
Name: ???, Karu
Gender: Male
Age: Ten (August 14th)
Height: 5'-03" (Five-Foot, Three-Inches)
Body Type: Small, Scrawny, 'Survival'-Physique
Eyes: Pale Ice-Blue / Yellow Iris ; Greenish Sclera
Hair: Silver-White
Rank: Genin
Alignment: True-Neutral
Unique Traits: Constantly layered in an acidic 'Goo' that seemingly floods and boils parts of his body from impact.
Physical Description:
Karu appears to be a visually simplistic boy; lacking any remarkable features. His eyes were illusively bright ice blue and bore a stark contrast even compared to his naturally white-silver hair. Skin fair, untouched like a childs' should. Possessively he wore a doctor's lab-coat, along his belt would be found a medical kit baring a bright red-cross, rows of senbon and a concealed ninja pouch. Underneath he wore basic grey garbs, similar in fashion to scrubs. Notably each of these items appear extraordinarily worn, as if throw-aways or hand-me-downs; and it is very clear none of these necessarily were originally the boy's.
Expressively, Karu is typically walking around with a relaxed stride and motion to his actions. Unless provoked into something exciting or intriguing which you will find him skipping around, high-toned and excitable. Otherwise, he hums casually; caring little of his surroundings which is exemplified by his half-lidded eyes and slacked tonal range.
As his life continued, things got progressively worse. Afflicted with an unidentifiable retro-virus, his skin, organs and otherwise bio-organic body-parts have begun to mutate and secrete a viscous goo with minor acidic properties. While it hasn't grown out of sheer control, his body has shown to develop quickly growing and receding boils, burn marks and holes into his skeletal structure. Personifying what is best described as an goo/acid zombie.
Personality:
Inspite his age, Karu has taken akin to making his life take strides towards relatively specific goals; displaying a strong sense of compassion and ambition towards the world of shinobi; against all hazards that it possess. Although, this never halted him from taking things with some joy, care and excitement; often situating him in a position that makes him appear bubbly or childish.
Given the nature of what he desired deeply; he does posses a side of his personality that exists as a calculative and composed individual, this is best defined when his eyes steel and shifted to something not so airy appearing. Cheeks sunken and muscles tightened to ensure his body is fully ready for anything to come at him; regardless if he’s equipped to face it or not.
-Qualities:
- Adaptability
- Cunning
- Socially Skilled
- Pride
- Lack of Empathy/Cold
- Obsessive over Social Identity
-Likes: Peaches, Peach Juice, Flowers (And their uses), Moderate-Cold Weather
-Dislikes: Apples, Apple Juice, Extreme Hot Weather
Backstory:
Although his earlier days remain somewhat of a mystery to himself; all that was deducted was as a young boy. His family in Sunagakure wasn’t terribly well-off, only making enough to sustain themselves, not some boy that was for lack of a better team, an accident.
Through this unfortunate draw of fate, he was abandoned alone in an alleyway around the age of five. With only truly enough understanding of the world to have survived off scraps and the sympathetic assistance of strangers. While growing up, survival was the main and only requisite it had encouraged the growth of otherwise more matured traits in individuals. Self-preservation, creating edible foods, finding water to name a few.
Although it took him some few years, Karu’s ambition lead him to saving any large amounts of funds he came across; lost in the sands of the village. His reasoning was to afford entrance into the Academy, as such schooling isn’t free. But it was a profession he could perceivably get into, with the greater chance of acquiring enough funds for proper survival- Perhaps making friends, or find a new family while he was at it.
Shamefully stole the format from Teke
[col][legend="[b][size=5][color=orange]Stats & Class[/color][/size][/b]"]Character Level: 4[/legend]|[legend="[b][size=5][color=orange]Abilities[/color][/size][/b]"]
OOC Rank: B-Rank
Agility: 151/300
Stamina: 200/300
Ninjutsu: 185/300
Taijutsu: 100/300
Genjutsu: 100/300
Chakra Control: 175/300
Advanced Points: 0
PL: 921
HP: 10,800
CP: 9,450
AP: 4
Retroviral Revenant
HP: (50+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: Kinjutsu
High: Ninjutsu Accuracy
Average: Ranged Accuracy, Evasion, Genjutsu Save
Low: Melee Accuracy, Genjutsu DC0: Main Branch - Journeyman[/legend][/col]
0: Shinobi 101
1: Quick Reaction
2: Technical Pacifist
3: Teamwork
4: Acrobatics
5: Calm Mind
6: Healing Factor
7: Kinjutsu - Revenant
8: Kinjutsu - Revenant
9: Kinjutsu - Revenant
10:
11:
12:
13:
[col][legend="[b][size=5][color=orange]Core Ability[/color][/size][/b]"]A ninja with an unusually sharp mind, a Quick Learner is able to pick up on things easily and more quickly than others, learning and mastering techniques at faster rates, and analyzing enemy patterns. They can become highly skilled in just about anything once they set their minds to it.[/legend]|[legend="[b][size=5][color=orange]Secondaries[/color][/size][/b]"]
Unused Points - 0
Offensive Insight II - Boost (1 point) (Currently Purchased x2)
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks. (Currently 10% auto-hit to attacks)
Tactical Mind - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.
Mirror Coat - Independent Special Move (3 points)
Restriction- C Rank and up
Often while they're planning what to do in a battle, a Quick Learner will get hit in defensive stance. Well, that won't do--so they'll strike back. With full force, and, just to rub salt in the wound, the exact same way.
Effect: The last ranged Ninjutsu the user was hit with can be reflected back at the caster for full damage at -2 accuracy and at 50% the original cost. None of the user's buffs are carried over to the jutsu, only those that were applied to the original cast. Can only be used once per round. User still takes full damage from the jutsu. Costs the same amount of AP it took the opponent to cast the jutsu.
Sharp Insight - Passive (2 points)
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.Melee Accuracy = [(Taijutsu x .7) + (Agility x .3)] = 26.4[/legend][/col]
Ranged Accuracy = [(Taijutsu x .6) + (Agility x .4)] = 102.4
Ninjutsu Accuracy = [(Ninjutsu x .7) + (CC x .3)] = 175
Melee Dodge = [(Taijutsu x .3) + (Agility x .7)] = 111.2
Ranged Dodge = [(Taijutsu x .2) + (Agility x .8 )] = 112.8
Ninjutsu Dodge = [(Ninjutsu x .3) + (Agility x .7)] = 133.7
Genjutsu Difficulty = [(CC x .3) + (Genjutsu x .7)] = 122.5
Genjutsu Save = [(CC x .6) + (Genjutsu x .4)] = 145
Puppet Accuracy = [(CC x .6) + Agility x .4)] = 145
Puppet Dodge: [(CC x .4 + (Agility x .6)] = 130
Revenant
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A rather gruesome ability, only available to those who have had their bodies altered through a manner that causes a severe bodily change. Those with this ability have had their body structure altered in such a grotesque way, through an unfortunate event a mutated carmot crystal ailed Karu into getting a retro-virus to flow through his body; forcing his body to invert the effects of accept his fate of death. Although similar to the means of the Revenant threads of Earth Grudge Fear, the disease-like retro-virus causes a inner-instinctual level of control over the organics of his body, including the disease that initially ravaged his body, through the creation of this viscous fluid that consistently secretes from his body it had caused a conditioned reaction to increase the durability of his body- This can be seen through boils that grow and pop, open gashes that were inflicted by the disease constantly forcing evolution of strength; all while allowing him to regenerate at an alarming pace to heal the user of any wounds. The organic and diseases are easily manipulative and able to be controlled at will by the user. This bestows the host with a wide variety of skills that surpass all normal limitations upon the human body such as sewing wounds together instantly or removing limbs altogether. However, the price of this gruesome ability is that the host -also known as a "Revenant"- becomes something of a sort of rag doll, having horrific scars upon their body as the result of the numerous experiments upon them.
Effects:
- The user is able to partially detach their limbs, enabling to "stretch" themselves through their tendrils while attacking opponents with their weapons. Attacks made this way have the following special considerations.
Attacks are resolved using Ranged Accuracy rather than Melee Accuracy. When making a "stretched" attack the user must choose whether to apply their Melee or Ranged bonuses to the attack and only one set may be applied to a single attack. A "stretched" attack which has Ranged bonuses applied counts for all intents and purposes as a "ranged attack" that retains it's original Accuracy Type (a Nanjirou which "stretches" a melee attack and chooses Ranged still applies their Slashing/Piercing or Physical Damage bonuses but no Melee-specific Damage bonuses).
"Stretched" attacks have a 25% chance to be a Sneak Attack.
After attacking from Stealth with a "stretched" attack the user is automatically given a free attempt to return to Stealth with a +2 bonus.
In addition to the above the user may harvest a heart from an unconscious or recently killed target and implant it within their own body. This requires a 300 word RP from the user and slays the target in the process if they are unconscious. Harvesting a heart gives no bonus on it's own but is required for many of the other techniques contained within the Revenent Kinjutsu. User may only harvest a heart once a week and may have up to a maximum of five hearts stored in their body at a time.
Note(s):
- "Stretched" attacks cost no additional AP -- they need only be declared.
- Opponents gain the cumulative Awareness bonus against the user for leaving Stealth Mode even if they automatically return to Stealth Mode following a "stretched" attack from Stealth.
- If harvesting a heart from an unconscious player the user may choose either the Forced Kill or the User's Choice option. All rules associated with killing a player mid-battle are applied to harvesting a heart from them during combat.
Malicious Tendrils - C-Rank Ninjutsu - Mastered
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Those possessing the ability known as Earth Grudge Fear have perfect synchronization with their inner cords and filaments, controlling each and every strand as simple as one can move their arms and fingers. Naturally, the user can shoot these threads through the numerous scars upon their body, controlling them with frightening accuracy that allows them to home in a target with surprising speed. Though each thread is thinner than a senbon, each is just as piercing, and when wrapped layer upon layer can be as lethal as any weapon or jutsu.
With fine control over their inner cords and filaments, controlling each and every strand is as simple to a Revenant as moving their arms and fingers. They may weaponize their inner threads through the numerous scars upon their body, controlling them with frightening accuracy that allows them to home in a target with surprising speed. Though each thread is thinner than a senbon needle, each is just as piercing, and when wrapped layer upon layer can be as lethal as any weapon or jutsu.
Information
Prerequisites
Revenant, B-Rank
Rank 1: User can release 11 bundles of threads, each dealing 180 Damage at +2 Accuracy. Should at least 6 hit, there is a 21% chance at causing Bleeding.
Master Rank: User can release 15 bundles of threads divided amongst up to three targets with each bundle dealing 225 Damage at +2 Accuracy. Should at least 4 hit, there is a 28% chance of causing bleeding.
Special Action - Cords of Corruption: User may combined all bundles in an attempt to bind a single opponent rather than deal damage with Malicious Tendrils at -2 Accuracy. Upon a full hit the opponent is bound in wires and has a 20% chance of escaping per 2 AP used. While binding an opponent using this special action the user may not target any other opponents with Malicious Threads. This costs 400 CP/rnd to maintain.
Cost
Rank 1: 580 Cp
Master Rank: 730 Cp
Note:
- Does not use handseals.
- Can use either Ranged Accuracy or Ninjutsu Accuracy.
- Up to 10 bundles may hit a single target.
- If Malicious Threads is cast while binding an opponent using the special action it may only target the bound opponent but each bundle deals 10% additional base damage.
- Counts as a Non-Elemental Ninjutsu but also benefits from Ranged Taijutsu bonuses.
Death Pulse - Special Activated Ability
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Becoming a Revenant requires a mastery of the Earth Grudge Fear technique which binds their body together with the mysterious black cords but perhaps the most sinister aspect of this technique is the ability to abduct organs from other living creatures and store them within the user's body to be used as reagents in other perverse techniques. Still, even when not being leveraged directly these pilfered organs -- most commonly hearts -- usually carry with them a piece of their former owner's strength that adds to the Revenants own power in some small way.
Prerequisites
Revenant
Effect:
- Each stolen heart grants the user it's own Class Bonus and can spend up to 2 pts. This is declared via the user's Dojo Forum thread and cannot be changed however the user may willingly discard a stolen heart for they already have declared a Class Bonus for and replace it with a new stolen heart when they make their weekly stolen heart RP.
- A stolen heart must be activated for 0.5 AP before the user can benefit from it's bonuses.
- A stolen heart's Class Bonus must be clearly marked in the user's profile and in the stats which are sent to their battle moderator as there are effects within the Revenant table which can remove or cause stolen hearts to be destroyed.
- User may only benefit from stacking identical Class Bonuses up to three times.
Cost: .5 AP per heart
Note(s):
- Death Pulse does not require an Ability Slot.
- Stolen hearts must be included in the user's inventory but stack up to 5 times in a single Inventory Slot. They may not be placed within storage items.
- Hearts which are activated consecutively may be treated as a singular action with an aggregate AP cost equal to the AP spent activating them for the purposes of AP timing.
- If a stolen heart is consumed or destroyed by an effect from the Revenant table the bonuses gained from it's Class Bonus are lost immediately and cannot be recovered until the user makes a 300 word RP to gain a new stolen heart at which point they may choose a new Class Bonus for that heart.
- Stacking limitation means that if you have four stolen hearts which all grant +5% Ninjutsu Damage then you are only going to gain benefit from three of those bonuses to a maximum of +15% Ninjutsu Damage rather than +25% but you may have +15% Ninjutsu Damage and +20% Fire Damage as they are only similar, not identical.
- User must still abide by limitations within the Class Points system (such as only being able to benefit from "+10% [element] damage" a total of two times).
Weapon(s)
[col][legend="[b][size=5][color=orange]Gunbai & Chain[/color][/size][/b]"][/legend]|[legend="[b][size=5][color=orange]Shinobi Fighting Gloves[/color][/size][/b]"]
Is a non-folding fan, carved from an unique spirit tree from which only ritualistic instruments are made. Or so the legends describe; at immediate glance this particular weapon doesn't appear to be anything remarkable. Beyond it's light-tan color and black trimming, the only additional interesting portion is the chain that hooks from the bottom of the handle to the fan-end; held there with a carabiner clip.
Weapon Type: Gunbai & Chain
Damage Type: Bludgeoning: May naturally inflict Suppression.
Damage/Accuracy Modifiers: -10% damage; +2 accuracy
Augments:
Quick Switch
While simple in design these leather black dyed shinobi gloves serve a useful purpose. Creating the advantage of having some simplistic taijutsu competency involved, the protection of the hand with metal-plates on the back of the hand; and without the burden of having a fully weaponized state creates the user an advantage of being able to use ninjutsu and genjutsu with aptitude in defensive maneuvers.[/i][/legend][/col]
Weapon Type: Unarmed
Damage Type: Unarmed: may use Handseals while armed with an Unarmed Weapon.
Damage/Accuracy Modifiers: -0% damage; +0 accuracy
Augments: None
Items
- Weapon Holster - Gunbai - Back (Free Weapon Slot)
- Headset - Slot 1
- Kawarimi Target - Slot 2
- Health Pill x3 (1 Slot) - Slot 3
- Energy Drink/Chakra Pill x3 (1 Slot) - Slot 4
- Explosive Tags x5 (1 Slot) - Slot 5



Taijutsu
Genjutsu
Fire
Earth
Wind
Lava