Name: Makoto Kurama
Alias: -
Age: 15
Gender: Male
Village: Kumogakure
Lifestyle: Comfortable
Class: D
Rank: Genin
Title: -
Clan: Kurama
Bloodline: Kurama Clan
Element(s): -
Skill(s): Genjutsu
Skill Points: Genjutsu, Bloodline, Xp Trade, Xp Trade
Stats
Unique Abilities:
Experience Advantage (250)
Makoto’s doggedness led to countless nights of exhausting training, granting him minor experience in his skills over most of his other peers. He gains 250 XP and must pay back a 250 XP debt.
Stat Trade (+Int, -Cor)
By entering a state of mental focus and relaxation, Makoto can make quicker, more precise thoughts, however, must in turn dull his reflexes. This is represented as a +1 Tier to Intelligence for a -1 Tier in Coordination. Costs 5 CP to toggle.
Appearance:
Makoto has blue eyes and brown spiky hair which is swept back. He also has jaw-length bangs framing either side of his face. His normal attire consisted of a standard grey Kumo uniform with bandages around his arms, a tan flak jacket, a black forehead protector around his neck, and grey sandals.
History:
Born in 925 AS, Kurama Makoto was raised by a smaller, more isolated branch of the Kumogakure Kurama Clan. Mokoto already showed his aptitude for genjutsu at a very young age, however, due to fear of another exile, was discouraged from practicing it. Years later, the war in the Lightning Country began. It was then that he realized the cruelty of war, witnessing the execution of his parents.
Makoto was taken in by a clan elder, a man who could write hundreds of books about his life and still have more to tell. He taught Makoto everything he knew, most of which was about the various places he's been. It was also he who trained him in genjutsu, remarking on his potential for greatness, and encouraging Makoto to enter the academy and become a genin.
It wasn't long before Mako graduated, anxious to begin his journey. Although unsure of his purpose, he had a goal: to follow in his elder's footsteps and seek the good in the world. However, his naivety and determination to become stronger may lead him on an amoral path.
Personality and Philosophy:
Makoto struggles with cognitive dissonance, juggling between the optimism taught by his elder and the cynicism taught by the war. Occasionally this can cause him to be nervous and lost in thought as he decides which he should value per situation. He can also be naive, although it's difficult to tell, as his open-mindedness can be easily influenced. His most noticeable traits are his patience, cunning, and to a lesser extent his loyalty.
Roleplay Sample: n/a
Alias: -
Age: 15
Gender: Male
Village: Kumogakure
Lifestyle: Comfortable
Class: D
Rank: Genin
Title: -
Clan: Kurama
Bloodline: Kurama Clan
- Basic Bloodline | 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 - Lesser Bloodline | 500XP:
- At this level, the bloodline user's Genjutsu is strong enough that the amount of people he can trap, as well as the range & skill of his 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)
Element(s): -
Skill(s): Genjutsu
Skill Points: Genjutsu, Bloodline, Xp Trade, Xp Trade
Stats
- Strength: D [150]
- Constitution: D [150]
- Stamina: D [150]
- Speed: D [150]
- Coordination: C [450]
- Intelligence: B [950]
- Perception: D [150]
- Math:
- Starting XP | +1,650
Skill Trades | +1,000
XP Debt | +250
2,900
————————————
Stats | -2,150
Bloodline | -750
-2,900
————————————
Remaining XP : 0,000
Unique Abilities:
Experience Advantage (250)
Makoto’s doggedness led to countless nights of exhausting training, granting him minor experience in his skills over most of his other peers. He gains 250 XP and must pay back a 250 XP debt.
Stat Trade (+Int, -Cor)
By entering a state of mental focus and relaxation, Makoto can make quicker, more precise thoughts, however, must in turn dull his reflexes. This is represented as a +1 Tier to Intelligence for a -1 Tier in Coordination. Costs 5 CP to toggle.
Appearance:
Makoto has blue eyes and brown spiky hair which is swept back. He also has jaw-length bangs framing either side of his face. His normal attire consisted of a standard grey Kumo uniform with bandages around his arms, a tan flak jacket, a black forehead protector around his neck, and grey sandals.
- Portrait:
History:
Born in 925 AS, Kurama Makoto was raised by a smaller, more isolated branch of the Kumogakure Kurama Clan. Mokoto already showed his aptitude for genjutsu at a very young age, however, due to fear of another exile, was discouraged from practicing it. Years later, the war in the Lightning Country began. It was then that he realized the cruelty of war, witnessing the execution of his parents.
Makoto was taken in by a clan elder, a man who could write hundreds of books about his life and still have more to tell. He taught Makoto everything he knew, most of which was about the various places he's been. It was also he who trained him in genjutsu, remarking on his potential for greatness, and encouraging Makoto to enter the academy and become a genin.
It wasn't long before Mako graduated, anxious to begin his journey. Although unsure of his purpose, he had a goal: to follow in his elder's footsteps and seek the good in the world. However, his naivety and determination to become stronger may lead him on an amoral path.
Personality and Philosophy:
Makoto struggles with cognitive dissonance, juggling between the optimism taught by his elder and the cynicism taught by the war. Occasionally this can cause him to be nervous and lost in thought as he decides which he should value per situation. He can also be naive, although it's difficult to tell, as his open-mindedness can be easily influenced. His most noticeable traits are his patience, cunning, and to a lesser extent his loyalty.
Roleplay Sample: n/a