[Inactive]Henrin, Anzu

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[Inactive]Henrin, Anzu

Post by Archives » Mon Jul 03, 2017 5:38 pm

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Henrin, Anzu

"I can, and I will. Try me."

General Information Age: 19
Gender: Female
Height: 6'1"
Weight: 155 lbs
Physical Features:
  • Face/head: Anzu has soft black hair kept in a short and wavy cut. Her slanted and slightly narrow eyes are solid black, due to her Dosatsugan, and her lips are a pale pink. Anzu also adores piercings, and has 8 ear piercings- 2 in each lobe and 2 more cartilage piercings per ear- as well as a lower lip piercing. She has a small beauty mark beneath her right eye as well.
  • Body: Anzu has golden-tan skin, a product of days out in the blazing hot sun of Wind Country. She has well-defined curves and a rather average bust. She's tall and flexible as well, due to her Henrin genes and constant training, respectively.
  • Notable Features: Her height, her Dosatsugan, and her piercings.
Clothing/Accessories: Anzu generally wears a loose, cream-colored, long-sleeved cotton shirt over a sports bra. The sleeves of the shirt are loose around the arm and clinch at her wrists. She also wears a pair of light and baggy maroon pants that clinch with elastic around her ankles. She wears brown traditional ninja sandals. As for accessories, around her neck, she wears a red bandanna that can easily be pulled up to form a face mask. When spending longer amounts of time in the desert, Anzu will wear a light beige head-scarf that covers her entire head, with thin mesh hiding her eyes but allowing her to see out. The mesh allows her to not be blinded by the sun as well. Finally, Anzu also wears black fingerless gloves with small metal studs on the knuckles.
  • General: Anzu can be quite intimidating when you first see her, courtesy of her solid black eyes, taller-than-average height, and various piercings, but a smile on her face is as bright as the sun itself. A sociable woman, Anzu makes friends easily and for life, being the chatterbox that she is. Anzu loves to laugh and make others laugh. She does, however, have a cutting wit, so watch what you say and do around her.

    Anzu swings back and forth often between mothering and being mothered. Although she's rather lazy when off duty, she will do whatever it takes to complete a mission. She shows her friends tough love but tends to pout when they "don't treat her like the queen she is". She likes skinship a lot, often clinging onto close friends and family members. As for romantic interests, Anzu likes to flirt a little here and there but isn't very good at long-term relationships- the last boyfriend she had did not appreciate her shinobi lifestyle and all the missions she had to do and ended up running off with a civilian girl, which Anzu felt was probably better in the long run.

    Anzu also likes knowing things. A bit of a gossip, she knows all the juicy tidbits about almost everyone in Suna, which her Doatsugan definitely helps contribute to- leave a letter lying open on your desk and you can bet Anzu will be nosing around as soon as your back is turned.

    Despite her love of gossip, Anzu takes great pride in her country and village, believing Suna's way of life to be the greatest. She would rather die before betraying the village, much as any other real shinobi would. Her family is also incredibly important to her, and she took it incredibly hard when one of her younger sisters was slain by their own blood, albeit on accident. She has a habit of swallowing her own emotions in order to help others with their own.

    Although she cares for others very much, Anzu also has a bit of a temper… well, a lot of a temper. Her patience and calm has monumentally increased since she was a genin, but upon being pushed to her self-admittedly small limit when it comes to derogatory actions and remarks towards herself and the people and things she cares about, she will not hesitated to explode and attack with fists flying.
  • Hopes/Dreams: Anzu wants to… well. Who knows.
  • Fears: Sand in her underwear that she can't get out, the people she cares for getting hurt
  • Combat Mentality:Anzu wants to get things done as quickly as possible, with as little casualties as possible. Although she relies on allies to support her from afar, she get up in her enemy's face to disorient and confuse them, and hopefully knock them down for the count before they even realize what's happening. She does, however, try to stay away from genjutsu users, as genjutsu is currently her biggest weakness.

Battle Information Village: Sunagakure no Sato
Rank: Special Jounin

Stats: (0/50)
  • Ninjutsu: 20
  • Taijutsu: 30
  • Genjutsu: 5
  • Stamina: 20
  • Control: 15
  • Strength: 22
  • Speed: 25
  • Instinct: 23
Anzu's spear has some very special abilities. Starting out as a skinny foot-long cylinder made out of solid metal, upon channeling chakra into it, it extends into a red, intricately detailed spear about 6 and a half feet tall.

Arms and HandsShow
Anzu wears regular steel arm gauntlets on the backs of her forearms. On the inside of her forearms, underneath the leather straps holding the gauntlets to her arms, she has 2 throwing knives. On her hands, the fingerless gloves she wears have spiked metal studs on each knuckle, designed to give a little extra oomph to any of her hits.
Hip PouchShow
  • 5x Kunai
  • 10x Shuriken
  • 5x Smoke Bombs
  • 10x Explosive Tags
  • Companions: (0/1)
    Affinity: Fuuton
    Abilities and Concentrations
First Ability
The Eye of Insight, or Dosatsugan, is the doujutsu of the Henrin clan, to the point that they're regarded all over the lands for their abilities, being a very well revered doujutsu. While active, the Dosatsugan memorizes every little thing that it sees, from scenery, creatures, to certain movements very rapidly. Not only does the user have the ability to remember it, but they also possess the ability to recall any of it at a moment's notice. Any movement that is made, they can remember it and recall it, making them near experts at Taijutsu. Most abilities do need jutsu to follow it, however.

Should the Henrin engage in prolonged use of their Dosatsugan, they need to be prepared they are capable of enduring such a a task as it can be quite strenuous. While utilizing the Dosatsun, the Henrin is capable of maintaining it for a time equal to their Stamina/4 rounded down to a minimum of one post. Once the Henrin reaches the limits of their use, their doujutsu will enter a cooldown for approximately half the time it was active(minimum of 1 post). Should a Henrin attempt activation during this cooldown time, they will find their efforts met with physical pain from their eyes. Duration is based off total posts where the Dosatsugan has been activated, meaning users can turn it on and off to have a shorter cooldown.
Second Ability-----
Third Ability-----
Taijutsu ConcentrationsShow
Upper Body:
The fundamental skill of the [Upper Body] indicates the user’s proficiency with using their arms, chest and head in various ways to facilitate their use of related Taijutsu.
Lower Body:
The fundamental skill of [Lower Body] indicates the user’s proficiency in using their legs and feet in many different ways to facilitate their use of related Taijutsu.
The fundamental skill of [Acrobatics] includes the user’s ability to contort their body into unfamiliar positions in order to avoid attacks, as well as the user’s ability to fall safely and perform Ukemi and other feats of gymnastics. This facilitates their use of related Taijutsu.
The fundamental skill of [Medicine] describes the user’s mental and physical ability to perform traditional and mainstream medicinal practices. This facilitates their use of related Taijutsu.
Polearm Weapons:
The fundamental skill of [Polearm Weapons] indicates the user’s proficiency with staves, spears, halberds, pikes, scythes and other like weapons. This facilitates their use of related Taijutsu.
Deft Hands:
The fundamental skill of [Deft Hands] indicates the user’s proficiency with using their hands in very specific and complex movements, like sleight of hand and targeting very small and specific points on an opponent’s body. This facilitates their use of related Taijutsu in various ways.

Henrin JutsuShow
~Dosatsugan – Recall -Transcription
D-Ranked Ninjutsu
Prerequisite: ~Dosatsugan – Recall – Details
While their eye is active and the user has access to writing materials, they will enter a trance like state while recalling a memory in full detail. The Henrin will proceed to transcribe anything they might have seen onto paper, this can be anything from a book they might have read to drawing a portrait of a person they might have seen. The process itself can take anywhere from a post to 5 posts depending on the complexity of the transcription they're performing.

~Dosatsugan – Recall – Implantation
D-Ranked Ninjutsu
While the Dosatsugan is active, the Henrin will perform a series of hand seals before laying both their hands upon a persons head. They will then proceed to lock eyes with them as they implant a memory of their choosing into the target from their own mind. This memory implantation is temporary but it allows the Henrin to share information with another person more easily. While the person won't recall all the exact details like the Henrin would(unless they are a Henrin), they can interpret the majority of the information transmitted into their brain. This implanted memory will only last for 2 posts before it fades from the recipients mind.

~Dosatsugan – Rapid Recall
D-Ranked Ninjutsu
By quickly using their Doujutsu, the clan member can recall a small portion of any memory in a fraction of a second, in order to recall specific details such as clones, Genjutsu triggers, and the like. This takes almost no strain to perform, and as long as the Doujutsu was active at the time of the event, The clan member can recall the detail with pinpoint accuracy and speed

~Lingering Way – Trail of the Lesser Hand
D-Ranked Ninjutsu
After performing a series of hand seals, the Henrin is able to release chakra from their arms that creates a small chakra shell that mimics their arms exact movements. If the Henrin punches something, the Tracer will strike at it as well, creating a follow up hit. Primarily used with Ryuusei Ken, these Tracers have the capability of following their arm movements with a speed of 6 and impacting with a strength of 4. Tracers are incapable of adding in hand seals and only seem to be useful in melee compact. These arm Tracers will last for a total of 4 posts before dissipating as they seem to passively exist within the Henrin's arms when not following their movements.

~Lingering Way – Trail of the Lesser Heel
D-Ranked Ninjutsu
After performing a series of hand seals, the Henrin is able to release chakra from their legs that creates a small chakra shell that mimics their legs exact movements. If the Henrin kicks something, the Tracer will strike at it as well, creating a follow up hit. Primarily used with Ryuusei Ken, these Tracers have the capability of following their leg movements with a speed of 6 and impacting with a strength of 4. Tracers only seem to be useful in melee compact. These leg Tracers will last for a total of 4 posts before dissipating as they seem to passively exist within the Henrin's legs when not following their movements.

~Dosatsugan – Recall – Details
C-Ranked Ninjutsu
By seeing and recording any specific event, the clan member recalls the event, and then replays the event in their head, but in a more specific manner. In doing so, they are able to memorize the minutest detail, from number of buttons on a shirt to the number of pebbles on the ground. However, doing so takes a big strain on the user, making this unable to be used in battle, unless they have two full posts to concentrate on recalling the memories and pick out the details.

~Dosatsugan – Recall – Scenery
C-Ranked Ninjutsu
By using their Dosatsugan to 'record' and look at a type of scenery, the clan member is able to recall the scenery, and, going above that, see the scenery in almost any angle. The reconstruction is done entirely by their eye, letting them 'see' in each different part of the area. However, there are limitations. This doesn't allow them to actually see through anything, but, the eye 'fills in' what isn't there. So, if someone is hiding by a bush, they would see a normal bush. This takes a full post to complete the picture, so other Dosatsugan jutsu cannot be used.

~Lingering Way – Trail of the Adept Hand
C-Ranked Ninjutsu
An improved version of Lesser Hand, this technique functions the same save for the simple fact that the Tracers are stronger and fast. After performing the necessary hand seals, the Henrin will create a small chakra shell that mimics their arm movements exactly. These Tracers will strike at anything the Henrin punches at, acting like a follow up attack, yet they are unable to aid in the performing of hand seals. Primarily used with Ryuusei Ken, these Tracers have the capability of following their arm movements with a speed of 12 and impacting with a strength of 8. These arm Tracers will last for a total of 4 posts before dissipating as they seem to passively exist within the Henrin's arms when not following their movements.

~Lingering Way – Trail of the Adept Heel
C-Ranked Ninjutsu
An improved version of Lesser Heel, this technique functions the same save for the simple fact that the Tracers are stronger and fast. After performing the necessary hand seals, the Henrin will create a small chakra shell that mimics their legs movements exactly. These Tracers will strike at anything the Henrin kicks at, acting like a follow up attack. Primarily used with Ryuusei Ken, these Tracers have the capability of following their leg movements with a speed of 12 and impacting with a strength of 8. These arm Tracers will last for a total of 4 posts before dissipating as they seem to passively exist within the Henrin's legs when not following their movements.

~Lingering Way – Trail of the Lesser Body
C-Ranked Ninjutsu
After performing the necessary hand seals, the Henrin will proceed to create a small chakra shell around their arms and legs. A multi-limb version, Lesser Body allows the Henrin to more readily utilize Tracers with Ryuusei Ken, the sole drawback being that these Tracers are only as strong as their D Rank counterparts. Like the other Tracer techniques, these will mimic the exact movements of the Henrin with a speed of 12 and strikes at things the Henrin strikes at, hitting them with a strength of 8. The Tracers are only usable in melee combat and the arms are unable to be used in the aid of hand seals. These arm Tracers will last for a total of 4 posts before dissipating as they seem to passively exist within the Henrin's arms and legs when not following their movements.
Ryuusei KenShow
Ryuusei Ken:
The Falling Star Fist, or Ryuusei Ken, is the primary Taijutsu fighting style of the Henrin Clan, A style that revolves around agile movement and barraging opponents with physical attacks. When they prepare to use this style they will adopt what appears to be a rather solitary stance where they have one leg shifted in front of them, knee bent with their hips and upper body twist to accommodate the shift in position, this creates a more relaxed and flexible leg stance. While assuming this stance they will their forward arm raise up to chest level, extended out in front of them with the elbow slightly bent to position their palm facing down and their fingers in a relaxed position. Their other arm will be raised as well, but with their elbow more prominent bend as their hand is close to their chest, palm facing forward with the fingers similarly relaxed. Capable of engaging in a highly mobile style of fighting using dodges, rolls, and flips, the clan member is able to utilize acrobatic moves as parts of their attacks. While not above simple running, the style itself primarily uses tumbling as a means of maneuvering around opponents in close quarters while delivering strikes to their opponents.

Requires [Upper Body], [Lower Body], and [Acrobatics] concentrations
~Ryuusei Ken – Heavenly Impact
D-Ranked Taijutsu Discipline
This is more of a base technique, rather than a specific one, but, while using kicks and punches, the user waits for exactly the right moment, then, in a flash of movement, strikes with all of their power. If the average of the opponents Taijutsu and Instinct stats is lower than the users Speed, the strike itself appears as if no movement was made.

~Ryuusei Ken – Shooting Star
D-Ranked Taijutsu Maneuver
This attack is a simple in nature, while being approached by the opponent, the clan member will hop up. During the hop they will bring up their back leg into a snap kick aimed at the opponent's head, shifting to their other leg as they land.

~Ryuusei Ken – Arcing Star
D-Ranked Taijutsu Maneuver
While engaging an opponent in close quarters combat and making use of their Taijutsu skills and doujutsu, the Henrin will hop up while performing a back flip. Extending their leg, they will aim this flip kick towards an opponents chin in the hopes of injuring them.

~Ryuusei Ken – Rising Star
D-Ranked Taijutsu Maneuver
Tumbling forward into a roll, the Henrin will roll along the ground toward their opponent before putting their hands against the ground and launching themselves into an upward kick aimed at the opponents head. The user usually uses this to close the gap between themselves and their opponent, using the kick to try and launch them into the air if their they have more strength than their opponent.

~Ryuusei Ken – Split Star
D-Ranked Taijutsu Maneuver
The attack is a simple two-handed pushing motion palm strike delivered from around the level of the Henrin's abdomen. The simplicity of the technique masks the substantial power behind it as they thrust both palms into their opponent in an attempt to knock them back in an attempt to unbalance them.

~Ryuusei Ken – Skipping Star
D-Ranked Taijutsu Maneuver
From their stance, the clan member will lunge forward their opponent in a leaping stride. As the make this leaping stride, they will attempt to lunge into them, fist-first, in an attempt to smash into them with all their might while closing the gap between them quickly.

~Ryuusei Ken – Grounded Star
D-Ranked Taijutsu Maneuver
Going into a roll after launching themselves forward, the clan member will tumble toward their opponent before righting themselves into a kneeling position that ends with a crouching punch toward the opponents lower body.

~Ryuusei Ken – Spinning Star
D-Ranked Taijutsu Maneuver
The user of this technique will quickly somersault forward with one of their legs outstretched, aiming to slam it down into the opponent as they come down. Aiming for the head and shoulders, the Henrin will attempt to injure their opponent in the hopes of hindering their arm movements or disorienting them briefly.

~Ryuusei Ken – Slamming Comet
C-Ranked Taijutsu Maneuver
The attack is a simple, yet strong, forward-stepping straight side kick. Usually the user will close the gap with some rapid movements before planting one foot firmly on the ground to give way to the attack. Raising the leg they will kick with, the user will thrust it forward towards the opponents stomach or lower back.

~Ryuusei Ken – Stardust
C-Ranked Taijutsu Discipline
Prerequisite: Dosatsugan active
Since the clan member has the ability to remember exactly where they hit, they are able to utilize their Taijutsu skills to their maximum ability. Rather than putting their full power into each hit, they purposefully tone down their own hits, making their moves also just ‘barely’ miss, while in fact they are hitting with an incredible accuracy along with using the maximum power possible for the style. In doing so, each actual hit barely feels like anything at all, until the ‘final’ hit. This will make it seem like a whole lot more power was in the actual hit, due to the previous damage, while also causing a massive pain throughout the target’s body.

~Ryuusei Ken – Soaring Comet
C-Ranked Taijutsu Maneuver
Prerequisite: ~Ryuusei Ken – Stardust
An advanced form of Rising Star, the clan member will roll to close the gap between them and their opponent before forming an upward flying dropkick to try and knock their opponent up into the air. However, this technique can go further if the Henrin is able to land the first hit. They are able to perform a series of pedaling motions to kick the opponent multiple times.

~Ryuusei Ken – Orbiting Comet
C-Ranked Taijutsu Maneuver
A repositioning move within Ryuusei Ken, the Henrin will attempt to lunge toward their opponent and grab them by the shoulders. Should they prove successful in this grapple, they can use their opponent as leverage and flip over them, landing on the other side of them. This can be used to position the clan member behind their opponent for either further Close Quarters Combat, or to place them in harms way should a projectile attack be inbound.

~Ryuusei Ken – Forceful Comet
C-Ranked Taijutsu Maneuver
Prerequisite: ~Ryuusei Ken – Stardust
Leaping upward, the Henrin will kick while performing a series of spinning motions. They will kick with every full rotation they perform(up to four kicks), usually using this move to counter an opponent that is coming at them from the air or to attempt a flurry of blows against an opponent trying to back away from them on the ground by leaping forward instead of upwards.
Kushou-Ryu SoujutsuShow
Kushou-Ryu Soujutsu, or spear techniques, are a collection of Taijutsu techniques focussed around the use of polearms. The techniques can be used interchangeably for users of spears, staves, glaives and similar weapons. These techniques were developed by the military of the Holy City of Towers, rumoured to have been passed from the Holy Mother herself to the males of her land centuries ago. Those who wish to learn the secret techniques of the style must travel there and convince them to teach them. The style itself revolves around keeping the user’s weapon and body moving in order to manoeuvre around an opponent’s guard, or beat their way through it. Requires: [Polearm Weapons], [Deft Hands], [Lower Body]
* Kushou・The Viper Flicks its Tongue
D-Ranked Taijutsu Manoeuvre
This simple technique involves thrusting quickly with the user’s long weapon from a distance before quickly pulling back their polearm to prevent counters. This techniques most useful aspect is that it can be used while in motion without affecting speed or momentum.

* Kushou・The Courtier Taps his Fan
D-Ranked Taijutsu Manoeuvre
This simple technique involves proper use of the pole of the user’s weapon to deflect blows. By properly angling and manoeuvring their spear or staff they can deflect other like weapons, hand to hand blows or even sword blows by striking the right place at the right time, even while in motion.

* Kushou・Parting the Silk
D-Ranked Taijutsu Manoeuvre
Prerequisite: * Kushou・Low Wind Rising
This simple technique involves engaging an opponent’s weapon or one of their arms and moving it slightly to one side with the user’s weapon. This creates a very small opening which the user then exploits by kicking the opponent, keeping their weapon guarding the opponent’s arms.

* Kushou・Low Wind Rising
D-Ranked Taijutsu Stance
The foundational stance of the Kushou style, Low Wind Rising involves the spinning of the user’s spear or polearm around their body constantly whilst remaining in motion. While in this stance, the user will be able to deflect projectiles with less strength than their own, while also making unpredictable movements of their spear.

* Kushou・The Swallow Takes Flight
D-Ranked Taijutsu Manoeuvre
The user will vault themselves into the air using their polearm and then unleash a powerful blow from above. This technique is used to disorient and surprise foes as well as overpower them as it strikes with all of the user’s body weight and momentum from the spin they perform in the air in order to strike with the spear that was touching the ground moments before.

* Kushou・Twisting the Wind
C-Ranked Taijutsu Manoeuvre
Prerequisite: * Kushou・Low Wind Rising
This is the core technique of the Kushou Style. The user will begin in the Low Wind Rising stance and then approaches their opponent. They will begin with a wide arcing blow to begin this combination of blows. Following this they will spin their polearm and their body as they follow their opponent across the battlefield, chasing them down as they block and evade. This technique takes the user’s entire post, and can strike a number of times equal to half their speed. Those who block more than one blow will suffer a -3 to Taijutsu for 3 posts as the weapon’s momentum and force jars their body.

* Kushou・The Swallow Rides the Wind
C-Ranked Taijutsu Manoeuvre
Prerequisite: * Kushou・The Swallow Takes Flight
The user of this technique must first launch themselves high into the air as if with The Swallow Takes Flight. They will then begin to spin and unleash a flurry of blows from above. The user is capable of performing up to three strikes in the air, each of them prolonging the user’s airtime. The Swallow Rides the Wind is useful as it maintains the advantageous high ground and all of the forward momentum toward the opponent throughout all of its blows, giving the user an effective +6 Strength and -6 Taijutsu for the three blows.

* Kushou・Bundling Straw
C-Ranked Taijutsu Discipline
Prerequisite: 15 Instinct
This technique is a kind of mental preparation for the constant movement and spinning involved in the Kushou style. This enables the user to gather snippets of vision, sounds and tactile sensory information in order to be properly aware of the battlefield around them whether standing still or in rapid circular motion. The user is effectively aware of their surroundings within Instinct/3m of their person, able to recognise when attacks are coming and the body positions of opponents.

* Kushou・Unfolding the Fan
C-Ranked Taijutsu Discipline
While rare for a practitioner of Kushou-ryu to be on the defensive, this technique is designed to facilitate effective defence against other close ranged opponents. The user of this technique is constantly aware of distancing between the opponent and themselves, and therefore will aim all of their strikes to prevent the opponent from closing the gap using their long weapon. This will make it extremely difficult for those with less Taijutsu than them to get close to the user safely without somehow neutralising the user’s weapon.
Strong Fist StyleShow
Strong Fist:
This style focuses on being overall more physically powerful than your opponent. Users attempt to overwhelm defenses with great speed and strength while chipping away at their opponent’s stamina and keeping their own at the highest possible. Most attacks are simple in execution but extremely powerful in effect, causing battles of attrition to be in their favor.
  • Requires: [Upper Body] & [Lower Body] Concentrations
  • Obtaining A/S archives techniques requires [Taijutsu Specialization]
*[Strong Fist Style • Leaf Gale]
D-Ranked Taijutsu Maneuver
A simple sweeping kick aimed low to knock the opponent off balance.

*[Strong Fist Style • Dynamic Entry]
D-Ranked Taijutsu Maneuver
In this technique, the user builds momentum and speed in order to bridge the gap between themselves and a distanced target. After covering an appropriate distance, the user then lets loose a form of distraction, like a thrown object, in order to misdirect the target's attention. The user then leaps with their momentum, delivering a strong kick to bridge the rest of the distance.

*[Strong Fist Style • Dynamic Action]
D-Ranked Taijutsu Maneuver
Because distances tend to become the problem in most taijutsu, the practitioner will advance with every strike. This creates a tempo of advancement that is designed to wear down their opponent through ever pressing strikes, giving little chance for escape or recovery.

*[Strong Fist Style • One Inch Punch]
D-Ranked Taijutsu Discipline
When fighting in close quarters it becomes difficult to generate energy for full powered strikes. Practitioners have learned how to explode force from every muscle with minimal energy wasted and space needed. Every strike done by the practitioner has the potential to be at full strength, so long as they have at least one inch of movement.
Bone Breaker StyleShow
Bone Breaker Style was created by shinobi in order to disable another fighter quickly in a fight to prevent them from utilizing limbs, and weathering the opponent down by short powerful strikes aimed at weak spots in the skeletal structure to fracture or break entirely. The style is strongly based off the strength and taijutsu skill of the user. If a user is strong they can snap bones easily, but if they are uncoordinated the style is essentially useless, same if it was the other way around, a weak person cannot snap bones no matter how well they're coordinated. The style is an utterly brute and ruthless one used to typical lethally injure or disable an opponent for other means.
Requires a Minimum of 5 Strength and 5 Taijutsu
Requires Upper Body, Lower Body, and Medicine Concentrations
*Drunk Goggles
D-Rank Taijutsu Maneuver
The user claps their opponent's ear with the palm of their hand swinging wide to gather as much force as possible before smashing it causing bleeding and a ringing sensation in the opponent's ear. This also cause an influx of pressure in their ear canal making the opponent off balance. It will create a painful ringing, unbalance, and hamper their hearing. This causes the victim to experience a -1 taijutsu debuff. The effects of this jutsu last for 3 posts. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

*Right in the Sniffer
D-Rank Taijutsu Maneuver
The user positions themselves in a fighting stance and performs a quick jab with their dominating hand striking their opponent's nose attempting to break the cartilage causing immense pain and hampering their sense of smell as it fills with blood. The user must have 5 higher Strength than the opponent's strength to be successful with this jutsu.

Historical AccountsShow
The one time Anzu has ever settled for being second in her life was when she was born.

The second child in her immediate family, her older brother, two years older than her, took every opportunity to drag his first younger sibling around by the ear, much to her annoyance. She fought back as hard and as often as she could, which honestly wasn't very hard, seeing as she was barely even a toddler, and when their next younger siblings, twins named Atsumi and Tsuken, showed up two years later, Anzu fought to protect them too. Eventually he stopped, but Anzu fell in love at first sight with her younger sister, the older of the twins, an unbreakable bond that could not be topped by the births of any of her other siblings.

Atsumi and Tsuken spent most of their time together, so although Anzu did hang out and train with them a little, the majority of her time was spent training in a separate area of the clan compound. She had to catch up to her older brother, and she couldn't do that if she spent all her time playing around. Her talent with taijutsu was noted by her parents and encouraged, although with so many children they spent most of their time with the younger ones, which Anzu did not resent, for she wanted to compete with her own power.

Anzu entered the Academy at the age of 8, making and breaking friendships at the speed of light. She ended up graduating top of her class in taijutsu, which more than made up for her poorer scores in genjutsu due to her lack of effort in that area of study. At age 12, she was placed on a genin team with a gentle Naegi girl named Fujita who complemented her fighting style (running in and beating up whoever was in her way) by restraining enemies with her Flourish Style jutsu and healing her partner up with the few medical ninjutsu she knew. Often, Fujita had to hold Anzu back from simply jumping in to keep the hot-tempered girl from getting herself beaten up, or worse, getting caught in a genjutsu. Through time and training, Anzu eventually learned to be patient, something she had had much trouble with when she was younger. The two made an excellent team, but decided that there was so much more out there that they could accomplish, if only they were a higher rank. Hence, they began training for the Chuunin Exams, and both passed with flying colors, beating their opponents soundly and without a fuss. The two, wishing to stay together, made a request to be put into an assault squad, which was granted, and the Anzu-Fujita squad became the Anzu-Fujita-Hidemi squad, Hidemi being a doton user, plus two older chuunin who mostly served as the co-leaders of the group. At first, all was good and well with the world. As Anzu grew older, she began completely devoting herself to the shinobi life, ready to take mission after mission without pause. Her brother was still leagues ahead of her, and she wanted to prove that she was just as good, if not better, than him. Hidemi, however, took her duties much less seriously than Anzu did, and the two would often break into fights, despite Anzu's attempts at keeping her patience. Fujita, caught between the two, ended up siding with Hidemi, unable to take Anzu's breakneck pace and re-established fiery temper.

Anzu eventually left that particular assault squad, kicked off by the two co-leaders who could no longer take the constant intra-squad conflict, and that was that. A little bit ashamed but without regret, she continued training and taking missions without her squad "holding her back with all their bullshit," as she once aptly put it to a friend. It was around this time that Anzu found her spear, Splinter, while on a mission, and received permission to take it as her own. She began learning and using spear techniques while training, having unlocked another interest.

Her parents, seeing this angry teenage girl part ways with whom was once one of her best friends, encouraged Anzu to visit the Yuumagure temple near their home more often, in hopes that she would be able to get her temper under control a little bit more. Although reluctant to join, Anzu did end up becoming slightly more religious- although she didn't subscribe to a vegetarian lifestyle or a complete lack of alcohol in her life, she did appreciate the idea that all people were equal, and that there might be a life after death. She ended up learning meditation from a group of young monks, and to this day still uses it to calm down and think clearly. Soon after, she was promoted to Special Jounin. Although she had not fully specialized in any specific field, it was obvious that all her training had paid off.

When she was around 17, a bit wiser in the ways of the world and not as angry anymore (ok, this was a lie, she was still angry), she found a boyfriend, a merchant's son named Takayuki who was rather cute and a bit naïve to the ways of shinobi. Unfortunately, their relationship didn't last long, and the two split up after Anzu discovered that he was going out with another civilian girl due to wanting a clingier, more dependent girlfriend. Of course, she erupted, and was about to beat him to a pulp before remembering that she needed to control herself, especially since he was a civilian. Now, she doesn't really blame him as much, looking back on her own actions as stupid.

Moving on with her life, she moved out of her parents' home a year later, wanting to become more independent, although she did remain in an apartment close by to help train her younger siblings, of whom the smallest was barely 5.

Three weeks later, her younger sister was dead by the hands of her own twin, and Anzu was devastated. Unable to say anything to her younger brother without being overwhelmed with both guilt and hatred, she mostly left him alone, conflicting emotions threatening to swallow her up. Hiding them underneath a façade of ok-ness, she tried to support the rest of her family as much as she could.


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