Kris Moore

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Kris Moore
Kris-profile.png
A.K.A.
Age 18
Voice Actor Nobuhiko Okamoto
Relatives Miyabi Uzumaki - Mother
Shannon Moore - Father
Beatrix Moore - Sister
Ryu Jerico - Cousin
Series Naruto/Original
Player LocheEric
  • Name: Kris Moore
  • Age: 18
  • Sex: M
  • Birthday: March 16th
  • Parents: Shannon Moore & Miyabi Uzumaki
    • Place of Birth: Konoha
    • Nationality: Konohaese and The-End-Ese and Ylisstolese
    • Specialty: Medical Jutsu, Wrestling
    • Hobbies: Socializing, Laying Around
    • Likes: A warm bed, a good view
    • Dislikes: Unnecessary complications, lack of options
    • Favorite Food: BBQ Pork
    • Least Favorite Food: Green beans
    • Favorite Music: Electronica
    • Favorite Sport: Soccer
    • Most Valuable Possessions:
    • Level of Education: Chuunin Level
    • Seiyuu/Voice Actor: Nobuhiko Okamoto
  • Physical Stats
    • Height: 6'2"
    • Weight: 230 lbs
    • Eyes: Blue
    • Hair: Blond
    • Special: Slash markings on his cheeks like his mother.

Appearance

Blond hair, blue eyes. Will get a pic soonlish.

Personality

Laid back and optimistic, Kris Moore is someone who likes living life as it comes, without a care in the world. Despite his fun-loving attitude of living, Kris is all too ready to get serious when he has to...or when he can't afford not to care anymore.

Background

Beatrix Moore's twin brother, Kris came out a few minutes earlier, and perceives himself as the elder twin, though he rarely does anything with this. While Beatrix possesses much of the pair's fire and ambition, Kris always preferred to contribute in his own way, socializing and laying about. His natural talent for medical jutsu was discovered early on, and unwilling to truly waste any gifts he had, Kris threw himself into medical training early on, which helped him throw off his perceived laziness, blossoming into an adept medi-nin and fighter. Never content to let his sister do all of the work (out of guilt or otherwise), Kris follows her on her quests.

Skills

(These include all learned skills, as well as a relative rating from Abysmal to Amazing. The character's level of mastery in something that can be taught or at least rated by other people follows the scale: Abysmal, Novice, Good, Very Good, Incredible, Amazing)

YOU DO NOT HAVE TO PUT A RANK FOR -EVERY- SKILL. Just fill out the stuff you think your character would have! Feel free to add other skills that you think your character should be noted for. (Ex: Speaking French)

Physical Skills:

  • Alertness: Incredible (+4)
  • Athletics: Amazing (+5)
  • Stealth: Incredible (+4)

Social Skills:

  • Subterfuge: Incredible (+4)
  • Streetwise: Very Good (+3)
  • Intimidation: Good (+2)
  • Leadership: Very Good (+3)
  • Expression: Very Good (+3)
  • Etiquette: Very Good (+3)
  • Performance: Incredible (+4)

Mental Skills:

  • Computers: 0
  • Investigation: Very Good (+3)
  • Medicine: Amazing (+5)(+1 Ability Aptitude = +6)
  • Law: Abysmal (-1)
  • Occult: Abysmal (-1)
  • Politics: Abysmal (-1)
  • Science: 0
  • Technology: 0

Other Skills:

  • Driving: Good (+2)
  • Survival: Good (+2)
  • Empathy: Good +2)
  • Animal Ken: Good (+2)

Special Abilities

(These are skills, things that can be learned or trained, like martial arts techniques, Jutsu or magic spells. Abilities that are outside the norm of regular humans, but only because they have not had access to them.)

Wrestling Moves

  • Curb Stomp - Kris leaps upwards, plants his foot gingerly on top of an enemy's head (or any target really), then proceeds to ride them downwards to stomp the offending target into the ground viciously hard.
  • Superman Punch - Kris lunges at the enemy and rears back a fist before thrusting his fist forward with a straight right hand.
  • Trouble in Paradise - With his opponent staggered, unsuspecting or off-balance, Kris comes in quickly, jumping into the air and landing a spinning, corkscrew roundhouse kick to the head. This usually connects to the side or back of the head, resulting in a high chance of KO or a concussion.
  • Showstopper Chokeslam - Kris slap-chokes an opponent, before picking them up onehanded, holding them for a moment, before slamming them hard into the ground.
  • Release German Suplex - A favorite of his father's, Kris wraps his arms around a target's waist from behind, then suplexes them over to land on the back of their head.
  • Cross Arm Breaker - Kris flips into melee, grabbing an enemy's arm and wrapping his body around it, fighting them to the ground and threatening to twist the arm out of socket.
  • Spear - A simple manuever but devastating with Kris's strength. It's a full on shoulder charge that targets an enemy's torso.

Ninjutsu

  • Henge no Jutsu - Henge no Jutsu is the basic skill a ninja must know to become a Genin. It is a very useful and widely used skill in the series, as it has many uses. It's mostly used as a decoy, to confuse the opponent by transforming into somebody that's an ally with the enemy.
  • Bunshin no Jutsu - This technique must be mastered by any ninja who has graduated from the Academy at the Hidden Leaf Village. It's the most basic technique a Genin must know, since it can be a real lifesaver. This ninjutsu creates a shadow clone of the caster.
  • Kawarimi no Jutsu - The Body Substitute skill is a widely used and very famous skill among shinobis. Put simply, the user uses speed to his/her advantage, and grabs an item from the environment and places it on his/her current position while moving out of the way.
  • Harem no Jutsu - The combination of two Ninjutsu techniques: Oiroke no Jutsu (Sexy Technique) and Kage Bunshin no Jutsu (Shadow Clone Technique). Together, they create an army of beautiful naked women that can bring even the strongest perverted ninja to their knees.
  • Suiton: Sandan no Jutsu (Water Release: Shotgun Jutsu) - The user sends a wide volley of water bullets at his opponent, delivering several sequential hits. Not precise, but covers a lot of area.
  • Suiton: Suigadan (Water Release: Water Fang Bullet) - A technique that deals physical damage to the enemy with a liquid mass brought forth from underwater. Its power to kill and maim is augmented by adding a spinning motion to the compactly pressured water. During fights on water, taking advantage of its characteristic ability to attack from anywhere in a 360 degrees radius, in conjunction with other techniques for distraction, confusion and so forth, this technique has an extensive array of applications.
  • Suiton: Mizu Shuriken no Jutsu (Water Release: Water Shuriken Technique) - Through the use of water manipulation, the user can create multiple small shuriken comprised of water and launch them towards the target. After hitting and/or cutting a solid surface, they revert to water. It is important to note that these shuriken can be physically launched (by hand) or launched as they are created.
  • Doton: Doryūheki (Earth Release: Earth-Style Wall) - The user creates a solid wall of earth as a form of defence. Chakra is either converted to earth within the body and then spat out to form the wall or the user can manipulate pre-existing earth to form the wall. The earth then instantly rises up and takes form. The barrier itself is also coated with chakra, making its strength incomparable to that of a normal mud wall. Because of the earth's special characteristics, the wall is highly resistant against, for instance, fire and water.

Medical Jutsu

  • Chakra Enhanced Strength: This is a technique where the user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their strength. Tsunade created the concept of this technique to intimidate enemies and keep them at bay while she healed injured ninja.
  • Chakura no Mesu (Chakra Scalpel): This medical technique forms one's chakra into a small, sharp blade. This can then be used for highly accurate incisions necessary for surgeries and anatomical dissections. Unlike regular scalpels, the chakra scalpel can actually make cuts inside the body without actually creating an open wound, limiting the risks of an infection. The chakra scalpel can also be used offensively, although it requires great precision to be effective. Because of this requirement, using the chakra scalpel offensively is highly unusual. In heated combat, even the greatest medical-nin won't be able to exert the precision needed to make fatal cuts, but it can still effectively cut muscle tissues and tendons, rendering the target immobile.
  • Saikan Chūshutsu no Jutsu (Delicate Illness Extraction Technique): When a person has been afflicted by a pathogen or toxin, this medical ninjutsu can be used to draw out the agent and heal the damage. The cause of the illness is first determined by perceiving disturbances in the patient's chakra. Then, using a chakra scalpel, an incision is made near the affected part. Using their chakra, the medical-nin pushes a large volume of a medicinal fluid through the incision. The fluid then draws the poison out of the affected part(s) and serves as a medium through which the poison is suspended and then forced out of the person's body. This technique thus removes the poison, while simultaneously repairing the damage caused by the poison.

After the agent is drawn out, it can be used to create an antidote or medicine after it has been analysed. This can then be given to the patient to ensure a complete recovery. This technique requires the utmost care and ability in diagnosis, incising and unmatched chakra control. Therefore, it is considered an extremely difficult technique, even among medical ninjutsu.

  • Shōsen Jutsu (Mystical Palm Technique): This medical ninjutsu allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it highly useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control. Because of this, only a few highly skilled medical-nin are able to use this technique.

By sending an excess amount of chakra into the patient's body, the user can overload the patient's normal circulation, putting them in a temporary comatose state. The victim of this will recover on their own in a manner of a few hours to a couple days.

  • In'yu Shōmetsu (Yin Healing Wound Destruction) : A medical ninjutsu where one anticipates the spot the enemy will attack and pre-emptively applies medical treatment to it, reducing damage to a minimum. The user concentrates chakra to that area and begins the cell recreation process even before the targeted area becomes damaged. Using opponent's facial expression and movements, the technique's speed and power, the user analyses everything in an instant and accurately deduces where the attack will land. Even more than accurately predicting the attack or instantly gauging the situation, a great resilience is necessary.
  • Wide Healing - The user is able to heal three characters at a time. It is a basic healing move and is known by almost all medical-nin and others.

Powers & Merits

(Unique, or hereditary, in-born powers, whether due to genetics or magic, things that can't be taught to others or simply gifted to this person from an outside force. Powers based on weapons should go in the Items. Merits can also go here.)

Mokuton Techniques

  • Moku Bunshin no Jutsu - Wood Clone Technique

Moku Bunshin no Jutsu is a unique Ninjutsu technique used by Yamato. Using his ability to utilize Mokuton (wood release) techniques, Yamato will form handseals and cause beams of wood to emerge from his body. This wood will morph and form a clone of Yamato, capable of utilizing all the same Mokuton techniques as the original.

Merits

Luck (3): You manage to succeed in places when others fail. You can repeat three failed rolls per MISSION, one repeat per roll, and the second roll always stands.
Ability Aptitude - Medicine (1): Pick a single skill, talent, or knowledge: you're a whiz at whatever this is. +1 Bonus to all rolls using this ability. (Does not count for Athletics/Alertness)

Unique Items

(Madougu, magical weapons or other unique or special weapons, as well as all techniques related to them, as without it technically the character is NOT able to use these abilities.)
None.

Items Of Note

None.

Weaknesses & Flaws

Flaws can go here. Balance is key!
Otherworldly Taint (2): You have a physical peculiarity (odd hair/eye color, glowing eyes, etc.) and/or just an odd aura about you which may make you stick out. Someone who suspects you're not "normal" may make an Alertness roll, difficulty 7, to determine what you are.
Curiosity (2): Your incredible curiosity often overrides your common sense. Resisting temptation requires a successful Wits roll, difficulty depending on the situation. A very bad flaw to take with certain evil sadistic GMs.

NPC(s) to go with char

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