Village: Sunagakure
Clan Name: Suna-Hira
Clan Description: The Suna-Hira are seen wearing loose-fit clothing most of the time. With living in the sands, they need to have clothes that can get a breeze. They love to have decorate designs on their clothing, and will wear a lot of jewelry. From being in the desert, they will have a tanned skin to them.
Clan History: The Suna-Hira are a very old clan. They have been around since before the villages were even in thought of establishment. The Suna-Hira are two separate clans that got together, and stuck with one another in a nomadic family. They traversed the desert and went around trading. Being ones to not use Ninjutsu's and Genjutsu's very often, they created their own style of Taijutsu. Later on, they began to see the importance of a Ninjutsu power, and they began to mix Ninjutsu with their Taijutsu.
The Suna-Hira clan now passes down their art to their young ones. The clan settled in the deserts, and still act as traders, while their children go to Sunagakure for training. With their life being so developed in the desert, they have learned how important the Earthern element is, and know exactly how to use it; with deadly precision is forced to that extant.
Clan Members:
-
-
-
-
-
-
Kekkei Genkai Name: Kan'oke
Kekkei Genkai Effect: Gives the clan member a better advantage in the earth element combat. Easier control over sand and rock. Can connect with the sands and earth to track.
Eyes: All Suna-Hira members grow up with these eyes.
Kekkei Genkai Stages: The Suna-Hira clan usually teaches their young through-out their life, or they slowly pick it up themselves through clan genetics.
Jutsu/Techniques:
Year 5 - 8
Suna-Hira-Jutsu: The first thing learned by the children is how the Earth and them are connected.
Type: Kekkai-Genkai
Ability: By inserting their middle and index finger in the ground and closing their eyes, they can sense movement within a certain area. That area will begin to grow once they themselves grow up.
Year 9 - 12
Suna Kobushi:
Type: Taijutsu/Ninjutsu - Co-op jutsu
Ability: The new ability they learn at age 9 is the ability to use their fist along with the Earth as weapons. Sand will gather around the user's arms, and as they punch them, the sand will harden in to an exoskeleton that adds damage to the opponent. This ability can later be developed in to a spiked gauntlet if trained enough, or even able to launch the gauntlet at an opponent.
Year 9 - 12
Suna Katai:
Type: Taijutsu/Ninjutsu - Co-op Jutsu
Ability: With this ability, learned in conjunction with Suna Kobushi, the user can practically do the same as above, but with their legs. Sand will harden in an exoskeleton that can cause extra damage if one is able to hit their target. Later on in training, one can develop their ability so that even if they don't hit their target, a whip of sand will be released on the target within a five to ten foot range.
Year 12 - 13
Kougake: A deadly move if one is able to perform it at even 80% accuracy.
Type: Ninjutsu
Ability: The user must first stab their hands in to the ground after the proper hand signs. They then lock on to their target -- targeting is easier if the target is trapped or in a genjutsu's effects -- and turn their hands. When doing so, ten twisting spikes of rock should come from the ground and spear the opponent.
Year 14 - 15
Reikyuu: A move aimed only to trap an opponent; if they die, they die because the idiot couldn't get out.
Type: Ninjutsu
Ability: Reikyuu, translated to 'Coffin', is an ability aimed to imprison a target, but not harm them. Doing the proper hand signs, and making the final hand signal, sand will quickly make an outline of a rectangle that is eight feet high, five feet wide, and twelve feet long. This 'coffin' will certainly be a coffin if one stays in it too long. It is an easily breakable trap, as the sand simply turns to a glass material, but it is still at least half a foot thick; so, get ready to beat your way out of it.
Year 15 - 17
Maisou: A trap.
Type: Ninjutsu
Ability: One does the proper signs, and then puts their palms on the grounds. Two feet in front of them, a six foot wide, and ten foot deep hole will hollow itself out, and will keep a very thin layer of dirt for a way to make it hard to tell it's a trap. Once someone falls in to it, the trap will activate itself and seal the person inside with the dirt that was move to make the hole, now refilling it.
Year 17 - 18
Suna-Hira Seiha: Last ability learned.
Type: Taijutsu
Ability: The user now learns why the Suna-Hiro are feared in Taijutsu. The Suna-Hira believe the Earth itself is close enough to being a living being, or as many know it as, the Gaia Theory. The Earth has veins in which it flows, their techniques that allow them to use the Earth as a weapon, are only capable because they themselves also have 'chakra veins'. Everything lives because veins constantly move vital energies about. That is why they created a special art that allows them to shut down a person's veins. They use an art close to pressure-point tactics, but one aimed at major arteries in an attempt to either cause an opponent paralysis in that part of their body, or a quick death.
Clan Name: Suna-Hira
Clan Description: The Suna-Hira are seen wearing loose-fit clothing most of the time. With living in the sands, they need to have clothes that can get a breeze. They love to have decorate designs on their clothing, and will wear a lot of jewelry. From being in the desert, they will have a tanned skin to them.
Clan History: The Suna-Hira are a very old clan. They have been around since before the villages were even in thought of establishment. The Suna-Hira are two separate clans that got together, and stuck with one another in a nomadic family. They traversed the desert and went around trading. Being ones to not use Ninjutsu's and Genjutsu's very often, they created their own style of Taijutsu. Later on, they began to see the importance of a Ninjutsu power, and they began to mix Ninjutsu with their Taijutsu.
The Suna-Hira clan now passes down their art to their young ones. The clan settled in the deserts, and still act as traders, while their children go to Sunagakure for training. With their life being so developed in the desert, they have learned how important the Earthern element is, and know exactly how to use it; with deadly precision is forced to that extant.
Clan Members:
-
-
-
-
-
-
Kekkei Genkai Name: Kan'oke
Kekkei Genkai Effect: Gives the clan member a better advantage in the earth element combat. Easier control over sand and rock. Can connect with the sands and earth to track.
Eyes: All Suna-Hira members grow up with these eyes.
Kekkei Genkai Stages: The Suna-Hira clan usually teaches their young through-out their life, or they slowly pick it up themselves through clan genetics.
Jutsu/Techniques:
Year 5 - 8
Suna-Hira-Jutsu: The first thing learned by the children is how the Earth and them are connected.
Type: Kekkai-Genkai
Ability: By inserting their middle and index finger in the ground and closing their eyes, they can sense movement within a certain area. That area will begin to grow once they themselves grow up.
Year 9 - 12
Suna Kobushi:
Type: Taijutsu/Ninjutsu - Co-op jutsu
Ability: The new ability they learn at age 9 is the ability to use their fist along with the Earth as weapons. Sand will gather around the user's arms, and as they punch them, the sand will harden in to an exoskeleton that adds damage to the opponent. This ability can later be developed in to a spiked gauntlet if trained enough, or even able to launch the gauntlet at an opponent.
Year 9 - 12
Suna Katai:
Type: Taijutsu/Ninjutsu - Co-op Jutsu
Ability: With this ability, learned in conjunction with Suna Kobushi, the user can practically do the same as above, but with their legs. Sand will harden in an exoskeleton that can cause extra damage if one is able to hit their target. Later on in training, one can develop their ability so that even if they don't hit their target, a whip of sand will be released on the target within a five to ten foot range.
Year 12 - 13
Kougake: A deadly move if one is able to perform it at even 80% accuracy.
Type: Ninjutsu
Ability: The user must first stab their hands in to the ground after the proper hand signs. They then lock on to their target -- targeting is easier if the target is trapped or in a genjutsu's effects -- and turn their hands. When doing so, ten twisting spikes of rock should come from the ground and spear the opponent.
Year 14 - 15
Reikyuu: A move aimed only to trap an opponent; if they die, they die because the idiot couldn't get out.
Type: Ninjutsu
Ability: Reikyuu, translated to 'Coffin', is an ability aimed to imprison a target, but not harm them. Doing the proper hand signs, and making the final hand signal, sand will quickly make an outline of a rectangle that is eight feet high, five feet wide, and twelve feet long. This 'coffin' will certainly be a coffin if one stays in it too long. It is an easily breakable trap, as the sand simply turns to a glass material, but it is still at least half a foot thick; so, get ready to beat your way out of it.
Year 15 - 17
Maisou: A trap.
Type: Ninjutsu
Ability: One does the proper signs, and then puts their palms on the grounds. Two feet in front of them, a six foot wide, and ten foot deep hole will hollow itself out, and will keep a very thin layer of dirt for a way to make it hard to tell it's a trap. Once someone falls in to it, the trap will activate itself and seal the person inside with the dirt that was move to make the hole, now refilling it.
Year 17 - 18
Suna-Hira Seiha: Last ability learned.
Type: Taijutsu
Ability: The user now learns why the Suna-Hiro are feared in Taijutsu. The Suna-Hira believe the Earth itself is close enough to being a living being, or as many know it as, the Gaia Theory. The Earth has veins in which it flows, their techniques that allow them to use the Earth as a weapon, are only capable because they themselves also have 'chakra veins'. Everything lives because veins constantly move vital energies about. That is why they created a special art that allows them to shut down a person's veins. They use an art close to pressure-point tactics, but one aimed at major arteries in an attempt to either cause an opponent paralysis in that part of their body, or a quick death.