Gekko, Indra

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Gekko, Indra

Post by Archives » Sun Jul 17, 2022 11:16 pm

Gekko, Indra
[Well, it can’t be helped..]

General Information Age: 15
Gender: Male
Height: 5’8”
Weight: 114lbs
Physical Features: Indra has many dark features, with olive toned skin and long raven black hair. Young, he is still clean shaven, and his most prominent feature is his long hair which hangs past his butt. Somewhat tall for a boy his age, Indra is notably skinny, not to an extreme, but he comes off as more lanky than anything. His eyes betray his status at the Soul Genma host, as his iris are white and his sclera completely black. Indra also has red coloration on the tip of his fingers as an effect of the genma.
Clothing/Accessories: Indra is often dressed in appropriate clothing for the desert, loose and baggy. Most often, he has wide, white pants on that balloon out around the leg then tighten around the ankle to prevent any sand from getting in them. He usually has a scarf or shawl wrapped around his waist operating as a belt, which also hides the weaponry pouch that hangs over his rear. He usually only wears a sleeveless vest with no shirt under it. He is most often adorned in a large amount of jewelry, bracelets, rings, anklets and necklaces. The bright gold shines against his skin, and he enjoys a variety of different pieces.
Personality: Young, handsome, overconfident and rash, Indra often brings a boisterous and excitable energy into the room. Prior to being sealed, he had a tendency towards trouble, but since beginning his battle with the beast within him, Indra has become more committed towards following the light and acting in devout faith. He still can be playful and press people’s buttons, but his interests appears to lay more in pleasing the Sun and doing well by Her Light. Indra has much of the scripture of Yuumagure memorized, and as a prism for the temple, is often found in the temple doing daily tasks and chores to keep it clean and orderly. Indra is described by his parents as a ‘good child’ who is always willing to listen and gives everything his best, even when what he’s giving his best to is being a nuisance.
Battle Information Village: Sunagakure no Sato
Rank: Chuunin
  • Chakra Pool: 25 (22 + 3)
  • Endurance: 10
  • Control: 25
  • Strength: 10
  • Speed: 25
  • Willpower: 15
  • Mastery: 10
  • Power Rank: C
Equipment:
5 kunai, 10 shuriken, 5 exploding tags, 1 smoke bomb, 1 flash bang all in his weaponry pouch on his waist.

[Storage Scroll]
A large storage scroll, the scroll is roughly 2'3" in width, and is carried on a strap that attaches to Indra's lower back at his belt line. The storage scroll currently has a single fuuinjutsu on it, allowing it to store both versions of Indra's [Puppet Coffin]. Both coffins must be unsealed and cannot be selectively unsealed.
SpoilerShow
[Puppet Coffin]
Used to store his puppets, the Puppet Coffin is exactly 5 feet in height and has a lengthened hexagonal shape with the lower portion of the hexagon taking up 4ft of it's length. It is 1ft wide at it's thinnest points at the bottom, and is 2ft wide at it's widest point. The coffin has hinges on 4 sides, which can be quick released by attaching a puppet string to them, or each can be manually flipped open. The coffin has [30 Strength], making it somewhat durable. The coffin is designed to be able to store up to 2 human shaped puppets, and Indra stores within his [The Priest] and [The Temple Monk].
SpoilerShow
The Priest: Offensive Puppet Frame:
A puppet frame made available to puppeteers or those interested in it in Sunagakure, this frame is designed for offensive operations. Roughly human shaped, the wooden frame is smaller than standard frames and has shorter limbs but includes more bearings in its joints allowing for increased mobility. The frames are often customized as far as hair, facial features, etc. The frame has 30 strength and 30 speed, making it more durable than most standard frames available. Additionally, the left arm has a 30m chain coiled in it, which can be ejected with 20 speed and strength, allowing the puppeteer to wrap up targets engaging with the puppet.

Interestingly, Indra’s puppet frame is very clearly a puppet, with no-adornments on it to make it appear deceivingly human. Its face, which has a single eye in the center of its face and a jaw connected by two bolts on either side of the head, is somewhat small. It has white hair on top that gives little impression of realism. The puppet wears a deep purple robe with a white stripe on the hood, and white cuffs at the end of each sleeve. The puppet, like many puppets, is wrapped in white bandages and carried on Indra’s back, typically via a strap that crosses his body.
Temple Monk:
[Temple Monk]
Heirloom 41/41
A human-shaped puppet, the Temple Monk stands at roughly 6’ in height, with a rounded body cavity, legs, and arms slightly longer than normal. It’s head, an oblong shape, as a single puppet eye in the center of its face, with a long divot that splits under the eye to break away into the jaw. On each side of the divot is an indent the size of a talisman. The puppet has a jaw with visible teeth within it, but the oblong shape of the head makes it clearly inhuman. The puppet has no hair, ears, nose, or other features. The puppet wears a black robe with a hood, with a golden stripe that runs from the center of the hood down the back, but otherwise has no features. The Temple Monk has 50 strength and 50 speed. It is equipped with a number of unique features:
  • Talisman Cartridge: A column inside the Temple Monk’s neck that stores a total of 30 Blank Talismans. When the column is activated, the Temple Monk’s mouth will open and produce a single Talisman. If, for whatever reason the Temple Monk’s mouth cannot open, a single Talisman can be ejected out a slot on the back of the neck where they are filled through.
  • Brass Knuckles: Each of the Temple Monk’s hands are wrapped in a metal covering that have spikes over where the knuckles are, allowing punches from the Temple Monk to have cutting and stabbing properties as well.
[Puppet Coffin]
Used to store his puppets, the Puppet Coffin is exactly 5 feet in height and has a lengthened hexagonal shape with the lower portion of the hexagon taking up 4ft of it's length. It is 1ft wide at it's thinnest points at the bottom, and is 2ft wide at it's widest point. The coffin has hinges on 4 sides, which can be quick released by attaching a puppet string to them, or each can be manually flipped open. The coffin has [30 Strength], making it somewhat durable. The coffin is designed to be able to store up to 2 human shaped puppets, and Indra stores within his [The Priestess].
The PriestessShow
Defensive Puppet Frame
A puppet frame made available to puppeteers or those interested in it in Sunagakure, this frame is designed for defensive operations. Roughly human shaped, the wooden frame is bulkier than standard frames and has wider arms and legs and a barrel chest. The frames are often customized as far as hair, facial features, etc. The frame has [30 strength] and [10 speed], making it more durable than most standard frames available. Additionally, when the arms are brought together then can be extended to form a 3m x 3m flat wall with [30 strength], acting as a barrier. Additionally, the puppets barrier chest is line with an elastic material with [30 Strength], and through the use of tension with chakra strings the chest can rapidly to 10 meters across with the front open. When the tension is released the elastic will pull the puppet back together with its strength, crushing anything inside.
Additionally, the puppet has a repair pack stored in the head, which can be unlatched to reveal the pack. The Repair Pack can repair up to 20 strength when utilized with the appropriate jutsu.

Interestingly, Indra’s puppet frame is very clearly a puppet, with no-adornments on it to make it appear deceivingly human. This puppet appears to be intended to be female, the face being slightly more slim, and having long black hair hanging off it’s head that gives little impression of realism. Its face has a single eye in the center of its face and a jaw connected by two bolts on either side of the head. The puppet wears a white robe with a deep purple stripe on the hood, and deep purple cuffs at the end of each sleeve.
Quote:
HHM-001 Susanoo
Left in a locker at Sunagakure’s academy by a long gone shinobi, the HHM-001 Susanoo is a pre-production puppet shaped like a 2-meter diameter star-shaped chakram. Extending from the chakram blade is 6 points, 3 on each side. Each point can be “ejected” and controlled independently as .5 meter long triangular blades, 8 inches wide at their base. The inside of the frame has a “blade-less” fan mechanism that while active creates thrust that allows the user to hover and glide up to 2 meters above the ground with no changes to the users movement speed. Each blade and piece of the puppet has 10 strength.

Of particular interest though is the prototype thread-splitter technology that allows the puppet to be controlled with a single thread.

When not in use the chakram can be folded in half, and worn like a shield on the back.
Companions: (1/1)
Affinity/Specialization: Ninpou
Abilities and Concentrations
Abilities
First Ability
Shishire No ShigenmaShow
Shishire no Shigenma
The Shigenma, commonly referred to as the Soul Genma, is a Genma sealed away and controlled by [Sunagakure no Sato]. The Shigenma is named as such due to its ability to manipulate the souls of others. The Shigenma has Four Forms and with the mastery of each comes access to new soul based abilities. The wide breadth of the Shigenma’s powers means a single host rarely touches on everything, and while some may focus on the resurrecting of lost souls, others will focus on the manipulation of souls currently on this plane.
Influences: Shishire’s deathly appearance is apt for its skills, and the beast shares these features with its host. While it will often vary, the hosts of the soul genma usually look to be somewhere between the plane of the living and the dead, with features that would indicate poor health...or worse.

Personality: The Shigenma is a very snooty, self-important being. It views itself as much better than everything else, and is quite hypercritical of the host and anybody with whom it interacts. The Shigenma has a tendency to be rather shallow, placing great importance on things such as appearances and reputations. When it finds something that it truly dislikes, it will go to great lengths to hurt it in any way possible, just out of spite; Shigenma holds grudges for quite a long time. Also, when the Shigenma comes across something that it is confident it is superior to, it will be playfully sadistic and sinister for the sake of its own amusement.

Transformations: Like most of the genma, Shishire does not always turn his hosts into replicas of himself, and how they go through the transformations varies from host to host. However, each stage has the same boosts:
  • Base Stage: 0 Mastery +3 Chakra Pool always active (this counts against your max stat total)
  • Stage 1: 4 Mastery +2 Chakra Pool
  • Stage 2: 14 Mastery +4 Chakra Pool, +3 Speed
  • Stage 2 Ascended: 28 Mastey +7 Chakra Pool, +5 Speed, +2 Strength. Additionally the host may now use skills from Form 1, and 2 while in Base Stage.
  • Stage 3:30 Mastery +7 Chakra Pool, +5 Speed, +3 Strength.
  • Stage 4: 40 Mastery +9 Chakra Pool, +7 Speed, +4 Strength
  • Stage 4 Ascended: 50 Mastery +9 Chakra Pool, +7 Speed, +4 Strength, +5 Control. Additionally the host may now use skills from Form 1, 2, 3 and 4 while in Base Stage.
Copyright: Soul Manipulation - Shijutsu
Stage UnlocksShow
Base Stage (0 Mastery):
  • Appearance: The host’s sclera turn entirely black, which makes them quite easy to identify. They will also develop a red coloration to the fingers and spreading just beyond the knuckle that is reminiscent of being dipped in blood.
  • Skill(s): In the base stage, the host is able to sense souls around him, which is often perceived as if they can be heard. For living souls, they seem like voiceless whispers or loud breathing, while dead souls tend to be more distinct and will often be repeating things they said during significant moments of their life. This is a passive process with very little range beyond a few feet, but can be refined and centered through jutsu.
Stage 1 (4 Mastery):
  • Appearance: Upon entering this stage, the host begins to exude a translucent sort of fog from their body, that spreads more dramatically based on their movements. The red coloration on their fingers will begin to extend to their wrist. Their iris will also begin to darken, making it harder to distinguish from their sclera which is already black.
  • Skill(s): In stage 1, the host is able to directly interact with living souls via physical contact, causing harm to people through attacking the soul. Attacks to the soul manifest in two forms: “Psychosis” and “Affliction”.
    • Psychosis are mental effects that work like Status Genjutsu, causing bizarre behaviors. Psychosis follows rules for genjutsu, however they are the targets Willpower or Control (whichever is higher) vs the user’s Control. The target does not suffer any debuff if they break the Psychosis early as with genjutsu.
    • Affliction manifests as forms of neurological damage (phantom sensations, muscle pain, numbing, and paralysis). Souls damaged this way repair themselves over time and techniques will state how long they last.
Stage 2 (14 Mastery):
  • Appearance: The hosts iris will darken even more turning fully black, and the hosts eyes will begin to drip black tears that will quickly dry leaving streaks on their face (even after coming out of form). The fog forming from their body will become thicker and more visible, though won’t have an effect on visibility. The hosts nails will become elongated and sharpened as well.
  • Skill(s): In stage 2, the host is able to siphon off parts of their own soul and insert them in objects and jutsu. The host's consciousness acts independently in this piece of their soul, allowing them to telepathically communicate with anyone touching the object or jutsu they possess. Additionally, jutsu that are “fire and forget” can be controlled by this piece of the user’s soul, allowing that piece of the soul to independently control the jutsu. If the jutsu was not created by the user, the user must have greater control than the caster in order to possess it.
Stage 2 Ascended (28 Mastery):
  • Appearance: This stage is indistinguishable from its predecessor.
  • Skill(s): The host may move directly into this Stage from the Base Stage without having to move through the previous Stages first. Additionally the host may now use skills from Form 1, and 2 while in Base Stage.
Stage 3 (30 Mastery):
  • Appearance: In this form, the host begins to produce black tears from their eyes more heavily, constantly crying in this state. The red coloration on their hands will begin to extend up the fore-arm, and they will leave red markings on anything they touch that will fade after a few moments. They continue to produce a fog from their body, and their teeth will also begin to sharpened. Most notably, their fingers, arms and legs will all appear if they're getting longer though only by a small amount.
  • Skill(s): In Stage 3, the Host may not possess other people with parts of their soul. When another person is possession this way, the host is able to communicate with them telepathically, and also activate [Psychosis] type Shijutsu at a range. The use of an iijutsu technique the same rank as the possession technique will nullify the possession except in specific circumstances outlined in jutsu.
Stage 4 (40 Mastery):
  • Appearance: In this form, the host retains all previous changes, and they are also hot to the touch. Though not enough the burn, they will seem as if they have a high fever. Anything they touched will be soaked with a intangible red fluid that fades after a few moments. Additionally, all the hosts joints will dislocate, the host will be immobile unless they have the [Contortionist] Taijutsu concentration.
  • Skill(s): In Stage 4, when the host possesses another person with their soul, they may not target the possessed person with [Affliction] type Shijutsu at a range. This can be prevented as it can in Form 3.
Stage 4 Ascended (50 Mastery):
  • Appearance: This stage is indistinguishable from it's predecessor.
  • Skill(s): The host may move directly into this Stage from the Base Stage without having to move through the previous Stages first. Additionally the host may now use skills from Form 1, 2, 3 and 4 while in Base Stage.
  • Unlocked: Not Yet Unlocked.
Second Ability
Third Ability:
Concentrations
Ninjutsu[Kugutsu][Fuuton]
Quote:
Incantation Channeling
This concentration allows the user to channel ninjutsu through the use of incantations. As users of this concentration become more adept, they can channel without the use of incantations. This concentration allows the user to do anything they could do via [Advanced Channeling] concentration, and follows all the same restrictions. However, some styles may require verbal incantations regardless of skill level.
Quote:
Holy Release
A custom ninpou extension utilized by Indra gifted to him by The Sun. Holy Release allows the user to imbue Holy Energy, referred to as ‘Light’, into objects. By embedding an object with Light, the user can treat it as if it was created by them, and cast jutsu to manipulate it. Holy Energy has a [Blessing] passive, which causes it to Bless anything it comes in contact with, embedding that object with Holy Energy too. To Bless objects that are tempered or have chakra in them, the jutsu must have [Control] greater than the highest stat on the object, or the strength of the wielder if tempered. A Blessing lasts for a number of posts equal to the [Control] of the Holy technique divided by 10, but is reset each time the technique touches the object. Holy Release techniques and anything Blessed by them have a soft golden glow to them to indicate they’ve been Blessed.
Quote:
Talisman of Light
A unique concentration by Indra, this concentration grants the user the ability to empower and protect themselves from harm. A once lost art, Talisman techniques require a physical talisman that can come in contact with dangerous things, or people under detrimental effects. First, the user captures the effect in a talisman, then by using incantations, the user can make themselves (or in some cases other targets) immune to the captured effect. For example a fireball could be captured in a talisman, and then when called upon the user would become immune to burns by fire. Alternatively, if the target was under the effect of a debuff the talisman could be placed on them and while the incantation was done the debuff would be negated. The user is able to create talismans for their own concentrations without the need to first capture the effect, but the requirement to capture will still be listed in the jutsu. Talisman of Light techniques require the [Incantation Channeling] concentration, and must be verbally incanted. The user must continue to verbally incant to maintain the immunity effect, however once the initially channeling period is over the user can perform other techniques while continuing to incant. When the technique ends, if the Talisman is not destroyed it will return to its default state and must capture a technique again to be used.
Taijutsu[Close Quarters Combat][Weapons Crafting]
Genjutsu.

Jutsu
NinjutsuShow
Pulse Blast
D-rank Ninjutsu
The user does a series of hand seals then thrust both hands forward with the thumbs and index fingers touching, causing a pulse of chakra roughly a meter in diameter to launch forward at [Control] Speed and Strength.

Burst
D-rank Ninjutsu
The user does a series of hand seals, causing a burst of chakra to erupt from both feet with [Control] speed and strength. This can be used offensively, or to act as a second jump while mid-air.

Block
D-rank Ninjutsu
The user does a series of hand seals then points at any location within [Control]m of the user. At that location, a 3m tall, 3m wide, 1inch thick barrier of chakra will form facing any direction the user chooses with [Control] speed and strength. The barrier remains for 4 posts before vanishing.

Rapid Fire
C-rank Ninjutsu
Prerequisite: [Pulse Blast]
The user does a series of hand seals, then punches the air in front of them. So long as the user does not move from their current position, for the next 4 posts, for up to 4 times a post, they can punch the air causing a burst of chakra 1m in diameter to fly forward with [Control] speed and strength. Should they perform any other jutsu, this jutsu ends.
KugutsuShow
*[Puppetry Style • String Toggle Technique]
D-Rank Ninjutsu
By releasing less chakra into his chakra strings, the user is effectively able to 'turn off' some of his chakra strings, giving them no ability to pull or retract anything. In order to accommodate this, the strings will lengthen and shorten so they don't react to anything that they are attached to. The strings can be reactivated by putting a bit of chakra into them, letting the user use them again. This can also be used to attach wires to someone, and then deactivate the wires so they aren't able to feel the wires at all until they are needed. The strings can still be removed as if they were on, though.

*[Puppetry Style • Puppet Transformation Technique]
D-Rank Ninjutsu
Much like the original Transformation Jutsu, the puppeteer does the needed handseals and causes their puppet to take on the appearance of their own body and their own body into the appearance of their puppet. By consistently emitting chakra throughout their body, the user is able to keep their appearance adjusted at the cost of their Chakra Pool draining over time. As this technique is quite strenuous to uphold, experienced shinobi may see more clearly through this delusive disguise. This technique lasts for a number of posts equal to that of the user's Chakra Pool.

*[Puppetry Style • Puppet Change of Body Stance Technique]
D-Rank Ninjutsu
After completing the necessary handseals, the user is able to quickly substitute his/her body with one of their puppets. This substitution allows the object to take the force of the attack that was meant for the user, additionally allowing the user to create distance between him/her and the opponent. This technique may only be used a total of two (2) times in a single thread, counting towards the (2) teleportation limit.

*[Puppetry Style • String Trap Technique]
D-Rank Ninjutsu
After using chakra strings, the puppeteer is able to attach them to objects, then solidify pieces of the string as someone is passing by, causing them to trip if they don’t notice the invisible wires.

*[Puppetry Style • Puppet Ventriloquism Technique]
D-Rank Ninjutsu
A fairly simple jutsu, this one uses the strings of chakra to carry the puppeteer's voice to the puppet, so it will sound as if the puppet is talking when in reality it is the puppeteer's words. If it is equipped with a sound vibrating device, the voice can also be changed to whatever the user wishes it to be.

*[Puppetry Style • Manipulate Advancing Blades]
C-Rank Ninjutsu
Prerequisite: *[Initiate Puppetry Technique]
By attaching multiple chakra strings to their kunai, the puppeteer is able to hover multiple kunai around them before throwing them all forward. The puppeteer is able to hold an amount of kunai equal to their [Control].

*[Puppetry Style • Puppet Invisibility Technique]
C-Rank Ninjutsu
By channeling chakra to a puppet, the puppeteer is able to form a chakra coating over the puppet. This coating causes the puppet to become completely invisible as long as every piece of the puppet is completely still. Once the puppet moves, it becomes fully visible.

*[Puppetry Style • Puppet Senses]
C-Rank Ninjutsu
Required: *[Puppetry Style • Initiate Puppetry Technique]
By connecting a chakra string from a part of a puppet or person, the puppeteer is able to transfer their senses from their body to whichever part the strings are connected to on the puppet or human. This allows the puppeteer from ‘see’ and ‘hear’ from the perspective of what is connected to the string.

*[Puppetry Style • Initiate Puppetry Technique]
C-Rank Ninjutsu
The Puppetry Technique is a Ninjutsu technique used by puppeteers. By releasing chakra from their tenketsu, the puppeteer is able to release chakra strings from their finger. These strings are able to move 25 meters. This jutsu allows the puppeteer to attach their chakra strings to inanimate, chakra-less objects at [Control] Speed. While an inanimate object is being controlled, it’s treated as if it has a speed equal to the puppeteer’s control.

Puppet Repair
C-rank Kugutsu Jutsu
If a puppet has a [Repair Pack] equipped to it, so long as the puppet is stationary, the user can utilize chakra strings to merge parts of the repair pack to damaged areas of the puppet. Allowing them to increase the puppets strength by as much as the repair pack, to a maximum of the puppet’s original strength.

Kugutsu: Extension
C-rank Ninjutsu Techinque
Prerequisite: [Talisman of Light] Concentration, [Holy Release] Concentration, [Holy Release: Kugutsu]
When the user is using [Holy Release: Kugutsu] they can utilize this technique. So long as the prerequisite technique is active, the user is able to use [Talisman of Light] techniques to target [Blessed] puppets, granting them the immunity rather than the user.

*[Puppetry Style • Advanced Puppetry Technique]
B-Rank Ninjutsu
Prerequisite: *[Puppetry Style • Initiate Puppetry Technique]
Master Puppetry is a Ninjutsu technique used by puppeteers. By releasing chakra from their tenketsu, the puppeteer is able to release chakra strings from their finger. These strings are able to move 40 meters away. This jutsu allows the puppeteer to attach their chakra strings to humans or animals arms and legs at [Control] Speed, using every part of the puppet to its max potential. In order to break out from this technique, the target must be willing to break out and at least [Control] strength to resist the strings. While being controlled, the target is unable to move on their own and the puppeteer can move their arms and legs in any natural way.
Holy JutsuShow
Holy Release: Imbue
D-rank Ninjutsu
The user does a series of hand seals, forming a small tennis ball sized ball of chakra made of Holy chakra in their hands. The user can push the ball of chakra in any direction at [Control] speed. The ball will merge into the first object it touches and imbue it with Holy Energy for the next 5 posts. This allows the object to become a conduit for Holy Energy.

Holy Release: Return
D-rank Ninjutsu
The user will do a series of hand seals, targeting anything Blessed with Holy energy. This will cause the object to move to the user’s hand at [Control] speed.

Holy Release: Explode
D-rank Ninjutsu
The user will do a series of hand seals, targeting anything Blessed with Holy Energy. This will cause the object to explode with [Control] strength.

Holy Release: Halt
D-rank Ninjutsu
The user does a series of hand seals, targeting anything blessed with Holy Energy. This will cause the object to lose all momentum, causing it to fall to the ground.

Holy Release: Window
D-rank Ninjutsu
The user does a series of hand seals, forming a barrier of Holy Energy 3m x 3m in size to form anywhere within 10m of the user with [Control] Speed and Strength.

Holy Release: Kugutsu
C-rank Ninjutsu
Prerequisite: Puppet String techniques
While the user is maintaining puppet strings, they can perform a series of hand seals to send Holy energy through the chakra strings, causing whatever the strings are attached to become [Blessed] with [Control].
ShijutsuShow
[Distinguish]
C-rank Shijutsu Technique
Indra is able to passively memorize the way any soul feels to him, allowing him to distinguish people regardless of their physical appearance or disguises, or if he knows they are there otherwise. If someone is actively trying to hide their identity, it requires physical contact for him to recognize their true identity, otherwise he can determine it off of sense alone.

[Forewarn]
C-rank Shijutsu Technique
Indra likens sensing souls to ‘hearing them’, and noticed that when channeling chakra people’s souls often get louder for a moment. For 5 posts after activating this technique, when an individual is channeling chakra within [Control]m of him, Indra’s sense can pick up on that change in how the soul feels, allowing him to discern when someone is about to cast a technique.

[Hostile]
C-rank Shijutsu Technique
Being able to sense souls means Indra can often ascertain how someone is feeling. By performing a series of hand seals and attuning his senses to feeling of hostility, Indra can sense if any souls within [Control]m of him are hostile or if they begin to feel hostility. This technique lasts for 5 posts.

[Wandering Souls]
B-rank Shijutsu Technique
After a series of hand seals, the Indra can attune his soul to the souls around him, allowing him to better sense souls. As Indra equates the sensing of souls to ‘hearing’ them, this technique makes the souls of living people within [Control]m ‘sound’ louder, allowing Indra to sense the exact number of people and their precise location with [Control]m of himself.

[Track]
B-rank Shijutsu Technique
By performing a series of hand seals, closing his eyes and focusing, Indra is able to search up to 60m away for a specific soul. For each post he remains still and focusing, the radius increases by 60m. Once the soul has been located, Indra can hold a single seal, allowing him to track their location down to a 5m radius so long as they remain within the range Indra established when focusing and maintains the seal.
Talisman JutsuShow
Blind Talisman
D-rank Talisman of Light Ninjutsu
Should the target be under any effect that blinds them, or prevents them from seeing, the user can place a Talisman on them and begin chanting. For as long as the user is chanting, an eye symbol will form on the Talisman, and any effects that cause the target to be blind will be nullified. If the effect is via a ninjutsu, the user must have greater [Control] than the technique.

Deaf Talisman
D-rank Talisman of Light Ninjutsu
Should the target be under any effect that deafens them, or prevents them from hearing, the user can place a Talisman on them and begin chanting. For as long as the user is chanting, an ear symbol will form on the Talisman, and any effects that cause the target to be deaf will be nullified. If the effect is via a ninjutsu, the user must have greater [Control] than the technique.

Explosion Talisman
D-rank Talisman of Light Ninjutsu
When Indra has captured a technique that has an [Exploding] effect, to include explosions from exploding tags, he can channel this technique into the Talisman. The Talisman will then form a triangle symbol on the front of it. By targeting himself or another person or object within 15m of himself or connected to him via chakra (via his soul, chakra strings, etc.) he can cause the Talisman to float to them at [Control] speed. So long as the user is chanting, the target will be immune to the concussive force of explosions. Explosions that carry additional effects (i.e. also made of fire) would still affect the target with their secondary effects, they simply would not be harmed by the strength of the explosion.

Burn Talisman
C-rank Talisman of Light Ninjutsu
When Indra has captured a technique with the [Katon Burn] passive (to include extensions & fusions) in a Talisman, he can channel this technique into the Talisman. The Talisman will then form a small flame symbol on the front of it. Then targeting themselves, or another person or object within 30m of themselves or that is connected to him via chakra (via his soul, chakra strings, etc.), he can cause the Talisman to float to them at [Control] speed. So long as the user is chanting, the target will be immune to the [Burn] passive effect, making it so they cannot be burned regardless of how long they remain in contact with burning techniques. This does not make them immune to other effects, or the strength of the technique, only from being burned by it.

Shocking Talisman
C-rank Talisman of Light Ninjutsu
When Indra has captured a technique with the [Raiton Shocking] passive (to include extensions and fusions) in a Talisman, he can channel this technique into the Talisman. The Talisman will then form a small lightning symbol on the front of it. Then by targeting themselves, or another person or object within 30m of themselves or that is connected to him via chakra (via his soul, chakra strings, etc.), he causes the Talisman to float to them at [Control] speed. So long as the user is chanting, the target will be immune to the [Shocking] passive effect, making it so they cannot be shocked regardless of how long they remain in contact with shocking techniques. This does not make them immune to other effects, or the strength of the technique, only from being shocked by it.

Talisman
B-rank Talisman of Light Ninjutsu
The cornerstone of this style, this technique allows the user to absorb effects they don’t have access to in order to utilize them for other Talisman techniques. The user will do a series of hand seals, charging chakra into a Talisman within 60m of him or connected to him via other means (Soul Possession, Chakra Strings, etc.). The Talisman can then be brought in contact with a jutsu, and should the users [Control] be greater than the [Control] of the technique, the technique will be absorbed into the Talisman. The Talisman must be used again within the next 5 posts or it will go inactive. When a Talisman has a technique stored in it, it turns completely black until used for another jutsu.
CraftingShow
*[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 • Tempering]
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 equipment made by this crafter is tempered and does not require a static strength.

*[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 • 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.

Balloon
C-rank Crafting Technique
This crafter has learned to craft using a unique enhanced elastic material and can integrate this material into puppet frames. Through using this crafting technique, the crafter is able to introduce parts to puppets that expand in size at half the price.

Repair Pack
C-rank Crafting Jutsu
This user is able is craft a container that can be put within the internal skeleton of a puppet frame, typically stored within the chest or head. Through the use of an appropriate jutsu, a repair pack can be used to repair damage to a puppet. The strength of the repair pack determines how much strength it can repair on the puppet. This crafter is able to make repair packs at half the cost.

*[Weapons Crafting • Puppet 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 puppet creation process, the user has learned the method of producing different types of puppet 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. Puppet frames have a base starting strength of 15 at initial creation.

History
Historical AccountsShow
Born to a Suna Diplomat and her shinobi husband, Indra has lived a comfortable life. His father trained him early in the art of ninjutsu, and his mother taught him about the great world around them. Through watching them both, Indra developed a taste for adventure, and would often beg his mother to accompany her on visits outside the village on her various responsibilities. On the occasions he went, Indra would gawk and awe at the world and how incredible it was.

When he became old enough to enter the academy, he was quick to apply and be accepted. Learning more about ninjutsu and the world of shinobi, Indra became a bit of a class clown and trouble maker. Charming, he would often spend his time talking to his girl classmates and causing trouble, and he was sent home early on more than one occasion. But his quick wit and natural affinity towards ninpou made it hard to deny his talent, and Indra would graduate near the top of his class. Now a genin, Indra is excited to get out into the world and make his mark.

Username: Onu
Ryo: 0/478
Prestige Perks: 2/2 [Accountant - Scaled] [Heirloom]
Stat Trainings: (0/75)
Org Jutsu: (45/100)
Org Equipment: (90/100)
Last edited by Kabu on Wed Feb 07, 2024 10:43 pm, edited 36 times in total.

User avatar
Texas
Posts: 1962
Joined: Fri May 24, 2013 8:00 pm

Gekko, Indra

Post by Texas » Thu Jan 04, 2024 10:48 am

Username: Onu
Owner: Gekko, Indra
Stat Trainings: (0/25)
Hizashi, Ikinari
General Information Age: 24
Type: Henchman
Gender: Male
Height: 5’9”
Weight: 189 lbs
Appearance: Perhaps most striking about Ikinari is his hazel eyes that seem to glow in contrast to his deep olive skin tone. Thick hair forms into lockes on his head, hanging around ear length, and dark red bordering on brown. While in good shape, one would never consider Ikinari to be pique physical condition and he clearly doesn’t appear to be a taijutsu user or any sort of hand to hand combatant. His demeanor is given away by the often large and bright smile he wears. Something of a traditionalist, Ikinari wears a traditional shinobi outfit well suited for the environment. Flowing robes held in place by a flak jacket. Ikinari’s clothes are almost entirely a tan color, with red embroidery tying the various pieces of cloth together. A black line runs from the right shoulder all the way down to the bottom hem of the right leg. The flak jacket carries most of his equipment. Hidden from view due to the flowing legs of his pants, Ikinari wears geta rather than shinobi shoes.
Personality: Upbeat and bright in his demeanor, Ikinari is a shining example of pride and joy. He loves his village and his people, takes pride in who he is as a shinobi, and greets every day as a challenge and an opportunity. While he takes no pleasure in the nature of his career choices, Ikinari enjoys the thrill of combat and looks forward to the opportunity to feel sweat dripping down his neck when things get tight. An optimist, Ikinari is known for always looking to the brighter side, relishing opportunity, and taking chances. He believes firmly in tradition, prays every morning and every night, and believes elders should be respected above all others. Astute, Ikinari is often intentional about staying aware of his surroundings and making observations. His role as a diplomatic archivist has required him to not only be a master knowledgeable of recent history, but understand how to both interpret and convey complex geopolitical events in often tense situations. This makes Ikinari quite skilled in managing more complicated situations and moments of crisis.
Battle Information Rank: S-rank
  • Chakra Pool: 35
  • Control: 35
  • Strength: 27
  • Speed: 16
  • Endurancet: 27
  • Will Power: 25
Equipment:
Ikinari’s flak jacket has 5 pockets on it, 2 medium pockets on the left side, 2 small pockets on the upper right, and 1 large pocket on the lower right.
Medium - Upper Left
35 Shuriken, 10 come with 20m of wires attached to each.
Medium - Lower Left
200 Makibishi and a small ejection compartment allowing them to be forcibly spread over a 3m x 3m area in front of Ikinari
Small - Upper Right
Small - Upper Right
Large - Lower Right
15 Kunai
Primary Affinity: Kaenton
Abilities and Concentrations
Abilities
First Ability
Concentrations
Ninjutsu[Advanced Channeling]
Kuuton Affinity:
Kuuton Affinity
A character with this concentration is able to utilize Kuuton, and advanced form of Fuuton, and can make and use any custom or archived jutsu that require the Kuuton affinity. Kuuton has a gravitational effect. These gravitational pockets can reach through barriers, walls, and function like a real source of gravity. Those without the Elemental Specialization cannot make custom Kuuton jutsu.
Passive (Pressure)Show
Kuuton users chakra to create pockets of gravity in a specific direction. Through the use of these technique Kuuton users can launch objects away from them, pull things in to a specific place, or crush things down into the ground. Kuuton jutsu operate off a focal point, and always move towards or away from that focal point. This means that all Kuuton jutsu cover some sort of area, and only effect what is within that area. They can not be used on a micro scale.
Hizashi:
Kaenton [Heat Element]

By fusing together Katon [Fire Element] and Fuuton [Wind Element], members of the Hizashi clan are able to create and use Kaenton [Heat Element].
Passive (Heating)Show
Kaenton has to ability to heat anything, increasing it's temperature, causing burns, and introducing people to heat strokes, dehydration, and even possibly death. While Hizashi are naturally resistant to increased temperature, even they can succumb to the excessive heat of their techniques. The heat increase, and the area they can increase, is determined by the rank of techniques, making the elder Hizashi the most danger, able to create flashes of heat that can kill with ease.
Fuuton Affinity:
Fuuton Affinity
A character with this concentration is able to utilize Fuuton, and can make and use any custom or archived jutsu that require the Fuuton affinity. Fuuton has an cutting effect.
Passive (Cutting)Show
Fuuton has a natural cutting property to it, that exists in all jutsu unless otherwise stated. This gives fuuton a unique opportunity to strike with additional power, and to act as a offensive defense. Regardless of their purpose fuuton jutsu passively cut with no distinct pattern at 1/2 the strength of the technique rounded down unless otherwise stated. This means if someone punched a 20 strength fuuton wall, they would get cuts on their hand applied with 10 strength. This also means that fuuton jutsu specifically designated to cut things can create devastating wound by essentially striking twice.
Taijutsu:[Perception][Arts of Medicine]

Jutsu
NinjutsuShow
KuutonShow
D-rank KuutonShow
Kuuton • Gravitate
D-Ranked Kuuton Jutsu
The user will do a series of hand seals then release a pulse of kuuton chakra, causing a small singularity the size of a baseball to form behind them roughly a foot off of their body positioned between his shoulder blades. This will create a small gravitation field (1m radius from his body) around the users that can be used to force objects to move with them during the length of the technique. Any objects thrown with less than [Control] strength will also be caught in the pull of this technique. This technique can be maintained for 5 posts before the user must perform it again.

Kuuton • Arise
D-Ranked Kuuton Jutsu
After performing the necessary hand seals, the user will kneel down and touch the ground. This will cause the ground around them for 5 meters in every direction to become a focal point, a black singularity 1m in diameter forming. All things within this area will be thrust into the air for 8 meters with [Control] strength, unless they resist it with a strength higher than [Control]

Kuuton • Returning from Service
D-Ranked Kuuton Jutsu
After performing the necessary hand seals, the user will imbue a projectile they are holding with chakra, causing a small black singularity to form at the tail end of the projectiles. Once they have thrown that projectile, they are able to cause it to return to them at equal speed as it is currently moving at within the next 2 posts by inversing the direction of the singularity. However, this projectile is only able to travel in a direct straight line from its position to the user, and it must be within 15 metres. Any projectiles which are stationary when called to return move with [Control] speed.

Kuuton • Fire the Reserve
D-Ranked Kuuton Jutsu
After performing the necessary hand seals, the user will cause a small black singularity the size of a baseball to form directly in front of them in their chest, able to target and raise up to 3 projectiles which will hover approximately 1.5m off of the ground in mid-air, and set them facing in a single direction. They are then able to cause them to be launched in that direction with [Control] speed and strength at any time over the next 3 posts, even immediately. If they are not fired during this time, the projectiles will simply drop to the ground.

Kuuton • Higher Movement
D-Ranked Kuuton Jutsu
After performing the necessary hand seals, the user will cover themselves in Kuuton chakra, forming a small singularity the size of a baseball to form behind them roughly a foot off of their body positioned between his shoulder blades. This enables them to augment their movements, allowing them to move with +3 speed, but with -3 Control. The user will also float one foot off the ground during this time. This technique lasts for three posts.
C-rank KuutonShow
Kuuton • Holy Denial
C-Ranked Kuuton Jutsu
After performing the required hand seals, the user will generate a singularity 1m in diameter within 25 metres of themselves, a wall of gravity forming in any direction from the singularity. This wall is 3 metres in height and width. Any time something touches this wall, it will be halted in mid-air if it has a strength lower than [Control] and held for the duration of this technique. This wall will last for 4 posts unless ended prematurely by the user.

Kuuton • Golden Delivery
C-Ranked Kuuton Jutsu
After performing the necessary hand seals, the user surrounds a projectile they are holding with kuuton chakra, causing a singularity for form on the tail end of the projectile. Once they throw the projectile, anything it comes within 10 metres of on its flight path will be violently pushed away from it with [Control] strength. This technique only lasts a single post.

Launch
C-rank Kuuton Ninjutsu
The user does a series of hand seals, storing a small amount of Kuuton energy in their chest in the form of a small singularity ball. The next time the user makes physical contact, at the moment of contact the Kuuton energy will release, pushing the user away from the contact point at [Control] speed up to 30m away or until something stops them from moving, preventing the user from by harmed by whatever contacted them.

Kuuton • Heavenly Push
C-Ranked Kuuton Jutsu
After performing the necessary hand seals, the user selects a single object within 25 metres of themselves. Forming a singularity in their hand, they can thrust their hand forward, causing it to be pushed away from them using gravity with [Control] strength.

Singularity Manipulation
C-rank Ninjutsu
Should the user have any Kuuton jutsu currently active that create domes or zones of gravity, the user can cast this technique to manipulate the singularity, reshaping the dome or zone of gravity. While the amount of area covered remains the same, it allows the user to manipulate the dimensions to more tactically cover areas, or move the area being covered. Changes in shape occur at [Control] speed.

Kuuton • Redirection Bullet
C-Ranked Kuuton Jutsu
After performing the correct hand seals, the user will fire a black orb the size of a baseball made of gravity in a single direction up to 25 metres away from themselves at [Control] speed. When it comes into contact with something, it will push that something in a single direction of the user's choosing with [Control] strength.
B-rank KuutonShow
Kuuton • Divinity's Reach
B-Ranked Kuuton Jutsu
After doing the needed hand seals, the user forms a singularity in their hand and holds it forward at their target. The singularity sends gravity towards a target's neck that travel at [Control] speed. By doing so, pressure builds up on the target's neck, choking them with [Control] strength. This considerably deadly technique lasts for 3 posts.

Kuuton • Holy Artefact
B-Ranked Kuuton Jutsu
After performing the necessary hand seals, the user forms a singularity in their hand and holds it forward at an object. The user is able to surround one inanimate object they are touching with gravity, so long as it is smaller than a horse. This object is then able to be moved 40 metres in a single direction with [Control] speed and strength once a post for 3 posts, unless this technique is ended early.

Kuuton • Heavenly Subjugation
B-Ranked Kuuton Jutsu
After performing the necessary hand seals, the user will gather gravity into a point above them, forming a 3m diameter singularity in the air. All things within 40 metres of the user will then be pushed toward the ground with [Control] strength for 2 posts. This does not include the user.
A-rank KuutonShow
Kuuton • All Creation's Heavenly Pull
A-Ranked Kuuton Jutsu
After performing the correct hand seals, the user will extend their hand toward a single target object, person or other thing within 65 metres, forming a singularity in their hand. That object will be pulled by gravity toward the outstretched hand with [Control] strength for 2 posts.

Kuuton • Ascending into Heaven
A-Ranked Kuuton Jutsu
After performing the correct hand seals, the user surrounds themselves with kuuton chakra causing a small singularity the size of a baseball to form behind them roughly a foot off of their body positioned between his shoulder blades. This enables them to fly at a speed equal to their control up to a maximum of their speed, reaching a maximum of 30 metres in the air. This technique lasts for up to 5 posts if not ended prematurely.
S-rank KuutonShow
Kuuton • Heat Wave
S-rank Kuuton Jutsu
Prerequisite: Kaenton - Sauna Jutsu, Level 1, 2, 3, 4, or 5 must be active
After performing the prerequisite technique, the user will do a series of hand seals and then release a sphere of Kuuton chakra from their body at [Control] speed into the sky, a 5m diameter singularity forming and releasing kuuton energy downward in a dome shape. Acting as something of a barrier, the kuuton chakra will rest at the edges of the prerequisite technique, and force anything moving against the barrier (from inside or outside of it) back at [Control] strength. In addition to keeping those within the technique trapped presuming they cannot break the barrier. The pressure from the Kuuton technique exerts itself against the Kaenton as well, causing the rising heat to have nowhere to go. This increases the strength of the Kaenton technique, meaning that for every 2 posts this technique is active, the Endurance drain from Kaenton - Sauna Jutsu increases by 1. This technique lasts as long as the technique it is used to contain, but drains S-ranks chakra from the user every 6 posts.
KaentonShow
D-rank KaentonShow
~Body Temperature Control
D-Ranked Ninjutsu
A pure channeling jutsu, the Hizashi is able to channel Kaenton chakra to parts of their body, heating them up by up to 20 degrees Celsius. This jutsu has no range and can only warm up the user's body, allowing for first degree burns on contact.

~Kaenton • Heat Aura
D-Ranked Ninjutsu
By performing a series of handseals, the clan member can increase the temperature of the air around them. This creates a 10 meter diameter area of heat centered on the clan member for the following seven posts. Anybody within the area will feel an intense heat that will usually cause them to perspire, feel thirst and in general make them uncomfortable.

~Kaenton • Minor Weapon Heating
D-ranked Ninjutsu
After doing the needed hand seals, the user floods the weapon they're holding with Kaenton chakra, raising its temperature by up to 15 degrees Celsius, causing burns on sustained contact. This temperature remains for up to 5 posts or until cancelled by the user.

~Kaenton • Mirage Clone
D-Ranked Ninjutsu
After doing the needed hand seals, the user creates a distortion of heat in front of him/her. This distortion bends light in a way that makes it look like the user. It has no defensive or offensive capabilities and only looks like the user, but is still just a chakra shell with heat inside. Upon contact, the clone dissipates, releasing a cloud of heat into its immediate surroundings. The heat is hot enough to cause first degree burns. Due to the small amount of chakra needed to maintain this clone, it has a large range and is able to travel up to a mile from the user.

Kaenton • Sauna - Level 1
D-ranked Ninjutsu
After doing the correct series of hand seals, the user will let out a slow, steady, heated breath. This breath will fill a 7m x 7m x 7m area with heat at [Control] speed. While this doesn’t cause any Endurance drain, it will cause feelings of dehydration and dizziness that those under 5 Endurance may easily fall subject to. This technique expands an additional meter in each direction for every post its active, and lasts for 5 posts. The user may perform this technique again while it is still active in order to extend the length its active for by 5 posts.
C-rank KaentonShow
Kaenton • Sauna - Level 2
C-Ranked Ninjutsu
Prerequisite:~Kaenton • Sauna - Level 1
After doing the correct series of hand seals, the user will let out a slow, steady, heated breath. This breath will fill a 10m x 10m x 10m area with heat at [Control ] speed. This technique will cause a -1 Endurance to anyone within its range every post it remains active. This technique expands an additional meter in each direction for every post its active, and lasts for 2 posts. The user may perform this technique again while it is still active in order to extend the length its active for by 2 posts. The user may also perform this technique while any prerequisite techniques are active, elevating the current heat fog to this techniques level. The user is affected by this technique at half the rate.

~Kaenton • Minor Heat Deflection
C-Ranked Ninjutsu
Prerequisite: 5 Control
After doing the needed hand seals, the user places their hands outwards, with their palms out. As long as they keep their hands out in this way, they will channel Kaenton chakra outwards into a 5 meter radius around them, creating a Kaenton circulation system. Whenever ah flame or a Katon technique enters this area with strength less than the user's control, the user can deflect it. The flame/katon will always be dispersed along the edge of the radius until it reaches the opposite side of where it struck. This area lasts for up to 3 posts, or until it has deflected 3 attacks.

Aura of Heat
C-rank Kaenton Ninjutsu
The user does a series of hand seals, creating an aura of heat extending 10m from their bodies in all directions. This aura burns with [Control] strength, typically keeping opponents from attacking in direct combat. This can be maintain for up to 10 posts, however after 5 posts the user will begin to feel the effects of the aura as well.

~Kaenton • Magma Touch
C-ranked Ninjutsu
After performing the needed hand seals, the user touches an object with their hand. The object must be a material that doesn't have an abnormally high melting point, must be inorganic and can only be a maximum of 1x1x1 meter large. If the object meets these criteria, the user can flood it with Kaenton chakra for a full post and heat it up. The heating up is done to such a point that the object actually melts into a hot pool and remains in that state for at least 3 posts, after which it begins to cool down at a normal rate (thus the rate at which it returns to normal depends on the temperature of the environment). This pool is extremely hot and capable of causing even fourth degree burns, but the user cannot control or mold it in any way and they will be damaged by it just like anybody else.

~Kaenton • Mirage Field
C-ranked Ninjutsu
After performing the proper hand seals, the user releases Kaenton into a 20 meter radius around them, causing heat to disperse in the air within that area. This heat will cause a minor increase of up to 5 degrees Celsius, but its real strength is in the way the hot air behaves. The behavior of the heated vs. cold hair causes a Mirage field where everything's appearance is slightly distorted, leaving them unable to properly gauge distances or the size of people and objects unless they have a perception technique of the appropriate rank, this technique lasting for the next seven posts.
B-rank KaentonShow

~Kaenton • Sun God's Wrath
B-Ranked Ninjutsu
After performing the necessary handseals, the user holds out their hands and sends out a wave of compressed heat at a speed and strength equal to [Control], this wave being twenty meters wide/twenty meters tall and upon contact, not only inflicting second degree burns but also dispersing into a twenty meter area around the point of impact, causing anything with a low melting point (i;e plant life or sand) within that area to heat up to the point of causing first degree burns, but also to begin melting, in addition to causing any water not produced by jutsu to begin evaporating, the evaporation being 6 meters3 per post .

~Kaenton • Dehumidification
B-ranked Ninjutsu
After performing the proper hand seals, the user holds the final hand seal while releasing Kaenton into the air in a 20 meter radius around him/her. After a full post of saturating the air with Kaenton, the 20 meter radius suddenly becomes hotter (by about 15 degrees celsius) and extremely dry. For the next 7 posts, all of the water in the air within that are has been further evaporated and pushed higher up to the atmosphere, making it much more inaccessible for suiton users. Whenever a suiton jutsu is performed, it now costs the user 2x as much chakra to perform that jutsu.

Kaenton • Sauna - Level 3
B-Ranked Ninjutsu
Prerequisite:~Kaenton • Sauna Level 1 or Level 2
After doing the correct series of hand seals, the user will let out a slow, steady, heated breath. This breath will fill a 40m x 40m x 40m area with heat at [Control] speed. This technique will cause a -3 Endurance to anyone within its range every other post it remains active. This technique expands an additional meter in each direction for every post its active, and lasts for 3 posts. The user may perform this technique again while it is still active in order to extend the length its active for by 3 posts. The user may also perform this technique while any prerequisite techniques are active, elevating the current heat fog to this techniques level. The user is affected by this at half the rate.
A-rank KaentonShow
~Kaenton • Lava Field
A-ranked Ninjutsu
Prerequisite: ~Kaenton • Magma Touch
After performing a long string of handseals, the user slams their hands into the ground and pours Kaenton chakra into it. For the next post, the ground within a 20 meter radius of the user melts, becoming a hot liquid form; essentially lava. A 2 meter radius around the user is the only spot within the 20 meter radius that doesn't get converted to lava. This lava remains the same ridiculously hot temperature for up to 4 posts before the Kaenton chakra within it runs out, at which point it begins to cool and solidify at a pace dependent on its environment, with regular environments resulting in the lava cooling down and solidifying within one post. This lava is extremely dangerous and destructive and will cause fourth degree burns with sustained contact, with further exposure actually causing complete destruction of a body part. The drawback to this jutsu is that the user can not control the lava in any way and are hurt by it just as much as any body else.

Destabilize
A-rank Kaenton Ninjutsu
The user does a series of handseals, causing a slow, creeping heat to radiate from their body over 100m. For the next 5 posts, the heat will be attracted to anything solid, sinking into it and destabilizing it’s structure. For natural objects (buildings, etc.) this simply weakens their integrity, but for ninjutsu techniques it causes them to lose their passive qualities. For example, Mokuton would not grow, sand would not grind, doton wouldn’t endure. This only works on physical elements (shouton, garaton, doton for example) and not energy or liquid ones (suiton, ranton, hilton for example).

Kaenton • Sauna - Level 4
A-Ranked Ninjutsu
Prerequisite:~Kaenton • Sauna Level 1 or Level 2 or Level 3
After doing the correct series of hand seals, the user will let out a slow, steady, heated breath. This breath will fill a 65m x 65m x 65m area with heat at [Control] speed. This technique will cause a -5 Endurance to anyone within its range every other post it remains active. This technique expands an additional meter in each direction for every post its active, and lasts for 4 posts. The user may perform this technique again while it is still active in order to extend the length its active for by 4 posts. The user may also perform this technique while any prerequisite techniques are active, elevating the current heat fog to this techniques level. The user is affected by this every other post.
S-rank KaentonShow
Entry to Hell
S-rank KuuKaenton ninjutsu
The user does a series of hand seals, forming a small ball of chakra before releasing it into the air. The 5m diameter ball will stop in the air and then expand chakra out in a dome at [Control] speed, covering a 125m area. For the next 5 posts, Kuuton energy will press down on the ground 125m with [Control] strength within the dome. Anything airborne not being held up by strength will be forced to the ground. However, the ball of chakra will also release kaenton chakra, which will be on the ground, heating the ground in the entire area, causing anyone on the ground to be burned with [Control] strength. While this technique was originally designed to take down airborne combatants and particulates (like smoke, ash, mist), it is also incredibly effective at weeding out weaker fighters, who will be paralyzed by the Kuuton forcing them down and burned to ashes by the Kaenton.
TaijutsuShow
StylesShow
Perception:
Ikinari has trained in a style of taijutsu based entirely on perception, allowing him to keep track of, monitor, and evaluate battlefields in order to keep himself and his allies protected while he sets up his techniques.
Prerequisite Concentrations: [Perception]
D-rank TaijutsuShow
[Perception: Body Count]
D-rank Taijutsu Discipline
Ikinari has trained himself to keep tabs on groups of individuals at once without deteriorating his ability to focus on what is in front of him. Best for group fights, Ikinari is able to remain aware of where up to 5 individuals even if they are outside of his field of vision. If they wander further than 25m from his person, he loses track of them. He must have eyes on them for an entire post to ‘tag’ them to be subject to this discipline, and must do so again if they exit the range. This is effective for when fighting against groups.

[Perception: Distance]
D-rank Taijutsu Discipline
Ikinari has trained himself to be constantly aware of ranges, allowing him to immediately assess the distance between himself and anything within 30m of himself. This allows him to appropriately and always accurately establish distances for techniques, and also establish the ranges for attacks he sees.

[Perception: Rate]
D-rank Taijutsu Discipline
Ikinari has trained himself to rate speeds mid-combat with small amounts of information. While this doesn’t let Ikinari establish the actual speed stat, he is able to immediately perceive when someone is moving at max-speed, and if the rate they’re moving at is faster, or slower, than his own max speed.
C-rank TaijutsuShow
[Perception: Fatigue]
C-rank Taijutsu Discpline
Ikinari has spent much of his life watching people drained of energy and Endurance in his Kaenton techniques, and as such is able to immediately assess the amounts of Endurance individuals have lost comparative to their max Endurance. While this doesn’t establish an actual Endurance stat, Ikinari is able to tell when they’ve reached ¾, ½, and ¼ Endurance with incredible accuracy, allowing him to determine how much longer someone may be able to continue to fight.

History
Historical AccountsShow
Ikinari was born to the Hizashi clan, and was raised, tried and true, a Hizashi through and through. In his youth he was taught the ways of the clan, and was raised with the intent that he would eventually be a part of Sungakure’s foreign relations and be a representative of both the clan and the village. Ikinari took much pride in this, and he spent much of his youth dreaming of the days he would explore the world as a shinobi and spread the ways of his village and his people. He excelled in the academy in the ways of ninjutsu and was a relatively competent taijutsu user, though he struggled with genjutsu to some degree. He would eventually become a genin, and quickly accelerated to the rank of chuunin purely through his talents and skills in ninjutsu.

As a chuunin, Ikinari spent a lot of time on diplomatic and support missions. In particular, Ikinari was typically tasked with protection missions for high-profile individuals in the Sunagakure and Wind Country government. He was regarded in particular importance due to his skill in manipulating Kaenton, allowing him to slowly increase the heat in areas to catch opponents off guard. Ikinari's career is dotted with an uncharacteristic amount of successes and in contrast, very few failures. A point of pride for him, Ikinari takes his position as a shinobi very seriously and avoided doing anything that may have brought a bad look to his name or title.

Due to his skills with ninjutsu he was able to quickly reduce the power of enemies and force them down without killing them. Which would eventually lead him to becoming a special jounin. He continued to grow, and develop his skills, refining some of his weaknesses, learning Kuuton, and eventually deciding to specialize in a fighting style that would allow him to quickly capture and weaken his opponents in order to deter continued and long term fighting. Ikinari’s talents and dedication were not overlooked, and eventually he was named jounin. Now as a jounin, Ikinari aims to help change Sunagakure’s isolationist policies and extend their reach out into the world to spread the glory of his people.

While Ikinari has often been relegated to desk jobs and duties as a diplomatic archivist, when Iwagakure moved against parts of Wind Country, he was one of the diplomats dispatched to manage the invasion and hopefully be a tool to prevent it. However, when diplomatic intervention failed, Ikinari found himself on a battlefield where he faced near death due to an enormous attack by an ally. This attack left him deeply scarred on his chest and abdomen, a scar he does little to show off, but also little to hide. Upon his return, Ikinari was gifted with the opportunity to become a Lucent within Yuumegure due to his knowledge of the religion and his unique position as both a believer of his clan's faith and Yuumegure. He took to the role of managing a temple quite naturally on top of his diplomatic duties. However, in being a Lucent he was eventually exposed to the host of the soul genma, Gekko, Indra. While the relationship started a gentle mentoring, after a chaotic event with the Soul Genma, Ikinari was given no choice but to become the official guardian for Indra - or face the boy's death. Now, Ikinari finds himself attached at the hip to young Gekko, Indra, helping him stay safe, but also grow to be the greatest host the young jinchuuriki can be.
Last edited by Kabu on Wed Feb 07, 2024 10:44 pm, edited 2 times in total.
Characters
NameVillageRank
Hatake, TenzinKonohagakure no SatoBannin - [color=#BF0000]Text Color[/color]
Ishiguro, AkihikoKumogakure no SatoChuunin - [color=#FF4080]Text Color[/color]
Kisama, GinjiroHeart EmpireNatsubushi - [color=#80BF80]Text Color[/color]
MurasakiIwagakure no SatoGenin - [color=#FF8040]Text Color[/color]
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