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A Naruto role-playing guild using the d20 system, for semi-lit and above RPers. 

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LuvMonke

Dapper Dabbler

PostPosted: Sun May 16, 2010 1:05 am


Updated on June 21st, 2010

User-name: luvmonke
Posting: 2+ posts a day
Time zone: Eastern

~Character Data~


Name: Shin Takamura
Village: Kirigakure
Clan/Bloodline: Masuta – Katanakaji (Master of Arts, Swordsmith branch)

+1 Int every 8 levels
+ 1 to Craft: Blacksmith every 2 levels
+ 2 to desired ninja weapon skill every 5 levels

Element Affinity: Water and Earth
Age: 13
Gender: Male
Rank: Academy Student

~Appearance~
User Image


Headband:
None
Height: 5' 1"
Weight: 140
Hair: Dark Brown
Eyes: Light Green
Physical Description: Shin is lean but makes up for it in tone and definition in his small muscles. His skin is white but holds a decent tan, and in his youthfulness is devoid of any scars or wrinkles.
Clothing: He wears a red/black shirt (red chest, and black sleeves) which is covered by a blue vest which is filled with an assortment of waterproofed pockets over a inner white liner. His hands are both covered and protected by a pair of black gloves onto which metal bracers have been affixed. His bottom half is obscured by pants of a dark blue hue, which almost matches the color on his vest above, and have lines of white fabric which stripe across it sparingly. Beneath that are the customary ninja shoes, jet black with lots of grip for good traction and sharp turns.
Background: Shin comes from a fairly timid clan, as most of the Takamuras prefer to aid the village from the rear, offering support instead of combat strength. They work in the village forges, making the ninja weapons and items which others then use to serve the village. It is a long held pattern the clan has held since it was just a wandering family that happened to stay in Kiri for so long that they became a part of it, although even now they distance themselves from the general population. Thus few members of the clan ever leave their little section, most never attend the academy and none have passed so far. So thus Shin has tried, with his whole body and soul to break that trend, to pave the way for future generations of Takamura's to become ninjas so that the clan can truly become one with the village it is situated in. Personality: Shin is a rather straight forward and blunt individual, one who does not beat around the bush or get lost in their thought but instead comes to a decision quickly and sticks with it. He is very fierce in combat as he posses an aggressive, almost berserker spirit, for he is one who is so focused on his goal so much that he will not hesitate to risk life or limb to attain it.
Other:

~Missions~

S:
A:
B:
C:
D:

~Jutsu~

Ninjutsu

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. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is maintained"
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Bunshin no Jutsu (Doopleganger Technique)
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. 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. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.
The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.

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
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this. Add your chakra mod to the check.

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: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Cp cost: 1
Damage: N/A
Requirements: Learn in the academy.
Training days: Academy time.
Special: Add chakra mod to your Hide check.


Genjutsu




Taijutsu




Summoning Contract-

~Stats~


LV. 4
Experience: 68 / 120
Hp: 44

Cp: 20
MHp: 36

[(base + distribute) + train + level = total]

Strength: 10 + 8 + 0 = 18 | mod = 4
Dexterity: 11 + 1 + 2 = 14 | mod = 2
Constitution: 8 + 5 + 0 = 13 | mod = 1
Intelligence: 10 + 0 + 0 = 10 | mod = 0
Wisdom: 8 + 0 + 2 = 10 | mod = 0
Charisma: 8 + 0 + 0 = 8 | mod = -1
Chakra: 8 + 2 + 4 = 14 | mod = 2
Dodge Bonus: 12

Base Attack Bonus: 4
Attack Melee: 8
Attack Ranged: 6

Base Save Bonus: 2
Fort: 3 (+1 for marine poisons)
Rex: 4
Will: 2

Damage:
Taijutsu 4 ~ 9

~Skills~


[distribute + train]

Str Mod: 4
Swim: 0 + 2
Taijutsu: 0 + 1
Ninja Weapons (Katana): 0 + 5

Dex Mod:2
Balance: 0 + 5
Escape Artist: 0 + 2
Hide: 0 + 1
Move Silently: 0 + 1
Sleight of Hand: 0 + 1
Tumble: 0 + 2
Use Rope: 0 + 2

Con Mod: 1
Concentration:

Int Mod: 0
Chakra Control: 0 + 14
Craft:
Blacksmith: 0 + 0 +
1
Disable Device:
Forgery:
Knowledge:
Repair:
Research:
Search:
Genjutsu: 0 + 3
Fuuin Jutsu:

Wis Mod: 0
Listen:
Read Lips:
Sense Motive:
Spot: 0 + 2
Survival: 0 + 1
Treat Injury:

Cha Mod: -1
Bluff:
Diplomacy:
Disguise:
Gather Information:
Handle Animal:
Intimidate:
Innuendo:
Perform:
Seduction:

Chk Mod: 2
Ninjutsu: 0 + 4

Modless
Kawarimi:
Kunai: 0 + 1
Shuriken: 0 + 1
Sneak Attack:

~Possessions~


Money:
Ryo : 0

Equipment:

Valuables
A steel hammer medallion which hangs from a silver chain around his neck.
PostPosted: Tue Jun 29, 2010 12:45 pm


New Profile
User-name: Gideon Commando
Posting: A couple times a day
Time zone: Central Standard Time

~Character Data~

Name: Shinzu Akara
Village: Village Hidden in the Mist
Clan/Bloodline: N/A
Element Affinity: Wind
Age: 13
Gender: Male
Rank: Genin

~Appearance~

User Image

Headband: Wears it around his waist
Height: 5'7"
Weight: 115 Lbs
Hair: Straight healthy short brown hair
Eyes: Average Green Eyes
Physical Description: Kind of skinny but is somewhat muscular from training He has a fairly average face not particulary handsome though his teeth aren't the best
Clothing: A dark black Gi with no sleeves. He wears red tabis under the Gi's pants but only the feet are visible.
Background: Shinzu grew up in a normal household his father was a Ninja who died during Mistress' invasion protecting his Mother and his Mother a former Ninja who left the Shinobi after his father died. It was because of the memory of his father he decided to join in the first place his mother tried to talk him out of it but he wanted enter the academy and she couldn't stop him.
Personality: He has become fairly obtimistic over the last two years and has had the urge to travel around the world.
Other: N/A

Missions:

S:
A:
B:
C:
D:

Jutsu: None

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, utilising 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 practise 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, practise wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.


Genjutsu- None

Taijutsu-
Sennen Goroshi (One Thousand Years of Death)
A very simple Taijutsu technique with a very over-dramatized name. A technique in the one plunges the user's fingers into the vicinity of the victim's rectal regions. However, the true meaning of the technique was mainly to use a pointed object (usually a kunai), in order to attack the blind spot of the enemy.
Cp cost: ----
Dice Rolls: 2
Damage: Taijutsu damage and -3 MHp
Requirements: Athletics 2
Training: ----

Style: Gouken (Strong Fist)
Gouken aims at inflicting external damage and breaking bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
Cp cost: ----
Dice Rolls: n/a
Damage: Basic Taijutsu Damage increases to 5 - 12.
Requirements: Taijutsu 5, Strength 12.
Training: 2 stages.
Stage I: Strength DC 12. Punch hard surfaces with weights strapped around your arms.
Stage II: Taijutsu DC 17. Punch through less hard surfaces without the weights.

Reppū (Gale)
Using their quickness and agility, the user performs a spinning kick to sweep their opponent off their feet. This technique is a good example of how even simple taijutsu can become a preeminently destructive, lethal technique. The move here is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Cp cost: -----
Dice Rolls: 2
Damage: Taijutsu damage.
Requirements: Style: Gouken, Taijutsu 9 ranks.
Training: 2 stages.
Stage I: Taijutsu DC 19. Practice spinning on one leg while keeping your kicking leg straight.
Stage II: Taijutsu DC 22. Add more speed and power to "Stage I"
Special: Enemy is flat footed after the attack and loses the Dex mod to his Dodge Bonus unless he succeeds a Acrobatics check {DC: half the damage}.

Dynamic Entry
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Cp cost: ---
Dice Rolls: 1
Damage: Add 3 - 8 to Taijutsu dmg
Requirements: Taijutsu 6.
Training: 2 stages.
Stage I: Taijutsu DC 18. Train jump kick from standing.
Stage II: Taijutsu DC 20. Train jump kick from a running start

Senpū (Whirlwind)
A taijutsu technique where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint.
Cp cost: -----
Dice Rolls: 2
Damage: Double taijutsu damage.
Requirements: Style: Gouken, Taijutsu 11.
Training: 2 stages.
Stage I: Taijutsu DC 21. Practice arriving in a position capable of performing Senpu - in a brief moment.
Stage II: Taijutsu DC 23. Send heavy objects flying using the Senpu.


Summoning Contract- None

~Stats~

LV. 9
Experience: 315/500
Hp: 108
Cp: 54
MHp: 126

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

Black - Base Points ll Red - Distributed Points ll Blue - Trained Points ll Bold - Total Points

Strength: 8 ll 10 ll 0 ll 18 = Mod: +4
Dexterity: 8 ll 9 ll 1 ll 18 = Mod: +4
Constitution: 8 ll 6 ll 1 ll 15 = Mod: +2
Intelligence: 8 ll 6 ll 0 ll 14 = Mod: +2
Wisdom: 8 ll 10 ll 0 ll 18 = Mod: +4
Charisma: 8 ll 6 ll 0 ll 14 = Mod: +2
Chakra: 8 ll 6 ll 0 ll 14 = Mod: +2
Dodge Bonus: W:4 ll D:4 ll 10 ll 18

Base Attack Bonus: 9
Attack Melee: 13
Attack Ranged: 13

Base Save Bonus: 4
Fort: 6
Rex: 8
Will: 8

~Skills~


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

Strength Skills:
-Athletics (Str): 5+4 = 9

Dexterity Skills:
-Acrobatics (Dex): 2+4=6
-Sleight of Hand (Dex): 1+4=5
-Stealth (Dex): 3+4=7
-Escape Artist (Dex): 1+4=5

Constitution Skills:
-Concentration (Con): 0+2=2

Intelligence Skills:
-Alchemy (Int): 0+2=2
-Chakra Control (Int): 18+2=20
-Craft (Int): 0+2=2
-Treat Injury (Int): 0+2=2

Wisdom Skills:
-Awareness (Wis): 4+4=8
-Sense Motive (Wis): 1+4=5
-Survival (Wis): 4+4=8
-Diplomacy (Cha): 4+4=8
-Read Lips (Wis): 4+4=8

Charisma Skills:
-Handle Animal (Cha): 0+2=2
-Innuendo (Cha): 3+2=5
-Intimidate (Cha): 2+2=4
-Perform (Cha): 0+2=2
-Seduction (Cha): 0+2=2

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

-Ninja Weapons (Melee):
--Katana: 6
--Kunai: 6
--Butterfly Knife:
-Ninja Weapons (Ranged):
--Shuriken: 4
--Fuma Shuriken: 2
-Taijutsu: 20
-Ninjutsu: 6
-Medical Ninjutsu:
-Genjutsu: 8
-Fuuin Jutsu:
-Sneak Attack: 3
-Puppet Play:

~Possessions~


Money:

Ryo: 10

Equipment:
20 Shuriken
7 Kunai Knives
1 Katana
10 Exploding Tags
2 Soldier Pill
1 Butterfly Knife
2 Aian Nakku
4 Smoke Bombs
2 Sai

Valuables
His Father's Shinobi Headband which was given to him after it was retrieved by one of his father's teammates.

Gideon Commando
Crew


greendragon4444

PostPosted: Tue Jul 27, 2010 10:10 am


User-name: greendragon4444
Posting: daily
Time zone: Mountain (colorado)

~Character Data~


Name: Masuta Gin
Village: Kirigakure
Clan/Bloodline: In game Stats:
Masuta
+1 Int every 8 levels
No item under medium rank difficulty can be made (because it would be a disgrace to their art to make something so simple. It would be like a lord dirtying his hands tilling the earth)

Katanakaji specific
+ 1 to Craft: Blacksmith every 2 levels
+ 2 to desired ninja weapon skill every 5 levels
Element Affinity: fire/earth
Age: 11 years
Gender: Male
Rank: Academy student

~Appearance~


Headband: none yet(need to grad)
Height: 4’10”
Weight: 95 lb
Hair: dark brown, short( one inch long )
Eyes: dark brown ( shifts almost to black during an adrenaline rush )
Physical Description: A lot more toned and muscular than average, with calloused hands that show he has worked in his father’s forge from an early age learning the trade. Otherwise, he is completely normal.
Clothing: green cargo pants, black t-shirt, and brown hiker boots. (green coat if raining or cold)
Background: Masuta Gin was born in the Fire Country. Gin was raised by his single father since his mother died during childbirth. His father, Masuta Shuriyama, had worked freelance, making weapons for many ninjas and samurai. When Gin was five years old, a local lord had commissioned Gin’s father to make him a sword. When it came time for payment, the lord refused to pay the agreed price. The Lord, infuriated at the “lowly blacksmiths attitude”, took the blade and brandished it against Shuriyama. Soon the lord realized his mistake, when the ninja blacksmith took the blade back with an anti-theft jutsu and cut down the lord for threatening him in his own home. This, however, was not to go unpunished. When Shuriyama realized that there would be no one to raise his son if he was executed, defected to the hidden village of the mist. They were happy to gain a famous blacksmith, and weaken one of their rivals. Since the move, Shuriyama has been so swamped with work that he barely gets to be with Gin outside the forge, but when they are together in the forge, they are family. Ever since the age of seven, Gin has helped his father in the forge making weapons and armor for the village. This year, he finally gets to go to the ninja academy and learn to control his chakras, so he can better help his father and also get to start making his own masterpieces.
Personality: Slightly over-trusting and wants to help others.
Other: ???

Missions:

S: none
A: none
B: none
C: none
D: none

Jutsu: N/A

Ninjutsu- N/A

Genjutsu- N/A

Taijutsu- N/A

Summoning Contract- N/A

~Stats~

LV. 1
Experience: 0
Hp: 10
Cp: 3
MHp: 8

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

Strength: 10 Mod: 0
Dexterity: 10 Mod: 0
Constitution: 10 Mod: 0
Intelligence: 10 Mod: 0
Wisdom: 6 Mod: -2
Charisma: 6 Mod: -2
Chakra: 10 Mod: 0
Dodge Bonus: 8

Base Attack Bonus: 1
Attack Melee: 1
Attack Ranged: 1

Base Save Bonus: 0
Fort: 0
Rex: 0
Will: -2

~Skills~


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

Acrobatics (Dex):
Alchemy (Int):
Awareness (Wis):
Athletics (Str):
Chakra Control (Int): 10
Concentration (Con): 5
Craft (Int): 5
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 (Melee):
Ninja Weapons (Ranged):
Taijutsu:
Ninjutsu:
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:
~Possessions~


Money:

Ryo: 0

Equipment:
none

Valuables
Locket with father’s and mother’s picture in it.
PostPosted: Sun Aug 01, 2010 11:57 am


User-name: [Naoto]
Posting: Everyday (mostly evenings)
Time zone: (GMT -05:00) Eastern Time (US & Canada)

~Character Data~


Name: Hataro Mochimi
Village: Kirigakure
Clan/Bloodline: Mochimi (Not a bloodline yet)
Element Affininty Lightning
Age: 12
Gender: Male
Rank: Academy Student

~Appearance~


Headband: Hataro wears a charcoal gray, headband around his neck; Not too tight, not too loose. Just enough layaway for him to bend his head forward.
Height: 4’10
Weight: 120 lbs
Hair: Hataro’s hair is thick, black, and scruffy. It flows shortly at the front, covering his forehead down to the tips of his eyebrows following down the sides of his temples, covering his ears and finishing longer in the back, nearly touching his shoulders.
Eyes: Hataro has very narrow dark brown eyes that often seem to be staring off into a different, brighter world. Eyes that carry much emotions; like valor, honor, and courage. Eyes that are undoubtedly meant to lead.
Physical Description: Though his eyes seem to show aspects of leadership, his body tells another tale. Hataro is a small and frail individual thanks to his Kekkei Genkai. Hataro’s arms and legs are but skin, bone, and whatever little muscle there may be. Worse off his skin is very pale, leaving him prone to sunburn and even sun sickness.
Clothing: To compensate for sunny weather Hataro wears a charcoal gray baggy, long sleeve vestment and pants. Allowing air to flow through his clothes and shading him from the sun. He often wears a navy blue, bowl shaped, straw hat. Mainly for the sunniest environments or rainy days.
Background: Hataro was born on a very stormy night in the small little shack his parents bought when immigrating to the Land of Water. They had no money to bring him to a hospital so they made due with what they had. The family, though small, was very happy until Hataro’s father, Igie Mochimi, passed away of a terminal illness just before Hataro’s second birthday. From that point his mother, Mika Mochimi, raised him to the lad he is today.
For five years Hataro and his mother worked in a fishing yard making rope, nets and fishing equipment for fishermen, making a very low salary. Since Hataro was five he always wanted to join the ninja academy so that he could make better money to move into a better home and support Mika, but Mika always told him that being a shinobi was too dangerous and that they didn’t need any money. On Hataro’s eighth birthday Mika made him a shoulder bag and in it was his father's old kunais, shurikens and scrolls. That night Mika told Hataro the truth about his father; That he was a Shinobi from the Village Hidden in Grass and that he would start his academy training first thing next spring.
Since his start at the academy, Hataro has not been able to pass the Genin acceptance tests and in fact has failed them almost four times due to his lacking physical attributes. Which the commission felt would hamper any team despite Hataro’s chakra mastery and potential in the medical field.
Personality: Hataro comes off to many as analytical, cold-hearted and even a bit of a smart a**. That coming from a guy who spends most of his time reading books, scrolls and people. But behind that wall of intellect is a caring and compassionate individual. Not just for people but his nation and his principles. Hataro often finds himself not only at the aid of his friends, teammates and countrymen, but sometimes even the enemy.
Other: Hataro has an odd obsession with bread. It’s practically rare to see him without some form of the stuff in his hand or mind. He almost suffers from malnutrition because of it, which doesn’t do well for his already frail body. Hataro is also obsessed with politics and philosophy. God forbid anyone who ever brings up the subject as it would insight him to begin ranting about fighting for and defending a republic made up by the people, ran by the people, for the people, based on individual freedoms and principles. Hataro is a fire-hearted revolutionary.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~


Lv. 1
Experience: 0/100
Hp: 9
Cp: 4
HMp: 8

Strength: 6+4=10 Mod: 0
Dexterity: 6+0=6 Mod: -2
Constitution: 6+2=8 Mod: -1
Intelligence: 6+4=10 Mod: 0
Wisdom: 6+2=8 Mod: -1
Charisma: 6+2=8 Mod: -1
Chakra: 6+6=12 Mod: 1
Dodge Bonus: 7

Base Attack Bonus: 1
Attack Melee: 1
Attack Ranged: -1

Base Save Bonus: 0
Fortitude: -1
Reflex: -2
Will: -2

~Skills~


Ability | Mod | Distribute | Misc/Bloodline | Total

Strength: 0
Athletics: | 0 | 0 | - | 0

Dexterity: -1
Acrobatics: | -1 | 0 | - | -1
Escape Artist: | -1 | 0 | - | -1
Slight of Hand: | -1 | 0 | - | -1
Stealth: | -1 | 0 | - | -1

Constitution: -1
Concentration: | -1 | 3 | - | 2

Intelligence: 0
Alchemy: | 0 | 2 | - | 2
Chakra Control: | 0 | 4 | - | 4
Craft: | 0 | 0 | - | 0
Treat Injury: | 0 | 2 | - | 2

Wisdom: -1
Awareness: | -1 | 0 | - | -1
Read Lips: | -1 | 0| - | -1
Sense Motive: | -1 | 2 | - | 1
Survival: | -1 | 0 | - | 2

Charisma: -1
Diplomacy: | -1 | 1 | - | 1
Handle Animal: | -1 | 0 | - | -1
Innuendo: | -1 | 2 | - | 1
Intimidate: | -1 | 0 | - | -1
Perform: | -1 | 0 | - | -1
Seduction: | -1 | 0 | - | -1

Ninja Skills


Ninja Weapons (Melee):
Ninja Weapons (Ranged):
Taijutsu:
Ninjutsu:
Medical Ninjutsu: 4
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:


Money:

Ryo:

Equipment:

Valuables:

[Naoto]


GalacticGrimalkin

PostPosted: Sun Aug 08, 2010 1:08 pm


User-name: NotQueenYet137
Posting: This character is currently inactive.
Time zone: Eastern Standard Time

~Character Data~


Name: Fukuiwa Kumiko
Village: Kirigakure no Sato
Clan/Bloodline: None, although the Fukuiwa family specializes in fighting with a naginata, and a few members have become medical-nin.
Element Affinity: Water
Age: 14
Gender: Female
Rank: Gēnin

~Appearance~


User Image

Headband: Black cloth, worn around forehead. Insignia is usually partly covered by her bangs.

Height: 5’ 4”

Weight: 95 lbs.

Hair: Black and silky, slightly shorter than chin length.

Eyes: Eyes are such a dark blue as to appear almost be black, but they are not navy , more of a dark indigo. Her pupils are visible only at close range. She has long, feathery eyelashes.

Physical Description: Kumiko has a medium bone structure, making her slightly stockier than most girls. She’s a little shorter than the average height. Her skin is slightly olive-toned, and pale since the mist in Kirigakure blocks the sunlight. She has strong, even features, and usually keeps herself neat. She’s not really a beauty and she’ll never excel at the seduction arts, but she’s far from ugly.

Clothing: Kumiko wears a long-sleeved black shirt with fishnet underneath, wrapped from the elbows down, metal-backed black gloves, loose black pants wrapped from the knees down, and the regular shinobi sandals. Her naginata is strapped across her back or in her hand as a makeshift walking stick. Her ears are pierced: she wears silver hoops. Her only other piece of jewelry is a flat, dark blue stone that has the kanji for lightning (the kaminari) inlaid in silver. Kumiko usually keeps it under her shirt on a long, fine silver chain.

Background:

Kumiko’s parents, Fukuiwa Suzu and Ryû, were both high level Jōnin who attempted to rebel against the tyranny of Mistress and failed. They were then executed as an example to the others. Kumiko doesn’t really understand what happened, but she’s proud of her parents, whom she always looked up to and remembers as strong and courageous. They’re the reason she wants to become a ninja.

After the death of her parents, Kumiko lived with her grandfather, Nagamori Sora, a medical-nin with a kind heart. It was a morning ritual of the two to braid each other’s hair and talk about the day ahead. Sora could never stand to see anything suffering, and as a result the duo had three cats and two dogs running around their small, slightly shabby house.

A couple months ago, however, Sora died from an illness, and Kumiko’s heart appeared to have died with him. She hacked off her hair and withdrew inside herself. Now she barely talks, except to her closest friend, Shinzu, and trains relentlessly. Inside the icy barrier she built for herself, however, is a lost little girl who has no idea what to do with her life. Kumiko may act tough, but that’s only to cover up her insecurity.

Personality: Kumiko is cold and polite to everyone, always using the proper honorific and speaking with proper grammar. She has a sharp, demeaning tongue that she’s not afraid to use. She’s not very well liked because of this.

Missions:

S:
A:
B:
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.
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.
Special: +intelligence modifier to disguise (Craft) checks.

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
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 + 1 = 9
Requirements: Learn in the academy. Chakra Control 2.

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 3
Experience: 17/250
Hp: 27
Cp: 12
MHp: 30

Base, training, and level up.
Strength: 9 Mod: -1
Dexterity: 9 Mod: -1
Constitution: 8 + 1 = 9 Mod: -1
Intelligence: 10 Mod: +0
Wisdom: 10 Mod: +0
Charisma: 8 Mod: -1
Chakra: 9 + 4 = 13 Mod: +1
Dodge Bonus: 10 + 0 + 1 = 11

Base Attack Bonus: +3
Attack Melee: 3 + 0 = +3
Attack Ranged: 3 + 1 = +4

Base Save Bonus: +0
Fort: 1 – 1 = +0
Rex: 1 -1 = +0
Will: 1 + 0 = +1

~Skills~


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

Acrobatics (Dex):
Alchemy (Int):
Awareness (Wis): 3 + 0 = +5
Athletics (Str):
Chakra Control (Int): 7 + 1 = +8
Concentration (Con): 2 -1 = +1
Craft (Int):
Diplomacy (Cha):
Escape Artist (Dex): 3 -1 = +2
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha):
Perform (Cha):
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis): 2 + 0 = +2
Sleight of Hand (Dex):
Stealth (Dex): 3 - 1 = +2
Survival (Wis):
Treat Injury (Int): 5 + 0 = +5


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

Ninja Weapons (Melee):
Naginata: +4
Ninja Weapons (Ranged):
Shuriken: +5
Taijutsu:
Ninjutsu: +3
Medical Ninjutsu: +3
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:
~Possessions~


Money:

Ryo:

Equipment:
20 Exploding Tags
10 Shuriken
5 Kunai
1 Naginata

Valuables
Mother’s Necklace: Flat, dark blue stone pendant, worn smooth and inlaid in silver with the kanji for lightning (kaminari). Worn on long, fine silver chain.
PostPosted: Sun Aug 29, 2010 2:33 am


moved

PupSage

Dapper Dog

20,850 Points
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  • Object of Affection 150
  • 50 Wins 150

Qyp
Crew

Manly Lunatic

PostPosted: Mon Aug 30, 2010 10:17 pm


User-name: Qyp
Posting: Frequent
Time zone: New Zealand

~Character Data~


Name: Mizuiro
Village: Kirigakure
Clan/Bloodline: Hoshigaki
Element Affinity: Water
Age: 10
Gender: male
Rank: Academy Student

~Appearance~


User Image

Headband: none
Height: 5' 5"
Weight: 127lbs
Hair: A light blue.
Eyes: The same as any other Hoshigaki. Little circles.
Physical Description: He is tall, like any other Hoshigaki, but a little slender than normal. His skin is gray-blue. His teeth are pointy and razor sharp.
Clothing: He wears a black 3/4 sleeve top, which is to big for him, with a blue vest over it. His pants reach down over his black sandals. He also wears goggles sometimes.
Background: Mizuiro was born into one of the noble families of the Hoshigaki, his father was son of a patriarch, and his mother a daughter of a priest. They were forced to be married to each other, have children, and then that was it. Mizuiro, knew nothing of affection, he just knew that he if didn't look out for himself, no one will. He was raised by the clan, and bred to be the ultimate warrior. He kept this mostly to himself, and did not intend to help others, except when it was good for the whole village to do so. Mizuiro liked swords, he started this fascination when seeing a scroll about the Seven Swordsman of the Mist. He read that the seven swords were now keep away in secret, or lost forever. Samehada was the only one known to be still around, supposedly, for it's spawn was given to the clan members. Mizuiro was intrigued, and dared to asked his grandfather matriarch about Samehada, but was kicked out for they were in a meeting, and he never got the chance to ask about it.
He decided to look around the library some more, even though he hated the place, he liked swords to much to shake it off.
But the time to go to the Academy caught up with him, and he was sent there because he was destined to do so.
Personality: Thinks he is the most important Hoshigaki, a superiority complex, being bred specifically to the ultimate warrior. He is also very easily bored. But the rest of the time, he is like most other Hoshigaki.
Other: He is left handed.

~Stats~

LV. 4
Experience: 116/250
Hp: 44
Cp: 24
MHp: 40

[Distribute]...[Level]...[Training]...[Clan]...[Total]

Strength:.........[12]...[--]...[--]...[+20%]...[14] Mod: +2
Dexterity:........[10]...[02]...[02]...[------]...[14] Mod: +2
Constitution:.....[10]...[02]...[01]...[------]...[13] Mod: +1
Intelligence:.....[09]...[--]...[--]...[-30%]...[06] Mod: -2
Wisdom:..........[06]...[04]...[--]...[------]...[10] Mod: 0
Charisma:........[06]...[--]...[--]...[-30%]...[04] Mod: -3
Chakra:...........[09]...[01]...[--]...[+50%]...[15] Mod: +2
Dodge Bonus: 12

Base Attack Bonus: 4
Attack Melee: 6
Attack Ranged: 6

Base Save Bonus: 2
Fort: 3
Rex: 4
Will: 2

~Skills~


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

Acrobatics (Dex): 2
Alchemy (Int):
Awareness (Wis): 2
Athletics (Str): 3 + 1 = 4
Chakra Control (Int): 8 + 2 = 10
Concentration (Con): 5 + 1 = 6
Craft (Int):
Diplomacy (Cha):
Escape Artist (Dex): 3
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha): 2
Perform (Cha):
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis): 3
Sleight of Hand (Dex): 3
Stealth (Dex): 1
Survival (Wis): 1
Treat Injury (Int): 2


Ninja Skills [Passive] ((No Modifiers)):
Kusarigama: 4
Kunai: 2 + 2 = 4
Taijutsu: 5
Ninjutsu: 5
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Samekamu (Shark Bite)
The Hoshigaki's shark teeth make a useful weapon when both hands are immobilized. The sharpness of the two rows of teeth are sure to make the victim bleed should he or she be struck by this attack.
Rank: E
Dice Rolls: 1
Cp Cost: None
Damage: (2 - 4) + str mod
Reflex DC: n/a
Fortitude DC: 10 + str mod (user) + 2 Per 20 hp past half hp (victim)
Requirements: Hoshigaki Clan
Training: None, basic instincts
Special: Can be used when grappling ot grappled. If used when grappled and victim fails fortitude check, grapple is broken due to pain. If used when grappling, user can hold the bite to increase the DC to maintain grapple by 5.

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.

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.

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.

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-


~Possessions~


Money:

Ryo: 16

Equipment:
Kunai x10

Kusarigama
The kusarigama is the union of a normal kama with a chain on the end of the kama handle. The kusarigama is one of the hardest weapons to master and one of the most useful ones. The kama can be used to attack in close quarters while the chain, which most of the time has a small metal sphere-like tip, can be used for ranged attack, trips, immobilisation and disarming as well as creating vast numbers of opening for the user to kill with the kama's sharp edge.
Damage: 1 - 8 + 1.5x str. mod. “Kama”, 2 - 6 + 1.5x str. mod. “Chain”
Range: Melee or Ranged 30 ft.
Special: Can be used to make disarm, grapple/strangle or trip checks with a +4 bonus. Causes a Bleeding Wound upon a critical hit with the kama side.
Dual Wield: No.

Valuables
PostPosted: Wed Oct 13, 2010 1:02 pm


User-name: Pr0dlgy
Posting: Multiple times daily
Time zone: Eastern

~Character Data~


Name: Batsu Watanabe
Village: Kirigakure
Clan/Bloodline: N/A
Element Affinity: Lightning
Age: 11
Gender: Male
Rank: Genin

~Appearance~


Headband: Located around neck
Height: 124.5cm
Weight: 37.3 kg
Hair: Black, shoulder-length, always tied back in a ponytail with a strand lightly grazing over his right eye.
Eyes: Crimson
Physical Description: Batsu Small-framed but is somewhat muscular, has even-toned ivory skin except for a small mole on his left cheek.
Clothing: Wears a blue, skin-tight, sleeveless shirt and blue short set. He also has a fingerless blue glove on his right hand. Wears dark blue ninja boots.
Background: Batsu was raised as the youngest of five siblings. All of them became successful shinobi, and mastered genjutsu. Batsu chose a different path and decided to focus on medical ninjutsu. This caused him to be teased within his own household and was often the dummy used for their genjutsu training. He had to learn to combat the skill at an early age while still trying to master his own craft.
Personality: Batsu is reserved until he feels comfortable enough to come out of his shell. He tends to insult people as a joke, but has gotten him into bad situations on more than one occasion. He is always doing something. He hates to sit still.
Other: Batsu is gay and right-handed.

Missions:

S:
A:
B:
C: 1
D: 1

Jutsu:

Ninjutsu-

Bunshin No Jutsu [Doppelganger 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
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, utilising your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.


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.


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.


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 broken 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


Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 9
Experience: 174/550
Hp: 72
Cp: 80
MHp: 120

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

Strength: 8 + 0 + 0 = 8 Mod: -1
Dexterity: 8 + 13 + 7 = 28 Mod: 9
Constitution: 8 + 2 + 1 = 11 Mod: 0
Intelligence: 8 + 2 + 4 = 14 Mod: 2
Wisdom: 8 + 10 + 2 = 20 Mod: 5
Charisma: 8 + 0 + 0 = 8 Mod: -1
Chakra: 8 + 8 + 7 = 23 Mod: 6
Dodge Bonus: 24

Base Attack Bonus: 9
Attack Melee: 8
Attack Ranged: 18

Base Save Bonus: 4
Fort: 4
Rex: 13
Will: 7

~Skills~


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

Acrobatics (Dex): 9 + 5 = 14
Alchemy (Int): 1 + 1 = 2
Awareness (Wis): 5 + 9 = 14
Athletics (Str): -1 + 2 = 1
Chakra Control (Int): 1 + 23 = 24
Concentration (Con): 0 + 0 = 0
Craft (Int): 1 + 0 = 1
Diplomacy (Cha): -1 + 0 = -1
Escape Artist (Dex): 9 + 0 = 9
Handle Animal (Cha): -1 + 0 = 0
Innuendo (Cha): -1 + 0 = -1
Intimidate (Cha): -1 + 0 = -1
Perform (Cha): -1 + 0 = -1
Read Lips (Wis): 5 + 0 = 5
Seduction (Cha): -1 + 0 = -1
Sense Motive (Wis): 5 + 0 = 5
Sleight of Hand (Dex): 9 + 0 = 9
Stealth (Dex):9 + 7 = 16
Survival (Wis): 5 + 0 = 5
Treat Injury (Int): 1 + 5 = 6


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

Ninja Weapons:
TAB Bow - 16
Taijutsu: 8
Ninjutsu: 8
Medical Ninjutsu: 20
Genjutsu: 1
Fuuin Jutsu:
Sneak Attack: 10
Puppet Play:

~Possessions~


Money:

Ryo: 51

Equipment:
A bow that his dad purchased for him before heading off to the academy. It is a basic bow constructed of wood.

Wooden Arrow x29
Steel Arrow x10
Barbed arrows x27
Bandages
Burn Salve x1
11x Kunai
9x Shuriken
2x Senbon
4x Explosive tag
Vial of fire jellyfish poison (10 uses)

Valuables


Majikal Mayhem


Cool Loser

23,400 Points
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Medlesome Socialite

PostPosted: Sun Oct 17, 2010 2:21 pm


User-name: Medlesome Socialite
Posting: At least a couple times a day at worst
Time zone: Pacific

~Character Data~


Name: Valken Cairnivira
Village: Hidden Mist
Clan/Bloodline:
Element Affinity: Fire
Age: 10
Gender: Male
Rank: Academy Student

~Appearance~


Headband:
Height: 4’11”
Weight: 103 Lbs.
Hair: White and slightly less than shoulder length. Fashioned elegantly. His tresses are slicked back on the sides, running slightly past the back of his ears while the hair on the very top of his head is slicked back and up a little.
Eyes: Piercing red eyes
Physical Description: Somewhat frail in appearance for taking up a shinobi profession. Tall and lanky while still maintaining an aura of smug confidence. His facial features are sharp and contain his haughty smile eloquently. His shoulder pull down, creating the illusion of longer arms giving him a more intimidating appearance than his physique would seemingly allow.
Clothing: A regal and long violet coat and pants with a golden trimming adorn him. His sleeves end in large white cuffs where his hands emerged, gloved. Beneath his coat is a tight fitting black vest and around his neck is a loose dark green scarf.
Background: Born into money, Valken had developed the personality that wealth tends to breed. He was raised learning the arts in aristocratic fashion. His father held high influence that could get a man killed in this country. As assumed, attempts on Valken and his family were made. His father began to train him in light combat at around age eight. This new direction of teaching did not immediately phase Valken, although he had noticed ulterior motives about his father. Two years later his dad made it known that he intended to enroll Valken in a ninja academy. The idea seemed pointless and vulgar to Valken, but knew any resistance would serve no purpose other than show once his father made up his mind. The interest was to remove Valken as a liability and make him usefull for something, but it only bred silent contempt in the child. He would go and complete training, but had no intention of embracing it happily.
Personality: A sense of confidence and one of entitlement run through Valken in a way that makes itself known to all. Many would describe him as insufferable, but he would describe him as ‘not caring about what people thought of him in the least.’ At times, a soft spot has been seen, but no one has associated with him enough to reveal it.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: [10 + constitution modifier] x level = (10-1) x 1 = 9
Cp: [3 + chakra modifier] x level = (3-1) x 1 = 2
MHp: [10 + wisdom modifier] x level = (10+0) = 10

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Attriute........Distribute | Level | Training | Total

Strength:…………08 | 00 | 00------------| 8 Mod: -1
Dexterity:……….10 | 00 | 00-------------| 10 Mod: 0
Constitution:…...09 | 00| 00-------------| 9 Mod: -1
Intelligence:…….10 | 00 | 00------------| 10 Mod: 0
Wisdom:………….10 | 00 | 00------------| 10 Mod: 0
Charisma:………...06| 00 | 00------------| 6 Mod: -2
Chakra:……………09 | 00 | 00------------| 9 Mod: -1

Dodge Bonus: [10 + dex mod + wis mod] = 10 + 0 + 0 = 10

Base Attack Bonus:[level] = 1
Attack Melee: [str mod + bab] = 1 – 1 = 0
Attack Ranged: [dex mod + bab] = 0 + 1 = 1
Number of attacks: 1

Base Save Bonus: [level/2] = 0
Fort: [con mod + bsb] = 0 – 1 = -1
Rex: [dex mod + bsb] = 0 + 0 = 0
Will: [wis mod + bsb] = 0 + 0 = 0

~Skills~


Skill cap: [Level + 20] = 21
Number of skill points to distribute: [Level x 10] + 10 = 20

Skill: (Mod) | Distribute | Rewards | Level | Total

Strength modifier: -1

Athletics: .................(Str) | 00 | 00 | 00 | -1

Dexterity modifier: 0

Acrobatics: ...............(Dex) | 00 | 00 | 00 | 00
Escape Artist: ..........(Dex) | 00 | 00 | 00 | 00
Stealth: ....................(Dex) | 05 | 00 | 00 | 05
Sleight of Hand: .......(Dex) | 05 | 00 | 00 | 05

Constitution modifier: -1

Concentration: .........(Con) | 00 | 00 | 00 | -1

Intelligence modifier: 0

Alchemy: ...................(Int) | 00 | 00 | 00 | 00
Chakra Control: ........(Int) | 05 | 00 | 00 | 05
Craft: ........................(Int) | 00 | 00 | 00 | 00
Treat Injury: .............(Int) | 00 | 00 | 00 | 00

Wisdom modifier: 0

Awareness: ..............(Wis) | 05 | 00 | 00 | 05
Read Lips: ................(Wis) | 00 | 00 | 00 | 00
Sense Motive: ...........(Wis) | 00 | 00 | 00 | 00
Survival: ...................(Wis) | 00 | 00 | 00 | 00

Charisma modifier: -2

Diplomacy: ...............(Cha) | 00 | 00 | 00 | -2
Handle Animal: .........(Cha) | 00 | 00 | 00 | -2
Intimidate: ...............(Cha) | 00 | 00 | 00 | -2
Innuendo: ................(Cha) | 00 | 00 | 00 | -2
Perform: ...................(Cha) | 00 | 00 | 00 | -2
Seduction: ................(Cha) | 00 | 00 | 00 | -2

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

Medical Ninjutsu: .......(---) | 01 | 00 | 00 | 00
Taijutsu: ...................(---) | 00 | 00 | 00 | 00
Ninjutsu: ..................(---) | 02 | 00 | 00 | 00
Genjutsu: .................(---) | 00 | 00 | 00 | 00
Fuuin Jutsu: ..............(---) | 00 | 00 | 00 | 00
Sneak Attack: ...........(---) | 00 | 00 | 00 | 00
Puppet Play: .............(---) | 00 | 00 | 00 | 00
Ninja Weapons (Melee):
Ninja Weapons (Ranged):


~Possessions~


Money:

Ryo:

Equipment:


Valuables
PostPosted: Sat Nov 06, 2010 11:33 pm


User-name:Reclaimer9213
Posting: As replies allow
Time zone: EST

~Character Data~


Name: Rugen Saguro
Village: Kiri
Element Affinity: Water
Age: 12
Gender: Male
Rank: Genin

~Appearance~


User Image
Headband: Forehead, Blue
Height: 5'4"
Weight: 122LB
Hair: Black, Thick
Eyes: Brown
Clothing: 1x Black Long Sleeves sweater, 1x Green and White in colour Jacket(4 Pocket), 1x Blue Cargo Pants(4 pocket),Black Ninja Boots
Background: Rugen was a pretty average academe student. He made respectable grades, but burned himself trying to learn an advanced jutsu too early and wasn't able to compete in his scheduled exam. After the injury's healed, he was able to receive a special re-test in which he passed with flying colors. Despite this, he was still unable to join a 3 man squad on time, so he was forced to wait until the official exams were given again in order to join a squad. In his down time, he did many class D missions around the village to keep in shape.
Personality: Never scared to speak his mind, Rugen is still a reasonably nice fellow. He is smart, and loves to put people in their place when they step out of line.


Missions:

S:
A:
B:
C:
D: (11*)
* for story-telling purposes only

Basic 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.

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.

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 5
Experience: 110/300
Hp: 55
Cp: 30
MHp: 55

(Base + Level-Up) + Training = Mod:
Strength: (8+2) Mod: 0
Dexterity: (8+4) Mod: 1
Constitution: (8+4) Mod: 1
Intelligence: (8+12) Mod: 5
Wisdom: (8+4) Mod: 1
Charisma: (8+2) Mod: 0
Chakra: (8+8 ) Mod: 3
Dodge Bonus: 12

Base Attack Bonus: 5
Attack Melee: 5
Attack Ranged: 6

Base Save Bonus: 2
Fort: 3
Rex: 3
Will: 3

~Skills~


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

Acrobatics (Dex): 4
Alchemy (Int):
Awareness (Wis):
Athletics (Str): 4
Chakra Control (Int): 12 + 1
Concentration (Con): 4
Craft (Int):
Diplomacy (Cha):
Escape Artist (Dex):
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha):
Perform (Cha):
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis): 4
Sleight of Hand (Dex):
Stealth (Dex): 4
Survival (Wis): 4
Treat Injury (Int): 2


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

Ninja Weapons (Melee):
Kunia: 4
Ninja Weapons (Ranged):
Kunia: 6
Taijutsu:
Ninjutsu: 12
Medical Ninjutsu:
Genjutsu: 2
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo: 60

Equipment:

Kunai: 8
Damage: 1 - 3 + Str. mod. In melee
Damage: 1 - 4 + Dex. mod In ranged

Kibaku Fuda: 2
Damage: 10 - 20

Valuables
 

Reclaimer9213


Samael KOT

8,300 Points
  • Invisibility 100
  • Signature Look 250
  • Peoplewatcher 100
PostPosted: Sun Nov 07, 2010 6:37 pm


User-name: Hayate-senpai
Posting: Addiction
Time zone: Central

~Character Data~


Name: Gin (Kite Maboroshi)
Village: Kirigakure
Clan/Bloodline: None
Element Affinity: Water
Age: 9
Gender: Male
Rank: Genin

~Appearance~


User Image

Headband: Depends on his mood but usually on his forehead
Height: 3'9" (smaller than average)
Weight: 52.6 lbs (skinnier than average)
Clothing: He seems to enjoy non-generic clothing, stuff that aren't mainstream. He also wears cloaks, robes, and different hats.
Background: He grew up as a spoiled rich kid, getting every single thing he wanted. That's when he saw an anbu team rush through when he was away from the village with his parents. He was fascinated by the display of prowess and wanted to become a shinobi, to become an anbu. That's when he enrolled into the ninja academy, which is really the start of the journey of a generally spoiled and sheltered child. He trained hard with shuriken because although they aren't very damaging, they are easy to get ahold of, help when it comes to his body's build which isn't meant for taijutsu, and also allows one to throw multiple at the same time which opens up new possibilities. He also picked up a slight lust for the female type, even if he is very young, he is well aware of the opposite gender. He graduated because of his hard work and drive to one day become an anbu squad member.
Personality: Cold, cocky, and distrusting when it is involving guys. Cute and charming when it involves "attractive" girls.

Missions:

S:
A:
B:
C: 2
D:

Jutsu:

Academy-


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
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
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
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
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
Special: +2 to your Escape Artist roll when escaping from rope.


Ninjutsu-

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
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.


Medical Ninjutsu-

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


Taijutsu-

Summoning Contract-

~Stats~

LV. 6
Experience: [138/350]
Hp: 54
Cp: 36
MHp: 60

Strength: (8+2 ) Mod: 0 - 1 = -1
Dexterity: (8+10 ) Mod: 4
Constitution: (8+2 ) Mod: 0 -1 = -1
Intelligence: (8+8 ) Mod: 3 + 1 = 4
Wisdom: (8+2 ) Mod: 0
Charisma: (8+11 ) Mod: 4
Chakra: (8+6 ) Mod: 2
Dodge Bonus: 14

Base Attack Bonus: 6
Attack Melee: 5
Attack Ranged: 10

Base Save Bonus: 3
Fort: 2
Rex: 7
Will: 3

~Skills~



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


Acrobatics (Dex): 8
Alchemy (Int):
Awareness (Wis):
Athletics (Str):
Chakra Control (Int): 15
Concentration (Con):
Craft (Int):
Diplomacy (Cha): 8
Escape Artist (Dex):
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha):
Perform (Cha):
Read Lips (Wis):
Seduction (Cha): 10
Sense Motive (Wis):
Sleight of Hand (Dex):
Stealth (Dex): 8
Survival (Wis):
Treat Injury (Int):


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


Ninja Weapons (Melee):
Ninja Weapons (Ranged):
Shuriken: 10
Taijutsu:
Ninjutsu:
Medical Ninjutsu:
Genjutsu: 17 x 1.3 = 22.1 = 22
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Ryo: 31

Equipment:

Shuriken: 57
Damage: 4 - 8 + 4 + 2 to attack roll

Valuables:
He has an art book that he never brings out of the village. It has artwork of professional level old style japanese art. He got it as a gift from someone. He would never sell it for anything and never takes it anywhere where it can be stolen or seriously damaged.
PostPosted: Tue Nov 23, 2010 2:49 pm


opps. I'll just save this for Zanza sweatdrop

Reclaimer9213


Gideon Commando
Crew

PostPosted: Thu Nov 25, 2010 8:03 pm


User-name: Gideon Commando
Posting: Everyday( almost)
Time zone: Central

~Character Data~


Name: Takasugi “Taka” Hadara
Village: Kirigakure
Clan/Bloodline: N/A
Element Affinity: Water/Lightning
Age: 32
Gender: Male
Rank: Jonin (to become Mizukage)

~Appearance~


Headband: Red, worn Across his forehead
Height: 5’ 9”
Weight: 180
Hair: Black, Semi-Long
Eyes: Dark Brown
Physical Description: User Image
Taka is a lean 5’ 9” from serving Kirigakure as a ninja his whole life. While he isn’t overtly muscular, Taka is plenty strong and makes up for anything he make lack in technique.
Clothing: Taka dresses simply and practically, he wearing a black long sleeved t-shirt and pants. Right below his pants he wears dark blue leggings, and below those are his black shoes. Over his T-shirt Taka wears his Chuunin vest though he’s modified it to his liking, only the two innermost scroll holders actually hold scrolls. Three of the other four each carry one kunai knife, while the last one holds around 40 Senbons. Across his back he wears a blade from Kumo steel.
Background: Taka is a veteran of every war Kirigakure has fought in the last 20 years, and has been loyal to the village throughout. Though he has seen much combat and seen a lot of his comrades die around him Taka is not a firm supporter of Kiri’s recent Isolationist Policies. He has always believed in preventing wars by having a somewhat aggressive and active foreign policy. Knowing this the Village Council has kept him out of the village doing relatively mundane tasks, creating a gap between him and the council.
Personality: Despite all pain and death he has seen, and caused, Taka still keeps a bright attitude and is always quick to look for the silver lining. However when it comes to actually fighting, he gets dead serious and will never make a joke in combat. That is unless certain death awaits him.
Other:

Missions:

S: 53
A: 298
B: 414
C: 190
D: 197

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.

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.

Kekkai Hojin (Barrier Encampment Method)
An array of four explosive tags are jointly placed around the boundary of an area. If anyone or anything happens to walk through the boundary, the seals will instantly activate and explode, killing the imprisoned target.
Cp cost: N/A
Dice Rolls: 1 Roll
Damage: 10 - 20 per tag, all four means 40 - 80 damage.
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu. -2 per detected bomb tag.
Requirements: Craft 2
Training: 1 stage.
Stage I: Craft DC 12 Figure out and learn the best way to position the four bomb tags for maximum effectiveness.
Special: This technique requires 4 (nonconsecutive) turns to set up. You must hide each tag with a Stealth roll vs. your opponent's Awareness roll.

Utsusemi no Jutsu (Projection Technique)
In order to hide their location and not disclose their posture, the user projects their voice by resonating everything they say from all possible directions with this technique.
Dice Rolls: N/A
Cp cost: N/A
Damage: N/A
Awareness DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Perform 30, Chakra Control 28, Ninjutsu 25
Training: 3 stages
Stage I: Perform DC 40 Ventriloquism, practice it!
Stage II: Chakra Control DC 40 Use your chakra to create and enhance the echoing effect when using this technique.
Stage III: Ninjutsu DC 35 Combine the previously learned elements.
Special: Able to speak without disclosing your position.

Kawara Shuriken (Ninja Art: Tile Shuriken)
This technique requires chakra to pressurize nearby tiles/similar objects in an area. The objects are then levitated and hurled over towards the opponent, spinning at fast speeds similar to shuriken.
Cp cost: 10 per Shuriken.
Dice Rolls: 4 Rolls
Damage: Each shuriken deals 6 - 15 damage + chk mod.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Must have the objects close to you when using the technique. Chakra 25, Wisdom 25, Ninja Weapons (Shuriken) 10, Chakra Control 25, Ninjutsu 25
Training: 4 stages
Stage I: Shuriken DC 20 Weapon familiarization. Pay special attention to the properties of a shuriken and its spin.
Stage II: Chakra Control DC 35 Pour large amounts of chakra into the objects you want to use as the projectiles. They should shoot out at a quick speed.
Stage III: Wisdom DC 17 {d20 + wis mod} Don't get hit by your own projectiles. Instead, focus on directing the projectiles to where you want with accuracy and speed.
Stage IV: Ninjutsu DC 35 Combine the previously learned elements.

Sakura Fubuki no Jutsu (Sakura Blizzard Technique)
The user hurls several kunai at her opponent, each with a small sack of miniature explosive tags attached. The opponent, while deflecting the kunai, will cause the sacks to break and scatter the tags on themselves and the area around them. The user merely has to throw another kunai with an explosive tag to ignite them, thus catching her opponent in an immense explosion.
Cp cost: Cost to activate any and all tags
Dice Rolls: 5 Rolls
Damage: Depends on kunai and exploding tags used.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Must have the necessary equipment. Kunai/Shuriken 20, Jibaku Fuda: Kassei (Exploding Tag: Activate) learned.
Training: 2 stages
Stage I: Kunai/Shuriken DC 30 Weapon familiarization. If you can, throw the kunai/shuriken against a surface that produces sparks.
Stage II: Ninjutsu DC 35 Infuse your final kunai/shuriken with some of your chakra. Use that chakra to activate all bomb tags in the area to create a beautiful explosion.
Special: Any bag attached to regular kunai can hold up to 5 bomb tags. Shuriken bags can hold up to 2 tags.

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This technique renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 40 + 5 per round held
Dice Rolls: 5 Rolls
Damage: N/A
Requirements: Chakra Control 38, Ninjutsu 35, Stealth 30
Training: 5 stages
Stage I: Awareness DC 30 Pay attention to your surroundings. It's the very thing that you will be attempting to replicate when using this technique.
Stage II: Stealth DC 40 Now work on your concealment techniques. Keep your body absolutely still and your breathing inaudible. Don't disturb the environment at all costs!
Stage III: Chakra Control DC 48 Create a thin layer of chakra around now. Now, with the same principles as the Henge no Jutsu (Clone Technique), alter the chakra layer to look exactly like your surroundings.
Stage IV: Chakra Control DC 53 Refine the thin chakra layer even more. For example, work to rid the layer of the shimmer effect, react quickly to changes in the environment and so on.
Stage V: Ninjutsu DC 50 Combine the previously learned elements.
Special: User receives +30 to his Stealth (hiding) roll

Suirō no Jutsu (Water Prison Technique)
A move used to trap the victim inside a virtually inescapable prison of water. The only downside to this technique is that the user must keep one arm inside the water sphere at all times in order for the victim to remain imprisoned.
Cp cost: 20 + 10 per turn held
Dice Rolls: 3
Damage: n/a
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod + 2 per 10 ranks in Ninjutsu.
Requirements: Water Affinity, Chakra Control 26, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 36 Forming a water sphere.
Stage II: Ninjutsu DC 30 Maintaining an object inside the sphere.
Stage III: Chakra Control + Ninjutsu DC 56 Preventing the trapped object from escaping.
Special: If victim is underwater, increase Reflex DC to dodge by 25%. Victim is completely immobilized until he/she can break free.

Suiton: Suitenhōfutsu (Water Release: Water Sky Convergence)
This technique enables the user to control water and moisture. The air becomes saturated with water bubbles and the combat field becomes a water source for use of water techniques. Allows water-based summons that would normally need water to move around to fight in on land in the area by either trapping the target in the same water or maneuvering the water to allow the summing to chase the target. It is able to extract and utilize groundwater, and is very effective in most areas but rocky areas.
Cp cost: 70
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30
Training: 4 stages
Stage I: Chakra DC 20 Sucking out water from the ground
Stage II: Chakra Control DC 45 Vaporizing the water into the air.
Stage III: Ninjutsu DC 40 Condensing the vaporized water into balls of water in suspension in the air.
Stage IV: Ninjutsu + Chakra Control DC 75 Condensing the water around specific areas or targets.
Special: Creates a body of water only usable by the user and his summons. Allows water based summons to move on the ground. Techniques that must usually be done underwater can now be done on the ground in the area. Techniques that have special effects if underwater now have these effects on the ground in the combat area.

Suiton: Suijinheki (Water Release: Water Encampment Wall)
This defensive technique creates a wall of water around the user. Enemy attacks are completely intercepted by a fence of water blown out from the mouth, and is raised from below with tremendous might. The water is blown out is in the form of a circle around the user, and it makes for a defense without openings. It is also possible for the user to control the amount of water and duration at will. The wall's strength and resistance change following the quantity of chakra poured down into the water, so a skillful shinobi will be able to build a sturdy one.
Cp cost: 90
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25, Chakra 32, Concentration 20
Training: 4 stages
Stage I: Chakra Control DC 40 Raising water into a wall.
Stage II: Ninjutsu DC 35 Spreading the wall in a circle around the user.
Stage III: Chakra DC 21 Generating a strong current to block attacks.
Stage IV: Concentration DC 30 Maintaining the barrier while fighting or doing other attention demanding activities.
Special: Completely avoid area effects that strike the user head on. The wall remains in place for a number of rounds equal to the user’s chakra modifier + 10 (1 post = 1 round). To Be Updated.

Suiton: Bakusui Shōha (Water Release: Exploding Water Shockwave)
The user generates a great volume of water, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks. The amount of water created is proportional to the amount of chakra used; when used with an enormous chakra, even a dry wasteland can become a small ocean.
Cp cost: 130
Dice Rolls: 4
Damage: 130 - 150 + chk mod
Reflex DC: n/a
Athletics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30, Dexterity 20
Training: 4 stages
Stage I: Chakra DC 20 Creating or gathering extremely large quantities of water for a technique.
Stage II: Chakra Control DC 45 Launching the water into a wave.
Stage III: Dexterity DC 15 Riding the wave while maintaining balance.
Stage IV: Ninjutsu DC 40 Launching an attack while the wave hits.
Special: Cannot be dodged due to the volume of the attack, targets must flee or get caught in the blast. Creates a water source. User can launch an attack in the same turn as he uses this technique, if the victim fails the Reflex save, his dodge rating will be 0.

Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique)
This technique shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage.
Cp cost: 170
Dice Rolls: 5
Damage: 175 – 275 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 40, Ninjutsu 45, Chakra 35
Training: 5 stages
Stage I: Chakra DC 22 Gathering large quantities of water for a jutsu.
Stage II: Chakra Control DC 50 Forming the water in the shape of a dragon.
Stage III: Chakra Control DC 52 Animating the dragon.
Stage IV: Ninjutsu DC 55 Aiming the dragon for an attack.
Stage V: Ninjutsu DC 57 Adding concussive force to the attack.

Suiton: Hahonryū (Water Release: Tearing Torrent)
This technique creates water that spirals in the user's hand and fires at a high speed at the enemy like a spinning fastball of water. The overall amount of water formed is large enough to help extinguish even large-scale Fire Release techniques.
Cp cost: 120
Dice Rolls: 5
Damage: 140 – 160 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 45, Ninjutsu 42, Strength 30
Training: 5 stages
Stage I: Chakra Control DC 55 Condensing an important quantity of water in the palm of your hand.
Stage II: Chakra control DC 57 Making the water rotate a high speeds.
Stage III: Strength DC 20 Hurling the water ball with decent strength.
Stage IV: Ninjutsu DC 52 Maintaining water rotation during the throw.
Stage V: Ninjutsu DC 54 Expanding the water as it approaches the target for defensive uses.
Special: Can be used as a defensive technique to nullify Fire Release techniques. {Pit d20 + Ninjutsu DC vs. d20 + Ninjutsu DC.}

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: Jibashi (Lightning Release: Electromagnetic Murder )
This technique allows the user to create a wave of electricity from his hands. The user can vary its power from a small surge to shock an opponent to a powerful stream of lightning capable of ripping through solid rock. It is ideal to use in conjunction with a water technique.
Cp Cost: 95 Cp
Dice Rolls: 3
Damage: 75 – 90 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 30, Ninjutsu 20, Chakra 22
Training: 3 stages
Stage I: Chakra Control DC 40 Convert your chakra to pure lightning.
Stage II: Chakra DC 16 {d20 + chk mod} Forcing your electric chakra towards a target with as much strength as possible.
Stage III: Ninjutsu DC 30 Using a conductor or water jutsu as a vehicle for the technique.
Special: Technique can be used through a conductor for a 25% reduced chakra cost. Can be used in conjunction with a water jutsu that will act as conductor, however the target only has to make one Reflex save for both attacks if such is the case. If jutsu makes contact, victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.

Raiton: Rairyu Dageki Dangan (Lightning Release: Lightning Dragon Shock Bullet)
The user begin to channel and attract all the static electricity within the air around them, and from within there bodies in to a small sphere at the front of there open mouths, as well as applying as they do so to strengthen the charge. Once enough static electricity is gathered, it is expelled. The expelled charge of electricity acts like cloud to cloud lightning. The charge seeks out a differing electric potential, other than the user. As it does so, the user shapes the front of this lightning-like charge in to that of a dragon head with his chakra. Because it is seeking out another electric potential this technique rarely misses its target.
Cp cost: 200
Dice Rolls: 4
Damage: 100 - 200 + chakra mod.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning affinity, Chakra Control 35, Ninjutsu 33
Training: 4 stages
Stage I: Chakra Control DC 45 Use your chakra to seek and generate static charge around you and into a sphere in your mouth.
Stage II: Chakra DC 28 {d20 + chk mod} Increase the potential difference of your electricity and continue to build up the charge.
Stage III: Chakra Control DC 48 Practise aiming and unleashing the technique accurately on targets.
Stage IV: Ninjutsu DC 48 Combine the previously learned elements.
Special: Add +12 to the Reflex DC for this jutsu.

Chou Raidendou (Super Lightning Conduction)
Follow-up to Raidendou (Lightning Conduction). The user passes lightning chakra through an object, causing it to vibrate at a high frequency. The kinetic energy of the object is raised, causing it to hit at a much higher force.
Cp cost: 70 per post
Dice Rolls: 5
Damage: See Special.
Reflex DC: N/A
Requirements: Lightning Affinity, Chakra Control 50, Ninjutsu 48
Training: 5 stages
Stage I: Ninja Weapons (Melee) DC 40 Weapon of your choice. Weapon familiarisation.
Stage II: Chakra Control DC 60 Pass lightning chakra through the weapon.
Stage III: Ninja Weapons (Melee) DC 42 Learn to control your weapon even as it vibrates wildly.
Stage IV: Chakra Control DC 62 Practise attacking targets and if possible fine tune your control to achieve maximum damage and minimum whiplash.
Stage V: Ninjutsu DC 63 Combine the previously learned elements.
Special: Add double chakra mod. to damage. Melee weapons only.
Medical Ninjutsu-

Shosen Jutsu (Mystical Palm Technique )
By concentrating chakra to the hand, the user is able to cure wounds by focusing their own chakra to where the critical injuries lie, healing them in the process. This technique, however, uses up a high amount of chakra. This may also be utilized as the Chakra Scalpel to sever the opponent's muscle fibers at the point of contact.
Cp cost: 100 + 10 per additional 20 Hp healed
Dice Rolls: 5
Heals: 60 - 100 + chk mod
Damage: 1 - 6 + chk mod
Requirements: Medical Ninjutsu 50 ranks, Chakra Control 45, Taijutsu 15
Training:
Stage I: Chakra Control DC 55 Infuse your hands with healing chakra.
Stage II: Medical Ninjutsu DC 60 Practise healing a severed tendon.
Stage III: Taijutsu DC 25 Using your knowledge of the muscular system develop your chakra scalpel focusing on shredding muscle.
Stage IV: Medical Ninjutsu DC 63 Practise healing a shredded muscle.
Stage V: Chakra Control DC 60 Heal as much as you can in one go.
Special: Against the Chakra Scalpel, the affected victim must roll a Reflex save (DC: your attack roll) to avoid inner bleeding. Should the Reflex check fail the victim shall lose 3 Hp per round per time hit.


Genjutsu-

Taijutsu-
Style: Gouken (Strong Fist)
Gouken aims at inflicting external damage and breaking bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
Cp cost: ----
Dice Rolls: n/a
Damage: Basic Taijutsu Damage increases to 5 - 12.
Requirements: Taijutsu 5, Strength 12.
Training: 2 stages.
Stage I: Strength DC 12. Punch hard surfaces with weights strapped around your arms.
Stage II: Taijutsu DC 17. Punch through less hard surfaces without the weights.

Dynamic Entry
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Cp cost: ---
Dice Rolls: 1
Damage: Add 3 - 8 to Taijutsu dmg
Requirements: Taijutsu 6.
Training: 2 stages.
Stage I: Taijutsu DC 18. Train jump kick from standing.
Stage II: Taijutsu DC 20. Train jump kick from a running start.
Summoning Contract-

~Stats~

LV. 60
Experience:0/4050
Hp: 1860
Cp: 1680
MHp: 2100

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

Strength: 20+40=60 Mod: +25
Dexterity: 20+40=60 Mod: +25
Constitution: 20+33=53 Mod: +21
Intelligence: 20+40=60 Mod: +25
Wisdom: 20+40=60 Mod: +25
Charisma: 20+35=55 Mod: +22
Chakra: 20+40=60 Mod: +25
Dodge Bonus: 60

Base Attack Bonus: 60
Attack Melee: 85
Attack Ranged: 85

Base Save Bonus: 30
Fort: 51
Rex: 55
Will: 55

~Skills~


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

Acrobatics (Dex): 20
Alchemy (Int):
Awareness (Wis): 20
Athletics (Str): 25
Chakra Control (Int): 45
Concentration (Con): 20
Craft (Int): 2
Diplomacy (Cha): 20
Escape Artist (Dex): 15
Handle Animal (Cha): 10
Innuendo (Cha): 20
Intimidate (Cha): 20
Perform (Cha): 15
Read Lips (Wis): 20
Seduction (Cha):
Sense Motive (Wis): 25
Sleight of Hand (Dex): 25
Stealth (Dex): 40
Survival (Wis): 20
Treat Injury (Int): 25


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

Ninja Weapons (Melee):
-Katana: 30
-Kunai: 25
Ninja Weapons (Ranged):
-Shuriken: 20
-Senbon: 15
Taijutsu: 10
Ninjutsu: 48
Medical Ninjutsu: 50
Genjutsu: 10
Fuuin Jutsu:
Sneak Attack: 15
Puppet Play:

~Possessions~


Money:

Ryo: 1000

Equipment:
Kumo Bladed Katana
9 Kunai
20 Shuriken
40 Senbon
Valuables
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