Name: Konchuu Kotesu
Age: 21
DoB: April 29
Height: 169 cm - 5'5''
Weight: 81.9 kg - 179.8 lbs
Gender: Male
Alignment: Neutral Neutral
Heritage: Unknown
Bloodtype: BO+
Core Ability: Quick Learner
Hand Preference: Ambidextrous
Hair Color: Black
Eye Color: Black
Skin Tone: Tan
Branch/Codename: Amethyst
Body Structure: Toned
Personality:
Kotesu takes many of his facial features after his father, looking very much similar to him when he was young in fact. It is in his upbringing that the talents that made him a shinobi not only kept him relevant as a member of the military force but also strengthened the father/son ties he hold with Ketsuki. Despite being born into a branch of the Aburame Clan, Kotesu vowed early in life to make his own way into shinobi-hood and openly opposes the traits/techniques of the clan. He has instead went about his life/career on his own terms and abilities.
For the most part Kotesu wears the standard uniform of a leaf shinobi of jonin ranking, although his flack vest does have his clan's symbol placed along both sides of the collar protector. When he is not wearing this, he is usually wearing an all black examiner uniform although this is usually only when he is teaching a class or proctoring an examination. The bandage that runs across his face, around the middle of his nose is there to hide a scar he sustained as a child when the middle of his face was gashed by a projectile jutsu he was working on perfecting. Covering his forehead is the leaf's headband, something he wears proudly at all times.
History:
Kotesu's shinobi skills derive not from the bloodline of his clan but from his own drive and ability to do something of his own free will. He became reputable for his ability to learn and utilize his instincts from past missions/battles and operate with it at optimum proficiency. His extension of natural talent goes further than just it's use in battle, he is able to catch on to jutsu quickly to the point where in learning something new his ability to master it in a relative short period of time has become a trademark feature.
It is due to these very reasons that Kotesu has followed his father's occupational path within the shinobi community. He became an Anbu based upon his merit and skills which has made him quite confident as these abilities were those he developed on his own. He has put his talents to use outside of the Anbu division however serving as a teacher within the academy recently, finding it to be the perfect place to oversee their development as well as look for talented potentials.
Currently he successfully leads a double life one being that of Konchuu Kotesu the jounin teacher for the academy and the other being the Amethyst Wolf, a anbu under his father's squad.
Stats:
Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
Class:
Mental Infiltrator [V]
HP: (40+lvl) x Stamina
CP: (45+lvl) x Chakra Control
Features:
Bonus: +3 Genjutsu DC
High: Genjutsu DC, Melee Accuracy
Average: Ranged Accuracy, Ninjutsu Accuracy, Genjutsu Save, Evasion.
Low: None
Core Ability: Quick Learner
Points: 20/20
Jutsu Talent - 3 pts
Offensive Insight - 1 pt
Expanded Knowledge x2 - 6 pts
Forewarn - 3 pts
Adaptability - 3 pts
Prediction - 2 pts
Tactical Mind - 2 pts
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.
Jutsu Talent-</U><i></i> Passive (3 points)
A Quick Learner with this power has studied the ways of combat, gaining a deep understanding of all jutsu techniques. Any jutsu they learn is instantly more effective than that which others would learn.
Effect: All the users’ Jutsu are Rank 2 when bought
Sharp Insight<i></i> - 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%.
Offensive Insight-<i></i> Boost (1 point)
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.
Expanded Knowledge-<i></i> Boost (3 points)
Restriction- Can be purchased a maximum of two times
Due to their natural talent for learning things at a faster rate, Quick Learners find themselves able to retain more knowledge and master more abilities than others.
Effect: Gain an extra Ability slot; this cannot be chosen if the user has a Kinjutsu, and is Auto-untrained if they gain one.
Notes:
- A Chimera with 2 Bl/CA may purchase this skill normally, but may only purchase this a single time.
- A Chimera with 3 Bl/CA that choose this passive -must- purchase this ability twice, but only count has having a single extra ability slot.
- A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only applies to that particular path.
Upgrade<i></i> - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.
Observation<i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.
Mirror Coat<i></i> - 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.
Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.
<U>Adaptability<i></i> - Boost (1 point)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.
Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.
Tactical Mind<i></i> - 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.
Double Image<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes:
- Can only be used once per round.
- Allows the user to use jutsu beyond their capabilities.
- This does not work against Bloodline, Core Ability, or Kinjutsu techniques.
Jutsu Talent-</U><i></i> Passive (3 points)
A Quick Learner with this power has studied the ways of combat, gaining a deep understanding of all jutsu techniques. Any jutsu they learn is instantly more effective than that which others would learn.
Effect: All the users’ Jutsu are Rank 2 when bought
Sharp Insight<i></i> - 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%.
Offensive Insight-<i></i> Boost (1 point)
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.
Expanded Knowledge-<i></i> Boost (3 points)
Restriction- Can be purchased a maximum of two times
Due to their natural talent for learning things at a faster rate, Quick Learners find themselves able to retain more knowledge and master more abilities than others.
Effect: Gain an extra Ability slot; this cannot be chosen if the user has a Kinjutsu, and is Auto-untrained if they gain one.
Notes:
- A Chimera with 2 Bl/CA may purchase this skill normally, but may only purchase this a single time.
- A Chimera with 3 Bl/CA that choose this passive -must- purchase this ability twice, but only count has having a single extra ability slot.
- A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only applies to that particular path.
Upgrade<i></i> - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.
Observation<i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.
Mirror Coat<i></i> - 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.
Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.
<U>Adaptability<i></i> - Boost (1 point)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.
Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.
Tactical Mind<i></i> - 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.
Double Image<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes:
- Can only be used once per round.
- Allows the user to use jutsu beyond their capabilities.
- This does not work against Bloodline, Core Ability, or Kinjutsu techniques.
Abilities
0)Shadow Tactics
0)Shinobi 101 - Genjutsu
1)Illusionist
2)Insight
3)Willpower
4)Clarity
5)Tracker
6)Quick Reaction
7)Concentrated Focus
8)Combat Instinct
9)Acrobatics
10)Release Restraints
11)Sixth Sense
12)Strategist
13)Fearless
0)Shinobi 101 - Genjutsu
1)Illusionist
2)Insight
3)Willpower
4)Clarity
5)Tracker
6)Quick Reaction
7)Concentrated Focus
8)Combat Instinct
9)Acrobatics
10)Release Restraints
11)Sixth Sense
12)Strategist
13)Fearless