Name: Nanjirou Ōtakemaru (大嶽丸, literal meaning "Great Mountain Peak of Nanjirou" | Nicknamed 'Take')
Age: 18
Rank: Chūnin
Mother: Nanjirou Raikō
Father: Tsuchimikado Yoshitsune
Physical Description: Standing 5’8’’ (172 cm) and with a weight of around 132 pounds (60 kg), Take doesn’t actually live up to his name as some super-tall, beastly sculpture made from the hands of gods. An average height for a boy his age, his slim body donning bright, pale skin and developed musculature. His hair is kept long and majestic – it reaches down to his waist and carries a deep, red-brown chromos to it. It’s a bit wild and protrudes fiery bangs out on its way down. His eyes contain dark-brown irises and are soft to look at, rarely tightening in focus outside of combat.
His usual choice of clothes is a black-and-violet haori, accompanied by black hakama and held together with a white, wavy cloth functioning as a belt. His feet are sheltered by typical sandals befitting of shinobi in the field, and he carries a single, wide pocket on his back right above the rear. Some smaller items are kept in pockets hidden under his long sleeves. Usually, he wears his Shinobi outfit underneath his purple haori.
Mental Description: Take likes silence, and he prefers doing things silently. There’s a certain beauty in the tranquility of silence, and he’s realized that he yearns to hone and mold his skills after this trait. However, it often makes him a ‘fly on the wall’ when meeting up with many people; it’s not a thing he dislikes, but he often ends up listening more than talking. Subconsciously, he sees it as a detriment that he needs to work on, but besides that…
Rarely, he breaks out a smile on his face. A soft lift of his lips to nice things such as a pair of squirrels running up a tree, the magnificent after-taste of dango and daifuku, arare, dorayaki, manju, monaka, senbei, yatsuhashi, yokan… oh, yeah, when it comes to sweets, he’s far from picky.
But he's also... a sad creature. Anyone who's ever looked into his eyes can testify that.
History:
Pre-Academy: Take’s birth was a celebratory one. Born in Maple Town to two shinobi, it was noticed from the get go that this infant with pale skin and echoing cries would become a great shinobi one day. His parents thanked the heavens for his arrival and, one day, brought the little infant to the top of the stone faces where he was showcased to the horizon. They named him Ōtakemaru, the Great Mountain Peak, the peak of power that they aspired him to reach one day. He was to inherit his mother’s skills with the blade and his father’s experience with Ninjutsu, so that he would eclipse them both in the far future…
The case was, however, that Take – the short nickname given to him overtime by his family – was somewhat of a slow learner. It was strange to expect the world from a 10-year old, but it was perhaps this dissatisfied attitude from them both which turned Take into the silent fly that he is today. A child’s psyche is heavily influenced by the way their parents treat them, and while he was never physically abused or ever harmed with a fist, his parents’ expectations of him gradually shrinking and shrinking into nothingness… was about to break him. It was about to throw him into a black hole, if not for the fated day that came…
Academy: While keeping it a secret from his parents, Take’s skills suddenly skyrocketed. From the span of mere days, he was able to catch up to his parents’ previous wishes regarding his combat skill and Ninja Arts, and he began to learn and utilize some small Fire-Style Ninjutsu mid-melee combat while the previous him could barely perform the right hand seals in time, even when he had the opportunity to stand still! It was enough of a change in him to warrant curiosity in his mother and father, but due to his closed mouth and silent character, they had no way of knowing about the strange tourist from Crater City whose origins not even Take himself knew about. This stranger had met Take on his way to the Academy for one of his earliest lectures, promising to train him out of ‘the betterment of his heart’, luring the boy in with the promise that the techniques this man knew were high-level enough to tip the scales of war, rise the tides and carve one’s name deep into the clouds above…
Genin: This is where Take's true story begins. The moment he dons the Hidden Leaf's Headband, his life as a shinobi sets in stone. However, for a Genin, he was surprisingly at a constant dilemma with his own mind – was he even worth the headband? No, he had to wield it and prove himself for his parents… but he was such a failure- no, he wasn’t! The blood of his clan ran thickly through his veins, even if he was only half Nanjirou- but then again, wouldn’t that mean that- no, he had to keep moving forward-
Ultimately, he came to a single realization… his emotions mattered little… but one emotion reigned supreme in his psyche – fear. Fear of disappointing his parents, fear of burdening his peers, fear of proving himself to be the failure that he’d seen himself as for so many years thanks to the thankless, ungrateful, demanding and dismissive treatment from his parents.
… But nearing the events that would be a wide Examination circling the Academy Students as well as Genin present in Konohagakure, Take found himself in the company of a handful Genin – one of which being Yamanaka Shusuke. The latter wanted to help him, but the method of doing so involved granting Take a Cursed Seal… but knowing Take, he accepted the tremendous hazard with open arms. Perhaps, he accepted it so heartedly that his body naturally embraced the Cursed Seal and didn’t reject it, didn’t inflict self-damage and didn’t react negatively to the inscribing of the mark. As if… as if his body was always conditioned to naturally adapt to the Cursed Seal. As if he just had the it factor necessary to accommodate such an accursed source of power. He awakened both Stage 1 & Stage 2 in quick succession upon receiving the Cursed Seal, almost draining Shusuke to death in doing so. From that point on, Take's... demeanor, behavior and attitude changed notably.
He was suddenly in the company of many other shinobi, creating bonds and friendships that'd last a lifetime, and he even fell in love. His... love life proved uncommon, extraordinary, as the subject of his affections passed away only to possess the body of another kunoichi who already had a relationship with someone else. As if life was playing Take's love for a sick joke.
But despite that, his bonds felt genuine. Aria's bloodthirst or Keni's stern sense of discipline, he had learned valuable lessons from everyone. The subject of his Cursed Seal drew the attention of the previous Hokage, Uchiha Asuka, and fearing the damage that a forbidden power such as that could bring upon Take, she sealed its power into a flame-like stigmata branding Take's face and arms. He still feels the pulse of the Cursed Seal within the mark, but Asuka's seal might not have been able to suppress it indefinitely. The Cursed Seal's hold on Take grows stronger each day, as if creating a synergy with him.
Chūnin: A few years passed by where Take hadn't touched his Cursed Seal, but along with his peers' promotions, he lately became a Chūnin as well. Asuka's seal gave his body time to fully integrate with the Cursed Seal - now, the stigmata is no longer an extension of its power, but an integral part of his biomass.
Bloodline/Core ability: Nanjirou
Take’s mother, Nanjirou Raikō, hails from an ancient clan of revered samurai simply known as the Nanjirou. This clan has housed some of the most noteworthy and legendarily skilled sword-wielders in the history of shinobi and mankind overall, and the secret techniques - turning any person adept with a blade into stuff of legend - have been passed down from generation to generation. Now, his mother too possessed the skills that their clan held high, along with the clan’s most revered ability to evoke the spirits of their ancestors, awakening the lost genetic prowess in one’s own cells and draw from your predecessors’ strengths to aid you in combat.
And Take’s blood is just as blessed with this as his mother’s – although he hasn’t shown the ability to draw out his ancestors’ strengths prior to his meeting with Ibaraki, the self-proclaimed Guru from parts unknown (as in Crater City, surprise). The reason behind this Ibaraki dude being more successful with drawing out Take’s potential and the blood of a true, Nanjirou swordsman was left imaginable; Take thought that it was due to his Mentor’s dedication and trust in him, having forgotten the small weight of trust given to him by his parents that was weighed under hills of sighs, inner regrets and disinterest.
Take saw hope in Ibaraki’s training, and he saw the immediate results drawing to his favor. However, it was his involvement with the other Genin - especially with Shusuke - that boosted his level of skill to new heights. A natural swordslinger, a threat with the blade... the swordsman his mother had always wanted him to be. But the power wasn't merely a result of training, nay - regardless, Take's sword style grew fogged with aura of unintended, ill intent as if coming from another source.
| Current Stats | Current Class | Secondaries |
|---|---|---|
| OOC Rank: A Level: 11 Agility: 440 Stamina: 455 Ninjutsu: 440 Genjutsu: 350 Taijutsu: 525 Chakra Control: 525 Power level: 2770 Major Affinity: Fire, Non-Elemental Minor Affinity: Wind Advanced Element(s): Kinesis, Scorch | <木ノ葉の黒天 Konoha no Kokuten (Black Angel of the Leaf)> HP: (60+lvl) x stamina = 32305 CP: (40+lvl) x chakra control = 26250 Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding High: Melee Accuracy Average: Genjutsu Save, Dodge, Genjutsu DC Low: Ranged Accuracy, Ninjutsu Accuracy | Melee Accuracy = +12 (+6 as High Stat) [(Taijutsu x .7) + (Agility x .3)] = 398 Ranged Accuracy = +11 (+2 as Low Stat) [(Taijutsu x .6) + (Agility x .4)] = 384 Ninjutsu Accuracy = +10 (+2 as Low Stat) [(Ninjutsu x .7) + (CC x .3)] = 313.5 Melee Dodge = +11 (+4 as Average Stat) [(Taijutsu x .3) + (Agility x .7)] = 342 Ranged Dodge = +10 (+4 as Average Stat) [(Taijutsu x .2) + (Agility x .8 )] = 328 Ninjutsu Dodge = +10 (+4 as Average Stat) [(Ninjutsu x .3) + (Agility x .7)] = 300 Genjutsu Difficulty = +9 (+4 as Average Stat) [(CC x .3) + (Genjutsu x .7)] = 271.5 Genjutsu Save = +11 (+4 as Average Stat) [(CC x .6) + (Genjutsu x .4)] = 347 Stealth = +10 [(Stat Avg x .6) + (Agility x .4)] = 323.5 Awareness = +11 [(Stat Avg x .5) + (Genjutsu x .4) + (CC x .2)] = 378.583333 |
| Abilities & Augments | Weapons, Gear, Tools & CRPJ |
|---|---|
| Abilities: 1. Quickdraw Roleplay: Every Ninja Walks On Water 2. Calm Mind Roleplay: Every Ninja Walks On Water 3. Healing Factor Roleplay: Every Ninja Walks On Water 4. Initiative Roleplay: [Examination] Team Red 5. Fearless Roleplay: Keni vs Mitsuha [Spectator Thread] 6. Versatile Arms Roleplay: A Molten Core 7. Jutsu Mastery Roleplay: Sonata Of The Dragon [Ayeka] 8. Hyperactive Roleplay: Sonata Of The Dragon [Ayeka] 9. KINJUTSU 10. KINJUTSU 11. KINJUTSU White Kama Roleplay ((Purchase)): Dragon's Pulse [Ayeka] Shinobi 101 (Kinesis Ninjutsu uses Melee Accuracy) Main Branch - Militia Roleplay: Here Free Abilities (from Bloodline/Kinjutsu): Cursed Seal (Solar) - Abomination (Kinjutsu) - +10% DR from all sources, Regenerates 5% HP per round, and all chakra costs are increased by +5% AAA - xxx AAA - xxx AAA - xxx Vampiric | Purchase
Special Composition (Kinesis) | Purchase Recovery | Purchase Trick Weapon (Piercing) | Purchase Free Flow | Purchase Blitz | Purchase Quick Switch | Purchase Trick Weapon (Piercing) | Purchase UNUSED AUGMENTS: ------------------ Blood Rack |Purchase Razor Strike | Purchase Trick Weapon (Piercing) | Purchase Toxify | Purchase Pressure | Purchase Explosive Seal | Purchase Vampiric Purchase Assault Purchase Free Flow Purchase Chakra Drain Purchase Dual Weapon Purchase | Weapons:
[X] = Augment doesn't take up a slot via the Versatile Arms Ability.
[X] = Augment doesn't take up a slot via the Versatile Arms Ability. Utility: Headband Armor: No Armor | Purchase Gear: Summoning Scroll Plexistim Smoke Bomb Name: Sword Skater
Element: Kinesis Approval: Link Description: The user manipulates an object the size or length of a skateboard - such as a sheathed sword - and mounts it with their feet. The user skates around by letting the object float max 1 meter above the group. Example RP of how it will be used: Take looks like a skater, crossing the White Oak Street on his sheathed katana like it ain't no one's business. He often has to stretch his arms out to recover balance, but he gets a hang of it after a while - he even tries to skate off walls and fences like some sort of shinobi Tony Stark. Once he reaches the ramen bar, he skips off the sheathed katana and lands on the ground again, grabbing the still floating scabbard and shoving it back under his belt again. Reason why it cannot be used in battle: Take can move slightly faster on his feet as a shinobi - even if he tries to use this Jutsu for mobility, he often uses his sword for it... and unsheathing his main weapon from below his feet is so detrimental that it doesn't benefit him to use it at all. |
| Bloodline | Current Kinjutsu |
|---|---|
Nanjirou
A distinct clan of samurai that hail from a land far in the South, they have been the source of some of the greatest weaponmasters throughout the known land. Renown for the lethal finesse they display in their kenjutsu, with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience. The Nanjirou clan's most well known warriors are generally directly tied to one of two famous swordsmen: one who created most of the ancient weapons the clan wields, and the second who created most of the kenjutsu the clan uses in battle. Note: All Nanjrou Techniques match the Taijutsu Subtype of the weapon with the [Ancient] Augment
084 PL - Ancient Weapon (Rank 1), Dancing Cherry Blossom Petal (Rank 1) 168 PL - Omni-Step (Rank 1) 252 PL - Wisdom of the Ancients (Rank 1) 336 PL - Omni-Step (Rank 2) 420 PL - Ancient Weapon (Rank 2), Zen Shūchū no Kokyū (Rank 1) 504 PL - Dancing Cherry Blossom Petal (Rank 2) 588 PL - Omni-Step (Rank 3), Wisdom of the Ancients (Rank 2) 672 PL - Ancient Weapon (Rank 3), Zen Shūchū no Kokyū (Rank 2) 756 PL - Dancing Cherry Blossom Petal (Rank 3) 840 PL - Wisdom of the Ancients (Rank 3), Zen Shūchū no Kokyū (Rank 3) --- Ancient Weapon - Passive The Nanjirou are marked by two things; their weapon, and the ability to use it. These weapons were created well over a thousand years ago by either a clan progenitor or a legendary blacksmith who owed the family some great debt. Yet despite their age, and sometimes even their appearance, these weapons are renowned for a reason. Within the hands of the Nanjirou, they hold a weapon capable of whispering clan secrets that can destroy all its user seeks to end. Rank 1/2/3: Choose one Weapon and one Weapon Slot in the User’s inventory. The weapon gains the [Ancient] Augment in a free slot. Weapons with the [Ancient] Augment gain an alignment of the user's choice (Holy, Cursed, or Spiritual) and gain a +5/10/15% damage buff to its taijutsu subtype. The weapon slot becomes a Sheath Slot. Notes:
--- Omni-Step - Passive A Nanjirou’s early training comes in multiple forms of combat so that they can find and adhere to a style of fighting that accentuates their prowess. While all the members of the clan are trained to fight with either sword or spear, the Nanjirou are practitioners in all weapons so that they can know exactly how an enemy plans to fight and rarely do they come across a style of combat that is unfamiliar. Through this intense training they often swap styles of combat to adhere to the opponent they are attempting to strike down. Rank 1/2/3: When the user enters any style, they gain a Taijutsu Accuracy buff of +1/+2/+3. When the user exits any style, they gain a Dodge buff of +1/+2/+3. Whenever the User enters or leaves a Style, they may spend 1% Max CP to gain 1/2/3 Omniscient Points. Notes:
--- Dancing Cherry Blossom Petal - Clan Style The first style of combat that Nanjirou are painstakingly made to master is the Iao Technique. Originally trained via a katana, the Nanjirou are then encourage to find a weapon they're more comfortable with in order to maximize their combat potential. By placing their weapon into a resting stance, the clan members are taught to maximize their potential in unleashing single attacks in the attempt to end a battle in one blow; this can be done with blade, fist, or even a gun. Those who have seen this beautiful art know that a Nanjirou is at their deadliest when seemingly relaxed in the middle of combat. Rank 1/2/3: When the user enters the style, they may choose one of the following blade forms. While in this style, the user may spend 1 Omniscient Point to perform another Blade Form:
Cost: 0.5 AP Notes:
Wisdom of the Ancestors- Buffing Taijutsu Being able to draw upon their ancestor's is a channel not for strength, but for knowledge. While most samurai are trained in multiple weapons and tend towards mastery of only one, their ability to channel knowledge of ancient warriors that came before them also makes certain that Nanjirou are masters of all weapon styles regardless of preference. The most powerful of Nanjirou can channel the mastery of weapons from their dead ancestors on whim, and then share that knowledge temporarily with others. Rank 1/2/3: While this technique is maintained, when the user enters or exits a style, they can allow 1/2/3 allies/clones/creations to enter the same style they just entered or exited. Special Action - Guiding Hand: When the user casts a B Rank or lower Offensive Taijutsu, they can allow 1/2/3 allies/clones/creations to combo with them with the same technique. Cost: 1.25 AP 240 CP, 120 CP/rnd Notes:
--- Zen Shūchū no Kokyū - Buffing Taijutsu The final technique learned from the clan is a simple breathing technique that only about half of every generation of Nanjirou are able to learn; and only half of those, are able to master. By breathing in oxygen in certain patterns and varying degrees of strength they can control their entire body down to directing blood flow itself. Originally made to put them on an even fighting ground with super-human opponents of their homelands, the Nanjirou continued to used this technique to train their young to keep up with Shinobi when they originally landed. Now that chakra has become a plentiful resource for latter generations, this technique now truly shines as the pinnacle of a samurai's training. Rank 1/2/3: The User’s next Offensive Taijutsu Technique used with their Ancient Weapon is considered Elemental, and deals +5/10/15% extra elemental damage. The User must choose a Special Action. Special Actions:
Cost: 1.75 AP 500 CP Notes:
---- Masamune The legendary swordsmith Masamune’s bloodline shines strong in those who are loyal, just, and seek out to destroy true evil no matter what life they lead. Blessed with the power to divert damage and be nearly impossible to land a blow on, these samurai walk in and out of a conflict without anyone ever noticing their presence; save the evil they strike down. While his brother waged wars and honed the clan's kenpo through battle, Masamune focused on structure and mastery of the basics to gift the clan a means to fight the very evil that lurked in their bloodline. Masamune's descendents are all masters of Iao in a way that cannot be comprehended, often able to draw the blade and sheathe it with a motion so fluid they appear to wave a hundred sword wounds onto a foe simply by motioning their hand. 924 PL - Flickering Candle Flame (Rank 1), Shunpo (Rank 1)
1008 PL - True Steel (Rank 1) 1092 PL - Shunpo (Rank 2) 1176 PL - Flickering Candle Flame (Rank 2), True Steel (Rank 2) 1260 PL - Zen Shūchū Jōchū (Rank 1) 1344 PL - Flickering Candle Flame (Rank 3), Shunpo (Rank 3) 1428 PL - Zen Shūchū Jōchū (Rank 2), 1512 PL - Tensa Zangetsu (Rank 1) 1596 PL - True Steel (Rank 3) 1680 PL - Zen Shūchū Jōchū (Rank 3), Tensa Zangetsu (Rank 2) 1764 PL - Tensa Zangetsu (Rank 3) --- Flickering Candle Flame - Passive Known as a man of unwavering patience, Masamune took in every moment of time as he walked into every room. Every hair, speck of dust, movement of oxygen; nothing was lost on him. With an unearthly sense the man knew when evil lurked in his home, and could sense a person's intent to kill from miles away. The same can be said of those who inherit his Will, as they too have an unnerving sense of duty and awareness that make them impossible to hit while they move towards the goal of their personal justice. Rank 1/2/3: User’s Dodge is considered High when they are Passively Equipped with a weapon in the Sheath Slot. The User takes 15%/10%/5% more damage from all sources. If the user casts an offensive technique with a weapon other than the Passively Equipped Weapon in the Sheath Slot, this Bonus and Debuff is lost. --- True Steel - Passive Masamune created a number of the Ancient Weapons that cycle through users in the Nanjirou Clan with a great deal of them being swords. Those that inherited his masterful technique of steel bending allowed others down the line to creatue weapons that weren't of the sword variety; yet no matter who made them, only those who share Masamune's blood are able to bring out their full potential. Through a spiritual connection to the great swordsmith himself, those with this inheritance can naturally turn a dull blade into a razor’s edge with minimal effort; as if they can whisper to the steel itself. Rank 1/2/3: Offensive Techniques made with a Weapon while it is in the Sheath slot may gain +5%/10%/15% Primary or Secondary Effect chances. Notes:
--- Shunpo - Clan Style One of the hardest of all Nanjirou clan techniques to master, yet the most renowned by outsiders, is the ability to move so fast that they appear to “flicker” from one space to the next. While it was Muramasa who invented the technique, he long ago abandonded it for using the technique ended battles far faster than he wished for. Masamune, his brother, continued to tune it so that the technique would do exactly what it was meant to; end a fight as quickly as possible. This is done through a mastery of their breathing techniques that forces all of their body strength to their legs in order to strike down a target as fast as possible. Sometimes the opponent doesn’t even realize they’ve been struck until blood flies from their neck. Rank 1/2/3: Upon Entering this style, the User gains Priority on all offensive technique made with their weapon with the [Ancient] Augment against other Offensive Techniques. When Exiting this Style the User may attempt to cause a Hostile Target to raise a Bleeding or Called Shot Level, or automatically have the Target suffer Suppression using taijutsu accuracy. Cost: 0.5 AP
Zen Shūchū Jōchū - Variable Taijutsu The Zen Shūchū no Kokyū technique is already one that is impossible to learn for anyone not carrying the ancient samurai bloodline, but even among the Nanjirou there are clansmen who maximize their breathing training in their formative years. They are suspect that the power to use oxygen to move their adrenaline in ways that would unlock new potential for the technique. Those who share blood with Masamune are able to do exactly just that, and by doing so they tend to unlock potential never seen in other swordsmen before them or after; often creating unique new kenjutsu in the process that is unqiue to them and their descendants. Rank 1/2/3: The user will auto-dodge the next technique that hits them. The user may use the 1st/2nd/3rd Special Action.
Cost: 2.25 Ap; CP equal to 30% of the triggering attack Note:
--- Tensa Zangetsu - Variable Taijutsu Originally a technique said to have been used by Masamune to slay a kraken that blocked the Nanjirou's path from their original southern home on their jouney to the north, it is considered by many of the Nanjirou to be the most powerful attack in their clan; and is an ability that only 1 in 1,000,000 will ever achieve in their lifetime. By maximizing the mastery of breathing, the Shunpo clan style, and carrying an intimate bond with their Ancient Weapon so powerful they can speak to Masamune themselves - a Nanjirou can use this legendary technique to move so fast it will appear as if they’re using the Clone Jutsu to attack everything on the battlefield in a single strike. Rank 1/2/3: The User deals 3300/4125/4950 damage with their [Ancient] Weapon at +0 Acc and creates up to 1/2/3 After Images of themselves that auto-target clones, creations and summons that each deal 25% of this techniques’ initial damage. If the user is maintaining Wisdom of the Ancestors, they may spend 1 Omniscient Point to include their After Images as valid targets. Special Action - Omni-Slash: The user may spend up to 3 Omniscient points to have up to 3 of their After Image attack the initial Target instead, but lowers the After Image's damage to 10%. Special Action - 5-Star Phantom: The User may spend 3 Omniscient points to increase their After Image Damage to 50% of this technique’s initial damage. Special Action - Those that came before: The user may spend 1 Omniscient Point to have the After Images count as Clones and last 10 seconds after completing their attack. Cost: 2.75 AP, 2475 CP Note:
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