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Activity Check
.:Karasu:Water Chieftan I_icon_minitimeSun Mar 08, 2009 9:03 am by Robin
This is an activity check, if you do not post within 4 days, i will remove your from your usergroup and i will be giving two new people the positions of Fire Lord and Air Elder..

Quote :
Name:
Rank:
Future Activity:


----
Mine:
Name: Robin
Rank: Earth King
Future Activity: Daily.

Comments: 7
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 .:Karasu:Water Chieftan

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AuthorMessage
Karasu
Water Tribe Chieftan
Water Tribe Chieftan
Karasu


Male
Number of posts : 86
Age : 32
Registration date : 2009-01-23

Character sheet
Name: Karasu
Gender: Male
Spam Points:
.:Karasu:Water Chieftan Left_bar_bleue10/10.:Karasu:Water Chieftan Empty_bar_bleue  (10/10)

.:Karasu:Water Chieftan Empty
PostSubject: .:Karasu:Water Chieftan   .:Karasu:Water Chieftan I_icon_minitimeFri Jan 23, 2009 8:15 pm

.:Character Creation
.:Karasu:Water Chieftan 3de36ba455


    Name: Karasu Ra

    Age: 23

    Nation: Water Tribe

    Personality: Karasu feels that to be a good leader one must be able to understand his people and so he spends plenty of time in the areas outside the palace, visiting with the sick and the needy. Very passionate about what he does he will do anything to help his people. Normally Jovial he likes talking with people even if it is over stupid things.

    Appearance: Karasu has lightly tanned skin with Spiky Black hair and red eyes. His body has a coiling set of tattoos running all across his body in seemingly random directions, the strings being made of runic symbols. He is normally seen wearing black clothing with a long black cloak and sandals.

      `Height: 7'2"
      `Weight: 165 lbs


    Rank: Water Tribe Leader

    Character's History: Karasu was born into a poor family on the outskirts of the Water Tribe's Domain. Raised to be a good person and a skillful hunter his parents also brought him into the main part of the city on occasion to teach him the ways of business, life and economics in the world. On one trip he and his parents were in the city buying supplies after the long winter. Spring was beautiful but there was the fact that they had exhausted their stores of food and other resources.

    Karasu's father had gone into a store to buy pelts as they needed to make new clothing. He had sent Karasu off to get some other things, mostly meat. After having bought the meat he returned to the shop where his father had been. He wasn't there. His mother wasn't where she had been either.

    Searching and scouring the city he finally found them. Surrounded by men with swords and the like, spearing and cutting his parents.

    Karasu went into a rage, his eyes went from the blue they had been to a deep red. He drove spikes of water through their bodies that splattered the ground with blood and gore. Going to his parents he found them to be alive but barely. Carrying them both out to the street he cried for help from a healer, but all shied away from the blood-soaked teenager and his half-dead family.

    Then a Samaritan helped him by healing his parent's wounds. But at a price. The man was an Adviser to the Tribe leader. The conditions being that Karasu had to be the man's helper and to completely forget about his parents. He didn't forget them.

    Years later the Adviser died and the Tribe Leader was going to step down. Karasu was his choice to succeed him.

      :Leader: Karasu, you embody the countries values as you have shown over the years. This is why I have chosen you, as well as the fact that you are not afraid to defend what you love. I pass my throne to you.



    Karasu knelt beside his dying leader. And watched him die.

    Objectives: To find peace

    Picture:
    .:Karasu:Water Chieftan 7aad08cef7


.:Ability:Move Creation


    .:Abilities
    `Primary
      Bending Abilities
      Level 1: Allows the person to use basic Moves (note that some basic moves have other requirements).
      Level 2: Allows the person to use basic moves and moves from an element of his choice.
      Level 3: Allows the person to use basic moves and to have moves from two elements. The second will only allow the person to use moves of lower rank than himself.
      Supreme Level: Allows the person to use basic moves, and two move elements. The second element will allow the person to use moves of their rank. (Two primary moves)

      Hand-to-Hand combat Abilities
      Level 1: Allows the ninja to perform simple hand-to-hand attacks, such as punches and kick combos. The Person may only use hand-to-hand equal to his level, and may not use a style.
      Level 2: Allows the ninja to have one hand-to-hand fighting style with all allowed rank moves.

      Weaponry Abilities
      Level 1: Allows the user to possess and use one Light weapon.
      Level 2: Allows the user to possess and use two Light weapons or one Medium weapon.
      Level 3: Allows the user to possess and use three Light weapons, two Medium weapons or one Large weapon.


    `Secondary
      Agility
      (Requires Hand-to-hand knowledge LvL 1 or higher)
      Level 1: Gives the person more speed and agility than average persons do, which allows them to dodge basic attacks with more efficiency.
      Level 2: Gives the person more speed and agility than before, allowing him to dodge ranged attacks, such as a shuriken (ninja star) with more efficiency.

      Strength
      (Requires Hand-to-hand knowledge LvL 1 or higher)
      Level 1: Gives the person more strength and power then average people do, providing more physical constitution, allowing the person to sustain more damage.
      Level 2: Gives the person more strength and power then average person do, which allows them to deliver more damage in their hand-to-hand attacks. The strength level of the person will be enough to crack stone with an attack.

      Stealth
      Level 1: Allows the person to hide in shadows and such, allowing them to be hidden better than most people can hide, they usually can sneak up on person for a first attack advantage
      Level 2: The person's precision and accuracy is greatly increased, and they now can spot all of the vital points on a person, making assassinations easier.

      Bending Capacity
      Level 1: Allows the person to sustain a bit more Spirit. 10% more Spirit.
      Level 2: Allows the person to sustain a greater amount of Spirit. 20% more Spirit.
      Level 3: Allows the person to sustain a large amount of Spirit, 30% more.
      Supreme Level: Allows the person to sustain a Monstrous amount of Spirit, 50% more.

      Medic (Exclusive to Water Tribe)
      Level 1: Allows the person to heal others and himself using some minor healing objects.
      Level 2: Allows the person to use up to High rank medical Moves and to use more advanced healing objects.
      Level 3: Allows the person to use up to Master rank medical Moves and to use any healing object.
      Master Level: Full mastery of any medical related move or object, with top success in healing.


    .:Basic
      Name: Disguise
      Rank: Low
      Cost: 2
      The user focuses Spiritual Energy and applies it to their body changing their appearance and altering their clothing. Once they sustain any injuries of significance the move is dispersed resulting in their original appearance.

      Name: Disappearing act
      Rank: Low
      Cost: 2
      The user focuses Spiritual Energy and applies it to their body, creating a white column to emerge from the ground to 10 meters up. The user seemingly disappears from the white light and appears at another position. Can only be performed twice during a topic.

      Name: Replication
      Rank: Low
      Cost: 2
      Allows the user to replicate an exact copy of an item. The item must be held in the user’s hand and cannot replicate anything exceeding Medium size or up. Can only be performed twice during a topic.

      Name: Colour change
      Rank: Low
      Cost: 5
      The user focuses spirit energy and by touching something, can change the colour of any item to the users’ desired colour. The colour is not permanent and gives no greater effects to the item.

      Name: Replacement
      Rank: Low
      Cost: 5
      The user focuses spiritual energy and can switch their body with an object. As long as the object is in eye shot. Can only be performed twice during a topic


    .:Water
      Name: Water Manipulation
      Rank: Low
      Cost: 3
      Almost all forms of Waterbending involve moving and shaping a body of water to the user's desire. By simply levitating water, Waterbenders can move water anywhere they wish.

      Name: Water Whip
      Rank: Low
      Cost: 4
      This move involves creating a lashing tendril of water to swipe at an opponent. The shape, size, and length are all determined by a Waterbender's control. More powerful benders can create larger whips or ones of greater finesse.

      Name: Water Jets
      Rank: Medium
      Cost: 5
      High pressure jets can be used to force opponents back or even blast clean through a target if focused enough.

      Name: Water Waves
      Rank: Medium
      Cost: 6
      By moving a large mass of water without separating it from its original source, water benders can create waves of nearly any size. This can be used to sweep opponents away or even as a form of transport, with the bender surfing on the crest of the wave. This same process can be used to propel waterborne crafts.

      Name: Water Bullet
      Rank: Medium
      Cost: 6
      The Water Bullet is a move where a Waterbender bends a large amount of water and sends it in a forceful blow towards their target.

      Name: Water Drill
      Rank: Medium
      Cost: 8
      A high-pressure, rotating column of water. Capable of exerting a significant amount of pressure upon a solid surface, that allows the action of a drill.

      Water Shield
      Rank: High
      Cost: 11
      Water can be molded into any shape and can by used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can recover.

      Water Thermokinesis
      Rank: High
      Cost: 13
      Waterbenders also possess thermo kinetic abilities regarding their element, meaning that they can alter the physical state of the water they manipulate (between liquid, and gas) at will. Changing the phase of water allows for multiple techniques in the course of a battle to hiding behind a wall of mist.

      Water Pressure Manipulation
      Rank: Professional
      Cost: 18
      Waterbenders are also able to manipulate water pressure, allowing their techniques to grasp other objects or cutting through without simply parting around them. Since water is incompressible, it can be used as a semi-solid while being able to move and flow like a liquid.

      Water Bubble
      Rank: Professional
      Cost: 17
      When in need to cross large bodies of water, capable Water benders are able to create a bubble around themselves, keeping an air supply for them and for others. 1 Spirit per post to maintain.

      Monsoon Trough
      Rank: Professional
      Cost: 17
      A Waterbender can cause rain to fall from clouds in the sky and cause a monsoon of rain. 1 Spirit per post to maintain

      Water Dome
      Rank: Professional
      Cost: 17
      A master Waterbender can collect water from the rain, forming a dome which can be used for both offense and defence. 1 Spirit per post to maintain.

      Water Run
      Rank: Professional
      Cost: 20
      This is a technique in which Waterbenders would use all four limbs to run on water at very high speeds, in addition to riding on foreign objects with the same purpose.

      Water Spout
      Rank: Master
      Cost: 26
      This high-level technique involves controlling a whirlpool-like pillar of water as a weapon, rotating it and directing its movements at the same time. Another form exists, which is nicknamed the "Water Snake", in accordance to the waterspouts constantly shifting and coiling movements.


    .:Ice
      Ice Spikes
      Rank: High
      Cost: 11
      Waterbenders can shoot small shards of ice at their opponent, or cause a giant spike to protrude from a body of water. The Northern Water Tribe employs these as a primary defense at their homeland when enemy ships are sighted.

      Ice Breath
      Rank: High
      Cost: 13
      A Waterbender can use their breath to rapidly freeze objects, such as metallic chains, or an opponent. For a more advanced version of the technique, the user takes a deep breath and exhales the air as a cloud of freezing mist.

      Ice Disks
      Rank: Professional
      Cost: 18
      A Waterbender can create a cylindrical column of water, freeze it to ice and proceed to slice razor-sharp sections of it off and send them at an opponent.


.:Weapon Creation


    Name: Junsei [Pure]

    Type: Katana

    Weight: Light

    Description: This pure white blade is the exact opposite of Gojou. It is three feet in length with a foot long hilt.

    Picture:
    Spoiler:

    .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:

    Name: Gojou [Hatred]

    Type: Katana

    Weight: Light

    Description: This pure black blade is the exact opposite of Junsei. It is three feet in length with a foot long hilt.

    Picture:
    Spoiler:

    .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:

    Name: Kusera

    Type: Zanbato

    Weight: Medium

    Description: A curved sword that the hilt curves in one direction and the blade in the other. The Blade is wrapped in black leather and there is a protected section by the base of the blade that allows the user to grip that part and if need be remove to increase the cutting area by a full foot. In total the sword is six feet long.

    Picture:
    Spoiler:
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