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Ichigo

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Everything posted by Ichigo

  1. Lava Wall Type: Ninjutsu | Response Phase | Lava Rank: Sennin Cost: X | X cost of incoming attack of equal or lesser rank. Effects: Negates Oncoming Physical Attack | Usable twice per battle | Loss of Setup and Main Phase | 5% Chance to fail. Description: Weaving hand seals Eiji is able to launce a smoldering wall of Lava in front of him. Fusing his chakra within the wall he is able to create a shield that intercepts the incoming attack. . Points: 13
  2. Firework Release; Giga Flare Type: Ninjutsu | Firework Rank: Sennin Cost: 616 Damage: 500 Effect: Clobbered 2 turns | Confused 2 turns | Migraine 2 Turns | Scorched 2 turns Description: Focusing chakra into a condensed orb Eiji unleashes it towards his enemy. Despite its small size the chakra is dense and filled with his specialty element. Once the orb makes it close to his enemy or in a location that can be devastating Eiji sets off the explosion of fireworks. The orb expands and detonates, the very air surrounding the jutsu is condensed and then pushed outward violently. With the air filled with an ear pricing sound wave it causes sever damage to all the senses leaving the opponent vulnerable for a follow up attack. Points: 8 Firework Release; Ominous Blast Type: Ninjutsu | Firework Rank: Forbidden Cost: 750 Damage: 1500 Effect: Nil Description: The most powerful Ninjutsu in Eiji's arsenal. Sending into the air millions of small bursts of chakra. Once they all enter the desired distance away from the target all of the small traces of chakra explode raining down molten hot droplets. The explosions send them plummeting to the ground at lightning fast speed. The droplets are equivalent to the speed of bullets where they can pierce the skin and enter out the side of their body. Points: 8 Clobbered You may not use Jutsu with a base Chakra and Stamina cost greater than twice your level. Max Duration: 2 turns Battle Limit: 4 turns Cost Points: 40/turn Confused Whenever you perform a Main Phase action there is a 50% chance that you apply no modifiers from your stats to damage or effects and also take 20x unmodified damage, where x is your ninja rank. Max Duration: 3 turns Cost Points: 30/turn Migraine Your total Concentration, Accuracy and Evasion are all reduced by 10%. In addition, you take 2% of your total Health as damage per turn, rounded up. Shares stacks with 'Headache'. Max Duration: 3 turns Cost Points: 40/turn Scorched You take +15% total damage from all physical attacks. Shares stacks with 'Bruised'. Max Duration: 4 turns Cost Points: 30/turn
  3. Firework Clone Type: Ninjutsu Clone | Firework Rank: Jonin Cost: 450 Effect: Clone has 450 Health and 75% Chakra and Stamima and 75% of users stats. Max 1 Clone Description: Manipulating his chakra Eiji is able to replicate a clone of himself made from his Firework element. Points: 10
  4. Logs Experience | Transaction | Mission |
  5. Inventory Armor | Jounin Vest Body Placement: Chest Attributes: +80 Defense, +80 Evasion. Special: +25 Weapon Slots Weapons | Money | On Hand 3125 In Vault 0
  6. Jutsu Ninjutsu Firework | Earth | Earth Release; Earth Dragon Bullet | Doton; Doryūdan Type: Ninjutsu [ Iwagakure | Earth ] Rank: Jounin Cost: 220 Chakra Damage: 300 Effect: The user's Accuracy is increased by 100 for this attack. Description: When used in an area with a large amount of earth or mud, this technique can create a dragon-like head to shoot mud balls at an opponent. The high speed of its bullets along with its ability to appear anywhere on the battlefield makes it especially hard to anticipate. Points: 5 | -4 Earth Release; Gaea's Maw | Doton; Gaea No Kuchi Type: Ninjutsu [ Iwagakure | Earth ] Rank: Jounin Cost: 300 Chakra Damage: 270 Effect: Opponent is Stunned, Prone and Vulnerable. Can only be used once per battle. Description: The ground beneath the target is split open, raised around the victim in a ring of jagged and razor-sharp spires. The opening is quickly pulled closed, stabbing the victim with the stones and trapping them beneath the earth. Points: 7 | -6 Earth Release; Rising Earth Wall | Doton; Doryūheki Type: Ninjutsu [ Earth | Barrier ] Rank: Jounin Cost: 350 Chakra Effect: Used in the Response Phase or Main Phase. Creates a barrier with 700 health points. May be used two times per battle. Description: The user "vomits" a small wave of mud, which suddenly turns into a large wall made out of that mud. The mud solidifies and is virtually impenetrable. Points: 8 | -7
  7. Jutsu | Level 1-120 | 394 | Chuunin | 5 | Jounin | 10 | Path | 60 | Total | 469 | Used | 43 Clones | Response | Void Soil Clone Technique | Iwa Bunshin no Jutsu Type: Ninjutsu [ Clone | Iwagakure | Earth ] Rank: Chuunin Cost: 105x Chakra Effect: Each Soil Clone has 105 Health and 25% of the user's remaining stats. If destroyed by an opponent, the Soil Clone has a 25% chance to afflict that opponent with 'Slow' for one (1) turn. Maximum of two (2) clones may be created. Description: In similar fashion with any other clone technique, Iwa Bunshin No Jutsu can make up to several clones made out of soil from the ground around them. The clones take on the appearance of their creator, but when destroyed explode in a burst of compressed soil. The soil latches onto enemy that destroyed them, hindering their movement. Points: 7 Shunshin No Jutsu | Body Flicker Technique | 瞬身の術 IV Type: Ninjutsu [Void | Evolving; Shunshin No Jutsu III] Rank: Sennin Cost: 500 Chakra Effect: This technique may be performed in the Response Phase or the Setup Phase; Response: This technique may be performed in the Response Phase as a Free Action. The user of this technique increases their Evasion statistic by +750 during the turn that this technique is used. (Dodge rolls made during this turn must mention this technique.) This technique has a 5x% chance to fail, with 'x' being equivalent to the number of unresolved attacks targeting the user. This technique may be performed 2 times per battle in the Response Phase. Setup: The user of this technique increases their Accuracy statistic by +750 during the turn that this technique is used. The user of this technique may not perform another technique in the Setup Phase for 2 turns. This technique may be performed 2 times per battle in the Setup Phase. Role Play Effect: The user of this technique may reduce the required post-length when Traveling by 75% when performing this technique outside of battle. Description: One of the basic techniques taught to most students during their time at the academy. The Body Flicker Technique is considered an extremely versatile ability, and is one of the most widely used general shinobi skills. The jutsu itself is a high-speed movement ability that uses chakra to temporarily vitalize the body, allowing movement that is nearly untraceable to the naked eye. The user often disappears from the field of their opponent’s vision in a puff of smoke, as a means to further distract their path of escape. Though Shunshin has many applications, its most common use is in evading hazardous attacks. Points: 19
  8. Bloodline Skills Colorful Energy | 諸色魂 | Shoshiki Tamashī Restrictions User may not take: -Sealed Ninjutsu -Advancement Seal: Ninjutsu -Advancement Seal: Stamina -Advancement Seal: Chakra -Advancement Seal: Taijutsu This Bloodline does not require activation or upkeep. Heart of the Firework| 花火の心 | Hanabi no Kokoro Description: The Hanabi have long ago discovered the unique and mysterious chakra within themselves. Even as children, it is common to see colorful spark flying from the body of a Hanabi. Effect: When this skill is purchased at character creation, the skill 'Combinatorial; Firework' may be taken in place of their Free Village Element Skill. When purchasing the skill ‘Ninjutsu Mastery; Firework’, characters with this skill may purchase 2 ranks for 1 Skill Point. Cost: -1 sp Firework Progression Mastery | 花火進行習得 | Hanabi Shinkō Shūtoku Description: Those who are born with the volatile chakra of the Colorful Soul often have a hard time learning to control it. As a natural failsafe, their bodies let off chakra that could potentially cause harm when emotions become overly intense. However, once this is overcome, the Colorful Soul becomes a powerful aid in battle. Restriction: Ranks must be purchased in order. Rank 0 Effect: While their health is below 50%, the user must roll 1d20 each turn during their Setup Phase. This is known as a Control Roll. If the result is 5 or less, the user loses 5% of their total chakra. For every 10% below 50% health, the user subtracts two (2) from their roll. Requirement: Must be taken at Character Creation. Restriction: May not be removed by "Overcome Your Problems" Cost: +1 sp Rank 1 Effect: When a Firework technique is used, the chance of inflicting a status effect from the Firework Element becomes: 1-6 results in one (1) turn of "Impaired Hearing", 5-10 results in one (1) turn of "Impaired Eyesight". A roll of 5 or 6 results in both status effects being applied. In addition, the user may add +2 to the Control Roll. Requirement: Level 15 Cost: -1 sp Rank 2 Effect: When a Firework technique is used, the chance of inflicting a status effect from the Firework Element becomes: 1-8 results in one (1) turn of "Impaired Hearing", 6-13 results in one (1) turn of "Impaired Eyesight". A roll of 6-8 results in both status effects being applied. In addition, the user may add +4 to the Control Roll. This replaces Rank 1. Requirement: Level 30 Cost: -1 sp Rank 3 Effect: When a Firework technique is used, the chance of inflicting a status effect from the Firework Element becomes: 1-10 results in one (1) turn of "Impaired Hearing", 7-16 results in one (1) turn of "Impaired Eyesight". A roll of 7-10 results in both status effects being applied. In addition, the user may add +6 to the Control Roll. This replaces Rank 2. Requirement: Level 45 Cost: -1 sp Rank 4 Effect: When a Firework technique is used, the chance of inflicting a status effect from the Firework Element becomes: 1-13 results in one (1) turn of "Impaired Hearing", 8-20 results in one (1) turn of "Impaired Eyesight". A roll of 8-13 results in both status effects being applied. User no longer has to make the Control Roll. This replaces Rank 3. Requirement: Level 60 Cost: -1 sp Explosive Color | 爆発色 | Bakuhatsu-iro Description: By learning how to impart their own volatile chakra into objects, the User is able to cause powerful explosions without being the source. This can be placing chakra into the fists to cause powerful explosions on contact or even putting chakra into a kunai and throwing it to attack from far away. Restriction: Ranks must be purchased in order. Rank 1 Effect: User may apply the [Firework] tag to any physical attack, but must pay an additional 10% of the attack’s cost as chakra. Requirement: Firework Progression Mastery Rank 1 Cost: -2 sp Rank 2 Effect: User may apply the [Firework] tag to any physical attack with no additional chakra cost. This replaces rank 1. Requirement: Firework Progression Mastery Rank 3 Cost: -2 sp Firework Strategist | 花火戦略家 | Hanabi Senryaku-ka Description: The Firework element often leaves opponents reeling from the loud noise and bright flashes. The Hanabi have learned to take advantage of this disorienting force and strike when the opponent is vulnerable. Restriction: Ranks must be purchased in order. Rank 1 Effect: Attacks that have the [Firework] tag have a +10% chance to critical strike on targets with “Impaired Eyesight” and an additional +10% chance to critical strike on targets with “Impaired Hearing”. Maximum Chance to Critical Hit with Passive and Activated Effects: 45% Requirement: Firework Progression Mastery Rank 2 Cost: -2 sp Rank 2 Effect: Attacks that have the [Firework] tag have a +20% chance to critical strike on targets with “Impaired Eyesight” and an additional +20% chance to critical strike on targets with “Impaired Hearing”. This replaces Rank 1. Maximum Chance to Critical Hit with Passive and Activated Effects: 45% Requirement: Firework Progression Mastery Rank 3 Cost: -3 sp Firework Genius | 花火の天才 | Hanabi no Tensai Description: The Hanabi do not merely use the Firework element, but instead it is a part of their beings. When a Hanabi masters the Firework element their application of it lasts longer and is more effective than when other shinobi use it. Effect: Attacks that have the [Firework] tag inflict two (2) turns of “Impaired Eyesight” and “Impaired Hearing” instead of one (1) turn on successful rolls. This does not stack, but may replace existing effects. “Impaired Hearing” and “Impaired Eyesight” inflicted by the [Firework] element effect may break duration caps. Requirement: Firework Progression Mastery Rank 4 | Level 70
  9. Skills | 0-120 | 60 | Chuunin | 2 | Jounin | 3 | Used | 58 | Total | 65 Path of the Shaman | -1 Effect: Character gains 1 extra Jutsu Point every other level. Earthen Rage: May purchase 'Shiva, The Destroyer' for 1 skill point. Fighter's Spirit: May take 2 ranks of 'Ninjutsu Mastery' for 1 skill point. Path of the Elementalist | -1 Effect: User may learn their second Elemental Specialty at Level 60. Additionally, they get a third Elemental Specialty at Level 90 (which requires five post training). Role Play Trait: +1 Ninja Arts Elemental Apex: When using Ninjutsu techniques with Combinatorial Elements, the user may choose to apply an additional bonus from one of the Subtle Elements skill required to learn it, if they own it. Affinity Attunement: You may choose your first Elemental Specialty. Additionally, you do not need to train for your Elemental Specialties. Subtle Elements; Earth | -0 Whenever an Earth Element technique is used, the user gains +8 to their Block Range on the following turn. This ability cannot stack with itself. All 5 ' Subtle Elements; Fire | -0 All Fire techniques deal an additional 5% of their total damage in 'Burning' damage on the following turn, rounded up. Subtle Elements; Lightning | -0 All Lightning techniques have a +8% chance to hit. This bonus is halved for Concentration based attacks. Combinatorial; Firework | 0 Allows the skill taker to purchase and use techniques with the "Firework" tag. Opponents hit by the first strike of a technique with the Firework Tag roll a 1d20. 1-4 results in one (1) turn of "Impaired Hearing", 4-7 results in one (1) turn of "Impaired Eyesight". A roll of 4 results in both status effects being applied. Requirements: Subtle Elements: Fire and Subtle Elements Lightning Combinatorial; Lava | -1 May use Lava Element techniques. Lava techniques deal 10% of their base damage as Area of Effect damage to all opponents. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Combinatorial; Explosion | -1 May use Explosion Element techniques. When calculating the damage of an Explosion element attack, treat the target's total Defense statistic as if it were reduced by 10%. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this skill, if they own it. Ninjutsu Mastery; Firework | -5 Rank 10 Shiva, The Destroyer | -1 Ninjutsu from the user will deal an additional 20% base damage and cost 10% less Chakra, rounded up. This multiplier, in this case and this case only, allows you to break the base damage cap. The taker of this skill may not use Genjutsu and may not have any skills that give negative effects towards Genjutsu abilities. Earth Specialty | 0 Naturally aligned to the element of the earth, this character has a natural tact at using and manipulating earth to their bidding. This chakra is thick and well suited for the manipulation of physical jutsu, making it perfect for the creation of barriers. This character has a -10% to total damage (rounded up) for all incoming attacks. Earth Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill 'Subtle Elements; Earth' for free and may purchase an additional rank of 'Subtle Elements'. If the user already has 'Subtle Elements; Earth', they may have their points refunded. Fire Specialty | -0 Naturally aligned to the element of the fire, this character has a natural tact at using and manipulating fire to their bidding. The user's chakra is very fierce and can flow through the body, giving it heightened reaction speed and agility, much like the flickering of a flame. This character has a +10% chance to dodge physical strikes and +5% chance to dodge non-physical strikes. Fire Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill 'Subtle Elements; Fire' for free and may purchase an additional rank of 'Subtle Elements'. If the user already has 'Subtle Elements; Fire', they may have their points refunded. Lightning Specialty | -0 Naturally aligned to the element of the lightning, this character has a natural tact at using and manipulating lightning to their bidding. This chakra is known for its ability to pierce barriers and move at rapid speeds, making it optimal for being able to strike an opponent. This character has a +10% chance to hit with with all techniques. This bonus is halved for Concentration based attacks. Lightning Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill 'Subtle Elements; Lightning' for free and may purchase an additional rank of 'Subtle Elements'. If the user already has 'Subtle Elements; Lighting', they may have their points refunded. Requirements: You get one specialty at level 30 and another one at level 80 Inner Calm | -10 Chakra-Based Techniques cost 5 less Chakra per ninja rank of the technique. This shares ranks with the skill 'Steadfast Durability'. Ranks in this skill may be purchased once every five (5) levels. Rank | 10 Chakra Flow | -10 Rank 2: Gain 15% of your Total Chakra every turn. Second Wind | -2 Upon reaching 0 health, user regains 1Hp, but only once per battle. Strategist | -3 Once a battle, you may choose to have any one of your attacks become a critical hit for 1.5 times its usual damage. Martial Artist; Styleless | -10 For each rank of this skill choose a Taijutsu Style. Taijutsu of the chosen Style deal +5x damage per rank in this skill, where x is equal to your ninja rank Rank 10
  10. Ninja Stats Rank | Sennin Level | 120 TXP | 69,000 / 69,000 CXP | 6000/6236 100% Transfer from Hikari -Stats- 12800 • [Health Power] 1200 • [Stamina] 600 • [Chakra] 1500 • [Taijutsu] 1000 • [Defense] 400 • [Ninjutsu] 1000 • [Genjutsu] 0 • [Concentration] 500 • [Speed] 2000 • [Accuracy] 2000 • [Evasion] 2000 Battle Stats Chakra Regeneration | Def | - 100 damage Ninjutsu | Damage +250 Damage Ninjutsu | Firework | +200 For Sennin Ranked Jutsu Taijutsu | Damage + 250 Genjutsu | Dodge +25% Concentration | 10% Ninjutsu Cost Reduction Speed Percentile | 48 Accuracy | 200% to hit Evasion | +200% to dodge Role Play Traits Role Play Traits | 34 / 34 + 34 Trait Points [Level 10 - 120] Physical Traits • [ Agility ] — 3 • [ Athletics ] — 5 • [ Ninja Tools ] — 1 • [ Perception ] — 4 • [ Stealth ] — 3 • [ Survival ] — 2 Mental Traits • [ Academics ] — 3 • [ History ] — 3 • [ Instinct ] — 3 • [ Investigation ] — 4 • [ Ninja Arts ] — 4 • [ Politics ] — 3 Social Traits • [ Culture ] — 3 • [ Insight ] — 3 • [ Intimidation ] — 3 • [ Charisma ] — 3 • [ Streetwise ] — 2 • [ Subterfuge ] — 2
  11. History Chapter 1 | Pre Acadmy life Growing up with both parents preaching the importance of shinobi life had its toll on a young mind but he never really minded it. He had the responsibly shared with his brother and sister, both who were older then he was. They were all quite close and would be outdoors constantly training and striving to be better than the day before. Eiji had the benefit of being the youngest so he got away with much more then his older siblings and he also got to see how much more powerful they were then him but that was a training goal he was always reaching for. Seeing how strong they were he would copy their moves and always be at their heels in strength but never quite there. Eiji had to watch both his older siblings graduate the academy before he got to attend and they were both wearing the headbands around the house so proudly. He was jealous of how they got to be Gennin before he had the opportunity but that just fueled him to work hard when he had the chance. With the support of his entire family he got his wish and got to attend the academy. Chapter 2 | Academy It didn’t take Eiji to earn a name for himself, he was part of a family that was a legacy. A proud Iwa bloodline that went back several generations. With both his siblings recently graduated there was high expectations placed on his young shoulders. His will power alone would be enough to get through the academy but he wanted to more then just get through. He wanted to be the best, he wanted to make everyone around him better. His goal was to become as powerful as could be and train those around him and make them respect him. With his bloodline he started to really get use to it around graduation. He had always been decent at manipulating the firework element but usually it was spontaneous and unpredictable and would often lead to friendly fire. Not that he ever truly injured anyone but he felt terrible and useless when he was failing to obtain his goal. With his instructors training him, his chakra control became more stable and he was able to use the element to its full potential, he even was able to manipulate it when using it with hand to hand taijutsu. His punches really packed an explosive punch. Not long after mastering the basics, he was given his head band during the graduation ceremony and placed into a three man cell with a Joinin instructor. They were given low-level missions which he enjoyed participating in, but he really enjoyed the extra training their team did with their commander. That was where Eiji really excelled in. Chapter 3 | NCIA Rebellion Not much longer after earning his way to Chuunin was Eiji entrenched in the conflict that would rock his foundation as a shinobi. For the first time in his life he wasn’t sure what to do. Everything in life before this invasion was simple. But yet now he was forced into a battle with his family over the very country he was sworn to protect. Shinobi flooded into the country and they had taken over the village. Having deep roots that went back generations he was bound by honor and blood to fight off the invaders. It was bloody but eventually they had won their country back but it had cost some everything. Some more then others. He had lost his older brother on the battle field, before his very eyes. The hole that was left in his heart was bigger then the jutsu that had pierced his brothers torso leaving his insides a mess at his feet. It was here that Eiji took someone’s life for the first time. It was not for joy or honor, but revenge. The shinobi that had killed his brother was left with nothing more then a smoldering pile of ash. It was on the battlefield that he learned the reality of what it meant t be a shinobi. Eiji still loved to protect everyone he could, but he was left with a gaping hole in his heart after. But he was also overjoyed to know that his country was returned back to them, after all the fighting was done, and all the blood was dried. The Country was theirs and life would slowly return to what it once was. Chapter 4 | Jonin Life Years of loyal service to Iwa he reached his dream of becoming a Jonin. The day of his promotion was a slight blur as his night ended with his close friends taking him out for drinks. His hair had never looked better, his clothes never finer, and his pride never prouder. Waking up the next morning was another story, all he remembered was expelling most of the contents of his stomach before he needed to report to the Tsuchikage’s summit. A meeting with him personally was quite painful as he wanted to throw up several times but he managed to maintain composer for the brief time he was there. It didn’t take long before he was given his own teams of young gennin to train and shape. He enjoyed them, he really got to see the generations that would come after him. Watching them grow into fine shinobi was fulfilling but he did crave a little more. Not every team he had was good, sometimes he got a crew that didn’t enjoy teamwork, or had some that didn’t follow the rules. He did his best to make sure they got all the training they needed to succeed but once they left his care they would have to learn for themselves. Eiji always gave it his all when deployed on missions, some with his own team of Jonin which was quite nice since he didn’t have to babysit. His expertise in explosives and firework jutsu made him quite an asset. Even something as simple as target marking was useful. Sneaking into an enemy area and then lighting up their position with fireworks was something he enjoyed doing and were amazing as distractions. Still he craved more though. Chapter 5 | Spec OPS After achieving much as a Jonin Eiji felt he wanted to become even more of an asset for Iwagakure. He applied to their ANBU unit. Knowing he was strong and had a unique set of skills that were saught after he was offered a test. Nothing was given in the world, he knew that more then most, everything was earned. Eiji would earn his spot so when he was given the chance to make the ANBU team, he made no mistakes and was accepted. Earning his mask and his identity slowly faded. Despite his skill set and well known abilities he was soon less and less known. That suited him just fine as the years packed on only his fellow ANBU members knew who he was and a few people that were still alive from his gennin days. Preferring having his name not well known as he enjoyed going out on the town and discovering bars and local women that he would like taking home. His missions never seemed to end, and he was constantly gone for periods of time but it gave him time to think over everything in his life. There was always something simplistic about being away and having your mind cleared. His goal was to become one of the personal guards for the Tsuchikage one day and follow in his footsteps. Chapter 6 | (On Going)
  12. User Info Username | Ichigo Posting | Daily Time Zone | Mountain Character Slots | First Eiji Hanabi Alias | Village | Iwagakure no Sato | Tsuchi no Kuni Nationality | Tsuchi no Kuni Shinobi Rank | Sennin Clan | Hanabi Age | 25 Birthday | Winter 2088 Gender | Male Sexuality | Straight Appearance Height | 6'1'' Weight | 196 lbs Eyes | Sky blue • Hair | Battle | Mostly depends on the time of year. In the summer months Eiji usually has his hair quite short. More so on the sides on back where he enjoys it nearly clean shaven with just the stubble. On top is another story, usually the bangs would be much longer then his eyes but he slicks it back and away from his face. However, during the fighting it often looses its slick back appearance and ends up being unruly and unkempt. During the colder parts of the year, he grows his hair out so he can still slick it back but also could tie it in the back of his head. Casual | Eiji is never seen in public on his days off with his hair not looking great. Being a guy is easy, all he has to do is toss in some product and slide it to one side and he looks like most modern day men. Clothing | Battle | Depending on the type of battle Eiji will be participating in, when subterfuge is required he opts for darker toned colours and little to no armor for freedom of movement. During a more open format of battle he enjoys adding a little bit of extra armor since his style of fighting is often up close and personal. Casual | When going out to local areas he enjoys looking quite fashionable. Using his earnings on clothing he prefers wearing more elegant and slick clothing. Preferring nice jackets such as leather with expensive shoes. Physical Description | Eijiis quite large, even for shinobi standards. He has quite the massive frame, where he stands over six feet. Not only is he tall but his muscles are toned and there is a chance you could even wash clothing on his abs if one choose to. Eiji is quite good looking and he knows it, often using it to his advantage with ladies at the local bars where he frequents. His body was earned through hard work and rigorous training regiments and watching his diet. The only thing he enjoys a little to much is the drinks. Persona Friendly by nature but fiercely loyal to those he wants to protect. Often placing shinobi matters well above his own desires is a fault he has to live with which is why he cannot fully commit to a relationship. He often uses that as an excuse to run from any relationship that is getting to serious. Mostly its not his fault as he was born into a shinobi household and he was taught from a very long age that those issues would always become for ones self. Eiji continues to follow that mind set but he knows there will always be a bar to go to after the job was done, and always a pretty girl willing to have some fun. Likes | Explosions Girls Reading Drinking Beards Fashion Fighting Country Loyalty Dislikes | Wine Cowards Children Spiders Feet Unkempt Areas Favorites | Food | Sushi Color | Blue Music Genre | Rock Book Genre | Fiction Hangout | Bar Best Feature on a women | Ass
  13. Ichigo

    Hatake Item

    One more please.
  14. Ichigo

    Hatake Item

    Tossed it down by 10 Ryo. Thanks!!!! one more!
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