My name is Misery, I love your company...
Let me drain you and tell you about me.
[ General ]
Name: Yakikorosu Banshi
Rank: Anbu in training
Age: 21
Height: 5 foot 3
Weight: 120
Hair Color: Red
Eye Color: Yellow
Blood Type: 0 -
Alignment: neutral
Birthday: December 20th
Free Major Affinity: Earth
Free Minor Affinity: None elemental
Earned Major Elemental Affinity: Lighting (All 17 Jutsu Mastered)
Earned Minor Elemental Affinity: Fire (9+ Jutsu of this element are mastered)
Advanced Affinity #1: Metal
[ traits ]
Personality:
Spoiler:
Throughout the years of fighting for hire, beside her father and brothers, she’s developed somewhat of a fighters mentality, and as such strength, fortune, and respect quickly became her three most valued treasures. She is willing to go to any lengths to prove her strength, and to show others that she isn't to be taken lightly in any circumstance. Although this may make her seem like a battle crazed mongrel, she is in fact the total opposite. She believes herself to be a very virtuous and as such, she can be very kind, patient, generous, and modest. Although, she understands that she must do whatever it takes to survive, which means she will sometimes momentarily push aside her own morals to insure her survival, or the survival of someone she cares about. Ultimately, she hates to see anything going through any sort of pain, whether it be physical or emotional, and will try to help just about anyone if she can in any way she can, so long as it eases their pain.
When around someone she truly cares about, she’s more laid back and less serious. She can be playful, easily amused, and easily satisfied. Any other time, she recognizes all situations as business and tries to act as professional as possible; which means, she isn't afraid to do whatever the situation calls for. And of course, she can be very stubborn and resilient; she will attempt to push herself far beyond what her body may be able to handle without even giving it a second thought.
Appearance:
Spoiler:
She has naturally tan skin, with long red hair, yellow eyes, and stands at about five foot three and a half. Normally she wears some type of full body dress, more specifically one with a slit down either side that exposes one leg, but covers her personal areas. If not wearing that, she can generally be found wearing her Anbu uniform and padding, with her battle equipment kept closely to her side. Chances are, she will most likely always carry at least two swords on her side, and it’s very rare that she doesn’t have at least them. She enjoys wearing jewelry; necklaces, earrings, rings, bracelets, and sometimes even a belly button piercing.
Biography:
Spoiler:
Unlike many of the other gifted children in the world, Banshi wasn’t lucky to have the average Shinobi life. In fact, since she could walk and wield a sword, she was trained with her brothers by her father, in order to eventually become a hired hand; a mercenary per-say. By the age of nine, she worked her first job with her family and witnessed her father kill an enemy as a demonstration as to what was expected of them from this line of work. Accepting it as her future, since this was the only thing she was ever taught, she quickly grew accustom to death and murder. As years would pass and they all grew older, she adjusted to just about everything her father introduced her to. Except, every time she witnessed her brothers get hurt, she struggled to do her best to help heal them. Their pain saddened her and gave her reason to push herself, and teach herself medical ninjutsu from several scrolls her mother obtained through trade. Although she was self-thought in the field of medical ninjutsu, by the time she was thirteen years old she already had mastered more than half a dozen medical ninjutsu, and was on the brink of developing a technique that would allow her to use one medical ninjutsu technique on multiple people at once, at the cost of a little more chakra than normal.
In fact, in the process of learning how turn the medical jutsu into an area of effect, she somewhat tapped into her emotions, more specifically her anger, and was unintentionally able to turn the energy of the medical ninjutsu negative, thus making it useful for attacking instead of healing. This obsession with medical ninjutsu quickly proved to be useful to her teammates, and allowed her to help them continue fighting. With her backing them up with medical jutsu, they were able to fight for extended periods of time, and she was capable of attacking her enemies with stronger force, and inflicting medical penalties to them. After more time passed, she continued to work with her father as a mercenary until she eventually came across a man termed "the Red Reaper” on a mission, which ended tragically for one of her brothers. Although she bore no hate for the man, and the people she fought against, she did regret the loss of her brother. For months, she stopped going out on missions and working for money, only to stumble around and continue practice with medical ninjutsu.
Her new focus was training, mastering jutsu, and getting stronger than she ever was before. She wanted to surpass her father, and in order to do that, she had to expand her knowledge with all types of jutsu. First came lighting, then fire, and now she was working on none elemental ninjutsu just to see how much they differed. Her studies would take years, and finally she found herself stumbling into the fire country. Now at the age of twenty one, she was looking for a new place to call home; she wasn’t a rogue shinobi, or anything like that, though she just wanted to settle down. This was when she received an invitation from the Village Hidden in Leaves. Inscribed upon the letter was a red wolf with a lion's mane, a symbol she had seen before. As fate would have it, the letter was directly from the Hokage, a man known to the village now as Gerudo Kami, but one that she remembered as "the Red Reaper." Set up nicely within the Anbu branch, she began life as a leaf shinobi.
[ Class ]
Spoiler:
Capped Shop Item
The Relentless One [Vet]
Hp: 65 +5 = (70 + lvl) X Stamina
Cp: 35 +5 = (40 + lvl) X Chakra control
Bonus: Kinjutsu
High: Melee Accuracy (Capped shop)
Average: Evasion, Save, and Spell Accuracy
Low: Ranged & Genjutsu D.C
[ Statistics ]
Spoiler:
Agility: 600/600
Stamina: 600/600
Ninjutsu: 600/600
Taijutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600
Power level: 3600
Capped points: 11
Action points: 12
Power Level/Character Level:
Spoiler:
[ Normal Equipment ]
Spoiler:
Prepared Sheath: Samehada
Prepared Sheath: Samehada
Both Sheath Samehada Have these Augments & Poison:
It appears to simply be an extra large sword wrapped in bandages but once unveiled it is apparent that the sword has a great number of sharp, spike-like objects attached. Rather then slash, the blade shreds it`s victim and can consume chakra to prevent jutsu's from occuring.
Information (Weapon)
Type: Unique (Shredding, Chakra Eating)
Unique Mastery Weapon Type: Giant Blade
Weight: Heavy
Range: Melee
Damage: 290, 100 CP
Accuracy: -3
Special: For the cost of 2 AP, one may show the true strength of Samehada. For 2 rounds, the weapon's damage is increased to 350 HP/150 CP damage with an additional -1 Accuracy to all attacks. There is a 2 round cool-down after Samehada has returned to normal. This cannot be used or active while duelwieding in any way.
Augment Slot #1: Forged Twins; +1 Accuracy & +5% Damage, each weapon.
Augment Slot #2: Molten Material; weapon gains fire jutsu buffs, each hit increases the 5% damage received to enemies.
Augment Slot #3: Flexisteel; +2 Accuracy, -5% Damage. Partial hits deal -10% Damage.
Poison: Plexistim
Sheath: Weird tentacles
Augment Slot #1: High Quality (+10 Base Damage)
Augment Slot #2: Keen Edge (+1 Critical)
Augment Slot #3: Crippler (+7% Chance to cause called shot)
Prepared Slot #1 & #2: Medical Ward - With Special
Prepared Slot #3: Weighted Gloves
Slot #4: Senbon (30) (Pincushion, Poison Inject; heavens touch, & Sticky Barb)
Slot #5: Headset
[ Normal Buffs ]
Spoiler:
</tb>
[ Anbu equipment ]
Spoiler:
[ Anbu Information ]
Spoiler:
</tb>
TAIJUTSU
WEAPON
Spoiler:
Execution[Master] (Giant Blade)
Sink-In[Master] (Weighted)
Cleave[Master] (Weighted)
Twin Reaver[Master] (Weighted)
Mighty Swing[Master] (Weighted)
Bone Shatter[Master] (Weighted)
Blood Render[Master] (Weighted)
Crush[Master] (Weighted)
Titanic Lotus[Master] (Weighted)
Cripple[Master] (Weighted)
UNARMED
Spoiler:
Dragon assault[Master]
Shoryuken[Master]
Grab[Master]
Uncalled for shot[Master]
Dynamic Entry[Master]
Spear hand[Master]
Dynamic finish[Rank2]
4 hit combo[Master]
Butterfly Kick[Rank2]
Janken[Rank2]
Spinning Wind[Master]
Pressure palm[Master]
Nut Buster[Master]
Black eye[Master]
Tenderizing Combo[Rank2]
Beat down[Rank2]
Dragon finish[Rank2]
Uprising Tornado[Rank2]
Megaton Punch[Master]
Lions Barrage[Master]
Grapple[Master]
16-hit combo[Master]
Primary Lotus[Master]
Power bomb[Master]
Asa Kujaku[Master]
Eternal Chaotic Dance[Master]
BUFF
Spoiler:
Counter-Strike[Rank1]
Limit Break[Master]
Devastating Aura[Master]
Breath Control[Master]
Strength Boost[Master]
Speed Boost[Master]
Burst of Strength[Rank2]
Burst of Speed[Rank2]
Charge[Master]
Chakra Extension[Master]
Shadow Dance[Rank2]
GENJUTSU
Will
Spoiler:
Level 1
Level 2
Level 3
Level 4
Level 5
Kinetic
Spoiler:
Level 1
Level 2
Level 3
Level 4
Level 5
Audial
Spoiler:
Level 1
Level 2
Level 3
Level 4
Level 5
Visual
Spoiler:
Level 1
Level 2
Level 3
Level 4
Level 5
[/size]
Level 6
Spoiler:
Level 7
Spoiler:
Level 8
Spoiler:
NINJUTSU
FIRE
Spoiler:
D-rank:
Combustive Seal[Master]
FireBall[Master]
Infernal Ember[Master]
Thermal Maw[Master]
Immolation[Master]
C-rank:
Searing Eruption[Master]
Dragon Fire[Master]
Heat Wave[Master]
Scalding Ash Cloud[Master]
B-ranks:
Spontaneous Combustion[Master]
Ring Of Fire[Master]
Firestorm[Master]
Infernal Hellfire[Master]
A-rank:
Dragon Flame Bomb[Master]
Flame Shield[Master]
Abysmal Harbinger[Master]
Sol Fire Tempest[Master]
WATER
Spoiler:
<Empty>
Metal
Spoiler:
C-rank
Steel Clone[Master]
Steel Slam[Master]
Quality Break[Master]
Mercury Poisoning[Master]
B-rank
Density Crush[Rank2]
Alloy Spiral[Rank2]
Reinforced Wall[Master]
Iron Breakout[Rank2]
A-rank
Silver Flash[Master]
Senbon coating[Master]
Burdening Touch[Rank2]
Superalloy Tempest[Master]
WIND
Spoiler:
E-rank:
Wind Slash[Master]
Pressure Burst[Master]
D-rank:
Air Bullet[Master]
C-rank:
Wind Scythe[Master]
Tempest[Master]
LIGHTNING
Spoiler:
E-rank:
Storm Bolt[Master]
Thunderfist[Master]
D-rank:
Thunderclap[Master]
Electroshock[Master]
Electrocution[Master]
C-rank:
Zeus Flash[Master]
Lightning Torrent[Master]
Lightningstruck[Master]
Volt Charge[Master]
B-rank:
Lightning Beast[Master]
Chidori[Master]
Gigavolt Cannon[Master]
Amp Field[Master]
A-rank:
Raijins Vengeance[Master]
Chidori Control[Master]
Kirin[Master]
Thunderdome[Master]
Blank
Spoiler:
<Empty>
Blank
Spoiler:
<Empty>
EARTH
Spoiler:
E-rank
Stone Bullet[Rank2]
Gravel Shift[Rank2]
D-rank
Earth Flow River[Rank2]
Sinkhole Fist[Rank2]
Mud Clone[Rank2]
C-rank
Inner Earth Reflection Lure[Rank1]
Non-Elemental
Spoiler:
E-rank:
Body Switch[Master]
Transformation[Master]
Signal Flare[Master]
C-rank:
Stunt Double[Master]
Elemental Clone[Master]
Barrier[Master]
B-rank:
Rasengan[Master]
Shadow Shuriken Replication[Master]
A-rank:
Perfected Rasengan[Master]
Morality Sealing[Master]
MEDICAL
Spoiler:
Medical Swaps:
D-rank:
Mystical Hand[Master]
Coagulation[Master]
C-rank:
Skeletal Fortification[Master]
Anesthetic Infusion[Master]
System Shock[Master]
System Restoration[Master]
B-rank:
Medical Assistant[Master]
Tranquilize[Master]
Medical Ward[Master]
Mystical Force[Master]
A-rank:
Angelic Blessing[Rank 1]
ANBU
Spoiler:
<Empty>
[ Abilities ]
Spoiler:
#0) Medical Knowledge
#0) Shadow tactics
#1) Dual Wielding; Can wield two weapons.
#2) Ambidexterity; +1 Accuracy & +5% damage, each weapon.
#3) Strategist
#4) Quick Draw; Drawing/equipping cost 0ap.
#5) Bull's Strength; Weapon accuracy penalty cut in half, +5% Damage/Bleed Chance/Suppression chance; suppression - 0.1 more.
#6) Called shot; Can break bones, +5% chance to, and called shot penalties cut in half.
#7) Quick Reaction; If dodge, +2 Accuracy and instant mod
[ Benevolent - Reckless ]
Spoiler:
Benevolent:
Genesis Jutsu (1 point, 1 to rank up) (2 points)
Restrictions: A-Rank and Up
The ultimate healing jutsu, this technique almost completely restores the target, making them practically good as new, though this is very exhausting for the user of this jutsu.
Rank 2: Heals for 75% max HP and removes all exhaustion, poisons and dodge, accuracy or stat debuffs caused by physical means (called shot, bleeding, etc). All genjutsu level 6 and below are rerolled with a +5 to resist. If used on self, only heals for 50% max HP and does not remove exhaustion.
Cost: 4500 chakra, 4AP, gives user +25 exhaustion.
Note: Damage healed cannot be buffed in any way. This may not be used with Negative Energy or any other effects which would make it damage instead of heal. A target may only be healed by this jutsu once per battle
Divine Mind - Boost (1 point) (3 points)
Restriction- Can be purchased up to three times
Mind over body, chakra over matter, and divinity over mortality. Benevolent fighters need to possess more fortitude than their fellows, in order to better aid them.
Effect: +2 to HP modifier. (+6 Hp Mod)
Master Healing Passive (3 points) (3 points)
Benevolents with this ability have fully mastered all aspects of healing and treating the wounds of others, making their healing jutsu that much more effective.
Effect: Medical jutsu are enhanced by 20%. This does not stack with Medical Knowledge.
Negative Energy Dependent Special Move (3 points) (3 points)
Restrictions: C Rank and up
Benevolent people are generally kind-hearted and adverse to violence, but when pushed far enough, they can use their medical jutsu, which deeply affect the body and chakra system, to deadly effect.
Effect: The user may use Medical jutsu offensively for the same amount of damage. Modded as an unarmed melee attack. This still retains Medical Buffs.
Life Switch Independent Special Move (2 Points) (2 points)
Restrictions: C Rank and Up
Empathy made real, using this technique a benevolent person literally takes on anothers pain in order to heal them. When in danger, this can be used against an enemy for the opposite effect.
Effect: Exchanges the users HP with an allys. When below 20% HP, this can be used on an enemy to average their HP with the user's (the target and user's HP are added together, then divided between the two of them), though it cannot drop the target's HP below 20% and cannot raise the users HP above their max HP. This is treated as a level 5 genjutsu when used this way. Same effect as if used on an enemy if this is used on an ally with higher HP. Costs 2.5AP and exhausts the user by 40%.
Cure Spell - Dependent Special Move (3 points) (3 points)
Restriction- C Rank and up
The Benevolent is largely concerned with how well their team functions not due to a desire to win, but rather out of one to protect others. This enables them to heal several people at once.
Effect: The user can target up to three people with their Medical jutsu at 2x the cost. Can also be used on a single ally to heal 2x as much damage, or two allies to heal at 1.25x effectiveness. This move is not affected by any medical buffs, and cannot be used with medical jutsu that heal for a percentage of max HP. Can only be used once ever other round. Adds 10 exhaustion to user.
Healing Aura - Passive (2 points) (2 points)
A Benevolent soothes and calms just by their very presence, all healing attempts strengthened in their wake. This peaceful aura is said to feel like a cool breeze while active.
Effect: All medical jutsu used while a Benevolent is present are increased in effectiveness by 10%. This does not apply to Negative Energy.
Calming Touch Independent Special Move (2 points) (2 points)
Restriction: C Rank and Up
Many benevolent people can easily calm down frightened or enraged victims or enemies with merely a soothing touch, immediately calming them and restoring peace.
Effect: Calms people down with a gentle touch (1AP, melee accuracy), removing all fear or enrage effects and rerolling will genjutsu at +2 Save. If used on an opponent this leaves them confused for one round (treated as fear), giving them -2 Genjutsu Save for the rest of the battle and 10% chance to auto fail their actions. Opponents can resist, treating it as a Will Genjutsu.
Total points used: 20/20
Reckless:
Precision Blow - Dependent Special Move (2 points) (2 points)
The name Reckless is slightly misgiving, as Reckless fighters are actually not entirely hotheaded with their attacks. They simply like inflicting a lot of damage very quickly, though different means can be used to do so.
Effect: Adds +2 accuracy and +2 critical range to the next basic unarmed, Taijutsu, or weapon attack. Costs 100 Chakra.
Huge Power - Boost (1 point) (3 points)
Restriction- Can be purchased up to three times
Tough as nails, a Reckless fighter is never afraid to show their strength. Their melee attacks, whether with the brute force of their fists or the cold metal of their weapons, tend to be much stronger than normal.
Effect: +5% melee damage.
Endurance - Boost (1 point) (3 points)
Restriction- Can be purchased up to three times
Reckless fighters deal with attacks that have a heavy backlash on a regular basis. To endure the power of their own attacks, they need to be far more resilient than the average ninja.
Effect: +2 HP modifier (+6 Hp Mod)
Double Smash - Modification (2 points) (2 points)
Restriction- Requires Dual Wielding
Reckless is as Reckless does, and these fighters tend to be physically much stronger than their fettered counterparts. By throwing away all common sense and rationality, they are able to toss around very heavy weapons in the same way others might toss around lighter ones.
Effect: Allows user to dual wield Heavy weapons.
Zaraki Style Style (2 points) (2 points)
Restriction- C Rank and up
This style of fighting is the epitome of offense, abandoning almost all defense in order to deal the most damage possible. Considered insanity by most, only the Reckless would possibly use such a way of fighting.
Effect: Increases all physical damage dealt by 30% and received by 15%. The user gains +1 accuracy. Exhausts user at an above average rate.
Note: Like any other fighting style, this can be turned on or off at the users discretion or lack there of. Counts as a Physical Style.
Unbalancing Strike Dependent Special Move (2 points) (2 points)
By using excessive force, the Reckless fighter can knock away their opponent’s defenses, allowing for an extra hit at vital areas. However, this move heavily overextends the user, leaving them open to attack.
Effect: Allows the use of any physical (Ninjutsu or Taijutsu) attack as an unbalancing strike, inflicting a -3 dodge on the user for that round. If the user takes 10% of their HP in damage that round, the strike fails automatically. If the strike hits, the user may immediately follow up with any physical attack at +1 accuracy and +20% damage for -1AP. Can only be used once every round.
Bloodlust Passive (3 points) (3 points)
Restriction- C Rank and up
When in battle Reckless fighters can sometimes enter such an intense state of  mind that they completely ignore small wounds and the effects of exhaustion, their love for battle surpassing all other concerns.
Effect: Exhaustion effects only apply half the penalties. Ignores up to rank 3 bleeding.
Mastered Offensive Stance Passive (3 points) (3 points)
Restriction- C Rank and up
By maximizing the efficiency of their attacks and gaining the most offense for the amount of lost defense, a Reckless fighter can become insanely accurate for the same amount of lost evasion.
Effect: Allows user to gain +1 accuracy per -1 dodge, up to a maximum of +4 accuracy and -4 dodge.
Total: 20/20
[ Chimera ]
[ Description ]
Spoiler:
Chimera
A Dark, forbidden technique that has been created in many forms, secretly developed throughout the shinobi world in an attempt to gain special powers normally unacquirable by normal means. Whether it be a country's attempt to steal the kekkei genkai of other shinobi nations and use their powers for their own, or on a personal level to compensate for an individual's own lack of power, one cannot deny the appealing aspect of having control and mastery over multiple kekkei genkai; to be a hybrid breed possessing the special secret techniques of many clans throughout the world. This forbidden practice alters the body of the user in such a way as to allow them to integrate the energies and capabilities of a shinobi into their own body and spirit, merging the two together and creating a hybrid mix, the user becoming a "Chimera" and possessing the strength and traits of their multiple mixes. While in theory one would assume this would create the perfect breed, a mixture of all the most powerful genetics, in practice one can never truly master these abilities, and the "Chimera" suffer from having their body's vitality and life force drained upon the strain of merging with foreign Bloodlines.
Information
Prerequisites
400 Stat Average, 1,500 Word Rp, 3 Ability Slots, The user must have completely mastered their Bloodline or Core Ability.
Effect:
The user gains the ability to integrate the secrets and strength of a shinobi into their own body, mind and spirit. Upon gaining this ability, this allows them to gain an additional full Bloodline or Core Ability of the body they absorbed.
The user may have up to three full Bloodlines or Core Abilities. Additional BL/CA's can only be acquired through a 1,500 word rp that must be about the user obtaining a body and integrating it's abilities. This rp must have council approval, and if a Core Ability, the user chooses their abilities at the time of obtainment. This Rp can be done once every Five OOC weeks. Once they have their limit of three, the user may reuse this technique to swap out one of their Current Bloodline or Core Abilities for a new one through an Rp.
The Chimera's body becomes strained and weakened by merging with other bodies, and the chimera has -2 to both their Hp and Cp Mod for Each Bloodline or Core Ability after their first, up to -4 Hp/Cp.
Though the Chimera has multiple Bloodline and Core abilities, all passive buffs, effects and modifiers are reduced by 1/3 if the user has two BL/CA's, or by 1/2 if the user has 3 BL/CA's.
Unlike the passive effects which are constantly active, the chimera may only have the full repertoire of Activated techniques, jutsu, styles, or special moves of one BL/CA at a time. The Chimera may switch to another BL/CA at any time as a free action. However, this cannot be done reflexively and gives the user a stackable -1 to all secondaries for the remainder of the round switched and an additional +2 Exhaustion. The Chimera may not maintain any of these techniques upon switching to a different BL/CA, and all effects of that BL/CA are dispelled immediately.
Avatar of Divinity - Level 9 Ninjutsu
The epitome of perfection that all Chimera Strive for; becoming the perfect creation through a mixture of stolen abilities imbued into their bodies and soul. This technique allows a Chimera for a brief time to draw forth all their abilities simultaneously to release a massive aura of chakra that radiates intensely off their bodies, rising off in sparks of energy and granting them capabilities all but unheard of in the world of Shinobi. Their powers in this stage seem to be border-line unbelievable, the capabilities and techniques earned through absorbing the abilities passed down and honed by generations of shinobi becoming little more than party tricks in the seemingly infinite repertoire of skills. However, this increase surge to all their abilities rapidly drains their vitality, and could leave them in a dangerous situation.
Information
Prerequisites
Chimera, 525 chakra control, 525 Ninjutsu, More than one BL/CA.
Master Rank: Releases all limits upon their body, forcing themselves into a heightened state of power with simultaneous access to all their abilities. While Active, the user may use All skills from the Bloodline and Core Abilities they may possess, but cannot exhaust below a Fast rate, nor can they recover exhaustion during this time.
Note:
- When active, the user's cumulative BL/CA passive buffs are increased by 1 or 10%. This only applies to Secondary Buffs, Awareness, Stealth, Damage buffs, Damage Reduction, and chakra cost reduction Buffs. Additionally, this cannot stack in anyway or combination (The +10% bonus would not be applied twice if the user had a "Ninjutsu" Buff and "Fire Jutsu" Buff, for example.)
- Should the user activate a combination of Two Bloodline/Ca's with this technique, all Bl/CA Jutsu only deal/block 90% Damage while in this form, and all Buffing/Debuffing effects used from BL/CA are reduced by 1/3.
- Should the user activate all three of their BL/CA's with this technique, all Bl/CA jutsu only deal/block 85% Damage, and all Buffing/Debuffing effects used from BL/CA are halved.
Cost: 4.5 Ap and 4000 Cp to initiate, 2000 Cp/Rnd.