Zanaku

Cursed Jinchurikki (a.k.a. Zan)

Age: 29. Clan: Yuki. XP: 2,500,000. Rank: S-4. Village: Kirigakure. Bounty: 100,000.   Chakra nature: Ice, water, wind, +1. Combat style: Close combat. Background: Experiment. Saving throws: Intelligence, Power. Skill Proficiencies: *chakra control, insight, intimidation, medicine, perception, religion, *sleight of hand, *survival, *tracking, will, +3. Ryo: 25,000.   Weapon proficiencies: +5. Armor proficiencies: Light armor. Tool proficiencies: ??? Vehicle proficiencies: ???. Game proficiencies: ???   Hit die: 27d10. Chakra capacity: 522. Chakra die: 29d8. JC: 261. NE: 261.AC: 22. Max HP: 540. Speed: 95ft. Proficiency bonus: +7.   Initiative: +25. Inspiration: ???. Factions: ???. Death Save DC: 10 +1 everytime the user falls to 0hp and begins to make death saving throws.   Equipment: ???. Head: ??? Body: ??? Left arm: ??? Right arm: ???. Accessory 1: ???. Accessory 2: ??? Accessory 3: ???   Backpack: ???   Stats & Skills:   Power: 20 (+5), +12 saves.   Grapple: +5.   Will: +12.   Dexterity: 18 (+4).   Sleight of hand: +18.   Stealth: +4.   Wisdom: 16 (+3).   Animal handling: +3.   Chakra Control: +17.   Insight: +10.   Perception: +10.   Sensory: +3.   Survival: +17.   Intelligence: 15 (+3), +10 saves.   Crafting: +3.   History: +3.   Investigation: +3.   Medicine: +10.   Religion: +10.   Tracking: +17.   Charisma: 12 (+1).   Deception: +1.   Diplomacy: +1.   Intimidation: +8.   Performance: +1.   Persuasion: +1.   Seduction: +1.   Combat abilities: 60.   Animal combat: 0. Fuinjutsu: 0. Genjutsu: 0. Insect use: 0. Jinchurikki: 15. Kenjutsu: 0. Kinjutsu: 0. Magic: 0. Medical: 0. Ninjutsu: 15. Puppet: 0. Senjutsu: 15. Sexjutsu: 0. Space-time: 0. Taijutsu: 15.   Main actions: 3. Minor actions: 1. Reactions: 1. Attacks: 2.   Transformations: ???.   Resistances: Bludgeoning, thunder, +1.   Feats: 7.   Alert: You gain a +5 bonus to initiative and can use a reaction when surprised.   Jashinist: By sacrificing at least 1 human soul in a ritual the user can become immortal for 30 days. Preparing the ritual will take a main action and only lasts for 1 hour, if a soul is not offered in this hour or if the user takes more than 30 days to complete this ritual they will lose all benefits for this feat and 1 soul is added to the user's debt which must be paid to regain usage of this feat.   One-Handed Seals: Jutsu signs can now be formed using a single hand instead of both hands allowing the user to equip a weapon or shield in their free hand while still performing ninjutsu.   Skilled: Gain 5 available techniques and 3 proficiencies of your choice.   Thunderstruck: The user has resistance to thunder damage and lightning techniques that hit the user restore half the damage dealt to the user's chakra capacity.   Unarmored: +2 AC to the user while not wearing armor. Speed increases by 25ft when not wearing armor. User gains a +2 to Power or Dexterity of their choice while unarmored.   Weapon Master: You gain proficiency with four weapon types of your choice. Gain 10ft reach with melee weapons you are proficient with.   The user has a creature or being giving them extra chakra, typically from being sealed within them. This creature is known as Raiju.   The user gains a secondary chakra supply known as their jinchurikki chakra, techniques can be enhanced when used with this chakra and some techniques may require it. This amount is equal to half the user's chakra capacity.   Gain proficiency in unarmed strikes, genjutsu saves and the tracking skill.   When using jinchurikki chakra for techniques, you ignore resistance to any damage you inflict   The user can enter a Jinchurikki transformation where the user is flooded with the energy of their great beast. While in this form all chakra is converted to jinchurikki chakra, and the user can treat their jinchurikki chakra as extra HP.   Once per day, when you drop to 0hp you can enter your jinchurikki transformation.   If you successfully make a melee attack against a target, you can attempt to grapple them as a minor action.   Proficiency in improvised weapons.   While the user is in jinchurikki form they can make an extra unarmed attack each round, and gain advantage on dex saving throws.   While in any of your Jinchurikki forms you can make melee attacks as a reaction.   Melee attacks used as a reaction have a chance to stun targets. (DC 10+pow+proficiency)   You may add your chakra control skill modifier to total damage on any ninjutsu you use.   You may add your chakra control skill modifier to saves you make against enemy ninjutsu.   Gain advantage on chakra die rolls.   Increase your chakra die by 2.   Gain advantage on insight checks on how techniques work.   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 harness nature energy by staying motionless, nature energy must be tracked separately and is a finite resource. You can match half your chakra capacity with nature energy.   When using a technique with your nature energy you overcome ignore resistance.   You can enter a Senjutsu transformation in which you are boosted with high stats and have nature energy flowing through your body. In this state your any of your techniques ignore resistance, users may pick their senjutsu transformation.   You can speak to animals.   While in a senjutsu transformation you can add +2 to your Power or Dexterity.   You can charge your chakra as a reaction.   When you hit 0hp you may use a reaction to enter your senjutsu transformation.   While in your senjutsu transformation you can exchange health and chakra and can only be defeated when both are at 0.   You can sense when one is lying as well as the emotions or feeling of living objects near you while in a nature transformation.   While in a senjutsu form you can deal an extra 2 damage die to any technique you perform or melee attack you make.   While in a senjutsu form your physical stats and and AC are increased by +4 rather than +2.   You can access an advanced senjutsu transformation that gives the user advantage on saving throws for the duration, all chakra is transformed to nature energy, the user gains 1 personal benefit of their choice.   If the user charges chakra they recover both nature energy and regular chakra.   If you successfully make an unarmed attack against a target you can make another 2 strikes as a minor action.   Gain advantage on hit die rolls.   If a target makes a melee attack against you, you can use your reaction to block 1d6+pow mod damage.   If you use your reaction to block an attack you make your next melee attack against that target with advantage.   Your unarmed strikes are now melee, +12, 1d12+12 bludgeoning damage.   Critical hits on melee attacks inflict the bleeding effect on target's you strike.   19's & 18's on the die also count for the sake of critical hits.   Techniques known: 117/214.   E: 24. Blasting Ice Crystal, Body Flicker Technique, Chakra Lock On, Chakra Pulse, Chakra Suppression Technique, Divine Strike, Drizzle Technique, Enraged state, Escape Jutsu, Galactic Donuts, Hado #11, Tsuzuri Raiden, Hand creation, Hidden Mist Jutsu, Holy Beam, Ice breaking fists, Ice burial Jutsu, Ice weapon creation, Instant Water Technique, Mystical Power, Nature Beast Connection, Sage Art Dust Cloud, Secret Hado #1, Kukanteni, Smite, Thunder's Curse,   D: 22. Afterimage Dodge, Bala, Bare-Handed Blade block, Chakra Cloak, Chakra Hand Creation, Glacier dome technique, Hado #31, Shakkaho, Ice prison jutsu, Ice wall jutsu, Nature Connection, Rampaging barrage, Rasengan, Secret Hado #3, Teppusatsu, Sexy Jutsu, Shadow Clone Jutsu, Star Flash, Surface Walking Technique, Tessho, Water Bullet Jutsu, Water Pillar Formation, Water Prison Jutsu, Water Stream Jutsu,   C: 35. Absolute Lightning, Afterimage Strike, Air Bubble Technique, Ala, Avalanche barrage, Black Lightning, Breakthrough Stream, Bursting Compressed Air Technique, Conquerors Haki, Crystal Ice Mirrors, Divine Wind Technique, Drain Punch, Flash Freeze, Frozen Genjutsu Reflection, Hado #63, Raikoho, Hado #73, Soren Sokatsui, Hado #86, Hyoga Seiran, Hundred death needles, Intersection method, Mega Kick, Ocean's Curse, Rasengan Barrage, Resurrecion, Snow rasengan, Spirit Shatter, Spirit Sword, Tornado Blade Dance Technique, Tornado of Water Technique, True Strike, Water Fang Bullet, Water Shockwave Jutsu, Water Walking Technique, Wind's Curse, Wind Scythe jutsu, Wind Step Jutsu,   B: 36. 20 hit combo, Absolute 0, Acid Permeation, Altar of the bound god, Azure Dragon Palm, Beast Wave Gale Palm, Blizzard dragon jutsu, Cero, Chakra Disguise Technique, Cherry blossom crash, Decapitating Airwaves, Desgarron, Divine Beam, Falcon drop, Great Slashing Tornado Technique, Hado #91, Senju Koten Taiho, Hado #94, Jugeki Byakurai, Hydro Pump, Ice mirror trap, Ikkotsu, Jinchurikki beam blast, Moon Blast, Pressure point destruction, Rain sensing technique, Rotating Shuriken Jutsu, Sage Art Thunder Blast, Shark Bomb Jutsu, Shattering Ice spears, Shuriken Shadow Clone, Silent Killing Technique, Snow whale crash, Sokotsu, Tsukiyubi, Vanishing Rasengan, Water Dragon Jutsu, Wolf fang avalanche,   A:   S:   Techniques available: 97.   Mission Record:   E:   D:   C:   B:   A:   S:   Memories:

Mental characteristics

Personal history

Zanaku was born on an island nation bordering between Yukigakure and Kirigakure. During his youth Zanaku had a great beast, Raiju, escape from their master Raijin and seal itself inside of him. Raiju's escape and hiding would lead to Zanaku's homeland being destroyed by Raijin, and most of the villagers being killed. Ryochi Kazetana would discover Zanaku shortly afterwards and begin training and experimenting on the boy.   During these experiments Ryochi would discover Raiju's existence and imbue Zanaku with a Curse mark, those these powers typically repel one another Ryochi had been making great strides in increasing Zanaku's abilities, having him constantly contend in dangerous fights against shinobi and other experiments, during one of these encounters Zanaku's power would unleash themselves and deal a large amount of damage to Ryochi's lab, though he would search for Zanaku after his escape, the boy had proven difficult to track, and harder to catch.   While on the run Zanaku would encouter a white haired woman known by the White Widow, though they began as enemies the two would grow to be close and now he serves by her side.

Accomplishments & Achievements

Freeing himself from Ryochi

Morality & Philosophy

Does whatever needs to be done in the moment.

Taboos

Betrayal.

Personality Characteristics

Motivation

Have fun, make money, cause chaos.

Likes & Dislikes

Likes: Money, Freedom, White Widow, Su Namikaze.   Dislikes: Having his freedom taken or being restrained.

Vices & Personality flaws

Makes light of serious situations and typically too relaxed and confident.

Social

Contacts & Relations

Allies: Cult of the Silver Serpent, The Core Program, The Nezu Mafia, Su Namikaze, White Widow.   Enemies: Daitan Kiruku, Cult of Jashin, anyone on the hit list.
Alignment
Chaotic neutral
Age
29
Date of Birth
25-11-71
Children
Pronouns
He/Him
Sex
Male
Gender
Man
Presentation
Masculine
Eyes
Magenta, Sharp
Hair
Long, dirty blonde, wavy
Skin Tone/Pigmentation
Tan
Height
6'3 or 190cm
Weight
160lbs or 72.5 kg
Quotes & Catchphrases
Lets have fun and cause lots of chaos!
Belief/Deity
Jashinism

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