Name: Kuro Chinoike
Age: 18 years old
Gender: Male
Rank: D-class Genin
Renown: 50
Village: Kumogakure
Clan: Chinoike (1 SP Invested for Unlock)
Bloodline: KETSURYUGAN (1500/2649 EXP Invested for unlock)
Element(s): N/A
Skill(s):
Jutsu:
Stats: (7/20 raises used, 1050/2649 EXP used)
Experience:
EXP Sources Thus Far:
Ryo:
NOTE: TRANSFERRED 100,000 RYO TO DAMIEN DARHK FOR SERVICES RENDERED, HENCE 0/100,000 RYO LEFT
Unique Abilities:
Equipment on Hand:
Gear/Armor:
Weaponry:
Age: 18 years old
Gender: Male
Rank: D-class Genin
Renown: 50
Village: Kumogakure
Clan: Chinoike (1 SP Invested for Unlock)
Bloodline: KETSURYUGAN (1500/2649 EXP Invested for unlock)
- Basic Ketsuryugan (1500/1500 EXP INVESTED, UNLOCKED FOR USE)
- Blood Manipulation (0/1000 EXP INVESTED, LOCKED UNTIL FURTHER NOTICE)
Element(s): N/A
Skill(s):
- Ninjutsu: 1 SP
- Genjutsu: 1 SP
- Bukijutsu: 1 SP
Jutsu:
- Universal Claim: All Academy jutsu (i.e. All E-rank jutsu claimed)
- 5 Free Starter Jutsu Claim:
- Starter Jutsu List:
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 a reactivation. The hand seal may be held to constantly refresh the 100-meter limit providing a constant speed increase.
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.
Name: Haze Clone Technique
Rank: D
Activation Cost: 3
Upkeep Cost: -
Range: 0m-10m
Speed: -
Element: -
Skill: Ninjutsu
Classification: General Skill
Requirements: -
Parent Technique: Clone Technique
Hand Seals: Dog → Tiger
Description: At first glance it seems like a regular Clone Technique, but the haze clone uses a cunning trap to lure out the enemy. As the haze clones are not physically real, the attack will just pass through them. While attention is drawn to the clones, the real body attacks from the blind spot. During the illusion and resulting chaos, the enemy, who is caught up in the technique, can then be defeated. This technique allows for the creation of 10 clones total in a single casting. Like the parent technique however the clones are restricted in range and their ability to speak or act in any manner not consistent with a distraction.
Weaknesses: -
Name: Rising Side Kick
Rank: D
Power: C
Activation Cost: 1
Upkeep Cost: -
Range: Melee
Speed: N/A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description:
The user swiftly launches their leg from standstill position into an at most 6-7' high side-swipe kick. While using this technique, if the user has the taijutsu skill, this technique's power becomes C rank as a display of their mastery of the ways of taijutsu.
Weaknesses: -
Name: Rising Scissor Kick
Rank: D
Power: D
Activation Cost: 1
Upkeep Cost: -
Range: melee
Speed: N/A
Element: -
Skill: Taijutsu
Classification: Open
Requirements: -
Parent Technique: -
Hand Seals: -
Description:
The user raises on leg 180° into the air from standstill, dropping said leg/foot onto an opponent. This can also be used while jumping. If the user has the taijutsu skill, this technique's power becomes C rank as a display of their mastery of the ways of taijutsu.
Weaknesses:-
Name: Demonic Illusion: Hell's Viewing
Rank: D
Activation Cost: 3
Range: 0 - 20 m.
Speed: C
Element: N/A
Skill: Genjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake -> Rat
Description: This is a Genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This Genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great. Once cast, this technique takes two posts to set in dealing D-rank psychological damage. If the user chooses, the victim may wait three posts to deal C-rank psychological damage. This technique is triggered by the user sending their chakra at their opponent. This must connect and the user must be aware of their target's position with no obstructions in the way.
Stats: (7/20 raises used, 1050/2649 EXP used)
- Strength: E to D (150 EXP)
- Constitution: E to D (150 EXP)
- Stamina: E to D (150 EXP)
- Speed: E to D (150 EXP)
- Coordination: E to D (150 EXP)
- Intelligence: E to D (150 EXP)
- Perception: E to D (150 EXP)
Experience:
- Total EXP: 999
- Spendable EXP: 99
- Debt EXP Repaid: 270/999 (Previous: 60 EXP + new 180 EXP claim + new 30 EXP claim = 270 total)
EXP Sources Thus Far:
- A NEWBIE'S FIRST DAY AT WORK (FLASHBACK): 40 EXP
- PICKING THE RIGHT PICKLE (SPECIALTY FLASHBACK): 20 EXP
- THUNDERSTRUCK (FLASHBACK): 180 EXP
- RIN VS. TAMWYN - BATTLE OF ICONS: 30 EXP + 50 Renown
Ryo:
- Previous: 100,000 (FROM MO-MONEY UA)
- Current: 0
- Debt Ryo Repaid: 0/150,000 Ryo
NOTE: TRANSFERRED 100,000 RYO TO DAMIEN DARHK FOR SERVICES RENDERED, HENCE 0/100,000 RYO LEFT
Unique Abilities:
- Spoiler:
Experience Advantage:
A player may start with more experience that can be applied to their total. This amount may never be enough to advance into the next class and can always fall short by 1 experience. Doing this will put the player in debt, thus all generated experience must go towards paying off that experience debt before it can be applied anywhere else.
This can also be done if a player only wishes to gain a little more experience at the start. If the player chooses to start with equal or less than 50% experience for their next class requirement only half of the generated experience will go towards this debt. This UA can only be taken at creation and may not be added later. Bonus EXP Gained: 999 EXP
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Mo-Money:
A player may start off with additional income, which the max amount correlates to the player's starting rank. Upon doing so 50% of all future income counts towards that sum with an interest of 50% as well. Bonus Money Received: 100,000 Ryo
Genin can max at: 100,000 Ryo
Chuunin can max at: 250,000 Ryo
Jounin can max at: 500,000 Ryo
Equipment on Hand:
Gear/Armor:
- 1x Kumo Headband
- 1x Kumo shinobi flak jacket
- 1x pair of Kumo fingerless shinobi gloves
Weaponry:
- 5x Kaminari Kunai
- 10x Kaminari Shuriken
- 10x Explosive Tags
- 20x Kaminari Senbon
Last edited by Kuro on Wed Feb 10, 2021 5:39 pm; edited 8 times in total