[NPC] Fushinkou, Senna

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Kabu
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[NPC] Fushinkou, Senna

Post by Kabu » Sun Jun 04, 2023 6:16 pm

Fushinkou, Senna

[Calm]

General Information Age: 19
Gender: Male
Height: 5’8”
Weight: 178 lbs
Physical Features: Like most Fushinkou, Senna has dark skin lacking in much vibrance, giving him a pale tone despite the tanning of his skin. Deep green eyes, Senna’s is in fact often complimented on his smile, a bright vibrant smile that rarely is shown given the dispassionate teachings of his mother clan. He keeps his brown curly hair short, and is otherwise rather unassuming in appearance.
Clothing/Accessories: Decked out in a full body suit with a flak jacket over it, Senna favors stealth above all else and wears clothes to reflect that.
Personality: Like most Fushinkou, Senna is a very neutral, unemotional person, rarely expressing any emotion beyond simple contentment. However, Senna left the clan after falling away from the teachings, and struggles with the idea of emotions and expressions. Because of this, Senna very often goes from 0 to 100, expressing extreme bouts of anger, sadness, and rage whenever he gets overwhelmed with emotion. A deep anger within him, Senna’s willingness to commit violence is what led him to slaughtering his team on his mission and becoming a missing ninja.
Battle Information Village: Kirigakure no Sato
Rank: B-rank Missing Ninja
  • Chakra Pool: 16
  • Endurance: 19
  • Control: 19
  • Strength: 25
  • Speed: 21
  • Willpower: 20
  • Power Rank: B
Equipment: 5 kunai, 10 shuriken, 10m of wire , 5 exploding tags, 1 smoke bomb, 1 flash bang.
Companions: (0/1)
Affinity/Specialization: Ninpou
Abilities and Concentrations
Abilities
First Ability
Quote:
Naikai
The Kekkei Genkai of the Fushinkou clan, Naikai is an anomaly even among clans. The Fushinkou have an internal control of their tenketsu location in Space and Time, and have the ability to target parts of themselves, and even thoughts, and temporarily isolate and alter the location in space or time by utilizing their immense inner control over their tenketsu. This process is called "Disbelief" and grants the clan member the ability to temporary reject a reality. This includes, but is not limited to temporarily removing emotions, genjusu, injuries, and even death from themselves.
Second Ability
Third Ability
Concentrations
Ninjutsu[Suiton][Advanced Ninjutsu Channeling]
Taijutsu[Close Quarters Combat][Medicine]
Genjutsu[N/A]

Jutsu
NinjutsuShow
Fushinkou JutsuShow
~Disbelief of Disbelief
E - Ranked Ninjutsu
This is casually done to end the effects of any of the Fushinkou's own disbelief jutsu. This requires no handseals to use.

~Disbelief of Emotion: Fear
D - Ranked Ninjutsu
Channeling chakra, the user will isolate fear in their minds and stop it in time. This completely removes the concept of fear from them for up to 10 posts.

~Disbelief of Emotion: Anger
D - Ranked Ninjutsu
Channeling chakra, the user will isolate anger in their minds and stop it in time. This completely removes the concept of anger from them for up to 10 posts.

~Disbelief of Emotion: Joy
D - Ranked Ninjutsu
Channeling chakra, the user will isolate joy in their minds and stop it in time. This completely removes the concept of joy from them for up to 10 posts.

~Disbelief of Emotion: Sorrow
D - Ranked Ninjutsu
Channeling chakra, the user will isolate sorrow in their minds and stop it in time. This completely removes the concept of sorrow from them for up to 10 posts.

~Disbelief of Sense: Sight
C - Ranked Ninjutsu
By channeling chakra into their eyes, the user is able to isolate their eyes in space and remove them. The users eyes will physically disappear and they'll be blind for up to 10 posts.

~Disbelief of Sense: Hearing
C - Ranked Ninjutsu
By channeling chakra into their ears, the user is able to isolate their ears in space and remove them. The users ears will physically disappear and they'll be deaf for up to 10 posts.

~Disbelief of Sense: Scent
C - Ranked Ninjutsu
By channeling chakra into their nose, the user is able to isolate their nose in space and remove them. The users nose will physically disappear and they'll be unable to smell anything or breath through their nose for up to 10 posts.

~Disbelief of Sense: Taste
C - Ranked Ninjutsu
By channeling chakra into their mouths, the user is able to isolate their tongue and tastebuds in space and remove them. The users tongue will physically disappear and they'll be mute and unable to taste anything for up to 10 posts.

~Disbelief of Minor Injury
B - Ranked Ninjutsu
The user will channel chakra onto an injury on their body, returning that part of their body two posts into the past. The injury should be minor, no large than the users palm, and excessively bleeding. For the next 3 posts the user will remain in the "reversed" state, after which, the injury will return.

~Disbelief of Genjutsu: Status
B - Ranked Ninjutsu
By channeling chakra into their core, the user can actually isolate their own chakra system in time, freezing it. This stops any B-rank and below Status techniques for up to 5 posts. When this techniques ends, the genjutsu will resume as it was. During this period the user cannot utilize any jutsu. A genjutsu is only subject to disbelief once.

~Disbelief of Genjutsu: Illusion
B - Ranked Ninjutsu
By channeling chakra into their core, the user can actually isolate their own chakra system in time, freezing it. This stops any B-rank and below Illusion techniques for up to 5 posts. When this techniques ends, the genjutsu will resume as it was. During this period the user cannot utilize any jutsu. A genjutsu is only subject to disbelief once.

~Disbelief of Genjutsu: Warp
B - Ranked Ninjutsu
By channeling chakra into their core, the user can actually isolate their own chakra system in time, freezing it. This stops any B-rank and below Warp techniques for up to 5 posts. When this techniques ends, the genjutsu will resume as it was. During this period the user cannot utilize any jutsu. A genjutsu is only subject to disbelief once.
SuitonShow
*Suiton • Defensive Barrier
D-Rank Ninjutsu
After performing the correct hand seals the user will spray water created from the inside of their chest through their mouth. Once the water is expelled, it will form an umbrella shape that is concave to the user and about two meters in diameter. This defense is somewhat solid and can be formed in any direction the user can spit, up to 10 meters away. The defense is shot at [Control] Speed and has [Control] Strength and unless completely destroyed it lasts for three posts before falling lifelessly to the ground.

*Suiton • Water Shuriken
D-Rank Ninjutsu
After performing the correct hand seals the user will form a shuriken of water that can be thrown up to 10 meters. When kai'd, this shuriken explodes with [Control] Strength and covers the immediate area in water. If not consumed, this technique lasts for three posts.

*Suiton • Water Orb Technique
D-Rank Ninjutsu
After performing the correct hand seals the user will form a dense ball of water approximately 6 centimeters in diameter in their hands. Upon lurching forward, they will release the ball towards an opponent up to 10 meters away at [Control] Speed and Strength.

*Suiton • Propel Leap
D-Rank Ninjutsu
After channeling chakra into their hands the user will fire two jets of water from their hand, essentially hurling and propelling themselves in the opposite direction of their jets as if thrown by [Control] Strength.

*Suiton • Wet Spot
D-Rank Ninjutsu
After performing the correct hand seals the user will expel a 3 meter diameter sphere of water from their mouth at [Control] Speed up to 10 meters away. Upon impact it will burst spilling all over the immediate area making it extremely slippery. Those without 5 Strength or higher will not be able to hold their footing on this wet spot and will slip around.

*Suiton • Rain Gun
C-Rank Ninjutsu
After performing the correct hand seals the user expels three (3) 2-centimeter diameter droplets of water from their mouth in quick succession, each of which explode with [Control] Strength on impact, scattering water all over the immediate area. These droplets fly up to 25 meters away at [Control] Speed.

*Suiton • Great Stream
C-Rank Ninjutsu
After performing the correct hand seals the user expels a massive conical water torrent that drenches an area thoroughly, capable of soaking a meter down nearly instantly for soil and like materials. The cone has a base width of 15 meters and a range of 25 meters and travels at [Control] Speed, pushing things back with [Control] Strength.

*Suiton • Clone
C-Rank Ninjutsu
After performing the correct hand seals the user creates a clone of themselves comprised completely of suiton chakra. This clone has the users stats. It lasts for [Control/5] posts.

*Suiton • Crashing Wave
C-Rank Ninjutsu
After performing the correct hand seals the user expels a massive tidal wave of water 10 meters wide and nearly 5 meters tall. This wave travels forward at a [Control] Speed and Strength for up to 25 meters before losing it's steam and failing.

*Suiton • Pacifistic Domination
C-Rank Ninjutsu
Created to safely incapacitate opponents, after performing the correct hand seals, if the opponent is within 25 meters and is standing a top a body of water with the user's chakra in it, the user will begin to churn their chakra causing the water to turn into a vortex and engulf the opponent, trapping them in a vortex about two meters in diameter. Once the target is inside, the user must hold the last seal and cannot use any other techniques, capable of holding this for up to five posts. In order to escape, the target must have at least [Control] strength to physically make their way out, or the user must be disrupted. Most shinobi would pass out after two posts due to a lack of oxygen. However, if a target possesses an Endurance stat higher than 10, it would require three posts for them to pass out. Should the target possess an Endurance stat above 20, it would require five posts for them to pass out, but anything higher than 30 would allow them to resist passing out altogether.

*Suiton • Water Prison
B-Rank Ninjutsu
After performing the correct hand seals the user is able to spew a large ball of water that stands at three meters in diameter. This ball rolls forward at the desired target up to 40 meters away and at [Control] Speed. Should this strike the target, they will become engulfed within the sphere. However, if this manages to strike multiple targets, it will envelop them as well, up to a total of 3 prisoners. One can resist being pulled into the ball if they have a strength higher than [Control]. The trapped targets will spin with the sphere and may become nauseated and dizzy from the disorientation. The technique lasts for a total of 4 posts before bursting.
TaijutsuShow
Bone Breaker StyleShow
*Fault Line
D-Rank Taijutsu Maneuver
The practitioner throws a palm strike towards an opponents leg utilizing all their momentum and force by swinging their shoulders and hips, targeting the opponent's thigh. Landing this strike causes immense discomfort and a hairline fracture in one of the bones, and if the opponent continues to heavily use and strain the targeted leg, the hairline fracture can degrade into a full severe fracture. The practitioner's Strength must be 5 points higher than the opponent's Strength to achieve the desired effect of this technique.

*Quaker
D-Rank Taijutsu Maneuver
Prerequisite: 10 strength.
This taijutsu utilizes the weaker spot of the fibula in the calf to snap the soft bone. This creates intense pain in their calf, making them unable to stand, and it causes immense pain on the damaged leg. The practitioner's Strength must be 5 points higher than the opponent's Strength to achieve the desired effect of this technique.

*Stop Pointing
D-Rank Taijutsu Maneuver
This technique requires the practitioner to get close and personal, grabbing the opponent and forcing them into an armbar. Once the opponent is forced into an armbar, the practitioner must then open up their fingers and bend them back with immense force until they break or dislocate. This prevents the opponent from forming handseals unless they relocate their fingers or mend the bone breakage. The practitioner's Strength must be 5 points higher than the opponent's Strength to achieve the desired effect of this technique.

*Drunk Goggles
D-Rank Taijutsu Maneuver
The practitioner claps their opponent's ear with the palm of their hand, swinging wide to gather as much force as possible before the strike. This causes bleeding and a ringing sensation in the opponent's ear, hampering their ability to hear properly. This also causes an influx of pressure in the opponent's ear canal, compromising the opponent's balance. The practitioner's Strength must be 5 points higher than the opponent's Strength to achieve the desired effect of this technique.

*Right in the Sniffer
D-Rank Taijutsu Maneuver
The practitioner positions themselves in a fighting stance and performs a quick jab with their dominant hand striking their opponent's nose in an attempt to break the cartilage. This causes immense pain and hampers their sense of smell as it fills with blood. The practitioner's Strength must be 5 points higher than the opponent's Strength to achieve the desired effect of this technique.

*Radius Locator
C-Rank Taijutsu Maneuver
Pre-Requisite: 10 strength
The practitioner sidesteps the opponent's punch and grasps the striking arm with their corresponding hand before raising their free arm and ramming their elbow into the opponent's elbow with their full force. This strike cleanly breaks the opponent's radius bone in two pieces. The practitioner's Strength must be 5 points higher than the opponent's Strength to achieve the desired effect of this technique.

*Look Over There
C-Rank Taijutsu Maneuver
The practitioner throws a hooking punch into the side of their opponent's face around the orbit socket, twisting on the ball of their foot to add some extra force to the strike. Making contact with the blow will cause bleeding and swelling in the opponent's afflicted eye, making them go temporarily blind in the targeted eye until they receive medical attention. The practitioner's Strength must be 5 points higher than the opponent's Strength to achieve the desired effect of this technique.

*Pelvis Grinder
C-Rank Taijutsu Maneuver
Prerequisite: 10 Strength
The practitioner grabs the opponent by the shoulders and attempts to drive their knee ininto the opponent's pelvis full-force, using the hard part of their knee cause a localized fracture.This fracture inhibits the opponent's ability to sprint or run, and it causes them to stand at an awkward angle, inhibiting their ability to stand in a stable fighting position. It also causes the opponent to be off-balance as they attempt to relieve the pain by putting more pressure into their knees. The practitioner's Strength must be 5 points higher than the opponent's Strength to achieve the desired effect of this technique.

*Spinal Chipper
C-Rank Taijutsu Maneuver
Prerequisite: 15 Strength
The practitioner approaches behind the opponent or slides behind them before crouching low to the ground. Supporting themselves with their hands, the practitioner delivers a powerful kick to the opponent's spinal cord, attempting to fracture their spinal disks. These fractures create a strain on the opponent's back, making it difficult to remain standing upright or make wide movements. The practitioner's Strength must be 5 points higher than the opponent's Strength to achieve the desired effect of this technique.

*This is a Library
C-Rank Taijutsu Maneuver
Prerequisite: 10 Strength
The practitioner throws an uppercut or hooking punch, attempting to dislocate the opponent's jaw. The practitioner will twist on the ball of their foot to add some extra force to the strike. Striking the opponent's jaw will dislocate it, causing them to be unable to speak or move their jaw. It will also cause immense pain and swelling. The practitioner's Strength must be 5 points higher than the opponent's Strength to achieve the desired effect of this technique.

*Knee Bender
C-Rank Taijutsu Maneuver
Prerequisite: 10 Strength
The practitioner closes in and delivers a powerful snap kick to the opponent's knee, attempting to bend it completely backwards, dislocating it or breaking the joint outright. This causes the opponent unable to stand on the afflicted leg without struggling to balance themselves. This also causes immense pain in the opponent's joint, making the injury hard to heal naturally. The practitioner's Strength must be 5 points higher than the opponent's Strength to achieve the desired effect of this technique.

*Humorous Humerus
C-Rank Taijutsu Maneuver
Prerequisite: 10 Strength
The practitioner delivers an open palm strike to the opponent's arm, attempting to break the humerus bone and render the arm unusable. This makes the opponent unable to move the affected arm or perform hand seals. The opponent will also feel immense pain in their injured arm and will have trouble moving the arm any further down than the shoulder. The practitioner's Strength must be 5 points higher than the opponent's Strength to achieve the desired effect of this technique.

*Cage Breaker
B-Rank Taijutsu Maneuver
Prerequisite: 20 Strength
The practitioner crouches under an opponent's strike before uppercutting them with an open palm strike to their lower rib cage, attempting to break the lower ribs and debilitate the opponent's breathing. If the full force of the blow lands, the opponent becomes short of breath, and the damage can possibly cause bones to put pressure on their opponent's lungs, making breathing even more difficult. The practitioner's Strength must be 5 points higher than the opponent's Strength to achieve the desired effect of this technique.

*Fight fire with fire
B-Rank Taijutsu Maneuver
Prerequisite: 20 Strength
The practitioner throws a punch to meet their opponent's fist midstrike, intending to overwhelm them with strength. The force of the strikes meeting causes vibrations throughout the opponent's arm, causing several fractures in their forearm, humerus, and hand if the practitioner's Strength is 5 points higher than the opponent's Strength. This technique causes extreme pain to the opponent, and their arm becomes crippled.

*Bane of your Existence
A-Rank Taijutsu Maneuver
Prerequisite: 25 Strength
The practitioner grabs the opponent by the back of the neck and lower spine (preferably their waistband or belt), hoisting them overhead. The practitioner then drops forward on one knee, slamming the opponent's back onto the practitioner's knee in an attempt to break the opponent's back outright. This technique causes paralysis immediately from the area of the spinal injury to the legs further down if the practitioner's Strength is 5 points higher than the opponent's Strength. Recovery from this injury requires Iijutsu or surgery.

*Xylophone
A-Rank Taijutsu Maneuver
Prerequisites: 30 Strength
The practitioner strikes the opponent's chest with two quick, successive palm strikes, the force radiating through the opponent's rib cage. If the practitioner's Strength is 5 points higher than the opponent's Strength, all of their ribs will suffer hairline fractures. This causes the opponent severe pain in their chest and difficulty breathing. If the practitioner's Strength is 10 points higher than the opponent's Strength, this technique will completely break the opponent's ribs, causing them to puncture their lungs.


History
Historical AccountsShow
Raised within the Fushinkou, Senna rarely fulfilled the expectations of exceptionalism from his clan, and struggled to truly feel as if he belonged. While many young Fushinkou think of the young days they had feeling neglected and unloved by their clan, Senna found it difficult to outgrow unlike his cousins. When he entered the academy, Senna was a successful student among the best in his class, but far from the standard of the clan. When he was placed on a squad his clan viewed as less than elite, Senna felt himself practically excommunicated from them.

Building relationships with his new squadmates, Senna began to feel deeply angered by his family, an emotion he had been given little skills to process given the rather stoic nature of his clan. Thus, he began processing many of these feelings through his squadmates, abandoning much of his clan in exchange for time with his squad.

However, during a mission while rotating watch, Senna was returning from watch and overheard his squad discussing him and how they felt he was overwhelming to interact with, and how they were getting annoyed with him. In a fit of rage, Senna attacked his unsuspecting teammates, killing all 3 of them and feeling, knowing he’d be a missing ninja for failing the mission in this way.

Since then, Senna has traveled, focusing primarily on staying out of notice and traveling among the island south of Water country and to the east.

NPCsShow
Shinsen Kyoko - #99840A
Kyomu Nozomi - #5960A8
Ibakuro Rin - #9E4FA5
Nakiya Hotaru - #9E540A
Nakano Kiyomi - #8E47AD], Nakano Ayaka - #0C1C8C
Fukusha Nezumi - #E00747
Karagata yamada - #CE1126, Makura Ayame - #7251BC
Kabu's Test Thread

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