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Kay

Serasaki Kaysu

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Posted (edited)

~User Data~

-Username: Kay

-Posting: Every Day, if I'm reminded by being poked on Messenger

-Time Zone: Mountain Standard (GMT -7)

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~Basics~

Name: Serasaki Kaysu

Village: Kirigakure no Sato

Clan: N/A

Age: 18

Birthday: August 8

Gender: Female

Allegiance: Umikoi Clan

~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Appearance~

-Height: 5'4

-Weight: 99lbs

-Hair Color: Deep Purple

-Eye Color: Amber

-Clothing: Kaysu wears a simple blue-grey Hakama-Shita and matching tabi boots and tends to linger in the background, trying not to be noticed.

-Physical Description: Kaysu is slender, appears to be very fragile, and is extremely easy to bruise. She is almost constantly perky, and has a smile even on the darkest of days for those that may need it. Her skin tone is quite pale, showing every bruise in stark contrast, ugly and obvious. Kaysu's hair falls to her shoulders, and she keeps it back out of her face to allow her strange amber eyes to peer out brightly.

~~~~~~~~~~~~~~~~~~~~~~~~~~~

~History~

Background:

Kaysu's father Serasaki Kasuko was a Jounin, her mother a Medi-nin. Kaysu was generally thought of as the outcast when she was a child, too weak to be any challenge, for her desire to heal instead of fight. Her mother died when she was very young, leaving Kaysu's father to raise his daughter and two sons alone. Her father was always very hard on- albeit very protective of- his only daughter. When Kirigakure No Sato was invaded by Kumo's forces, he went to fight the invading army and was crushed alongside the head of the Umikoi Clan and his son. Kaysu and her two younger brothers, Sansu and Kohoru, have been living as adopted members of the Umikoi Clan since the war. They have remained unaffiliated with the struggles between the Kumo and the Resistance, choosing instead not to fight and living in relative harmony masquerading as a simple clan of fishermen. The children were largely unaffected by the discontinuation of their training, having gained what skills they have at present before the invasion.

She met the closest- and the only- friend that she had when she was being picked on by a particularly aggressive group of boys and Warrusu stepped in, defending her and sending the other students running due to the threat of his bloodline. After the event, Kaysu tried everything to grow closer to Warrusu, sometimes growing rather downhearted about her task and often just sighing and walking off after a good amount of trying. Still, she persisted, and has grown to the point where her attempts at conversation with Warrusu are the highlight of her days.

She's spent the majority of the years with the Umikoi Clan tagging along after one of their healers trying to learn by watching them work, or pestering Warrusu to spend some time with her. She has acquired some mild healing knowledge, and is able to bind wounds and check for broken bones or sprains with mild ease. She has also learned how to mix herbs together into a healing brew for minor illnesses and into poultices for infections such as a wound that hasn't been properly tended to and allowed to fester painfully.

Kaysu's only inheritance from either parent is the amber pendant that she wears at all times around her neck. Kaysu's father once told a story of how the pendant enabled her mother's chakra to stretch after a major battle. The other healers in the village where the wounded had been taken had exhausted their own chakra hours before and the pendant around Kaysu's mother's neck had begun to glow yellow. She was able to save a good deal more of the wounded than would have been otherwise possible, and only when the other healers could return to work did Kaysu's mother's energy run out...making her collapse into bed and sleep for almost forty-eight hours straight before waking up and being forced to eat and drink to regain her strength.

The pendant had literally eaten into the woman's body to stretch her healing. Her clothes had grown several sizes too large and as a healer, Kaysu's mother hadn't cared...giving her life for the people she was healing. Kaysu's mother never regained her full strength, passing away before she could even fully come back to consciousness. This property did not show itself while the pendant was in Kaysu's care until she went to war, and even then only when Kaysu had taxed her chakra to the limits and there was no one else around to do the healing. As a result, Kaysu was malnourished even more greatly than her comrades during the war. Due to this, her growth was stunted, leaving her much smaller in size and stature than she would have been otherwise.

~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Persona~

Personality: Very timid and quiet, Kaysu nevertheless tends to have an opinion on everything and will express it if prodded to do so firmly enough. She can also be very fiery if angered, and isn't afraid to get her hands dirty. Kaysu's greatest dream is to be a healer, like her mother before her, and the young woman's every action is aimed for this goal. She is very intelligent, but tends to be a bit fearful when fighting due to wishing only to heal- not fight. As she learns that fighting is inevitable, however, Kaysu grows steadily more aggressive in battle, learning how to use her apparent weakness as a weapon to lure others into the trap of underestimating her.

Likes: Doing good deeds, and learning about historical events such as past wars and political struggles

Dislikes: Fighting and loud noises

~Favorite~

-Food: Enchiladas

-Color: Purple

-Music Genre: None

-Book Genre: Sci-Fi

-Hangout: Warrusu's House

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Ninja Stats

Rank: Gennin

Level: 34

TXP: 8404

-Stats- (4200 Used Out of 4200)

(Health Power) 580

(Stamina) 220

(Chakra) 500

(Taijutsu) 320

(Defense) 240

(Ninjutsu) 340

(Resistance) 240

(Genjutsu) 220

(Concentration) 240

(Speed) 220

(Accuracy) 540

(Evasion) 540

~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Skills~

Remaining Skill Points: 1/24

Skills:

Positive Skills

Skill Name: The Path of the Medical Ninja

Description: The road to becoming a Medical Shinobi is a long and difficult process. It takes a great amount of time to study Medical Jutsu, as the type of chakra used is quite different from that used to mold into Elemental Jutsu. To heal is considerably more difficult than it is to destroy. Those who go down this path sacrifice one type of strength in order to build up another.

Effect: Character no longer applies Ninjutsu modifier when using Ninjutsu techniques (75% of ninjutsu mods for Clan Ninjutsu). Character now applies 50% of the Ninjutsu modifier to Medical Ninjutsu.

Anatomical Intelligence: First Aid Provider is free with this skill. Character may also use all Gennin Medical Jutsu before acquiring EMT.

RP Guide: A character that follows the path of the Medical ninja likely understands the fragility of life, and seeks to preserve it. Though not all medi-nin are caring, it is very likely that a shinobi-nin who has begun to follow the path of medical ninjutsu is and does care for others immensely. Intelligence is something which is for the most part required to be a Medical Ninja, and likewise, curiosity into medical practices and surgical procedures is likely.

Restriction: Character may not have more than +4 points of Hindering Traits.

Cost: -1

Skill Name: Quick Learner

Effect: +10% EXP From Missions and Training. EXP given as holiday gifts or handed out from events by the staff is not included in this.

Cost: -2

Skill Name: First Aid Provider

Effect: May use Gennin Medical Jutsu that cost up to 3 points.

Cost: -0

Skill Name: Emergency Medical Technician (EMT)

Effect: May use all Gennin Level Medical Jutsu. May use Chuunin Medical Jutsu that cost up to 4 points.

Requirements: Level 10

Cost: -2

Skill Name: Adept Medical Knowledge

Effect: +10% base healing to all jutsu and Curative items.

Requirements: Emergency Medical Technician (EMT)

Cost: -1

Skill Name: Survival Tactics

Effect: Once per rank in this skill a Medical Ninja may activate this skill during their response phase. The user now has a +20% chance to dodge, and block is extended by 5 for the turn. Defense stats are also increased by 50% for the turn. The user cannot use any offensive jutsu aside basic attacks for two turns. This skill can only be used every 3 turns and only once per rank.

Requirements: Emergency Medical Technician (EMT)

Cost: -1

Skill Name: Savior

Effect: Once per team battle you may choose to take an attack in place of your ally without need for any rolls. Apply all armors against this attack regardless of if it is supposed to bypass armor or not. When you take the hit, you gain a +100 to the relevant defense stat. Cannot be used against Genjutsu.

Requirements: n/a

Cost: -1

Skill Name: Poison Creator

Effect: Shinobi-nin does not have to pay the cost for Poisons, and can instead gain them at a rate of value in $2 per line. First Tier (Basic) and Second Tier (Advanced) poisons are capable of being made by this shinobi-nin, and costs which would otherwise be there within the poisons are not there, instead paid for in words.

Requirements: n/a

Cost: -2

Skill Name: Chakra Flow

Effect:

Rank 1: Gain 10% of your Total Chakra every turn. This replaces normal Chakra regeneration.

Rank 2: Gain 15% of your Total Chakra every turn. This replaces normal Chakra regeneration. Does not stack with previous ranks.

Rank 3: Gain 20% of your Total Chakra every turn. This replaces normal Chakra regeneration. Does not stack with previous ranks.

Rank 4: Gain 25% of your Total Chakra every turn. This replaces normal Chakra regeneration. Does not stack with previous ranks.

Restrictions: User may not have any other skill (or bloodline skill) that effects Health, Stamina, or Chakra Regeneration. This skill may not be taught.

Cost: -5 per rank

Ranks: 1

Skill Name: Second Wind

Effect: Upon reaching 0 health, user regains 1Hp, but only once per battle.

Requirements: n/a

Cost: -2

Skill Name: Field Medic

Effect: May use all Chuunin Level Medical Jutsu. May use Jounin Medical Jutsu that cost up to 5 points.

Requirements: Level 25, EMT, Adept Medical Knowledge, Path of the Medical Ninja

Cost: -2

Skill Name: Advanced Medical Knowledge

Effect: +25% base healing to all jutsu and Curative items. (Overrides Adept Medical Knowledge)

Requirements: Field Medic, Adept Medical Knowledge

Cost: -2

Skill Name: Quick Heal

Effect: Once per rank in this skill, a medical ninja may use any Healing Medical Jutsu during their setup phase without sacrificing their main phase. The damage healed is reduced by 50% after modifiers.

Requirements: Field Medic

Cost: -1

Skill Name: Emergency Care

Effect: Used in the setup phase, once per battle. The next healing jutsu used, heals +100%. User loses their next turn including their response phase

Requirements: Field Medic

Cost: -2

Bloodline

Junkyousha No Chishio [blood Of The Martyr] 殉教者の血

Description:

The ability to regenerate damage sustained to the human body without advanced ninjutsu training is a rare gift. The Junkyousha No Chishio has existed for generations, but it's true origins remain a mystery. Some speculate that this strange genetic anomaly originated in the labratories of the legendary sennin Orochimaru, and yet other schools of thought claim that the Kekkai Genkai found it's roots even before that. The abilities of the bloodline however are true to their name. Should a wounded individual bite down onto a bearer of the Junkyousha No Chishio then they may siphon the chakra from their bodies which in turn regenerates the wounds of the biter. All that confirms the bloodlines true abilities are a scattered number of historical texts, and the case studies conducted by NCIA scientists. Recently, the experimentation of the Imperial NCIA have found several bearers of this bloodline. Of the few that were made test subjects, even fewer survived the tests and probings that they were forced to endure before the fall of the Empire. Records show that a strange mental anomaly is shown to sometimes accompany the manifestation of the Junkyousha No Chishio.

Notice:

There may only be two characters with this bloodline at any given time.

Rank Requirements:

Saisho: Must be taken at character creation

Saichuu: Chuunin, Junkyousha No Chishio; Saisho

Shimekiri: Jounin, Junkyousha No Chishio; Saichuu

Junkyousha No Chishio; Saisho

Effect:

The user may sacrifice their Set-Up and Main Phase of their turn to allow another combatant on the field to bite them. The biter is healed an amount of HP equal to 1/4x, where x is the amount of chakra payed by the user. This ability may be used once per battle. If the combatant receiving the healing has reached 0 Health Points prior to healing he may only be restored to 1 HP. The user of this bloodline may not bite themselves to regain health.

Cost:

-1

Junkyousha No Chishio may be found Here.

Hinderances

Merciful

Whenever you would deal the finishing blow in combat to an opponent, you must let them live with one HP left, only applies once a battle.

(+1)

Self-Defense

Opponents always act first, no matter what.

(+2)

Skills learned from Jounins:

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~Techniques~

Techniques:

Basic Academy Jutsus(Gained automatically upon character approval):

Name: Bunshin no Jutsu (Clone Technique)

Type: Genjutsu

Rank: Academy Student

Cost: 10 Genjutsu

Description: Creates an illusionary replica of the user. It is unable to attack or interact with other objects, but can serve as a good distraction.

Damage: None

Effects: Adds +5 evasion and +5 accuracy for each clone. Once a clone is hit it is destroyed, and the bonuses with it.

Name: Henge no Jutsu (Transformation Technique)

Type: Genjutsu

Rank: Academy Student

Cost: 5 Genjutsu

Description: Wrap chakra around your body to change your appearance. You can still use the features of the thing you can become, e.g use the claws of a clawed animal, but not to the extent of if you were that thing.

Damage: None

Effects: Change your appearance.

Name: Kawarimi no Jutsu (Body Substitute Technique)

Type: Ninjutsu

Rank: Academy Student

Cost: 10 Ninjutsu

Description: A lifesaver, and a must-have technique. With this technique, the user is able to swap their body with a nearby object, usually a log, which will take the full force of any incoming blows for them, while they retreat to safe ground or search for an opening. You can only use this 3 times per battle.

Damage: None

Effects: Evade the next attack aimed at you. You are unable to attack the opponent the turn you use this. You can only use this 3 times per battle. This technique cannot be used to dodge Ninjutsu, Taijutsu or Genjutsu Techniques.

Other Jutsus: (JP: 42/61)

Name: Serene Touch (Seion Souhou)

Type: Ninjutsu (Medical)

Rank: Gennin

Cost: 20

Effect:: Heals the target for 20 points.

Description: Like most other techniques the ninja lays their hands on their target, a soft light enveloping them and healing minor wounds.

Points: 2

Sweet Nectar (Amai Kanro)

Type: Ninjutsu (Medical)

Rank: Gennin

Cost: 10

Effect:: Halts the effect of bleeding, minor poisons, and other debilitating qualities.

Description: A sweet smelling, lightly colored fluid coats the ninja's hands and is applied to the troubled area. This technique will take care of any light maladies from minor infection to bleeding to poisons.

Points: 2

Ammonia Vertebrae Spit

Type: Trap Ninjutsu (Personal)

Rank: Gennin

Cost: 80

Condition: If Opponent remains in Close range for this turn.

Effects: Causes the effects of the Poison; Ammonia. Three time use Per Battle. +20% Acc. Bonus.

Description: This technique contains a corrosive component of poison that is expelled from the mouth in a response to those unprepared. This technique holds in incredible range of attack, but is most effective while the opponent threatens to trespass amidst close proximity. The solution of Ammonia is recognized to penetrate the sturdiest of matter and will affect the opponents’ anatomical structure with discrepant methods, especially when reproduced in a liquid substance.

Requirements: Poison Creator, The Path of the Medical Ninja.

Points: 4

Recovery Level 1

Type: Ninjutsu (Medical)

Rank: Gennin

Cost: 60

Effect:: Heal 60 Health on target

Description: A green glow surrounds the medical shinobi's hand as they use one of the few Jutsus that is able to restore life.

Points: 3

Salvation (Kyuusei): Level 1

Type: Ninjutsu (Medical)

Rank: Gennin

Cost: 75

Effect: Cancel one Gennin level Genjutsu on target.

Description: A small spark of azure light appears beside the target's head and explodes in a shower of diamand blue sparkles which land on the target's body and heal them slightly, as well as clearing their minds.

Points: 3

Regeneration (Kousei)

Type: Ninjutsu (Medical)

Rank: Genin

Cost: 15

Effect: Heals the target for five points for the next five posts made by them.

Description: The skin of the target takes on a very light green tinge as healing chakra fuses through their body, slowly healing their wounds over time.

Points: 2

Protective Cross lvl 1 (Kago Kouso)

Type: Ninjutsu (Medical)

Rank: Gennin

Cost: 75

Effect: The next Gennin level Ninjutsu/Genjutsu used against the target is negated.

Description: The medical nin inscribes a small cross on any exposed skin of the target. This cross glows very dimly and protects the bearer from harm.

Points: 3

Jutsus learned from Jounins:

~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Inventory~

Armor:

-Head: Village Amulet

-Neck: N/A

-Body: N/A

-Waist: N/A

-Forearm(s): N/A

-Hand(s): N/A

-Thigh(s): N/A

-Calve(s): N/A

-Feet: N/A

Weapons:

-Main Weapon: N/A

-Sub Weapon: N/A

-Un-equipped Slot one: N/A

-Un-equipped Slot two: N/A

-Un-equipped Slot three: N/A

Items--

-Pouch: 3 Shuriken, 3 Kunai, and/or 4 Needles

-Items in Vault: Nothing

-Money on hand: $200

Misc Items:

Seitsuno

Item Slots Taken: 1

Effect: Reduces the chakra needed to use medical jutsu to almost nothing in exchange for the Character's health in a 5:1 exchange- for every 5 chakra required, the character will lose 1 health instead.

Special: Unique

Description: An amber stone set into a bronze background, both cut into the shape of a wolf howling at the moon in stunning detail. A gold rune is imbedded into the polished face of the stone, and the entire pendant has several other gold highlights on the details. The pendant is the only thing left to Kaysu by her mother, and Kaysu never takes it off.

The pendant is said to have magical properties that enable it to stretch the energy of a healer- at the cost of the healer's own body and life- far beyond what it is normally capable of. Kaysu's father once told a story of how the pendant enabled her mother's chakra to stretch after a major battle. The other healers in the village where the wounded had been taken had exhausted their own chakra hours before and the pendant around Kaysu's mother's neck had begun to glow yellow. She was able to save a good deal more of the wounded than would have been otherwise possible, and only when the other healers could return to work did Kaysu's mother's energy run out...making her collapse into bed and sleep for almost forty-eight hours straight before waking up and being forced to eat and drink to regain her strength. The pendant had literally eaten into the woman's body to stretch her healing. Her clothes had grown several sizes too large and as a healer, Kaysu's mother hadn't cared...giving her life for the people she was healing. This property has only shown itself rarely while in Kaysu's care during the war, and only under the most desperate circumstances.

Cost: $400

Seitsuno can be found Here.

Animals- N/A

~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Update Log~

Character Approval: (date, and by whom)

Leveled up:

After training with Exodus:

- Marrow Depths - The First Adventure of Kirigakure's 4th Team 800 EXP (Levelled Eight Times, yippee!)

- Marrow Depths - Medical Clout, Hisataga 200 EXP (Levelled Twice)9

- Demonic Inebriation 800 EXP (Levelled Four Times)

- Oceans Against the Coast 1340 EXP + 134 EXP for Quick Learner (Levelled Seven Times)

- Trials and Tribulations of a Healer in War 4500 EXP + 450 EXP for Quick Learner (Levelled Twelve Times)

Exp Earned:

After training with Exodus:

- Marrow Depths - The First Adventure of Kirigakure's 4th Team 800 EXP

- Marrow Depths - Medical Clout, Hisataga 200 EXP

- Demonic Inebriation 800 EXP

- Oceans Against the Coast 1340 EXP + 134 EXP for Quick Learner (Total 1474)

- Trials and Tribulations of a Healer in War 4500 EXP + 450 EXP for Quick Learner (Total 4950)

~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Money Log~(how much money you spent, when, and who approved it)

~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Battle Log~

Wins: (against whom?)

Losses: (against whom?)

Draws: (against whom?)

~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Mission Log~

Rank D:

Medical Clout, Hisataga

Rank C:

Rank B:

Demonic Inebriation

Rank A:

Rank S:

Trials and Tribulations of a Healer in War

Edited by Kay
Posted

Alliance: what alliance are you in Kumo or Resistance

BACKGROUND: more info on her childhood. Also what did she do during the kumo war.

TXP: 500; must have that

SKILLS: put the whole skill, not just the name

ITEMS/Weapons: Where is your headband. IF you're with the resistance then its ok. If not I need to see the headband.

Posted

<.< Kayla, I tried to remind you to explain about the whole Kumo invasion, and what happened then. You might very well actually want to place her mother's death during that time.

And yeah, if I need to say anything about permissions, it's now said.

Posted

Yeah...edited now. >>; It should clear most everything up. I hope. <<;

Posted

Wolfninja is wrong, TXP stands for "Total experience", and at level 0 you haves 0 TXP.

And put the Allegiance tag under the "~Basics~".

Posted

In the case of her alleigance, as it has been discussed with me and the others involved with such, she is a neutral character. (As my character started.) Aligned solely with the Umikoi Clan (Who are all acting as if they're a simple clan of fishers and such.), and not a member of the resistance or NCIA.

In Roleplay itself, she'll be brought into the resistance, though.

Posted
They have remained unaffiliated with the struggles between the Kumo and the Resistance, living instead in relative harmony.

I suggest you provide a considerable amount information on the clan's current situation, and how they've bypassed a ‘world war'.

The pendant was the only thing Kaysu's mother left to her

A bit of repetitive and unnecessary narration, since readers were told Kaysu's only inheritance from either parent is an amber pendant, a paragraph ago.

Adept Medic: Two ranks

I believe you have zero skill points.

Posted

>>; Actually, I put in two SP on one skill. If I can't do that, let me know and I'll adjust again.

Posted

Because she has Path of the Medical Ninja, it doesn't. However, she does need to spend one more skill point to have spent them all.

And she is missing this...

~Update Log~

Character Approval: (date, and by whom)

Leveled up: (when? link it please)

Exp Earned: (when? where? why? link it please)

~Money Log~ (how much money you spent, when, and who approved it)

~Battle Log~

Wins: (against whom?)

Losses: (against whom?)

Draws: (against whom?)

~Mission Log~

Rank D:

Rank C:

Rank B:

Rank A:

Rank S:

Posted

I figured out what happened...there was a wee bit of a communication issue. ^^' >>; Yeah. I fixed it, and I edited the last part in.



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