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> [Genin] Onamuchi, Ikoya [BurningBright]
BurningBright
 Posted: May 22 2018, 02:45 PM
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Ryu: 700
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Biographical Information


Name: Onamuchi, Ikoya

Clan: -

Age: 12

Gender: Male

Ninja Status: Village Ninja

Rank: Genin

Height: 5'2

Weight: 115 lbs

Description: Ikoya is an odd looking ninja; rather than tactical ninja attire, Ikoya wears a black bathrobe. The sleeves are slightly longer than elbow length, are wide and loose, and are cuffed with a grey band of cloth. The same grey lines the opening of the bathrobe. It is cinched together with a black cloth belt. Beneath the bathrobe, he rarely wears much clothes at all; a pair of shorts is typically all he can be bothered to put on.

Rather than the ninja sandals his contemporaries wear, Ikoya wears grey slippers, with an open back. They have thin rubber soles, but most of the slippers are cotton.

Ikoya himself is pale, with a thick mop of blond hair atop his head. His eyes are dark brown and sunken, with perpetual dark circles under them, as if he didn't get enough sleep. His features are all soft and just slightly plump-not unfit, but not the gaunt features one would expect of such a high-activity job as being a shinobi.

Personality: Ikoya frustrates many of his teachers; he has enough talent, but his lack of motivation and drive hold him back. He would much rather nap than do any given activity, especially ninja work. No one really knows why he chose to be a ninja, of all things; least of all Ikoya himself.

In combat, he's not much different. He'll fight to avoid injury, of course-but he would much rather let his allies do the heavy lifting while he runs support.

Background: Ikoya was born to a pair of rabbit breeders. One might be asking themselves "Rabbit breeders? Why do we need rabbit breeders in a demon-infested wasteland?". Ikoya sure did, anyways. His parents desperately wanted their son to enter the family business, to raise rabbits for some reason, offering a service no one asked for, but inexplicably kept providing money-well, in a rare bout of determination, Ikoya firmly decided that this was NOT something he wanted. He entered the ninja academy, where he learned that he actually had something of a talent for ninja work. Unfortunately, he also learned that ninja work was exhausting, and rarely as much fun as all the shows made it look. He made it through the academy by the skin of his teeth, only barely passing (mostly on a whim that he should actually try to pass once).

Since then, he has been steadily applying his talents, becoming more versed with the ninja ways. Or, at least, trying to look like that's what he's doing, while he really takes a nap.

Combat Information


Available Ninja Points: 70 +13 = 83

Inventory:
Yujin - Worn on his back in a sheath (10 lbs)

Inventory Ninja Points: -

Traits:

D-rank (3)
- Easy-Going
Description: You tend to be open and relaxed with people, in turn making them feel more relaxed.
Benefit: Nearby allies receive +4 to Stamina when you're in a good mood. Clones do not gain this trait from their creator.

- [Yujin Series] Specialty
Description: The user has trained extensively in the use of their chosen fighting style theme, and can use jutsu of that theme for less chakra than normal. Can only be taken for one theme.
Benefit: Jutsu of the chosen theme cost 10% less than normal (Cost Rounded down)

- Pack Mule
Description: You have dedicated a great deal of training into their ability to carry more weight.
Benefit: Your speed and agility decrease by 1 point for every 10 lbs of inventory, as opposed to 5


C-rank (2)
- Heavy Hitter
Description: The user’s strikes are unusually hard, making them a force to be reckoned with.
Benefit: User’s strikes have slightly more knockback than normal.


B-rank (0)
-


A-rank (0)
-


S-rank (0)
-


Fighting Styles (0)
-


Trait Ninja Points: 5

Attributes:

Strength: 25
Speed: 15
Agility: 15
Perception: 15
Endurance: 15
Willpower: 10
Spirituality: 25
Stamina: 15

Attribute Ninja Points: 27

Chakra: 370

Skills:

Strike Power:
Grapple:
Strike Speed:
Blocking Power:
Chakra Manipulation:
Shape Transformation: 20
Nature Transformation: 20
Creativity:
Focus:
Resilience:
Immersion:
Bladed Weapons:
Other Weapons:
Ranged Weapons:
Chakra Control: 20
Enhanced Sense (Smell): 20
Enhanced Sense (Hearing): 20
Enhanced Sense (Enter Sense):
Concentration:
Medical Knowledge:
Tracking:
Blank:
Blank:
Blank:

Skill Ninja Points: 10

Chakra Natures: Suiton, Doton, Fuuton

Chakra Nature Ninja Points: 6

Jutsu:

Basics
Bunshin no Jutsu [Clone Technique]
Rank: E
Description: The user creates a clone of themselves. The clone looks just like the user in every way, to include current injuries and damage to clothing. The clone can be controlled mentally by the user as long as the user can see or otherwise detect what the clone is doing. Multiple clones can be made simultaneously, but each must be maintained separately as a distinct jutsu use.
Limitations:
- The clone is intangible, being made entirely of chakra. This limitation cannot be removed.
- It cannot harm anything, though it does not necessarily disperse as soon as contact is made. This limitation cannot be removed.
- This type of clone has no consciousness of its own and cannot make its own decisions.
- This clone has a range limit of 100 feet from the user. This limitation cannot be removed, but can be extended.
Cost: 5 Chakra per Clone (4)

Henge no Jutsu [Transformation Technique]
Rank: E
Description: The user alters his or her appearance to look like something else. This transformation looks and feels real.
Limitations:
- The transformation cannot be unreasonably different in size to the user. They may, for instance, transform into a puppy or a large piece of furniture such as a bed-however, insects and objects much larger than a bed are not possible. This size limitation varies depending on the user's natural size. This limitation cannot be removed.
- Transforming is only skin deep-the transformation may feel real, but transforming into a metal object does not make you extra durable, nor does changing into a bird let you fly, etc. This limitation cannot be removed.
Weaknesses: Any physical damage done to the user immediately dispels the illusion, as well as any reasonably distracting event. This weakness can only be removed by obtaining the Trait that allows for it.
Cost: 5 Chakra to create the Henge, 1 Chakra to maintain it (4, 1)

Kawarimi no Jutsu [Body Replacement Technique]
Rank: E
Requirements: Nearby debris roughly the size of the user
Description: With this technique, a user replaces their body with an inanimate object the moment an attack lands. This is done to evade an attack at the last second, making the opponent think the attack landed when in fact, it did not.
Limitations:
- This technique has a range limit of 25 feet. This limitation cannot be removed, only expanded.
- The object the user replaced themselves with must be of approximate size to the user. This limitation cannot be removed.
- This technique must be prepared a full post before it is used, and if no occasion comes about to use the technique, the chakra and handseals are wasted.
Cost: 5 Chakra (4)

Nawanuke no Jutsu [Rope Escape Technique]
Rank: E
Description: This technique allows one to escape from ropes and wires tied to prevent their escape. This is done by using chakra to physically loosen or to sever the ropes. This technique does not require handseals.
Limitations: This technique does not work on heavy restraints or those made of chakra. This limitation cannot be removed.
Cost: 5 Chakra (4)

Fuuin Kai [Seal Release]
Rank: E
Requirements: Scroll
Description: The user places their palm on a scroll or similar object that contains a seal. Using chakra, the user can unseal the scroll, obtaining whatever was hidden within.
Cost: 5 Chakra per object unsealed (4)

Shuriken Boujou [Shuriken Intercept]
Rank: E
Description: The user throws a projectile in such a way that it strikes another projectile in midair. Skilled users of this technique can even throw their projectiles in such a way as to purposefully change the direction of both projectiles.
Cost: -

Chouyaku [Leap]
Rank: E
Description: The user focuses chakra to their legs, allowing them to leap higher and further than they'd naturally be capable of. Using this technique, a ninja can easily leap to the top of a light pole, or jump across a wide road. This technique does not require handseals.
Cost: 5 Chakra (4)

Kakuremino no Jutsu [Cloak of Invisibility Technique]
Rank: E
Requirements: A cloth of similar design to the background.
Description: The user hides behind a cloth, using chakra to make it blend in even better to the background, removing any apparent edges or folds on the cloth. This could render the user completely invisible if used with a cloth with an appropriate design.
Limitations:
- This technique must be used with an appropriate cloth. This limitation cannot be removed.
- Only very slight movements can be made while this technique is active. This limitation cannot be removed.
Weaknesses: Viewing the user from any angle that the cloth does not obstruct the user from the viewer's line of sight renders the technique useless. This weakness cannot be removed.
Cost: 5 Chakra to create effect, 1 Chakra to maintain (4, 1)

Kage Shuriken no Jutsu [Shadow Shuriken Technique]
Rank: E
Requirements: 2 similarly sized shuriken
Description: The user throws two shuriken at once, hiding one shuriken behind or beneath the other. Chakra is used to ensure the second shuriken follows the first in such a fashion that the target cannot easily detect the second shuriken.
Cost: 5 Chakra (4)

Sakki [Killing Intent]
Rank: E
Requirements:
Description: The user employs chakra to project an air of intimidation to those around them. An especially high difference in ability results in a greater effect, potentially terrifying a target into paralysis. This technique does not require handseals, but typically requires eye contact.
Cost: 3 Chakra per target (2)

Ki Nobori [Tree Walking]
Rank: C
Description: By focusing chakra to one's feet, a ninja can adhere themselves to sheer surfaces, such as trees, walls, cliffs, and can even walk upside down. This technique is usually used through the feet, but may be used from any body part. If this technique is known by a Chuunin or higher shinobi, it does not require concentration. This technique does not require handseals.
Cost: 20 to activate; 5 to maintain (18, 4)

Suimen no Hokou [Water Surface Walking]
Rank: C
Description: By emitting a constant stream of chakra from the user's feet, the user may walk on the surface of water as if it was solid. This technique is usually used through the feet, but may be used from any body part. If this technique is known by a Chuunin or higher shinobi, it does not require concentration. This technique does not require handseals.
Cost: 20 to activate; 5 to maintain (18, 4)

Genjutsu Kai [Mind Technique Release]
Rank: C
Description: While holding the Rat seal, the user forcibly halts their chakra flow, then rapidly rushes a greater amount of chakra to their head. This process disperses the chakra causing a Genjutsu to occur, and can break it in such a fashion.
- You must be able to form the Rat handseal.
- You must break every Genjutsu effect on a single genjutsu at once, though if you are affected by multiple Genjutsu, you may choose which Genjutsu to target.
- You do NOT need to break an Aftershock effect.
- You do NOT need to break effects that your stats are allowing you to ignore the cost of.
- Even those incapable of learning Ninjutsu or Genjutsu can use Genjutsu Kai.
- Genjutsu Kai may be used on another individual by contact. Other than the required handseal, all rules for Genjutsu Kai must still be followed while using it in this way.
Cost: The cost of the Genjutsu being countered + the cost of any active side-effects + 5 chakra for the base effect and any unaffected side effects (10% Cost Deduction)

Shunshin no Jutsu [Body Flicker Technique]
Rank: C
Description: The user holds a single seal and focuses their chakra for a few seconds. The user immediately moves to a new location, moving so fast that they appear to teleport. This is just chakra-assisted movement, however. This technique usually employs some sort of cover to further hide the user's movements. This technique may be used to move vertically, but it must begin while the user is on a surface they can push off of.
Limitations:
- The user cannot change direction once their movement has begun.
- The user cannot react to threats during their movement. This limitation cannot be removed.
- There must be no obstructions between the user and their intended end location. This limitation cannot be removed.
- This technique has a range limit of 20 feet. This limitation cannot be removed, only extended.
- If no cover is used, the opponent may see the user leaning in the direction they intended to go.
Cost: 25 Chakra (23)

Kaihou [Open]
Rank: C
Description: By forcing chakra into a locking mechanism and taking control of the chakra itself to manipulate the lock, almost any lock can be opened with this technique. The user can also lock any lock without a key by using this technique. This technique requires no handseals.
Limitations: This technique takes a few seconds to use.
Cost: 25 (23)

Chikaku [Perception]
Rank: C
Description: The user closes his or her eyes and focuses instead on one of their other senses. So long as the user does not open their eyes, their perception in regards to that single sense is doubled. This technique does not involve chakra.
Drawbacks: The user must remain still while using this technique.
Cost: -

Ken Tokki [Fist Bump]
Rank: C
Description: This technique requires no handseals, but instead requires "bumping" an individual's fist with your own. Doing so allows a minor amount of chakra to leak both ways, which allows both sides to understand the intentions and motives of the other more readily. This technique cannot be used against an unwilling individual.
Cost: 5 (4)

Tsuiseki [Tracking]
Rank: C
Description: By focusing only on the trail they are following, a shinobi may block out sights and sounds unrelated to their target. This in turn makes details related to the trail stand out more accurately. This can be applied to any method the user is utilizing to track a target, and does not utilize chakra.
Limitations: The user must already have a trail to follow. This limitation cannot be removed.
Drawbacks: The user may not notice hazards around them; it is not recommended to use this technique alone. This drawback may not be removed.
Cost: -


D-rank (3)
- Otonage no Jutsu [Sound Throwing Technique]
Rank: D
Description: The user can make their voice seem to come from a different location using chakra. This is different from simple ventriloquism; the user's voice is literally displaced as a result of the chakra used during the technique. The user can make any noise they produce come from a different location, so long as the sound comes from their body.
Limitations: This technique has a 50 foot range limit. This limitation cannot be removed, only extended.
Cost: 5 Chakra (4)

- Rantou Tawami [Melee Deflection]
Rank: D
Requirements: Melee weapon
Description: The user is capable of deflecting projectiles thrown at them with a held melee weapon. The user's ability at this is dependent on his agility-to properly deflect a projectile, the user's agility must be greater than the attribute used to throw the projectile itself.
Cost: -

- Suishin-ha Suto [Propeller Strike]
Rank: D
Requirements: A staff or similar weapon
Description: The user twirls their staff overhead in a twirling patern before bringing it in front of them in a diagonal circular motion. This gives it a unique momentum that has slightly more impact and is slightly more difficult to dodge than a normal horizontal slash.
Cost: -


C-rank (18)
- Yujin: Mizu no Ono
Rank: C
Element: Suiton
Requirements: Yujin
Description: The user applies water to Yujin's surface, forcing the liquid to maintain the shape of an axehead near the top of Yujin's form. Despite the blade being made of water, it cuts almost as effectively as steel, but obviously cannot be damaged. The blade formed extends out from Yujin 8 inches, and has an edge that is a foot long. This technique increases Yujin's weight by 5 lbs. So long as Ikoya continues to maintain the chakra required, the blade will retain its shape, even if Yujin and Ikoya are separated.
Limitations: This technique can only be applied to Yujin. This limitation cannot be removed.
Weaknesses: -
Drawbacks: -
Cost: 30 to activate, 10 to maintain (24, 8)

- Yujin: Touki no Tsuchi [Yujin: Earthen Hammer]
Rank: C
Element: Doton
Requirements: Yujin
Description: The user slams Yujin into the ground and uses their chakra to force earthen material to bind onto Yujin's surface, forming a hammerhead of solid stone at the opposite end of Yujin. The hammerhead is shaped similarly to an hourglass, but its faces are square and six inches wide. This technique increases Yujin's weight by 10 lbs. This technique does not need to be maintained; rather, chakra must be applied again to release the hammerhead from Yujin.
Limitations: This technique can only be applied to Yujin. This limitation cannot be removed.
Weaknesses: -
Drawbacks: -
Cost: 30 to activate and to deactivate (24)

- Yujin: Mizu no Idaina Ken [Yujin: Water Greatsword]
Rank: C
Element: Suiton
Requirements: Yujin
Description: The user applies water to Yujin's surface, forcing the liquid to maintain the shape of a greatsword around the top half of Yujin's form, extending beyond the rod an additional three feet. Despite the blade being made of water, it cuts almost as effectively as steel, but obviously cannot be damaged. The blade formed is 4 and a half feet long, and as it leaves a foot and a half of Yujin's length exposed, it has a total length of six feet. It is 3 inches wide, and is sharp on both sides and the point. This technique increases Yujin's weight by 10 lbs. So long as Ikoya continues to maintain the chakra required, the blade will retain its shape, even if Yujin and Ikoya are separated.
Limitations: This technique can only be applied to Yujin. This limitation cannot be removed.
Weaknesses: -
Drawbacks: -
Cost: 30 to activate; 10 to maintain (24, 8)

- Zen-no Nageru [Almighty Throw]
Rank: C
Requirements: 25 Strength, a projectile weighing at least 5 lbs
Description: This is a technique specially used for hurling unusually heavy objects. Capitalizing on great strength and accuracy, the user hurls the projectile with surprising force, giving it additional force and speed. When using this technique to throw a projectile, the user gains +5 strength and perception (They must meet the attribute requirements first)
Limitations: Can only be used on projectiles of substantial weight.
Cost: 35 (32)

- Chakra Bakufu [Chakra Boom]
Rank: C
Requirements: Appropriate Equipment
Description: The user imbues a throwing projectile with chakra. Once they throw the projectile, they can then make the projectile move another direction by exploding the chakra that covers the item. This alters the trajectory of the projectile anywhere of a 90° radius of its original path. This means that the projectile cannot move backwards. The speed of the projectile does not change.
This is used to surprise an opponent by altering the direction of the projectile. Multiple projectiles can be redirected at once, as long as the user pays for the chakra cost for each item.
Limitations: Requires Visual Contact with Item.
Weaknesses: This cannot make the projectile move backwards; the maximum direction it can be redirected is 90° from the original path.
Cost: 10 per projectile (9)

- Suiton: Mizuame Nabara [Water Release: Starch Syrup Capturing Field]
Rank: C
Requirements: None
Description: After a series of handseals, the user expels a mass of water from their mouth. The water, however, is altered to be very thick and sticky, and can be moved along a surface after creation by the user.
Weaknesses: The water can be walked on like any other with appropriate techniques. If this weakness is removed, walking on top of the water still causes one to get stuck.
Cost: 35 to activate; 10 to maintain and control (32, 9)

- Doton: Doroku Gaeshi [Earth Release: Earth Shore Return]
Rank: C
Requirements: None
Description: This technique requires no handseals. The user strikes the ground and imparts Doton chakra into their strike. This causes a wall of earth to rise up from the ground in front of the user. This wall is about one foot thick, 5 feet wide, and 9 feet tall, and is a perfect rectangle.
Cost: 35 (32)

- Kuchiyose: Chai
Rank: C
Requirements: Kuchiyose Advanced Ability (This jutsu is only for reference)
Description: The user may use this technique to summon a creature or object. This technique itself is not necessarily required on an application, but is used as a reference. If the user possesses a specific summoning technique, but no summoning creature, this jutsu must be listed on the character's profile, but does not consume a slot. If a character possesses a summoning creature, this technique need not be listed. To use this technique, the user must make a contract with a species of animal, which is then signed in the user's blood. This is not required for summoning objects. After making the contract, the user may summon a creature they have learned to summon by placing an amount of blood on the hand that made the signature on the contract, and offering chakra in addition to the blood to call the intended target through space. Summoning is considered teleportation, but is not subject to the same rules as the restricted concept. For more detailed rules on summoning, please see the rules on Summoning.
Cost: 60 (54)

Fuuton: Seigyo Hikou [Wind Release: Controlled Flight]
Rank: C
Requirements: None
Description: After throwing a projectile, the user can activate this technique with a single seal. The user can freely alter the wind currents along the path of the weapon to make adjustments to the weapon's path in midair. Skilled use of this technique could even allow for the weapon to make curved, looping flight paths or return to the user should it miss.
Cost: 25 to activate, 5 to maintain


B-rank (4)
- Yujin: Eikyou Batsu [Yujin: Impact Punishment]
Rank: B
Element: N/A
Requirements: Yujin
Description: While preparing to throw Yujin, the user imbues it with chakra. In addition to flying straighter, more accurately, and with more power than otherwise possible, upon impact, the weapon releases a powerful shockwave capable of breaking bone. This effect is only good for the initial impact. If any elemental jutsu are currently affecting Yujin, the shockwave will be accompanied by a burst of the applicable element.
Limitations: The elemental effect is limited to only the base five elements. This limitation cannot be removed.
Weaknesses: Striking the weapon mid-flight can cause the impact to be lost. If removed, the impact will not be unleashed until the weapon's momentum is suddenly and severely slowed.
Drawbacks: -
Cost: 55 (44)


A-rank (0)
-


S-rank (0)
-


Jutsu Ninja Points: 25

Special Abilities: -

Advanced Abilities:
Kuchiyose - Ikoya's Rabbits (1 AA)
Unique Weapon - Yujin (1 AA)
Combined Nature Kekkei Genkai (2 AA)

Advanced Ability Ninja Points: 10

Spent Ninja Points: 83
Remaining Ninja Points: 0

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Albacorbis
 Posted: May 24 2018, 03:19 AM
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Red-Ice Froot Loli

Post Count: 26
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