Name: Masami Tetsuda
Age: 19
Gender: Male
Rank: D
Village: Wanderer
Bloodline: Tetsudashi
Experience: 50
Ryo: 0
Items:
Skills: Taijutsu, Ninjutsu, Bukijutsu
Elements: Doton, Koton
Jutsu:
S-rank
E-rank
Stats:
Strength: C
Constitution: D
Stamina: D
Speed: D
Coordination: D
Intelligence: E
Perception: D
Unique Abilities:
Renown: 0
Age: 19
Gender: Male
Rank: D
Village: Wanderer
Bloodline: Tetsudashi
Experience: 50
Ryo: 0
Items:
- Spoiler:
Skills: Taijutsu, Ninjutsu, Bukijutsu
Elements: Doton, Koton
Jutsu:
S-rank
- Spoiler:
- Spoiler:
- Spoiler:
- Spoiler:
Name: Earth Release: Earth Shore Return
Rank: C
Power: B
Activation Cost: 5
Upkeep Cost: -
Range: -
Speed: N/A
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: Palms on Earth
Description: After striking the ground with their hands the user creates a large wall of earth in front of them. The defense is not perfect though, since a hard or drilling impact, such as the Spiked Human Bullet Tank technique, can puncture the wall. Also, since this technique only guards against frontal attacks, the enemy can easily attack from the side or even from above.
Weaknesses: N/A
Name: Impervious Tendrils
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: N/A
Range: 0m-20m
Speed: Varies
Element: Steel Release
Skill: Ninjutsu
Classification: Clan Exclusive
Requirements: Steel Release/Impervious Armour Stage 1
Parent Technique: N/A
Hand Seals: Dragon -> Tiger -> Rat -> Dog
Description: Upon performing the necessary handseals and channeling their Steel Release chakra, the user constructs up to twenty steel tendrils that are anywhere between three to five inches thick and can reach up to twenty meters away. The tendrils are extremely dense and are considered as having B-Grade quality in its integrity and physical structure. The tendrils move at the same speed as the user's Coordination and can be used to bluntly attack an opponent. The edges may also be sharpened and they can be used for stabbing as well. The tendrils tend to appear from the user's back although they can sprout from any portion of the body.
Weaknesses: Like the vast majority of steel release techniques, this jutsu is uniquely weak against Katon which will melt it in correspondence with the advanced element's limitations. They only last for 5 posts before the activation cost must be paid again.
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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: Shoulder Charge
Rank: D
Activation Cost: 3
Range: 0 - 3 m.+
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: Arhat Fist
Hand Seals: -
Description: The user throws all their weight behind a shoulder thrust aimed at driving their opponent off their feet. The user may choose to further enhance the strength of their impact by rushing their opponent by at least three meters.
Boosts Strength by +2 advantages. Boosts Strength by +1 tier if charged at least three meters.
Weaknesses: In order to benefit from the charging bonus you must rush your opponent in a straight line.
ame: Earth Release: Double Suicide Decapitation Technique
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: -
Range: 10 m.
Speed: -
Element: Earth
Skill: Ninjutsu
Classification: N/A
Requirements: Preexisting Earth
Parent Technique: N/A
Hand Seals: -
Description: This technique conceals the user underground and drags the object of their attack down into the earth, robbing them of their freedom, leaving them completely unable to move after they're underground. The user can only move in a linear fashion and can only remain underground for one post before they lose the ability to tunnel and must resurface or reactivate.
Weaknesses: The user must have some way of sensing the target above or know where their target is before submerging.
E-rank
- Spoiler:
Stats:
Strength: C
Constitution: D
Stamina: D
Speed: D
Coordination: D
Intelligence: E
Perception: D
Unique Abilities:
- Experience Advantage:
- Experience Advantage: (50 EXP) 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.
Renown: 0
Last edited by Masami on Tue Nov 10, 2020 10:15 pm; edited 5 times in total