Age: 20
Gender: Male
Rank: Jonin
Village: Kumogakure
Bloodline: Meiton "Dark Release" [310XP / Locked]
Experience:
4,860/6,000
Ryo:
484,700
492,500 (Ryo Debt)
Items:
- Spoiler:
- On Person
Backpack
5 Generic Sealing Scroll
1 Medikit
Hip Pouch
2 Flash Bomb
2 Chili Pepper Bomb
2 Kunai
Bag of Military Ration Pills (x20)
10 Vials (Empty)
Storage (Off-Person)
40 Vials (Empty)
10 Small Flask (Empty)
10 Medium Flask (Empty)
10 Large Flask (Empty)
Skills:
- Genjutsu
- Fuuinjutsu
- Ijutsu
- Chemistry
- Ninjutsu
Elements:
Raiton
Jutsu:
S-rank
- Spoiler:
- Spoiler:
- Name: Iron Armor Seal
Rank: A
Activation Cost: 15
Upkeep Cost: N/A
Range: Contact
Speed: -
Element: N/A
Skill: Fuuninjutsu
Classification: Exclusive (Kumogakure)
Requirements: B-tier Intelligence
Parent Technique: -
Hand Seals: N/A
Description: Iron Armour Seal is the fūinjutsu used by Kumogakure to seal a Bijuu into a host. The seal itself takes the form of the kanji for "iron" (鉄, tetsu) and is usually printed somewhere on the jinchūriki's body.
Weaknesses: The Iron Armour Seal like any seal designed to contain Bijuu is impermanent and enough wear and tear will cause it break as per the Bijuu sealing rules.
Name: Temple of Nirvana
Rank: A
Cost: A
Range: 0m-40m
Element: N/A
Classification: Open
Handseals: Tiger
Requirements: Genjutsu Skill
Description: It is a powerful genjutsu that generates a fluttering rain of sleep-inducing, illusory white feathers. Whomever sees them as they fall, piling up and covering the whole target area, will experience Eden-like bliss and fall into a state of tranquil slumber. No matter how much one resists the hypnotic spell, the desire to sleep is instinctive, and there's no fighting it.
Drawbacks: N/A
Name: Contract Seal
Rank: A
Power: A
Activation Cost: A
Upkeep Cost: B
Range: Close Contact
Speed: N/A
Element: N/A
Skill: Fuuninjutsu
Classification: Open
Requirements: Fuuninjutsu
Parent Technique: N/A
Hand Seals: N/A
Description: When the user implements this fūinjutsu on a summoner, it removes any direct control the summoner has over a summoned creature. Close contact is required for the implementation of the seal. This technique is primarily used to free a summon or creature (included Tailed Beast) from someone controlling it. Though the Contract Seal removes the summoner's ability to control its summon, it does not give the user of the fūinjutsu the ability to control the summon in turn. It is important to note that this technique has limited application on those creatures under Kuchiyose Contract who fight of their own free will thereby largely restricting its use to those creatures that have been robbed of their free will. As a side effect, this technique can also increase the post limit that summons have by one post or it can instantly send a summon back to where it came from thereby forcing the summoner to perform Kuchiyose again.
Weaknesses: Does not in of itself give the user the ability to control the summon.
Name: Sealing Technique: Lion Closing Roar
Rank: A
Power: A
Activation Cost: A
Upkeep Cost: N/A
Range: Close Contact
Speed: N/A
Element: N/A
Skill: Fuuinjutsu
Classification: Open
Requirements: Fuuinjutsu
Parent Technique: N/A
Hand Seals: N/A
Description: This sealing technique completely blocks the target's chakra with a sealing formula (封印式, fūin-shiki) drawn on the ground or a wall. This is done by closing all the tenketsu of the person caught in the middle. When the target is sealed, a stylised kanji for "close" or "shut" (閉, hei) appears in the middle of the sealing formula. To successfully seal the target, one has to get them exactly inside the sealing formula. This may require great accuracy and can prove very difficult in most fight scenarios. Various methods can be used to make this easier. For instance, one can prepare a puppet or a ninja tool like the Lion-Headed Kannon with this sealing formula.
Weaknesses: If the target is removed from the seal, then their tenketsu will re-open allowing them to utilize chakra once more.
- Spoiler:
- Name: Shadow Clone Technique
Rank: B
Power: -
Activation Cost: -
Upkeep Cost: -
Range: 1 km.
Speed: -
Element: -
Skill: Ninjutsu
Classification: General Technique
Requirements: -
Parent Technique: -
Hand Seals: Clone seal or Tiger
Description: The Shadow Clone technique creates replicas of the user, similar to the Clone Technique, but these clones are corporeal instead of illusions. Clones spawn next to the user. The clones are capable of performing techniques, including the Shadow Clone Technique itself, on their own and can even bleed, but will usually disperse after hit by a strong enough force. The clones can also disperse on their own or be dispelled by the user of the technique. This technique splits the user's chakra equally amongst however many clones they create.
Weaknesses: When casting the Shadow Clone technique the user's stamina must be above 30% in order to maintain control over his/her clones. In addition, the user must maintain general concentration to maintain their clone's presence. If at any time the user is inflicted with heavy damage in contrast with their Constitution all clones will be dispersed.
Name: Lightning Release: False Darkness
Rank: B
Power: B
Activation Cost: 10
Upkeep Cost: -
Range: 0-40m
Speed: B
Element: Lightning
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: The user emits lightning in the shape of a spear from its mouth, which then pierces the enemy. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies. This, coupled with the sheer speed of the lightning, makes it a difficult technique to evade. This technique is capable of being focused into a straight beam, similar to a laser. This technique can create a maximum of three spears.
Weaknesses: N/A
Name: Demonic Illusion: Double False Surroundings Technique
Rank: B
Cost: B
Range: 0m-50m
Element: N/A
Classification: Open
Handseals: N/A
Requirements: Genjutsu Skill, False Surroundings Technique
Description: This genjutsu is triggered by the opponent freeing themselves from the False Surroundings Technique. This illusion is layered under the original technique which must be cast prior to this one. This general area of effect can be within 50 meters of the user's location. This genjutsu allows one to trick others into mistaking the place they're in for another. This technique's main feature is that it can be cast over an extensive surface, therefore any and all who step into the illusion's area of effect will fall under the spell. This technique allows the user to sculpt and shift the area into a place of their own choosing via illusion.
Drawbacks: N/A
Name: Chakra Draining Seal
Rank: B
Power: B
Activation Cost: B
Upkeep Cost: N/A
Range: Close Contact
Speed: N/A
Element: N/A
Skill: Fuuinjutsu
Classification: Open
Requirements: Fuuinjutsu
Parent Technique: N/A
Hand Seals: N/A
Description: A fūinjutsu designed to drain chakra. By placing the target on top of the seal, the chakra drained is transferred to the user. The seal drains a C Rank worth of chakra per turn.
Weaknesses: If the target is removed from the seal then the technique ends and must be re-activated.
Name: Mystical Palm Technique
Rank: B
Power: A
Activation Cost: 10
Upkeep Cost: 5
Range: Touch
Speed: N/A
Element: N/A
Skill: Ijutsu
Classification: Open
Requirements: N/A
Parent Technique: -
Hand Seals: Ox → Tiger
Description: The Mystical Palm Technique is a Medical Ninjutsu which allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries.
In most cases it will take three posts to fully heal a single fatal wound. This number can be alleviated by having more Ijutsu users using this technique present, each Ijutsu user taking a post off.
Weaknesses: When healing a wound the effects take place immediately, slowing bleeding and producing new cells. Failure to complete the full healing process will have the wound open up again. The amount of time how this happens is dependent on how long you treated the wound (Healing for two posts and leaving will take two posts for the wound to open again.)
- Spoiler:
- Name: Lightning Release: Thunderbolt
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: -
Range: 0-20m, 0-40m with water
Speed: C
Element: Lightning
Skill: Ninjutsu
Classification: N/A
Requirements: N/A
Parent Technique: N/A
Hand Seals: Tiger → Snake → Tiger → Bird → Tiger → Ram
Description: The user extends both arms, releasing a high discharge through both palms, targeting multiple opponents simultaneously within a range of 20 meters. It is possible to increase the power using this technique in combination with a water source, in which case it's range increases to 40 meters.
Weaknesses: Requires the user to be unencumbered with both hands, given that's where the chakra is focused and then released. They also have to remain stationary.
Name: Demonic Illusion: Descending Hell Technique
Rank: C
Cost: C
Range: 0m-25m
Element: N/A
Classification: Open
Handseals: Boar → Dog → Bird → Monkey → Ram
Requirements: Genjutsu Skill
Description: This genjutsu is triggered by the opponent looking at the user's body. Once triggered, this technique causes the illusion of a tremendous ball of fire falling from the sky into a designated area. The targets involved in the illusion literally feel the ball's hot temperature getting closer thus serving as a major environmental distraction.
Drawbacks: N/A
Name: Demonic Illusion: False Surroundings Technique
Rank: C
Cost: C
Range: 0m-50m
Element: N/A
Classification: Open
Handseals: N/A
Requirements: Genjutsu Skill
Description: This genjutsu is triggered by the opponent being in a certain area inlaid with the user's chakra. This general area of effect can be within 50 meters of the user's location. This genjutsu allows one to trick others into mistaking the place they're in for another. This technique's main feature is that it can be cast over an extensive surface, therefore any and all who step into the illusion's area of effect will fall under the spell. This technique allows the user to sculpt and shift the area into a place of their own choosing via illusion.
Drawbacks: N/A
Name: Hazy Genjutsu
Rank: C
Cost: C
Range: 0m-40m
Element: N/A
Classification: Open
Handseals: N/A
Requirements: Genjutsu Skill
Description: This technique casts an illusion on the enemy that blurs the target's vision of the entire area. In addition, it causes the victim to react as though they're sinking in quicksand, partially immobilising the target.
Drawbacks: N/A
Chakra Scalpel
Rank: C
- Spoiler:
- Name: Enclosing Technique
Rank: D
Power: D
Activation Cost: D
Upkeep Cost: N/A
Range: 0m-5m
Speed: N/A
Element: N/A
Skill: Fuuninjutsu
Classification: Open
Requirements: Fuuninjutsu
Parent Technique: N/A
Hand Seals: N/A
Description: Using this technique, small objects and even living non-sentient things can be stored within scrolls, and can be released when the scroll is opened or meets a specific condition. It is possible to seal ninjutsu into a scroll. To save chakra, instead of sealing a nature element into a scroll that was created through chakra, one could just use pre-existing nature elements, like water from an ocean, and seal it within the scroll. Preparing elements in this manner, reduces the cost of a technique by a full rank. Techniques sealed via the enclosing technique may also be primed to activate on a certain condition. Though a scroll is the most common use of sealing something this technique can be used to seal things into a small sheet of paper too.
Weaknesses: N/A
Name:Ijutsu-Reverse Chakra Palm
Rank:D
Power:D
Activation Cost:3
Upkeep Cost:1
Range:self
Speed: -
Element: -
Skill: Ijutsu
Classification: Personal
Requirements: Intelligence C rank
Parent Technique: Ijutsu- Chakra Palm
Hand Seals: -
Description:
Just like with the Chakra Palm technique, the user coats their hands in chakra, but this time forgoes to enhance said chakra into medical chakra and rather allows it to remain in its raw form. While this technique is being used, the user can land more precise and more damaging blows, raising their strength by one +. Should the user strike any limb twice within the span of three posts, it will result in a numb feeling in the affected limb for two posts. Should the user strike the same spot again within those two posts of numbness, the affected limb becomes paralyzed for one post.
Weaknesses: Due to the large amount of focus this technique takes, when the user is hit by anything (ex. weapon, punch, etc. However, not random leaves or rain), the technique is forcefully stopped.
Name: Ijutsu - Chakra Palm
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: Self
Speed: -
Element: -
Skill: Ijutsu
Classification: Personal
Requirements: Intelligence C rank
Parent Technique: -
Hand Seals: -
Description:
The user concentrates medical chakra into their palms and with it will be able to fairly easy remove any first degree ailment (first degree burns, first degree frostbite, etc) on a surface no larger than a limb, while this technique does not heal scrapes, bruises or other wounds not linked to actual ailments, it does apply a certain numbing effect to relieve the pain. This technique needs at least one post to heal someone.
Weaknesses: An overall well-balanced and solid technique, this has no apparent weakness.
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.
- Spoiler:
Stats:
Strength: D
Constitution: B
Stamina: C
Speed: B
Coordination: C
Intelligence: A
Perception: B
Unique Abilities:
Experience Advantage ~ Due to Morikawa’s experience both as a shinobi and as a medical doctor has led him to being in debt. This merely upgrades Morikawa to possess 4,800 experience points versus the standard 3,000. However in doing so Morikawa suffers an 1,800 XP loan and must be paid first before gaining more XP.
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.
Experience Charity ~ Due to Morikawa’s love for teaching students and even other people. Whenever he is the sensei/ team leader in a thread Morikawa provides an extra 5 experience points to students/teammates involved in said thread. However whenever Morikawa is involved within missions he loses 5 experience points as a result to this.
Ryo Debt ~ Okay so maybe Morikawa may or may not have borrowed a mere 500,000 Ryo which is the max for Jonin. But that is of course without slapping a loan towards the village where 50% of his income goes straight to paying the loan off. Can he actually pay off half a million Ryo though? Actually, correction can he pay off a 750,000 debt towards the village?
- Physical: 1
- Technique: 1
- Destiny: 1
Limit Break Points
Renown: 3,000
- Code:
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Last edited by MorikawaMiriki on Tue Jul 30, 2019 5:40 pm; edited 6 times in total