Name: Mikael Uchiha
Age: 23
Gender: Male
Rank: Genin
Village: Konoha
Bloodline: Sharingan
Experience:
Total: 5
Spendable: 5
Debt: 0
Ryo:32,300
Items:
Living Expenses: Comfortable
●Damaged equipment is repaired.
●-25% on all travel time. Does not stack with other modifiers.
●Passive + to any one stat. + to Strength
●-25% discount at marketplace items. Does not include black market.
Skills:
Sword Techniques | Kenjutsu 剣術
Medical Techniques | Iryōjutsu 医療
Elements:
Katon
Jutsu:
S-rank
E-rank
Stats:
Strength: E
Constitution: E
Stamina: C(450)
Speed: D(150)
Coordination: D(150)
Intelligence: C(450)
Perception: C(450)
Unique Abilities:
Chemistry Expertise: A player may create chemistry creations one rank higher than what their current experience or skill set allows. This can result in an increased countdown (for poisons and drugs) or cooldown (for medicines and provisions.) The increase is the next rank's timer increased by .5 (rounding up.)
For example, let's say a C-rank medicine has a cooldown for 10 posts. A B-rank medicine has a cooldown for 15 posts. By choosing to craft a C-rank medicine at the B-rank level you will take the 15 post cooldown, and add half of that value on top of it. Half of 15 is 7.5. Rounding up would make that cooldown now 23 posts.
One-handed Seals: Pretty straightforward. A player may weave hand seals with only one hand. This results in a one tier loss of Coordination for that hand regarding hand seals.
Perks:
The Three Unities:
Blindside: Illusions can cast a long and dark shadow over the unwary. Blindside makes it so that Sensors cannot sense your use of Genjutsu on themselves. Requires Genjutsu.
Memetic Warfare: A well-crafted illusion is like a moving maze, trapping its victims for long periods of time with little hope of escape. This perk adds two posts to the amount of time it takes for the victim to recognize they are in a Genjutsu pursuant to the Genjutsu Rules. Requires Genjutsu.
Side-Arms:
Master Surgeon: Spurred by the war, scientists have made startling advances in the world of medicine. Master Surgeon grants the user the ability to perform partial implants. A partial implant will always be a guaranteed success because an entire organ is not needed for the process. Instead, the doctor takes a piece of the donor's organ and grafts it into the patient's organ. The donor must pay 500 EXP as part of this process as opposed to the full cost of the bloodline. While the donor does incur a flaw, this flaw is not permanent and will only last for three months IRL. A partial implant can only be performed once by the Master Surgeon and a donor can only benefit from a single partial implant. Partial implants grant the user access to a single A-Rank Technique (Custom or Canon) for a period of two IRL years (5 months for the trial version). After which time, a new graft will need to be applied. The A-Rank Technique selected as part of the implant process must be approved by staff so as to ensure balance. The technique must be standalone and derivatives may not be learned nor registered. This perk also allows the user to self-operate and give themselves implants both full and partial. Requires Ijutsu.
Iryō-Pharmacologist: Innovation has a trickle down effect as the knowledge of the greats filters to the ordinary doctor, thereby increasing his proficiency in once niche fields like pharmacology. This perk allows the user to create B-Rank Drugs and Provisions pursuant to the Ijutsu Skill in addition to Poisons and Medicines. Requires Ijutsu.
Bulk Apperception: Chakra is the omnipresent lifeforce of the ninja world and those who can sense it may get a glimpse of things to come. This perk gives the user a single precognitive save subject to the same rules as specified here (users with an intelligence under B-Tier will have an analysis period of 5 posts). This save can only be prepped and used while Sensory abilities are active.
Renown: 0
Age: 23
Gender: Male
Rank: Genin
Village: Konoha
Bloodline: Sharingan
Experience:
Total: 5
Spendable: 5
Debt: 0
Ryo:32,300
Items:
- Spoiler:
- 4x Hip Pouch | 50 ryo ea. 200 total
30x Shuriken | 100 ryo ea. (Buki) 3000
2x Flash Bomb | 1,000 ryo ea. 15 feet blast radius. 2000
2x Smoke Bomb | 1,000 ryo ea. 10 cubic meters of smoke. 2000
Steel Wire | 100 ryo per 15 feet. (Simple) For a total of 3000
Shinobigatana | 10,000 ryo (Ken)
Living Expenses: Comfortable
●Damaged equipment is repaired.
●-25% on all travel time. Does not stack with other modifiers.
●Passive + to any one stat. + to Strength
●-25% discount at marketplace items. Does not include black market.
Skills:
Sword Techniques | Kenjutsu 剣術
Medical Techniques | Iryōjutsu 医療
Elements:
Katon
Jutsu:
S-rank
- Spoiler:
- Spoiler:
- Spoiler:
- Spoiler:
- Fire Release Dragon Fire Technique:
Name: Fire Release: Dragon Fire Technique
Rank: C
Power: B
Activation Cost: 5
Upkeep Cost: -
Range: 0-50m
Speed: C+
Element: Fire
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake → Dragon → Rabbit → Tiger
Description: The user breathes fire along a cord or any other type of long object, which rushes forward in a straight line catching the enemy on fire. A line of enemies can be used as the conductor as well. The flames are meant to target, and assault the enemy's upper body. Once colliding with something, the attack detonates into a five-meter spread of flames, incinerating whatever was at the epicenter and around it.
Weaknesses: Requires something to run along, such as wire string or actual people.
- Fire Release Great Fireball Technique:
Name: Fire Release: Great Fireball Technique
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: v1 0 - 100m | v2 0 - 25m
Speed: C++ v1 | B v2
Element: Fire
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Snake → Ram → Monkey → Boar → Horse → Tiger
Description: A technique where chakra kneaded inside the body is converted into fire and expelled from the mouth either as a massive orb of roaring flame or as a continuous flame-thrower. The scope of the attack is altered by controlling the volume of chakra that is mustered. The released flames will engulf their target, and leave a crater in the ground's surface.
Version 1.) When released as a continuous flamethrower, this technique creates a widespread stream of flames, expanding out 25 meters in front of the user. It moves at B-tier speed and possesses the same power as normal, but can be maintained for a small cost to do consistent burn damage overtime, should something remain in it's range.
Version 2.) When released as a projectile, the technique fires off a broad sphere of flames, moving at C++ speeds. Upon impacting something the sphere detonates into a ten-meter fire bomb burning anyone in contact with the flames. Once passing 100 meters, the fireball fizzles out.
Weaknesses: N/A
- Fire Release Phoenix Sage Fire:
- Name: Fire Release: Phoenix Sage Fire
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: 0 - 40m
Speed: B
Element: Fire
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Rat → Tiger → Dog → Ox → Rabbit → Tiger
Description: This technique creates a volley of sixteen small fireballs, which are sent flying in an unpredictable manner assaulting the enemy. In addition, the flames are controlled individually with chakra, so avoiding them all is extremely difficult. Shuriken can also be concealed within the flames, creating an unexpected secondary surprise attack. Like the flames, the shuriken can be controlled with chakra. For the most part, however, this technique is used as a distraction. The control of individual fireballs is done at the two tiers below the user's Coordination.
Weaknesses: N/A
- Strong Fist:
Name: Strong Fist
Rank: C
Upkeep Cost: 3
Range: Self
Speed: -
Element: N/A
Skill: Taijutsu
Classification: Open (Konoha)
Requirements: -
Parent Technique: N/A
Hand Seals: -
Description: Strong Fist is Konohagakure's signature fighting style, the purpose of which is to cause external damage and break bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga Clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
This fighting style generally does not beat around the bush in its tactics, with many practitioners charging head on at an opponent. This bullish attitude is backed up with incredibly quick and agile maneuvers and acrobatics to launch powerful strings of kicks and knees. Many of its signature techniques revolve around these particularly powerful kicks. Upper body strikes are still utilized quite often, including various strikes with the hand and generous elbows. Those who can use this physical style are a force to be reckoned with, as they can put together incredible strings of attacks that have a deceptive amount of force behind them without slowing between strikes.
This style boosts Strength a + and Coordination by a ++. The user may sacrifice speed for power if they choose, reversing these boosts. Once reversed, they can't be reversed again for three posts beginning the post after the switch.
Weaknesses: N/A
- Spoiler:
- Manipulated Shuriken Technique:
Name: Manipulated Shuriken Technique
Rank: D
Power: D
Activation Cost: -
Upkeep Cost: 1
Range: 0 - 100 m.
Speed: -
Element: -
Skill: Bukijutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: -
Description: With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the shuriken in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite.
When using this technique the user's Coordination increases by +2 advantages regarding Shuriken control. Shuriken do not lose momentum when using this technique. The user may also "re-throw" a shuriken that has lost momentum, whether it got stuck in a tree or ground. The shuriken does not benefit from the user's Coordination when regarding its speed using this method.
Weaknesses: N/A
- Haze Clone 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 that is not consistent with a distraction.
Weaknesses: -
- Temporary Paralysis Technique:
Name: Temporary Paralysis Technique
Rank: D | A
Activation Cost: 3 | 20
Range: Touch
Speed: B (A-rank version only)
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: Base S-tier Coordination (A-rank version only)
Parent Technique: -
Hand Seals: Tiger
Description: A technique that physically restrains an opponent, as if the opponent had been tied in invisible steel ropes. It debilitates the victim for a short period of time, which allows the user to either strike again, or take the target into custody. In order to use this technique the user must place their middle and index finger against the spine, eyes, or head of their opponent. Users with incredible control over their chakra (base S-tier Coordination) can execute this technique through their eyes by having eye contact with their opponent.
This restrains the target for one round.
Weaknesses: N/A
- Healing Hands:
Name: Healing Hands
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 2
Range: Self/Touch
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Ijutsu, Open
Requirements: Ijutsu
Parent Technique:
Hand Seals: Heaven-snake-dog
Description: After making the necessary handseals, the user's hands will glow with bright green medically induced chakra, which upon touch with any sort of wound will slowly start reactivating cells, reduce swelling and stop wounds from bleeding. As this is but a mere patch up technique, it can only be used on small cuts, shallow bruises and first degree burns.
Weaknesses: Can only heal shallow cuts, minor bruises and first degree burns and other generally minor injuries.
E-rank
- Spoiler:
- Body Replacement Technique:
Name: Body Replacement Technique
Rank: E
Activation Cost: 1
Upkeep Cost: 1
Range: Touch
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger → Boar → Ox → Dog
Description: When utilizing this technique the user applies the transformation technique to an inanimate object in reach— in most cases being a log— to look like the user. This makes the object serve as a dummy to the aggressor. When struck the object will revert back to its original form after two seconds time has passed giving the user the opportunity to strike their stalled opponent, or flee.
The Body Replacement Technique allows the object to perform simple actions and can even react to damage received to make a more convincing illusion, however it cannot move from their location.
Weaknesses: This technique serves as a means to lure in suspicious foe or stall an aggressor. Given its simplicity the technique cannot move or speak, limiting its effectiveness as more cunning opponents will often not fall for the bait.
- Cloak of Invisibility:
Name: Cloak of Invisibility
Rank: E
Activation Cost: 1
Range: Touch
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: A piece of cloth large enough to cover their body
Parent Technique: N/A
Hand Seals: N/A
Description: The user can make use of a piece of cloth by applying their chakra to change its design to reflect their environment. A ninja can make use of it through any environment allowing them to create an effective ghillie suit when needed.
Weaknesses: Not incredibly effective against opponents with higher Perception.
- Clone Technique:
Name: Clone Technique
Rank: E
Activation Cost: 1
Upkeep Cost: 1
Range: Self
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Ram → Snake → Tiger
Description: For this technique, the user creates up to four afterimages of themselves to move alongside them. Unlike most other clone techniques, these afterimages have no substance and thus are incapable of damaging opponents. Because of this, it is only useful for confusing enemies while other attacks are prepared. When performing this technique the user assumes any position among the group.
Weaknesses: Opponents can identify clones from their original through careful observation, as clones won't cast shadows, crush grass, kick up dust, etc.
- Rope Escape Technique:
Name: Rope Escape Technique
Rank: E
Activation Cost: 1
Range: Touch
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: This technique serves as a means to free themselves from any binding they may find themselves, such as vine entanglement or being tied up by a rope. When the user is bound, they do what they can to escape, such as by finding a way to untie the knot or dislocating their joints in order to get free of the bindings.
Weaknesses: This technique can only work on passive bindings, such as inanimate and uncontrolled bindings.
- Transformation Technique:
Name: Transformation Technique
Rank: E
Activation Cost: 1
Upkeep Cost: 1
Range: Self
Speed: N/A
Element: N/A
Skill: Ninjutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: Dog → Boar → Ram
Description: This technique is most often used to disguise the user as another person, but they can also turn into an animal, plant, or inanimate object. Users will gain the attributes and physical features of whatever they transform into, such as a weapon's sharpness or an animal's fangs. The quality of the item or appendages cannot exceed D/D.
Weaknesses: The user is limited to transforming into objects no smaller than 1/5 their size. The user cannot transform into items or creatures larger than themselves. This technique requires concentration. When the user suffers from exhaustion (below 30 CP) or receives a substantial blow the technique dispels automatically. A perceptive opponent may detect flaws, such as false smells or an intelligent opponent detecting inaccurate details. Despite taking on the properties of what they transform into the user can still receive damage as normal. This means transforming into a sword and clashing with another sword will result in the technique dispelling and the user getting injured. When taking on a creature's physical features this impacts your overall stat potential (aka no S-tier Strength birds flying through people.)
- Unsealing Technique:
Name: Unsealing Technique
Rank: E
Activation Cost: 1
Range: Contact
Speed: -
Element: N/A
Skill: General Skill
Classification: Open/Academy Technique
Requirements: -
Parent Technique: -
Hand Seals: N/A
Description: A general skill anybody can learn in which, by applying a minuscule amount of chakra, will unseal the contents sealed within a scroll or tag.
Weaknesses: Without having the Fuuinjutsu skill the user may not know the contents of a seal resulting in a potential trap.
- One Thousand Years of Death:
Name: One Thousand Years of Death
Rank: E
Activation Cost: 0.5
Range: Self
Speed: N/A
Element: N/A
Skill: Taijutsu
Classification: Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user tightly clasps their hands together and extends their middle and index fingers, resembling the Tiger hand seal. Using the full weight of their body, the user thrusts these four fingers between the target's buttocks, or any other target of their choosing.
This technique boosts the user's Strength by +1 advantage.
Weaknesses: This technique requires the user to utilize their entire body in a lunge-like motion forcing them to be stationary.
Stats:
Strength: E
Constitution: E
Stamina: C(450)
Speed: D(150)
Coordination: D(150)
Intelligence: C(450)
Perception: C(450)
Unique Abilities:
Chemistry Expertise: A player may create chemistry creations one rank higher than what their current experience or skill set allows. This can result in an increased countdown (for poisons and drugs) or cooldown (for medicines and provisions.) The increase is the next rank's timer increased by .5 (rounding up.)
For example, let's say a C-rank medicine has a cooldown for 10 posts. A B-rank medicine has a cooldown for 15 posts. By choosing to craft a C-rank medicine at the B-rank level you will take the 15 post cooldown, and add half of that value on top of it. Half of 15 is 7.5. Rounding up would make that cooldown now 23 posts.
One-handed Seals: Pretty straightforward. A player may weave hand seals with only one hand. This results in a one tier loss of Coordination for that hand regarding hand seals.
Perks:
The Three Unities:
Blindside: Illusions can cast a long and dark shadow over the unwary. Blindside makes it so that Sensors cannot sense your use of Genjutsu on themselves. Requires Genjutsu.
Memetic Warfare: A well-crafted illusion is like a moving maze, trapping its victims for long periods of time with little hope of escape. This perk adds two posts to the amount of time it takes for the victim to recognize they are in a Genjutsu pursuant to the Genjutsu Rules. Requires Genjutsu.
Side-Arms:
Master Surgeon: Spurred by the war, scientists have made startling advances in the world of medicine. Master Surgeon grants the user the ability to perform partial implants. A partial implant will always be a guaranteed success because an entire organ is not needed for the process. Instead, the doctor takes a piece of the donor's organ and grafts it into the patient's organ. The donor must pay 500 EXP as part of this process as opposed to the full cost of the bloodline. While the donor does incur a flaw, this flaw is not permanent and will only last for three months IRL. A partial implant can only be performed once by the Master Surgeon and a donor can only benefit from a single partial implant. Partial implants grant the user access to a single A-Rank Technique (Custom or Canon) for a period of two IRL years (5 months for the trial version). After which time, a new graft will need to be applied. The A-Rank Technique selected as part of the implant process must be approved by staff so as to ensure balance. The technique must be standalone and derivatives may not be learned nor registered. This perk also allows the user to self-operate and give themselves implants both full and partial. Requires Ijutsu.
Iryō-Pharmacologist: Innovation has a trickle down effect as the knowledge of the greats filters to the ordinary doctor, thereby increasing his proficiency in once niche fields like pharmacology. This perk allows the user to create B-Rank Drugs and Provisions pursuant to the Ijutsu Skill in addition to Poisons and Medicines. Requires Ijutsu.
Bulk Apperception: Chakra is the omnipresent lifeforce of the ninja world and those who can sense it may get a glimpse of things to come. This perk gives the user a single precognitive save subject to the same rules as specified here (users with an intelligence under B-Tier will have an analysis period of 5 posts). This save can only be prepped and used while Sensory abilities are active.
Renown: 0
- Code:
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Last edited by Mikael Uchiha on Tue Aug 10, 2021 2:31 am; edited 9 times in total