General Information Age: 16
Gender: Male
Height: 5'8"
Weight: 137 Lbs
Physical Features:
- Face/head: Kotetu's hair a brown mop of hair that can easily reach to his ears when slick with sweat from the forge while his eyes are a deep amber.
- Body: Kotetsu spends the majority of his day in his amateur forge or in the forges of other blacksmiths in the village in an attempt to better himself. Due to his, the boy is taught with thick muscles covering his back, chest, and arms. His legs are thick and built like tree trunks from carrying materials to and from the forge. Small scars pepper his forearms and hands as reminders of his demanding work. After a mission gone wrong, Kotetsu unfortunately lost his right arm. It was replaced with a frame that connected to his chakra and nervous systems and allowed him to continue his career as a shinobi. Named Vulcan after a foreign deity, the frame looks like a normal metal arm although it hides weapons within it.
Personality: Kotetsu is much of a blank set as a teenager coming into his own. He tries his best to fit in with whoever he is speaking with and will adapt their mannerisms they longer they speak or work together. Because of this, he often overthinks about the situation at hand and can get himself into a misunderstanding or two.
Battle Information Village: Iwagakure no Sato
Rank: Chuunin
-
Total: 110
Chakra Pool: 15 - Endurance: 20
- Control: 20
- Strength: 25
- Speed: 20
- Willpower: 10
- Power Rank: C
- Arm Frame: Vulcan - Right Arm
- Vulcan Shot x5 - Loaded in Arm Frame: Vulcan
- Vulcan Shot x15 - Satchel
- Cross Pein Hammer - Belt
- Tongs - Satchel
- x2 Scrolls - Belt
- Portable Forge - Sealed in scroll
- Anvil - Sealed in scroll
- x5 Explosive Tags - Satchel
- x5 Kunai - Satchel
- x10 Shuriken - Satchel
- x1 Smoke Grenade
- x1 Flash Grenade
Arm Frame: Vulcan:Companions: (0/1)An armored prosthetic arm replacing Kotetsus right arm. The frame consists of a full steel skeleton of the entire arm layered with steel armor-plating to protect the internal mechanisms that enable it to move and the combat-ready modifications made to it.
Mechanism Slots: 7/15
2 Mechanisms - Cannon: The internal portion of Vulcan is fit with a miniature cannon barrel that allows Kotetsu to fire projectiles from his palm at [Strength] [Strength] and [Speed]. Kotetsu stores and can fire up to five Vulcan Shots before having to reload the mechanism. The cannon can fit both Vulcan Shot, Vulcan Shot Variants, and grenades.
1 Mechanism - Rotating Wrist Blade: Retractable wrist blade able to extend anywhere from 6 inches to 12 inches with a flick of the wrist, also able to be rotated to emerge from under the wrist or over the top of the hand.
2 Mechanisms - Grappling Hook: 30m Retractable steel cable tipped with a sturdy hook head able to imbed itself into whatever it strikes, disables Cannon while in use.
2 Mechanisms - Magnetic Shield: A circular shield (0.76m/2.5 ft) in diameter unfurls from the forearm and is held tight to it by a strong magnet. The shield is designed to be removeable and thrown, snapping back onto the mount when it returns to sender.
Primary Affinity: Katon
Abilities and Concentrations
Abilities | |
---|---|
First Ability | Partial Frame Body Common for those who have lost limbs, the user has turned part(s) of their body into a frame. Unlike a complete Frame Body, there is no “preservation device” as the user is still connected to their original chakra pathway. The user links their nervous and chakra pathway systems to the frame and is able to control it as if it was apart of their body. Requires 15 Control |
Second Ability | |
Third Ability |
Concentrations | |
---|---|
Ninjutsu | [Katon][Doton][Kouton] |
Taijutsu | [Deft Hands][Weapon Crafting][Medicine][Rigid Structure][Hafted Weapons][Projectile Weapons] |
Genjutsu | [-] |
Other | [Tenkujutsu] |
Jutsu
TenkujutsuShow
*Shizumeru • [Voice of Spirits]
C-rank Tenkujutsu
After performing the needed hand seals and focusing chakra into their hand, the user places their hand on the head of a Spirit host, or on the object containing a spirit. This allows them to speak directly to the spirit in a telepathic link.
*Shizumeru • [Containing Spirits]
C-rank Tenkujutsu
After doing the needed hand seals, the user will create a 10x10x10m barrier at [Control] Speed with [Control] Strength. This barrier is created of pure Maroon chakra and will only stop things that are related to spirits, normally jinchuuriki. As a result, those that are stopped by the barrier are unable to make their way through unless they can break it. Those untainted by spirits are able to pass through the barrier at their leisure. This barrier lasts for 4 posts.
*Spirit Binding • [Seishin Kanri]
C-rank Tenkujutsu
After preforming the necessary hand seals, the user shoots out a chain of Maroon Chakra at [Control] Speed & Strength that wraps around a spirit. If the spirit stays sealed within this chain for 4 posts, the spirit is subjected to the control of the user of the technique, regardless of contracts up to 4 posts. If the spirit has more Strength than the chain, it can be easily broken free of. This jutsu can only be used on similar and lower-ranked spirits.
[Spirit Strike]
C-Rank Tenkujutsu
The user channels the needed chakra to their fist and will strike a spirit or Jinchuuriki with it. The impact of the blow will disrupt their chakra and cause either a -3 Mastery or -3 Control if a host or spirit. This infusion lasts for 3 posts.
[Spirit Bane]
C-Rank Tenkujutsu
The user channels the needed chakra to their blade and will strike a spirit or Jinchuuriki with it. The strike will slice through and disrupt their chakra and cause either a -3 Mastery or -3 Control if a host or spirit. This infusion lasts for 3 posts.
*Shizumeru • [Unconnected Connection]
B-rank Tenkujutsu
After performing the needed hand seals, the user focuses chakra into their body, giving them a slight Maroon glow. For the next 10 posts, whenever they speak, they are able to communicate with Spirits of all sorts, including those inside of jinchuuriki.
*Ochiiru • [Minor Possession Removal]
B-rank Tenkujutsu
After performing the needed hand seals, the user will place their hand on an object that is being possessed by a spirit, such as a joruri. Over the course of a full post, the spirit will be pushed from the object unless its Control is equal or greater than the users.
*Shizumeru • [Grasp of Authority]
A-rank Tenkujutsu
After performing a set of hand seals, the user focuses chakra towards their hand. A chain made of Maroon chakra will shoot from their palm towards the target with [Control] Speed and Strength. If it hits a spirit, a jinchuuriki, tsukumogami, or other such being, the chain will wrap around them and bind their arms to their sides. These chains cling to the chakra of the Spirit itself and are unable to be broken through physical means. If the target has a Mastery stat or a Spirit has a Strength greater than the users Control, they are able to break the binding. If the chains are able to stay on their target, they will drain away -6 Mastery from hosts or -6 Strength from Spirits until broken free of and for 3 posts thereafter.
C-rank Tenkujutsu
After performing the needed hand seals and focusing chakra into their hand, the user places their hand on the head of a Spirit host, or on the object containing a spirit. This allows them to speak directly to the spirit in a telepathic link.
*Shizumeru • [Containing Spirits]
C-rank Tenkujutsu
After doing the needed hand seals, the user will create a 10x10x10m barrier at [Control] Speed with [Control] Strength. This barrier is created of pure Maroon chakra and will only stop things that are related to spirits, normally jinchuuriki. As a result, those that are stopped by the barrier are unable to make their way through unless they can break it. Those untainted by spirits are able to pass through the barrier at their leisure. This barrier lasts for 4 posts.
*Spirit Binding • [Seishin Kanri]
C-rank Tenkujutsu
After preforming the necessary hand seals, the user shoots out a chain of Maroon Chakra at [Control] Speed & Strength that wraps around a spirit. If the spirit stays sealed within this chain for 4 posts, the spirit is subjected to the control of the user of the technique, regardless of contracts up to 4 posts. If the spirit has more Strength than the chain, it can be easily broken free of. This jutsu can only be used on similar and lower-ranked spirits.
[Spirit Strike]
C-Rank Tenkujutsu
The user channels the needed chakra to their fist and will strike a spirit or Jinchuuriki with it. The impact of the blow will disrupt their chakra and cause either a -3 Mastery or -3 Control if a host or spirit. This infusion lasts for 3 posts.
[Spirit Bane]
C-Rank Tenkujutsu
The user channels the needed chakra to their blade and will strike a spirit or Jinchuuriki with it. The strike will slice through and disrupt their chakra and cause either a -3 Mastery or -3 Control if a host or spirit. This infusion lasts for 3 posts.
*Shizumeru • [Unconnected Connection]
B-rank Tenkujutsu
After performing the needed hand seals, the user focuses chakra into their body, giving them a slight Maroon glow. For the next 10 posts, whenever they speak, they are able to communicate with Spirits of all sorts, including those inside of jinchuuriki.
*Ochiiru • [Minor Possession Removal]
B-rank Tenkujutsu
After performing the needed hand seals, the user will place their hand on an object that is being possessed by a spirit, such as a joruri. Over the course of a full post, the spirit will be pushed from the object unless its Control is equal or greater than the users.
*Shizumeru • [Grasp of Authority]
A-rank Tenkujutsu
After performing a set of hand seals, the user focuses chakra towards their hand. A chain made of Maroon chakra will shoot from their palm towards the target with [Control] Speed and Strength. If it hits a spirit, a jinchuuriki, tsukumogami, or other such being, the chain will wrap around them and bind their arms to their sides. These chains cling to the chakra of the Spirit itself and are unable to be broken through physical means. If the target has a Mastery stat or a Spirit has a Strength greater than the users Control, they are able to break the binding. If the chains are able to stay on their target, they will drain away -6 Mastery from hosts or -6 Strength from Spirits until broken free of and for 3 posts thereafter.
TaijutsuShow
ShindenShow
Shinden:Emerging from the depths of the Marsh Country, Shinden is a style of Kenjutsu that focuses on one thing and one thing alone: overwhelming strength. While not completely forsaking flexibility, Shinden techniques are traditionally structured around downward slashes. Using a combination of their strength, gravity, inertia, centrifugal force, and technique, the practitioner brings unsurpassed might and death upon the heads of their opponents. Due to this quirk unique to Shinden, while sufficiently performed with a katana, users of this style typically prefer hafted weapons or heavier blades such as Nodachi, Odachi, and even Zanbatou. These large weapons further enhance the natural strengths the style's core mechanics provide, forgoing defense for brute strength and overwhelming power.
Requires: [Rigid Structure] Concentration; one of [Sword Weapons], [Polearm Weapons], or [Hafted Weapons] Concentration.
ManeuversShow
DisciplinesShow
*[Shinden • Ambidexterity]
D-Rank Taijutsu Discipline
After practicing for a long amount of time with the concept of using both of their hands with equal skill, the user has developed a level of ambidexterity that allows them to utilize both hands equally and as effectively without any penalty. This extends to other methods of combat or simple everyday life as well.
D-Rank Taijutsu Discipline
After practicing for a long amount of time with the concept of using both of their hands with equal skill, the user has developed a level of ambidexterity that allows them to utilize both hands equally and as effectively without any penalty. This extends to other methods of combat or simple everyday life as well.
StancesShow
Weapons CraftingShow
Weapons Crafting:*[Weapons Crafting • Tempering]With large amounts of experience in the forge and with creation, this individual is able to craft and create most types of weapons and armor. While this typically doesn’t grant the individual himself any additional powers, it allows him to make more powerful gear for himself and shinobi than what can typically be found. However, those with such familiarity with weapons and armor are often skilled at noticing the strengths and weaknesses of weapons they face, and allow them to more easily exploit them. This concentration also encompasses the crafting of other types of weapons and items such as poisons or advanced recovery concoctions for use on and off the battlefield.
Requires Deft Hands Concentration
D-rank Weapon Crafting Discipline
Prerequisite: 5 Control
While often thought to be an enchanting process, the process of creating chakra tempered weapons is known to most any smith who has basic chakra control. The skill represents the smith’s ability to recognize minerals and ores that are good for accepting the tempering process, and know how to temper weapons with chakra. This ensures all weapons made by this crafter are tempered and do not require a static strength.
*[Weapons Crafting • Sword Weapons]
D-rank Weapon Crafting Maneuver
This smith has specifically learned how to craft various type of normal sword type weapons including daggers, short swords, and katana, reducing the production cost for them by half.
*[Weapons Crafting • Shinobi Tool Set]
D-rank Weapon Crafting Maneuver
The most common secondary weapons used by shinobi are shuriken, kunai, senbon, and arrows. Having spent so much time producing these specific weapons, this smith is able to produce said weapons at half the price, allowing them to buy 10 of the weapons for the price of 5.
[Weapons Crafting • Frame]
C-rank Weapon Crafting Maneuver
Though the tutelage of a forging master and the combination of his in-depth knowledge in the intricacies of the frame creation process, the user has learned the method of producing different types of frames. This smith has specifically learned how to craft this various type of frames through diligent practice, reducing the production cost for them by half. Frames have a base starting strength of ten (10) at initial creation.
*[Weapons Crafting • Faults]
D-rank Weapon Crafting Discipline
Perfectly crafted weapons are rare, few and far between. A skilled smith is able to recognize and strike against weak points in other weapons during battle. At this level, striking against these weak points reduces the Endurance of the equipment by -1.
*[Weapons Crafting - Reforged: Strengthening]
D-Rank Weapon Crafting Maneuver
The user uses their refined knowledge of special blacksmithing methods, their chakra, and other materials to enhance the capability of a weapon or item by increasing its [Strength] and [Endurance] stat by 5 points each time the technique is used on the item. Due to the crafter's level of proficiency, they are able to perform this crafting enhancement at half the normal cost.
*[Weapons Crafting • Hafted Weapon]
D-rank Weapon Crafting Maneuver
This smith has specifically learned how to craft various types of Hafted weapons such as axes, blunt weapons, flails and the like, reducing the production cost by half.
*[Weapons Crafting • Large Weapons]
C-rank Weapon Crafting Maneuver
Not normally a common weapon among shinobi and civilian fighters, but those with the strength to wield giant weapons can devastate a number of enemies in a single swing, making them a valuable piece of equipment to some. This smith has specifically learned how to large or giant-sized versions of normal weapons reducing the production cost for them by half.
*[Weapons Crafting • Armor Forging]
C-rank Weapon Crafting Maneuver
Though the tutelage of a forging master, the user has learned the method of producing each different piece involved in creating a complete suit of armor. This smith has specifically learned how to craft various type and pieces of armors through diligent practice, reducing the production cost for them by half. Armor and shields have a base starting strength of ten (10) at initial creation.
Flawless AimShow
*[Flawless Aim Style • Rapid Reload]
D-Rank Taijutsu Discipline
After years of training, the practitioner has learned how to quickly and accurately access their ranged weapon stores at all times in combat. This cuts the effective "reload" time by half, up to a maximum speed equal to the practitioner's Speed score. This also applies to returning unused projectiles to their storage containers or switching between types of projectile weaponry.
*[Flawless Aim Style • Tracking]
D-Rank Taijutsu Discipline
After much training and study, the practitioner has learned how to read an opponent's movements and adjust their aim accordingly to compensate without penalty. This Discipline allows the practitioner to accurately hit moving targets, though sudden changes in the opponent's movements will still affect accuracy.
*[Flawless Aim Style • Dead Angle Targeting]
D-Rank Taijutsu Discipline
After much training and study, the practitioner has learned how to use projectiles at close range, even point-blank range, with the same Strength as attacks against more distant targets. This Discipline allows the practitioner to use Flawless Aim techniques against melee-range targets without excessive exposure to counterattack and without losing Speed, Strength, or accuracy.
*[Flawless Aim Style • Repeater Shot]
D-Rank Taijutsu Maneuver
Preparing multiple projectiles, the practitioner launches each of the projectiles at one or more targets. For each target beyond the first, the accuracy of each of the attacks is decreased, suffering a -1 Strength penalty for each additional target.
*[Flawless Aim Style • Arcing Shot]
D-Rank Taijutsu Maneuver
The practitioner can launch projectiles in arcs up and over most obstacles, being able to accurately hit a target that is behind obstructions as if they were in the open. The practitioner must still be able to locate their target by some other means to ensure the projectile will hit its target.
*[Flawless Aim Style • Evasive Maneuvers]
C-Rank Taijutsu Discipline
The practitioner has learned how to accurately launch projectiles while moving through the flow of combat. This Discipline represents the practitioner's ability to accurately launch projectiles while moving at full Speed, while jumping, rolling, sliding off the ground, or while performing other basic combat movements.
D-Rank Taijutsu Discipline
After years of training, the practitioner has learned how to quickly and accurately access their ranged weapon stores at all times in combat. This cuts the effective "reload" time by half, up to a maximum speed equal to the practitioner's Speed score. This also applies to returning unused projectiles to their storage containers or switching between types of projectile weaponry.
*[Flawless Aim Style • Tracking]
D-Rank Taijutsu Discipline
After much training and study, the practitioner has learned how to read an opponent's movements and adjust their aim accordingly to compensate without penalty. This Discipline allows the practitioner to accurately hit moving targets, though sudden changes in the opponent's movements will still affect accuracy.
*[Flawless Aim Style • Dead Angle Targeting]
D-Rank Taijutsu Discipline
After much training and study, the practitioner has learned how to use projectiles at close range, even point-blank range, with the same Strength as attacks against more distant targets. This Discipline allows the practitioner to use Flawless Aim techniques against melee-range targets without excessive exposure to counterattack and without losing Speed, Strength, or accuracy.
*[Flawless Aim Style • Repeater Shot]
D-Rank Taijutsu Maneuver
Preparing multiple projectiles, the practitioner launches each of the projectiles at one or more targets. For each target beyond the first, the accuracy of each of the attacks is decreased, suffering a -1 Strength penalty for each additional target.
*[Flawless Aim Style • Arcing Shot]
D-Rank Taijutsu Maneuver
The practitioner can launch projectiles in arcs up and over most obstacles, being able to accurately hit a target that is behind obstructions as if they were in the open. The practitioner must still be able to locate their target by some other means to ensure the projectile will hit its target.
*[Flawless Aim Style • Evasive Maneuvers]
C-Rank Taijutsu Discipline
The practitioner has learned how to accurately launch projectiles while moving through the flow of combat. This Discipline represents the practitioner's ability to accurately launch projectiles while moving at full Speed, while jumping, rolling, sliding off the ground, or while performing other basic combat movements.
History
Historical AccountsShow
Kotetsu and his parents lived in the countryside of Earth Country before the outbreak of the Great War in a mountain village undisturbed by bandits and shinobi. His father was the local blacksmith, teaching him everything from how to shoe a horse to forge a sword, while his mother assisted in the bakery. After the fighting has spilled over into Earth Country, his parents made the decision to move the family into the village proper. During the trek through the mountains, however, Kotetsu's mother frozen to death and not soon after his father was slain by a wild animal.
He gathered up the remaining tools of his father and continued to Iwagakure where he was welcomed as a war refugee. Seeing his prowess for blacksmithing, the village sponsored and set him up with an apartment and schooling in the academy. The accelerated war-time classes rushed Kotetsu through and he was added to the workforce to make supplies for troops until the war ended. Now, Kotetsu is left trying to make his own way in the world.
Username: Niro
Ryo: 8/301
Prestige Perks: 1/1 [Scaled Connections]
Stat Trainings: (0/75)