Post by Aen Jishaku on Apr 10, 2023 21:42:17 GMT 10
NAME: Aen Jishaku
ALIASES: -
CLAN: Jishaku//Shirogane
AGE: 18
GENDER: Male
STARTING RANK: D
STARTING NATION: Land of Earth
APPEARANCE
Aen stands at 5’6” or 170cm, his body-type is largely undefined because he is still growing. Aen is a youthful individual with dark brown skin that has mild freckling around the top of his forehead/hairline as well as around the edges of his ears. He has averagely thick eyebrows and slate blue eyes. He has a relatively strong jaw and otherwise semi-rounded facial features. Aen’s hair is a mixture between maroon and magenta; and he styles it by slicking it back— though one thing stands out of course— what one might think is a particularly unruly bunch of hair strands, is actually nothing but a subtle expression of Aen’s Kekkei Genkai; Jiton, the element of magnetism.
Aen has two primary sets of clothing; his go-to traveller/ninja gear and some more casual clothes. One constant of both outfits is that Aen has hidden magnetic bands layered within these outfits and on certain extra parts of worn attire. In both outfits he also carries his ninja tools as discreetly as possible.
His travelling gear consists of the following; a dark red-grey jumpsuit (#917571 hex code if that helps) with a short collar and black trim decals. Along with this he wears a special blue and red layered poncho on top of said jumpsuit. Aen also wears black fingerless shinobi gloves with metal plating over the top of his hands, black open toe shinobi boots.
On the other hand, his casual clothes are; a loose dark grey t-shirt and a faded pink and white striped haori on top along with grey shorts and black open to shinobi boots. He also sports some very simple old worn out round framed sunglasses.
STARTING STATS
Ninja Points (NP): 15 (D Rank)
Ninjutsu: 6
Taijutsu: 1
Genjutsu: 1
Technique: 1
Toughness: 3
Speed: 1
Stamina: 2
ABILITIES
Starting Affinities: Earth, Wind, Magnet
Spending Starting XP and Ryo:
Converting 20,000 Ryo to 10 XP
10 XP for D-Rank (Aen)
10/10 Technique XP spent (Aen)
10 XP spent on techniques (Aen)
10 XP spent on techniques (Jiyū)
Clan Traits:
[BASE] JITON | MAGNET RELEASE: Magnet Release is a combined nature transformation Kekkei Genkai which is made up of jutsus that mix Earth chakra in one hand and Wind chakra in the other to manipulate magnetism, and control magnetic objects remotely. You must start with the Earth and Wind affinities, and you gain the special affinity ‘Magnet’.
[BASE] MASTER PUPPETEERS:Taught the ways of puppet construction and manipulation from a young age, Shirogane members are adept experts of their shinobi path. You start with a free minion, which must narratively be a puppet (you are not obligated to choose the 'Puppetry' moderate trait in the Minion creation list unless you want to). On top of it's regular traits, it also has the following trait, which can be applied to any puppet minion you create afterwards:
Techniques:
ALIASES: -
CLAN: Jishaku//Shirogane
AGE: 18
GENDER: Male
STARTING RANK: D
STARTING NATION: Land of Earth
APPEARANCE
Aen stands at 5’6” or 170cm, his body-type is largely undefined because he is still growing. Aen is a youthful individual with dark brown skin that has mild freckling around the top of his forehead/hairline as well as around the edges of his ears. He has averagely thick eyebrows and slate blue eyes. He has a relatively strong jaw and otherwise semi-rounded facial features. Aen’s hair is a mixture between maroon and magenta; and he styles it by slicking it back— though one thing stands out of course— what one might think is a particularly unruly bunch of hair strands, is actually nothing but a subtle expression of Aen’s Kekkei Genkai; Jiton, the element of magnetism.
Aen has two primary sets of clothing; his go-to traveller/ninja gear and some more casual clothes. One constant of both outfits is that Aen has hidden magnetic bands layered within these outfits and on certain extra parts of worn attire. In both outfits he also carries his ninja tools as discreetly as possible.
His travelling gear consists of the following; a dark red-grey jumpsuit (#917571 hex code if that helps) with a short collar and black trim decals. Along with this he wears a special blue and red layered poncho on top of said jumpsuit. Aen also wears black fingerless shinobi gloves with metal plating over the top of his hands, black open toe shinobi boots.
On the other hand, his casual clothes are; a loose dark grey t-shirt and a faded pink and white striped haori on top along with grey shorts and black open to shinobi boots. He also sports some very simple old worn out round framed sunglasses.
BACKGROUND:
Many thought the life of a noble would be one lavish and splendid, though in their ignorance would not know the sad truths behind some that had the spectre of greatness thrust upon them, shackled to absurd expectations. However ornate they may be, shackles are still shackles.
Such a scenario would befall one by the name of Aen, born into the head family of the Jishaku clan via his mother Koga with his father Sagi being nobility from another clan, the Shirogane. Like many of his cousins, Aen was fiercely protected and sheltered from the world outside of his clan and family; seen as the bright future of their respective clans. Once the horrible war hopefully came to its end, they would all be the ones that emerged into the shattered world and rebuild it as it was before.
However, the entire plan itself was massively flawed. To know what the world was before the war was to be older than the war itself, and people who would have been that old were already scarce if not all gone, particularly because of the war as they would have been fighting right out the gate since it began... Their visions were warped and twisted by those that remained, only leading to further problems— problems for the youth to fix while still too young to understand what was happening.
Koga and Sagi knew this, and did not want to leave such a heavy burden on their boy, they wanted him to be free, to make his own way in life. That said, Aen was in luck, strangely enough. Ginrou Jishaku, his grandfather from his mother’s side was still alive thanks to his wits in youth, and so he persisted until he was deemed unfit to fight; relegated to the role of an advising elder. Ginrou was often caring for little Aen while his parents and other grown ups were off fighting battles not truly theirs.
It was from Ginrou that Aen learned most of what he knew, the boy idolized this silly old man, marvelling at how someone so old could hold such youthful dreams and have such an animated spirit. The stories of the world before the war, of ancient legends, secret techniques, a young Aen couldn’t get enough of that stuff! Especially the tale of the Ninshu Sage of Wind and the mysterious technique he was rumored to have developed...
Additionally, as his parents were not around often, Aen effectively knew them through Ginrou’s stories, and because of this, while they were around it was as if they never left. Koga and Sagi were often emotional about this, they couldn’t have chosen a better guardian for their boy, they knew Aen was in good hands.
By the time Aen was seven years old he had been secretly trained by his parents and grandfather to have decent proficiency in Ninjutsu and Puppetry— enough to help his self-reliance, but not so much as to garner suspicion. Furthermore, Aen’s curiosity about the world beyond his clan and family land grew a bit more forceful, mischievous even— which is more or less what his parents and grandfather would have hoped for, they were simply in a bit of a bind regarding how they could support the boy without causing problems within the clan. They had to be methodical about this to avoid being found out, yet they were running out of time as Aen became more rambunctious.
Ginrou’s expertise and life experience would come in handy once again, for he was the only one remaining of his generation that knew of some long forgotten secret passageways into and out of their territory. This would be used as an advantage to avoid the scrutiny and watchful eyes of the Jishaku clan as a whole.
Using these passageways, Aen went out into the wider world under the protection of his father Sagi and his personally made puppets, both wearing full disguises. It was as Aen had been told, the world outside of his clan’s territory was different. There was chaos, but an endearing sort of chaos, in the few villages they managed to visit, Aen found himself breathing honest to god fresh air in a spiritual sense. Not all was so idealistic and rosy, however. Within this chaos there were also flaws. Poverty, violence and illness in excess. Was the suffering of others that which Aen was to be kept from knowing? To have a cushy life, not only restricted from helping, but perhaps even discouraged despite the resources that could be at his disposal? As young as he was, his stomach turned at the thought. Aen knew such complacency and ignorance was wrong, utterly disgusting even. His clan turned a blind eye to such a thing this whole time? Aen couldn’t stand it, this had to change!
Sagi could easily tell what his son was feeling, it pained the man to watch the boy’s expression change from cheerful to despondent. So, as a way to show Aen the difference he could make, Sagi gave the boy a little mini-mission. The two would find someone to help and give hope to— in secret if necessary. Aen made a quick decision as he had already noticed a group in need of help. A bunch of orphans around his age and slightly older were hanging around what looked to be an abandoned house. They tried to ask for help from passersby but to no avail.
Needless to say, the orphans were caught off guard that someone would finally approach them. They weren’t going to be picky though, they couldn’t afford to be. Discerning that the current issue was food related, Sagi simply offered the food that he and Aen were carrying at the time, and the man made sure everyone got their fair share while Aen got to know each of them. Though he was a bit awkward at making friends at first, the other children happily accepted Aen, as weird as he was in their perspective. Eventually, Aen and his father would have to leave, though not before Aen made a promise to return, hoping to meet his new friends again in the future.
After returning, Aen recounted the day’s events to his mother and grandfather, who further encouraged him to take any chance he could get to explore the outside world. For the next few years, Aen regularly met with his friends from beyond the confines of his clan’s territory. All the while his parents fought more battles and Ginrou devoted his time to figuring out a way for Aen to have true freedom. Some time after Aen had turned twelve, Ginrou proposed a plan to the boy and his parents.
Ginrou had a few allies left in this world, most of which owed him favors. So, with said allies, Ginrou devised a plan to fake an attack on the village Aen secretly visited and made the wider Jishaku clan aware of this. As such, Koga and Sagi among a few other trusted members of the clan were tasked to ‘fend off’ this attack as it was close enough to their territory to warrant attention. Now, what was the true main goal of the plan?
To fake Aen’s death.
Now, understandably, this was incredibly extreme. However, succeeding in this would allow Aen to freely go out into the world with his friends, a good few of which were now young adults. They would all have each other for support, they would all be free from ties to this land for as long as they wished. Despite the absurdity of the plan there was little argument from those that would be in the know, all that was left to do was inform Aen’s friends and enact the plan when ready.
After bringing the plan to his comrades at their new secret hangout spot, they were all given a day to prepare everything that they needed or wanted to travel with. The day of the plan dawned, and everything was set into motion. Aen and his friends got to their designated positions and everyone involved played their part masterfully; the ‘traps’ Ginrou instructed to be set up definitely made it look as though a bunch of the youngsters were caught in the crossfire somewhere in the ‘skirmish’. On the final signal, Aen had locked eyes with his parents. His eyes watered but he kept a stiff upper lip. Silently promising that he would return one day, a grown man with the power to change his clan. Aen’s trap was sprung, making it seem as though he was crushed flat by an errant boulder, and with that he scurried off to meet with his friends. Once everyone was accounted for, they left the Land of Wind with haste, leaving behind what was unfairly expected of them.
Finally, they were free.
Finally... Their shackles were broken.
STARTING STATS
Ninja Points (NP): 15 (D Rank)
Ninjutsu: 6
Taijutsu: 1
Genjutsu: 1
Technique: 1
Toughness: 3
Speed: 1
Stamina: 2
ABILITIES
Starting Affinities: Earth, Wind, Magnet
Spending Starting XP and Ryo:
Converting 20,000 Ryo to 10 XP
10 XP for D-Rank (Aen)
10/10 Technique XP spent (Aen)
10 XP spent on techniques (Aen)
10 XP spent on techniques (Jiyū)
Clan Traits:
[BASE] JITON | MAGNET RELEASE: Magnet Release is a combined nature transformation Kekkei Genkai which is made up of jutsus that mix Earth chakra in one hand and Wind chakra in the other to manipulate magnetism, and control magnetic objects remotely. You must start with the Earth and Wind affinities, and you gain the special affinity ‘Magnet’.
- You can spend 1 XP to apply Magnet to a ninjutsu or genjutsu, or 2 XP for taijutsu.
- Magnet counts as Lightning when attacking, and Earth when defending or evading, for damage type interactions.
- If a Magnet Release jutsu is dodged, it will return as an attack during your next post against the same target. Each Magnet Release jutsu will only return this way once. If the jutsu has the Homing effect as well, it also only applies once.
[BASE] MASTER PUPPETEERS:Taught the ways of puppet construction and manipulation from a young age, Shirogane members are adept experts of their shinobi path. You start with a free minion, which must narratively be a puppet (you are not obligated to choose the 'Puppetry' moderate trait in the Minion creation list unless you want to). On top of it's regular traits, it also has the following trait, which can be applied to any puppet minion you create afterwards:
- Shirogane Puppetry:Due to their master's skill in puppet construction, it costs the character half the amount of Ryo to revive in the event of its death. When this minion enters a thread, you can declare that they have an item integrated into their body. It is still consumed on use, if appropriate, but will not count towards its ‘once per thread’ limit once when used.
Techniques:
E RANK
Name: Jiton: Denji Fuyū [Magnet Release: Magnet Rise]
Rank: E
XP: Starter
Type: Utility Ninjutsu
Description: Via the use of special light iron padding in the user's clothing, they are able to achieve a form of limited flight in the form of levitation that grants them the ability to hover approximately 6 feet off of the ground, other surface or water (when used in conjunction with the Climbing or Water Walking technique), or otherwise slow themselves down when falling from above that height.
[This technique uses no Chakra Points.]
Name: Kanchi no Jutsu [Sensing Technique]
Rank: E
XP: Starter
Type: Utility Ninjutsu
Description: The Sensing Technique allows Shinobi to detect and track down targets through their Chakra signatures. With this technique, they are able to get a feel on the power of someone's Chakra, as well as their location. Depending on the Shinobi's skill using this technique, it may require intense concentration.
[This technique uses 0 Chakra Points, and is a Passive Technique. You are able to feel the Chakra of other living beings. You have an understanding of the power one's Chakra possesses, as well as being able to estimate their location.You are also able to sense the power of someone's Jutsu. This does not work on characters with the 'Elusive' trait.]
Name: Nobori no Jutsu [Climbing Technique]
Rank: E
XP: Starter, 1XP
Type: Utility Ninjutsu
Description: This technique involves focusing a fixed amount of chakra to the bottom of one's feet, and using that to climb solid without using one's hands or climbing equipment. If the stream of chakra is too weak, the user will lose their footing on the surface and fall off. If it is too strong, the user will be pushed away from the surface, causing the surface to be damaged around the point of contact and the user will fall.
[This technique uses no Chakra Points.]
Name: Minamo hokō no Jutsu [Water Walking Technique]
Rank: E
XP: Starter, 1XP
Type: Utility Ninjutsu
Description: This technique involves focusing chakra to the bottom of ones feet. The amount of chakra that needs to be emitted changes constantly so the user has to be emitting a constant stream of chakra from the bottom of their feet and using the repellent force to walk across the water's surface. Too little and the user will sink, too much and the user will greatly disturb the water's surface. Additionally, a user under water can focus chakra on their hands or any other body part that makes contact with the surface of the water. If they were submerged, they can climb atop the water as if they were climbing out of a pool.
[This technique uses no chakra points.]
Name: Nawanuke No Justu [Rope Escape Technique]
Rank: E
XP: Starter, 1XP
Type: Utility Ninjutsu
Description: When the user is bound, tied up by rope or otherwise immobilized by something, they can escape their bindings by either finding a way to untie the knots or dislocating a joint.
[This technique uses no chakra points.]
D RANK
Name: Doton: Doryūheki [Earth Release: Mud Wall]
Rank: D
XP: Starter, 2XP
Type: Defence Ninjutsu
Affinity: Doton | Earth
Action: Long Action
Chakra Cost: 5
Damage: 5x
Description: After performing the correct hand seals, the user either spits an earthen material from their mouth or thrusts one palm into the already present earth to create a defensive wall where they desire it to be made.
[This technique uses 5 Chakra Points. Defends against 5x[Ninjutsu] damage using earth. Any remaining damage afterward is reduced by half.]
Name: Jiton: Jūryokuido [Magnet Release: Gravity Well]
Rank: D
XP: Starter, 4XP (2XP base +1 Magnet + 1XP Splitting)
Type: Attack Ninjutsu
Affinity: Jiton | Magnet
Action: Long Action
Chakra Cost: 5
Damage: 5x
Description: The user performs several hand seals and draws in magnetic energies from the world around them, culminating in a visible vibrating semi-transparent power within their hands, that they can launch out and bring down upon up to five of their opponents to try and smash them with concussive force.
[This technique uses 5 Chakra Points. Inflicts 5x[Ninjutsu] lightning damage— Magnet counts as Lightning when attacking, for damage type interactions. The attack is divided into multiple smaller attacks. Choose up to five targets. Each target may only be targeted by one attack. Divide the damage by however many targets you choose, rounding down to a minimum of 1. Each target is attacked for that much damage. If this jutsu is dodged, it will return as an attack during your next post against the same target. Each Magnet Release jutsu will only return this way once. If the jutsu has the Homing effect as well, it also only applies once.]
C RANK
Name: Fūton: Reppūshō [Wind Release: Gale Palm]
Rank: C
XP: Starter, 4XP (3XP base + 1XP Powerful)
Type: Attack Ninjutsu
Affinity: Fūton | Wind
Action: Long Action
Chakra Cost: 11
Damage: 11x
Description: The user performs several hand seals, and thereafter turns their wrists slightly, causing a high pressure force of wind to swirl around their arms before rushing towards their opponent. The full force of this jutsu is let out by the user turning their wrist back the other way once they get close to their opponent.
[This technique uses 11 Chakra Points, 1 of which cannot be reduced in cost. Inflicts 11x[Ninjutsu] wind damage.]
Name: Jiton: Arijigoku [Magnet Release: Arena Trap]
Rank: C
XP: Starter, 7XP (3XP base, +0 Fuinjutsu (Attack), +1 Magnet, + 3XP Slowing)
Type: Attack Ninjutsu (Fuinjutsu)
Affinity: Jiton | Magnet
Action: Long Action
Chakra Cost: 10
Damage: 10x
Description: The user performs several hand seals and produces a warped ball of chakra that begins to grow an intricate seal around it. It is then either thrown or directly placed upon an opponent, and is quite hard to avoid. Should it be successful in activating, the warped chakra ball and seal expand to curl around the opponent, weakening their jutsu, while also decreasing their range of motion and reaction.
[Instead of dealing damage, the jutsu’s power (10x[Ninjutsu]) stays on its target. Whenever they use a jutsu, its power is reduced by what would have been the damage, no more than halving its power. The fuinjutsu decreases by the same amount, and fades when it reaches 0. While affected, targets cannot benefit from their Speed stat, and lose their Short Actions. If this jutsu is dodged, it will return as an attack during your next post against the same target. Each Magnet Release jutsu will only return this way once. If the jutsu has the Homing effect as well, it also only applies once.]