Character Information:
Spoiler:
Name: Ozu Jomei
Age: 21
Gender: Male
Description: Jomei Ozu is famed for his quick and merciless mind. He cares only for little in life outside the realm of a few precious items and it shows in how he treats people. If he doesn't like you, there is no beating around the bush. Either you leave, or you suffer some excruciating mental torture. He is average in physique, and actually rather lean compared to the other ninja of his age and stature. Where they may be buff and toned due to physical exercise, Jomei chose to train his mind and make it stronger than any muscle. He has dark natural hair, and mysterious eyes when the sharingan doesn't come into play.
History: Jomei Ozu, the first born of shipping tycoon Zenshin Ozu, was born in the wee hours of the morning unto a loving mother and father. His dad at the time was only co-owner of a growing shipping company, and his mother worked as a medical ninja for the village. Their life was good, normal for however long it could be. Jomei had parents who were attentive and loving and tried to do their best to provide for his well being. Thankfully, he responded well to their hard work and was a good student when he attended some primary school. But then his little brother came along and everything changed…
It was unfortunate, but her fate was sealed. While giving birth to his brother, Jomei's mother died from complications without a final goodbye. At his age, Jomei couldn't quite understand…all he had to go on was words she once said to him about her job. At his age, they weren't as profound as some others. "I work to save people from becoming ghosts Jomei, I keep our ninja alive so they can protect us." It troubled him as he was being lead out of the hospital by his father, toting along his new brother Gensui. "Is mommy a ghost now daddy?" he would ask. His father said nothing as a tear fell down his cheek.
Things for his father seemed to spiral out of control. Depression hit him hard, and the thought of taking care of two boys was overwhelming. So he did what any good father would do; he got a nanny for them while he got his life together. Unfortunately, to distract himself, Zenshin began drowning himself in his work. And as time went on, he was away from his home in Sunagakure more and more, leaving his two boys without not only a mother, but a father too. Naturally, the change was an immediate one-eighty from what Jomei was used to. Feeling that this was his fault, he began acting out and taking a turn for the worse himself. Often running out of the house and causing mischief, knowing his nanny had to stay and watch after his brother. And one day he took it too far.
One of his escapades led him to the ninja academy, a place his mother was reluctant to take him to. Curiosity took hold of him and he began exploring the area. Once he found himself within the training grounds, he found other kids training with their jutsu. It fascinated him quickly and he began to run around messing with them to have them show him what to do. Of course the fire jutsu interested him most and the boy using it was showing off with it. He taught Jomei the basics and set him off. His natural affinity for fire augmented the blast and he scorched the side of the building. Eyes wide in fear, he looked around at the others who had stopped to watch the burning. They starred back at him, whispering amongst themselves. "Look at his eyes…" they murmured. Jomei quickly ran home in tears of embarrassment. His nanny sat him down at the table with some cold milk as she tended to his brother. While drinking he caught a glimpse of a mirror and noticing his eyes a different color…the Sharingan had awakened at his young age.
With his father gone and not able to explain it to him, the event changed Jomei forever. Though word got around about his abilities, he didn't boast about them…only drew within himself as the village encouraged him to join the academy; they knew power when they saw it, it was just a matter of controlling it. The academy taught him the three types of jutsu and what it was to be a good ninja. But he wasn't interested, he was only there because his mother was a ninja herself. In a way, he was honoring her…
Life remained somewhat uneventful except for a new play thing that came to live at the house. She had no name, nor did she need one. Jomei took advantage of her when he needed her and threw her out when he didn't. Even now his brother was smart enough to learn his own power and began having fun with her as well. It was quite entertaining except for when his father returned home just to spite him… He never came home… but the one time he did, he was nice to the girl. This made Jomei hate her…and he made her hurt because of it. With his fire, during sparring he tore her to shreds and burned her, then cut himself up to shift the blame. She was thrown out and forgotten… Jomei could care less.
As he grew older and graduated, his interest in the ninja corps lessened and he began delving in the criminal life. Theft and vandalism were chief among his crimes, but now with his brother Gensui, he had an extra set of hands to help him out. With their partnership, they fooled the authorities and other crooks all the same. The two quickly became known as the Ozu Brothers, known for swift mischief. However, as Jomei matured, he became much more interested in a different type of crime. He set his sights on controlling the streets instead of running them. With his academy training, he was able to take down some of the other small time bosses and assume their ranks within his own little gang. And, with his own brother as lieutenant, insurrection wasn't going to happen. With his father permanently in the south because of business, the Ozu manor became a place for the gang to reside. Their nanny still did her best to control them in their raging youth, but could only do so much.
Character Portrait: See Mini-Profile
Interests:
New Types of Persuasion
Watching the Weak Grovel
Sex and Money
Disinterests:
Being Wrong
Mercy
Suck-Ups
Relationships: Updated 7/19
Urami: Kinky chick!
Gensui: Brother who is too virtuous
Kaiken: Mysterious little ninja who pledged his life to Jomei
Tsukiko: Someone who needs to have a near death experience
Battle Information:
Stats
Level: 18
Class: Red
HP: (43+lvl) x stamina
CP: (52+lvl) x chakra control
Class Bonus: Kinjutsu
High: Gen DC
Average: Nin Acc, Evasion, Gen Save
Low: Ranged Acc, Melee Acc
HP: 32,757
CP: 36,750
AP: 9.71
Power Level: 2915
Agility: 525
Stamina: 537
Ninjutsu: 400
Taijutsu: 403
Genjutsu: 525
Chakra Control: 525
Uchiha: 294%
Jutsu
Genjutsu
Will:
Lethargy Rank 3
Impaired Focus Rank 2
Recognition Rank 2
Intimidation Rank 3
Tourniquet Rank 2
Deja Vu Rank 2
Betrayal Rank 3
Temple of Nirvana Rank 3
Fear Rank 3
Audial:
Drone Rank 3
Hymn of Nature Rank 2
Mimic Rank 2
Serene Toll Rank 2
Ventriloquism Rank 2
Echo Rank 2
Distress Rank 3
Insidious Voice Rank 3
Kinetic:
Mosquito Phantom Rank 2
Stun Rank 3
Migraine Rank 2
Vertigo Rank 2
Twitch Rank 3
Chilling Aura Rank 3
Novice Touch Rank 3
Crippled Rank 3
Visual:
Color Blind Rank 3
Clone Rank 3
Aurora Borealis Rank 2
Distortion Rank 3
Blur Rank 2
Chameleon Rank 2
Precision Aim Rank 3
Blinding Flash Rank 3
Ninjutsu
Fire:
Infernal Ember Rank 3
Thermal Maw Rank 3
Fireball Rank 3
Immolation Rank 3
Combustive Rank 3
Spontaneous Combustion Rank 3
NE:
Transformation Rank 3
Body Switch Rank 3
Basic Summoning Rank 3
Cancel Rank 3
Elemental Clone Rank 3
Withering Seal Rank 3
Contract Summoning Rank 3
Barrier Rank 3
Signal Flare Rank 3
One Element Sealing Rank 3
Energy Transfer Rank 3
Combination Transformation Rank 3
Spirit Lantern Rank 3
Crystal Eye Rank 3
Five Element Seal Rank 3
Puppet:
Chakra Strings Rank 3
Puppet Disguise Rank 3
Marionette Restraint Rank 3
Earth:
Taijutsu
Unarmed:
Uncalled-for-shot Rank 2
Grab Rank 2
Weapon:
Extra Volley Rank 2
Core Strike Rank 2
Arcing Strike Rank 2
Stab Rank 2
Sink-in Rank 2
Shunt Rank 2
Curve Shot Rank 2
Buffing:
Take Aim Rank 2
Rush Rank 2
Charge Rank 2
Equipment
Spoiler:
Item Slot 1: Headset
Item Slot 2: Belt Pouch
* Smoke Bomb x3
* Makibishi Spikes x3
Item Slot 3:
Item Slot 4:
Item Slot 5:
Sheath: Wired Tentacles
Aug 1:
Aug 2:
Aug 3:
Sheath: Sword Breaker
Aug 1:
Aug 2:
Aug 3:
Sheath: Swordbreaker
Aug 1:
Aug 2:
Aug 3:
Sheath: Swordbreaker
Aug 1:
Aug 2:
Aug 3:
Sheath:
Aug 1:
Aug 2:
Aug 3:
Sheath:
Aug 1:
Aug 2:
Aug 3:
Sheath:
Aug 1:
Aug 2:
Aug 3:
Sheath:
Aug 1:
Aug 2:
Aug 3:
Owned but Not in use
Samehada
Sharkskin
Chakra Drain
Heavy
Tri-Blade
High Quality
Blessed Steel
Bond
Flexisteel
Black Lotus
Kawarimi Target x2
Abilities
Owned
Release Restraint
Quick Draw
Quick Healer
Fearless
Jutsu Creator
Insight
Bull's Strength
Sixth Sense
Clumsiness
Mind Crush
Illusionist
Frigid Illusion
Shocking Illusion
Jutsu Mastery
Puppeteer
Puppet Mastery
Activated
0- Shinobi 101 - Genjutsu: Fire
1- Jutsu Creator
2- Release Restraint
3- Mind Crush
4- Illusionist
5- Frigid Illusion
6- Jutsu Mastery
7-
8- Kinjutsu
9- Kinjutsu
10- Kinjutsu
Kinjutsu
RikudO Sennin
Meaning Sage of Six Paths, this is a title that represents little more than a legend or child's story of fabled shinobi that wandered the lands generations upon generations ago. Legends tell of shinobi born with a powerful affinity to every single element in the world of shinobi, capable of performing and mastering any technique with ease and perfection. The individuals possessed abilities that seemed to be on a level far above mortals, even going so far as to consider these gifted individuals as the incarnation of Gods themselves. Over the years, the power has dimmed down and faded to a shadow of its former glory, and this power is now believed to be myth...But rarely, every few generations a shinobi is born with outstanding potential that just might possibly be remnants of this fabled power.
Information
Prerequisites
400 Stat Average, 1,500 Word Rp, 3 Ability Slots
Effects:
- Born with powerful and unique chakra, Rikudo Sennin gain +10% damage to all Ninjutsu and Elemental Damage, as well as a -10% Cp Cost to All Ninjutsu. This applies to all Paths the Rikudo Sennin may have.
Six Paths of Judgment - Special Ability
Those gifted with only the strongest affinity to the Rinnegan are said to be able to have multiple consciousness's, each with its own body. This Legend is partly true, though the user does not necessarily have the omnipresence of a God, they do have ability to control multiple bodies by dividing their consciousness. Through a long and tedious process involving the Outer Path Statue, the Rikudo Senning are able to divide their own Soul and Chakra, infusing their gifted chakra and very spirit into corpses to reanimating them for their own use. Each body or "Path" shares the same consciousness, and perceives what the others do. This sharing of chakra is what bestows each path with the capabilities of the Rikudo Sennin, including their mythical Rinnegan. In a sense, the user becomes a One man army. Kinda.
Information
Prerequisites
RikudO Sennin, Rinnegan, 1,500 word Rp, Summoning: Demonic Statue of the Outer Path
Effect:
- Allows the Rikudo Sennin to reanimate a corpse infused with their consciousness. This can only be done through a 500 word rp that must be about the user infusing their chakra and soul into a body through the Outer Path.
- This rp must have council approval, and the user chooses the Body's BL/CA and abilities at the time of creation.
- This Rp can be done once every three OOC weeks, as the user need's time to build up their spirit before dividing it once again.
- The Rikudo Sennin may have up to six total path's or bodies at any given time including their original one, though they may use this technique again to switch any current path for a new one, including their original Path.
- This does not take an Ability Slot.
Summoning: Demonic Statue of the Outer Path
A Forbidden Summoning technique that draws forth a massive stone creature into the area, the Demonic Statue of the Outer PAth. This Statue takes the form of a blindfolded and shackled, giant humanoid demon, and protrudes from the ground in such a way that only it's torso and arms are visible above the ground. This statue has the unique ability to emit a dark aura throughout the area, lowering the will of those within to fight. Even more dreadful, however, is this statues ability to literally suck the life out of any deemed opponent's by the Rinnegan user. The statue constantly emits Dragon-like waves of energy that seek out any source of chakra, and forcibly extract bits and portions of the victim's soul, storing them within this statue. The user, with their Legendary chakra, is able to directly absorb this stored energy for their own use. Additionally, this outer path statue is capable of instead turning it's harmful energy directly into a rejuvenating life force that heals the Rinnegan user and all their various path's, so long as they remain nearby.
Information
Prerequisites
RikudO Sennin, Rinnegan, 400 Chakra Control, 400 Ninjutsu
Rank 1: Summons a Large Statue that releases a dark aura that may affect up to two separate targets. The affected suffer -2 Dodge and have a 5% Chance to be Auto-hit by all actions aimed at them, and a 5% chance to Auto-miss all techniques they use. Every round, the statue attempts to absorb 1870 Chakra from those within the area. Statue has 6050 Hp, and the user has +2 to all checks.
Rank 2: Summons a Large Statue that releases a dark aura that may affect up to three separate targets. The affected suffer -3 Dodge and have a 10% Chance to be Auto-hit by all actions aimed at them, and a 10% chance to Auto-miss all techniques they use. Every round, the statue attempts to absorb 2340 Chakra from those within the area. Statue has 7560 Hp, and the user has +3 to all checks.
Special Action - Samsara Heavenly Life Technique: Instead of absorbing chakra from enemies, this Statue may restore the Health of the Rikudo Sennin by the equal amount each round. This amount can be buffed by Non-Elemental Ninjutsu Buffs, and applies at the start of each round. The user may also choose allies to benefit from this jutsu, though the amount restored to all is reduced by 10% per Ally involved, up to either two or three allies depending on the rank of this Jutsu.
Note:
- This may be used by any path.
- Chakra Absorption cannot be buffed.
- The Rikudo Sennin gains chakra equal to 50% of the Chakra Absorbed. The remaining 50% is used to heal the Statue of any Damage.
- Each round active, the affected must make a Ninjutsu check against the Rikudo Sennin to determine whether they are affected by this Jutsu or not.
- Once destroyed, this statue cannot be summoned again for the remainder of the battle.
- Once per round a ninjutsu check is made between the target and the user to decide if these effects are successful.
Rank 1 Cost: 2200 Cp to initiate, 1050 Cp/Rnd.
Rank 2 Cost: 2750 Cp to initiate, 1310 Cp/Rnd.
Last edited by Guest on Tue Aug 07, 2012 11:37 pm; edited 11 times in total
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Jobs: B-Rank
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Last post on: August 13th, 2012
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Satoshi
Ender Wiggin
HP: (43+lvl) x stamina
CP: (52+lvl) x chakra control
Class Bonus: Kinjutsu
High: Nin Acc
Average: Ranged Acc, Evasion, Gen Save
Low: Gen DC, Melee Acc
Quick Learner
Jutsu Talent - 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
Upgrade - 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.
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.
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 gets +15% auto dodge against the highest level-highest damaging jutsu from an opponent during the round. Applies once to each enemy. If the Quicklearner has the Observation technique, this Auto Dodge is increased by +5% for each round spent observing the target (up to an additional 15%).
Note: Highest damage is calculated by base damage after passive buffs.
Adaptability - Boost (1 point) x3
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.
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.
Expanded Knowledge- 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.
- A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only apply to that particular path.
Offensive Insight- 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.
Abilities
1- Release Restraint
2- Quick Healer
3- Jutsu Creator
4- Insight
5- Jutsu Mastery
6- Sixth Sense
7- Clumsiness
8- Fearless (Expanded Knowledge)
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Kioku Ishikawa
Beefsteak
HP: (43+lvl) x stamina
CP: (52+lvl) x chakra control
Class Bonus: Kinjutsu
High: Melee Acc
Average: Nin Acc, Evasion, Gen Save
Low: Gen DC, Ranged Acc
Steadfast
Great Fortitude - Passive (3 points)
Restriction- C Rank and up
A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.
Stand Fast - Independent Special Move (2 points)
Restriction- C Rank and up
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.
Second Wind - Independent Special Move (3 points)
Restriction- C Rank and up
Just when enemies think they’ve got the Steadfast one down, when they’ve hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding and Exhaustion effects. This is usable only once per combat.
Free Will - Passive (2 points)
Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they’ve got a goal to accomplish, and you’d be a fool to try.
Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.
Indomitable Spirit - Passive (3 points)
Through raw training and persistence, the Steadfast ninja has a will stronger than their body. No matter what torturous pain they may be going through, they can overcome and fight on.
Effect: The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.
Undying Warrior - Independent Special Move (2 points)
Restriction- B Rank and up
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them, and are unaffected by exhaustion. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.
Reciprocate - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they’ve suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
Cost: 3 AP, Costs Cp equal to 50% of the damage Dealt
Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buff buffed. Uses melee accuracy.
Abilities
1- Release Restraint
2- Quick Healer
3- Defensive Technique
4- Insight
5- Jutsu Mastery
6- Bull's Strength
7- Clumsiness