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~Character Data~


Name: Lavi Itsuki
Village: Otogakure
Clan/Bloodline: n/a
Element Affinity: earth
Age: 19
Gender: Male
Rank: Chunnin

~Appearance~

User Image
Headband: Sewn into the upper thigh on his pants.
Height: 5'10"
Weight: 160lbs
Hair: Dark brown, middlelength and flamboyant.
Eyes: Light brown
Physical Description: Lavi is smaller than most shinobi due to his emphasis on ninjutsu and that he has not had much "action" in his ninja career.
Clothing: Lavi is usually wearing his thin black jacket, traditional black ninja pants and shoes, and fingerless black gloves.
Background: Lavi was born in konoha and was raised by his five sisters, who indirectly taught him the ninja arts. Even though Lavi was never officially a shinobi of Konoha he practiced jutsu and ended up teaching many of the slum children lower level jutsu in hope of defending themselves. The large city was just not the place for young Lavi though, and when he turned sixteen he packed light and left home, heading for the rice country, where the peace came served with mountains and sky. There he found his nitch and earned his chunnins rank while spending most of his time helping his younger friends train and learn. Under the 12th Kage he became the academy teacher and has endured through the 13th's uprising.
Personality: Lavi is a happy friendly young guy, who loves to lend a helping hand and likes to invite people into his life as if siblings. He lives off speed and action, but hesitates to fight. Though he is a skilled ninja, Lavi just can't bring himself to hurt others and hates the idea of getting hurt. This instinct him lead him away from the battle ridden konoha to Oto and pushed him to become a strong mentor to many of the village genin and academy students.
Other:
~Character Data~


Name: Dr. Gray
Village: Otogakure
Age: 45
Gender: Female
Rank: Jounin Medic Nin

~Appearance~




Personality: A calm and quiet person. Dr. Gray does her work with expert and careful hands. She is blunt and manages her stressful job by hiding her feelings. In everyday situations she is kind and almost motherly, while in extreme situations she takes lead and control thinking quickly and acting on split second decisions.


Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV.
Experience:
Hp:
Cp:
MHp:

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<

Strength: Mod:
Dexterity: Mod:
Constitution: Mod:
Intelligence: Mod:
Wisdom: Mod:
Charisma: Mod:
Chakra: Mod:
Dodge Bonus:

Base Attack Bonus:
Attack Melee:
Attack Ranged:

Base Save Bonus:
Fort:
Rex:
Will:

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex):
Alchemy (Int):
Awareness (Wis):
Athletics (Str):
Chakra Control (Int):
Concentration (Con):
Craft (Int):
Diplomacy (Cha):
Escape Artist (Dex):
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha):
Perform (Cha):
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis):
Sleight of Hand (Dex):
Stealth (Dex):
Survival (Wis):
Treat Injury (Int):


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons:
Taijutsu:
Ninjutsu:
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:
Ryo:

Equipment:


Valuables
Raine Tekkenseisai
The Unfallen



Threat Ranking: BB

Known Associates: Kaori Tekkenseisai, "Blazing Flash" Dash.

The current whereabouts of Raine Tekkenseisai are unknown, but should he be encountered, the use of conventional attacks are highly ill advised, Genjutsu and Ninjutsu are the only viable means of attack. As master of his clan's jutsu, Raine is not to be underestimated under any circumstances.

During the reclamation it's said he withstood endless assault, unmoving, and unrelenting. Despite the fearsome siege that laid in around him, it's said that he never once gave an inch until the capture of the civilians was declared, like a wall of Iron against his opponents. It should be noted that rumor places him in the potential company of his Mother, Kaori Tekkenseisai, and more alarmingly "Blazing Flash" Dash, his teacher, who responsible for training two other dangerous criminals, Kimiko Momoe and Xenon Maboroshi.

It is entirely possible that Raine is working in league with his old teammate's, any such information should be reported immediately the Secret Police, so as to accommodate an update to the Bingo book. DO NOT ENGAGE UNDER THESE CIRCUMSTANCES.


+Character Data+


Name: Raine Tekkenseisai
Village: Otogakure
Clan/Bloodline: Tekkenseisai
in game Stats:
x1.3 Constitution
x.8 Intel
Damage received from physical attacks is reduced by Con Mod. (During chakra damage based physical attacks (Hien, Gentle Fist, Chakra scalpel) only half of the con modifier is reduced from damage.)
Normal Taijutsu damage dealt is raised to 3-9 instead of 1-6.
Cannot use any kicking techniques, or learn any other fighting styles until level 10. Chakra used during Ninjutsus and Genjutsus is doubled.
Training days to learn Ninjutsus and Genjutsus is doubled. Max
Cap for Constitution is raised to Level+30
Element Affinity: Earth
Age: 14
Gender: Male
Rank: Chunnin

~Appearance~

Headband: A black headband usually hidden on his person or left behind.
Height: 5’9”
Weight: 155 lbs
Hair: A disheveled and overgrown white. It is obvious that his hair was cut by himself, with telltale tips of red in some places and a slightly longer middle section that was once his signature Mohawk.
Eyes: Bright blue, with a golden flick.
Physical Description: Raine is as thin as he has ever been, yet his structure is still wide and broad. He has defined muscles on his upper body and though his legs are trim they are not built. On his shoulders he carries many tiny scars received from Rock-spike-thrust. And though he would show no-one except his team, his chest is mutilated with three massive scars, one vertical spanning a bit more than a foot down his torso, and two horizontal across and just below his chest.
Clothing: Raine blends in with the farmers of the rice by taking on their garb. He wears a rundown rust-red cloth shirt with no sleeves, often covered by his neutral blue, long sleeve tunic that is thicker for warmth and tied with an old rope at the waist. He wears old black farmers pants taped at his ankles with sandals. When Raine is on a mission or out of the public eye, he is fashioned with a ninja pack at his thigh, a leather belt/holster that holds his Aian Nakurru behind his back, and his sand cloak (a traditional garment of sunagakure to protect from the desert nights and help blend into the landscape). On his wrists Raine wears to metal hexagonal bracelets that have the golden fist of the Tekkenseisai printed on them.

Background: Raine was born in Otogakure, to a non-Tekkenseisai mother, Kaori, and a Tekkenseisai father. His father died in battle shortly after he was born and Raine never really knew his father. Instead his older brother Heisei, became his main role-model in life, a shinobi who was adept and honored among his peers. Yet when Raine was just seven Heisei too died in battle, a true tekkenseisai death, in which Heisei sacrificed himself to save the lives of his teammates who were attacked by fire country bandits. Raine was left devastated and alone, with only a broken-hearted mother to care for him. Raine joined the academy believing that it was his duty as a Tekkenseisai to die in battle.

Academy- Raine joined the academy late in the year, he didn't fit in quite well with his classmates do to the fact that he was unusually younger than many of them, and he was very loud and outspoken. He made one friend, Mashida, who is no-longer a shinobi. On his first day in the academy the village was attacked and the academy was destroyed, while the students who were in Kumo forest at the time were forced to hide for their lives as enemies battled their teacher. This day was truly devastating for Raine because the fear he experienced went against everything he believed in. However, later that night Raine met his future mentor, the legendary sennin Isamu Hatchi, a man with a bright and brilliant personality, who instantly inspired Raine with his wise words and a song that he played to the terrified villagers. Soon Raine found himself clinging to the man in attempt to learn everything he could. Hatchi gladly accepted the young boy and pushed him to his limits.

Hatchi received orders to travel the world on an information gaining S rank mission, and his young apprentice had his heart set on going with. The two departed with an anbu Shif. Eventually, the three travelers made their way to Takigakure. Where Raine who had been left by himself, promptly challenged a Taki Jounin, who shattered the eight-year-old's every bone. Raine was taken to a secret healing spring by sympathetic takigakurians and shif, where they were met by the Kage Nakamura, a powerful, beautiful and wrathful young woman. Raine and Shif were then cast in a powerful genjutsu by the Takikage to erase any memory of secret healing springs. The two returned to Oto in fits of madness without Hatchi. Who during the action went missing and was assumed dead. Yet again Raine was left abandoned by his idol. Hatchi's abandonment haunted Raine’s thoughts, yet his preparation for the gennin exams held him strong.

The young boy was invited to Sunagakure to train at his clan compound and with his clan head, Tsuyosa. He and his new made friend Lavi traveled through the desert to the massive stone house of the Tekkenseisai. Tsuyosa was a massive and forceful man who beat Raine into a respectable heir of the clan name. While Raine trained, Tsuyosa found a respect for the boy in his persistence and strength of will. Yet it was time for the two to return home and Raine to take the gennin exam. On their way through the desert Raine found the baby Ajolote that would become his companion Pi.

Raine passed the genin exams with flying colors, and was assigned to team four with Xenon Maraboshi, Kimiko Momoe and the famous Dash. At first Raine fought with Xen, jealous of his ever improving powers and frustrated at his inability to stand up to Xen’s genjutsu. Yet Dash taught the three to always work together, that together they could even defeat their teacher, where alone they were almost useless. The team gained renown among the village for their achievements in missions and were recognized by most of the villagers.

During Raine’s time as a genin he met the mysterious shinobi Ashido, who appeared to Raine and undermined all confidence he had in himself as a shinobi. He showed Raine that for all his accomplishments he was still just a weak little boy. Because of this Raine agreed to train under him, and take a mission on his behalf—alone. This was Raine first encountered true battle, where his idea of fighting for game turned to the reality of fighting for life. He was severely injured by his opponents massive sword and beaten to the brink of death before he took the man’s life. And shed blood by his own hand. The boy was almost broken mentally by this experience, leaving Ashido forever and never speaking of his encounter but to Dash.

After years of training and missions, the young team had to branch out to find their own way and resolve their pasts. Raine was once again invited back to the clan compound in Suna to train, yet the questions of his beloved Hatchi’s disappearance plagued Raine’s mind ever since Xen, Kimiko and he found their way into the Hatchi’s old house and found his scrolls. The boy knew somewhere in his heart that a man that great could not have been defeated. He had to be alive. Raine had taken Hatchi’s Heartbreaker technique and vowed to learn it in honor of his sensai. So bid Tsuyosa farewell and headed to Iwagakure the land of stone, in search of the ever illusive Isamu clan. The Isamu were legendary for being able to blend into any culture and any people. They were chameleons and Raine was trying to find them. He was on the verge of desperation, finding nothing but emptiness. His hair grew out of his famous Mohawk and Raine cut away the red dye. He became quieter and more contemplative in his journey. Yet his dedication and persistence never gave in, and he found that the Isamu had taken refuge underground to preserve their dying clan. The boy was met by the elders of the clan, happy to welcome the student of Hatchi, the last heir of the clan. They showed him the scrolls of

Personality: Raine is outgoing and loud. He speaks his mind, and is a die-hard for idealism. Always kind and hopeful, though easily pushed to fighting, simply do to his love of battle. When alone, he is very quite and thoughtful, often letting his thoughts turn to past events that make him sad yet ever determined to defend those is loves and all that he stands for!

Other: He has a fear of drowning, unaware that this stems from the genjutsu cast on him by Nakamura. His favorite candy is rock candy.

Missions:

S: 1
A:
B: 2
C: 1
D: 4

Jutsu:

Ninjutsu-

Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.

Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Learn in the academy. Chakra Control 2.
Training: 1 stage
Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.

Genjutsu Kai (Genjutsu Release)
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else.
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu.
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique)
After performing a series of hand seals and raising his chakra, the ninja is buried underground using his chakra. He can then move freely inside the ground, as if he was outside, due to the chakra which "makes way" for him/her. After the ninja feels he is below his opponent, he just raises his hand and grabs his opponent's feet, then buries him underground, leaving his head on the surface. This leaves a normal Shinobi open for a powerful attack, but a powerful one can use chakra and raise himself up to the ground, preventing the attack. An experienced shinobi can also predict the attack, by sensing the opponent's chakra, so this move is really only effective on younger ninjas.
Cp cost: 25
Damage: ----
Dice Rolls: 2
Reflex DC: 10 + chk modifier + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + chk modifier {No Ninjutsu bonus}
Requirements: Earth Affinity, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Chakra Control DC 20 Bury yourself underground safely and get accustomed to the feeling.
Stage II: Ninjutsu DC 20 Learn to sense presences above you and pull them down with enough force.
Special: Enemy is rendered immobile when victim of this jutsu.

Medical Ninjutsu-

Genjutsu-

Taijutsu-
Name: By a Step
Description: The user moves INTO the opponent's attack, reducing momentum gained and therefore damage dealt. This is one of the most basic Tekkenseisai techniques.
Rank: D
Cp Cost: 0
Attack Turns: 2
Damage: n/a
Requirements: 10 Taijutsu, 12 Dexterity, suicidal tendencies?
Training: 2 stages.
Stage I: Dexterity DC 25 User must practice quick, agile, close-quarter movements.
Stage II: Taijutsu DC 10 Using a bunshin the user must work on maneuvering themselves into an attack to minimize damage.
Special: The damage dealt by bash-trait and cut-trait attacks are reduced by 1/5, stab-trait is normal. The technique opens up the opponent to an attack of opportunity. The technique is initiated instead of dodging.

Name: Juuryou no Kihaku "Soul of the Boxer"
Description: Description of Jutsu: The user quickens their footwork and sharpens their reflexes by jogging on the spot and slapping themselves to induce the nerves to work better, causing them to be able to sense attack more easily
Rank: D
Cp Cost: 0
Attack Turns: 1
Damage: 20 hp to self
Requirements: 12 constitution
Training: 2 stages.
Stage I: [Constitution] DC 25, The user runs in place hitting themselves.
Stage II: DC 15 The user attempts to utilize the effects gained in a mock spar with bunshin.
Special: Raises the user's Dexterity by 2 points and Awareness by 4 points each time this technique is used, with a maximum usage of 3 times. The effects last 10 turns.

Name: Iwa-Supaiku Suiryoku "Rock Spike Thrust"
Description: The user picks up a large rock, and throws it up above their heads. When it falls down, the user punches it with his Aian Nakkuru, and large rock spikes are shot everywhere with great force.
Rank: C
Cp Cost: 0
Attack Turns: 4
Reflex DC: 12?
Damage: 15-25+ Str Mod (+Chk mod)
Requirements: 20 Str, 20 Tai, 1 square foot rock, (20 Chk)
Training: 3 stages.
Stage I: [Strength] DC 35, The user must practice throwing up the large stone, as well as breaking stones with their punches.
Stage II: [Strength, Constitution] Str DC 30, Con DC 10 User must combine their skills, to throw up a rock and shatter it with two consecutive rolls in one turn. This is by far the hardest part of training.
Stage III: DC 15 At this point the user must simply perfect the technique until it is usable in battle.
Special: Area effecting, 40 foot range. 20-30 damage to self.

Name: Toushin Shouaku "Blade Grasp"
Description:
The user grabs the opponents weapon in hand and using tension, with the aid of the hardened Tekkenseisai grasp, the user twists the blade away from the hilt to snap a weapon at its base. This is most commonly used on bladed weapons, but can also be used on wooden weapons.
Rank: C
Cp Cost: 0
Attack Turns: 3
Damage: Breaks opponent’s weapon.
Requirements: 25 Strength, 20 Constitution
Training: 4 stages.
Stage I: [Strength] DC 40, The user practices breaking varying blades simply by holding and snapping the metal.[ i]
Stage II: [Constitution] DC 30 The user, with the help of a bunshin or partner, practices catching an bladed attack in the correct position.
Stage III: [Taijutsu] DC: 40 The user must catch and snap a bladed attack
Stage IV: {Strength, Con, Tai] (Use all previous DC’s The user must, in one turn, consecutively beat the three dice checks, starting with Taijutsu, then Constitution and Strength. If beaten the user will have successfully perform the feat in battle.
Special: User still takes the weapon's damage. This technique is initiated instead of dodging. Make a strength check to see if it actually breaks.
DC's:
10+ craft guide DC’s for each material. (Effects of Master work and god item difficulty applies to this dc as well. Size dc’s are also taken into account. Ex. Zabuza compared to katana.) http://www.gaiaonline.com/guilds/viewtopic.php?t=6684483

Name: Kossetsu Tsubusu Motsu “Bone Breaking Hold”
Description: The user gets their opponent into a Tekkenseisai created grapple, designed to take advantage of the clan’s muscle. This grapple would be the equivalent of being entrapped in metal; which with the proper tension from their hardened appendages the Tekkenseisai can use to break an arm or a leg or their opponent.
Rank: B
Cp Cost: 0
Attack Turns: 4
Damage: Three times Taijutsu Damage, incapacitate one limb of opponent.
Fort DC: 15 + str mod + 2 per 10 points in Taijutsu
Requirements: 35 Strength, 30 Taijutsu, 25 Con (Muscle Strength), “Blade Grasp”
Training: 4 stages.
Stage I: [Taijutsu] DC 40, Practice grappling.
Stage II: [Taijutsu] DC 55, Practice getting a person in the correct position for this particular grapple.
Stage III: [Strength] DC 45, User practices using tension in their body to force a bunshin’s arm to break.
Stage IV: [Strength] Str DC: 50, User combines the techniques to snap the bones in each of the fore limbs.
Special: If opponent looses fortitude check they are under the effect of broken bones. http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=19706803#264491413 .



Summoning Contract-

~Stats~

LV. 20
Experience: 140/1050
Hp: 440
Cp: 180
MHp: 340

Strength: 10 + 20 Mod: 10
Dexterity: 10 + 10 Mod: 5
Constitution: 10 + 24 x1.3 Mod: 17
Intelligence: 10 + 9 Mod: 2
Wisdom: 10 + 15 Mod: 7
Charisma: 10 + 7 Mod: 3
Chakra: 10 + 13 Mod: 6
Dodge Bonus: 10 +7 +5 = 22

Damage: 33-39
Aian Nakkuru: 74-80

Base Attack Bonus: 20
Attack Melee: 18+9+6=33/28/22/18
Aian Nakkuru 39/34/29/24
Attack Ranged: 18+5=23/18/13/8

Base Save Bonus: 10
Fort: 10+17=27
Rex: 10+5=15
Will: 10+7=17

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Athletics (Str): 9+4
Acrobatics (Dex): 5+6
Escape Artist (Dex): 5+8
Sleight of Hand (Dex): 5+4
Stealth (Dex): 5+10
Concentration (Con): 12+2
Alchemy (Int): 4+3
Chakra Control (Int): 2+6
Treat Injury (Int): 2+8
Craft (Int): 2+4
Awareness (Wis): 7+7
Read Lips (Wis): 7+3
Sense Motive (Wis): 7+9
Survival (Wis): 7+4
Diplomacy (Cha): 3+8
Handle Animal (Cha): 3+5
Innuendo (Cha): 3+0
Intimidate (Cha): 3+5
Perform (Cha): 3+4
Seduction (Cha): 3+5

Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons (Melee): Aian Nakkuru-30
Ninja Weapons (Ranged): Kunai-4
Taijutsu: 30
Ninjutsu: 15
Medical Ninjutsu: 15
Genjutsu: 4
Fuuin Jutsu:
Sneak Attack: 7
Puppet Play:

~Possessions~


Money:

Ryo: 0

Equipment:
Aian Nakkuru: A bladed iron knuckle worn on the hand. There is also a sharp blade at the end of the tool. The weapon is very effective for individuals who prefer hand to hand combat.
Damage: 1 - 4 + Str. Mod. Added to your normal taijutsu damage.
Range: Melee
Special: Chakra can be added to the ends of the small blades to cause more damage and have a range increment.

Valuables His brothers leather necklace that is fashioned with two white beads and a small copper clover.

An ancient Isamu clan scroll





~Pet Data~


Name: Petra or Pi
Species: Ajolote or Mexican Mole Lizard
Size: 3’
Element Affinity: Earth
Age: 3
Gender: Male

~Appearance~


Height: 2”
Weight: 30 lbs
Fur: n/a
Eyes: Small and black
Physical Description: A long worm like body, that is actually covered in scales. The Ajolote have two small legs with sharp claws.
Background: Pi was found by Raine on his trip to Suna as a baby ajolote, being only about 3 inches long. His whole life he has lived with Raine, often hiding somewhere on his body to accompany on his journeys.
Personality: Pi is a loud-mouthed little pistol, ready to fire out his thoughts and ready to go down swinging. His feelings are easily hurt though, and he cares very much about Raine, who is his only friend.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
Jutsu Name: External ear
Description of Jutsu: The Ajolote are species of worm-lizard that live underground and can be kept as pets. They have an enhanced sense of hearing enabled by a sensitive layer of scales located under their jaw. This layer of scales picks up the smallest vibrations caused by sound waves and vibrations caused by movement. These vibration, like humans ears, are converted into electric signals in the brain, allowing the Ajolote to "hear" through their scales.
Rank: n/a
Cp Cost: 5
Damage: n/a
Requirements: Ajolote species, must be on solid earth
Training: n/a
Special: User gets 2xlevel addition to a Listen check against an opponents stealth skill.

Genjutsu-

Taijutsu-

~Stats~

LV. 7
Experience: 0/400
Hp: 12
Cp: 6
MHp: 6

Strength: 6+1 | mod = -1
Dexterity: 6+0 | mod = -3
Constitution: 6+8 | mod = 2
Intelligence: 6+4| mod = 0
Wisdom: 6+4 | mod = 0
Charisma: 6+3 | mod = -1
Chakra: 6+11 | mod = 3
Dodge Bonus: 7

Base Attack Bonus: 7
Attack Melee: 7-1= 6/1
Attack Ranged: n/a

Base Save Bonus: 3
Fort: 3+2=5
Rex: 3-3=0
Will: 3+0=3

Damage: 1-5


~Skills~


Mundane Skills

Athletics: (Str) -1+2

Acrobatics: (Dex) -3+
Stealth: (Dex) -3+10

Concentration: (Con) 2+2

Chakra Control: (Int) 0+2

Awareness: (Wis) 0+3
Sense: (Wis) 0+15
Survival: (Wis) 0+7
Track: (Wis) 0+10

Diplomacy: (Cha) -1+8
Intimidate: (Cha) -1+3
Perform: (Cha) -1+4

Ninja Skills

Ninjutsu:
Genjutsu:
Taijutsu:
Fuuin Jutsu:
Medical Jutsu:
Sneak Attack:
~Character Data~


Name: Dash (real name unknown)
Village: Otogakure
Clan/Bloodline: n/a
Element Affinity: Lightning, earth, fire
Age: 35
Gender: Male
Rank: Jounin

~Appearance~

User Image
Headband: Sewn into the left arm on his jacket
Height: 6’2
Weight: 185
Hair: bleached a brilliant white, and cut ruggedly short.
Eyes: brown.
Physical Description: Tightly toned and lean, he focuses more on the technique and form of his weapon craft than physical energy. He has several small jagged scars in his stomach and arms from his years as a street-fighter.
Clothing: Dash wears a black tank top separated into vertical sections making a pattern. On top of that he has a black jacket, made with leather, that buttons at the neck and zips up front. On the bottom of the jacket light grey and white tribal patterns decorate the trim. He wears a loose belt over average black pants and orange sandals. Always at some proximity to him are his white sunglasses with bright orange lenses. He only wears his two katanas on missions but when he does, they are strapped across his back, crossing on either side of his shoulders with a leather holster that is similar to a backpack.
Background: Dash comes from the streets of the city, a much larger industrious village on the coast of the rice, which was attacked by Taki when he was younger. The boy mastered the art of the katana to defend himself, and ended up growing up as a champion street fighter. When he was just 15 he was employed as a bodyguard for rich crime bosses. Realizing the dirt and wickedness of the place he lived. Dash packed a bag and headed to the countryside, finding himself in oto as a young boy he quickly joined the ninja ranks and found himself a new home.
First hand account of his first killing biggrin ash struggled with something to say. "........ I was.... nine." he was quiet for a while. Raine perked up his head. "I had seen it before but I'd never done it until then." He looked to the other side of the room remembering. "I was living on the street and one night, when I was sleeping, they just grabbed me. They kicked me in the head until I passed out and then they took me to this camp. I don't know where the ******** it was. Some idiot rebels, or some stupid s**t like that, and they had a whole bunch of us there. They put us up in cages even. And then they came for you, gave you a knife and threw you into a ******** ring. Where people could watch you fight." he paused, "We fought to the death." he still hadn't looked over to the boy, but Raine had pulled himself up and the tears had dried on his cheeks. "I still remember that kid....He didn't have any clue what the hell we were doing. He didn't want to hurt me. But we looked at each other, and we thought of those cages, and we stabbed each other until he died." he looked down and pushed away his jacket, then pulled up his tank top a few inches to reveal jagged scars in his gut. There were three in the few inches Raine could see. "Hah, God damn this world sometimes." he looked up at Raine. "I broke part of the blade from my knife and stabbed myself with it.... When they took me back I pulled it out and picked my lock with it. When they slept I cut their throats and ran." A silence followed that was so deep and thick. The two could have said everything that needed to be said and it would have been the same.
Jounin years: Dash had grown a reputation for a fearless shinobi and fierce friend. As a young man he had many friends and yet spent the majority of his time alone, living with no one and never committing to anyone. The only commitment in his life was the job, and he found it enthralling. There was a fire that lived in Dash’s heart for action and adventure, he worked and studying countlessly to better himself in battle. Though he never let sight of the truth evade him, every battle was his first or his last. Every enemy was that boy staring into him, every death his price for life. He was grounded and valued everyday he lived, only hoping to rid the grime and scum that he knew from his world.
Team 4: As unwillingly as Dash first was introduced to his genin team, Raine Kimiko, and Xen, he grew to admire the kids and everything that they stood for. He hoped that he could better then, but truly doubted that he was worthy for the job. He loved them as younger siblings, and for the first time became truly attached and committed to people, as little as they may be. Though, with love comes worry, and with Dash’s susceptibility to post-traumatic stresses, he became somewhat ill with nightmares depicting their deaths. He, of course, hid this from all but his longtime friend, Dr.Grey.
Time skip: With his team split up Dash tried to stay away of larger missions and focused his energies on training and working on the building of the new academy, which the majority of the shinobi force were rebuilding.
Personality: Dash is witty and cool. Taking on joking and harsh moods as he goes. The man is quiet generally. He is a good, calm, powerful leader and a strong and forceful friend. Loyal to those he loves and his adopted home.
Other:

Missions:

S:
A:
B: 1
C:
D:

Jutsu:

Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.

Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.

Ninjutsu-

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Learn in the academy. Chakra Control 2.
Training: 1 stage
Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.

Genjutsu Kai (Genjutsu Release)
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else.
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu.
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.

Shunshin no Jutsu (Body Flicker Technique)

A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

Chakra Kyūin Jutsu (Chakra Absorption Technique)
This technique allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media such as earth or water. The only necessary condition is some medium through which chakra can be channeled.
Cp cost: 1/4 of chakra drained.
Dice Rolls: 4 Rolls
Damage: User can drain from (chk mod) to (chk mod x 3) cp per usage
Will DC: 15 + user's chakra mod + 2 per 10 ranks in user's Ninjutsu
Requirements: Chakra Control 30, Ninjutsu 28
Training: 4 stages
Stage 1: Chakra Control DC: 40, Creating a vacuum to your chakra system.
Stage 2: Ninjutsu DC: 38, Draining chakra from another living organism through direct contact.
Stage 3: Ninjutsu DC: 40, Draining chakra from another living organism through an object or element.
Stage 4: Chakra Control DC: 42, Assimilating the stolen chakra to your chakra system.
Special: A successful Will check prevents any chakra from being drained. A natural 1 on Will check doubles it. The user gains the Cp drained from the target. Can be used while grappling.

Hien (Flying Swallow)
This technique requires a bladed weapon. By feeding chakra into the weapon, the ninja will increase the length and density of his blade to strike an enemy from several feet out of the physical blade's range. This is accomplished by creating an invisible extension of chakra that shapes into an edge that functions like the normal blade itself. Seeing the blade, the opponent may misjudge how far they need to move to avoid an incoming strike and thereby still be cut even if they manage to avoid the metal portion of the blade.
Cp cost: 30 + 2 chakra points per round the blade is maintained this way.
Dice Rolls: 4 Rolls
Damage: Add [chk mod] to [attack melee] with the weapon.
Reflex DC: n/a
Awareness DC: 15 + user's chakra mod + 2 per 10 level in user's ninjutsu
Requirements: Bladed weapon skill 25, Ninjutsu 30, Chakra Control 30, Sneak Attack 20
Training: 4 stages
Stage 1: Chakra Control DC: 40, Infusing blades with chakra flow.
Stage 2: Ninjutsu DC: 40, Extending the chakra flowing through the blade passed its tip.
Stage 3: Sneak Attack DC: 30, Concealing the extension of the blade to keep the opponent guessing.
Stage 4: Bladed weapon skill DC: 35, Adapting to fighting with the weapon without cutting yourself.
Special: As long as Awareness DC is not matched by opponent, all attacks are considered Sneak Attacks.

Katon: Karyudan (Fire Release: Fire Dragon Missile)
A huge blaze is blown to ignite the mud balls launched from Doton: Doryūdan (Earth Release: Earth Dragon Bullet), making it more devastating.
Cp cost: 65
Dice Rolls: 4
Damage: Read special.
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 42, Ninjutsu 40, Doton: Doryuudan (Earth Release: Earth Dragon Bullet).
Training: 3 stages
Stage I: Chakra Control DC 52 Generate the flame from within you. This time the focus is not on accuracy or control but on sheer power.
Stage II: Chakra Control DC 55 Make sure the flame is hot and potent enough to ignite the mud balls launched by Doton: Doryuudan.
Stage III: Ninjutsu DC 55 Combine the previously learned elements.
Special: Increases Doton: Doryuudan damage by 50%.

Katon: Haisekishō, (Fire Release: Burning Ash)
Unlike other fire-based techniques, this technique allows the user to breathe out a cloud of superheated ash. Because it is ash and not flame, the ash remains in the air around the target, and therefore remains potent for a longer period.
Cp cost: 160
Dice Rolls: 5
Damage: 75 – 100 + chk mod, +(20 + chk mod) damage every round the victim stays in the area.
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 45, Ninjutsu 40
Training: 5 stages.
Stage I: Chakra Control DC 55 Practise generating superheated ash. Focus on making the ash super light so it disperses well in the air.
Stage II: Chakra DC 25 {d20 + chk mod} Work on making the ash even hotter than you've managed before.
Stage III: Chakra Control DC 57 Improve your dispersing skills. Use your chakra to ensure the ash is widely spread.
Stage IV: Constitution DC 22 {d20 + con. mod} The ash will do a runner to your lungs. You just have to get used to it.
Stage V: Ninjutsu DC 55 Combine all the previously trained elements together.
Special: Ashes remain for a number of rounds equal to the user’s chakra modifier. Ashes damage ALL people in the area.

Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)
After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall.
Cp cost: 45
Dice Rolls: 3
Damage: ----
Reflex DC: N/A
Requirements: Earth Affinity, Chakra Control 20, Ninjutsu 18
Training: 3 stages
Stage I: Chakra Control DC 30 Pack large quantities of earth together to create a sturdy wall.
Stage II: Chakra DC 20 {d20 + chk mod} Reinforce with chakra.
Stage III: Ninjutsu DC 30 Draw the earth wall up from the ground focusing on speed.
Special: Grants +10 reflex bonus and halves area effect ninjutsu damage for [user's chk mod / 2] turns, unless the area is bigger than the wall can cover. Of course the user must be behind the wall to enjoy the benefits.

Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm)
This technique allows the ninja to control nearby rocks and stones that surround the enemy and will begin to hit and spin about crushing all those trapped within it.
Cp cost: 20 + 10 per rock
Dice Rolls: 3
Damage: 20 + 5 – 15 per rock used + chk mod.
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 23, Ninjutsu 21
Training: 3 stages
Stage I: Chakra Control DC 33 Levitate rocks and stones.
Stage II: Chakra DC 18 {d20 + chk mod} Work on the spin and speed the rocks travel at.
Stage III: Ninjutsu DC 33 Combine the previously learned elements.
Special: Maximum amount of rocks you can control is equivalent to your chakra mod.

Raiton: Raidendou (Lightning Release: Lightning Conduction)
The user channels his lightning chakra through his weapon for added damage. Only weapons made with Kumo steel can conduct lightning chakra.
Cp cost: 10 per attack
Dice Rolls: 2 (to activate)
Damage: See Special.
Reflex DC: N/A
Requirements: Lightning Affinity, Kumo steel weapon, Chakra Control 10, Ninjutsu 6
Training: 2 stages
Stage I: Ninja Weapons DC 12 Weapon familiarisation.
Stage II: Chakra Control DC 22 Practise conducting the chakra through the weapon. The weapon should be like an extension of your own hand.
Special: Add chakra mod. to damage. Melee weapons only.


Raiton: Hiraishin (Lightning Release: Electric Needle Spark)
After coming into physical contact with the opponent, the user raises their arm into the air, generating a powerful bolt of electricity which will travel through their body into the body of the opponent.
Cp Cost: 80 Cp
Dice Rolls: 3
Damage: 65 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: n/a
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 20, Ninjutsu 25, Chakra 28
Training: 3 stages
Stage I: Chakra Control DC 30 Wrapping a limb with electric chakra.
Stage II: Chakra DC 19 {d20 + chk mod} Forcing your electric chakra inside the target.
Stage III: Ninjutsu DC 35 Not electrocuting yourself with your own jutsu despite contact.
Special: Used after a succesful melee or weapon attack or during a grapple. There is no reflex save for this technique, it is an auto-hit through direct contact. Victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next tur

Medical Ninjutsu-

Medical Technique: Minor Chakra Heal
By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. [no bones can be repaired by this technique.]
Cp Cost: 12 per usage
Dice Rolls: 2
Heals: 1 - 10 + Chakra Mod.
Requirements: Medical Ninjutsu 15, Chakra Control 20
Training:
Stage I: Chakra Control DC 30 Heal a wound of a lesser life form (flower, insect, tiny animal...).
Stage II: Chakra Control DC 32 Increase the radius of a wound and repeat stage I.
Stage III: Medical Ninjutsu DC 27 Heal a wound of a fellow human being.
Special: Heals a small amount of HP on a desired target.

Genjutsu-

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great.
Cp cost: 12
Dice Rolls: 2
Damage: 10 - 25 + int mod
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 8, Chakra Control 10
Training days: 2 stages
Stage I: Chakra Control DC 20
Stage II: Genjutsu DC 18

Suzu Senbon no Genkaku (Illusion Bell Needles)
Technique which uses special bells attached to throwing needles {senbon}. The bells ring at a certain frequency and the sound directly affects the brain. This is able to disorient the opponent and create various illusions that hinder the opponent's ability to attack and defend.
Cp cost: 15 + 4 per post.
Dice Rolls: 2
Damage: See Special.
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Senbon, Crafted bells {Only available in Otogakure or Craft DC 20}, Genjutsu 16, Chakra Control 20
Training: 2 stages
Stage I: Chakra Control DC 30
Stage II: Genjutsu DC 26
Special: -2 compounding to all rolls per turn trapped in the Genjutsu, max is -8

Mateki: Mugen'onsa (Demonic Flute: Dream Sound Chain)
The recipient will feel like they are tied with numerous wires, restricting their movement. Then, their flesh will begin to melt away from their bones, causing great pain and horror to the person receiving the jutsu.
Cp cost: 70 + 20 per subsequent turn
Dice Rolls: 4
Damage: 70 - 90 + int mod per turn
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 38, Chakra Control 40
Training: 4 stages
Stage I: Chakra Control DC 50
Stage II: Intelligence DC 25 {d20 + int mod}
Stage III: Chakra Control DC 52
Stage IV: Genjutsu DC 48
Special: If Genjutsu DC is more than 10 points over the target's Will Save check, the target is put in a state of Panic.

Taijutsu-

Hayabusa Otoshi (Peregrine Falcon Drop)
The user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground.
Cp cost: ---
Dice Rolls: 3
Damage: Taijutsu damage x 2 + 10 – 15 damage per 10 feet of falling.
Requirements: Taijutsu 23, height to perform the move from (Konoha Senpu, a ledge, a crate etc.).
Training: 3 stages.
Stage I: Taijutsu DC 33. Dive from a high ledge and save yourself with a big log or some other kind of substitute for a person.
Stage II: Taijutsu DC 35. Dive from a higher ledge.
Stage III: Taijutsu DC 38. Jump together with your training object and then use the technique.

Summoning Contract-

~Stats~

LV. 35
Experience: 0/1800
Hp: 805
Cp: 630
MHp: 805

Strength: 12 + 26 Mod: 14
Dexterity: 12 + 22 Mod: 12
Constitution: 12 + 24 Mod: 13
Intelligence: 12 + 20 Mod: 11
Wisdom: 12 + 24 Mod: 13
Charisma: 12 + 19 Mod: 10
Chakra: 12 + 28 Mod: 15
Dodge Bonus: 10+12+13= 35

Damage: 38-43
Katana: 93-102

Base Attack Bonus: 35
Attack Melee: 51/46/41/36/31/26
Attack Melee with Katana: 61/56/51/46/41/36/(31* Duel wielding)
Attack Ranged: 47/42/37/32/27/22

Base Save Bonus: 17
Fort: 30
Rex: 29
Will: 30

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Athletics (Str): 14+0=14
Acrobatics (Dex): 12+3=15
Escape Artist (Dex): 12+2=14
Sleight of Hand (Dex): 12+0=12
Stealth (Dex): 12 + 23=35
Concentration (Con): 13+10=23
Alchemy (Int): 11+0=11
Chakra Control (Int): 11+34 =45
Craft (Int): 11+3=14
Treat Injury (Int): 11+9=20
Awareness (Wis): 13+ 25=38
Read Lips (Wis): 13+0=13
Sense Motive (Wis): 13+15=28
Survival (Wis): 13+4=17
Diplomacy (Cha): 10+5=15
Handle Animal (Cha): 10+0=10
Innuendo (Cha): 10+0=10
Intimidate (Cha): 10+8=18
Perform (Cha): 10 +10=20
Seduction (Cha): 10+18=28

Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons (Melee): 55 (Katana)
Ninja Weapons (Ranged):
Taijutsu: 23
Ninjutsu: 40
Medical Ninjutsu: 15
Genjutsu: 38
Fuuin Jutsu:
Sneak Attack: 20
Puppet Play:

~Possessions~


Money:

Ryo: 500

Equipment:
2xKatana: The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at faster speed than any other sword created by man, the sword itself is both hard and light and can cut through almost anything with ease. Unfortunately it is large and so is cumbersome to fight with in small rooms.
Damage: 1 - 10 + str. mod.
Range: Melee.

Fue: A musical instrument used in conjuction with techniques. By using a special chakra, the user is able to create melodies that can control ogres or even create powerful illusions. The flute itself, is quite durable and can withstand attacks from an opponent's weapon.

5xKibaku Fuda: (exploding tag) A piece of paper marked with the character "Explode" (Baku). The tag can be placed on various objects and will detonate after a certain amount of time.
Damage: 10 – 20

Radio: The short range radio is capable of keeping ninja in contact across several miles. The radio can accept multiple frequencies and is activated to talk by pushing a button on the neck attachment.

5xSuzu: A basic bell used to test the abilities of a ninja, such as Genin.

5xKunai: "Read description in melee weapons"
Damage: 1 - 4 + Dex. mod.
Range: 30 ft.
Special:

10xShuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal.
Damage: 1 - 2 + Dex. mod.
Range: 40 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."

Valuables A small cheap looking seashell souvenir.
Hoshi is a stupid name for an Otobe

Hoshi is a stupid name for an Otobe

~Character Data~


Name: Otobe Hoshi
Village: Otogakure
Clan/Bloodline: Otobe
Element Affinity: Fire
Age: 32
Gender: Female
Rank: Village Council

~Appearance~


Headband: A custum made
Height: 5'11"
Weight: 135lbs
Hair: Black
Eyes: Bronze
Physical Description: Very slim figured, yet intimidating. Likes to wear dark make-up, preferably purple, to accent her clothing.
Clothing: Leather... and more leather. Black is her favorite color, and loves to wear dresses. Her favorite is... well... her black leather dress. How can someone walk in heels... all the time?!
Background: Very well versed with the Otobe rules, she was a number one choice when it came to the council. Her strong voice and sheer will made her rise to the top quick. Once she starts going she never stops. Many Otobe would come to her for advice, though some was not so pleasant, and giving it had given her a name among the Otobe. The secret police often refer to her on the council.
Personality: Strong willed, aggressive, and blunt. She's not afraid to say anything to your face.
Other: Doll Fetish

Missions:

S:
A:
B:
C:
D:

Jutsu:

All Academy Jutsu

Ninjutsu-

Shunshin no Jutsu (Body Flicker Technique)

A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

Genjutsu Kai (Genjutsu Release)

The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else.
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu.
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)

Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Learn in the academy. Chakra Control 2.
Training: 1 stage
Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.

Name: Musical Inclination
Description:The user creates an intricate display of vibrations to recreate musical melodies and the auditory illusions. This is often used as a tool for amusement in the Otobe compound, and allows an Otobe to play without a real instrument, in addition to adding to a bit of flare to any performance they give. However, the jutsu is not limited to instruments and the Otobe often use this in battle to scare their opponents.
Rank: D
Cp Cost: 15 per post
Attack Turns: 1
Reflex DC: N/A
Damage: N/A
Requirements: 15 Chakra Control, 10 Ninjutsu Otobe
Training: 2
Stage I: DC: 25 Chakra Control. Simply listen to music, intently however, using one's second self to fully attune to the motion of the sounds waves, and work with one's chakra to think at how to imitate the effect.
Stage II: DC: 25 Ninjutsu Put your work to practice now as you initiate replicating the sound of an instrument, a song, or other sound.
Special: Allows an Otobe to add their Chakra Control roll to any Music Based Performance or intimidation check.

Ayame Tori (Murderous Grasp)

This technique uses a metal string strengthened with chakra to make a thread capable of cutting through steel with little difficulty.
Cp cost: 8 per turn
Dice Rolls: 3 Rolls
Damage: 5 - 12 + half chk mod + half str mod
Reflex DC: N/A Use as a melee weapon.
Requirements: Chakra Control 14, Ninjutsu 12, metal wire.
Training: 2 stages
Stage I: Chakra Control DC 24 Create a thin layer of chakra around your metal string. It should be thin enough to be almost unnoticeable until it's too late.
Stage II: Ninjutsu DC 25 Focus on strengthening the chakra layer around your metal wire.



Name: Great Silence
Description: Using their advanced second self, the Otobe are able to completely silence the vibration in their immediate area.
Rank: B
Cp Cost:50+10 per turn
Attack Turns: 4
Reflex DC: N/A
Damage: N/A
Requirements: 25 Chakra Control, 25 Ninjutsu
Training: 4 stages
Stage I: DC:35. Focus your chakra to quiet something small that makes near constant noise. The capture fly, a clock, clicking pendulums, etc.
Stage II: DC: 40 Now silence the sounds of your own body. Breath, heart beat, till it's as though you aren't standing there at all...
Stage III: DC: 35 Ninjutsu Focus on moving around while maintaining the state achieved in stage two, practice basic maneuvers
Stage IIII: DC: 45 Now silence a wide area, everything within it regardless of size or contents.
Special: Allows sound to be removed from the equation when sneaking about, it's effective as a precursor to assassination. Add half of users Chakra control to Stealth rolls

Name: Shock Wave
Description: One of the Otobe's favored attacks. Using high frequency vibrations, the user emits a potentially powerful thrust of force into the air,
Rank:C
Cp Cost: 45
Attack Turns: 3
Reflex DC: 12+ half user's level+ Ninjutsu skill bonus
Damage: 30-70 -hp
Requirements: 15 chakra 15 chakra control
Training: 3
Stage I : DC: 25 Chakra excercise, build up the pressure of the sound waves, force your chakra to amplify the disruption.
Stage II: DC: 25 Chakra Control. Control the disruption, bend it to your will.
Stage III: DC 30 Chakra. Now release the pressure, practice firing the shock wave until you've finally mastered it.
Special: All victims of the technique must preform a Balance check, or they suffer a -3 to all checks their next turn.

Kanashibari no Jutsu (Temporary Paralysis Technique)

A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this technique.
Cp cost: 40
Dice Rolls: 3 Rolls
Damage: N/A
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Will Save DC: 12 + chk mod + 2 per 10 ranks in Intimidation
Requirements: Chakra 25, Chakra Control 20, Ninjutsu 16
Training: 3 stages
Stage I: Intimidate DC 20 Make yourself as assertive and frightening as possible.
Stage II: Ninjutsu DC 28 Use chakra to enhance the effect, eg. by creating a chakra aura around you.
Stage III: Chakra DC 20 {d20 + chk mod} Combine the previously learned elements.
Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact.

Katon: Hibashiri (Fire Release: Running Fire)

This jutsu will create jets of fire that can be manipulated into several forms before striking the target. It can also be used in combination with Wind Release technique to add it's damage and burn to them.
Cp Cost: 25 + 10 per turn held
Dice Rolls: 3 to initiate, 1 per turn held
Damage: 15 - 40 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 22, Ninjutsu 13, Concentration 18
Training: 3 stages.
Stage I: Chakra Control DC 32 Generate the flame from within you by molding your Fire Affinity chakra.
Stage II: Ninjutsu DC 30 Spit out the flame and direct it towards your opponent.
Stage III: Concentration DC 28 Chasing a moving target with the flame.
Special: This technique can be maintained and used in succession at the cost of 1 attack roll per attack. Target must roll 1 reflex save per dice roll from the user's turn to avoid getting hit by the running flame. Any taijutsu attack or jutsu used by the user will cancel this technique. Can be added to a wind technique used in the same turn to add its damage and effect to it.



Name: Black Screech
Description: This is a devastating attack favored by the otobe's most powerful warriors. The Otobe lets out an unearthly frequency from their mouth, imbued with chakra and fortified with their own wrath. The Sound waves appear black, actually visible to the naked eye, and cause ruin comparable with a harrowing explosion over a wide area, the sound waves literally ripping at anything and everything within it's area of effect, which is about 30 meters from around the user. The Otobe themselves are unharmed by their own chakra.
Rank: A
Cp Cost: 180
Attack Turns: 6
Reflex DC: 18+half users level+Ninjutsu Bonus
Will DC: N/A
Damage: 80-135hp
Requirements: 42 Chakra Control 40 Ninjutsu, Otobe
Training: 6
Stage I: DC: 52 Chakra Control
Stage II: DC: 50 Ninjutsu
Stage III: DC: 55 Ninjutsu
Stage IV: DC: 55 Chakra Control
Stage V: DC: 60 Chakra Control
Special: This attack, while it's range is limited enough to avoid, has devastating effects on the body's systems, causing dire internal damage. -10 to all checks next turn, removing -2 per turn after until recovered. (Does not stack, if used multiple times, full -10 is merely reinstated)

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 30
Experience:
Hp: 480
Cp: 780
MHp: 540


Strength: 12 + 18 =30 Mod: 10
Dexterity: 12 +25=37 Mod: 13
Constitution: 12+10=22 Mod: 6
Intelligence: 12+30 =42 Mod: 16
Wisdom: 12 +15 =27 Mod: 8
Charisma: 12+ 20= Mod:11
Chakra: 12 + 30 =42 Mod: 16
Dodge Bonus: 51

Base Attack Bonus:30
Attack Melee: 37
Attack Ranged: 43

Base Save Bonus: 15
Fort: 21
Rex: 28
Will: 23

~Skills~


Ninja Skills [Mundane] ((Modified By)):
310
Acrobatics (Dex): 13
Alchemy (Int): 16
Awareness (Wis): 8
Athletics (Str): 10
Chakra Control (Int): 16
Concentration (Con): 6
Craft (Int):16
Diplomacy (Cha): 11
Escape Artist (Dex): 13
Handle Animal (Cha): 11
Innuendo (Cha): 11
Intimidate (Cha): 11
Perform (Cha): 11
Read Lips (Wis): 8
Seduction (Cha): 11
Sense Motive (Wis): 8
Sleight of Hand (Dex): 13
Stealth (Dex): 13
Survival (Wis): 8
Treat Injury (Int): 16


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons (Melee):
Ninja Weapons (Ranged):
Taijutsu:
Ninjutsu: 40
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:


Valuables

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