- Posts:
- 13
- Group:
- Member
- Member
- #173
- Joined:
- Dec 25, 2012
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× General Information
Name: Hijuu Yajima Gender: Male Age: 16 Height: 5’11’ Weight: 175 Species: Human Appearance: Yajima puts you in mind of a devilish cat. He has narrow ruby red eyes. His silky, wavy, ruby-colored hair is long and is worn in an artistic, bizarre style. He is very tall and has a boyish build. His skin is cream-colored. He has slim eyebrows. His wardrobe is more of a rebel type of look, with a completely red, black and white color scheme.
Image
Profession: Black-List Hunters (Upon completion of Hunter Exam) Reputation: 0 (Rank H)
Background
Birthday: July 7th Personality: Yajima has the personality of a cat, sly and cunning when he wants to be. His sassy mouth usually gets him in trouble however, with his sassy mouth he can back it up by his actions. Yajimas primary mode of living is focused externally, where you deal with things rationally and logically. His secondary mode is internal, where you take things in primarily via his intuition. Yajima is a natural born leaders. He lives in a world of possibilities where he sees all sorts’ challenges to be surmounted, and he wants to be the one responsible for surmounting them. Yajima is also very career-focused and fit into the corporate world quite naturally. He is constantly scanning his environment for potential problems which they can turn into solutions. Yajima generally see things from a long-range perspective, and is usually successful at identifying plans to turn problems around - especially problems of a detective nature. Yajima dislikes seeing mistakes repeated, and has no patience with inefficiency. He becomes quite harsh when his patience is tried in these respects, because he is not naturally tuned in to people's feelings, and more than likely don't believe that they should tailor their judgments in consideration for people's feelings. Yajima, like many types, have difficulty seeing things from outside his own perspective. Unlike other types, he naturally has little patience with people who do not see things the same way as he does. Yajima is also a very forceful, decisive individual. He makes decisions quickly, and are quick to verbalize his opinions and decisions to the rest of the world.
Origin: Originally, from Meteor City Yajima was an orphan upon the mass heap of garbage that was surrounding him. He knew not of his past nor from where he came from was all he knew that, he had no parents to guide him. Upon looking for food he stumbled upon an old man who looked more helpless than he was, and instead of eating what he had found he had given it to the older man. The man saw this as an act of kindness one that was never shown to him in years. After that the old man had taken the boy under his wing and they began to set a journey towards Yorknew City. Upon arrival to Yorknew City people had shunned them for being dirty and unkept however, the old man over the time traveling towards Yorknew City had taught Yajima all about the world and how people act towards other human beings. He also taught him the cause and effect rule that with every action there is a reaction upon said force. If people were to stare at you for no reason if you ignore them, they tend to keep on moving or make confrontation and no longer that they had arrived they had become target to confrontation. As they arrived into Yorknew City a local gang that was roaming the streets had spotted them and decided to mess with them for fun. The old man told the young Yajima to wait behind him as he confronted the gang members however, as much as he had talked to them and warned them the gang members did not listen. As if it were a blur all of the gang members seemed to be flying all into the air as he walked pass them. The old man signaled Yajima nd he did as he watched every single man be tossed around like rag dolls even though the old man’s hands did not seem to move. After the fiasco was over, the old man stopped in front of an old store and smiled a bit most of his teeth missing and he spoke “Seems I decided to come back to this old place. I will raise you into a fine young man, I will also teach you in the art of fighting.” At the time Yajima did not understand anything the old man had said to him that day but, after 10 years of living he understood. Yajima’s life began as a simple bread and pastry maker before starting his journey to become a hunter.
History:
Backpack Jenni: Leave this area blank. Equipment: Cellphone, Laptop, Survival Kit Arsenal:
× Physical Statistics
[0/0] [0/50] Aura: 10 Might: 10 Agility: 10 Endurance: 10 Accuracy: 10
× Nen Techniques
Basic Nen Techniques
Hatsu Affinity: Manipulation
[6/6] [0/0]
Hatsu Theme: Kami no Juuryoku
General Hatsu Description: Using his Hatsu to manipulate the air around him and others Yajima is able to change gravity upon his opponent or himself by touching specific sections of the body. With doing so Yajima must get close enough to the opponent to touch and alter the gravity around the opponent’s general space. This can also be used on items. (This technique must touch a specific point. So if Yajima is unable to touch this person due to speed then the technique will not work.)
General Hatsu Conditions: Conditions upon this Hatsu is that it puts a very large strain on the user’s muscles usually leaving them incapable for about 1 hour depending upon the amount of force used in a fight. If minimal effort is used to weigh down an opponent or himself then he is just left tired. Using any techniques Gyou has to be at least 60-40 using only his left or right index finger to place marks upon the body where force will be applied. Also upon being incapable the user must eat numerous amounts of food mostly meat to build back up the energy that was lost during the fight and two days of being unable to do anything.
Hatsu Techniques Technique Name: Juuryoku Ochiru Type: Supportive Technique Category: Manipulation Technique Rank: Rank 3 Description: Is a completely defensive move from the user it however, if applied with enough force the opponent can hurt themselves due to surfaces or objects. User just applies pressure to the spot where the opponent attacks them and sends them flying downward. This technique has a lasting effect of 2 post before the gravity is lifted off the opponent(Technique can be used upon himself.) Conditions: The amount of manipulation used in this will determine how much weight is applied. This will also determine which muscles will be depleted during the fight that will be fatigued. Also, upon fighting by placing a mark made of the users aura on the opponent when/where the user touches them this will show where the manipulation will occur. Once the hatsu is in place and the effect is in motion the mark will disappear. Thus, the user is unable to touch them once and continuously in the the same mark.
There are 3 levels of force that will bring the opponent downward if struck on a point by the user defending themselves the user applies x might upon said point. When activating this hatsu though it causes no direct damage itself, the higher the level the more of a disadvantage and backlash will occur to the opponent and the user.
Level 1:
Opponent: When defending against an attack and it is successfully diverted, where ever the User places his mark upon the opponent the opponent will be sent downward towards the ground and will lose 2 stat points in agility. Movement is hindered for at least 2 post and then the mark will fade and the opponent gains his/her movements with a little bit of discomfort.
User: 7 Might, more easily spammable, causes slight, somewhat painful muscle spasms but clear up fairly quickly (2 posts) and must be used multiple times in succession before it becomes extremely debilitating.
Level 2:
Opponent: When defending against an attack and it is successfully diverted, where ever the User places his mark upon the opponent, the opponent will be sent downward towards the ground and will lose 4 stat points in agility. Movement is hindered for at least 2 post and then the mark will fade and the opponent gains his/her movements with a lot of discomfort on body part.
User: 15 Might, a medium ground, more powerful and capable of sending away larger opponents/objects, but causes more painful and long lasting muscle spasms (5 post). Using more than 2-3 times without time to rest can end up doing severe damage that results in him being unable to use the muscles (Rest period if used 2-3 times is 7 post).
Level 3:
Opponent: When defending against an attack and it is successfully diverted, where ever the User places his mark upon the opponent the opponent will be sent downward towards the ground and will lose 6 stat points in agility. Movement is hindered for at least 2 post and then the mark will fade and the opponent gains his/her movements with unbearable pain on body part.
User: 25 Might, much more powerful at the cost of pretty much losing the ability to move the muscles affected immediately after it is used.
((Might of each level will go up by 2 at the cost of 1 TP, Agility Debuff at the cost of 1 TP Agility will be increased to 1 for each level and for Duration of Movement Hindrance will be an increase of 1 at the cost of 1 TP as character grows stronger.))
Range: Must be at least a foot away from the opponent before the technique could start. Effect: {Agility Debuff} Brings gravity downward hurtling to the ground upon any object or body part that is touched by the user. Cooldown: 2 post or more depending on how much force the user uses. Technique Name: Oohabana Osu Type: Supportive Technique Category: Manipulation Technique Rank: Rank 3 Description: This technique utilizes the form of gravity to push away from the user not only people but, also objects. Conditions: The amount of manipulation used in this will determine how much weight is applied. This will also determine which muscles will be depleted during the fight that will be fatigued. Also, upon fighting by placing a mark made of the users aura on the opponent when/where the user touches them this will show where the manipulation will occur. Once the hatsu is in place and the effect is in motion the mark will disappear. Thus, the user is unable to touch them once and continuously in the the same mark.
There are 3 levels of force that will send the target flying backwards as if struck by a head on attack of x might when activating this hatsu though it causes no direct damage itself, the higher the level the more severe the backlash.
Level 1:7 Might, more easily spammable, causes slight, somewhat painful muscle spasms but clear up fairly quickly (2 posts) and must be used multiple times in succession before it becomes extremely debilitating.
Level 2: 15 Might, a medium ground, more powerful and capable of sending away larger opponents/objects, but causes more painful and long lasting muscle spasms (5 post). Using more than 2-3 times without time to rest can end up doing severe damage that results in him being unable to use the muscles (Rest period if used 2-3 times is 7 post).
Level 3: 25 Might, much more powerful at the cost of pretty much losing the ability to move the muscles affected immediately after it is used.
((Might of each level will go up by 2 at the cost of 1 TP as character grows stronger.))
Range: Must be at least a foot away from the opponent before the technique could start. Effect: Pushes opponents away with great force that can knock the wind out of them and can be utilized in anyway shape or form. Cooldown: 2 post or more depending on how much force the user uses.
× Non-Nen Techniques
[16/16] Martial Arts [Daitō-ryū Aiki-jūjutsu]
Aiki-jūjutsu is a form that can be broken into three styles: Jujutsu (hard/ soft); Aiki no Jutsu (soft); and Aikijujutsu (soft) which is the combination of the former two. Modern Japanese Jujutsu and Aikido both are styles that originate in Aikijujutsu. It emphasizes "an early neutralization of an attack." Like other forms of jujutsu, it emphasizes throwing techniques and joint manipulations to effectively control, subdue, or injure an attacker. Of particular importance is the timing of a defensive technique to either blend or neutralize an incoming attack's effectiveness and use the force of the attacker's movement against them. Daitō-ryū is characterized by ample use of atemi, or the striking of vital areas, in order to set up joint locking or throwing tactics.
Techniques Technique Name: Kara Tenohira Technique Category: Daitō-ryū Aiki-jūjutsu Type: DefensiveRange: Must be with in a foot in range of opponent before the technique could start technically close combat. Technique Rank: Rank 8 Description: This move is used only as a defensive move when one is attacked by an opponent they can easily divert the attack by waiting for the opponent to attack and simply pointing an opening either left/right palm using it as a medium by moving the attack someplace else. This is more of using the opponents movement to your advantage if they push you pull and vice-versa. This technique can be used solo or with Juuryoku Ochiru. Using Juuryoku Ochiru after diverting their attack the user then uses his right or left index finger to place a marker on any section of their body, this will cause damage depending upon the weight the user applies and where the opponent is going for example a concrete floor. Techniques Technique Name: Henkou Kakkou Technique Category: Daitō-ryū Aiki-jūjutsu Type: Offensive Range: Must be with in a foot in range of opponent before the technique could start technically close combat. Technique Rank: Rank 8 Description: Is a very clear offensive move and not only is it used to throw back the opponent but also to simply dislocate body parts from their respective joints. When an opponent attacks the user, the user depending on the attack for an example a punch uses the opponents initial attack to grab a hold of that persons punch/kick and places the other hand on a joint further dislocating it. Then using simple foot work the user closes the remaining gap grabbing any other body part in reach to further dislocate that. Finally, while the user is inside the gap the user uses his movement to thrust a open palm or punch into the chest of the opponent sending them backward. This technique can be used solo or with Oohabana Osu to make dislocating a body part easier and precise by using the force of gravity also, to send the opponent further backwards using the last initial strike.
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