Owner: Shio!
Stat Trainings: (0/25)
Michi
General Information Type: Henchman
Gender: Male
Age: 8
Appearance: Michi’s most stand out feature is his curly pink hair, shaggy on top, it hangs around his ears and over his eyes, obscuring his equally stand out bright blue eyes. Michi’s cheeks are often flush. While Michi has the features of a small boy, he stands at 7’3 despite being only 8 years old. Michi wears a "professional" shirt that is button up, and slacks, as these are the only clothes he can find for adult men his size.
Personality: Michi’s personality is...hard to pin. He is considered cursed by his people and is very used to isolation. When out in public, however, Michi puts on a facade of confidence. Because of how people treat him due to his “affliction”. Michi can get frustrated very easily, and often fails to understand his size.
Battle Information Rank: B-rank Henchman
Stats
- Chakra Pool: 10
- Endurance: 15
- Strength: 24
- Speed: 15
- Control: 8
- Will Power 8
Elemental Affinities: Doton
Abilities and Concentrations
Abilities | |
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First Ability |
Gigantism Michi was born with a unique ability that makes him incredibly large. Soft estimates assume he will be 20’ tall when fully grown, if not bigger. Due to his large size, Michi is very strong. Ninjutsu techniques can be used to manipulate his size to shrink down to a normal size, or grow even more (both partial and complete), and are treated as generic stat boosts. All boosts exchange speed for more strength (by getting larger), or strength for more speed (by getting smaller.) |
Concentrations | |
---|---|
Ninjutsu | [None] |
Taijutsu | Close Quarters Combat: Medicine: |
Genjutsu | [None |
Jutsu
Strong FistShow
Strong Fist:*[Strong Fist Style • Balance]This style focuses on being overall more physically powerful than your opponent. Users attempt to overwhelm defenses with great speed and strength while chipping away at their opponent’s endurance and keeping their own at the highest possible. Most attacks are simple in execution but extremely powerful in effect, causing battles of attrition to be in their favor.
Requires:
- [Close Quarters Combat] Concentration
D-Ranked Taijutsu Stance
A neutral stance taken by even entry level practitioners. This stance involves turning your body to be perpendicular to your opponent. One foot is rested directly in front of the other with just the toes in contact with the ground. A hand is held back while the other is forward, pointing up. This stance provides ease of dodging incoming blows by using the least amount of motion possible while still being ready to launch into an attack.
*[Strong Fist Style • Leaf Gale]
D-Ranked Taijutsu Maneuver
A simple sweeping kick aimed low to knock the opponent off balance.
*[Strong Fist Style • Dynamic Entry]
D-Ranked Taijutsu Maneuver
In this technique, the user builds momentum and speed in order to bridge the gap between themselves and a distanced target. After covering an appropriate distance, the user then lets loose a form of distraction, like a thrown object, in order to misdirect the target's attention. The user then leaps with their momentum, delivering a strong kick to bridge the rest of the distance.
*[Strong Fist Style • Dynamic Action]
D-Ranked Taijutsu Discipline
Because distances tend to become the problem in most taijutsu, the practitioner will advance with every strike. This creates a tempo of advancement that is designed to wear down their opponent through ever pressing strikes, giving little chance for escape or recovery.
*[Strong Fist Style • One Inch Punch]
D-Ranked Taijutsu Discipline
When fighting in close quarters it becomes difficult to generate energy for full powered strikes. Practitioners have learned how to explode force from every muscle with minimal energy wasted and space needed. Every strike done by the practitioner has the potential to be at full strength, so long as they have at least one inch of movement.
*[Strong Fist Style • Great Leaf Flash]
C-Ranked Taijutsu Maneuver
Prerequisite: *[Strong Fist Style • Balance]
The user will tense the muscles in their lower body to a great degree. Doing so causes them to briefly become immobile but creates an enormous amount of pent up energy. By bringing their back leg forward in a straight kick they release all of this energy in a single explosive burst that will knock a kicked foe back a number of meters equal to the difference in their strength and the practitioner's.
*[Strong Fist Style • Great Leaf Whirlwind]
C-Ranked Taijutsu Maneuver
A combination attack started by the user unleashing a powerful kick to the side of their opponent. They will then place themselves behind the target and unleash a quick flurry of punches before kicking another side and repeating the process. This process can keep going ad infinitum or until the practitioner disengages.
*[Strong Fist Style • Thunder Leaf Fist]
C-Ranked Taijutsu Maneuver
An attack that is slow to wind up but powerful in execution. The adept tenses every muscle in their shoulders and arms while twisting their core for a powerful strike. For the 1/4 post they spend winding up they're treated as having a -6 speed. However, when the strike is released it comes at a +6 strength.
*[Strong Fist Style • Rising Leaf Wind]
C-Ranked Taijutsu Maneuver
A kick meant to disrupt the opponent that can be launched from nearly any position. This kick is delivered quickly with +6 Speed but with -6 Strength and is aimed at any possible opening and extremely difficult to defend against, quickening the tempo the practitioner is keeping.
*[Strong Fist Style • Skyward Strike]
C-Ranked Taijutsu Maneuver
An often difficult attack to accomplish but good for setting up a string of further attacks. The user will sweep low, attempting to kick their target's feet from beneath them. Before they fall, a second kick will attempt to launch them airborne a number of meters equal to the difference in the practitioner's strength from their target.
*[Strong Fist Style • Leaf's Flashing Might]
B-Ranked Taijutsu Maneuver
Requiring a full post of charge time the user tenses their entire body in preparation, becoming immobile. During this time they will look for their direct path and position themselves with their fist pointed forward. At the end of the post they will release all of this pent up energy with extreme force, leaping nearly instantaneously a number of meters equal to their strength. This counts as a teleportation and cannot be done more than twice per thread.
*[Strong Fist Style • Herculean Leaf Whirlwind]
B-Ranked Taijutsu Maneuver
The user delivers an upward kick to their opponent, sending them high into the air. The user follows the opponent along their upward trajectory, taking tight hold of them so that they can't move or escape. Once they've reached the peak of the initial kick's arc, the user begins a spinning motion and propels them headfirst towards the ground. The user releases the opponent right before impact and retreats to safety, leaving the opponent to collide with the ground alone.
Bone BreakerShow
Quote:*Fault LineBone Breaker Style was created by shinobi in order to disable another fighter quickly in a fight to prevent them from utilizing limbs, and weathering the opponent down by short powerful strikes aimed at weak spots in the skeletal structure to fracture or break entirely. The style is strongly based off the strength and skill of the user. If a user is strong they can snap bones easily, but if they are uncoordinated the style is essentially useless, same if it was the other way around, a weak person cannot snap bones no matter how well they're coordinated. The style is an utterly brute and ruthless one used to typical lethally injure or disable an opponent for other means.
Requires a Minimum of 5 Strength
Requires CQC and Medicine Concentrations
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 Endurance 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 Endurance 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 Endurance 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 Endurance 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 Endurance 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 Endurance 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 Endurance 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 Endurance 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 Endurance to achieve the desired effect of this technique.
History Born to a small family in the Land of Fountains, Michi’s early years were rather standard. His family had always thought he was quite large, but by 5 years old, Michi was almost 6 feet tall. He behaved just like a toddler, wild, emotional, hyper active and full of joy, but he was too much for his family to handle. He was assaulted by insults for being a “freak”, and eventually by 6 years old his family abandoned him.
Michi’s unique physiology made him stand out anywhere he went. For two years he lived on the streets, able to make money by doing odd-jobs for people utilizing his large size. Eventually a young man would come through the town Michi was staying in, and preach of his godhood. The boy recognized Michi, not as a freak, but as a boy of power and offered him safe haven and the opportunity to learn to get stronger. Michi accepted, and has traveled with Shio ever since. [/spoiler]