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Aburame Soji

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~Vital Statistics~
 
Name: Aburame Soji
Nickname: N/A
Clan: Aburame
Bloodline: N/A
Birthplace: Konohogakure no Sato
Nationality:  Hi no Kuni
Current Residence: Aburame Estate; Konohagakure no Sato
Age: 16
D.O.B.: June 27, 2101 [Cancer l Metal Rooster]
Sex: Male
Sexual Orientation: Homosexual
Dominant Hand: Left

Blood Type: O

 

Image result for aburame clan black and white

 

~Appearance~
 
Height: 5’7” (169.2cm)
Weight: 132lbs (60.3kg)
Hair Color: Jet Black
Eye Color: Hazel 
Skin: Fair


Physical Description: Soji is an average height and weight for someone his age. The side of Soji’s head is shaved down to a buzzcut, and the top side of his head is filled with medium Jet Black hair that is tied into a samurai bun.

 

Casual Attire: While casually strolling around the village, Soji is seen in a long sleeve black v-neck with a hood. His hood is frequently up while outside the Aburame estate. Soji also wears black pants and black gloves to match his shirt. Additionally, Soji will wear a gainsboro bag over his shoulder and his navy Hitai-ate. On his feet, Soji wears matching black shinobi sandals.


Mission Attire: For his missions, Soji wears a waist length, gainsboro jacket. His gainboro jacket has a black stipe along the waist, each bicep, and his shoulders. Additionally, the jacket has a high, upturned collar. Underneath his jacket he wears a black undershirt. Over his eyes, Soji wears a black visor that extends from ear to ear. For his bottoms, he wears gainsboro shinobi pants and black shinobi sandals. Soji also wears his Black Hitai-ate around his forehead.

 

~Persona~
 
Personality: 
Primary Motivation: Become Konoha's ultimate weapon

Core Values: Knowledge, Stability, Family, Rationality

Positive Traits: Curious, Discreet, Honest, Loyal, 
Neutral Traits: Competitive
Negative Traits: Forgetful

 

Other Characteristics:

Views Everyone Equally. 

Has a Strong Desire to Build Relationships With Others

Holds a Realistic Outlook on the World

Attempts to Give the Most of Himself in Every Occassion

Holds High Moral Standards

Always Tries to Keep Moving Forward

Tries to Remain In Touch With Consequences of Missions

 

Long Term Goals:

Lead a Team of Genin
Join the ANBU Black Ops

 

Primary Motivator:

Protect His Loved Ones At All Cost

 

Likes:

Insects
Forests
Training
Competition
Sweets
Listening to Music
Protecting His Allies
Alone Time
Cool Temperatures

 

Dislikes:

Insectivorous Animals or Plants 
Sand
Loud Noises
Hot Temperatures
Overly Emotional Individuals

 

Favorites:

Food: Mochi Ice Cream, Fuji Apples
Hobby: Entomology
Color: Hunter Green
Music Genre: Trap
Hangout(s): Konoha Forests
 

Edited by Tw33dle
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~Background~

 

clan_aburame_2_by_jimjimfuria-d5m291m.thumb.jpg.0b25515abe1b5c267b5f03ed9cc299ed.jpg

 

Current Allegiance: Konohagakure no Sato

 

Family:

Parent(s):

Aburame Taizo [Father; Decreased]
Aburame Fumi [Mother; Alive]

Sibling(s): None

Cousin(s): 

Aburame Hounoki [Cousin; Alive]
Aburame Shiina [Cousin; Alive]

 

 

~Relationships~

Relationship Key

o Friendly l o Hostile l o Neutral l o Teammate l o Family l o Teacher l o Romantic

 

o o Nara Jin'ichi “Jin”: Since both were fairly quiet children, they tended to gravitate towards one another. Since developing their friendship, they have completed the Academy together, as well as several missions. Soji believes Jin is a strong ally in battle because of his strategic nature. 

o o Yamanaka 'Fu' Fuguai: Soji is unsure how he feels about Fu. Fu tends to be loud and outgoing, which are several pet peeves for Soji. Soji sees potential in Fu as an ally though due to his medical training. He tends to rush in to battle though, which is what causes Soji to not trust Fu in battle. 

o o Aburame Shiina: Soji admires Shiina because he is cousin, a strong shinobi, and likely the next clan head. He hopes to train more with Shiina in the future. 

o Aburame Hounoki: Soji adores his cousin, Hounoki. She is a strong medic with a kind of heart. Soji does not believe Hounoki deserves the anger and hatred from their clan.

o o Ikaru Minako : Soji met Minako while on his first mission as a gennin. He has not interacted with her much since his last team mission.  

Tanbut-Zahra Fuhgahkra - Soji worked with Fuhgahkra on a war mission. Soji did not mind working together with Fuhgahkra.

Hatake Inoue - Soji helped Inoue practice her combat skills. After seeing her perform briefly in a battle, he ended the fight. 

Akimichi Chohachi - Soji worked with Chohachi on a war mission. Outside the the war mission, they have not interacted much.

Tsuchigumo Himiko and Kimiko - Soji worked with the twins on the same war mission he worked with Chohachi. Though he is not hostile towards them, he does not trust them.

 

~History~

 

Chapter 1: An Aburame Birth

 

Bright and early in the morning on June 27th, Fumi went into labor. Upon entering the labor process, Taizo and Fumi traveled to a home of a Medical branch Aburame. Once they arrived, Fumi was taken into a location she would be able to give birth comfortably. After a total of nine hours, Fumi gave birth to a beautiful baby boy. Once Fumi saw the face of newborn child, she immediately came up with his name; Soji. After his birth, the usual Aburame beatles began to arrive in the hope that Taizo and Fumi would offer Soji’s body them. In that moment, they decided to sign the contract with the Kikaichū. 

 

Chapter 2: A Village Attacked

 

When Soji was six years old, Kumogakure no Sato invaded Konohagakure. During the invasion, Taizo was called to help defend the village. While defending Konohagakure, Taizo was killed. The death of his father greatly affected Soji, as his father was the only person he considered himself close to aside from his mother. Fumi attempted to keep Soji close to home in order to protect him. Unfortunately for Fumi, this was not effective because Soji was determined to continue his pursuit in entomology. In order to further his pursuits, Soji would sneak out of the house and travel to forest by himself. 

 

One day when Soji was 8 years old, he was out in the forest collecting insects to study. However, unbeknownst to him, Konohagakure was attempting to free itself from the control of Kumogakure. During this time, allied ninja entered the woods in order to launch an ambush against the Kumogakure ninja. Unfortunately for Soji, he became caught in the crossfire of the ambush. He attempted to run from the ambush in hopes to evade injury. While Soji was running, an allied ninja from Konohagakure noticed him and ran to protect him. While the two were attempting to make it back to the village safely, they were attacked by a Kumogakure ninja. The allied ninja began to fight with the Kumogakure ninja. During this time, Soji was able to make it safely to a bush where he was able to hide. After a long battle the allied ninja was able defeat the Kumogakure ninja. After the fight, the allied ninja looked down at Soji and let him know that he would not let anything bad happen to him while escorting him home. 

 

Once home, Fumi ran towards Soji and gave him a large hug. Once the invasion was over, Fumi knew she was not going to be able to protect Soj forever; especially if he was going to continue to sneak out. In order to ensure that Soji would one day be able to defend himself, Fumi enrolled Soji in the Academy. 

 

Chapter 3: The Academy

 

Once Soji was enrolled in the academy, he hoped that his peers would begin to treat him as an equal. Sadly, this was not the case. Many of his peers were grossed about by Soji, because they thought he was strange since he was always covered and around bugs. When it came to sparing, almost all of his peers refused to participate with Soji for fear of being touched by his beetles. However, there was one student who did not seem to mind sparing and interacting with Soji. That student was Nara Jin'ich, or Jin for short. After meeting Jin, they began to spend a significant amount of time together in and out of the academy. When in the academy, they would spar practicing their taijutsu and ninjutsu together; and when outside of the academy, they would spend time daydreaming of far off places together and explore the forest together. 

 

Chapter 4: The Crucial Molt

 

After completing enough missions, Soji was eligible for a chuunin exam. A proctor by the name of Shion administered the first task, a written exam. Soji completed the exam with ease. Once he was complete he was sent on a more challenging task, navigate the Forest of Death and arrive at the center building. Before he could enter the Forest of Death, he had to choose a gate. Soji chose his lucky name, gate 13. He was then given a Black scroll, making it his objective to locate a White scroll. The gates finally opened and Soji walked in and surveyed the area. The Forest of Death was nothing like the Konoha Forest since the wildlife was virtually nonexistent. Knowing the ground could be dangerous, Soji attempted to travel from elevated tree branch to elevated tree branch. After a while, he came upon a massive pitfall. Not knowing what caused it, Soji sent Kikai beetles to investigate. Halfway down, the Kikai beetles disappeared.

 

Now intrigued, Soji went to investigate himself. Upon investigating, he was attacked by a gigantic centipede-eque creature. After a brief battle, Soji sent several Kikai beetles into the hive to investigate while the creature was focused on him. His beetles found her lair, full of eggs, and more importantly, a White scroll. While sending one hive up a tunnel with the scroll, he threatened to order his Kikai beetles to eat the creature's larvae. Angry, but not willing to give up her larvae, she retreated. Soji was relieved this tactic worked since he did not think he could win in a long fight. Knowing there could be more ahead, he sent an insect clone to scout. His insect clone was ambushed. Feeling the need to defend it, and himself, they attacked the two genin who attacked him. After dealing some initial damage, they introduced themselves and shared that they teamed up to support each other and the village. After some convincing, Soji agreed to team up with him. The three then quickly reached their goal. Reaching their goal, the two transformed into two jounin. They congratulated Soji and promoted him to Chuunin. However, the promotion was not the only thing Soji gained that day. He also learned to support and work with his fellow Konoha shinobi. 

 

~Defining Moments~

Getting caught up in the middle of Konoha's liberation

Being ostracized by peers due to his beetles

Learned to team up up with allies, even if they don't start a mission with you - The Crucial Molt

 

~Village Accomplishments~

Caught a mole attempting to infiltrate Hokage Tower - Link

Identified Sunagakrue's pattern of attacks - Link

Caught a mole studying Konoha's entomology - Link

Edited by Tw33dle
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~Statistics~

 

Image result for shino aburame gifs

 

Rank: Chuunin 
Death Bonus: Gifted

Spoiler

Gifted-
   A gifted shinobi is one of high latent potential and great promise. These ninja tend to have an IQ far above that of an average person, and seems to represent their battle mind through tactical advantage and intuition, more so than typical training exercises and the normal procedures of combat.

Advantages:
- Gains 100 Stats, 1 Skill Point, & 20 Jutsu Points.
- Character is treated as being one (1) ninja rank and ten (10) levels above their own for the purposes of learning Bloodline and Advanced System skills.
- Character is treated as being one (1) ninja rank and ten (10) levels above their own for the purposes of learning and using techniques.
- Character gains +10% EXP from Training, Battles, Gamemasters and Missions. Does not stack with Quick Learner


Level: 36
TXP: 15,003/15,500
Next Level: 003/500
Total Stat Points: 4100/4100 l +100 Gifted Bonus

l Health l 500
l Stamina l 500
l Chakra l 500
l Kikai Hives l 13
-----
l Taijutsu l 300
l Ninjutsu l 300
l Defense l 000 [040]
l Genjutsu l 000
l Concentration l 000
l Speed l 700 [800]
l Accuracy l 700
l Evasion l 700 [840]
 

[---] With Equipment

+ Chuunin Vest [+40 Defense, +40 Evasion]

+ Black Shiro Usagi Sandals [+100 Speed, +100 Evasion]

 

Traits:

18/18 - Character Creation

12/12 - Level 10

5/5 - Level Up; 15, 20, 25, 30, 35

1/1 History; Konohagakure Shinobi

1/1 Investigation; Path of the Tactician

 

Physical Traits:

Agility: 1
Athletics: 4
Ninja Tools: 1
Perception: 3 
Stealth: 4
Survival: 2

 

Mental Traits:

Academics: 3
History: 3
Instinct: 1
Investigation: 5
Ninja Arts: 1
Politics: 2

 

Social Traits:

Culture: 2
Insight: 1
Intimidation: 1 
Charisma: 1
Streetwise: 1
Subterfuge: 1

 

[Note: Aburame Soji Used was approved for his One-Time Character Rework Donation 10.26.23]

Edited by Tw33dle
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~Skills~
 

Image result for Torune FIghting Gif

 

Skill Points Gained: 36

Spoiler

2; Character Creation
1; Death Bonus; Gifted

2; Rank Up; Chuunin
8; Hindering
9; Level Up (0-9)

5; Level up (10-19)

5; Level Up (20-29)

4; Level Up (30-36)

 

Skill Points Spent: 12

Spoiler

2; Internal Infestation Contract

2; Extra Queen

2; Second Wind

1; Selective Elements

0; Master Tactician [Path of the Tactician]

3; Shiva, The Destroyer

1; Path of the Balanced

1; Path of the Tactician

0; Subtle Elements; Fire [Free Village Skill]

0; Elemental Specialties; Water [Selective Elements]

 

Hindering Skills:

 

Compulsive Tic [Cracking Knuckles] - [---]

Spoiler

The character has a compulsive need to do a physical activity every couple of minutes. Whether this is a quick motion of the hand, tugging on their braid, adjusting their glasses, or pulling on their ear they simply cannot help but do the motion repeatedly. 
Effect: The character must perform their chosen physical tic every 600 written words. This count is kept between posts. If the character fails to meet this requirement they take a -5% reduction to all of their non-tank stats for the rest of the day, cumulative. This reduction lasts for the rest of the day in character or at least two (2) days in real life, whichever is longer. The chosen tic must be something that requires physical motion.
Cost: +2

 

Vision Impaired

Spoiler

Description: Mother nature didn't choose you in her grand scheme of selection, but human ingenuity gave you another chance. You must have really impressed someone at the ninja academy to still be allowed to take part in this job. Because I mean, god damn, I'm all about equal opportunity but somethings you just need to be able to do the job. I mean really. Did you even take a physical exam?
Effect: If this character does not have an item for corrective eyesight equipped they lose 15% of their Accuracy and Evasion for each rank in this skill. Corrective eyesight items must cost at least $50.

Rank: 3 of 3

Cost: +3 SP

 

Self-Defense

Spoiler

Description: You have a soft heart, one that does not like violence. You may have chosen the wrong career path.
Effect: This character, their clone(s), and their pet(s) may not perform an offensive action until an opponent has performed an offensive action on them or an ally. This skill can be ignored after this character's third turn in combat.

Cost: +2 SP

 

Hopeless Romantic - [---]

Spoiler

Description: Some individuals’ fascination with the objects of their desire is something more innocuous, yet equally debilitating: the desire for romance. A hopeless romantic is often left dumbstruck and flabbergasted by the beauty of those around them, finding solace only within the candle-lit fantasies of their imagination.

Effect: Whenever this character is afflicted with the status effect 'Charmed', increase its duration by one (1) turn. This may cause 'Charmed' to exceed its natural turn durations. Additionally, whenever this character is afflicted with 'Charmed' and is attacked by the character that afflicted the 'Charmed' status effect, increase that attack's chance to critically strike by 10%.
Cost: +1

 

Clan:

 

Internal Infestation Contract - [---]

Spoiler

Restrictions: Aburame Clan, Hereditary
Description: The gateway to the secretive arts of the Aburame Clan, the Internal Infestation Contract is the single most important secret kept by the clan. Though this procedure, a person becomes a host to kikaichū, the Parasitic Destruction Insects. These insects nest in the host's body, and sustain themselves on the host's chakra. In exchange the hardy insects fight for the Aburame in battle, devouring enemies down to bones. A prepared Aburame can overcome nearly any challenge with the assistance of their symbiotic allies.
Effect: This character gains an additional stat called "Kikai Hives", recorded beneath their tank stats; this stat is not revealed during combat. The user begins play with 5 Kikai Hives, and gains an additional 1 Hive per 10 levels. Additionally, this skill allows for use of techniques with the [Hijutsu; Aburame] descriptor. [Hijutsu; Aburame] techniques are treated as if they dealt [Void] damage, but ignore 50% of skills and effects that specifically reduce [Void] damage. Kikai Hives may be paid to reduce the Total Cost of [Hijutsu; Aburame] techniques. Each Kikai Hive used in this way lowers Total Cost by 20.
Cost: 2

 

Extra Queen - [---]

Spoiler

Effect: This character gains 2 Kikai Hives. This character gains 1 Kikai Hive per 10 levels (including levels already gained).

Description: With sufficient experience and training, dedicated Aburame Clan members can add an additional Queen to their colony, increasing the number of insects they are able to use. The procedure is difficult and time-consuming, but as the host’s body grows in strength, the number of hives the colony can sustain increases exponentially.

Requirements: Internal Infestation Contract, Level 20 (Rank 1), Level 40 (Rank 2).

Ranks: 1 of 2

Cost: -2

 

General:

 

Second Wind

Spoiler

Description: Pure tenacity is the only word to describe you. When most would be down for the count you will drag yourself back to your feet to finish the job.
Effect: Once per battle, if the user's health would be reduced to zero or less, the user's health is reduced to 1 instead. If the user's health would be reduced below -25% of its total then this skill does not come into effect.

Cost: 2

 

Master Tactician

Spoiler

"All warfare is based on deception."

 

The player can choose to activate or deactivate one of the following tactics during battle in their Setup Phase. The chosen tactic remains in effect until the player chooses to deactivate it, or activates another tactic. Only attainable through 'Path of the Tactician'.

 

- Tactics; Blitz: The user designates a single opponent when activating this tactic. The user and the members of their team gain an additional +10% chance to hit on the designated opponent. The Tactician and their allies lose -6% on all dodge rolls. These effects are halved for Concentration based attacks.
- Tactics; Fortification: The user and the members of their team may gain +15 to their block range.
- Tactics; Bait and Bleed: The user declares a member of their team as the target of this effect. Whenever an opponent attacks the designated target, the next attack on that opponent has a 50% chance to be a critical hit. May only be used in Team Battles.
- Tactics; Flanking Maneuver: If the user or one of their allies successfully hits an opponent, the next attack on the same turn is treated as if it was a Dynamic Trap.
- Tactics; Withdrawal: The user declares a member of their team as the target of this effect. All attacks directed at the designated target only apply 50% of their Accuracy or Concentration when determining the to-hit chance for the attack. This effect ends immediately if the designated target uses any ability that effects any target aside themselves.

 

Requirements: Path of the Tactician

Rank: 1 of 1    

Cost: -0 [Path of the Tactician]

 

Selective Elements [Water] - [---]

Spoiler

Effect: When purchasing ranks of this skill, the user may select one of their elemental specialties. This skill does not allow the user to access more specialties than they would normally be allowed, and each specialty may be taken only once. This skill may not allow the taker to change a specialty they have already gained.

Ranks: 1 of 2

Cost: -1

 

Ninjutsu

 

Shiva, The Destroyer

Spoiler

Description: Sometimes it takes the form as a blessing on unknown origin, sometimes as a hardened ideology crafted from an early age, and sometimes its seen as an innate ability for Ninjutsu. Regardless of its origin, the results are the same. You take to Ninjutsu techniques like a fish in water, but Genjutsu simply evades or does not interest you. Some may come to fear the power you possess, but you know that it comes at a vast cost.
Effect; 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

Cost: 3

 

Taijutsu:

 

Genjutsu

 

Paths:

 

Path of the Balanced

Spoiler

Rather than specialize themselves in a particular field, there are some shinobi who see such things as limiting their potential. These people often use all that they have at their disposal in order to achieve victory, rather than focus on just one path.

Effect: Characters with this skill may reduce the cost of all Hybrid Techniques by -1 JP, to a minimum of 1. Additionally, characters with this skill may choose an Advanced Path from the ones allowed by their chosen Balanced Masteries.

 

Road of the Balanced: (Choose Two)
- Economy of Motion: All Hybrid Jutsu that involve Taijutsu do not require hand seals. May take 'Path of the Tactician'.
- Body and Mind: When taking 'Inner Calm' or 'Steadfast Durability' the user gains a rank of the other for free. May take 'Path of the Warlord'.

RP Guide:

 

Ninja on this path are open minded in their choices, opting for a wide variety of skills and abilities versus a focused concentration. They dabble in all the shinobi art forms, combining the arts of illusions and physical manifestation into one cohesive technique. Ninja who follow this path are generally more moderate than their peers, seeing the strengths (and weakness) in everything.

 

Advanced Paths:
- Path of the Harmonious.

 

Cost: -1

 

Path of the Tactician

Spoiler

War is played on the battlefield and far from it, in the shadowed room of politics and in the free roaming tents of warlords. War is about strength, endurance, and tactics just as much as anything else, and a shinobi who has learned this at times focuses on Tactics, on becoming a skilled warrior in situational movements so they can take their opponent to their knees, a tactician.
Effect: You gain the skill "Master Tactician" for free. Word requirements for missions are reduced by 15% of their total for all participants, rounded up. This does not stack with any other bonuses. In addition you gain one of the following abilities.

 

Role Play Trait: +1 Investigation

 

Tactical Advantage: (Choose One)
- Combat Brilliance: The Tactician may choose to have any of their offensive Main Phase jutsu gain the ability "Coalescence [X, Jutsu Z]" (See Jutsu Rules 5.31; Coalescence). The value of X is decided by the Tactician when they use their jutsu. "Jutsu Z" can be any unresolved offensive Main Phase jutsu that any number of allies decided to use on their turn. The Tactician must declare which allies are part of this ability at the time of use. All types, damage and effects of the jutsu that make up the Coalescence jutsu are combined. This may break cost caps, but may not break duration caps for status effects. The rank of the Coalescence jutsu is considered to be the highest rank of the jutsu used in the combination. If the damage of the Coalescence technique would exceed twice the damage of the strongest jutsu used in the combination, it is capped at that value instead. All techniques combined must be Area of Effect or non Area of Effect. This effect may be used once every three (3) turns.

 

RP Guide:
A character that follows the Path of the Tactician is one who understands the nature of the human mind— and how to conquer it. They rarely come into direct contact with their enemy on the field of battle. Instead, the tactician is calculating and efficient; they would rather push their opponents into making mistakes and punish them dearly for it that fight head to head. They tend to be distant to others from time to time, due to their observant nature and intelligence. However, other times they are very charismatic, able to use words in order to inspire armies or instill fear in the hearts of others. Tacticians tend to find themselves in leadership roles, regardless of whether or not they desire them.
 

Requirements:
- Chuunin. Must have Path of the Defender, Path of the Scout, or Path of the Tamer.

 

Cost: -1 

 

Subtle and Combinational Elements:

 

Subtle Elements; Fire

Spoiler

Effect: May use Fire element techniques. All Fire techniques deal an additional 5% of their total damage in 'Burning' damage on the following turn, rounded up. All 5 'Subtle Element' skills share ranks, however each skill may only be taken once.

Rank: 1 of 1
Cost: ⁿ/ₐ [Free Village Skill]

 

Elemental Specialty:

 

Primary: Water Specialty [Locked]

Spoiler

Description: Naturally aligned to the element of the water, this character has a natural tact at using and manipulating water to their bidding. This chakra tends to flow and ebb with ease, making it much easier to manipulate than other chakra, still one moment and crashing down the next.
Effect: This character has -10% to their Chakra and Stamina costs (rounded up) with all techniques. Water 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; Water' for free and may purchase an additional rank of 'Subtle Elements'. If the user already has 'Subtle Elements; Water', they may have their points refunded.
Requirements: You get one specialty at level 30 and another one at level 80.
- Level 30*: 10 post Jounin training.
- Level 80: 5 post training.

Cost: 0 [Selective Elements]

 

Skills learned from Jounin: 0 of 4

 

[Note: Aburame Soji Used was approved for his One-Time Character Rework Donation 10.26.23]

Edited by Tw33dle
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~Techniques~

 

5b27d6117f731_AburameGifBeetle.gif.c40fa5d544133d1f9cd05bf2fd6cb70e.gif

 
Used: 023 l Available: 104 l Total: 127

 

Gains:

Spoiler

+4; Character Creation
+20; Death Bonus; Gifted

+30; Character Bundle

+5; Milk Chocolate Shuriken

+5; Rank Up; Chuunin
+15; Level Up (0-15)

+30; Level Up (16-30)

+18; Level Up (31-36)

 

Spent:

Spoiler

2; Body Replacement Technique II | Kawarimi no Jutsu II

2; Body Replacement Technique III | Kawarimi no Jutsu III

2; Body Replacement Technique IV | Kawarimi no Jutsu IV

2; Clone Technique II | Bunshin No Jutsu II

2; Clone Technique III | Bunshin No Jutsu III

2; Clone Technique IV | Bunshin No Jutsu IV

9; Shunshin No Jutsu | Body Flicker Technique | 瞬身の術 I

2; Shunshin No Jutsu | Body Flicker Technique | 瞬身の術 II

 

 ~Academy Student Ninjutsu~

 

Body Replacement Technique | Kawarimi no Jutsu [Evolved]

Clone Technique | Bunshin no Jutsu [Evolved]

 

Transformation Technique | Henge no Jutsu

Spoiler

Type: Ninjutsu 
Rank: Academy Student 
Cost: 10 Chakra 
Description: The Transformation Technique is a time-honored staple of nearly every shinobi academy the world over. Its concept and execution are both extremely basic, making it a perfect training technique for young students. By molding chakra around their body, the user of the Transformation Jutsu is able to temporarily take on the physical characteristics of another person. Though the Henge no Jutsu rarely offers a perfect disguise, clever ninja have been using it for hundreds of years to confound their foes.
Effect: During any situation in which a character with this technique would need to calculate their "Visibility Score", they may use this technique to reduce their "Visibility Score" by -10%. "Visibility Score" reduction caused by this technique may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). 
Points: Free Upon Creation 

 

~Genin Taijutsu~

 

A

 

~Genin Ninjutsu~

 

Body Replacement Technique II | Kawarimi no Jutsu II [Evolved]

Clone Technique II | Bunshin no Jutsu II [Evolved]

Shunshin No Jutsu | Body Flicker Technique | 瞬身の術 I [Evolved]

 

[Note: Aburame Soji Used was approved for his One-Time Character Rework Donation 10.26.23]

Edited by Tw33dle
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91d58ae27c4b7059fd17c7dd9c582c326eb10da8

~Chuunin Taijutsu~

A

~Chuunin Ninjutsu~

 

Body Replacement Technique III | Kawarimi no Jutsu III [Evolved]

Clone Technique III | Bunshin no Jutsu III [Evolved]


Shunshin No Jutsu | Body Flicker Technique | 瞬身の術 II - [---]

Spoiler

Type: Ninjutsu [Void | Evolving; Shunshin No Jutsu I]
Rank: Chūnin
Cost: 120 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 +150 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 +150 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 25% 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: 11 [Evolving; 2]

 

Edited by Tw33dle
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~Jounin Taijutsu~

 

A

 

~Jounin Ninjutsu~

 

Body Replacement Technique IV | Kawarimi No Jutsu IV

Spoiler

Type: Ninjutsu
Rank: Jounin
Cost: x Chakra
Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique 'x' is equivalent to the cost of 1 physical attack that the user failed to dodge. The damage and effects of that physical are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle.
Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies.
Points: ⁿ/ₐ [Evolving 2; Body Replacement Technique III]

 

Clone Technique IV | Bunshin No Jutsu IV

Spoiler

Type: Ninjutsu
Rank: Jounin
Cost: 5x Chakra
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 16. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical and may not take any actions. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' of this type on the battlefield. The bonuses of 'Clones' of this type may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle.
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshin jutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.
Points: ⁿ/ₐ [Evolving 2; Clone Technique III]

 

 

~Jutsu learned from Jounin~

 

Edited by Tw33dle
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~Inventory~

 

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Slots Used: 16.6 l Total Slots: 40
 
Armor:

Head:

Konohagakure Hitai-ate

Spoiler

Item Placement: Any

Item Attributes: None

Description: A classic ninja hatai-ate. The steel plate rests on a black headband that may be tied to any part of the body. The steel plate bears the leaf insignia of Konohagakure no Sato.

Neck: 
Body:

Backpack

Spoiler

A large backpack of your color choice.
+10 Weapon Slots

両100

 

Chuunin Vest

Spoiler

An over-vest worn by Shinobi of the Chuunin rank. Color and style changes based on each village.

Body Placement: Chest

+40 Defense
+40 Evasion
+15 Weapon Slots 

Earned: The Crucial Molt

 

Chainmail Shirt

Spoiler

[Anti-Bleed [Rank I]

Spoiler

Your armor has been created of a material that resists bladed instruments, or has been infused with chakra to prevent being cut.
When afflicted by the status effect 'Bleeding' the damage dealt to the wearer is reduced by 10x per turn where 'x' is equivalent to the total rank of this attribute affecting the wearer. May be purchased ten (10) times. This effect may not stack with other instances of 'Anti-Bleed'.

Anti-Burn [Rank I]

Spoiler

Your armor has been created of a material that resists fire, or has been infused with chakra to prevent being burned..
When afflicted by the status effect 'Burning' the damage dealt to the wearer is reduced by 10x per turn where 'x' is equivalent to the total rank of this attribute affecting the wearer. May be purchased ten (10) times. This effect may not stack with other instances of 'Anti-Burn'.

Underlay Attribute 


Waist:

Ninjutsu Amplifier III

Spoiler

A trinket of mystical properties that enhances the Ninjutsu performance of the user. The shape and look of the item is arbitrary.
Type: Passive Item — Amplifier
A character may only benefit from the effects of one Amplifier item per action.
Rank 3 [$1200]: All Ninjutsu cost 40 less Chakra and do 40 more damage.
Item Slots: 2.0

Forearm(s):
Hand(s):
Thigh(s):
Calve(s):
Feet:

Black Shiro Usagi Sandals 

Spoiler

Armor Kind: Shoes
Body Placement: Feet
Abilities: Unique
Stat Attributions: +100 Speed, +100 Evasion
Description: A limited edition shinobi sandal designed to increase the speed and evasion of the wearer. Due to their lightweight material, the wearer of these sandals becomes as quick as the white rabbit.

 

Weapons:

Main Weapon:
Sub Weapon

 

Item Listing:

Items on Hand:

 

3x Shuriken

Spoiler

One of the most basic weapons utilized by ninja, the shuriken are flat, four-pronged metal stars. They are often used to distract, pin enemy's clothing, or other diversionary tactics, but many shinobi are skilled enough to be lethal with them.
Type: Small Weapon
Deals 6 damage.
Item Slots: 0.5

 

3x Kunai

Spoiler

The all-purpose utility knife used by shinobi all over the world, the kunai is a blade made of a single piece of metal, usually with a metal hoop at the back end. These blades are often thrown, but can be wielded in melee with equal efficiency.
Type: Small Weapon
Deals 8 damage.
Item Slots: 1.0

 

14x Senbon Needles

Spoiler

Metal needles with a point at both tips, senbon are more commonly associated with certain medical practices, but ninja have been known to carry them because they are easily concealed. While they deal very little damage, senbon are often dipped in poison to maximize their lethality.
Type: Small Weapon
Deals 1 damage. Has +1% Chance to Hit.
Item Slots: 0.2

 

2x Explosive Tag; Rank IV

Spoiler

Rank 4 [両144]: May be used in the Setup phase to add 160 damage to any one (1) offensive action in the following Main Phase.

Item Slots: 0.2

 

2x.Explosive Tags; Rank II that also afflict the status effect 'Numb' for 1 turn

Spoiler

Rank 2 [両28]: May be used in the Setup phase to add 40 damage to any one (1) offensive action in the following Main Phase

Item Slots: 0.2

 

2x Caltrops; Rank II

Spoiler

Caltrops Rank II that also afflict the status effect 'Poisoned; 10' for 1 turn

Item Slots: 1.0

 

1x Wolvesbane Toxin [Liquid]

Spoiler

A common plant in many of the shinobi countries, wolvesbane is commonly used as a poison by ninja. Unlike many poisons, wolvesbane is not lethal in even quite large doses, but will often make the afflicted extremely sick including nausea and vomiting.
Type: Consumable Item — Poison
Inflicts the status effect 'Sickened' for 3 turns.
Item Slots: 1.0

 

4x Milk Chocolate Shuriken

Spoiler

A four pronged piece of chocolate shaped to look like a Shuriken. A classic treat for children dressed as ninjas.
Effect: Gain 1 JP when this candy is eaten.
Value: $25

 

3x Pumpkin Juice

Spoiler

A small wax bottle containing a sweet orange liquid. Even the small amount in the bottle packs a punch of flavor including cinnamon, nutmeg, pumpkin and just a little hint of something spicy.
Effect: This candy may be eaten when your character receives experience. When you eat this candy, you gain +100 EXP. Only one "Pumpkin Juice" may be eaten per thread.

 

3x Black Licorice Bat

Spoiler

Only psychopaths like this candy. The unforgettable flavor of the licorice root in the shape of a hairy bat, complete with little strands that get caught in your teeth. Makes a squeaking sound when you eat it.
Effect: When this candy is eaten, you may increase the word-count of the post that this candy was consumed in by +200 Words. Eating multiple 'Black Licorice Bats' may stack this effect to a maximum of +400 words.
Value: $50

 

1x Creepy Capsule Roll: 1: Tissue

Spoiler

(Removes the status effect 'Impaired Eyesight' when used; Consumable

 

1x Giant Scroll

Spoiler

All Consuming Fog Technique

Spoiler

Type: Ninjutsu [ Kumogakure | Cloud ]
Rank: Jounin
Cost: 3x Chakra
Effect: Area of Effect. All characters aside the user take x chakra damage. The value of x may be no less than 40 and no greater than 100.
Description: Through a short string of hand seals, horse-bird-tiger, the user calls forth an ominous blue-green speckled fog. Although quite similar to the signature technique of the Hidden Mist Village, the dense fog that is called forth actually has an adverse affect internally on all that are enveloped by it. Due to the toxic chakra poured into the fog, upon simple contact, chakra from within the body is forced out, draining the spiritual energy of all who become exposed to it's touch. Although a derivative of the Hidden Mist signature technique, the Hidden Cloud has developed a considerably more hazardous offspring technique, despite it lasting a significantly lesser time than it's parent jutsu.

Kuikiri no Jutsu, Armor of Sand: Rank 2 | Suna no Yoroi

Spoiler

Type: Ninjutsu [ Sunagakure | Sand | Shield ]
Rank: Jounin
Cost: 200 Chakra
Effect: Creates a shield around the user with 400 health points. The user may repair the shield to full health points for 160 chakra in the Setup Phase. Additionally, once per battle if the health of the shield is reduced to 0, the user may immediately pay 160 chakra to repair it to full health. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. This technique may be used an unlimited number of times per battle.
Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger.

Item Slots: 5.0

 

Items in Vault: None

 

Money:

Money on Hand: 

両 1050

Money in Bank:

両 0 

Edited by Tw33dle
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~Logs~
 

Image result for shino aburame gifs

 

Exp Earned:

Spoiler

3,145; Retirement

400 [+40; Gifted]; Village Tour

600 [+60; Gifted]; Guard Duty

600 [+60; Gifted] Village Registration

300 [+30; Gifted] Ramen Ready

899 [+90; Gifted] Mirror Match! Battle of the entomologists

2000 [+200; Gifted] Academy Tutoring

300 [+30; Gifted] Ramen Ready

1303 [+119; Gifted] Don't Think Twice

1118 [+112; Gifted] When the Sand Comes

1625 [+163; Gifted] The Crucial Molt

420 [+42; Gifted] Allegiance to Who? l Konoha War Mission

771 [+77; Gifted] Substitute Teacher

+453 [+46; Gifted] Nourishment Through Infestation l War Mission

 

Transaction Log:

Spoiler

+ 両 300; Character Creation + Retirement

+ 両 100; Village Tour

+ 両 150; Guard Duty

+ 両 150; Village Registration

+ 両 100; Ramen Ready

+ 両 400; Character Bundle

- 両 1200; Ninjutsu Amplifier

+ 両 800; Academy Tutoring

+ 両 80; Ramen Ready

- 両 850; Black Shiro Usagi Sandals

+ 両160; When the Sand Comes

+ 両 480; Allegiance to Who? l War Mission

+ 両380; Nourishment Through Infestation l War Mission

 

Holiday Gifts

Spoiler

Wolvesbane Toxin (Liquid), 10 Senbon - Claimed

Giant Scroll [All Consuming Fog Technique | Kuikiri no Jutsu, Armor of Sand: Rank 2 | Suna no Yoroi] - Claimed

* Chainmail Shirt [Anti-Bleed [Rank I], Anti-Burn [Rank I], Underlay Attribute - Claimed

 

* Holiday 2020 - Claimed

Spoiler
  • 3x Milk Chocolate Shuriken
  • 2x Pumpkin Juice
  • 2x Black Licorice Bats
  • Backpack - Roll
  • 2 Caltrops; Rank II that also afflict the status effect 'Poisoned; 10' for 1 turn. - Roll

 

Halloween 2021 - Claimed

Spoiler
  • 3x Milk Chocolate Shuriken
  • 2x Pumpkin Juice
  • 2x Black Licorice Bats
  • 2 Explosive Tags; Rank II that also afflict the status effect 'Numb' for 1 turn. - Roll

 

Holiday 2021 - Claimed

Spoiler
  • 2x Explosive Tag [Rank IV] - Link

 

Halloween 2022 - Claimed

Spoiler
  • 3x Milk Chocolate Shuriken
  • 2x Pumpkin Juice
  • 2x Black Licorice Bats
  • 2 Explosive Tags; Rank II that also afflict the status effect 'Numb' for 1 turn - Roll

 

 

Items Used:

Spoiler

- One (1) Pumpkin Juice l When the Sand Comes l 6.10.19 l Link

- Two (2) Black Licorice Bats l The Crucial Molt l 6.1.20 l Link

- One (1) Pumpkin Juice and one (1) Black Licorice Bat l Allegiance to Who? l Konoha War Mission l 2.1.21 l Link

- One (1) Pumpkin Juice and five (5) Milk Chocolate Shuriken l Nourishment Through Infestation l 1.13.23 l Link

 

 

Mission Log: 

Rank D;

Spoiler

Village Tour; +400 [+40; Gifted] EXP l 両 100

Village Registration; +600 [+60; Gifted] EXP l 両 150

Ramen Ready; +300 [+30; Gifted] EXP l 両 100

Academy Tutoring; +2000 [+200; Gifted] 両 800 

Ramen Ready; +300 [+30; Gifted] 両 80

War Mission: The War Nourishes the War; +453 [+46; Gifted] 両380 

Rank C;

Spoiler

Guard Duty; +600 [+60; Gifted] EXP l 両 150

When the Sand Comes; +1118 [+112; Gifted] EXP l 両 160

Allegiance to Who? l War Mission +420 [+42; Gifted] 両 480

Rank B;

Spoiler

 

Rank A;

Spoiler

 

Rank S;

Spoiler

 

 

Battle Log:

Wins: 1 l Losses: 1 l Draws:

 

Edited by Tw33dle
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~Things to add post ARC~

 

Spoiler

 

 

~Notes~

Spoiler

Walking a Different Path

Shiva, the Destroyer cost adjusted from 1SP to 3SP

Ninjutsu Mastery changed from rank 6 (3SP) to 2 (2SP)

Resistant SP reduced from 2 to 1 from Path of the Defender

Added Savior and Guard Expertise from Path of Defender

Jutsu Points Adjusted from Path of Shaman (13JP) to Path of Defender (8JP)

 

One Time Character Rework approved on 10.26.23

 

Edited by Tw33dle
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