Nadeshiko is quite average for somebody of her age and ethnicity, standing at five foot four inches in height. Her body is comprised entirely of a semitransparent pink gel that forms itself into the shape of an averagely proportioned female of her age, not particularly muscular in appearance nor overly skinny. As such, her 'skin' is an entirely unblemished membrane of glossy goo that remains soft and supple to the touch unless she wills it otherwise. Her 'hair', styled largely by choice, hangs neatly around shoulder level in strands of ropey goo that mimic whatever cut is particularly popular at the time, so long as it does not interfere with her work. Large, lighter than normal eyes peer shyly from beneath these tendrils of slime, often avoiding the gazes of others. Her hair frames a face that, either by her own machinations or simple luck, remains explicitly ‘cute’, with soft, delicate lines, a small button like nose and pouty lips.
Q U I R K T Y P E
Mutation
Q U I R K D E S C R I P T I O N
Nadeshiko’s quirk, aptly named Gelatinany is a Mutation that has converted her entire body into a malleable, semi-elastic gel. Though she retains human characteristics in her normal everyday life, she is capable of manipulating the shape of her body at will to conform to whatever task she needs. For instance, she may sink down into a puddle to slide under a door, or stretch herself into a large circular sheet to act as a safety net. Though still amateurish at it, she is also capable of manipulating the properties of her jelly like form, making herself more or less solid, increasing or decreasing her elasticity, causing herself to become sticky or very slick, and various other unexplored effects.
Her goo is a very insulative substance, especially effective at deadening electricity. This gives her an advantage against quirks utilizing it. Conversely, this also weakens her against quirks involving high quantities of heat, as her body traps the energy in and it, for lack of s better term, causes her to “melt” and have difficulty keeping herself solidified. As she lacks any traditional organs, she is highly resistant to conventional damage. Indeed, the only way to truly ‘injure’ her as far as she knows, is to either remove portions of her gel like body or otherwise destroy them, causing her to shrink down in size and strength more and more until she is incapacitated or otherwise entirely dispersed. Traditional medicine is also ineffective in treating her, as only reintroducing separated sections, or introducing her to fluids to absorb allow her to regenerate her body. Orange juice is especially effective at this.
C A P A B I L I T I E S
As an introverted individual, Nadeshiko is an avid reader with a strong memory. She is a veritable encyclopedia of trivial knowledge and mundane facts on a variety of topics, including an uncomfortable number of romance novella.
She is a very strong swimmer, both because of her physiology and from many a summer spent at Lake Biwa. She was the best member of the swim team at her Junior High and takes great joy in the hobby.
C H A R A C T E R G O A L S
Nadeshiko is much like her quirk would lead one to believe; malleable. The child of a would-be hero scorned in the days of academia and consigned to the 'shameful' fate of mundane police work, she has been groomed from early on as a vicarious second chance at life. Given little autonomy or say in how her life has gone, Nadeshiko is a reluctant character who is merely pursuing heroism at the behest of an overbearing parent. It is there that her primary arc focus lay; becoming her own person and evolving from a silent wallflower to somebody with more backbone... Despite actually lacking a literal spine.
Sub-developments include earning a newfound respect for the idea of heroics. Rather than merely chasing the glory of a big bust, or being a renown hero of great wealth as she has been shepherded to crave, her more kindly side seeks to take joy in merely helping those in need. Her character archetype is more supportive than anything else, leading her to focus more upon rescuing the victims of a burning building over combating the villain who started it.
That supportive nature should ideally extend to her peers. Achieving friendships with students willing to break her from her shell and give her the shove out of her complacent ways is another goal, with her providing emotional support for their endeavors in return due to her empathetic and non judgemental traits.
From detailed inspection and investigation by ANBU and medical personnel
“Prodigal is our 'normal'.”
| Personal biography: |
Detail the history and personality of the character - his youth, upbringing, school time, and personality traits he gained through that. At least two paragraphs.
| Family biography: |
The Uchiha Clan (うちは一族, Uchiha Ichizoku) is one of the founding clans of Konohagakure.
The Uchiha are descendants of Indra Ōtsutsuki, the elder son of Hagoromo Ōtsutsuki. Through Indra, the Uchiha inherited Hagoromo's "eyes", granting them powerful spiritual energy and chakra. As part of the so-called "Curse of Hatred" first displayed by Indra, Uchiha are subject to powerful emotions: these emotions typically start as love for a friend or family member that then become overpowering hatred when the object of their love is lost. This loss, whether actually experienced or merely threatened, awakens an Uchiha's Sharingan. It is due to the Sharingan that the Uchiha have received much of their fame and notoriety.
Mariko's biological parents have remained an unknown for the whole of her life. Her mother remains a member of the Uchiha clan, a distant aunt to her forbidden from revealing herself as the child's true parent for the shame brought by her conception. Her biological father is an unknown. If he had been a civilian, a shinobi or a traveler, Mariko's mother would not divulge his name or location either from lack of knowledge or to guard him from retribution. Mariko was instead raised by her biological uncle, Shiinichi, a well respected shinobi among the clan and his wife, Yukiko. As Yukiko was pregnant in the months prior to Mariko's own birth, she was passed off as her cousin, Eisuke's, fraternal twin. She is often at odds with her 'brother', but dotes upon her younger 'sister' Machiru.
How far does it reach - can be precise, or guesstimate.
Description
Describe the jutsu, how it works and what it looks like. Explain potential damage that can be done with it, and describe the weaknesses and strength of the jutsu. Be as clear as you can.
Repeat this form as many times as you need.
| Weapons: |
Weapon name
Gunbai Uchiwa
Weapon, tool, or object type
Fan
Description
A gunbai (軍配, Gunbai, Literally meaning: army arrangement), or Gunbai Uchiwa (軍配団扇, Gunbai Uchiwa, Literally meaning: army arrangement fan), is a non-folding fan, carved from an unique spirit tree from which only ritualistic instruments are made. This Gunbai has been passed down between Uchiha clansmen for generations.
It is a wide fan with tomoe on it and has a long handle with bandages wrapped around the base, as well as having a long cord attached to it. It is banded in steel along its edges and tipped with a long metal spike.
This gunbai has the ability to convert incoming chakra into wind nature transformation reflecting an opponent's attack back towards them. Mariko wields it both as a shield and as a mace because of its durability.
Weapon name
Bag of Holding
Weapon, tool, or object type
Pouch
Description
A pouch containing shuriken, kunai, explosive notes, ninja wire and soldier pills.
From detailed inspection and investigation by ANBU and medical personnel
“Another character quote”
| Personal biography: |
Detail the history and personality of the character - his youth, upbringing, school time, and personality traits he gained through that. At least two paragraphs.
| Family biography: |
Detail the history and traits of the family/clan - if it's a canon clan, link us to the narutopedia page, and then detail his nuclear family/extended family. If it is a original clan, detail their come up, traits, and any specific information you want to share.
A technique meant to spread bliss to the world at large, twisted by the intentions of shinobi for warfare. The user will uncork their gourd, the catalyst for this technique, and begin kneading chakra into the liquid. They excude the contents in a fine aerosol like mist which spreads rapidly from the users location to encompass the battlefield. The mist is thick and as a result, reduces visibility to zero. As this technique is created by kneading the user's chakra, it also blinds methods of sensory detection, such as dojutsu, by cloaking them in a cloud of their own chakra. By contrast, the user is capable of detecting those whom enter their realm.
The mist, when inhaled, begins to intoxicate. The effects set in quickly and only grow more potent as exposure carries on, severely inhibiting a shinobi's combat capabilities if they lack the proper preparations for such conditions. If exposed to this rapidly induced drunkness for too long, the effected persons will fall into a deep and blissful state of sleep, rendered unconscious by the alcohol in their bloodstreams. Remaining in the mist beyond this state is dangerous, however, as alcohol poisoning will soon set in and the poor soul may never again awake.
Unlike other techniques involving liquor, the mist is inflammable, a property manipulated by the user's initial kneading. Dispelling the mist with strong winds is impossible, as the user produces a constant stream of mist from their gourd, acting as a focal point for the cloud, ensuring it too moves with them. The only true method of stopping the technique is to defeat the user, somehow cork or dispose of their gourd, or await them to dispel it. As the mist is full of the user's chakra, it can act as a conduit for other techniques.
Repeat this form as many times as you need.
| Weapons: |
Weapon name
The Gift
Weapon, tool, or object type
Gourd
Description
A simple looking gourd coated in a layer of red paint and secured to Umeshu's belt by a length of golden cord. It is inscribed with the kanji for "bliss" on its outermost curve. The inside of the gourd is covered in a variety of fuinjutsu seals which, when exposed to Umeshu's chakra, produce alcohol of varying kinds. This ensures she is never wanting for drink. It is very durable and quite heavy, making it a fairly effective flail in the hands of its wielder.
Repeat this form as many times as you need.
Omit any parts of the CS skeleton that you do not need - though some fields will be required.
Mitsuko is a girl of slight build, a mere four foot four inches in height and thinner than many of her contemporaries. Her child-like face, usually sporting a kind, if somewhat nervous expression, is framed by strands of rich mahogany hair. Silky and flowing like most of her kin, the dark mop upon her head twists and curls into unruly waves the farther out it grows, only styled enough to keep it presentable to the public eye. Its color contrasts quite abruptly with the alabaster tone that is her skin, only a few shades warmer than the pair of featureless silver hues that are her eyes. It is marred by nary a scar or blemish, with the exception of her clan’s distinctive jūinjutsu, whose teal lines cut an abrasive path across her forehead and mark her for what she is.
Her wardrobe is fitting for one of her station. Long-sleeved tunics of silk in a range of muted colors worn over tighter, darker sleeveless shirts cover her upper body and allow her the mobility required to perform her duties without compromising the elegance of her clan, nor violate the modesty of the branch family. Longer, baggier trousers of a hakama styling keep her legs covered and keep with the theme of flowing, movement encouraging clothing. They are held up by sashes black or brown in coloration, which also serve as the anchoring point for the various holsters, pouches and satchels that hold her gear. Gauze wraps around her ankles and open toed, black shoes round out her humdrum attire fittingly, generic and utilitarian as the rest.
PERSONALITY & MOTIVATIONS
Shy, meek, withdrawn. These words can all be used to draw initial conclusions to whom Mitsuko is. A quiet wallflower, fit to be seen and not heard by her peers and elders alike. In many ways, these assumptions are true. If there was to be an outgoing part of whom she is, Mitsuko has long since had this part of her stifled by the strings of fate, molded instead to passivity and inaction within the social sphere. Yet, this tendency towards non-expression is not born of disinterest in others. Mitsuko is, at her core, a sweet and empathetic girl. She would simply much rather listen to the boasts and woes of others than voice her own to them. Nurturing to a fault, the girl often finds herself fussing over the very few individuals whom she considers friends, as to strike up a relationship with one such as she is a deed of great charity, and ensures they are treasured dearly by her.
It isn't hard to make the jump from there that Mitsuko lacks not only for assertiveness, but for confidence as well. Whilst she does not loathe herself, she views herself, and by proxy her actions and accomplishments, as lesser. This is in many ways a learned behavior as much as it is twisted modesty, as part of her upbringing has taught her that her life is to be dedicated in service to her betters. It causes her no great deal of angst or suffering to accept this position, and often she relishes in the opportunity to afford others a place in the limelight, giving up any glory she may attain by purposefully tapering her performances below the expected output of her companions. It may be here that one of her most noted flaws stands; to be charitable is something to strive for, but Mitsuko is the type of soul to give and give even at her own expense. To light herself ablaze to keep others warm, as the saying goes.
Her dreams and ambitions therefore lay not in achieving a position of great power or prestige within the village, but in finding her purpose by assisting others. Her disdain for causing others pain and undue suffering, whilst counterproductive to the path a kuniochi must walk, when combined with her natural inclination to nurture, has led her into the earliest stages of medical specialization. If she were to place a singular goal down for herself to achieve, it would simply be to reach a suitable mastery in the fields of medicine to do the clan of Hyūga proud, and provide her generous benefactors a useful tool for the burdens she brings them by way of existing.
CLAN HISTORY
A rough or detailed recent history of your dynastic clan. For world-building.
PERSONAL HISTORY
Mitsuko was born with either the fortune, or misfortune depending upon one’s world view, to the Hyūga clan just over a decade ago. Her parents, two fairly unimportant members of the clan’s lowest and most numerous cast, sealed her fate from the moment she drew breath in the world. She was bound by the threads of fate to serve, not lead, regardless of what path she may have chose to walk in her later years. When she was merely two years of age, barely old enough to toddle at her mother's side, the seal of the caged bird found purchase upon her forehead like so many others. The clan watched on as another generation, the first to be free of war in decades, was turned to chattel.
Yet time moved forward as usual. It would be a lie to say that her life in the earliest years she can remember was remarkable in any way. She played and learned as children did, isolated far from her betters and kept among the others who had received her marking, totally unaware of the scorn levied upon her from the highest echelons of the clan’s insular society. By way of her parents she was taught the rich traditions of their people, as well as the expectations that she would conform to as one so lucky to be blessed by her lineage. Originally, she had no intentions of becoming a member of the greater village’s military. Indeed, she had only the foggiest ideas of what ninjahood was, learned in passing from adults and teens alike returning to the branch quarters after missions.
Fate worked in mysterious ways, however, and it was around the age of six that the seeds would plant themselves in her mind. By then she had asked of her father what exactly his job as a shinobi entailed, with a rather harsh rebuke following suit that soured her to the very idea. Even without it, the concept of purposefully harming others was abhorrent to the youngling and her nativity to the world. But visit by the main branch made to change that impression. Normally, when the main branch arrived in all their splendor, for whatever reason, Mitsuko would be squared away by her mother to toil on some chore or another, kept out of sight and out of mind of her superiors, to watch from a distance if she was so bold as they did their business in her corner of the world.
This time was different. The oldest child of the clan's patriarch had personally come to the glorified servant district herself for one reason or another, and along the way stumbled upon the bashful child in the midst of the chaos surrounding her arrival. Though the poor girl could barely squeak out replies in her shyness, the heiress spoke kind words to her, asking if she had intentions to also pursue a career in the ways of the kuniochi. Her honest response was met not by the praise she expected for her humbleness, but instead by knowledge. To be a ninja meant not for one to only harm, but to help others as well. Medical ninjutsu, she was told it was called, a subset of the broader tree that was fitting for somebody sweet as she.
By the time this woman left, Mitsuko had her interest piqued and her wilted confidence stoked to a dull roar. Experience told her she would be punished for being so audacious as to speak with such a venerated soul. To her surprise, in the later hours of that fateful day, she was not. Instead her parents sat her down in their humble kitchen and gave her the option; she could carry on her life as it was now, or enroll into the ninja academy and begin evening training sessions with her father to learn the clan’s signature style. Head swimming in fantasies of grandeur brought on by the gentle encouraging of the clan’s heir, she chose the latter. So excited was she that even her keen eyes could not see the disdain on their faces.
The next several years proved aptitude if nothing else. Mitsuko did well enough on her entrance examination to be accepted immediately into the academy, with stern lectures and rigorous training exercises in the dusk hours by her sire keeping her sharper than most if her less lucky classmates, whilst the same modesty instilled by them kept her in the average marking group. She spent many of her days with a nose buried in scrolls and books, literature she had access to in the schools that she could not hope to own at home. A target for bullies who sniffed out those who would not fight back, Mitsuko was spurned from taking the initiative on matters social, earning only a few cherished friends over her many years in the academy. Passing the final examination was of no great difficulty for her, an expectation that she could not bear to fail in proving right if anything.
Now she awaits, with nervous excitement in her belly, to step forward into the ninja world and make proud those few who encouraged her to walk the path.
INFLUENCE & RELATIONS
Hyūga, Hideyoshi: A man of stern face and strict morals, Hideyoshi is Mitsuko's father. He has spent the majority of the young girl's life as a steady and uncompromising presence that ensured she learned the importance of discipline and loyalty to the clan, especially with their position as branch members. Mitsuko does not harbor a particularly close relationship with her dour patriarch, but still loves him and understands that circumstances of fate shape his behaviour.
Hyūga, Saya: Yielding and soft spoken, Says is Mitsuko's mother and a far cry from her husband. She is a caring and empathetic woman who treasures her child. It is Saya's subtle sweetness that perhaps is the most palpable inherited trait that Mitsuko possesses. She has been supportive of the path her daughter walks since her first days, and as such, she holds the place as Mitsuko's closest confidant.
Hyūga, Tsugumi:
Hyūga, Nazo:
Kagetsu, Kitanai:
Ryūga, Tsume:
Iburi, Kodo:
Murakumo, Mikoto:
Uchiha, Ria:
Himura, Rei:
Matsudaira, Kiri:
Sarutobi, Genji:
Namikaze, Fukushu:
Sarutobi, Kenjiro:
Uzumaki, Kiyoshi:
Uchiha, Tensai:
Hatake, Shunpei:
Haruno, Ren:
CHAKRA NATURE
Wind
SPECIAL TRAITS
Byakugan: Contrary to popular belief, Mitsuko possesses a potent mastery of the Byakugan for somebody of her age and pedigree. She is capable of seeing up to 40 meters in a 360° sphere around her, accurately pinpoint tenketsu along a target's chakra network, seeing through obstacles which would blind lesser kekkei genkai and tracking fast moving objects with heightened visual focus. Her skill with the Byakugan allows her to hold the dojutsu for long periods of time without succumbing to physical exhaustion, but extensive usage still strains her eyes.
Chakra Control: The Hyūga clan is renown for the control their shinobi hold over chakra. Mitsuko is certainly no exception to this piece of lore. Her chakra control is considered exceptionally precise for even a shinobi of the landmark clan. This allows her to ration out her chakra with next to no waste in performing whatever technique she so chooses, as well as contribute to the effectiveness of her Gentle Fist strikes.
FOCUS & SKILLS
As a scion of the Hyūga, it is no surprise that Mitsuko is well versed in the field of taijutsu. She has a working knowledge of the clan's trademark Gentle Fist style, which she uses exclusively during engagements. Boasting an impressive mastery over both her chakra and the Byakugan for her age, she is capable of accurately targeting and closing the tenketsu of her opponent, leading to the disruption of their ability to mould chakra and the disabling of the body parts associated with each tenketsu.
The debilitating nature of even light strikes using her clan's style has lead Mitsuko to focus the majority of her training on the speed of her attacks over their overall strength, and the reflexes required to successfully land them over endurance. She is quite successful in this regard, among one of the quickest in her generation, although her fragility is noted.
With a keen interest in medicine, Mitsuko has dedicated the majority of her studies to the arts of healing. While her inexperience prevents her from performing any actual medical ninjutsu, she is more than capable of providing first aid to herself and her contemporaries to stabilize them until more thorough care can be provided. Her memorization of human anatomy, in conjunction with her Byakugan, allows her to more accurately understand how the physiology of the body is intertwined with the chakra network. As a result, her Gentle Fist strikes tend to assail the nervous system more harshly than one would expect of a novice.
EQUIPMENT & INVENTORY
Mitsuko arms herself with the basics one would expect of a shinobi. Kunai, shuriken, smoke bombs and explosive tags all make an appearance among her personal armoury, kept both in her hip pouch and a variety of holsters. She also carries a medical kit on her hip, stocked with the supplies required for an aspiring field medic to provide aid.
A genjutsu primarily devised to aid in giving medical assistance. By disrupting their flow of chakra, the user manipulates the affected person's sense of touch. Pain signals to the brain are scrambled, leaving the target unable to feel even the most agonizing of wounds and operations. This allows the medical ninja to do their work unhindered without anaesthesia.
Name
Gentle Fist Art: Gentle Step
Rank
C
Range
Close
Description
Utilizing the Hyūga clan's innate ability to expel chakra from all of their tenketsu at will, the user builds up chakra in a singular point along their chakra network. They then release this chakra in a quick burst, usually from the feet, to rapidly accelerate in the chosen direction. The versatility of the technique is immense, with usages ranging from mid-air repositioning to rapid limb movement.
A brief description of your characters appearance. Supplementary to your faceclaim/image choice.
PERSONALITY & MOTIVATIONS
How your character acts, thinks, and feels. Also what their aspirations, doubts, and so forth are.
CLAN HISTORY
The Chōchin family are not a shinobi clan by any means. Civilian refugees from the Land of Rain during the last great shinobi war, the family has none the less dedicated two children to the military forces of the Leaf; Aki herself and her older sister, Korin, whose death inspired the younger to become a kuniochi.
PERSONAL HISTORY
Character history, experiences, and life. Their home life and their academy life is a big plus. Detail as much as desired.
INFLUENCE & RELATIONS
Within your clan and the academy/village.
CHAKRA NATURE
Earth, Wind, Lightning, Fire, Water; genin likely won't know the nature of their chakra for some time though.
SPECIAL TRAITS
General special affinities, talents, and abilities. Include your Kekkei Genkai if you have one.
FOCUS & SKILLS
A brief idea of skills your character leans toward and the like, no need to go into huge detail; needed for understanding of moderation staff for balancing issues. How does your character fight? Do they lean to Taijutsu or Ninjutsu? You get it.
EQUIPMENT & INVENTORY
General equipment used or educated with.
JUTSU
Obvious list is obvious. Link to the Naruto wiki as well.
Nobody in the world holds such esteem as those lucky, or bold enough, to call themselves Heroes. With the advent of the Quirk — special, superhuman abilities inherited by nearly every man, woman, and child — the services rendered by these individuals proves critical in curbing illicit activity. Fighting fire, often times literally, with fire, professional heroes are the only individuals sanctioned to utilize their quirks in any meaningful capacity, leveraging their gifts in the name of order, justice, and morality. They are the first and often, the best defense against the scum and villainy who would seek to destroy the very fabric of society.
But not all those who would break from such rigid rules are scum. For every anarchist, there is a simple thief looking to feed himself. For every murderer, there is a thrill-seeking youth. The laws which created pro-heroism and the resulting classification of villainy were created in a time where order was in dire need. There was no room for shades of grey. Hero or villain, good or bad, two sides of one coin with no in between. Yet people are not so simplistic. Even the most heinous of villains, at one point, had the opportunity to become someone truly good. Often the difference lay in just that; opportunity. Where you live, who you're surrounded with, who is willing to give you a chance. In the stratified society of heroes and villains opportunity is often denied to those with the potential for true greatest.
Sato Kazuhiko, or as the public better knew him, the pro-hero Assimilord, understood this more than most. A professional hero for some thirty-six years, Kazuhiko did all he could to advocate for the downtrodden and belligerent individuals he was often tasked with detaining. Having very nearly joined a gang of such troublemakers himself when he was young, the hero had always kept an open mind towards those he came to blows with. When he retired from pro-heroism, the fifty-two-year-old decided he would continue on this philosophy even as a civilian. As was so common for decorated veterans of the field, Kazuhiko took up a position at one of Japan's many hero academies, the prestigious Jiyū Academy. It was here he would carry on his legacy.
Eight individuals, each chosen for their less than stellar behavior, criminal background, and destructive potential. They would form his first class, his first wave of hoodlum heroes in training. He would have one year with them, to teach them the strong morals and personal control required to represent both heroism, the school, and themselves, with dignity. If he could reform these dregs and turn them into respectable students, the headmaster would greenlight future endeavors in reformation and open the school to more young offenders who might seek to turn their lives around before it's too late. Fail, and the eight of them would be expelled, returned to whatever sorry state Kazuhiko found them in, with his ambitions quashed by practicality.
You are among those whom he approached. Whatever your backstory, whatever your history, Sato-sensei has taken a chance on you and invited you to the prestigious Osaka based academy. This is your story. The story of your Hero Delinquent Academia.
Osaka has been the jewel of the Kansai region for as long as anyone can remember, and for just as long has been the problem child of Japan's otherwise Utopian urban communities. Even before Quirks became the law of the land and superpowers began gracing every Tomoko, Daisuke, and Hari, the bustling cityscape was home to some of the country's largest slums, with crime rates far higher than its surrounding metropolises. With the arrival of such fantastic abilities, the state of the city grew ever worse. Now the lowest of the low had the power to fight back against systems which had kept them begging for scraps in long forgotten ghettos for generations.
It became a hotbed of the earliest Quirk based conflict throughout the dawn of the Age of Heroes, giving birth to some of the most infamous villains of the era. Brutal Bloodstone, heinous High Tide and the Suminoe Slasher were among the most feared names of their time, terrorizing Osaka's residents and laying waste to a newly minted Hero Association still struggling with the panicked bureaucracy of their superiors. This baptism by fire would christen some of the finest heroes of the era in response, with iconic paragons of justice rising to face the deadly threat. Legends like Kamagasaki King and Mantra Ray made themselves into household names taming the wild west that was Osaka and returning it to a state of relative peace.
But the damage had been done. The city reduced in prestige and much of it left in ruins, it would be years before it could recover to the state prosperity it once stood in. Many who could took flight to the richer, safer suburbs or to Tokyo in the north, leaving fewer opportunities for those who could not afford to follow. Today Osaka exists in a state of flux, between the urban decay brought on by the great crime wave so many decades ago, and a tenously rebuilt peace maintained by the Hero Association, many of whoms members see the city as a place to 'make it big' thanks to the subtle, but ever present organized crime which rooted itself in place of the bolder villains of an era begone.
Jiyū Academy is reasonably well removed from the hustle and bustle of the city. It sits on the eastern outskirts of Osaka, a large campus in terms of space occupied, but fairly small in terms of students serviced. This is by design; it has long since been the premier academy of the region, having been among the first schools to earn its charter in Japan. It has produced many great heroes, and holds a certain old world prestige that sees many blue-blooded aspiring heroes in attendance. To make it through the rigid examination processes of Jiyū and be awarded a hero license is analogous to achieving a degree at an Ivy league university — riches are almost assured to follow.
As the introduction might suggest, this roleplay will focus on a group of students and their journey through the hero academy system found within the aptly named My Hero Academia universe. Unlike the characters of the main franchise, however, our student body is not the creme of the crop competing at the highest level of academic success. Misfits, rejects, hooligans and young offenders on the fast track to a life behind bars make up our cast.
Whether they took this offer to enroll at Jiyū in earnest with the hopes of turning things around, or they simply saw it as an opportunity to avoid the law for however much longer, characters should reflect this; no goodie two shoes or pure-hearted Midoriyas should be filling the roster. That's not to say characters must be truly bad, of course, as nuance is the e purpose of the the roleplay both in and out of character. Every delinquent has a reason for their behaviors, for few in the world are truly rotten within and act without cause. Think of why your character has been cast in the role they find themselves; why did they break into those ATMs? Why did they end up using their quirk in a street fight?
On the flip side, don't go too grimdark on us. This isn't the League of Villains. Characters should be redeemable in the eyes of their benefactor, elsewise they wouldn't be invited to attend the academy. Steer clear of truly drastic crimes that would condemn them straight to a life in prison. We're talking muggings at worst, no murders, please.
Don't break the guild rules. I don't want to be paddled by the moderators.
I don't expect you to give me a novel every post, but this RP is in advanced for a reason. Give us something substantial and descriptive. At the same time, don't feel pressured to pump a post full of filler. Use your best judgement.
Let me know if you're gonna be busy for an extended period of time. I'm pretty understanding about long pauses between posts, on account of being lazy, but a heads up is always nice.
Put the phrase "Excellent Girl Gamer" somewhere in your character sheet. No sheet will be approved without this phrase incorporated into it.
[i]gm note: i implore you to find a unique color code of your own to use to make your character the special snowflake they've always meant to be.[/i]
[indent][color=#FFFF66][b]Age[/b][/color] How old they are. As you're essentially a freshman in highschool, you should know your range, but the odd nature of the program does give you leeway by a few years if you wish to be a tad older or younger.
[color=#FFFF66][b]Sex[/b][/color] If you put "yes please" you're banned.
[color=#FFFF66][b]Appearance[/b][/color] Explain how the character looks, including how their quirk impacts their appearance, any discrepancies from the provided image, ect.
[color=#FFFF66][b]Personality[/b][/color] Split into at least three positive aspects, and three negative aspects. Provide a few sentences to a paragraph after each explaining those traits in more depth.
[color=#FFFF66][b]Quirk[/b][/color] Give their quirk a fun name and describe its effects, strengths, drawbacks, how well they can control it, ect here.
[color=#FFFF66][b]Skills[/b][/color] Things not related to their quirk. Being a powerful swimmer, knowing how to box, being a good cook, things of that nature.
[color=#FFFF66][b]History[/b][/color] Explain your character's life and the circumstances which led to them being offered a place within Sato-sensei's delinquent program.
[color=#FFFF66][b]Ambitions[/b][/color] All heroes are driven by something, and even less than cooperative hooligan heroes have something they want to achieve in life. Money, fame, their daddy's acceptance. Put their most cherished ambition here. [/indent][/hider]
A brief description of your characters appearance. Supplementary to your faceclaim/image choice.
PERSONALITY & MOTIVATIONS
How your character acts, thinks, and feels. Also what their aspirations, doubts, and so forth are.
CLAN HISTORY
A rough or detailed recent history of your dynastic clan. For world-building.
PERSONAL HISTORY
Character history, experiences, and life. Their home life and their academy life is a big plus. Detail as much as desired.
INFLUENCE & RELATIONS
Nara Shikaru:
Nara Kanae:
Nara x:
Yamanaka Inokari: -
Akimichi Chogaku: -
Sarutobi Himeko: -
Namikaze Ayano: -
Shimura Irasaki -
Yamanaka Inotachi: -
CHAKRA NATURE
Lightning
SPECIAL TRAITS
Chakra Absorption:
Chakra Sensory:
FOCUS & SKILLS
A brief idea of skills your character leans toward and the like, no need to go into huge detail; needed for understanding of moderation staff for balancing issues. How does your character fight? Do they lean to Taijutsu or Ninjutsu? You get it.
EQUIPMENT & INVENTORY
General equipment used or educated with.
JUTSU
Obvious list is obvious. Link to the Naruto wiki as well.
Occupation Journeyman blacksmith at Hao Ling's Hammer.
Place of Origin Zuipeng, a medium sized town in the southeastern Fire Nation.
Residence A small row home in the Lower Ring.
Appearance This section should supplement the character art used, since we all know that it's never going to be dead-on. Other than the basics, think about posture, voice, tattoos, scars. It is mandatory to describe clothing style, especially for Fire Nation/firebender characters, because character art is unlikely to show them wearing Earth Kingdom get-up.
Personality At least two full paragraphs about your character's personality. What are their main traits? Make sure that they are well-balanced with both good and bad characteristics, but also include one fatal flaw. What is the worst thing about them? Other things to include might be their greatest fears, how they perceive those either above or below them in status, their opinions of the Dai Li - are they in the right?
Likes and Dislikes At least three of each. Consider more than just likes 'good things' and dislikes 'bad things'.
• Like • Like • Like • Dislike • Dislike • Dislike
Skills Talented Firebender: Wei has always had a talent for bending. Far from a prodigy, he was no less a very capable fighter during his tenure with the army, and maintains a certain knack for the art form. It has been three years since he's used his bending in any meaningful capacity, however, leaving him quite rusty and out of practice. Trained Combatant: Leader of Men: Blacksmith:
History Wei was born in the picturesque countryside of the Fire Nation some twenty four years ago. Hailing from sizeable town of Zuipeng, an agricultural settlement among the balmy southeastern crescent of the main island, he never wanted much for the necessities of life. Indeed, his father served as the mayor of the bustling hamlet, providing Wei with all the opportunity one could wish for among the plantations and fisheries that made up the surrounding province. His early days were spent chumming around with the sons of merchants and craftsmen, exuding the charisma expected of one of his station, and practicing his firebending at the finest of the few institutions that dotted the town. A talented bender in his own right, the lad flourished in his teen years, boasting himself the greatest fire slinger Zuipeng had to offer.
These confident brags would come to haunt him later in life. It was no secret that the Fire Nation was at war, having begun their march on conquest to "spread the greatness" of their nation across the world, by sword and by flame. The armies of the Firelord swelled with proud men of the islands, yet the folk farther out on the fringes of the nation lived on without the yolk of conscription upon their citizens. Until, that is, the sixteenth year of Wei's life. Months shy of his birthday, recruiters for the army rode forth into humble Zuipeng. The war to herald prosperity required more than the grain and livestock, ceramic and silk the town produced. It required steel and sons. Many flocked to the call, peasant boys looking for glory over the plows of their ancestors, or cocksure children of tradesmen eager to test the metal of their father's forges on the Firelord's enemies.
Wei was among them. He had a fine life in Zuipeng, that much was true. All the young men of his generation, coerced by honeyed words of propaganda, wished to aid in Lord Sozin's plight. How could he deny the call to march? Wei was his only boy, and popular among the townsfolk. The confident youth had a good chance of succeeding him as mayor, administering where it was safe, rather than dying on the fields of battle halfway across the world. The recruiters did not feel the same. How could they ignore the praises of his tutors, who spoke of their star pupil? Or the cocky swagger the boy had as he strode to their booths looking to enlist? Furthermore, what kind of leader would with hold his blood from participating in the worthiest of causes? His hands were tied; Wei would become a soldier, and a sergeant no less, a rank bestowed upon him for both prowess and station. Sixteen and arrogantly naive, Wei marched in line with two hundred others from Zuipeng, the last time he'd see his homeland.
Ambitions What is the motivating force in your character's life? What do they most want to achieve, both in the short-term and the long-term? How do they intend to set about doing so?
Other Anything else. No, there is no secret code-word hidden in the rules section, but read it anyway. Here you can put down any key locations you deem important to your character's plotline that you would like to be added to the OOC.
————————————————————————————————————————————————————————————— 【Zanjutsu, Reiatsu, and other Talents】 Unremarkable/Average/Impressive/Incredible Reiatsu: Impressive
"They say the spring was bad in Lannisport and worse in Oldtown, but in King’s Landing it cut down four of ten. Neither young nor old were spared, nor rich nor poor, nor great nor humble. Our good High Septon was taken, the gods’ own voice on earth, with a third of the Most Devout and near all our silent sisters. His Grace King Daeron, sweet Matarys and bold Valarr, the Hand… oh, it was a dreadful time. By the end, half the city was praying to the Stranger."
I N T R O
It has long been thought that the winters of Westeros are the most damning aspect of life across the continent. Their cold sinks deep into the land, the frost taking with it all but the hardiest of crops. It lasts for years at a time, children born and dying without ever knowing the kiss of summer and the sweetness of warmer times. Spring is normally a great joy because of this. Festivals are planned as soon as the Citadel's archmaesters announce its pending arrival, plowmen eagerly return to their fields to sow food for their wives and kin, and the great houses of the kingdoms sally from their castles to break bread with friends and rivals alike, to forge new relationships and mend old wounds in the season of rebirth.
The year 209 was not so kind as to deliver this kind of spring. Nobody truly knows where the plague began. The pious would claim it a punishment from the Gods themselves, whilst learned men speculate the malady came upon the shores by the trade winds and the foreigners who sailed on them. It mattered not the origin, though. The Great Spring Sickness, as it was so aptly named, spread through the kingdoms like wild fire. Through villages and hold fasts, through castles and fortresses all the same the pestilence claimed both high and lowborn alike. Strong men would wake fine in the morning and be ferried into shallow graves by nightfall so quick was it to act. It ravaged the countryside badly, but nowhere was it worse than the cities; Lannisport, Oldtowen and King's Landing most of all saw swathes of men, women and children rot away in the streets as the year dragged on.
By the time the year closed and the sickness abated with it, Westeros was in disarray. Tens of thousands of small folk lay dead, houses lost lords and lordlings alike, with boys young as five forced onto thrones with the deaths of their fathers. In the capital, four in every ten had succumb and the meddling of pyromancers burning bodies by the hundreds set a fourth of the city ablaze. Not even the great dragons who sat the Iron Throne were spared the chaos. Good King Daeron, his Hand of the King Valarr and dear grandson Matarys fell ill and perished within the Red Keep by spring's end. His second son, Aerys, a spindly scholar with more interest in reading than ruling ascended the throne soon after. Only the Vale of Arryn and Dorne survived unscathed, sealing mountainous borders and awaiting the blight to pass.
Yet, when crisis on such a scale occurs, rarely does it slink away with a whimper. Not fourteen years prior, half of Westeros rose with the black dragon Daemon Blackfyre and sought to overthrow his brother Daeron. The rebellion cut lines deep into the unity of the kingdoms, fighting consuming Westeros until the Battle of Redgrass Field, named for the blood that stained the very ground in its wake, put an end to the conflict. Thousands perished, among them Daemon himself, his sons Aegon and Aemon and his half-brother, Brynden the Bloodraven.
Many of those who rebelled and lived to tell the tale took to exile with the sons of their king and his most ardent supporter, Aegor Bittersteel. Those who remained lost lands, titles, wealth and forfeit heirs and children as hostages to the throne. The sickness saw fit to claim these hostages too, leaving houses slighted by the throne with nothing to stop their schemes. With a weak king upon the throne, some whisper worrisome words; that the time for war is again. That the black dragon shall rise a second time.
To the west, the Ironborn fly their banners and take to the seas. The Lord Reaper of Pyke sets longships across the coasts of the mainland, raiding the Sunset Sea with impunity as King Aerys carefully affixes his gaze across the sea. The ironmen grow bolder by the day, and it is only a matter of time before the kraken rises up with its full strength and crashes against Westeros' shores looking for blood and gold among its weakened lords and frightened peasantry.
To the south, a man wears the crown of the Vulture King, playing upon the nostalgic and greedy with promises to raid the marches as their ancestors once did, with thousands flocking to his roost among the Boneway and forging their outlaw kingdom within the Red Mountains. Further north, word from beyond the wall claims a raider with a horn of legend names himself King, and to him the wildlings willingly stride southwards in growing number.
The year is now 211 AC. The realm simmers with conflict just beneath its surface, as nobility finally treat one another and the summer sun rises high above the Seven Kingdoms. Schemes and plays for power and prestige run amok among the highest echelons of society, and with them comes the question asked so often when lords play their game of thrones — how badly will Westeros bleed this time?
P R E M I S E
This roleplay is shall take place in an alternate universe, branching off the main storyline of Asoiaf during the First Blackfyre Rebellion and leading into the Great Spring Sickness some fifteen years later. Players will take the role of either individual characters, or whole houses within Westeros as the kingdoms are assailed by danger from all sides, collaborating or competing to fulfill their ambitions whilst chaos consumes the terse peace. As this roleplay will be very sandbox in nature, with each player taking hold of and directing their own storylines with minimal GM meddling, I ask that those who express interest be prepared to be the driving forces behind their plots, and assume the initiative both ICly and OOCly.
R U L E S
A Song of Ice and Fire is a franchise which features some fairly mature content. As such, I expect the players to behave as adults. Please keep it civil.
In the event of conflicts arising, working out a compromise in private is encouraged, but I will step in if no decision can be reached.
We’ll be writing in reasonably advanced standards for casual around here, which is to say, posts with fairly solid grammar, spelling and punctuation. I want to see depth and emotion in the posts. While I'll not impose any hard requirements for posts, I'd truly like a consistent 3 paragraphs. Bring the world to life!
While this will remain freeform, I'd like there to be a semblance of order.
Allow other players to post between your own interactions, with drawn out exchanges taking place over Titanpad to prevent back-and-forth posting from cluttering the IC.
A P P L Y
Please post the sheet in the OOC upon completion for review. You may move it to the CS tab when approved. All relevant information can be found on the ASOIAF wikia.
Yamashita Takemori Yamashita (written: 山下 meaning "under the mountain") Takemori (written: 武 meaning "brave" & 守 meaning "guard")
▸ AGE
Twenty-six
▸ TOTEM
Boar
▸ APPEARANCE
Their physicality, and any details you'd notice being around them (Smell, particular walk/voice, etc.) Don't use specific descriptors you'd need a medical chart to know (5'7, 154 lbs, AB+), or physical descriptions they hide (Full yakuza tattoos kept under clothing, scars anywhere but their face, etc.) Their outfit should be included as well. This is an anime and nobody in an anime changes their clothes until a timeskip, so just go with the outfit their picture has.
▸ PERSONALITY
You've filled out a CS before, you know what to put here. Mannerisms, world views, whether they're smart or dumb, their likes and dislikes, and so on. Because this RP will be focused on character development and character relations, this will gradually grow over time with their experiences. Feel free to hint at their past, but do not divulge it.
▸ STRENGTHS
Tsuikyū-ryū A simple sword school made by simple men, with simple goals; to see the enemy overwhelmed by an avalanche of blows. Aptly named the School of Pursuit, Tsuikyū-ryū is a highly aggressive form that embodies concentrated bursts of interrupted offensive might to chip away at an opponent's resolve without giving them the opportunity to strike out on the offensive themselves. Its focus is tight, focused blade work with little pomp or ceremony, relying upon the user's strength of will and physical endurance to outlast and overcome any resistance by the foe.
Lady Gwynesse Drumm neé Greyjoy, Loron's sister, married to Lord Andrik Drumm, 38. - Her issue by Andrik.
Marlon Greyjoy, Loron's brother, 32. - His wife, Esgred Greyjoy neé Botley, 21. - Their children:
- Faryna Greyjoy, 4. - Alon Greyjoy, 1.
Loron has several cousins as well, many in number but low in status.
C o n c e p t
Text.
R e c e n t H i s t o r y
Text.
H o u s e R e l a t i o n s
Text.
N o t a b l e V a s s a l s
House Blacktyde of Blacktyde House Botley of Lordsport House Drumm of Old Wyk House Goodbrother of Hammerhorn House Harlaw of Ten Towers House Merlyn of Pebbleton House Stonehouse of Old Wyk House Sunderly of Saltcliffe House Tawney of Orkmont House Wynch of Iron Holt
A p p e a r a n c eText. AHHHHHHH R e l a t i o n sBartimus Reed: A toothless frog fisher, from a lesser branch of House Reed. Gretchen's father. Wynnafryd Reed neé Boggs: A temperamental woman with an attitude twice the size of her body. Gretchen's mother. Gertrude Reed: Gretchen's younger sister. Considered the pretty one. Ser Mortimer Boggs: nuncle black ass x Glover: guy who wants to pole her barge
Ser x Horpe
Commander of the River Gate
A g e30
R e p u t a t i o nText.
A p p e a r a n c eText. R e l a t i o n s
- Triana of Volantis, his wife, 29.
- Valaena Horpe, his daughter of 12. - Morys Horpe, his son of 10. - Cyrenna Horpe, his daughter of 5.
M a t t h o s H o r p e
Knight of Storm's End
Age
Thirty-one.
Appearance
Standing at a reasonable 5' 10" in height, Ser Matthos possesses a strong but lean build well suited for a man-at-arms. His chestnut colored hair contrasts well with his light skin and is kept medium length with loose styling, accompanied by a neatly kept goatee upon his chin. One for practicality, he often dresses in supple leathers or fine grain wool when not attending his duties, favoring muted browns and blacks with a lack of ornamentation excluding a silver cloak pin in the shape of a large moth. In battle he wears silvered plate over grey mail, favors the long sword and paints his shield with a personalized sigil — three death head's moths circling the fiery heart of R'hllor.
Reputation
Ser Matthos is reputed as a man of honor, integrity and dependability. Valuing chivalry and justice, he served for years as Captain of the River Gate among King's Landing's city watch, a stalwart defender of the Queen's good law. A seasoned veteran of the Stepstones rebellion and proud Stormlander, Matthos is a fierce fighter who embodies the martial traditions of his people well and has distinguished himself in the realm of tourneys.
He married young and for love during a tour of the free cities, to a Volantene woman of low birth. This, accompanying his deference to his wife's Red God, has damaged his relationship with many highborn Westerosi. Nevertheless, he is a true and loyal man known to have the ear of his liege lord, Lyonel Baratheon, who trusts his honest council and steady blade.
A technique meant to increase the efficiency of Water Release techniques used in conjunction with it, it is at its core the application of Boil Release chakra to manipulate the heat and pH levels of water. In doing so, they can drastically increase the damaging potential of other techniques and surprise opponents by manipulating their properties, at the risk of exposing allies to the indiscriminate effects of Boil Release.
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As might be expected from someone of her station, Nozomi's appearance is the definition of a classical Uchiha. Her alabaster skin contrasts strikingly with the short, silky strands of raven-black hair that frame her delicate face. The two large, listless eyes that peer out from beneath haphazardly cut bangs are like all-encompassing pits, lacking substance or emotive energy no matter what expression her soft, androgynous features assume. To say it is difficult to read the doll-like heiress would be an understatement, and every coy twitch of her lips or subtle quirk of a brow to punctuate her monotonous words seems carefully measured and choreographed for the occasion. She does not strike an imposing figure, standing on the shorter side of average at 4' 8" and accompanying that height with the typical lithe build of her kinsmen.
Her wardrobe is starkly traditionalist in an era where older fashions regularly fall out of style. She favors black garments accented in rich crimsons or purples, the most common of which are intricately embellished kimono sewn from the finest silk. More active occasions might see her don a pair of hakama to allow her legs more range of motion without jeopardizing her modesty.
Personality
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Personal History
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buncha emos
Character Development & Conceptualization
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Attributes
Special Traits
Uchiha Bloodline: It is said that the Uchiha are among the most venerable of all shinobi bloodlines. Descended from the founder of ninjutsu, their prodigious skill has long been the subject of fear and envy among peers and enemies alike. The blood that birthed such a fearsome reputation runs thick in Nozomi's veins. She was blessed by virtue of lineage to possess a great depth of potent chakra, and a natural inclination towards precise control this chakra. Though she lacks the traditional affinity for fire common among her clansmen, her techniques are just as overwhelming in their strength as the Uchiha of old, and she is exceptionally well suited for any field of shinobi combat that requires the application of chakra as a result of this genetic potential.
Superior Intellect: The term genius is often tossed about within the shinobi world to describe those who excel in a field beyond those of their peers. In Nozomi's case, the term is best assigned to her mental acuity. She possesses both a towering intellect and a supremely analytical eye, the combination of which makes her both a gifted student and acute thinker. Nozomi proves a fast learner, one who can quickly examine and comprehend the basic principles of a discipline and apply them in short order to grasp a baseline competency in the skill after only a few observances.
This talent, while most easily applied to classroom demonstrations and training exercises, finds itself much more useful on the fields of combat, where the heiress can break down the structure of a given technique or stratagem and devise countermeasures on the fly in order to better combat them. Her tendency to focus in on behavioral cues of her opponents and allies leads to a certain level of predictive skill, and the Uchiha is adept at tailoring plans that span several steps ahead based on the understanding that certain individuals will act in accordance to behaviors she had observed in advance.
Imperturbable: Nozomi shows an uncanny ability to remain calm and rational under the most dire of circumstances. Even in the face of extreme pain, fatigue, emotional distress, or otherwise mentally derailing phenomenon, the girl is unnervingly unflappable. It is not to say that she is immune to these conditions, but she has the capability of mitigating them so they do not stifle her performance. Whether this phenomenon is the result of her own inborn defects, a purposeful creation of her brutal training regimen, a symptom of her traumatic upbringing or a combination of all three factors remains unknown; whatever the root cause, it is advantageous in a world where torture, exhaustion and grievous bodily injury are the norm, no matter how inhuman it may make her seem.
Physical Conditioning: The result of intense regimes formulated by her father, Nozomi's physicality does not lag far behind her other defining attributes. Having always been a girl of slight build, the majority of her training focused on honing her strengths rather than addressing her innate weaknesses. Her speed, manual dexterity, flexibility and reflexes are in a league of their own, and to underestimate her capabilities based upon her frail appearance is to make a fatal error.
Character Focus & Skillset
Genjutsu: With a a naturally sharp mind and keen control of her chakra, it is expected that Nozomi proves to be quite prodigious in the field of Genjutsu. Her illusions are comprehensive and difficult to discern from reality for even those versed in the field, and she is equally adept at detecting the presence of such deceptions and dispelling them. While many in her clan rely heavily upon their dojutsu's innate visual prowess to utilize illusionary arts, Nozomi relies on a variety of triggers and conditions, subverting expectations that merely avoiding eye contact will counteract her skills.
Ninjutsu: While not a personal focus of hers, Nozomi's prowess in Ninjutsu seems almost innate, the result of a potent reserve of chakra and the capability to easily tap it. She often relies on more subtle techniques that supplement her other capabilities, rather than harnessing the raw destructive force of the elements. Such subdued usage plays into the deceptive idea that she lacks in this field.
Bukijutsu: Owing to her upbringing, Nozomi has practical experience with a variety of weaponry, and prefers the usage of such weapons over her own limbs when engaged in physical combat. Such breadth of expertise not only allows her to utilize a variety of weapons, but to also know the limitations of each. Her favored weapon is a tanto, which she prizes for its compact size and maneuverability, and as such her skill in knife fighting is decidedly her most developed. She also makes heavy use of shuriken and ninja wire, as most in her clan do, as a means to distract or trap unwitting opponents.
Stealth: The ability to escape detection, while a hallmark skill of the shinobi, is oft underappreciated. Not so for Nozomi. Perhaps her most developed ability, the heiress is disconcertingly skilled in matters covert. Since childhood, her footfalls have been feather-light, creating no noise with which to detect, and she has since trained to minimize any created sound to the point of absolute silence. Such is her dedication to the art that she has even learned to erase the presence of her chakra signature to avoid sensors, or if pressed, to entirely erase the presence of her physical form through application of ninjutsu.
A simple but debilitating illusion that activates when chakra infused sound waves—born of the user's innocuous whistle—reach the ears of the target. It causes the target's auditory nerves to perceive the sound of the user's whistling as earsplitting and jarring, entirely compromising their ability to hear with an agonizing ringing noise. Not only does the pain greatly impacts the target's ability to fight, but the illusion goes further, attacking the nervous system until the brain believes the ears to be badly injured. Disorientation, nausea, and a major loss of balance follows, as the mind mimics the effects of ruptured eardrums. As the technique's medium spreads over a wide area, it is especially effective at neutralizing groups.
Name
Demonic Illusion: Swallow Return
Rank B
Range
Close
Description
A technique that morphs the target's perception of time and space, the user will activate the illusion by infusing a bladed weapon with Yin-natured chakra, then swinging it in an arcing strike at their foe. The visual perception of this first strike triggers the illusion, which immediately sets into effect. Upon witnessing the first strike, the user quickly launches two subsequent attacks, usually from directions opposite their first to box the opponent in and offer no escape. The illusion manipulates the target's ability to perceive the timing of these slashes, causing the latter two attacks to appear simultaneously as the first. Beset by three slashes occurring in unison, the target is cut down, unable to respond to each individual assault.
Name
Demonic Illusion: Disarmed Divergence
Rank C
Range
Close
Description
Beginning with the user infusing a weapon of some kind with Yin-natured chakra, illusion takes effect only once it has made contact with the opponent's weapon. Whether through parrying or being parried, the vibrations caused by such an impact act as the trigger, and immediately after this contact the limb that once held the offender's weapon experiences a loss of all feeling. Numbed to sensation, the limb will hang free, unable to be moved for the duration of the illusion, subsequently causing them to drop their armament. A devious user may disguise the nature of this technique by manipulating the sensation to be one of electricity, to make their foe believe they were the victim of a Lightning Release technique.
B A S I C I N F O [Code Name]Feral [Gender]Female [Combat Experience]6 months [Place of Birth]Siracusa [Date of Birth]Mar. 3 [Race]Lupo [Height]165cm [Infection Status] Non-infected as confirmed bymedical report.
P H Y S I C A L E X A M [Physical Strength]Standard [Mobility]Excellent [Physical Resistance]Excellent [Tactical Acumen]Excellent [Combat Ability]Outstanding [Originium Arts Assimilation]Standard
Profile
Operator Feral claims to be a rookie freelancer from Siracusa in search of a more permanent position to pad her sparse resume. Her scores on the entry battery indicate this to be a falsehood, displaying a significant aptitude for combat and escort work. When questioned as to the source of her skills, Operator remained aloof, stating that Siracusa is "a dangerous place" and that one "needed to stay sharp" while living there. Additional investigation required.
Profiling attempts produced equally meager results; Feral remained cool and distant during initial questioning, providing adequate but guarded responses to interview queries. When asked as to why she wished to work at Retra, Operator was quoted, "Every stray wants a home after a while."
Clinical Analysis
Imaging tests reveal clear, normal outlines of internal organs, and no abnormal shadows have been detected. Originium granules have not been detected in the circulatory system and there is no sign of infection. At this time, this Operator is believed to be non-infected.
[Cell-Originium Assimilation]0% Operator Feral showed no symptoms of Oripathy.
[Blood Originium-Crystal Density]0.12u/L Operator Feral has had light exposure to Originium in the past, but it has not caused infection to date.