User-name: Pr0dlgy
Posting: Daily
Time zone: Eastern

~Character Data~


Name: Hiyomura Akira
Village: Sunagakure
Clan/Bloodline: Hiyomura
Element Affinity: Wind
Age: 16
Gender: Male
Rank: Chunin

In-game Stats:

+2 chk control per 5 levels
+2 int per 5 levels

~Appearance~


Headband:Bandanna-style on head User Image - Blocked by "Display Image" Settings. Click to show.
Height: 167.64 cm
Weight: 74.8 kg
Hair: Reddish-brown, shoulder-length
Eyes: green
Physical Description:Even, ivory skin tone, muscular frame, small, black mole a centimeter away from the corner of his right eye
Clothing:White collared shirt with sleeves ripped off/black tie around neck/black shorts that reach just below the knees/black ninja boots/silver stud earring in his right ear.
Background:Akira was born to middle class parent, Ryu and Aoi. His parents spoiled him throughout life, but he was also taught to be grateful for what he has. There will come a day when he will lose his possessions, or so he's been told. As an only child, he grew up alone, except for his mother. Being as Akira's father owned and operated a shop within Sunagakure daily, he was pretty much raised by his mother. Akira was destined to become heir of the shop, but he chose a different path... the path of a shinobi.

Growing up, the boy was always a goofball... eventually being known for his book smarts, street smarts, and not knowing what to do with them both. The label followed Akira into the academy and the boy did not disappoint. He would eventually fail to complete assignments but when test time came he aced them every time. More often than not, he would be the student with the highest grade The boy did just enough to get by and he ended up graduating from the academy, much to the dismay of his instructors.

After graduation Akira joined team 2 and focused his attention on mastering ninjutsu and genjutsu. His clan was known for the latter of the two, but he wanted to do more than just "settle" despite his bare-minimum approach too life. It proved to be to his benefit during the chunin exams. Batsu ended up making it to the quarterfinals and had impressed the Kazekage. The young Hiyomura clansman was one of the youngest of the bloodline to become a chunin... at age 13.

Akira still tries to do what is asked of him, but tends to complain and grumble... mainly to himself. He likes being noticed but has a bit of an issue with most of the responsibility behind it.

Personality:Akira is friendly and is willing to help out someone in need. However, this tends to make him susceptible to being used... which he hates. He loves people, but hates to feel disrespected. When threatened, he can become enraged, which causes him to lash out on an opposing person that much more. The male is quick to learn and can retain information exceptionally well. As far as responsibility is concerned, he still has some growing up to do.
Other:Gay, but knows his limits.


Missions:

S: 1
A: 3
B: 17
C: 28
D: 48

Jutsu:

Ninjutsu-
Shunshin no Jutsu (Body Flicker Technique)

A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

Fūton: Kaze Dama (Wind Release: Spiraling Wind Ball)
This technique allows the user to breathe wind-infused chakra into the palm of their hand, shaping it into a small, whirlwind-like ball. Then the user will shoot it at their opponent. Given the light weight of the ball and it's nature, the user can easily adjust it's trajectory in mid air to close in on the target. This technique seems to be very fast and powerful, as it is capable of smashing through thick rock.
Rank: C
Dice Rolls: 3
Cp cost: 40
Damage: (40 - 60) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 12 + 2 x chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 12.
Training: 3 stages.
Stage I: Chakra Control DC 30 Gathering wind chakra in the palm of your hand.
Stage II: Ninjutsu DC 22 Adding rotation to the wind ball to increase power.
Stage III: Ninjutsu DC 24 Throwing the ball at high speeds at the opponent while maintaining ball integrity and curving trajectory.



Fusajin no Jutsu (Dust Wind Technique)


This technique produces a strong wind current which will cover the surrounding area in dust, which in fact serves to completely loosen the footing for any nearby opponent.
Cp cost: 40
Dice Rolls: 3
Damage: ----
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Manipulate your chakra to affect the air currents around you to produce light gusts of wind.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power of your gusts until you reach a strong current.
Stage III: Ninjutsu DC 30 Combine the previously learned elements not forgetting to work also on speed of delivery.
Special: Opponent must succeed a balance check {DC: 14 + opponents chk. modifier} or they are automatically knocked to the floor, prone and blinded by the dust suffering a -10 penalty on attacks and losing their wisdom mod bonus to their Dodge Bonus.

Kamaitachi no Jutsu (Wind Scythe Technique)

A technique that, using a giant fan or similar, creates huge gusts of wind mixed with chakra capable of cutting the target apart. This whirlwind is powerful enough to repel and destroy multiple types of throwing weapons and can even reflect sound waves right back at their original source.
Cp cost: 35
Dice Rolls: 3
Damage: 35 – 55 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 18
Training: 3 stages
Stage I: Chakra Control DC 30 Create huge gusts of wind by skilfully manipulating the air around you with your chakra.
Stage II: Chakra DC 20 {d20 + chk mod} Make the wind more deadly. Instead of sheer force or a large area, make the wind bursts sharp and deadly.
Stage III: Ninjutsu DC 33 Practice with throwing weapons in this stage. Combine the previously learned elements with an emphasis on repelling the throwing weapons.
Special: Knocks back throwing weapons.


Medical Ninjutsu-

Genjutsu-

Kuro Ikkou no Jutsu (Black Thought Technique)
This Jutsu, while simplistic, can also act as a reflection of a Genjutsu user's talent. The aim of this genjutsu is primitive, but the effects can be devastating in the hands of a master. While not showing any horrible visions or disrupting the person’s perception directly, it causes the person to think things he or she would normally find unthinkable; murdering their own family, killing their closest friend, betraying their lover. The stronger the user of this jutsu is the more the person is consumed by this terrible thought, and the more it damages their psyche.
Cp Cost: 15 + 5 per turn the technique is continued.
Dice Rolls: 2
Damage: 15 - 30 + int mod per turn.
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 14, Chakra Control 18
Training: 2 stages
Stage I: Chakra Control DC 24
Stage II: Genjutsu DC 22
Special: If jutsu is maintained for more than 3 turns, the opponent becomes Frightened (-2 to all rolls).
Owner: The Ghost of Xmas Awesome

Kori Shinchu no Jutsu (Sly Mind Affect Technique)

This causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over.
Cp cost: 30 + 5 per turn
Dice Rolls: 3
Damage: 5 - 10 + int mod
Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 25, Chakra Control 28
Training: 3 stages
Stage I: Chakra Control DC 38
Stage II: Chakra Control DC 40
Stage III: Genjutsu DC 35
Special: -1 to target's checks every 2 turns under the jutsu.

Taijutsu-

Summoning Contract-

~Stats~

LV. 11
Experience: 0/600
Hp: 253
Cp: 176
MHp: 220

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<

Strength: 10 + 0 + 0 = 10 Mod: 0
Dexterity: 10 + 10 + 0 = 20 Mod: 5
Constitution: 10 + 16 + 0 = 26 Mod: 8
Intelligence: 10 + 10 + 4 = 24 Mod: 7
Wisdom: 10 + 10 + 0 = 20 Mod: 5
Charisma: 10 + 8 + 0 = 18 Mod: 4
Chakra: 10 + 14 + 0 = 24 Mod: 7
Dodge Bonus: 10 + 5 + 5 = 20 + 4 (WB) = 24

Base Attack Bonus: 11
Attack Melee: 11
Attack Ranged: 16

Base Save Bonus: 5
Fort: 13
Rex: 10 +4 (WB) = 14
Will: 10

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex): 0 + 5 = 5
Alchemy (Int): 0 + 7 = 7
Awareness (Wis): 15 + 5 = 20
Athletics (Str): 0 + 0 = 0
Chakra Control (Int): 26 + 7 + 4 = 37
Concentration (Con): 0 + 8 = 8
Craft (Int): 0 + 7 = 7
Diplomacy (Cha): 0 + 0 = 0
Escape Artist (Dex): 0 + 5 = 5
Handle Animal (Cha): 0 + 0 = 0
Innuendo (Cha): 0 + 0 = 0
Intimidate (Cha): 0 + 0 = 0
Perform (Cha): 0 + 0 = 0
Read Lips (Wis): 0 + 5 = 5
Seduction (Cha): 0 + 0 = 0
Sense Motive (Wis): 0 + 5 = 5
Sleight of Hand (Dex): 0 + 5 = 5
Stealth (Dex): 10 + 5 = 15
Survival (Wis): 0 + 5 = 5
Treat Injury (Int): 0 + 7 = 7


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons:
TABKyodai Sensu - 20
Taijutsu:
Ninjutsu: 19
Medical Ninjutsu:
Genjutsu: 30
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo: 115

Equipment:

Kyodai Sensu "Temari's Tessen"
A gigantic folding fan which can be used for offensive and defensive techniques. The fan is very useful in manipulating and projecting the air around the user.
Damage: 6 - 16 + 1.5x str. mod.
Range: Melee and Ranged.
Special: +4 to Dodge Bonus and Reflex Save. +4 to blocking checks.
Dual Wield: No.




Valuables