes a plasma, radiating bright colors and glowing with electricity. These plasma gases appear to be fiery like substances, however they are not hot. Anyone trapped in one of these techniques will not be burned, simply electrocuted.

Magnetic Release: Plasma Release: Ionized Oxygen Technique [Kinzokuton: Kesshouton: Aian-Tei no Jutsu]
Type: B rank, Offensive
Description: Drawing air into his lungs, Metaru then alters the oxygen by using his magnetic chakra to pull ions out of it, creating ionized air. This ionized air is now electrically charged, and at a dangerous level. He will then expel the air, guiding it like a normal fire jutsu technique. And although this technique looks like a similar to fire in nature, it is actually a plasma gas, being purple in color. Anything caught in this plasma gas will be electrocuted instantly.

Magnetic Release: Plasma Release: Aurora Borealis [Kinzokuton: Kesshouton: Hoppou Ranpu]
Type: A rank, Offensive
Description: Forming hand seals, Metaru sends out a magnetic field in the form of a wave. This partially ionizes oxygen in front of him, in the same particular pattern he had just released his wave. In turn this generates a plasma wave, about the same dimensions as Metaru's original wave, capable of shocking any targets it hits.

Magnetic Release: Plasma Release: Aurora Borealis Wall [Kinzokuton: Kesshouton: Hoppou Ranpu Kabe]
Type: C rank, Defensive
Description: Releasing magnetic chakra, Metaru transforms himself into the new magnetic north for the planet. As such, magnetic and electrical fields create a wave of plasma energy that stands as a ten foot wall, that completely encircles Metaru with a radius of about ten feet. This technique is actually quite powerful, stopping anyone trying to get in by electrocuting them and naturally as Metaru has become the new magnetic north, it pulls all metals weapons towards it, which are then held in place, spinning, by the wall. A perfect technique for protecting himself and allies, it's only downfall is that it doesn't cover them from above.

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Metaru Jisei [Neo-Akatsuki Application] Empty Summons

Post by metaru jisei Thu Oct 30, 2008 2:47 pm

Summoning Technique [Kuchiyose no Jutsu]
Rank: n/a
Element: n/a
Description: The Summoning Technique allows the user to call forth a creature or object in a puff of smoke. Before a summoning can be performed, the user signs a contract with their own blood, each contract differing depending on what creature is to be summoned. Once this is done, the summoner need only perform the proper hand seals and offer a few additional drops of blood with the same hand they signed the contract with to perform the summon. The amount of chakra offered at this time is directly proportionate to the size of the summoned creature. Summons have their own abilities that they can use by themselves or in conjunction with the summoner. Some summons are so powerful that they may even challenge the summoner, or will demand something in order to contribute to the battle.

List of Metaru's Summons:

  • ~Ermine~
    D Ranked Summon
    One of the lower scale summons, Ermine requires little chakra, as he is simply a to-scale stoat, being very small in nature. His uses as such are limited, and he is not normally a summon used in battle, but rather more of a reconnaissance unit, being very small and agile. Highly intelligent, Ermine can speak, although his vocabulary is limited.

    ~Techniques~
    • Suterusu no Jutsu [Stealth Technique]
      C Rank Supplementary
      Using her chakra, Ermine develops a field around himself that throughly traps and bounces light off in different directions. This renders him completely invisible. This does have flaws however, as he is not invisible on the entire light spectrum, as some light is refracted back in the direction it came. Essentially, he is invisible to the naked eye, but upon close examination an odd distortion can be made out.

    • Lightning Release: Static Collection Skill [Raiton: Seiteki Korekuto no Jutsu]
      C Rank Offensive
      Having a natural chakra alignment of lightning, Ermine is harnessed by his smaller size, but manages to use this technique quite effectively. First, he gather static electricity. Not only can he do this naturally, his affinity allows him to do it at a much quicker rate through his fur. Then, he can forcefully discharge the gathered static through his teeth. Though this seems rather ineffective, it becomes much stronger if he pierces the skin. Additionally, a strike near a clouded nervous region will thoroughly paralyze his enemy for a few minutes.


  • ~Mustela~
    C Ranked Summon
    Another small scale summon, Mustela is little more then a large ferret, roughly the size of the average dog. Just as agile as her younger brother Ermine, Mustela's speed in battle is a great advantage, making her quite adaptable. Additionally, she does have larger claws and teeth, making her all that more dangerous, as well as the application of a few jutsus.

    ~Techniques~
    C Rank Offensive
    • Lightning Release: Static Collection Skill [Raiton: Seiteki Korekuto no Jutsu]
      The same jutsu her younger brother uses, Mustela manages to use this technique more effectively, being a larger mammal and capable of harnessing more electricity. This makes her static bites all that much more dangerous, even inflicting small third degree burns at the entry point.

    • Lightning Release: Hair Charge [Raiton: Kami Denka]
      C Rank Defensive
      Gathering electricity again, Mustela will let her hair stand on end, charged with electricity. If anything happens to touch her when she is in this state, they will receive a powerful shock, normally resulting in temporary paralysis.


  • ~Martes~
    B Ranked Summon
    Martes is a large marten, which is similar to a fox, only having a different color pattern. Unlike his two younger siblings, Martes is much larger in size, large enough for Metaru to ride on and has a different elemental affinity, being able to use it to a greater extent. Used to living in cold snowy climates, Martes has large, bear like paws with foot long retractile claws. Because he’s used to the snow, when he’s not in the environment, he finds it very easy to move about (though often he will complain that the hard ground hurts his feet), meaning that he’s been shown to be able to run quite quickly, aided by his wind affinity. It’s for these reasons that Martes has become Metaru’s friend and one of his two personal summons, the other being Martes’ twin, Enhydra.

    ~Techniques~
    • Wind Release: Chilling Wind [Fuuton: Reiki Kaze]
      B Rank Offensive
      Inhaling, Martes will charge his breath with chakra, then breath out a stream of extremely cold air. This breath chills most warm-blooded animals to the bone, being able to freeze water instantly. If kept under the stream too long, one will find himself dangerously close to freezing to death.

    • Wind Release: Chilling Claw [Fuuton: Reiki Tsume]
      C Rank Offensive
      Charging his claws with chakra, Martes will claw at the opponent, releasing blades of wind as he does so. These blades only travel maybe four to five feet, however they are deadly even still, being able to slash through flesh like it was butter.

    • Wind Tunnel [Kaze Koudou]
      No Rank Supplementary
      Though this technique has wind in it’s name, it doesn’t require any of Martes’ chakra, and rather just his ability and physical exertion. After picking up enough speed, Martes’ has been known to create a wind tunnel, creating a splitting effect just in front of him. This allows him to charge through thin barriers and thoroughly deflect glancing attacks (if someone managed to hit him as he was traveling at that speed). Though this is an impressive feat, he cannot accomplish it with Metaru on his back, as the wind gets too strong for the Jounin.


  • ~Enhydra~
    B Ranked Summon
    Enhydra is Martes’ twin, and is roughly the same mass as his brother, though is lower to the ground and longer. This is because he’s a sea otter and as such is has a water affinity. Though not nearly as fast as his twin Martes, Enhydra makes up for it with agility and flexibility, putting his slender and lengthy body to use. Though Metaru can ride on Enhydra, he normally only does when the situation requires crossing water or climbing difficult surfaces.

    ~Techniques~
    C Rank Supplementary
    • Water Release: Water Clone Technique [Suiton: Mizu Bunshin no Jutsu]
      Using a nearby water source, Enhydra can make a clone of himself. Though not the greatest ninjutsu user, this clone often does little more then sacrifice itself, Enhydra using it as a replacement and hiding himself.

    • Water Release: Bullet Technique [Suiton: Teppoudama no Jutsu]
      B Rank Offensive
      Using this technique, Enhydra will launch a large orb of water from his mouth, send it flying at an incredible speed. Not only does this create an impact effect on his target, it will thoroughly drench them, leaving a great opening for Martes’ Chilling Wind technique.

    • Water Release: Water Encampment Wall [Suiton: Suijinheki]
      B Rank Defensive
      Using his water affinity and a water source (that he’s preferrably standing in) Enhydra will form a wall of spinning water around him. This wall is larger then the human made one, as it needs to cover a larger body, and due to the amount of water and it’s velocity, coming into contact with it would probably tear a human’s skin open.


  • ~Mujina~
    A Ranked Summon
    Larger then his previous summons, Mujina is a badger, standing taller then Metaru does on all fours, and nearly sixteen feet tall when she stands on her back legs. In appearance, she looks like a normal badger, two stripes running along an all black body, however the stripes are yellow, hinting at something. Normally, most of her opposition neglects these though, paying more attention to her rather lengthy teeth and claws. As far as she ranks in the clan, she is mother to all the other summons, being Ekorus’ wife.

    ~Techniques~
    • Needle Guardian [Hari Jizo]
      B Rank Defensive
      Mujina charges her hair with chakra, causing it to stand harden into spikes, creating a great defense against any physical attackers. Her hair while hardened is roughly 6 feet long, so even an approach with a long sword or spear is not recommended.
      Metaru doesn't ride her during this technique...

    • Wild Lion's Mane Technique [Ranji Shigumi no Jutsu]
      B Rank Offensive
      Mujina charges her hair with chakra, causing it to grow very long. She can then target opponents with this hair, wrapping and subduing her enemies.

    • Hair Needle Barrage [Kebari Senbon]
      A Rank Offensive
      Mujina charges her hair with chakra, causing it to harden and stand straight out. By then charging more chakra into it and angling her back, she can fire hair out. This is rather deadly, as these hairs resemble six foot long senbons.

    • Underground Submarine Voyage [Douchuu Senkou]
      C Rank Supplementary
      Using her claws, Mujina will burrow underground and dig quite quickly, being able to travel over quite a distance and around many obstacles this way.

    • Mud Avalanche Technique [Doro Suraido no Jutsu]
      B Rank Offensive
      After opening her large jaws, Mujina will shoot out a heavy stream of mud. Imbued with her own chakra, the mud will harden into a solid stone in just under ten seconds.

    • Lightning Dome Technique [Raiton Do-Mu no Jutsu]
      A Rank Defensive
      After charging sufficient chakra through the stripes on her back, Mujina will release this energy, generating six bolts of electricity from the ground that will join above her head. The entire structure then begins to spin, creating a solid impermeable dome around Mujina. If an enemy so much as touches this dome, they will receive a shock of over twelve thousand volts, instantly killing them. The only drawback is due to the intangible nature of lightning, the dome can only be used for a total of ten seconds.

    • Lightning Dome Cannon [Raiton Do-Mu Taihou]
      S Rank Offensive
      A one shot move, this technique must be proceeded by the Lightning Dome Technique. First, Mujina will charge more energy, and a large ball of lightning will appear near her head, and just outside the walls of the dome. The dome will then collapse, each of the six beams being absorbed into the ball. To go any further, the sun must be out, as she needs to draw direct energy, instead of using stored energy. Mujina's stripes will then flash white briefly, and she will unleash a thick beam of blue lightning through her mouth. This blue lightning is nearly ten times the power of natural lightning, though perhaps only half the speed. This beam then penetrates the even larger ball of electricity, combining the two energies into one solid beam. Yellow lightning on the outside and blue on the interior, this technique has so many volts of electricity that the issue is no longer electrocution, as Mujina has been shown to be able to fire the cannon straight through mountains, burning tunnels in them.


  • ~Ekorus~
    S Ranked Summon
    Ekorus is the boss-summon for the Mustelidae family. Large and powerful, Ekorus stands nearly fifty feet tall on all fours and resembles a large cat of sorts. Though definitely Metaru’s strongest summon and the strongest of his family, Ekorus is vicious and very hard to please, often ignoring what Metaru asks of him. Carnivorous, Ekorus normally eats his defeated foes, which is not something Metaru normally approves of. Despite his sheer physical strength, ferocity and speed, Ekorus has a profound list of jutsu, and can be seen using all his children’s techniques with ease. It is rumoured that he has his own jutsu as well, but that he reserves them, leading those to believe that the huge summon simply does not have enough respect for anyone to use them. That, or he’s bluffing.


Last edited by metaru jisei on Fri Oct 31, 2008 11:48 am; edited 1 time in total

metaru jisei
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Metaru Jisei [Neo-Akatsuki Application] Empty History

Post by metaru jisei Thu Oct 30, 2008 2:47 pm

History and Roleplay Sample.
History:
Birthing Arc.
Born and raised in hidden cloud, Metaru was the product of an already accomplished ninja family, and thus has grown with a large amount of potential. It was discovered from birth, that the shocking and earthen chakras of his parents had mixed within him and under careful scientific watch, that Metaru was specifically gifted with chakra control. With scientists running him through many tests, they found that the only test which gave them plausible results, was the chakra nature test, in which a nin is told to channel his chakra within a small leaf and watch the results in order to learn what his dominant chakra type was. It turned out, that while the first two times Metaru was presented with the test, the leaf crumpled, clearly telling the scientists that his chakra type was Lightning. However, on the third test, the leaf turned to dust, contradicting the first two, and telling everyone present that his primary elemental chakra was earth. This lead to more testing and the scientists soon discovered a third, all too weird possibility when Metaru was presented with the leaf. It seemed, that, occasionally, the leaf did not crumple or disintegrate. The third occurrence was something entirely unseen, but after research scientists discovered that it was not quite unheard of in the far western sands. What seemed to have trans passed was the development of a new kekkai genkai, and although this occurrence is rare in the new world, it had indeed seem to have happened. It seemed that though the young Jisei boy had altering dominant chakras, very rarely it would do something entirely different... levitate. Though this was surely a new and undefined chakra nature, there was very little the scientists of Kumogakure could do to pinpoint what exactly his chakra took the form of. Can you imagine trying to get a new born to perform ninjutsu?

Academy Student To First Sensei Arcs.
So on went life, Metaru was raised in a small home near the outskirts of Kumogakure no Sato by his birth parents Ikusei and Masahiro. As he grew his parents, both members of Cloud's ANBU squad, taught him basic taijutsu and even minor elemental ninjutsu in hopes of prompting his mysterious chakra to be released. Unfortunately, Metaru went through all of his ninja academy days without discovering this power, although he did graduate top of his class and at an early age. So though he was promising and very adept as a gennin, Metaru would not discover his new skill for another two years, when he reached the age of ten. It was during a standard training exercise, to better understand reserving chakra during battle and releasing it during hand to hand combat. It seemed that cloud's motto for training their young ninja, was the greater the trainee, the tougher the trainer. Now, though Metaru's trainer, Mokusei, often got underneath his student's skin, it seemed that the jounin had done an exemplary job of upsetting Metaru that day. As they locked blades during combat, Mokusei went one step too far, and Metaru immaturely decided to release all his chakra, in a rather angry burst, in attempts to show the man a lesson. Metaru was admitted to the hospital just under five minutes later, crying out in pain.

He had fifty six puncture wounds, caused by a rough number of the same amount of ninja tools, including kunai, shuriken and senbon. As reports were handed in, it seemed that when Metaru used such an inexperienced release of chakra, all metal objects in the nearest vicinity had been pulling roughly towards him. The first notable objects were a few clasps and headbands, welts still visible on his skin when he was admitted into the emergency wing. After those looser lighter objects, it seemed that the safely secured weapons his teacher and team mates had on them came next. Having read the report, doctors and scientists soon rushed to their research, concluding that Metaru's unknown chakra affinity was that of a magnetic nature, it was later dubbed Kinzokuton. Upon hearing the news in recovery, Metaru spent his remaining days in the hospital attempting to get in touch with this element, and by the end of his stay, he was eating his meals by the use of levitating forks and knives.

Solitary Training Arc.
Now that he had a basic grasp on it, Metaru went into retreat with his parents, reducing the time anyone had in contact with him to sheer minutes. This time alone was spent honing his chakra and developing competent techniques from it. With help from his parents and teacher, Metaru developed an all new arsenal of techniques to go along with his others, all in the short time of four years. It was at this age, fourteen, that he was readmitted with his gennin team, who were then entered into the chuunin exams. Though his team passed the initial stages, one of their members did not make it through, and only Metaru and one of his teammates became the only gennins to graduate in Kumogakure. Doing so, they worked as a team, and they did so quite efficiently for yet another four years, until Metaru's skills were put up for promotion, whereupon the Raikage awarded him with the rank of Jounin.

Betrayal from Shattered Dreams Arc.
One year later from this date we find Metaru, an accomplished Jounin of note, and ready to take on his own team of gennin, all at the young age of 18. Unfortunately, the Raikage had disagreed, telling Metaru that he was needed as a personal bodyguard, and that teaching was a waste of his time. As his own kage laughed and mocked his dreams, Metaru left the offices storming out. He wasn’t seen again for the next three days. When ANBU did find him, he was deep in the mountains, forcing three gennin to train day and night. He had apparently lost his mind. Thus, after a few weeks in prison, Metaru escaped with even more anger and contempt for his village, vowing to return one day and be their undoing.

Roleplay Sample:
Metaru's feet hit the ground with a muffled thud, the dew on the damp grass splashing lightly as he did so. Inhaling the fresh air he sighed slightly, it was good to be back. He glanced up from his crouched position, noting his surroundings, keeping Kumogakure's wall at his back. The sun was just starting to rise, setting fire to the morning mist. Though as good as it felt, and that fresh mountain breeze did feel good, it would have to wait.

Silently, he rose to his feet, skirting quickly around the outside wall, looking for the closest and safest place to approach the Kage offices from. The entire time he kept thinking to himself how nice it would be to rule over these mountains once Akatsuki came to power, and how much enjoyment he would get from torturing the insolent Raikage. His thoughts were cut short though, he heard footsteps, deep from the mist. Now although this mist currently hid his position, Metaru drew his stealth technique around him, adding additional defenses. He then placed the footsteps into a deeper recess of his mind, still keeping track of them, though not making them a priority, and continued on with his mission.

Naturally, he could have simply charged in, causing damage and mayhem and stolen the target while the village was still in pandemonium.... but noooo. He had to be professional, or so his leader told him. "You'll never get anywhere being so hot-headed." Blah, blah, blah. Sometimes it seemed like the man simply enjoyed what he thought to be the harmonious sound of his own voice. Though it somewhat was, if you were the type that considered wood chippers harmonious. Metaru snickered, getting lost in his own jokes at this point. that too was cut short however, as the looming shadow of the Raikage's Office was now blocking the golden shades of light. This would be his entrance, approaching by shadow. It was all just a matter of time now.


Last edited by metaru jisei on Fri Oct 31, 2008 12:00 pm; edited 2 times in total

metaru jisei
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Registration date : 2008-10-30

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Metaru Jisei [Neo-Akatsuki Application] Empty Re: Metaru Jisei [Neo-Akatsuki Application]

Post by Last Temptation Fri Oct 31, 2008 2:15 am

- Please have your summonings ranked, as well as their Jutsu.
- I would like to see a Roleplay sample.
- Please add more detail in personality
- Go to Clan Sign ups and get your clan approved, untill then your actual application can't be approved.
- Other than that, Kudo's on the application. Once you post the link to your approved clan I'll go over all of the Jutsu.
Last Temptation
Last Temptation
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Admin

Number of posts : 844
Age : 34
Location : Lurking in the Shadows
Country : Konohagakure no Sato
Element : Fire
Element #2 : Wind
Registration date : 2008-10-07

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Metaru Jisei [Neo-Akatsuki Application] Empty Re: Metaru Jisei [Neo-Akatsuki Application]

Post by metaru jisei Fri Oct 31, 2008 12:01 pm

And it is done.

-Roleplay sample, quickly added in.
-Personality, extended by a sentence or two to include phsycological impracticality.
-Clan Signup, Complete and ready for inspection.

Other then that, I await your approval my kind sir.

metaru jisei
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Number of posts : 7
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Metaru Jisei [Neo-Akatsuki Application] Empty Re: Metaru Jisei [Neo-Akatsuki Application]

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