Name: Sen Senju
Clan: Senju
Age: 15
Gender: Male
Orientation: ???
Rank: Genin [D]
Village: Konohagakure
Renown: N/A
Title: N/A
Stats
Total EXP: 560
Spendable EXP: 110
Stat Raises: 8/21
- Strength: D [0/300 EXP]
- Constitution: C [0/500 EXP]
- Stamina: D [0/300 EXP]
- Speed: D [0/300 EXP]
- Coordination: D [0/300 EXP]
- Intelligence: D [0/300 EXP]
- Perception: D [0/300 EXP]
Bloodline Abilities
Regeneration: Taking this physical component a step further is the Regeneration Ability. This is a healing factor that immediately mends any damage caused to the body, recovering up to but not including severed limbs or half destroyed organs. This ability is passive once unlocked and will drain 2 points of Stamina every post that it’s used in, creating a potential hazard for the user in automatic chakra exhaustion. Not everyone unlocks this ability, however, for while most have it, it lies dormant within them until awakened by exhaustive training, represented by spending 1000 Experience Points. As a cool bonus feature, this ability also passively sustains the body once unlocked, removing any need to eat or drink.
Unique Abilities
One-Handed Seals: This character can weave one-handed seals with one hand and suffers a one tier loss to Coordination regarding hand seals done using only that hand.
LBP:
Physical: 1
Technique: 1
Destiny: 1
SP Breakdown:
[SP 1] Taijutsu
[SP 2] Doton
[SP 3] Suiton
[SP 4] Bonus EXP + stat cap raised
Money: 40,150 ryo
Equipment:
- Arms: Steel Arm Guards
- Shins: N/A
- Faulds: N/A
- Cuisse: N/A
- Spaulders: N/A
- Chest: N/A
Items:
Kunai | 100 ryo ea x16
Shuriken | 100 ryo ea x20
Explosive Tag | 1,500 ryo ea. x5
Flash Bomb | 1,000 ryo ea.
Smoke Bomb | 1,000 ryo ea.
Backpack | 50 ryo ea.
Hip Pouch | 50 ryo ea.
Holster | 25 ryo ea. x2
Military Ration Pills | 5,000 ryo
Steel Wire | 100 ryo per 15 feet x10
Grain Alcohol | 100 ryo ea.
Bandage Wrap | 500 ryo ea.
Steel Arm Guards | 10,000 ryo
Bloodline: Mokuton
Elements: Doton, Suiton [2 SP]
Skills: Taijutsu [1 SP]
Jutsu:
- D Rank:
Name: Body Flicker Technique
Rank: D
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: 50m
Speed: -
Element: -
Skill: Ninjutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: Half Tiger
Description: This technique enhances the user's movements by fortifying their step with chakra. This is essentially a burst of energy to make their body function at higher speeds. This technique boosts the user's movement speed by one tier up to 100 meters. If at any time they stop running they must require an reactivation. The hand seal may be held to constantly refresh the 100 meter limit providing a constant speed increase. [/size]
Weaknesses: Just like a full sprint the user must remain in a straight line in order to benefit from the bonus. If the user were to change direction they must reactivate the technique.[/size]
Name: Leaf Whirlwind
Rank: D
Activation Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: A taijutsu where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint. The technique can also be used in the form of a spinning-roundhouse kick through the air, either alone or in unison with another user for more efficiency.
Boosts Strength by +1 advantage and Coordination by +1 advantage
Name: Dynamic Entry
Rank: D
Power: C
Activation Cost: 5
Range: 0 - 20 m.
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: N/A
Parent Technique: Strong Fist
Hand Seals: -
Description: The technique is basically the user performing a jump kick into their opponent's face from a distance. Usually preceded by some form of distraction to make it easier to land the kick.
Increases Strength by +1 advantage and Speed by +2 advantages.
Weaknesses: The user attacks in a straight line using this technique, and it's pretty easy to avoid if one is paying even the smallest bit of attention.
Name: Arhat Fist
Rank: D
Power: C
Upkeep Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: C-tier Strength without Taijutsu or D-tier Strength with Taijutsu.
Parent Technique: N/A
Hand Seals: -
Description: This style of combat focuses on simple physical attacks such as palm strikes, shoulder thrusts, knee strikes, and punches. The style uses brute strength to achieve its goals, keeping things simple by not attempting extended combination attacks. Instead it uses single attacks or short combinations with power behind them instead of speed, packing enough strength with some users to shatter large rocks.
Boosts Strength by +1 tier with Taijutsu or by a +1 advantage without Taijutsu.
Weaknesses: Without Taijutsu the user's Speed is also lowered by -2 advantages.
Name: Rising Knee
Rank: D
Activation Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: A simple technique where the user drives their knee upwards into an opponent's abdomen.
Boosts Strength by +2 advantages.
- 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.
Name: Clone Technique
Rank: E
Activation Cost: 1
Upkeep Cost: -
Range: 0m-10m
Speed: -
Element: -
Skill: Ninjutsu
Classification: General Skill
Requirements: -
Parent Technique: -
Hand Seals: Ram → Snake → Tiger
Description: A ninjutsu that creates an intangible copy of one's own body, without any substance. Since the clone itself doesn't have the ability to attack, and thus can only be used to confuse the enemy, it is mainly used in combination with other ninjutsu. It's a basic technique, but depending on one's ingenuity, it can be used effectively. The clones may not dissipate when they come into contact with something. These clones can be easily distinguished by people with dōjutsu. A person with normal eyes can also distinguish the clones from the original, since the clones do not have shadows and will not disrupt the area around themselves with their movement (i.e. won't kick up dust, crush grass, etc.). These clones are extremely simplistic and cannot talk nor move very far from the creator. Their utility is restricted to distractions and confusion. A maximum of 2 clones can be created from one casting of this technique.
Weaknesses: -
Last edited by Sen on Tue Dec 04, 2018 12:51 am; edited 13 times in total