Dawn | 夜明け [Sannin]

Skorm

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Name: Zora Akiyama
Nick: Dawn
Gender: Female
Age: 20
Clan: Yamanaka

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Basic Info:

Looks

Zora is a tall and strongly built woman. She has dark grey hair and red/orange eyes with a powerful gaze. She has a kind face, but in battle she really knows how to put on a war-face. Since she comes from Sunagakure she originally had those type of common desert clothes. However, when she went rouge she started wearing an intimidating armor made out of common metal, however that is not the case anymore and even if she would wear it at some occasions it is entirely cosmetic. When Zora finally found the Sanguine Earrings, she has had them on her person ever since. Due to the affects of the earrings, however, she has locked away half of her consciousness inside one of the earrings which has taken some toll over her personality. Outside battle, Zora wearing casual clothing and she's quite the bohemic and just wears what she thinks is very comfortable rather than going for the most stylish attires. She carries a sword on her back that she has given the name "Igudorashiru | イグドラシル" and she uses it in battle when she wants to use kenjutsu. She carries one tattoo on her body. A vampire squid contract tattoo on her right shoulder which gives her the ability to either summon the massive sea creatures or lend their abilities on herself in battle.
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Personality
Zora might look intimidating, but she has a heart for justice. In the battle she's a fierce and strong woman, sometimes letting her heart act before her mind. Despite that, she's an excellent tactician and uses her unique abilities extremely well. Her preferred way of execution is to crush her enemies minds into dust or just simply crush the entire opponent to dust through her typhoon release or her hidden Yamanaka abilities. She likes to experiment in battles and sometimes uses completely different approaches depending on her mood and the situation of the battle. She does this to hone her skills, and gain information that could be very helpful to develop new ninjutsu in the future. Outside battle she's kind of shy but not towards the people she knows and loves. She doesn't have a lot of friends, but she chooses quality over quantity in that regard. She can easily get offended, but like most girls, it's easy to put out the blaze of her fire in the heat of the moment. She enjoy walks and she loves to be outside and to experience the beautiful world, something that is shared with her clan-mate Alucard. Her main passion is to fight for the right of others and to do anything to make it right.
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Village Info:
Village of Birth
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Custom Weapon
Clan of Alliance
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Rank/Chakra info: Sannin/1,200
Advanced Element: Taiton

Ninja Rank: Sannin
--Specialty: Genjutsu + Ninjutsu[ ] | Fuinjutsu --
Elements
_Jutsu_
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Vampire Squid Summoner/Owner:
Alucard, along Zora Akiyama was the one who created the signing contracts with these mighty and beautiful beasts. He and she has been with them for quite some time now after they discovered that they had been the chosen one to awaken their slumber. Having a deep connection with the vampire squids being their eternal master, it is their responsibility to make them combat ready once again.
Vampire Squid Ninjutsu:
There hasn't been any development in regards of combat/utility ninjutsu so far within the summoning. So far the vampire squids are getting used to mold chakra again after such a long time. In the future, Alucard and his companion Zora will have made many techniques that are utilized with cooperation with the vampire squids.
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Some of her favorite Jutsus:

(Taiton: Kōri no Taifū) Typhoon Style: Ice Typhoon
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10/turn)
Damage: 80
Description: The user will summon a huge typhoon from a large water source after performing three hand seals and use the freezing capabilities of wind to create microscopic ice patterns in the air that it affects. The typhoon will have a temperature of -50 degrees and being caught inside the storm will result in death within two turns. The first turn will result in major frostbite. The ice particles that are wrapped up in the typhoon will also create cutting wounds, along with any debris that is caught inside of it. As the temperature is so dropped, everything will move much slower and running speeds are directly affected by the cold. This results in everyone caught in the storm is limited to walking-speed at max while they will try to counter it. The user themselves are in the eye of the storm, unaffected by the cold and cutting forces of the ice typhoon. They can maintain the typhoon for 3 turns but in the same instance are unable to utilise any ninjutsu other than typhoon and wind as the ice typhoon is taking a large toll to maintain. In the storm, elemental jutsu is also affected by the cold. Water techniques will freeze instantly and lightning techniques are just nullified of the winds intensity. The ice typhoon requires a watersource before use or can be used in conjunction with a large-scale water jutsu. All effects of the ice typhoon are nullified in the eye of the storm, regardless of if you're the user of the technique or not.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.
(Taiton: Supirittoabatā) Typhoon Style: Spirit Avatar
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40(-10/turn)
Damage: N/A
Description: Spirit Avatar is a technique that is influenced on the black wind clone technique but instead of summoning clones, an avatar of typhoon release is summoned on the field. The user performs a sequence of three handseals and creates the entity. The spirit may vary in size stretching down to the size of a stone golem. Being made by the typhoon release itself, the spirit avatar can tank anything that S rank typhoon release can tank. Albeit being very similar to the black wind clones, the avatar spirit has a very unique feature except its size variation and strength and that is that it can inhabit the user by merging with their body or that of a summoning they control. This will coat the affected body with the chakra the avatar spirit is made by and while at the same time giving the affected body the same resistance as the spirit avatar, also being controlled by the user of the technique. In combat, the avatar spirit may perform all wind/typhoon techniques based on wind and even custom fighting styles based on wind that the user knows up to A-rank. The spirit avatar may also coat material matter as well, such as swords and other objects will which give the said object the strengths of the spirit avatar (S-ranked typhoon chakra).

Note: Usable twice per battle, lasting four turns.
Note: Must have completed the typhoon release up to S rank.
Note: No Typhoon release A-rank and above can be used for the following turn after each usage expiration.
Note: Can only be taught by Skorm.
(Taiton: Aeronaut) Typhoon Style: Aeronaut
Type: Defensive
Rank: S
Range: Short - Long
Chakra: 40(-10/turn)
Damage: N/A
Description: The user will focus their typhoon chakra to create an invisible barrier around them made out of pure typhoon chakra. The barrier is shaped around the user and is 1mm thick but extremely dense. The purpose of the barrier is to create an absolute defence against mainly earth and lightning techniques while also being able to withstand anything that S ranked typhoon chakra can. The biggest downside with the barrier is that the user cannot perform elemental ninjutsu other than wind and typhoon although regular ninjutsu, genjutsu and non-elemental ninjutsu is not affected. Another feature is that the barrier can make the user freely fly through the air. This, however has proven to be very difficult and requires extra focus and restricts the user from performing ninjutsu overall. The point of the "flight mode" is to avoid ground-based techniques, out-live a very dangerous mode or just retreat from a battle. Unlike other techniques that let's the user fly, the Aeronout doesn't make the user necessarily light himself/herself but removes air-resistance and uses the typhoon chakra to propeller themselves upwards or other directions. When the user is back on the ground, they are retaining their abilities to use wind/typhoon or other non-elemental ninjutsu while keeping the Aeronout active. The Aeronaut can be released at any time, even high up in the air. There is no limit to how high the user can fly but they will eventually start to freeze if going too high up or if they run out of chakra they will just fall to their death(probably).

Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.
(Shinranshin no Jutsu ) - Mind Body Disturbance Technique
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage: N/A
Description: A ninjutsu where one sends their chakra into the subject's nervous system, thus gaining complete control of the target's body. Those caught in the technique will fall completely under the user's control, as their bodies become disconnected from their will. The difference between this and the Mind Body Switch Technique is that the caster doesn't project their consciousness into the target's body. Situations of numerical superiority for the adversary are precisely where this technique, which freely manipulates human beings, will display its efficiency, by getting enemies to turn on one another. Control can be exerted even from long distances. At a minimum, this technique allows for the user to manipulate the body of the target to perform non-chakra oriented movements and actions. Yamanaka with considerable strength over their opponent can force targets to use chakra and techniques through force of will. With this technique the user can issue any command from killing a teammate, releasing a jutsu, revealing secrets, etc. The limitation to this technique is that the user cannot order the victim to kill themselves or cause otherwise fatal injuries.
Note: Against opponents or otherwise unwilling participants that are of higher rank than the Yamanaka, the user can only force non-chakra related actions such as taijutsu. For equal ranked opponents, the user can force opponents to release active techniques such as modes, summons, and clones, though cannot force their hand at casting techniques. Against weaker opponents, the user can compel the use of other ninjutsu and other chakra based techniques.
Note: This technique lasts 6 turns unless broken prior. While utilizing this technique, the user becomes incapable of utilizing techniques above A-rank or advanced ninjutsu such as Fuin, Medical, Y-Y, etc for three turns. After complete control over the user they are capable of using their techniques S-rank and below.
Note: This technique requires a cool down equivalent to the number of turns it was sustained.
(Shintendou no Jutsu) – Mind Body Confusion Technique
Rank: A - S
Type: Supplementary
Range: Short - Mid
Chakra cost: 30 - 40 (-10/15 per turn)
Damage points: 60 - 80
Description: This technique causes damage to all foes on the battlefield as well as confuses the main target. This is unique technique within the Yamanaka as it deals with causing mental damage as opposed to actually controlling another's body or will. This technique can be directed at multiple targets though the power would be divided among them. The damage translates into a blaring migraine that causes opponent's minds senses to become fuzzy affecting their ability to react to movements (negating chakra based sensory and heightened base 5 senses) and perform techniques (Above S-rank or A-rank depending on the rank of the technique). When performing this technique, however, Yamanaka are limited to performing only A-rank techniques and below. As well, the more targets under this technique's effects, the stronger, the shorter the duration of the technique. Against one person the technique lasts 3 turns. For every target double the number, the turn duration decreases by 1 meaning this technique can be cast on a maximum of 4 people at any given time.
Note: This technique can only be performed 4 times per battle with a cool down of 3 turns in between each use. S-rank usage of this technique can only be performed twice

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TBA

TBA
WSE:
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Artifacts: N/A ___...........___ Tools: N/A

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Background Info:

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It starts with a dream
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Zora lived and grew up in the chaotic period of Sunagakure when the city was in desperation and war with the other countries, mostly because of their possession of the bijuu. Zora's family ties are relatively unknown except for the fact that she has a slight tint of green in her eyes and her father was a Yamanaka clan member from Konohagakure. Her mother was pretty much a nobody, but possessed formidable talent when it came to the wind style. Not much is known about the dark winds of legends except they originate from Sunagakure. Her father, belonging to the Yamanaka clan was a natural sensor and possessed the typical abilities of the clan with a strong mental capacity. He and her mother fought bravely in the wars but were both killed in battle, leaving Zora on her own when she was 13 years old. Throughout the rest of the war, Zora had to handle herself with the powers she had been given from her parents. She would be recognized as "Dawn" or first light of her generation. The name Akiyama came from both her parents combined family names.
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After Some Years
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As she grew up in warfare, Zora had to rely on her abilities to defend herself as she was on her own. She roamed the land of wind by herself for years, honing her chakra control and her abilities passed on to her through her parents. She could read minds to a certain extent and conjure up black winds. Along with that she possessed great skills with martial arts. The first two basic elements she came to learn was the wind element and the water element. Weeks had passed and she had now also learned how to tame the earth element. After some time in training in recent months, Zora gained more knowledge and power. Now being able to perform all basic elements bar one, she harnessed a neutralizing capability that was a force to be reckoned with.
Not only that, she had also extended her usage of her own clan techniques, now making her opponents practically dance to her will. Her typhoon release had also gained some improvement, for the first time in history, Zora had created the black wind clone. Like the clones, Zora had also created a technique that made herself become invulnerable towards most physical attacks as she now could turn her own body into typhoon chakra.
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The Good, The bad, The Ugly
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Zora's expertice with the typhoon element only grew stronger and stronger for ever day since she learned how to fully control it. She now possessed the most techniques for the release in the entire world as she had continuously experimented with it and drawn from its strengths to apply to new techniques she was the master of. She had learned how to float in mid air using the typhoon as an air-resistance cleaner and she could now fly freely as long as she manipulated the 1mm thick "shield" around her. She had also learned how to manipulate the sea that surrounded the island that she and Alucard had their bases on to create hefty vortexes using the typhoon release amazing capabilities and the weight of the water to create the deadly water typhoon. She didn't stop there however, as Zora was master of water she continued to experiment with the two elements and using the properties of water to create the glorious ice typhoon. It would serve as an excellent defensive mechanism in case of invasions or in case of other battles that where positioned in the great sea. As she had studied the water affinity to great extent she had also learned how to use all water jutsus she knew with just a single handseal and she could also use one of the strongest water techniques there was, the Water Dragon Biting Explosion. Her strengths in the Yamanaka style abilities had also grown exponentially now that she had finally recovered the clans most fabled artifact, The Sanguine Earrings. Using the earrings came at a high price though, and she had to seal half of her own mind in one of the earrings. But then again, that would only mean she could once per battle escape any and all genjutsu there was. All her hidden abilities and her secondary mastery of genjutsu got a boost in power. She could now be considered as one of the most gifted Yamanakas in present time or even in all time.
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The Formation of Hellsing
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Zora and Alucard recently discovered the ancient forces of the sea known as the Kōmoridako or in common tongue, the Vampire Squids. Not only that, but she had also together with Alucard and Aoi formed the Hellsing Orginisation. With some important ground-breaking missions done by Alucard, they had now established a major base on the Moon Isle as their home. Together with her clanmates, Alucard and Aoi, Zora was thriving on the island with its inhabitants and weird moon acolytes. They had just recently avenged their names by assassinate the leader of their first major invaders and although it nearly costed the immortal one his life, Alucard and Zora returned safely home once again. There was, however, alot of things to do still and they gained a lot of the new worlds currency without using it. It's not entirely clear yet, but at some point in present time, Zora and Alucard recieved an invitation to learn the sealing arts from a mysterious sensei on the mainland to teach them the arts. How that goes, stay tuned..
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Alucard
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Zora and Alucard go way back and he was her first real friend. Being a sole immortal and just as weird as she was, they had formed as previously mentioned the Hellsing Organisation with the help of their third clanmate who is very unspoken about *cough Azu needs to get on NB z.z*. Together they had started a new civilzation on the island and they were constantly out on walks and talking with the mysterious nature in the dark nights. They loved the surroundings and the fact they were pretty much shut off from the rest of the world. The sheer mysterious nature of the grand sea that surrounded them just felt like home to Zora and the winds that brushed the life on the island were just perfect. While enjoying the surroundings alot it also gave the two room to develop new and interesting techniques that no one in the world had ever thought about before. Through some connections and vast practice they were on their way to create their first own element(s) yet. However they could not just yet use any of them, but they had high hopes and dreams about one day being able to use them.
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Other:​

Current


Theme Song & Background Music


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Battles:
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Won: Definitely ___...........___ Lost: Maybe

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Heavy update of [ ]
Pending Rank update [ ]
Fuinjutsu purchase [ ]
Leg Weights puchase [ ]




Bio Checked - Approved

 
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Kai NB

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Yamanaka rule updates are coming soon, so this'll be clearly listed shortly. But to tell you now, Chakra Sensory is the default Adv. Nin for Yamanaka bios. You can opt of out sensory for a Dual Ability though. So before I approve this, I want to make sure you understand that if you're keeping Typhoon Release on this, you don't have access to the canon Chakra Sensory Adv Nin.

VM/PM/Discord Message me if you're cool with that and I'll give this a seal of approval
 
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Skorm

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Yamanaka rule updates are coming soon, so this'll be clearly listed shortly. But to tell you now, Chakra Sensory is the default Adv. Nin for Yamanaka bios. You can opt of out sensory for a Dual Ability though. So before I approve this, I want to make sure you understand that if you're keeping Typhoon Release on this, you don't have access to the canon Chakra Sensory Adv Nin.

VM/PM/Discord Message me if you're cool with that and I'll give this a seal of approval
I am too much aware of this and it hurts..
 
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