"Who decided that?"
Name: Takeo Takemi Yuki
Monikers:
- Flame Emperor (炎帝 Entei)
- N/A
- N/A
Age: 20
Gender: Male
Class: A
Rank: Kage
Village: Kirigakure
Renown: 3,000
Experience:
115
Total Experience (A → S):
4,287/6,000
Ryo:
401,850
Skills:
Ninjutsu
Taijutsu
Sensory
Elements:
Fire Release (火遁, Katon) -
Wind Release (風遁, Fūton) -
Water Release (水遁, Suiton) -
Ice Release (氷遁, Hyōton) -
Stats:
Strength: C
Constitution: C
Stamina: B
Speed: C
Coordination: B+
Intelligence: B
Perception:B
Unique Abilities:
The Flames that Freeze: Takeo's able to lower the cost on Hyouton and Katon techniques by one rank, while raising the cost for Fuuton and Suiton by one rank. This can be toggled on and off once every two (2) posts.
It's Far From Over: When long-range fails, sometimes close-range is a necessity. By reducing his Perception by one tier and neutering his senses partially, Takeo can in turn raise his Coordination by 1 tier. This can be toggled at will.
Defense Over Offense: When being on the offensive doesn't cut it, Takeo's able to go on the full defensive. This drops his Strength by 1 tier, but in turn raises his Constitution by 1 tier, as well.
Banned From the Casinos: Takeo starts off with five hundred thousand additional ryo. But he's in a crippling debt from then-on, and has to pay off 150% that amount. Half of what he makes until the debt is paid off automstically goes to it.
Experienced!: Takeo has 850 more EXP to start off with. He has to pay it all off by contributing any future EXP gains to the debt until it's been paid, though.
One-Handed Seals: Takeo is able to form handseals with a single hand, although his Coordination in regards to formation drops by one tier while he's doing this.
Belongings:
- Spoiler:
- Steel Wire (x150 ft)
Flash Bomb (x4)
Smoke Bomb (x4)
Chili Pepper Bomb (x2)
Military Ration Pills (x1 Bag)
Medkit (x1)
Blood Pills (x1 Sack)
Spring-loaded Kunai Mechanism (x2)
Weapons
Multi-Way Shuriken (x3)
Five-Way Kunai (x5)
Fuuma Shuriken (x2)
Kunai (x30)
Shuriken (x45)
Senbon (x30)
Explosive Tag (x10)
Storage
Backpack (x1) - 50 Ryo
Hip Pouch (x2)
Techniques:
- S-Rank:
- None
- A-Rank:
- All open canon techniques applicable to my skills, excluding exclusives.
- B-Rank:
- All open canon techniques applicable to my skills, excluding exclusives.
- C-Rank:
- All open canon techniques applicable to my skills, excluding exclusives.
Name: Fire Fist (火拳; Hiken)
Rank: C
Power: C
Activation Cost: --
Upkeep Cost: 1
Range: Self
Speed: N/A
Element: Katon
Skill: Nintaijutsu
Classification: Hiden
Requirements: C-Rank Coordination
Parent Technique: Chakra Flow
Hand Seals: Horse → Tiger → Clap Hands
Description: A specialized fighting style that starts off with the user forming the three required handseals, and beginning to concentrate. This fighting style in specific involves directly flowing fire-natured chakra to one’s hands and/or feet for quick usage or execution. By concentrating small amounts of fire-natured chakra to parts of the body, it remains there without actually becoming visible due to lack of a focused allocation.
When the user wills it, they can discharge quick bursts of fire from their hands or feet, coating them in the flow of fire-natured chakra. This coating of flames functions as extra damage behind the user’s attacks, as they possess C-Rank Power behind them that’s added to standard hand-to-hand maneuvers. This costs the standard upkeep for the technique per blast that's released. Naturally, when released, the flames become visible to others near the user, making it ideal for the user to time the point in which they release them.
Weaknesses: Useless against Water Release.
Name: Flame Burst (炎バースト; Honō Bāsuto)
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: --
Range: 0-5m
Speed: User’s Speed
Element: Katon
Skill: Ninjutsu
Classification: Hiden
Requirements: Fire Fist
Parent Technique: N/A
Hand Seals: Clap Hands
Description: After clapping one’s hands, preexisting fire-natured chakra that’s been gathered within them can be propelled out in a short burst. After the initial burst, more can be released at a moment’s notice for quick attacks equal to the technique’s Power and mobility purposes, boosting the user’s Speed by a tier briefly. Each burst requires activation cost to be utilized, and can propel the user in a given direction based on where they're aiming.
Weaknesses: N/A
- D-Rank:
- All open canon techniques applicable to my skills, excluding exclusives
Name: Focused Amplification
Rank: D
Power: Varies
Activation Cost: 3
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: Varies
Skill: Ninjutsu
Classification: Open
Requirements: Requires the Ninjutsu Skill to be possessed, Intelligence perks do not apply unless Ninjutsu is known.
Parent Technique: N/A
Hand Seals: Hand seals for original jutsu plus the Snake seal at the end
Description: Focused Amplification is a pretty simple technique that marks a ninjutsu user's favorite element. The user can utilize this technique in order to make a jutsu more powerful than it ordinarily would be. This is represented by the power of the technique increasing to whatever rank the user wishes. All aspects of the technique are empowered equally, including speed and range. The range of techniques are increased by 50% per increased rank.
Weaknesses: The user must pay an amount of stamina correspondent with the level of power they're making a technique. For example, if they used Wind Release: Divine Wind they could up the power to S rank by paying the activation for this technique AND a S rank amount of stamina for Divine Wind itself. Can only be used with Ninjutsu, and techniques that boost or debuff stats can't have this technique applied to them. The user may only have one element applicable for this technique, or all non-elemental ninjutsu if they lack an element.
- E-Rank:
- Name: Body Replacement Technique
Rank: E
Activation Cost: 1
Upkeep Cost: -
Range: -
Speed: -
Element: -
Skill: Ninjutsu
Classification: General Skill
Requirements: -
Parent Technique: -
Hand Seals: -
Description: This technique is done by animating an object temporarily to look and act like the user. This is more of an illusion, as it cannot attack nor does it think or have a mind of its own. When taking damage the object will react to it as the user would before being reduced to its regular form. To use this technique requires speed and deftness, as well as a general idea of when an attack is oncoming. This is used to fool inexperienced Shinobi into believing their attack has landed on their victim giving the user an opportunity to either escape or land a surprise attack. The animation only lasts a couple seconds as well as the illusion after being hit, so it must be timed precisely for maximum effectiveness.
Weaknesses: -
Name: Tree Climbing Practice
Rank: E
Power: N/A
Activation Cost: 0
Upkeep Cost: 0
Range: Self
Speed: N/A
Element: None
Skill: None
Classification: Open
Requirements: None
Parent Technique: None
Hand Seals: None
Description: Tree Climbing Practice is a training method used to gain more skills with chakra control. This training involves focusing a fixed amount of chakra to the bottom of one's feet, and using that to climb a tree without using one's hands. If the stream of chakra is too weak, the user will lose their footing on the tree and fall off. If it is too strong, the user will be pushed away from the tree, causing the tree to break around the point of contact and the user will fall. The concept of this exercise is similar to magnetics and can be applied to other objects within close vicinity of the user's body, such as catching and throwing a kunai that comes within several inches of the user's foot by using chakra alone.
Weaknesses: Inexperienced shinobi may lose focus and cause their chakra to become unstable, which will release any hold their chakra has on a surface and may even forcibly eject them off of it. This technique is automatically known by all characters.
Name: Water Surface Walking Practice
Rank: E
Power: N/A
Activation Cost: 0
Upkeep Cost: 0
Range: Self
Speed: N/A
Element: None
Skill: None
Classification: Open
Requirements: None
Parent Technique: Tree Climbing Practice
Hand Seals: None
Description: This training method is used to gain better chakra control. To do this, the user has to be emitting a constant stream of chakra from the bottom of the their feet and using the repellent force to walk across the water's surface. This technique is more difficult to master than the Tree Climbing Practice, because the amount of chakra that needs to be emitted changes constantly.
It has also been shown that one can use their chakra to "skate" across the water surface, like an ice skater, instead of just walking or running. And the more one trains this technique the more they reach a state where they stand on water without even noticing it or basically even trying.
It doesn't have to just be at the feet. A user under water can focus chakra on their hands or any other body part that makes contact with the surface of the water. If they were submerged, they can climb atop the water as if they were climbing out of a pool.
Weaknesses: Even Genin can sometimes have trouble with this technique, due to the constantly shifting nature of water, and as such may misjudge the flow of their chakra and fall into the water. This technique is automatically known by all characters.
Limit Break Points:
- Physical: 1
- Technique: 1
- Destiny: 1
Last edited by Takeo on Thu Oct 25, 2018 1:45 am; edited 15 times in total