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Strengths: Master in stealth. In peak physical condition. Above peak human agility. Superior durability. Weaknesses: Standard human weaknesses |
Likes: Traditional Japanese items. Women. Hiding his face. Sake Books. Whales. Sailing. The ocean. Snow. Mountains. Music and art. Ancient artifacts. Rain. Dislikes: Horrors, terrors, enemy factions and most magic practitioners |
Personality: Ryu is typically stoic and often offers tidbits of wisdom. He is often a lone wolf. He does care about others but doesn't display it outright. He prefers to keep secrets and thinks that people who want to know everything are irritating. |
Main Weapon: Suraisunoyami A katana that has the ability to shape shift Armor: Shadow Cloth. A shinobi secret armor that covers most of his body under his normal clothing and has about the same durability as regular armor but has the ability to self repair and is almost weightless and noiseless. |
Secondary a.k.a may have weapons: blowpipe, glass grenades, shurikens, bo-shurikens, bo-shurikens, kunai, various poisons, blow darts, smoke bombs, smoke bombs with eye irritants, and explosives. Plus various other weapons he tends to get his hands on. |
Constructs: Creates weak-to-average level minions for assistance in combat. Detail-less humanoids. Must equip weapons by picking them from fallen foes. Shroud: Hides himself in shadows. Clone: Makes ethereal clones that can distract an opponent. |
Illusion: Can manipulate what he looks like to the naked eye Twilight's Edge: A line of ki concentrate that can cut through steel. Sundering Force: Strike followed by a shockwave into the target Ki Seal: Attacks pressure points to subdue the use of magic or other energies by opponent Sense: Detects the presence of living creatures in his surrounding area |
Shackle : Tendrils form from nearby shadows and grab-hold of an opponent, or opponents and holds them there. Vacuum Strike: Energy sucks in air around limb or weapon causing an added concussive force to the strike. Shadow Step: Ghosts through objects, or even melds to the floor and travels as a shadow. Phantom's Razor: Creates the illusion of Ryu attacking but allows him to attack from a different angle or escape all together. Wraith-blades: Energy can be channeled around his arms to make temporary blades from his hands Forceful Decapitation: Finishing move where Ryu grabs his opponents skull and uses His energy vibrates their molecules and severs their head. |
Acrobatics - 10 - Scaling fences, jumping high, landing skillfully, sidling ledges, etc. Alchemy - 0 - Combining ingredients to produce potions or magical effects. Armor (Light) - 9 - Knowledge of, comfort wearing, and ability to repair cloth and fur armors. Armor (Medium) - 4 - Knowledge of, comfort wearing, and ability to repair leather, scale, and chainmail armors. Armor (Heavy) - 2 - Knowledge of, comfort wearing, and ability to repair platemail and other heavy armors. Blades (Small) - 6 - Skill with knives, daggers, and other tiny bladed weapons. Blades (Medium) - 8 - Skill with medium sized bladed weapons such as broadswords and longswords. Blades (Large) - 3 - Skill with two-handed weapons such as claymores and zweihanders. Blocking - 5 - Ability to block an oncoming attack with either a sword or shield. Blunt (Small) - 7 - Skill with small blunted objects, usually improvised weapons like rocks or bricks. Blunt (Medium) - 4 - Skill with warhammers, maces and other blunted weaponry. Blunt (Large) - 3 - Skill with two-handed blunted weapons. Bows - 6 - Skill with bow and arrow type weapons. Carpentry - 6 - Ability to craft furniture and construct buildings and fences. Clockwork - 5 - Knowledge of and ability to create clockwork devices. Drums - 0 - Ability to play the drums. Deflection - 7- Ability to deflect a blow or parry an opponent offering an opening. Engineering - 5 - Represents engineering knowledge and experience, useful aboard airships. Explosives: - 6 - Ability to use explosives and not kill oneself |
Farming - 2 - Knowhow required to grow a variety of crops, flowers and even trees. Gunman - 5 - Knowing how to operate fire arms Herbalism - 7 - knowing how to take plants and make them into things. Horseback Riding - 6 - The ability to ride horses skillfully and for long durations. Masonry - 6 - The ability to build structures via brick or stone and mortar. Mining - 2 - Represents the knowledge and skill required to extract valuable ores from the planet. Painting - 4 - The ability to paint. Ranching - 3 - The ability to raise livestock such as cattle, sheep, chickens and pigs. Reading - 9 - Ability to comprehend the written form Sculpting - 5 - The ability to create elegant and decorative sculptures. Smithing - 4 - Fashioning goods from raw ores and materials. Sneaking - 10 - The ability to move quietly and stay out of sight. Spellcraft - 0 - The ability to create new spells. Survival - 8 - Represents the knowledge and experience required to stay alive in the wilderness. Swimming - 6 - The ability to maneuver through and under water. Throwing Weapons - 7 - Accuracy and power behind thrown weapons. Tracking - 7 - Following the trail of another creature. |
Traveling - 8 - Moving from town to town safely and quickly. Unarmed - 10 - The ability to block and attack without weapons. Violin - 0 - Skill with the violin. Writing - 9 - Ability to convey thoughts onto paper. Wyvern Riding - 0 - The ability to ride a wyvern skillfully and for long durations. 0 - No skill at all. 1 - Some experience has been gained, but nothing has been learned. 2 - A few tricks of the trade have been memorized. 3 - Some skill is notable, but easily outshined. 4 - Enough experience has been gained to make practical use of the skill. 5 - A moderate amount of skill. 6 - Significant progress has been made, this rank is not easily outdone. 7 - A respectable amount of skill has been obtained. 8 - Two ranks shy of mastery; much experience and knowledge has been gained. 9 - Years of practice. 10 - Complete and irrefutable mastery of a skill. |