Subject: Kennin "Ken" Inka Shimura Sun Jun 05, 2011 6:41 am
Ken, Childhood
Ken, Late Teens
Ken's Late Teen Pic with his Sister, Aurora
Name: Kennin (Pronounced "Keh nin") Last Name: Inka-Shimura Nickname: "Ken" or "Kenny" Clan Affiliations: Inka (Kenshin & Seohyun), Ala'kir (Akykyo), Takara (Kiyomi, Sorta!) Age: 8 Height: 4'8 Weight: 74 lbs Body built: Skinny Eye colour: Dark Blue Hair colour: White Skin colour: Sun-Kissed Village: Sunagakure (His Mom made him) Personality: Your average little boy! Perhaps slightly keener than normal. Can seem cocky and reserved at times. More mature than most his age. Rank: Genin Bloodline: None Elements: Water, Fire, Wind Areas of Focus: Ninjutsu/Taijutsu Aspirations: Unknown. Current Best Friend: None yet! Squad: Still AS! Parents: Kenshin Shimura, Former Hokage. Seohyun Inka, Former Kazekage. Relatives: Aurora (Sister), Kyohaku (Cousin), Akykyo (Godfather), Saori (Auntie)
Known Standard Jutsu:
Spoiler:
Taijutsu & Enhancement:
Rank D
Double strike: Jutsu Type: Taijutsu Rank: D Cp: 5 Description: Two strikes instead of one! PvP Effect: Rank damage + 1d6.
-Chakra Infused Kick Jutsu Type: Taijutsu Rank: D Cp: 4 Description: Focuses chakra to your shin and comes down on your opponent with it. PvP Effect: Rank damage + 1d4. Orgin: N/A
Water Jutsu:
Rank E
-Suiton: Water Spittle Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: With 2 hand seals, User releases a stream of water at a target's eyes blurring their vision for a moment. PvP Effect: 1d4 Water Damage + - 10 spot for 1 round.
-Suiton: Balancing Exercise Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: The User performs a basic training exercise in maintaining their balance either physically or spiritually to keep their chakra in a constant and subtle flow with the water jutsu yet to be performed. PvP Effect: - 2 Cp to the next Lightning Jutsu the User performs, + 1 Vs. DC roll when learning Lightning Release lasts for 1 attempt.
-Suiton: Soaking Spray Jutsu Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: With a few basic handsigns the user is able to fire a small jet of water from their mouth. PvP Effect: 1d4 damage. (This jutsu requires no source of water.)
Custom Jutsu:
Spoiler:
None yet.
Custom Abilities:
Spoiler:
None yet.
Custom Items:
Spoiler:
None yet.
Last edited by DM Itachi on Thu Jul 07, 2011 6:31 am; edited 30 times in total
[Host] Itachi Jounin
Posts : 590 Join date : 2010-02-01 Age : 32
Subject: Re: Kennin "Ken" Inka Shimura Thu Jun 09, 2011 8:11 am
Destined Sage
Spoiler:
Quote :
: Destined Sage :. (Sage of Natural Energy) Innate: +25 to Chakra Pool (Overwrites +20 bloodline bonus)
Being the offspring of some of the two most powerful shinobi to have ever existed, Ken was destined to do great things. At such a young age, it seems natural chakra flocks to him, as if he were a conductive rod. The sage chakra flowing through him as if it were naturally part of him.
.: Natural Power :. (Raw Chakra Power) Ken's physical power and ninjutsu power is much more devastating since he is able to draw on the power of natural chakra that swirls inside of him. Able to blend it like any normal sage, the ability to mix his own chakra with the natural chakra seeming to be completely innate. His perception, chakra sensory, and all other skills are enhanced as well just like all sages, making him a force to be reckoned with.
PvP: Lvl 15+: +1 to attack/defense rolls, +1d6 dr, 1 unbypassable, 2 CP regen, Ability to go 'Junior' Sage mode (see below) Lvl 25+: +2 to attack/defense rolls, +1d10 dr, 2 unbypassable, 3 CP Regen, Ability to go 'Normal' Perfect Sage Mode (see below) Lvl 35+: +3 to attack/defense rolls, +2d6 dr, 3 unbypassable, 4 CP Regen, Ability to go 'Ultimate' Perfect Sage Mode (see below)
.: Becoming a True Sage :. (Sage Mode Mastery)
Level 15: Junior Sage Mode
In this mode, Ken's eyes darken at a very slight degree when compared to normal sage mode. His power, speed, and perception increasing and seemingly able to keep this form up for however long he needs. Only able to 'control' his sage chakra to a lesser extent since he is still so young. Ken calls this mode his 'Junior' Sage Mode after hearing and reading the stories of the Sages from his Father.
Passive: +5 CP added to pool permanently. Infinite Duration. +1 to attack/defense. +1d4 to dmg rolls/DR. When chakra is absorbed from Ken the attacker instead takes hp dmg equal to chakra absorbed and must roll con vs Kens wis or be stunned for 1d4 rounds until hit. (Bonuses stack with 'Natural Power' innates). Can use Concentration in place of spot and listen to locate those in the surrounding area.
Level 25: Perfect Sage Mode Unlocked
Standard Perfect Sage Mode appearances and abilities.
Passive: Is able to hold perfect sage mode for an infinite duration. 'Natural Power' innates stacking with perfect sage mode, however bonus to rolls are capped at +5 per usual. Cooldown for perfect sage mode does not apply to Ken. Does not gain +20 normal sage mode chakra pool. Sage mode bonus DR does not apply. When chakra is absorbed from Ken the attacker instead takes hp dmg equal to chakra absorbed and must roll con vs Kens wis or be stunned for 1d4 rounds until hit. Can auto locate those in the surrounding area.
Level 35: Ultimate Perfect Sage Mode
Ken has discovered an even greater mode past that of the famed 'perfect sage mode'. By having a constant flux of natural chakra flow through him, he becomes an unstoppable machine. His speed becoming near instantaneous, his strength and endurance becoming titanous, and his perception and sensing ability becoming out of this world. He essentially becomes one with the earth and all it's inhabitants. He is now, the True Sage of Natural Energy.
Passive: 2d4+2 round duration, 5 round cooldown. Gains +3 HP/CP regeneration. +2 vs genjutsu rolls (Ultimately +7 vs Genjutsu), Can auto locate those in the surrounding area. Enemies cannot hide by any means. +2 to attack/defense rolls. Ability to fight to -10 hp before dropping. 'Natural Power' bonuses stacking with this mode, however bonus to rolls are capped at +5 per usual. When chakra is absorbed from Ken the attacker instead takes hp dmg equal to chakra absorbed and must roll con vs Kens wis or be stunned for 1d4 rounds until hit. Sage mode bonus DR does not apply. Once the duration expires, Kennin is reverted down to normal perfect sage mode.
.: Expanded Arsenal :. (Master of Sage Jutsu) Ken has a broad knowledge of jutsu and how they work. Often found creating his own powerful jutsu with the help of his natural sage chakra. Like most sages, he has created his own unique jutsu for when he enters his different sage modes.
.:Salamander Summoner:. (Empowered Summons) Thanks to Ken's unique affinity for controlling natural energy, his summons benefit from the increase in power just as he does. Sharing a tie with his salamanders after forming a contract. Being an obviously destined sage due to his unique powers, it seems most summons are quick to form a contract with him. Only settle for the best!
PvP:
Innate: All summons have +10 extra HP & CP added to their pools. -5 to token cost for summons and summon rank ups. Kennin gains rank 1 salamander for free.
lvl 15: Rank 1 summons gain 1 additional D-Rank Ability. Rank 2 summons gain 1 additional C-Rank Ability
lvl 25: Rank 3 summons gain 1 additional Brank ability. Rank 4 summons gain 1 additional A rank ability.
lvl 35: Rank 5 summons gain 1 additional S rank ability. Summons rank 1-5 permanently gain +1d6 dmg.
NOTE: All other summons must be requested and paid for individually as normal.
Last edited by Kenshin on Fri Jun 10, 2011 4:17 am; edited 4 times in total
[Host] Itachi Jounin
Posts : 590 Join date : 2010-02-01 Age : 32
Subject: Re: Kennin "Ken" Inka Shimura Thu Jun 09, 2011 8:18 am
Salamanders & Sage Jutsu
Spoiler:
Name: Nura Type: Rank 1 Summon Cost: 5 cp Description: A medium-sized blue spotted salamander that creates a very large amount of moisture in it's mouth every second. Nura shoots water bullets out from it's mouth as a normal attack, rather than rushing up to the enemy.
E-Rank ability
- Name: Water Bullets - Type: Ability - Rank: E-Rank - Cost: 0 CP - Description: Due to Nura's mouth being filled with a large amount of water most of the time, his only method of normal attacks is to fire the stored water into tiny bullets at the enemy from a distance. - PVP: Nura's normal attacks are considered ranged.
- Name: Mouth Basin - Type: Ability - Rank: D-Rank - Cost: 3 CP - Description: Nura funnels water out of his mouth by drawing in the mass amount of moisture that is stored. His mouth acting as a decent sized basin of self-refilling water while active. - PVP: Acts as a water source, allowing the use of C-rank or lower water ninjutsu for 1d4+1 rounds.
Sage Jutsu:
-Sage Art: Vapor Shield Jutsu Type: Senjutsu Rank: D Cp: 4 Description: Kennin musters up a small amount of his nature chakra, pulling it to his mouth and releasing a thick fog of purple mist. As soon as the fog emerges, it thickens and condenses itself into the shape of a shield infront of Kennin, blocking a close ranged attack and poisoning the attacker for a short time. PvP Effect: Block melee (WIS), If successful, attacker is dealt 2 poison dmg each round for 2 rounds. Poison is considered internal damage. Damage does not stack.
-Sage Art: Aquatic Adaptation Jutsu Type: Senjutsu Rank: D Cp: 3 cp, 1 to maintain Description: Kennin takes on an aspect of his favorite summon, the salamander, by converging and molding the natural energy around him into a more salamander-esque structure, enabling him to move swiftly and breathe underwater. PvP Effect: Can breathe, see, and move swiftly in the water.
-Sage Art: Venom Stream Jutsu Type: Senjutsu Rank: C Cp: 5 Description: Fusing his water chakra with that of the natural chakra flocking to him, Kennin releases a powerful, high-pressured jet stream of water from his mouth to slam into a target. Upon hit, a burning sensation would steam off the target's body as the salamander poison begins to corrode their external resilience for a short time. PvP Effect: Deals 3d6 damage. Target's CON bonus DR is nullified for 2 rounds. (Only natural DR)
-Sage Art: Amphibious Layer Jutsu Type: Senjutsu Rank: C Cp: 5 + 2 (Optional) Description: Fusing his skin with natural energy, Kennin creates a minor layer of skin to lessen the blow of an attack. Like a salamander, he then sheds the layer of skin and can devour it to gain nourishment from the natural energy stored within. PvP Effect: Used before a defense roll, gain 4 DR. Has the option of eating the skin to regain +4 HP on his next turn as a free action for +2 CP.
-Sage Art: Sticky Shot Jutsu Type: Senjutsu Rank: C Cp: 5 Description: Once more taking on the traits of his favorite animal, Kennin merges his water element with a built up amount of mucus, leaping up and firing it from his mouth in a large cone at a selected group. The water pouring over them and quickly hardening from the hidden salamander mucus. Dealing damage and slowing the group down. PvP Effect: AoE. Deals 2d8 dmg and slows those hit. Giving a -1 to defense rolls for 1d4 rounds.
Last edited by DM Itachi on Mon Jun 13, 2011 1:13 am; edited 5 times in total