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    Hiruko

    Basic Information
    "I was me but now he's gone."

    Name: Hiruko
    Nickname: The Albino Namekian standing behind you.
    Gender: Male
    Age: Unknown
    Clan: N/A

    Looks: Hiruko was a white-haired man with red eyes dressed in an over-sized, high-collared coat wrapped with three leather straps. During his childhood, he wore a white robe and his hair was shoulder-length, and tied as a ponytail. As of the Third Shinobi World War, he was seen wearing a beige robe with red undergarments, and his hair's length has reached to his hips. By the time he declared a Fourth Shinobi World War against the world, he took on a youthful appearance, despite being actually closer in age to the Sannin, due to the modifications he made on himself. Most of his body was covered in bandages, including his mouth and arms, revealing only the upper half of his face and hair. By taking some of his bandages off he can use them to attack. Due to the many body modifications made for his Chimera Technique, Hiruko had a stitched scar on the left side of his chest, which is hollowed out in order to make room for assimilating Kakashi into his own body; he also had a heavily emaciated look, the whites of his eyes inverted, and his stitch-patterned mouth looks like those found on rag dolls.

    Personality: A contemporary and former friend of the Sannin, Hiruko wished to become a strong shinobi, yet was born with no natural special abilities. To overcome this disadvantage, he developed the Chimera Technique, a kinjutsu which would allow him to obtain the kekkei genkai of other ninja by fusing their bodies with his own. Due to this his mind seemed to slip away from him leaving him mentally unstable and somewhat emotionless.
    Village Info.
    Village Info.
    Village of Birth:
    Konohakure
    Village of Alliance: Amegakure

    Rank//Chakra Info.
    Ninja Rank: Unofficial Sage
    Specialty: Lightning, Swift, JKD, Taijutsu
    Elements: Basic 5, Swift, Dark
    Your ninjutsu:

    Basic Ninjutsu- Mastered
    Basic Taijutsu- Mastered
    Basic Genjutsu- Mastered
    Jeet Kune Do- Mastered
    Nb Tai- Mastered

    Customs

    Mastered
    Mastered
    Mastered
    Mastered
    Mastered
    Mastered
    Training

    (Kimera no Jutsu) - Chimera Technique
    Rank: S
    Type: Supplementary
    Range: Short
    Chakra cost: 40
    Damage points: N/A
    Description: The Chimera Technique was developed by Hiruko to allow him to compensate for his lack of natural special abilities. It allows Hiruko to access the Kekkai Genkai Abilities Storm Release, Dark Release, Swift Release and Steel release. By activating the Chimera technique Hiruko can then freely change the Kekkai Genkai ability during battle. The user of this technique must first perform the Ox → Horse → Hare hand seals to activate the chimera technique to allow access to the Kekkai Genkai and then when selecting one in order to use another they must use this technique again with performing the same Ox → Horse → Hare hand seals to change the Kekkai Genkai ability.
    Note: Can only be used by Hiruko.
    (Hayatōn: Mueishō) – Swift Release: Shadowless Flight
    Rank: A
    Type: Offensive, Defensive, Supplementary
    Range: Short - Long
    Chakra cost: 30
    Damage points: 60
    Description: After making a single hand seal the user can move at fast speeds through the release of the swift release and then strike their opponent at multiple angles. The jutsu is effective against strength based close-combat Taijutsu users such as Tsunade and Sakura. However sharingan of tomo 3 is capable of reading the movements and can react to the opponents attacks.
    Note: Can only be used by a swift user bio.
    (Ninpō: Isei no Yoi Hōtai) - Ninja Art: Slashing Bandages Technique
    Rank: B
    Type: Offensive
    Range: Long
    Chakra cost: 20
    Damage points: 40
    Description: Hiruko can unwrap the bandages of his arms and use them as tendrils for long range attacks. The bandages are made so strong they can easily slice through rock.
    Note: This technique is only capable of slicing through C rank and below Earth Ninjutsu.
    (Meiton: Kuro Aku Reiki) - Dark Release: Evil Black Aura
    Rank: C
    Type: Offensive
    Range: Short - Mid
    Chakra cost: 15
    Damage points: 30
    Description: The user will release dark waves of chakra towards their target through their hand.
    (Meiton: Yami no Nami) - Dark Release: Darkness Wave
    Rank: C
    Type: Offensive
    Range: Long
    Chakra cost: 15
    Damage points: 30
    Description: The user will release a black, widespread wave made of dark chakra at their opponent just a wave of their hand.
    (Meiton: Kasseiken) - Dark Release: Revival Fist
    Rank: B
    Type: Offensive
    Range: Short - Long
    Chakra cost: 20
    Damage points: 40
    Description: By gathering dark chakra into both their hands, the user can then unleash a powerful and focused shock wave that, when it hits a person close range it could cause tremendous internal damage.
    (Meiton: Kyūketsukō) - Dark Release: Inhaling Maw
    Rank: B
    Type: Offensive, Defensive
    Range: Short
    Chakra cost: 20
    Damage points: N/A
    Description: The user uses their dark release to forcibly extract the physical and spiritual energy (chakra) of another ninja and absorb it through the upper square of the mark on his left hand, which can then be used to perform Dark Release: Judgment.
    Note: Can absorb up to A-Rank Wind, Fire and Lightning techniques, S-Rank raw chakra or C-Rank Water, all within reason. Has no effect on Earth techniques.
    (Meiton: Jajjimento) - Dark Release: Judgment
    Rank: A
    Type: Offensive
    Range: Short - Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user converts the absorbed chakra from the Dark Release: Inhailing Maw and then releases it into light blue flames, turning it back on their enemies with amplified strength to blow them away. The flames are expelled through the lower square mark on their left hand.
    (Meiton: Chō Kasseiken) - Dark Release: Super Revival Fist
    Rank: S
    Type: Offensive
    Range: Short
    Chakra cost: 40
    Damage points: 80
    Description: This jutsu works in similar fashion to rasengan. by gathering dark chakra into the users hand, the user can create a dark orb with two dark rings around it (giving an atomic look). The user will then plow the orb into the opponent, resulting in the opponent being with tremendous bone shattering force.
    (Jeet Kune Do) The Way of the Intercepting Fist
    Type: Taijutsu
    Background:
    Jeet Kun Do is a hybrid martial arts system and life philosophy founded by martial artist Bruce Lee with direct, non classical and straightforward movements. Due to the way his style works they believe in minimal movement with maximum effect and extreme speed. The system works on the use of different 'tools' for different situations. These situations are broken down into ranges (Kicking, Punching, Trapping and Grappling), with techniques flowing smoothly between them. It is referred to as a "style without style". Unlike more traditional martial arts, Jeet Kune Do is not fixed or patterned, and is a philosophy with guiding thoughts. It was named for the concept of interception, or attacking your opponent while he is about to attack. He believed that combat was spontaneous, and that a martial artist cannot predict it, only react to it, and that a good martial artist should "Be like water" and move fluidly without hesitation. Water is infinitely flexible. It can be seen through, and yet at other times it can obscure things from sight. It can split and go around things, rejoining on the other side, or it can crash through things. It can erode the hardest rocks by gently lapping away at them or it can flow past the tiniest pebble. The user needs to calm his mind completely, focus and wait for the opponent to strike. They will then use the opponents attacking force against them as the user moves in a relaxed state with fluid motion to take advantage of the opponents openings as the opponent attacks. Someone who masters Jeet Kun Do would have great reaction time, triple of what they had before being able to react instantly to normal taijutsu users. In close range a Jeet Kun Do master (like Bruce) can move a limb in the blink of an eye with great force, quickly catching the opponent off guard. Jeet Kune Do seeks to waste no time or movement, teaching that the simplest things work best.

    Description on the Abilities and Inner Workings of the Style:

    Economy of motion is the principle by which Jeet Kun Do practitioners achieve:

    Efficiency: An attack which reaches its target in the least amount of time, with maximum force.

    Directness: Doing what comes naturally in a disciplined way.

    Simplicity: Thinking in an uncomplicated manner; without ornamentation.

    This is meant to help a practitioner conserve both energy and time; two crucial components in a physical confrontation. Maximized force seeks to end the battle quickly due to the amount of damage inflicted upon the opponent. Rapidity aims to reach the target before the opponent can react, which is half-beat faster timing, learned in Wing Chun and Western boxing.
    "When the distance is wide, the attacking opponent requires some sort of preparation. Therefore, attack him on his preparation of attack." "To reach me, you must move to me. Your attack offers me an opportunity to intercept you."This means intercepting an opponent's attack with an attack of your own instead of a simple block. It is for this concept Jeet Kune Do is named. JKD practitioners believe that this is the most difficult defensive skill to develop. This strategy is a feature of some traditional Chinese martial arts, as well as an essential component of European épée fencing. Stop hits & kicks utilize the principle of economy of motion by combining attack and defense into one movement thus minimizing the "time" element.

    Simultaneous parrying & punching
    When confronting an incoming attack, the attack is parried or deflected and a counter attack is delivered at the same time. Not as advanced as a stop hit but more effective than blocking and counter attacking in sequence. This is practiced by some Chinese martial arts. Simultaneous parrying & punching utilizes the principle of economy of motion by combining attack and defense into one movement thus minimizing the "time" element and maximizing the "energy" element. Efficiency is gained by utilizing a parry rather than a block. By definition a "block" stops an attack whereas a parry merely re-directs an attack. Redirection has two advantages: It requires less energy to execute; it utilizes the opponents energy against them by creating an imbalance. Efficiency is gained in that the opponent has less time to react to the nullification of their attack while having to worry about defending an incoming attack.

    Low kicks
    JKD practitioners believe they should target their kicks to their opponent's shins, knees, thighs, and mid section. These targets are the closest to the foot, provide more stability and are more difficult to defend against. However, as with all other JKD principles nothing is "written in stone". If a target of opportunity presents itself, even a target above the waist, one could take advantage of the situation without feeling hampered by this principle. Maintaining low kicks utilizes the principle of economy of motion by reducing the distance a kick must travel thus minimizing the "time" element.

    Five ways of attack
    * Simple Angular Attack (SAA) / Simple Direct Attack (SDA). Is a simple motion (punch or kick) which moves with no effort to conceal it, directly to the target on the most economical route. It can be indirect, beginning on one line and ending on another. Such as a punch that starts to the stomach (mid line) and ends on the chin (high line). SAA is an attack that is launched from an unanticipated angle that is achieved by moving in such a way as to create an open line into which to strike.
    * Attack By Combinations (ABC). This is using multiple rapid attacks, with volume of attack as a means of overcoming the opponent.
    * Progressive Indirect Attack (PIA). Simulating an attack to one part of the opponent's body, followed by attacking another part, as a means of creating an opening.
    * Hand Immobilization Attack (HIA) and its counterpart Foot Immobilization * attack, which make use of trapping/parrying to limit the opponent's function with that appendage.
    Attack By Drawing (ABD). The goal when using attack by draw is to "draw" the opponent into a committed attack by baiting him into what looks like an exposed target, then intercepting his motion. One can execute a motion that invites a counter, then counter attack them as he takes the bait


    Additional effects and Restrictions:
    - Can only be taught to Sannin and above who have learned basic taijutsu.
    - To master the user must learn the style of fighting, all of it's techniques and spar with the creator in a Taijutsu only match.
    - A master of this will gain a calm mind which is needed for most martial arts.
    - Can only be taught by -Yard-




    http://www.narutobase.net/forums/sho...d.php?t=105147
    Background Info.

    History: Some time after the Third Shinobi World War, Hiruko's research and findings on the technique were discovered. He claimed the Third Hokage ordered the Sannin to assassinate him, forcing him to leave the village as a missing-nin. Dozens of years later, ninja possessing kekkei genkai begin disappearing from Kumogakure, Iwagakure, Kirigakure, and Sunagakure, leaving Konohagakure as the suspect and prompting rumors that they are preparing to rebel against the Land of Fire. While on a mission flying over Mount Shami, Sai fell under attack from a mysterious, bird-like monster. Team Kakashi soon arrived to rescue him, but encounter wolf-like monsters, and Naruto was injured in the struggle to escape.

    When Konoha ANBU are dispatched to investigate, they encountered Hiruko and his followers, Ichi, Ni, and San. Hiruko reassured his followers that there's nothing to worry about, then quickly dispatched the ANBU squad with his chakra inhaling technique, absorbing their Earth-nature chakra and using it manipulate the mountain itself, crushing them.

    With the other nations amassing troops on the borders of the Land of Fire and threatening to invade, Hiruko used a genjutsu to project his image in the skies over Konoha and delivered a message, announcing that he intended to obtain the kekkei genkai of the Land of Fire, becoming immortal, and virtually invincible. With the combined power of kekkei genkai from all Five Great Nations, he planned to start a Fourth Shinobi World War and rule over the world. Knowing that the Chimera Technique cannot fully absorb all of the kekkei genkai, Hiruko revealed (as Kakashi and Tsunade discovered) that he needed to absorb a fifth kekkei genkai: the Sharingan which Kakashi received from his late friend, Obito Uchiha, who he has marked with the Puppet Curse when he met Kakashi during the Third Shinobi World War.

    In order to carry out the rest of his goals, Hiruko has been biding time so that he can draw power from the Sun's corona during a solar eclipse, which was then rapidly approaching. This being so, he activated the Puppet Curse and led Kakashi towards Mount Shumisen, where he will conduct the ritual.

    Hiruko actually succeeded in assimilating four of the five kekkei genkai from four other shinobi, but while in the process of assimilating Kakashi, the technique used on him by Tsunade activated, and would have destroyed Hiruko if not for Naruto's timely intervention to save and detach Kakashi from him. Hiruko proceeded to fight Naruto and Kakashi, absorbing their techniques and using it against them. Only when Naruto used Wind Release: Rasenshuriken, which Hiruko is unable to replicate, due to its highly complex combination of shape and nature manipulation, Hiruko was defeated. He exchanged a few words on becoming perfect alone and connecting with his comrades with Kakashi.
    Other.
    (Sono Niiro Ontou Te) The Red Right Hand
    Type: Weapon
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: 80
    Description: This weapon is mainly for defensive and offensive purposes in Short Range combat. It's a multi-plated arm guard that runs up the side of the wielder's arm leaving no visible skin it is form fitting to the arm thus able to block thrown objects such as Kunai and Shuriken quite easily but if they are connected to an Explosive tag of some sort the user must still deal with that as the Guard won't block the explosion or flash. The Guard surrounds the arm and is made of two special types of metal both are quite malleable and versitile the metal has a special propety; the metal is able absorb the wielder's chakra storing it then infusing their punches with the chakra much to the same extent Sakura and Tsunade do but the user doesn't need to focus on the chakra level like Sakura and Tsunade, the Arm Guard does it for the wielder maintaining chakra flow from the user to the Guard. The punches are enough to crack bones and bruise and batter the body. The stored chakra can also be focused into one massive punch deemed "La Muerte" in which the chakra gathers at the top of the arm guard in a mass of blueish chakra that powers down through the arm guard and into the wielder's punch/hand the chakra in no way forms a blast but absorbs into the Arm Guard and then into the user's hand. The punch is not so much driven by muscle power but by the chakra that is infused into the punch. The user must make contact with the opponent for the punch to effect the opponent if done so the punch is enough to shatter bones and bruise and bash internal organs. La Muerte is easily able to break multiple ribs in one shot and bruise and bash internal organs such as the lungs, heart, and stomach depending on where the punch lands if used properly this can make breathing much harder and put excess pressure on the internal organs making quick movements painful and in some cases almost impossible. La Muerte is comparable to an A rank attack as that is how much chakra is focused into the punch. The Arm Guard can also be used defensively to block Basic Taijutsu attacks up to B rank but can only be done 3 times per battle. La Muerte kind of resembles Jugo's CM punches in a way as well as Tsunade and Sakura's chakra infused punches. The blades on the guard are sharp enough to easily cut flesh and defend against sword strikes as well as kunai and other bladed weapons.
    Notes:
    -While activated the user cannot perform jutsu that require handseals
    -La Muerte counts as a jutsu and can only be used 3 times never in the same turn
    -Punches while wielding this weapon can easily break bones
    -Blocking of Taijutsu attacks counts as a jutsu as only a jutsu can block a jutsu
    -Can only be wielded by Howard
    -Can be activated only once during the battle and deactivated once during the battle when deactivated the user can perform Hand Seals again
    -Can only be activated for a span of 6 turns
    (Sono Houkou) El Directo
    Type: Attack
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user gathers a large mass of chakra at the top of The Red Right Hand and then releases it while charging the chakra looks somewhat like the flaming exhaust from a car engine. Once released it makes it's way down the arm guard and instead of combining with the user's fist like La Muerta it is sent out as a blast of compressed Chakra. The Chakra blast explodes out on contact to any surface and is strong enough to demolish large walls. The chakra can be compressed down to the size of a basket ball when compressed it has more force and can easily throw the opponent back while breaking bones and rupturing internal organs. As it is just raw chakra the blast can be nullified with Elemental Jutsu one rank lower(A-Rank Elemental Ninjutsu that is formed into large blasts comparable in size to the raw Chaka blast or walls made of elements) or over powered by Elemental Ninjutsu of the same rank(S-Rank Elemental Ninjutsu that is formed into large blasts comparable in size to the raw Chakra blast or walls). This jutsu's power comes into play when used in Short Range making a devastating punch from The Red Right Hand much stronger. If the blast makes contact with the chest it can crush the opponent's ribs making movement almost impossible due to the pressure put on the internal organs.
    Notes:
    -Can be overpowered by Elemental Jutsu of the same rank
    -Can be taken out by A rank Elemental Jutsu
    -Must be wielding The Red Right hand and it must be active
    -Cannot be used in the same turn as La Muerta
    -Can only be performed 3 times and never in the same turn
    -After the third use the Guard is deactivated(Even if the 6 turn limit isn't up)


    Summoning Contract

    Kite Contract

    Summoning Animal: Kite
    Scroll Owner: Howard
    Other Users who have signed contract: ~Jazzy~, -Blizzard-, Sindy
    Summoning Boss if existing: King Kodak
    Other Summoning Animals tied to contract: Artemis, Apollo, Winged Kuriboh, Scout Squad Alpha, Puu
    (Kuchiyose: Kokuou Kodakku) Summoning: King Kodak
    Type: Supplementary
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A(60 for Talon Strike)
    Description: The user bites his thumb then smears the blood on his palm after doing so he performs two hand seals (Boar-Rabbit) and summons King Kodak. He is a White-collared Kite and the summoning boss for the Kite Contract. He is a fairly large summon about as big as the Hawk Sasuke summoned. He is large enough to carry one person on his back while flying and has trained with the Holder of the contract to be able to carry him at fast speeds. He has an affinity for Raiton and can use any Raiton tech that the user knows up to S rank. This is due to the fact that he has trained with the summoner for many years to perfect their timing together in battle and their jutsu. Kodak is a proud bird and will only listen to a summoner with confidence and will ignore a shy or less aggressive summoner. Kodak has sharp talons and a keen beak he is able to imbue his talons with Raiton chakra thus giving his strikes using his talons a paralyzing property much like a strike from a Raiton tech. It's not to effective and wears off incredibly fast lasts no longer than one turn. Can speak English.
    Note:
    -Can speak English
    -Can only be in play for 5-turns.
    -Can only be Summoned by someone who has signed or owns the Kite Contract.
    -Can only be Summoned once per battle.
    -Each Jutsu counts as a move toward the three jutsu of the summoner
    -Raiton imbued Talon strike counts as a jutsu and lasts at most one turn
    (Kchuysei: Tako Artemis) Summoning: Artemis
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user bites his thumb drawing blood he then opens his hands wide and summons Artemis. she is the younger sister of Apollo. She is very mature and understanding toward all things both battle ready and non battle ready. She has on both Talons a sharp metal cleat type apparatus which can be used to do a considerable amount of damage she can channel her Katon nature into them giving them a massive cutting ability and burning. She is to small to carry anyone on her back but she makes up for her inability by being a keen fighter. She can use any katon jutsu up to A rank that the user knows as they have trained together for a long time working together on timing and jutsu. Together Apollo and Artemis make one of the best Kite summoning combos Apollo able to use Wind that powers up his sisters fire making for devastating combo attacks. She has a sharp sense of both sound and sight but has the ability to tune out unnecessary noise. She can easily spot an opponent from a range away. Around one of her Talons she has a band that has the Heno Heno Moheji as a way to show that she is a favorite summon of my Kakashi bio.
    -Can speak English
    -Can only be in play for 5-turns.
    -Can only be Summoned by someone with the Kite Contract.
    -Any Jutsu used counts to the three jutsu
    -Channeling of Katon nature counts as a jutsu
    -Can only be Summoned once per battle.
    (Kchuysei: Tako Aporo) Summoning: Apollo
    Type: Supplementary
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user bites his thumb drawing blood he then claps his hands and summons Apollo. Apollo is a White-tailed Kite he is large enough to carry one person on his back and can fly at fast speeds with a rider. He is the only brother of another Kite named Artemis he and his sister Artemis were born from the same mother the same day and are twins. Apollo is a few minutes older than Artemis but it doesn't show much he has a immature personality in stark contrast to his sister who has a mature understanding of nature as well as her brother's lack of maturity. Apollo has trained with the summoner and has learned all he can in his affinity for Fuuton he can use any Fuuton jutsu the user knows up to S rank. His beak and talons are razor sharp and can clutch onto prey. His Talons are large enough to hold a human and strong enough to break bones like twigs. Apollo's wing span is enough to form a gust of wind comparable to an A rank wind jutsu. It looks alot like Wind Release: Pressure Damage but is only aimed forward toward the opponent instead of exploding outward in all directions. Around one of his Talons he has a band that has the Heno Heno Moheji as a way to show that he is a favorite summon of my Kakashi bio.
    Note:
    -Can speak English
    -Can only be in play for 5-turns.
    -Can only be Summoned by someone with the Kite Contract.
    -Any Jutsu used counts to the three jutsu
    -Wind gust counts as a jutsu and can only be used 3 times in battle
    -Can only be Summoned once per battle.
    (Kchuysei: Hane Hitofuki) Summoning: Winged Kuriboh
    Type: Supplementary
    Rank: A
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A (+40 Senbon)
    Description: The user does the nessecary handseals for the summoning (Rabbit-Snake) and summons Winged Kuriboh. It is a relitively small summon being only 2 feet tall and 2 feet wide but he has a massive chakra supply that of a much larger summon. He is covered in thick brown feathers that are dense he is mostly brown except for his wings which are off white. He looks almost like a puff ball a brown puff ball with wings. He can use any Earth jutsu that the user knows up to A rank but has to maintain contact with the ground for the jutsu to work. His feathers have a special property they can be imbued with his Earth chakra and then sent out toward the opponent. The Earth chakra makes the feathers much denser and able to stab into the opponent's flesh about 1 to 2 inches deep, doing about the same amount of damage as a thrown Shuriken. As the feathers are a medium Kuriboh doesn't need to be on the ground to use them.
    Notes:
    -Can only be in play for 5-turns.
    -Can only be Summoned by someone with the Kite Contract.
    -Can only be Summoned once per battle.
    -Feather attack counts as a Jutsu and can only reach to Mid Range from Kuriboh
    (Kuchiyose: Sekkou Buntai Arufa) Summoning: Scout Squad Alpha

    Type: Supplementary
    Rank: A
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user draws blood and performs one hand seal (Bird) with ample pressure and chakra control he summons four small Kites deemed Scout Squad Alpha. They are elite squad of four Kites each are small in size being about 4 feet in height with a wing span of 2 and a half feet. They each fly at fast speeds great for relying messages around vast distances. They have a strong sense of sight able to see small prey such as rabbits and other small game from heights of 60 ft in the air. Their sight is so great they can keep track of the prey with ease, relying that location to the summoner through the network of Kites that usually begins in Long range with Alpha and ends in Short range close to the summoner with Gamma. Each of the 4 condors act and scout differently, Alpha is the leader and he scouts on his own using his sight to find the opponent and rely the message back to Omega and Beta who then rely the message to Gamma and then from Gamma to the summoner, they do this by either calling out the location to the closest Kite or using a special code that each Kite and the Summoner understands(Squaking along the same lines Crows communicate). He is usually found in Long Range. Beta and Omega work as a team scouting in Mid range they are able to see things a whole range away so if they are in mid depending on the way they look they can see both Long and Short ranges respectively. Lastly is Gamma he is a loner he has the worst sense of sight so he usually stays close to the summoner for quick response in short range attacks. They have amazing sight but Alpha is restricted to seeing that which is in his own range his sight can't see past that as his eyes are trained to keep close watch on the opponent. Omega and Beta can see past their own range into a different range as they have been trained to see things at a distance they can also focus on what they see in their own range if the opponent is in their range. Finally Gamma can see what is in his range he has poor sight and can only see what is close to him usually he is really close to the summoner on his shoulder or close enough to alert him when an opponent is near. They are not to strong when it comes to battle but if they attack an opponent they will most likely go for the eyes pecking and gouging them out and then either returning to their range or returning to the summoner. They are able to swarm and attack the opponent moving at incredible speeds they can swap positions at extreme speeds making it seem like there are more than just four Kites in the group.
    Notes:
    -Each can speak english
    -Can only be summoned for 4 turns
    -Cannot summon a Kite the turn before
    -Cannot summon another Kite the same turn
    -Gamma can see an opponent in the same range as him. He is usually found in short range.
    -Beta and Omega can see someone one range away via Sight
    -Alpha can only see what is in his range usually Long
    -Their sight, albeit enhanced and specialized is a normal sight with no special abilities.
    (Kuchiyose: Puu) Summoning: Puu
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user draws blood and performs one hand seal (Snake) while applying pressure and chakra onto the blood. He then summons Puu, Puu is a summon that was raised by the holder of the contract. His mother and father where both killed when they were summoned into battle and the holder of the contract held himself responsible for their death. Puu started out life like any other Kite as an egg, a few days before his hatching from the egg the holder of the contract had gotten himself into a deep situation he was being tracked by 4 elite shinobi who wanted his head. He quickly summoned both Fuu and Paa, being the strongest summons at the time they gave their lives to protect the contract holder. Soon after their death the holder of the contract was reverse summoned to the Kite Nesting ground, the Elder spoke to him telling him how the egg would hatch soon and needed someone to keep it warm and safe and that without parents or a guardian the Nesting Ground wasn't safe. The holder took the egg with him back to his village and took care of it until it hatched. He then named the summon Puu in honor of both parents who had sacrificed their lives for him. He raised the summon long into Adult hood teaching it everything he could. Puu has two forms a small chibi type form which is used when it needs to stay hidden or when he needs to be smaller and a large form in which it can easily hold three grown humans on his back. The second form is used to fly many people around the area. In both forms he can use Water Release quite fluidly. He has mastered Water Release and can use every jutsu the user knows up to S rank, without hand seals due to the rigorous training they went through together. Puu in his second form can fly extremely fast and this flight is unhindered by the number of passengers he carries(Can't carry more than three). He can also speak fluid English and shares a deep bond with the contract holder due to the excess time spent with him. He also respects all the summoners listening to them without hesitation. In his first form he can't fly and is quite sluggish in moving about.
    Notes:
    -Can only be summoned for 4-turns
    -Can carry 3 people on his back
    -Can only be summoned if there is no other Kite on the field
    -No other Kites can be summoned while he is on the field
    -Must be a signer or the Holder of the Kite contract to summon
    -Puu can transition between forms once a turn and it counts as a jutsu



    Raiton: Due to it's use in most of Hiruko's stolen Kekkei Genkai raiton seems to be Hiruko's affinity. He can perform most raiton techs with a single hand seal.

    Swift Release: Through the use of the Chimera Tech Hiruko has mastered Swift Release he can use Swift Release fluidly but has to perform every hand seal needed for the jutsu

    Picture[s]:


    Theme Song and Background Music:

    Battles
    Won:
    Lost:




    If I pass I'm dropping Yasutora Sado. If Juugo counts as a special bio now I'll drop him as well if need be.
     
         
    Last edited by Howard; 08-05-2012 at 05:52 PM.

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    Re: Hiruko

    Goodluck Howard
     
         

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    Re: Hiruko

    Quote Originally Posted by -Ian- View Post
    Goodluck Howard
    Thanks, pretty much figure I'll need a lot of it.
     
         

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    Re: Hiruko

    Good luck bro hopefully Ame can own this bio too
     
         

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    Re: Hiruko

    Quote Originally Posted by ~Korra~ View Post
    Good luck bro hopefully Ame can own this bio too
    >_< Thanks and I'll try my best
     
         

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    Re: Hiruko

    gr8 +rep Kakachu
     
         

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    Re: Hiruko

    Nicely done.

    And good luck.
     
         

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    Re: Hiruko

    Quote Originally Posted by MegaDJKing View Post
    gr8 +rep Kakachu
    Thanks, and loved that movie

    (Ted)

    Quote Originally Posted by Zanshin View Post
    Nicely done.

    And good luck.
    Thanks
     
         

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    Re: Hiruko

    .... nice bio
     
         

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    Re: Hiruko

    nice bio haven't seen hiruko in a bit
    good luck
     
         

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    Re: Hiruko

    Nice man..GL for your test..
     
         

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    Re: Hiruko

    Good luck, bro. It's a nice bio no matter what.
     
         

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    Re: Hiruko

    good luck Howard ^.^
     
         

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    Re: Hiruko

    good luck ^.^
     
         

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    Re: Hiruko

    I have confidence that you might be the first one to pass this test, good luck
     
         

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    Re: Hiruko

    Quote Originally Posted by Uchiha seeker View Post
    .... nice bio
    Quote Originally Posted by The 4th Raikage View Post
    nice bio haven't seen hiruko in a bit
    good luck
    Quote Originally Posted by Rand al'Thor View Post
    Nice man..GL for your test..
    Thanks

    Quote Originally Posted by Zero Kelvin View Post
    Good luck, bro. It's a nice bio no matter what.
    Thanks I wasn't sure about the whole border thing >_> still think it makes it look a bit sloppyish.

    Quote Originally Posted by Sindy View Post
    good luck Howard ^.^
    Thanks Bre ^.^

    Quote Originally Posted by Frozenstein View Post
    good luck ^.^
    Thanks Froz ^.^

    Quote Originally Posted by Heister View Post
    I have confidence that you might be the first one to pass this test, good luck
    I hope so and thanks for the confidence
     
         

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    Re: Hiruko

    good luck
     
         

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    Re: Hiruko

    Quote Originally Posted by Bedlington View Post
    good luck
    Thanks.
     
         

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    Re: Hiruko

    you suck, this bio sucks and everything sucks love it man

    you know i am always kidding with you, and no need to wish you luck
     
         

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    Re: Hiruko

    Quote Originally Posted by Migualon J.J. View Post
    you suck, this bio sucks and everything sucks love it man

    you know i am always kidding with you, and no need to wish you luck
    Thanks I think I'm not sure whether to be sad or happy D:
     
         

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    Re: Hiruko

    "The Albino Namekian standing behind you." :rofl:

    nice bio

    Good luck
     
         

  22. #22
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    Re: Hiruko

    Quote Originally Posted by Howard View Post
    Thanks I think I'm not sure whether to be sad or happy D:
    happy of course
     
         

  23. #23
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    Re: Hiruko

    What a fun bio.
     
         

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