Stats:
Strength: D
Constitution: D
Stamina: B+
Speed: D
Coordination: A
Intelligence: B
Perception: B
Skills:
- Clan
- Genjutsu
- Fuuinjutsu
- Skill Trade
- C Rank
- B Rank
- A Rank
- S Rank
- X Rank
- X Rank
Bloodline
- Level 1 0xp:
- The free starting level for anyone born within the Kumera bloodline. Even at this level the Bloodline User's skill at Genjutsu is strong enough that their Intelligence/Perception is treated as 1 tier higher when attempting to recognize that the Bloodline User is trapped by an enemy Genjutsu User or when the Bloodline User is attempting to trap a target in a Genjutsu.
- 1 Handed Genjutsu 250xp:
- A useful skill refined by the Kurama Clan's bloodline, allowing proper chakra flow when using Genjutsu. This ability allows the Bloodline User to use genjutsu techniques with one hand without any additional stat penalty. Highly convenient when several Genjutsus are needed in rapid succession.
Requires: Level 1
- Level 2 500xp:
- At this level the Bloodline user's Genjutsu is strong enough that the amount of people they can trap as well as the range & skill of their Genjutsu has increased dramatically. All Genjutsu technique ranges are doubled and take 1 post less to set in for the Bloodline User. (Minimum 1 post if it does require a set in time)
- Signless Genjutsu 500xp:
- An oft forgotten skill granted to many Bloodline users, it is often neglected as many assume it is only limited to those with full access to the bloodline. This ability allows the Bloodline user to use genjutsu techniques without signing and without any additional stat penalties. While it often limits what genjutsus are usable as some techniques require the target looking at the Genjutsu user's signing or a musical instrument, it is a handy skill to have off hand.
Requires: Level 2; C-Rank Intelligence; 1-Handed Genjutsu
Unique Abilities:
Fresh Start (War Perk): A ninja must be willing to break boundaries in order to pursue a new life and new ambitions. This perk allows the user to disregard the rules regarding village-locked clans. They may start a new character in any open village/unaffiliated and be a member of any open Clan/KKG. However, they may not claim clan leadership if they are the sole active member of the KKG/Clan in question.
One-handed Seals: A necessity for a weapon user, Hisha can weave seals with 1 hand but loses 1 rank to coordination to this end.
MedIDate: Hisha is able to push himself in a pinch, sacrificing a tier of intelligence in exchange for a tier in stamina. 5 cp to toggle.
ParanoID: Hisha's ID can passively sense when Hisha's chakra is being sensed (as by the Sensing Technique). This does not confer any information regarding who is sensing him, where they are, how many people are sensing him, etc. It only lets him know if he is currently being sensed. As a result of this, his chakra has a very 'outgoing' vibe to it and it cannot be hidden via Chakra Suppression.
IDeation: Bent upon illusions, Hisha has a much easier time than most both casting and recognizing genjutsu. For the purposes of casting/trapping opponents in genjutsu, his perception/intelligence (whichever applies) is treated as 1 tier higher. His studies in fuinjutsu, however, have lacked. For the purposes of opponents breaking his fuinjutsu, his intelligence is treated as 1 tier lower
Insulat-ID: Having dedicated almost all of his time to fuinjutsu research, Hisha has attained an unusual mastery in the art. Fuinjutsu techniques have their costs reduced by 1 rank and power increased by 1 rank. However, his slacking in other areas has not helped him. Non-elemental ninjutsu have their costs increased by 1 rank and their power decreased by 1 rank.
IDiocy: Hisha's Id has pursued a rather esoteric approach to genjutsu as it has grown more powerful over the years. Genjutsu cast by Hisha have their set-in timers lowered by 1 post and require 1 less post for an opponent to notice them. However, genjutsu cast on Hisha also have their set-ins lowered by 1 post but require 1 less post for him to notice as well. No set-in timer can be reduced below 1 post via this effect, if it has a set in timer to begin with.
Runesmith: With essentially no crafting skills to speak of outside of enchantments, Hisha has effectively specialized in their use. Something foreign and profound lurks within his enchantments such that others who examine them may find them incomprehensible, bizarre, and even alarming at times, as if they operate on a fundamentally different principle or rule set than those of other enchanters. When placing an enchantment, Hisha may elect to increase the charge capacity by 50% in exchange for increasing the cost by 50%. This also counts as his singular crafting UA.
EXP Debt: Debt of 950. All future exp goes to this automatically until paid.
War Perks:
Fresh Start:
- Spoiler:
- A ninja must be willing to break boundaries in order to pursue a new life and new ambitions. This perk allows the user to disregard the rules regarding village-locked clans. They may start a new character in any open village/unaffiliated and be a member of any open Clan/KKG. However, they may not claim clan leadership if they are the sole active member of the KKG/Clan in question.
- Spoiler:
- Reality can be thrown off by the simplest of gestures or words. Triggerman allows a Genjutsu user to select a single "Universal Trigger" which can be used as an alternative trigger for up to five Genjutsu in their possession. The Universal Trigger and the techniques it can be applied to are specified in the user's update thread and can only be changed once per activity check. Requires Genjutsu.
- Spoiler:
- 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.
- Spoiler:
- 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.
- Spoiler:
- A sensor's brain can be exercised like any other muscle, the result is a signal booster for their extra-sensory abilities. This perk increases the range of Sensory Techniques by 25%.
- Spoiler:
- Talent goes a long way in the Sealing Arts, enough to make up for raw brainpower in some cases. This perk permits the user to utilize chakra ink at B-Tier Intelligence instead of A
Spendables:
Ryo: 817,625
Monthly Ryo: 200,000 [2 shops]
Unspent Exp: 15
Total Exp: 2415
Renown: 3950
Last edited by Hisha on Thu May 09, 2024 11:49 pm; edited 12 times in total