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Seiji Kishimoto

By: a guest on May 5th, 2012  |  syntax: None  |  size: 5.27 KB  |  hits: 14  |  expires: Never
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  1. Name: Seiji Kishimoto
  2. Village: Leaf
  3. Rank: Genin [2]
  4. Speed Rank: 1
  5. Movement: 8
  6.  
  7. Injury: 4/8/16          Chakra: 8       Grit: 2         Nindo: 1
  8.  
  9. Taijutsu 4
  10. Ninjutsu 6
  11. Genjutsu 3
  12. Chakra Control 4
  13. Determination 3
  14.  
  15.  
  16. Nindo: In order to progress one must acquire and apply knowledge.
  17.  
  18. Traits:
  19.  
  20. Ardent Passion: Your Nindo is not only your goals and drive, it's a lot of your character! You live and breath your Nindo, and as such you gain double the amount you normally would whenever you do gain Nindo. Additionally for living your Nindo so hard you gain 1 Nindo at the end of the session. If your Kage finds you lacking in this department he may deny you this trait until you begin acting in accordance to your Nindo.
  21.  
  22. Extreme Training Regimen: You gain double the normal amount of MP from a successful "Train" action during Downtime. If you succeed on a "Hard Train" action instead you gain +1 pool bonus to all rolls during the entirety of the next session. If you succeed on a "Breakneck Train" action you gain +2 pool bonus to all of your rolls and start each battle with an amount of Grit equal to your Rank for the entirety of the next session. You cannot have this Trait with Prodigy.
  23.  
  24. Village Trait:
  25.  
  26. Will of Fire (Land of Fire)
  27.  
  28. Skills:
  29.  
  30. Taijutsu Knowledge: 2
  31. Ninjutsu Knowledge: 3
  32. Genjutsu Knowledge: 2
  33. Evasion: 3
  34. Kunai Training: 2
  35. Martial Arts: 1
  36.  
  37. Perks:
  38. Work Harder: You gain +1 to your rank for purposes of calculating MP gain.
  39.  
  40. Work Smarter: You can make a Knowledge Check as opposed to a rank roll for the “Hard Training” and the “Breakneck Training” actions.
  41.  
  42. Good Student (5 MP): You gain 1 Nindo whenever you study with the help of a Sensei.
  43.  
  44. Unique Ability:
  45.  
  46. Knowledge is power (Downtime, Requires 0 Grit, UA1) Whenever you take a Training action during downtime you may take an additional training action during the same period. Additionally you no longer have a limit on how often you may use the Knuckle Down action.
  47.  
  48. Jutsu:
  49. Basic Jutsu:
  50. Replacement Jutsu
  51. Disguise Jutsu
  52. Water Walking
  53. Escape Artist
  54. Basic Sealing
  55. Genjutsu Release
  56. Advanced Jutsu
  57. Placeholder
  58. Placeholder
  59. Placeholder
  60. Maneuvers
  61. Disarm (Discipline of the Defender, Requires 4 Taijutsu): Make a Taijutsu basic attack as a full-round action. If you are successful the target no longer holds any weapons in their hands and you may send them a number of squares away equal to your Taijutsu and you deal no damage.
  62. Trip Attack (Discipline of the Aggressor, Requires 4 Taijutsu): Make a basic Taijutsu attack. If you are successful you deal ½ damage but afflict the target with the “Prone” status.
  63. Projectile Barage (Dicipline of the Agressor, Requires Kunai or Shuriken, Requires Taijutsu 4): As a full round action you throw a barrage of projectiles at your opponent. You may make a number of attacks equal to your Rank or your Rank+1 if you are using Shuriken. Each successful attack deals 1/2 damage.
  64.  
  65.  
  66.  
  67. Equipment:
  68. Shuriken [Unlimited]
  69. Kunai [Unlimited]
  70. Explosive Kunai [Refresh upon mission completion]
  71.  
  72. Character Background/Fluff:
  73. Seiji is a young man who seems to have a normal enough life. He gets good grades at the academy, he's sociable around other students, he goes shopping for his aunt and uncle whom he lives with and he spends most of his free time studying. Underneath it all though is a young man embittered by shame. Born to the Hyuuga clan Seiji did not develop the Byakugan, nor did he show any promise of being an exceptional child. As is often the case the main branch quietly placed him under the care of a foster family that has good relations with the clan, removing him from the clan. Although he understands the decision intellectually, the thought of being cast out from his former family drives him to better himself if for no other reason than to prove the decision to discard him a mistake. He's often likened to an owl, partly due to his unusual appearance but mostly due to his studious nature. He is a normal sized boy with straight shock white hair, pure black eyes and a mild tan. Up until recently he's made a point of spending all his time collecting knowledge and theories on proper training regimens for a Shinobi of his tendencies. He has finally compiled his self tailored training regimen to his satisfaction and is eager to try it out. One of the main secrets to this method is a self imposed Genjutsu that allows him to review the days events while sleeping. This grants him the benefit of looking over his training and noticing mistakes that he overlooked before, allowing him to refine and adjust his training at a blistering pace.
  74.  
  75. Character Concept:  This character is all about one thing. Self improvement through understanding and hard work. He could be called a genius but that's only because he's constantly studying and applying theories that he's learned. He has a particular gift for time management. He follows his Nindo with great fervor and often attempts to analyse a new situation before acting. He's not adverse to acting with spontaneity when necessary, it's just not his Modus Operandi. Since his UA and Traits are focused on Learning/Training he's likely to gain quite a bit of MP very quickly. If he has a Sensei, especially one with Trait or Perk support for training others, assist him his growth could be likened to that of Naruto's when he was learning to use the Wind element.