Cracker Charlotte

Pekoms

Active member
Elite
Joined
Dec 23, 2012
Messages
8,797
Kin
53💸
Kumi
27,056💴
Trait Points
0⚔️
Awards
You must be registered for see images
Name

Cracker Charlotte
Nickname

"Thousand Arms"
Gender

Male
Age

???
Clan

N/A

Appearance
___Cracker is a fair-skinned brawny man of prominent height (1.9m). He has light, mostly short hair. But he also has a peculiarly long, baguette-like bun tied at the back of his head and a pair of thin, pointed strands on either side that spark akin to firecrackers. Even so, his most distinguishing feature is a large scar reaching from the scalp, past his right eye, to down below the chin. In regards to clothing, he generally opts to go shirtless and wears a kilt adorned with colorful biscuits. Tied to the back is his unique mask, Terpischora. And whenever he is traveling, a basic tool pouch is found alongside it. In addition to the kilt, he wears a pair of tall, dark boots complemented by equally dark gloves, and an elaborate pauldron atop his right shoulder. Within the pauldron is a concealed compartment in which two scrolls of great value are kept. The first scroll is known to be the summoning contract for monkeys. The second scroll serves as a catalog of sorts for his entire combat puppet collection, and all of them are sealed within. Extending from the pauldron is a polka-dotted cape. As a recent dabbler of Kenjutsu, he retains a longsword in his possession. It is a large double-edged sword longer than Cracker's height. It has an oblong-shaped hilt coupled with a guard resembling a biscuit cookie and ergo, named Biscuit. Due to his deep connection with Monkeys, Baal, in his Kongō Gunbai-uchiwa henge, is a companion.​
You must be registered for see images
Personality
___Cracker is typified as quite the reprobate, driven by his hedonistic side. He is unfazed by most violent situations, and in fact, revels in creating chaos. As an artist and longtime performer, he has exotic aesthetics and is remarked by others to have ill, albeit masterful tastes; he respects his peers.
___In combat, he is quite confident in his power, preferring to deal with the majority of foes alone and resents even the slightest bit of outside inference. Of all things, he derives the most pleasure from using his puppets; consistent with such gratification, he relishes any chance to overwhelm his opponents with their wide array of mechanisms. Also thriving on deceit in conjunction with his rogue status, he strives to maintain a great degree of anonymity and is quite proud of current bounties using a picture of just his preferred guise. He routinely does this not with the use of a henge, but by covertly operating within one of his puppets throughout all events. And even when forsaking an armor-esque puppet under sufficient pressure, his most intimate weapon is an old, unassuming mask that further obscures that which is his true identity.
___Perhaps his greatest quirk, however, is an extreme aversion to injury. Cracker absolutely despises feeling pain, even the prick of a mere needle. This is the chief reason as to why he prefers fighting with his many puppets. And partially stemming from this trait, he has gone on to pursue the career of a medical ninja. Between his mastery of puppetry and his puppets' poison-coated tools, his fighting style has gone on to evolve with a proclivity for traps and tricks. He routinely relies upon underhanded tactics, and always without compunction. Each battle is little more than a choreographed act, akin to his time with the troupe, and he takes no issue at all with performing the role of a malicious joker. Due to this side of his in conjunction with his fighting style, personality traits like crafty and meddlesome are defining.
You must be registered for see images

You must be registered for see images

You must be registered for see images

You must be registered for see images

Village of Birth
N/A
Village of Alliance
N/A
You must be registered for see images

You must be registered for see images

You must be registered for see images

Ninja Rank

Jounin
Specialties

[sup] Doton | Saru[/sup]
ElementsJutsu
[sup]
D
o
-
[/sup]
[sup]
F
ū
-
[/sup]
[sup]
K
a
-
[/sup]
[sup]
R
a
i
[/sup]
[sup]
S
u
i
[/sup]
[sup]
G
e
n
[/sup]
[sup]
K
e
n
B[/sup]
[sup]
M
e
d
[/sup]
[sup]
N
i
n
[/sup]
[sup]
T
a
i
[/sup]
You must be registered for see images
History
___Cracker's early childhood remains largely shrouded in uncertainty. His character is an enigma that speaks little of his past, because he is uninterested in it. Amid his adolescent years, he was found severely beaten along the Land of Wind perimeter by a circus ringmaster. Sometime soon thereafter, Cracker found himself to be an exceptional performer amongst the troupe, showcasing highly competent feats of dexterity involving the manipulation of puppets. The circus ringmaster, having detected his undeveloped potential came to gradually disclose information about chakra and the means to harness it—Ninjutsu. Within just the span of a few years' time, his development had reached unprecedented levels within the troupe, and he began training in much more advanced applications of chakra usage. Eventually, Cracker came to identify with an immeasurable knack for the puppetry Ninjutsu field, which inevitably inspired many never-before-seen circus acts and in turn, widespread acclaim spanning national borders. One day, a fellow performer was attacked by a serial killer; they were thankfully rescued in the nick of time by Cracker's own intervention, as he injured the assailant's left eye (though he believed it to be fake). A week later, he performed an act before the Wind Daimyō, preeminent authority of the land. After the performance, he confronted the circus ringmaster in a secluded area and ultimately, accosted him of —to which the troupe leader confessed, and the two initiated a lethal duel that ended with Cracker being the victor. The cost, however, for robbing his mentor of his life was the loss of his left forearm and hand. Befitting his inclination towards puppetry, he converted the severed limb into a viable carbon-steel alloy prosthesis that retains the full capacity to knead chakra. On the eve of his work's completion, he would take leave from the troupe, in search of new thrills.
Other
Earth AffinityMonkey ShishouPoison SpecialistPuppet MasterVentriloquist
You must be registered for see images

You must be registered for see images

You must be registered for see images

Music
You must be registered for see images


___________________ ___________________
You must be registered for see images


Won: N/A ____________ Lost: N/A
"I simply control my perfectly crafted masterpieces… and make new ones if the situation calls for it!
That is the power and beauty of my puppets… saying my strength is limitless doesn’t do it justice!!"
Contract

Saru
Adv. Ninjutsu

Kugutsu & Gamu
[/td]
[td="colspan: 5"]
You must be registered for see images
[/td][/TR]



[/tr]
Puppet Master's Serenity | Terpsichora
Type: Weapon/Supplementary
Rank: S
Range: N/A
Chakra: 40 (-15 per turn)
Damage: N/A

Description: During the Warring States Period, several Uzumaki clan members conspired to craft a weapon that would enable them to temporarily transcend their physical limitations while in combat. To achieve this endeavor, the clan members captured Zepar of the monkeys. In life he had claimed the title: Monkey of Spirit and Puppetry. Once the elderly monkey was in their custody, they robbed him of all his chakra and sealed it away within a mask forged from chakra metal, reinforced with adamantine ore. It was a dark process fully immersed in forbidden arts, which forsook one as sacrificial—and it worked. For Zepar hadn't been unmade, instead he'd became a parasitic and spectral entity with full retention of his memories and powers.

Once the mask is donned, the wearer's own chakra will be gradually leeched and trigger the mask's great power. First, a thin albeit dense shroud of Zepar's chakra will spread from it. It'll diffuse all over the wearer's entire body, congealing into a minimalist armor (B-rank). Then, the incorporeal upper body of Zepar manifests and proceeds to apply chakra threads unto the wearer. By this point in time the mask's wearer is, more or less, being controlled much like one of their own puppets. It is an artificial state with a limited duration that exists as the antithesis to all puppetry techniques. While Zepar's threads force the mask's wearer well beyond their natural physical threshold, their base speed is effectively doubled. In addition, they are bestowed an unnatural degree of flexibility and quite like ordinary puppets, levitation/flight. Even their Taijutsu techniques exceed the standard damage output (+20). Foes can still induce Genjutsu within the person being manipulated, but the illusions won't adversely affect them while Zepar retains control over their body. To cancel the mask's power prematurely, it must be removed/sealed. An alternative is exposure to a chakra draining technique. Afterwards, the wearer's Taijutsu and speed will suffer.

Note: The mask is only useable by Cracker Charlotte.
Note: The mask is only useable twice per event (four-turn duration), but cannot be used in back-to-back fights.
Note: Zepar is nigh-imperceptible to those lacking Dōjutsu/sensory or Yin Release.
Note: The mask wearer's Taijutsu and speed will decrease by one rank and two levels, respectively (two turns)..​

Summoning Technique: Adamantine Armory | Kuchiyose no Jutsu: Kongōhieki
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A

Description: Contract Ninjutsu effectively enabling the user to summon any animal tied to the Monkey contract, albeit in their unique weapon forms. First, the contract signer draws some of their own blood, then proceeds to perform the Monkey handseal and bring forth the specific weapon. The basis for this expedited process is that creatures are innately capable of determining who is attempting to summon them from the chakra used, and so the summoner modifies their chakra output to indicate that a weapon form is preferred upon entering the battle.

Note: Limited to only those "Adamantine Transformations" tied to the Monkey contract.
Note: The user can carry one such weapon in their bio, but reverting to a monkey form will count as a move.​

Transformation: Adamantine Army Arrangement Fan | Henge: Kongō Gunbai-uchiwa
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A

Description: Baal transforms into a gunbai characterized both by its hardness akin to diamond and at-will ability to extend and/or expand. In addition, Baal is able to act under his own volition and have any body part manifest along the gunbai. In doing so, an element of surprise and irregularity is added to attacks. The gunbai also retains Baal's affinity for lightning and ergo, provides its wielder with a small assortment of Raiton techniques at no cost.

The gunbai can emanate a blinding light at similar, albeit greater output than flash bombs (C-rank | short-range). A dense plasma-esque barrier can also be generated, for defensive purposes, along the bulk of its form (B-rank). To contain or entrap, the wielder can fling the gunbai into the air and construct an even more potent barrier with a large box-like shape. While the ground is still exposed, Baal looks down upon the target from atop the barrier's ceiling and can make openings to it, wherever. The length spanning one side to its opposite side is 10m (A-rank). When swinging the gunbai, innumerable granules of rock can simultaneously be lifted into the air by the motion and infused with Baal's chakra. Each granule will levitate and continue on in a directed route until halted by Baal. At Baal's discretion, the granules will commence with a barrage of electrical currents that damage and paralyze entities lacking an affinity for lightning when caught within the levitating cluster (A-rank | short-mid range).

Note: Only Baal can perform this transformation.
Note: Each and every ranked ability counts as a move. A-rank moves have a two-turn cooldown.
Note: The box-like barrier can last up to three turns. No other abilities of the gunbai can be used.
Note: Entire turns, in which Baal maintains this form, will not count towards the turns he can stay on the field.​



[sup]Dropping: [/sup]​

~Approved~
 
Last edited by a moderator:
Top