Kaguya, Makoto

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Ace Trainer
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Kaguya, Makoto

Post by Ace Trainer » Sun Sep 29, 2024 12:46 pm

Kaguya Makoto

General Information Age: 16
Gender: Female
Height: 5' 6"
Weight: 150 lbs
Physical Features:
  • Face/head: Makoto has the white hair indicative of her clan and dark, red-brown eyes. She wears her white hair up in a looped braid in back, leaving some hair loose in the front to frame her face and hang over her forehead, often hiding the two bruise-like marks there. Makoto is strikingly pretty, with large eyes, round cheeks, and a strong jaw that comes to a pronounced point.
  • Body: Makoto has the build of an acrobat, with a graceful, feminine figure, long legs, wide hips, a narrow waist, and a pronounced chest. Her limbs are lithe, wrapped in lean, desceptively powerful muscles. She moves with an assertive elegance that combined with her looks tends to attract wandering eyes.
  • Notable Features:Two round, bruiselike marks on her forehead mark Makoto as a member of the Kaguya Clan. A large, fresh, blotchy red scar along much of her upper right arm, shoulder, and side.
Clothing/Accessories: Makoto usually wears a patterned grey tank top and black shorts under a thigh-length black leather coat with plenty of storage space. On her legs she sports tight, black, high-heeled, thigh-high boots, along with a thigh holster for kunai. She wears her forehead protector around her neck.
Picture:
Personality:
  • General: Makoto is a blunt, aggressive, confrontational person. She never uses soft words where harsh ones would do, and is always willing to resort to violence when this trait leads her there. Despite this direct agression in person, Makoto also contains a conniving side, sometimes allowing her to keep her head when starting a fight would mean certain death.
  • Hopes/Dreams: Makoto is loyal to the Kaguya and to Kiri, in that order. While the political situation demands her obeissance to the Kawazaiwa, Makoto feels little personal obligation to her clan's patron family. She wants to become the most powerful warrior she can to serve as Kiri's implement and act out her violent nature on their enemies.
  • Fears: Failing the clan. Death. Close personal relationships.
  • Combat Mentality:Makoto is a fierce, direct fighter. She uses genjutsu and some ninjutsu to distract her opponents, wear them down, and put herself in a strategic advantage; then overwhelming force in close combat to put her opponents down.

Battle Information Village: Kiri
Rank: Chuunin
  • Chakra Pool: 10
  • Endurance: 12
  • Control: 3
  • Strength: 20
  • Speed: 20
  • Willpower: 20
  • Mastery: 4
  • Total: 87
  • Power Rank: C
Equipment:
Thigh Holster:
5 kunai
Waist Pouch:
10 shuriken
10m of wire
5 exploding tags
Jacket:
1 smoke bomb
1 flash bang
Companions: (0/1)
Affinity/Specialization: Bone Control
Abilities and Concentrations
Abilities
First Ability
Death Bone Pulse
A byproduct of the treatment for a congenital disorder, Death Bone Pulse is a Kaguya’s ability to control the ossification of their bodies to rapidly replace, grow, or produce bone from their bodies. This process is able to be consciously controlled as if it was a muscle. This allows the Kaguya to not only turn any part of their bodies into bone, but to grow new bones, or additional bones, or simply fashion things out of bone. This skill is actually a natural process that can be consciously controlled, making it a form of taijutsu, meaning all Kaguya techniques utilize the users Speed and Strength.
Second Ability
Jinchuuriki
Makoto has been chosen as the host for Ayago, the Weaver of Fate.
AyagoShow
Weaver of Fate
Ayago [綾悟], otherwise known as the weaver of fate, is a warrior spirit that has sworn fealty to the [Heart Empire]. In life, Ayago was the first Shogun who once ruled over the entire continent, and in death laments over the division of the world and wishes her webs to be used to unite it once again. The Weaver of Fate uses her webs to connect the past, present, and future, and allows its bonded warrior to do so as well. These jutsu mostly involve perceiving what happened in the past, what is happening in the present, or a possibility of what could happen in the future, but more advanced versions can effect how the present plays out, replay the past, or even attempt to rewrite the future.

Preferred form: In life, Ayago's favored weapon was an oversized yumi bow, and prefers such forms, but will morph to whatever weapon her bound user desires.

Influences: Those Ayago have bound herself to will find their chakra turning a pearly white color, and will start to see echoes of the past, from small things like someone walking down the street an hour ago, to larger ones like battles from years long gone.

Personality: Ayago is shrewd and calculating. She makes quick estimations of people based on what she sees of their recent past and soon-to-be future, and can seem cruel and cold to those she has deemed as having no value, but grandmotherly and kind to those she sees potential in.

Mastery: Mastering Ayago's powers allows one to access increasing levels of her time cognition, and offers the following boosts in strength.
Stage NumberDescription
Stage 0
0 Mastery
Arms of Fate: In the base stage, the user is able to summon Ayago in the form of any weapon up to two meters in length with [Willpower] Strength. The weapon can change form or size at [Willpower] Speed and Strength.
+3 Chakra Pool always active (this counts against your max stat total)
Stage 1
4 Mastery
Retrocognative Visions: By delving deep into the tides of fate, the user is able to learn aspects of the target's past exactly as the occurred, looked, and felt. Not only can they bring it up and act on that knowledge, but they can apply what they learned to any genjutsu in vivid detail.
+2 Speed
Stage 2
14 Mastery
Armor of Fate: In this stage, the user gains the ability to physically weave the threads of fate around themselves, manipulating the destiny of blows directed at them to miss or glance harmlessly off their body. This acts as chakra armor with [Willpower] Strength.
+5 Willpower +4 Speed
Stage 2 Ascended
20 Mastery
Evocative Blade: Any genjutsu trigger can be swapped out for one involving the spirit weapon Ayago, e.g. any sight genjutsu can be triggered by seeing the weapon, any sound genjutsu triggered by hearing a sound made my it.
+5 Willpower +4 Speed +2 Strength
Stage 3
28 Mastery
Mutable Past: Through a strong connection with the spirit, the host is able to tweak events in the past as they relate to their own body. This manifests as a regnerative ability that scales off of Willpower.
+5 Willpower +5 Speed +5 Strength
Stage 4
38 Mastery
Foreordained Strike: Some strikes are special for a single target, a certain place or a certain person, and no matter what happens that's where the strike will land. While in this form, the user is able to manipulate the threads of fate around a weapon strike. As long as the target has less Willpower than the user, any blocked or dodged strike will do 1/3 of its original Strength of damage to wherever the attack was originally targeted.
+5 Willpower +5 Speed +5 Strength +3 Endurance +3 Chakra Pool
Stage 4 Ascended
50 Mastery
Braided Kismet: With their mastery over the movement of destiny, the user can live multiple realities at once. Once per thread, the user can create a 'clone' of themselves representing a different timeline that has all of the stats of the original. At any time of their choosing the user may merge the two clones, picking and choosing which of their effects remain on the thread. If either version is killed, its actions are cancelled out and the other clone's timeline becomes what happened. Similarly, if either clone harms another person, the user must merge the timelines.
+5 Willpower +5 Speed +5 Strength +5 Endurance +5 Chakra Pool
Third Ability
Concentrations
Ninjutsu
Fuuton Affinity:
Fuuton Affinity
A character with this concentration is able to utilize Fuuton, and can make and use any custom or archived jutsu that require the Fuuton affinity. Fuuton has an cutting effect.
Passive (Cutting)Show
Fuuton has a natural cutting property to it, that exists in all jutsu unless otherwise stated. This gives fuuton a unique opportunity to strike with additional power, and to act as a offensive defense. Regardless of their purpose fuuton jutsu passively cut with no distinct pattern at 1/2 the strength of the technique rounded down unless otherwise stated. This means if someone punched a 20 strength fuuton wall, they would get cuts on their hand applied with 10 strength. This also means that fuuton jutsu specifically designated to cut things can create devastating wound by essentially striking twice.
Ninjutsu: Advanced Channeling:
This user has superb chakra control, and has learned to perform jutsu by channeling, without the use of hand seals. The user can channel any Ninjutsu that is designed to be channeled, and there are no specified parameters in which a jutsu must fall to be channeled by this method.
Taijutsu
Quote:
Bone Control
A member of the Kaguya clan, this shinobi has mastered the gift of their clan and can consciously control their bone as if they were a muscle, forcing their body to ossify and grow as they see fit.
Rigid Structure:
The fundamental skill of [Rigid Structure] describes the user’s ability to adeptly position and lock in their skeletal structure to efficiently absorb blows with minimal damage to their person. This facilitates their use of related Taijutsu.
Sword Weapons:
The fundamental skill of [Sword Weapons] indicates the user’s proficiency with swords and sword-like weapons such as knives, daggers, sword-breakers and the like. This facilitates their use of related Taijutsu.
Genjutsu
Genjutsu: Advanced Channeling:
This user has superb chakra control, and has learned to perform jutsu by channeling, without the use of hand seals. The user can channel any Genjutsu that is designed to be channeled, and there are no specified parameters in which a jutsu must fall to be channeled by this method. Channeled Genjutsu cause the user to be surrounded in an aura of chakra while channeling the genjutsu, until the genjutsu is initiated.
Sight Initiation:
This user has learned to use visual cues to initiate genjutsu. Allowing them to perform actions, or draw the eyes to something to capture their targets in a genjutsu.
Sound Initiation:
This user has learn to use sound cues to initiate genjutsu. Allowing them to create sounds and sustain sounds to capture their targets in a genjutsu.
Touch Initiation:
This user has learn to use physical sensations to initiate genjutsu. Allowing them to physical touch the target, or touch them with objects to capture their targets in genjutsu.

Jutsu
NinjutsuShow
Fuuton (1D)Show
*Fuuton • Redirection
D-Ranked Ninjutsu
After performing the needed hand seals, the user covers a projectile they are holding in fuuton empowered wind. Then, when the weapon has been thrown as normal, the user is able to change it's direction by up to 90 degrees once with no drop in momentum on the projectiles part. This technique only lasts one post.
Taijutsu(1E, 12D, 5C, 2B)Show
Shinden (6D)Show
*[Shinden • Swaying Peltandra]
D-Rank Taijutsu Discipline
The use of larger swords and hafted weapons often makes close-quarters maneuvering of the practitioner's weapon more difficult. By placing one hand on the pommel/butt of the hilt or low section of the weapon's haft, the user is able to more easily maneuver, twist, slide, and flip their weapon in close quarters to cover a wider range of offensive and defensive options, using the second hand to give full power to their attacks and techniques. This Discipline represents the practitioner's mastery of this basic concept, allowing them to lessen the impact of their weapon's natural blind spots and weaknesses.

*[Shinden • Ambidexterity]
D-Rank Taijutsu Discipline
After practicing for a long amount of time with the concept of using both of their hands with equal skill, the user has developed a level of ambidexterity that allows them to utilize both hands equally and as effectively without any penalty. This extends to other methods of combat or simple everyday life as well.

*[Shinden • Branch Cleaver]
D-Rank Taijutsu Maneuver
One of Shinden's most basic offensive techniques, the practitioner raises their weapon over their head, using gravity and inertia to add momentum to their next attack. The practitioner then launches a ferocious two-handed swing in any single direction. The practitioner executes the cut in a circular motion, allowing them to quickly bring the weapon back to guard against a potential counterattack.

*[Shinden • Stream Splitting]
D-Rank Taijutsu Maneuver
A simple setup technique, the practitioner quickly and continuously spins their weapon in their hands, capable of switching their weapon between each hand if they wish. This technique can serve as a defense against projectiles and attacks, but its primary purpose is to set up the practitioner for their next attack or technique. Any attack or technique used after the practitioner uses this technique will be instantly launched at the practitioner's maximum Strength and Speed.

*[Shinden • Swaying Cattail]
D-Rank Taijutsu Discipline
Prerequisite(s): 8 Strength.
A practitioner of Shinden must be able to control their weapon as easily as their own breath. This Discipline represents the practitioner's capacity to both change the orientation of their weapon to cover a different part of their body while spinning said weapon and to immediately change the direction said weapon is spinning without loss of defensive or offensive momentum.

*[Shinden • Hiding Under Mangroves]
D-Rank Taijutsu Maneuver
Designed to catch unsuspecting foes by surprise, the practitioner can use this technique either as an offensive technique or as a counterattack. Using part of their weapon's hilt or guard (i.e. the pommel/butt of a sword's hilt), the practitioner bashes the opponent's head or face with the handle of their weapon before coming down with a swing in the opposite direction of the first strike. Landing the first blow makes it more likely that the second attack will find purchase on the opening created by the first attack of this technique. If the practitioner's Strength is 5 higher than the opponent's Endurance, this technique will cause immediate localized inflammation and hairline fractures on the point of impact.
Death Bone Pulse(1E, 2D, 1C, 2B)Show
~Death Bone Pulse • Lockpick
E-Ranked Taijutsu
The user will place their finger against a lock, ossifying the tip of their fingers, and then forcing it forward into the lock. The produced bone will fill into the lock, producing a key that can then be used to open the lock, or saved for the future. The bone is brittle, and will break rather easily if under too much pressure.

~Death Bone Pulse • Proximal Phalanx Bone Senbon
D-Ranked Taijutsu Maneuver
The user will ossify the tip of their fingers, then make a throwing motion. Causing the ossification to fly off of their hands as if thrown.

Death Bone Pulse • Ossified Spike
D-Ranked Taijutsu Maneuver
The user will ossify any bony surface on their body (usually a hand, knee, or elbow) and cause a roughly meter-long spike to emerge at the user's Strength and Speed.

Death Bone Pulse • Patella Sword Edge
D-Ranked Taijutsu
The user's kneecap will ossify and a bone will grow out of it. As the bone grows it takes the shape of a katana. The sword is is 1 meter long, with an 80 centimeter long blade. The user is able to store the sword in an out of their hip once it has been crafted, their hip acting as a sheath.

~Death Bone Pulse • Juggernaut Bone Armor
B-Ranked Taijutsu
The user tenses their entire body, causing flexible plates of bone to form all around their body as they do so. This armor protects them from almost every angle, and overlaps like chainmail to prevent any holes from being found or utilized.

~Death Bone Pulse • Ten Finger Drilling Bullets
B-Ranked Taijutsu
The user will ossify the tip of their fingers, then force it forward with a throwing motion, sending forward 10 sharp bone pieces flying forward. Each strikes with individual strength.
Kettou (4D, 4C)Show

[Kettou: Balance]
D-rank Taijutsu Maneuver
In a close quarters duel, balance is everything. When the user is able to dodge a swing or kick, they will then strike at the back of the strike with their full force, accelerating the opponent’s momentum and often sending them off balance.

[Kettou: Blade Check]
D-Rank Taijutsu Maneuver
A basic technique used to close distance with an opponent; the user will strike at the flat of their blade and push it aside. The user is trained to contact a foe’s moving blade while avoiding injury to themselves.

[Kettou: Snatch]
D-rank Taijutsu Maneuver
Those who have practice this maneuver are able to snatch a projectile out of the air without harming themselves, so long as their Speed is 5 or more greater than the speed of the projectile.

[Kettou: Leading Jab]
D-rank Taijutsu Maneuver
When striking with straight jabs, whether with a fist or weapon, the duelist can strike slightly off center from their intended contact point, typically creating more space to dodge in a specific direction. When done properly, this can lead the opponent into openings for more complex and damaging attacks.

[Kettou: 10 Paces]
C-rank Taijutsu Stance
A key technique for dueling, the user must have Speed equal to or greater than their opponent to properly utilize, but can use it to some success as low as -5 Speed from their opponent. The user will situate themselves 5m away from the opponent, and then will always match the speed of their opponent to conduct the opposite movement. If the opponent moves forward, the user will move backward, if they rotate to the left, the user will rotate to the right. This means the pair will always be exactly distant from each other, creating ample opportunity to respond to any attacks.

[Kettou: Armed]
C-rank Taijutsu Maneuver
The biggest advantage in a duel is being able to catch opponents off guard with different attack types. When wielding a weapon, this duelist is able to release their weapon and strike at the opponent with their bare hand, before grabbing the weapon out of the air again prior to it falling to the ground. This is especially helpful for creating feints.

[Kettou: Disarm]
C-rank Taijutsu Maneuver
Intended to remove weapons from the opponent's arsenal, this technique requires that the opponent is attacking with a weapon in hand. As the opponent attacks, the user will move to the inside of the attack and use their outside arm to make a directed attack at the opponents hand and wrist, striking downward with their full strength. If the attack lands and the users strength is greater than the opponents, they will be disarmed. If the targets strength is higher, they will take a [-3 Speed] for attacks with that hand.

[Kettou: Get Over Here]
C-rank Taijutsu Maneuver
When dueling, grapples provide just as much value as strikes. When going for any sort of open handed strike, the user can elect to quickly convert it into a grab, grabbing onto limbs, clothing, or equipment to pull or push the opponent with [Strength]. Doing so often can throw the opponent off balance or interrupt attacks, creating new openings and more importantly preventing them from getting away from attack.
Genjutsu (3D 1C)Show
*[Genjutsu • Pins and Needles]
D-Ranked Illusion Genjutsu
After performing the hand seals and pricking the opponent with some sort of small weapon (usually senbon), the opponent feels their arms and legs fall asleep. It feels as if the blood flow to these appendages has basically stopped, making their movements a tad sluggish and just all around uncomfortable. This jutsu doesn’t really hinder a person, but it makes everything they do feel off. For those who are attuned to the way their body feels during battle, it can be extremely distracting. Lasts 3 posts.

*[Genjutsu • Paranoid]
D-Ranked Illusion Genjutsu
The user will do a series of hand seals, then whistle. Anyone who hears the whistle will be captured in this genjutsu. For the following 4 posts, the target will see a shadow in the corner of their eyes, constantly shifting out of view when they attempt to look at it.

*[Genjutsu • Boom!]
D-Ranked Illusion Genjutsu
The user will do a series of hand seals, then within the next post, snap their fingers. Anyone who hears the snapping will hear an explosion in the distance behind them. This works as an effective distraction, or a scare tactic, if properly utilized.

*[Genjutsu • Burning to Death]
C-Ranked Illusion Genjutsu
This is a genjutsu technique which can be used in quite a few ways. The user forms a hand seal, and as long as the opponent(s) see it, then the genjutsu will begin. The user and the opponent(s) will both light on fire and start to burn, from the feet up to the head, in the opponent's mind. The opponent will normally start to panic and try to get rid of the fire, especially since they feel as if they were in actual pain. This genjutsu lasts for 4 posts and will not appear to be able to be extinguished, no matter what the victim does. The illusion is very static, in the sense that it doesn't change with the environment, it merely creates an illusory flame and pain.
UnmeijutsuShow
Unmeijutsu:
The Weaver of Fate holds power over the ways in which action and reaction come together across time. While bound to a host, this power is transferred to them. In its most basic form this tends to allow the user to see and act on both the past as it happened as well as possible futures. As the user becomes stronger and more integrated with Ayago, this power can even be used to inflict that knowlege on other people, or in extreme cases to change it in subtle ways.
[Unmeijutsu • Shifting Weapon]
D-Ranked Unmeijutsu Discipline
Through the perfect synchronization of their will with Ayago's, the user is able to change the shape and size of the spirit weapon mid-attack, allowing them to block attacks or evade guards that they otherwise would not be able to. If their [Willpower] is greater than the Speed of the strike, this happens without any disruption to the user's movement.

[Unmeijutsu • Lesser Precognative Echoes]
D-Ranked Unmeijutsu Stance
By seeing glimpses of the future the user is granted preternatural ability to evade attacks. The focus on these visions precludes the use of other physical stances. Still an opponent with 5 or more Speed than the user can move faster than the visions can be interpreted, nullifying this ability.

History
Historical AccountsShow
Makoto was born to a high-class courtesan in Kiri. While her mother was pregnant with her, the topic of her parentage was a hot one among a certain segment of the village's population. Rumors circulated that her father might be some noble or wealthy merchant, and that her birth could rock any of the famlies whose men were known to 'do business' with her mother. Due to this situation, Makoto and her mother would have been targets, had some twist of fate not afflicted the infant with the Ossifying Disease. For the protection of both herself and her child, Makoto's mother turned Makoto over to the Kaguya who raised her ignorant of her unique parentage.

An unstable, aggressive child, Makoto excelled in her academy training where she discovered a special affinity for Taijutsu and Genjutsu. Despite an initial poor showing in the first academy core, she easily passed the academy on her first try from her marks on the second two. Her personality led to her academy days being punctuated by fights, which she came out on top of more often than not. While still in the academy she maimed another student in a fight. The boy was from a poor Merchant Caste family, and as such was taken by the Kaguya clan to be put out of his misery: Makoto's ceremonial first kill.

During the genin selection, she brought back what was left of one of her classmates' heads and was admitted as a genin. She was paired with a promising Aisu girl as a rival: Minako Aisu. The pair were almost immediately at each others throats. Still, the two were well-matched in terms of skills and after several years of working on missions, the two were advanced to their Chuunin Exams. Mako emerged victorious from their match, damaging the Aisu girl's arm beyond repair. The victory was not without cost though: one of Minako's ice jutsu hit Makoto full force, leaving a large, blotchy scar along her upper right arm, shoulder, and side.

Within weeks of her promotion, Mako's life changed in two major ways. First, her performance in her Chuunin Exam was enough to impress Shinjiro Karagata, the First Sword of the Seven Swordsmen of Mist. Having recently seen his old Dagger promoted to full Swordsman, Makoto was offered a position as Dagger. Wanting dearly the strength and prestige that such a position offered, Makoto accepted.

Username: Drak
Organization Equipment: 0/100
Organization Jutsu: 100/100
Ryo: 83/155
Prestige Perks: Scaled Accountant (+2 Modifier for Ryo payout in all threads), Heirloom (20 Ryo towards gear) 2/2
Stat Trainings: (0/75)
Last edited by Ace Trainer on Sat Jun 14, 2025 9:12 pm, edited 15 times in total.
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