Naka Mirito

5th Mizukage Naka Mirito

Name: Mirito, Naka. Gender: Female. Sexual Orientation: Pansexual. Body Type: Muscular, Taller than average. Appearance: Long, black hair, with a slim but muscular figure. She wears a two piece that is blue with a long skirt on the bottom half, barely hiding her scars.     Age: 42. Clan: Mirito. XP: 5,000,000. Rank: S-2. Village: The Hidden Mist.   Chakra nature: Water, Lightning, Storm. Combat style: Taijutsu specialist and Ninjutsu, mid range combat. Background: Main Clan. Saving throws: Strength, Con. Proficiencies: Persuasion, Perception, Sleight of Hand*, Chakra control**. Ryo: 2,000,000.   Hit die: 29d8. Chakra capacity: 470. Chakra die: 31d10. AC: 28. Max HP: 441. Factions: Mizukage. Speed: 75 ft. Proficiency bonus: +7. Intiative: 14. Inspiration: ???.   Equipment: 3 Chakra pills, 3 food pills, 2 scrolls, S-Rank Armor: Specially made medium armor. Resistance to piercing damage. As a bonus action, can send out shockwaves that deal 3d10 thunder damage to all targets in a 15 ft. radius. Unarmed strikes deal +1 damage die.   Strength: 15 (+3). Constitution: 17 (+4). Dexterity: 14 (+2). Wisdom: 16 (+3). Intelligence: 13 (+2). Charisma: 13 (+2).   Combat abilities: 0.   Animal combat: 0. Fuinjutsu: 14. Genjutsu: 0. Insect use: 0. Kenjutsu: 0. Medical: 0. Ninjutsu: 25. Puppet: 0. Senjutsu: 0. Taijutsu: 25.   Feats:   If a target makes a melee attack against you, you can use your reaction to block 1d6 damage.   +3 Main Actions.   Gain 5 techniques.   Gain advantage in insight against enemy ninjutsu.   When hit with a ninjutsu you can negate up to two die of damage if you know the technique.   You can teach others techniques you know, so long as they can use the proper chakra nature.   You can choose x4 extra chakra natures.   You can imbue your chakra into weapons or items you possess.   Ninjutsu can increase their range by one level   If you use a ninjutsu this round, you can use another jutsu as a bonus action this turn.   If you participate in a ninjutsu clash you gain +5 to your roll.   You can combine multiple chakra natures to create new elements from any chakra natures you possess.   If you succeed on a chakra clash or technique clash, deal max damage to your opponent. At the cost of an action you can charge a ninjutsu to double the radius or impose disadvantage on dodging it.   Gain advantage on chakra clashes you start.   Resistance to bludgeoning damage.   Resistance to slashing damage.   Expertise on chakra die rolls.   When hit with a ninjutsu you can add your chakra control modifier to any save you may make   Ninjutsu can add chakra control skill modifiers to total damage.   You can now create and place chakra tattoos on living creatures for any technique you have access to. These tattoos fade after usage.   You have learned to store chakra away for later use, once per day you can store 3d10 chakra in an item of your choice. These items will take up equipment slots wherever they are worn or kept.   If you use a jutsu this turn you can immediately use a second jutsu as a bonus action even if it usually requires a main action.   Barriers gain +3 AC.   Barriers and seals can now be imbued with other techniques to protect or amplify them.   gain advantage on checking for traps and barriers.   Barriers made by you can further their range by 25ft.   Barriers made by you can further their range by 25ft.   Seals placed on willing targets double their duration.   Gain expertise in chakra control.   Seals you place can be camouflaged into items.   You can use scrolls as a bonus action.   Brawler: Increase your Strength or Constitution score by 1.You are proficient with improvised weapons and unarmed strikes. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a minor action to attempt to grapple the target.   Charger: When you use your action to Dash, you can use a minor action to make one melee attack to shove a creature. If you successfully strike a foe this way you can shove them 15ft away.   Grappler: You have advantage on attack rolls against a creature you are grappling. You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed the creature is restrained until the grapple ends. Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.   Savage Attacker: Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total. Your weapon attacks also inflict the bleeding effect on your target on critical hits.   Taijutsu Expert: If you would receive damage from using taijutsu you can reduce that damage by half. Con saves targets make against your taijutsu have disadvantage.   Tough: Increase your constitution by 1. You gain proficiency in Constitution saving throws. Get an extra +5 on your hit die rolls.   If you make an unarmed strike you can make another as a bonus action.   Gain an extra attack per round when making a melee attack.   Gain advantage on hit dice rolls.   Your unarmed attacks deal 1d10 +str/dex mod + proficiency bonus damage.   If you use your reaction to block an attack you make your next melee attack against that target with advantage.   If you make an unarmed strike you can make 2 follow up attacks as a bonus action.   Critical hits inflict the bleeding effect.   19&20 both count as critical strikes on melee attacks.   Your AC without armor is 8 + con mod + dex mod .   Your melee strikes overcome resistance.   +1 extra attack when making a melee attack.   You can make melee strikes as a reaction when a target gets within melee distance.   If you use a weapon for melee strikes you can double your weapon damage.   You have advantage on saving throws from taijutsu techniques.   If a target attempts to hit you with a taijutsu technique you can perform, as a reaction you can use that technique to cause a technique clash.     Techniques known: 65/80   E: 17. Dynamic Action, Three Hit Combo, 1st Gate, Disguise Jutsu, Substitution Jutsu, Chakra Lock On, Chakra Suppression, Body Flicker Technique, Barrier shield technique, Chakra draining seal, Confinement Barrier, Sealing Jutsu, Lorentz Gun, Overdrive technique, Hidden Mist Jutsu, Instant Water Technique, Protective Water Sphere.   D: 13. Bare Handed Blade Block, Five Hit Combo, 2nd Gate, 3rd Gate, Binding Syrup Chains, Bubble Bomb Technique, Electromagnetic Murder Technique, Thunder Rays Technique, Thunder Bullet Jutsu, Protection Seal, Regeneration Seal, Thunder Wall Jutsu, Surface Walking Technique.   C: 11. Slobber Knobber, Ten Hit Combo, 4th Gate, Water Walking Technique, Barrier Release Technique, Great Barrier Technique, Four Finger Spear Hand, After Shock Technique, False Darkness, Lightning Armor, Lightning Impulse.   B: 8. Twenty Hit Combo, 5th Gate, 6th Gate Shark Bomb Jutsu, Three Finger Spear Hand, Chidori Stream, Rain Maker Jutsu, Liquid Bullets.   A: 8. Fifty Hit Combo, Heavenly Kick of Pain, 7th Gate, Two finger Spear Hand, Twin Lightning Panthers, Shark Rain Shower, Heavenly Weeping Technique, Moonlight.   S: 8. Guillotine Leg Drop, One-Hundred Hit Combo, 8th Gate, One finger Spear Hand, 16 Pillar Lightning Trap, Thousand Hungry Sharks Jutsu, Super Shark Bomb Jutsu, Hidden Doorway Technique.     Techniques available: 5 + proficiency bonus per level.

Physical Description

General Physical Condition

Very muscular, powerful and toned.

Apparel & Accessories

A two piece that is blue with a long skirt on the bottom half, barely hiding her scars.

Mental characteristics

Personal history

Naka Mirito was born on the 10th day of the first month of the year 258, her birth resulted in the death of her mother who was a promising jonin in the village. Her father trained her from a young age to be strong, strong enough that he would never need to worry about her. In her years at the academy she excelled in taijutsu and ninjutsu, and was viewed as one of the top prospects for the village, so it was off little surprise when she slaughtered her classmates in the dreaded blood mist exam. This would be just the beginning of Naka's ever growing kill counter.   She quickly rose through the ranks, spending less than a year as a genin before being promoted to chunin. She reached jonin by the time she was 16 and by her 20's had a reputation as being a ruthless anbu captain before war called where she was involved in many large battles.   Her 30's were spent working alongside the 7 swordsmen and earning a reputation as one of the villages greatest shinobi before she killed one of the hidden snow's elite shinobi and sank their largest battleship single handedly and was promoted to Mizukage at 35. She has ruled for 7 years.

Sexuality

Pansexual.

Accomplishments & Achievements

Killed one of the snow's elite units and sank their largest warship single handedly.   Worked alongside the 7 swordsmen for years despite having no weapon.

Mental Trauma

Naka has been conditioned by her mental trauma to believe that strength is the most important thing in the world, that attachments and reliance on anything but yourself is a weakness. Death means little to her as do the lives of most people.

Reign

Her reign of tyranny has lasted 7 years, and the village is stronger than ever.
Alignment
Chaotic Neutral
Current Status
Preparing for war
Honorary & Occupational Titles
5th Mizukage.
Age
42
Date of Birth
10 - 1 - 258
Birthplace
Kirigakure
Children
Current Residence
Mizukage's Residence
Pronouns
She
Gender
Female
Eyes
Dark, cold.
Hair
Long, straight, black.
Skin Tone/Pigmentation
Tan, covered in scars.
Height
6'1
Weight
220 lbs.
Belief/Deity
Will of Water

Character Portrait image: by Vivi

Comments

Please Login in order to comment!