Name(s) :: Hattori Hayato
Player :: Slash Zinrai
Date of Birth :: Unknown/28 years old
Place of Birth :: North-Western Mie Prefecture (Suzuka Mountains), Japan
Race/Ethnicity :: Human/Japanese
Height :: 5'7"
Weight :: 140lbs
Reach/Wingspan :: 67"
Body Type :: Athletic/Lithe
Mode of Combat :: Ninjutsu
Appearance :: Placeholder
History & Personality :: Placeholder
Other :: Placeholder
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Weapons[] :: Dai Sanji, Kunai, Shuriken, Fukku -Kakutō, Tekko-Kagi, Tetsubishi, Torinoko, Kēji no doku.
Weapon Information ::
Kaimetsu :: Hayato’s primary weapon, and also his most trusted; this Katana represents the finest workmanship of his clan! Overall the weapon is 42 1/8”, with 28” owed specifically to the blade. Forged of imported Damascus, and folded over 1000 times; the
Kaimetsu (meaning catastrophe) is both extremely durable, and yet flexible. Honed to a deadly edge, the sword possesses superior cutting strength…capable of severing flesh, and bone. Beyond these physical qualities, the katana has been imbued with ancient magics; allowing it to cleave through directed magical attacks, and dispel them. In so doing, the blade will…temporarily…assume the qualities of the ability dispelled. Thus, as an example, if the sword were to cut through a ball of fire…the blade would be limned in flames. The edge of the weapon must be used to cut through the intended target, and can not simply touch it in passing. This effect has an active duration of two-posts, and is then expelled from the weapon. This ability can not be used against magical techniques that have already activated in an area, such as AoE style abilities; likewise being useless against touch attacks. Only one such effect may be active at a time, and cutting through another viable target will refresh…and over-ride…the previous effect.
Kunai :: These throwing knives are perfectly balanced kunai, constructed using single pieces of forged steel. Each double edged thrower measures 12” long and has a black cord wrapped handle with a finger ring built into the pommel. These massive blades are equally suitable for use as a thrower or as a close quarters dagger. The edge of each knife is coated in blessed silver, and thus capable of penetrating the natural defenses of creatures such as: Undead, evil-aligned beings, Lycanthropes, or any other creature with such a weakness. Hayato keeps six such kunai on his person at all times.
Shuriken :: Similar to the Kunai, these shuriken are perfectly balanced and constructed of forged steel. Each one has four sharpened points, weighs approximately 4.2 oz, and is 5 ¾” overall. The edge of each blade is coated in blessed silver, and thus capable of penetrating the natural defenses of creatures such as: Undead, evil-aligned beings, Lycanthropes, or any other creature with such a weakness. Hayato keeps ten such shuriken on his person at all times.
Kaginawa :: Beyond being an exceptionally well made, steel, grapnel the Kaginawa is essentially as durable as such an object would normally be; the prongs of this device are designed to catch, and hold, limbs or clothing with the same tenacity as solid surfaces. Hayato uses the hook for various utility purposes, but it can also be an effective means by which to grab onto…and pull in…opponents. Comes attached to fifteen feet of blackened cord, which has been treated to resist catching fire and is somewhat difficult to cut (requiring two good swings from a sharpened blade).
Tekko-Kagi :: Little more than a reliable pair of steel climbing claws, Hayato uses these to quickly scale nearly smooth surfaces. In addition, his natural climbing speed can be tripled while wearing the Tekko-Kagi. Also, because of the sharpened points, these can be used to dig into an opponent…and thus improve his grapples.
Tetsubishi :: As basic as they are effective, these blackened…pointy…pieces of metal are known as caltrops. They can be thrown, or dropped, on any mostly-horizontal surface; serving as a simple trap for any person who should walk/run over them. Each caltrop is approximately 2“ long, and one bag is sufficient to cover an area roughly 6ft in diameter. Hayato keeps a bag of twenty-five caltrops on both hips…for a total of fifty. In addition, each individual spike is coated with a movement hindering poison; slowing anyone so damaged by 50% for 2 full posts.
Torinoko :: Also known as homemade Firecrackers, and smoke bombs, Hayato uses these in conjunction with his
[Misdirection] ability to confuse enemies; giving him time to attack, evade, or retreat as needed. The firecrackers, while loud and capable of causing temporary blindness, are not harmful; though they do carry an acrid smell that can hinder scent based tracking. Likewise, the smoke bombs are purely for their designed effect; filling a 10x10x10 area with enough smoke to obscure Hayato’s movements (leaving only his silhouette only partial visible, and completely hiding any of his specific movements). Both types of Torinoko only last for one-round, and he carries three of each into every battle.
Kyofudo doku :: Hayato, per his skill in handling poisons, is able to utilize this specialized toxin to coat his weapons. Distilled from darkness via ancient rituals, the Kyofudo doku (or Terror realm poison) fills its victims with physical terror; causing the area surrounding a wound to lock up, as if frozen with fear. Once cut, or pierced, by an object coated in this poison; the affected part of the body begins to tingle, and their mind replaces common visual features with more sinister ones (such as statues moving, insects crawling on them, eyes appearing where they should not, etc.). By the second round, the tingling is replaced by persistent itching beneath the skin; paired with slightly more frightening visions pulled from the victim’s psyche (dead relatives replacing visible people, armor or weapons cracking, water rushing in around them, etc.). Finally, on the third post, the injured region is caught in the localized throws of a full-scale muscle cramp; locking whichever two limbs are closest to the afflicted area, and leaving them unable to be used for the full duration of the post. During this time, their fear and paranoia reaches its height…resulting in major changes to the visible world around them. Finally, in the fourth round, the effects wear off…resulting in nothing more than a vivid tingling sensation in the affected region that never completely fades away. While this poison does cause hallucinations, it does not “hide” Hayato’s actions from the target; merely forcing them to be seen in a different light, or under more frightening conditions. For example, they might see the chain-devil that killed their mother when they were a child…instead of seeing Hayato himself. Hayato always enters battle with only one dose of Kēji no doku on his person, and the poison…once applied to a weapon/tool…persists for three posts; becoming dried out, and useless, on the fourth round. Likewise, once the poison has been successfully applied to a target, the dosage becomes useless from then on.
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Armor[] :: Kusari Katabira, Shinobi Shozoku.
Armor Information ::
Kusari Katabira :: At first glance, this long-sleeved shirt of blackened chain mail seems fairly mundane; however, woven into the links, are layers of protective magic! The item its self is no more durable than a shirt of tightly woven, 16 gauge steel rings would be; providing excellent protection from edged, and piercing, weapons without mitigating much of the impact. While the shirt covers Hayato from hip, to neck…and down to his wrists…the item is rarely visible; concealed by his
Shinobi Shozoku, until such time as the suit is damaged. The Kusari Katabira, despite being fashioned of metal, remains completely silent regardless of actions taken; while also feather light, and form fitted.
Shinobi Shozoku :: The traditional garb of those who practice ninjutsu, and an easily recognizable symbol of the Shinobi; this jet-black cloth contains several hidden pouches that easily conceal Hayato’s small arsenal of weapons and gear. Likewise, because of its nature, the Shozoku provides unmatched freedom of movement; acting as a second skin when dry, wet, or even dirty. In addition to this, the suit easily blends into the umbra provided by any shadow…or similar area of darkness. This ability is magical, and even blocks his body-temperature; making it impossible to see him so long as he remains completely still, takes no offensive actions, and is covered by sufficiently low-light. Darkvision, night vision, and similar sight-based enhancements are completely useless against the Shozoku…but only so long as it remains undamaged.
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Supernatural Abilities/Qualities[] :: Shōten, Akuryō kōru, Mizugumo, Fukumibarijutsu, Chikujojutsu, Kemuri Bunshin, Bōka-tai, Yoru no Suteppu, Shigamitsui Yami, Omo-sa, Toppū, Kaze ga Han'ei, Otoshianajutsu.
Supernatural Abilities/Qualities Information ::
Shōten :: The measure of Hayato’s focus, and will, this force represents the primary energy of his clan; allowing him to access his impressive arsenal of supernatural abilities. At the start of any battle, he begins with 100
Shōten; an amount that he is unable to exceed. Naturally, he gains 3
Shōten in a non-active round (meaning not attacking, or being attacked)…5
Shōten in an active round (attacking, or being attacked)…and 15
Shōten for a round in which he successfully attacks (striking an opponent, and inflicting some form of damage).
Akuryō kōru :: By channeling his
Shōten, Hayato can reduce the cool-down of one ability; sacrificing 10
Shōten per post, in exchange for dropping the cool-down counter by an additional post. So, for example, if
[Kemuri Bunshin] had been used on the previous round…and Hayato chose to utilize
[Akuryō kōru]…then the cool-down would drop by two posts, instead of the usual one. While under the effects of this ability, Hayato may not passively gain
Shōten.
Mizugumo :: Constant; allows Hayato to walk/run on water, or any other liquid, as if solid land. He may choose to deactivate this ability at any time, and then reactivate it with equal ease.
Fukumibarijutsu :: Instant cast; allows Hayato to spit three, 5” long steel needles from his mouth. These have a range of 10ft, and travel at the speed of a blow-dart. Requires three posts of cool-down between each usage.
Chikujojutsu :: Instant cast; allows Hayato to place one hand against any solid, non-living/attended (such as items held), surface and raise a wall composed of whatever material he touched. The wall rises immediately to ten feet high, is roughly three feet thick, and ten feet long. Because of the force provided by the summoning, Hayato can use this ability to increase his vertical jump by up to twenty feet…doing the same for his horizontal leap. This wall is, from then on, permanent until destroyed. May be used once per round, and costs 30
Shōten.
Kemuri Bunshin :: Instant cast; allows Hayato to…so long as there is an open flame within 15ft…wreath himself in smoke, and create a perfect…albeit intangible…clone of himself. The clone can then, immediately, move in any direction of Hayato’s choosing, but can not attack. The clone creates a trail of obscuring smoke, to which Hayato is immune, and is easily destroyed if attacked. Requires five posts of cool-down between each usage, and costs 10
Shōten.
Bōka-tai :: Instant cast; allows Hayato to unleash a gout of searing flames from his mouth, and set fire to people or objects. Typically, this attack is used to set local terrain on fire (which, regardless of composition, will burn for three posts), and thus provide him with available smoke and light. The fire burns at around 2200°F, has a range of 30ft, and exits his mouth as a stream. It may accurately strike a specific target of his choosing, so long as he can see it and it remains un-obstructed by any fire-proofed object. Because of the brilliance of the flames, this ability is obvious…even from within concealment. Requires one post of cool-down between each usage, and costs 30
Shōten.
Yoru no Suteppu :: Instant cast; allows Hayato to move into the space occupied by his own shadow, effectively displacing him from one spot to the next. In order to do this, there must be a light source capable of extending his shadow out to at least five feet (such as an open flame, or the setting/rising sun). In this way, he can then shift himself up to fifteen feet along the path of his shadow. When using this ability, his shadow will magically extend itself to allow the movement. He may not attack during this movement, but may himself be attacked if the opponent is able. Requires five posts of cool-down between each usage, and costs 30
Shōten.
Shigamitsui Yami :: Instant cast; allows Hayato to give his shadow the ability to catch, and hold, anything placed into or against it. Essentially, this transforms the umbra of his body into a magical anchor…capable of holding up to 600lbs. The shadow, once this ability activates, becomes sticky; tenaciously holding onto anything that touches it for two rounds. This can be used for several purposes, such as: Trapping an opponent, standing on otherwise impossible surfaces (such as walls, or ceilings), securing ropes to an object, and so on. Hayato must not exit the space of his shadow in order for this ability to function, but may walk across the shadow so long as he remains in it…and any object/person that is caught must, likewise, remain within the umbra, but can not move. If either user, or target, are removed from the area…even temporarily…the ability fails. Requires two posts of cool-down between each usage, and costs 10
Shōten.
Omo-sa :: Instant cast; allows Hayato to temporarily coat his hands in magic steel, and grant them protection from metal weapons while also encumbering them. Anytime an opponent’s metal weapon strikes Hayato’s hand, while it is under this effect, it is treated as a bludgeoning weapon and 50lbs of additional weight is added onto it for one round. The reflective/deflective qualities of an individual weapon are useless against this effect. Requires five posts of cool-down between each usage, and costs 30
Shōten.
Toppū :: Instant cast; allows Hayato to summon an upward gust of wind that lets him survive falls from as high as 100ft. The wind effect is localized, and thus limited to only affecting his own body and gear. Requires two posts of cool-down between each usage, but costs no
Shōten.
Kaze ga Han'ei :: Instant cast; allows Hayato to unleash a blast of air from his mouth that can displace solid ranged attacks (such as arrows, bolts, stones, spears, and the like) and throw them back at there source. So long as the object possesses a physical form, this ability will immediately halt its momentum, and send it back to the source with equal strength. However, this can not be used in conjunction with any other “mouth” ability. Requires one post of cool-down, and costs 50
Shōten.
Otoshianajutsu :: Instant cast; allows Hayato to summon a circular pit that is ten feet deep and five feet wide beneath himself, or his opponent(if they are within five feet of Hayato). He must, however, place one hand upon any solid non-living/attended surface on which the pit will be created. This pit is, from then on, permanent until filled in. Requires three posts of cool-down, and costs 30
Shōten.
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Natural Abilities[] :: Misdirection, Physical specs, Fighting styles, Poison use, Acrobatics, Darkvision, Accuracy, Concealment, Slow fall
Natural Ability Information ::
Misdirection :: Hayato is trained in deception, and does not reveal his intentions through physical movements. Put simply, his every action is solid and well-timed; absent from any “tells”, or forewarning. He does not lead into actions with his eyes, and the remainder of his body is hidden beneath the layers of his
Shinobi Shozoku. Beyond that, Hayato is capable of revealing false information with ease; deliberately leading his enemies into ploys, or trick movements. This is not to suggest that his every act of deception is infallible, but it does represent his exceptional training in said art.
Physical Specs :: Hayato is both a highly trained combatant, and superior athlete; representing the finest qualities of his clan! He is 5’6”, and approximately 120lbs, almost all of which is muscle. His climbing speed is 10ft/post (roughly 2ft/second), his swimming speed is 40ft/post (roughly 6ft/second), his running speed maxes out at 30MPH, his jumping ability stands at 46“ vertical and 25ft horizontal (with a running start), his endurance allows him to engage in prolonged battle for up to 15 minutes without a break, and his reaction time stands at 15kph (allowing him to anticipate…and avoid…gunfire as long as he is at least aware of a person‘s intent to fire and can see the barrel of the gun).
Fighting Styles :: Hayato is trained in various forms of combat, all of which were learned under the supervision of his clan. Currently, he is trained in: Ninjutsu (evasive/trick combat), Judo (throws), Jujutsu (grappling/ submissions), Kenjutsu (fencing), Iaijutsu (drawing slice), Tantojutsu (knife fighting), Hojojutsu (rope combat, and quick-knot tying).
Poison Use :: Hayato is capable of quickly, and safely, applying poison to his weapons or gear. By focusing on the action (not attacking, or being directly threatened) for one post he may lace one (held) weapon he possesses with a single dosage.
Acrobatics :: Hayato can access an impressive degree of acrobatics that allow him to escape mortal wounds in the same way any metal-bound knight might let an attack brush harmlessly over his armor. This ability applies even if he is standing very close to his opponent, or not in motion. He loses this ability when immobilized, or helpless. (This ability is an expression of his physical agility, and in no way allows him to 'auto-dodge'. It is merely here to state that he is capable and trained to perform acts of evasion that are within reason, such as an armor bound knight letting a sword skid over his breastplate). This also represents his ability to perform complex flips, rolls, and dives to avoid directed attacks…such as projectile spells, weapons, and abilities. He must, naturally, be aware of these attacks…and able to avoid them…in order to do so.
Darkvision :: Hayato can see in absolute/magical darkness with perfect black-white vision.
Accuracy :: Hayato is accurate with all throwing weapons out to 30ft.
Concealment :: Hayato is capable of concealing himself is areas of darkness, or shadow, as though he were actually invisible. This ability, paired with that provided by his
Shinobi Shozoku, makes him almost completely undetectable so long as he is within such an umbra…and remains completely still. Moving does not immediately reveal his location, but it does raise his visibility; allowing those with superior/magically enhanced eye-sight the opportunity to pick out his movements. In addition, this ability designates any shadow/area of darkness that he occupies as “his shadow”.
Slowfall :: Can fall safely, from any height, so long as he is within reach of any non-damaging surface.