Welcome to Gaia! ::

Naruto: The Way of the Ninja

Back to Guilds

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

Tags: Naruto, roleplay, d20 system, semi-literate, literate 

Reply Guild Archive
Kirigakure Shinobi Scroll Goto Page: [] [<] 1 2 3 ... 4 5 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

The Winged Guardian

Generous Friend

6,200 Points
  • Survivor 150
  • Conversationalist 100
  • Tycoon 200
PostPosted: Sat Jan 01, 2011 9:30 pm


User-name: The Winged Guardian
Posting: Daily if not at least weekly
Time zone: Mountain time.

~Character Data~



Name: Tenko, Huji (First name, Last name)
Village: Kirigakure
Clan/Bloodline: None
Element Affinity: Water(main)/ (? 2nd)
Age: 9
Gender: Male
Rank: Student

~Appearance~


User Image - Blocked by "Display Image" Settings. Click to show.
Headband: None currently.
Height: 3'10''
Weight: 48 lbs
Hair: Dark Blue and straight medium length.
Eyes: Dark blue almost back. His eyes always dash towards an exit so he knows the fastest way out. His eyes have an odd star shape around the pupil that is almost the same dark blue as the rest.
Physical Description: Thin and lean. He has a thick clip attached on his right ear with an identical on his left ear. His hands are covered with scars on the back and sides of them to be exact. He has a high metabolism and loves candy, He'll always have candy somewhere near him. He has a scar on the right side of his eyebrow.
Clothing: White cotton vest that ties close at the sides on wooden toggles. Over that he has a Black button up long sleeve shirt unbuttoned exposing the white vest underneath. It's two sizes too big for him and results in the sleeves covering his hands that are riddled with scars from making toys and non-combat puppets. Inside his white vest is a pocket where he can hold a little notebook. he wears cargo pants and has loops and pockets in the back for kunai or senbon and a strap for a scroll. His pants are black as well. They have two deep side pockets that normal cargo's have.
Background: Tenko grew up as an odd kid. Up until recently his mother was a Medic Ninja. Whilst his father was a Toy Maker. While she was off on missions he taught Tenko the art of making things, puppets, yo-yo's, and other things. His father first gave him a puppet to entertain his younger cousins. But after that he fell in love with them. His mother told him how to become aware of his chakra as well as told him a little about how to control it. When he was off for his first day of Ninja Acedemy his mother tossed him his bag. It jingled as he caught it. When he opened it he found a strap to hold in some senbon with a Kunai and Shuriken thrown in there as well. He smiled and nodded. His mother told him about his puppet jutsu and that's when he decided what he'd do from then on. Be a Medic-Ninja/Puppeteer.
Personality: Kind, Thoughtful, Caring, Will always look and consider a way out unless he has something he likes and wants to protect. Frightens easily but loves being involved.
Other: Don't insult his family.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
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.

Name: Kawarimi no Jutsu (Replacement Technique)
Description: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

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.
Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~


LV. 3
Experience: 37/200
Hp: 27
Cp: 21
MHp: 30

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Base | Distribution | Training | Total
Strength:------>|6|+|2|+2=10 Mod: (0)
Dexterity:----->|6|+|4|+0=10 Mod: (0)
Constitution:->|6|+|2|+0=8 Mod: (-1)
Intelligence:-->|6|+|4|+2=12 Mod: (1)
Wisdom:------>|6|+|4|+0=10 Mod: (0)
Charisma:---->|6|+|0|+0=6 Mod: (-2)
Chakra:------->|6|+|10|+0=16 Mod: (3)
Dodge Bonus: 10

Base Attack Bonus: 3
Attack Melee: 3
Attack Ranged: 3

Base Save Bonus: 1
Fort: 0
Rex: 1
Will: 1

~Skills~



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

Athletics (Str): ------------|0|+0=0

Acrobatics (Dex):--------|0|+0=0
Escape Artist (Dex):----|0|+0=0
Sleight of Hand (Dex): -|0|+0= 0
Stealth (Dex): ----------|0|+0=0

Concentration (Con):--|2|+(-1)= 1

Alchemy (Int):-----------|0|+1= 1
Chakra Control (Int):--|10|+1= 11
Craft (Int):--------------|15|+1= 16
Treat Injury (Int):-------|0|+1= 1

Awareness (Wis):------|0|+(0)= (0)
Read Lips (Wis):--------|0|+(0)= (0)
Sense Motive (Wis):---|0|+(0)= (0)
Survival (Wis): ----------|0|+(0)= (0)

Diplomacy (Cha):-------|0|+(-2)= (-2)
Handle Animal (Cha)--|0|+(-2)= (-2)
Innuendo (Cha): -------|0|+(-2)= (-2)
Intimidate (Cha): ------|0|+(-2)= (-2)
Perform (Cha): ---------|0|+(-2)= (-2)
Seduction (Cha): ------|0|+(-2)= (-2)



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

Ninja Weapons:
Taijutsu:
Ninjutsu:
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play: 15

~Possessions~



Money:

Ryo:

Equipment:

1xKunai
10xSenbon


Valuables:
A toy puppet that he keeps in his back pack
PostPosted: Tue Jan 04, 2011 10:19 pm


User-name: Zent0s
Posting: Moderate
Time zone: California PST

~Character Data~


Name: Ikasu Fuma
Village: Kirigakure
Clan/Bloodline: Fuma
Element Affinity: Wind+Undiscovered Element
Age: 9
Gender: Male
Rank: Academy Student

~Appearance~

User Image
Headband: Unattained.
Height: 5'
Weight: 90
Hair: See reference picture
Eyes: Black

Physical Description: Short for his age and still slightly underweight, he hasn't matured physically, to say the least.

Clothing: Donning normal attire, the only things that stand out in his clothing are the shuriken holster that goes from one shoulder to his hip, and the face mask that he dons every day.

Background: Ikasu was born in the year of the rabbit, a notoriously shy and timid creature. Taking to his zodiacal sign, he has proven anti-social in the academy with almost no friends. He has been picked on constantly and has had no friends, so there isn't much of a story there. Yet to go on a mission and start serious ninja training, Ikasu is the epitome of unknown potential.

Personality: The perfect stereotype of a lonesome child, he lashes out at anyone that tries to make contact with him. He is rude to most and opens up to few. He generally tries to stay away from crowds unless he truly needs to interact with them out of necessity.

Other: He is slightly rude to most people he knows and doesn't enjoy conversing with others.

Missions:

S: 0
A: 0
B: 0
C: 0
D: 0

Jutsu:

Ninjutsu-

E Rank
Name: Kawarimi no Jutsu (Replacement Technique)
Description: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.


Quote:
Name: Kakuremino no Jutsu (Cloak of Invisibility Technique)
Description: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.


Quote:
Name: Henge no Jutsu (Transformation Technique)
Description: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.


Quote:
Name: Bunshin no Jutsu (Clone Technique)
Description: 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.


Quote:
Name: Nawanuke no Jutsu (Rope Escape Technique)
Description: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.


Quote:
Name: Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Description: 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.



D Rank

C Rank

B Rank

A Rank

S Rank



Medical Ninjutsu-

Genjutsu-

Taijutsu-

E Rank

D Rank




Summoning Contract-

~Stats~

LV. 2
Experience: 67/150
Hp: 20
Cp: 6
MHp: 18

In game Stats:
Unable to USE any type of genjutsu, able to identify and repel with the normal will saves.

+50% Shuriken Skill
+40% Dexterity
-25% Ninjutsu

In a fight with another Fuma clan member, if the same wind jutsu is used by both sides, the damage from both is reduced to .5x damage. (to promote peace and stability)

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

Base|Distribution|Levels|Training/Rewards|Clan Bonus|Total (mod)

Strength: _____06 | 02 | 00 | 00 | --- | =8 (-1)
Dexterity:_____06 | 04 | 00 | 00 | x1.4 | =14 (2)
Constitution:___06 | 04 | 00 | 00 | -- | =10 (0)
Wisdom:______06 | 02 | 02 | 00 | -- | =10 (0)
Intelligence:___06 | 04 | 00 | 00 | -- | =10 (0)
Charisma:_____06 | 04 | 00 | 00 | -- | =10 (0)
Chakra:_______06 | 00 | 01 | 03 | -- | =10 (0)
Dodge: 12 Dodge is: (10 + DEX MOD + WIS MOD)

Taijutsu Damage: 1-6
Shuriken Damage: 1-8+dex mod + (# of points in Shuriken skill)(1-2)
=21-47
Base Attack Bonus: 2
Attack Melee: 1
Attack Ranged: 4
Attack Ranged(Fuma Shuriken): 8

Base Save Bonus: 1
Fort: 1
Rex: 3
Will: 1

~Skills~



Skill: (Mod) | Distribute | Rewards/Training | Clan Effects |Total

Strength modifier: -1

Athletics: .................(Str) | 00 | 00 | -- | -01

Dexterity modifier: +2

Acrobatics: ...............(Dex) | 04 | 00 | -- | 06
Escape Artist: ..........(Dex) | 00 | 00 | -- | 02
Stealth: ....................(Dex) | 02 | 00 | -- | 04
Sleight of Hand: .......(Dex) | 02 | 00 | -- | 04

Constitution modifier: 0

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

Intelligence modifier: 0

Alchemy: ...................(Int) | 00 | 00 | -- | 00
Chakra Control: ........(Int) | 03 | 00 | -- | 03
Craft: ........................(Int) | 00 | 00 | -- | 00
Treat Injury: .............(Int) | 00 | 00 | -- | 00

Wisdom modifier: 0

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

Charisma modifier: 0

Diplomacy: ...............(Cha) | 00 | 00 | -- | 00
Handle Animal: .........(Cha) | 07 | 00 | -- | 07
Intimidate: ...............(Cha) | 00 | 00 | -- | 00
Innuendo: ................(Cha) | 00 | 00 | -- | 00
Perform: ...................(Cha) | 00 | 00 | -- | 00
Seduction: ................(Cha) | 00 | 00 | -- | 00

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

Ninja Weapons (Melee): (---) | 00 | 00 | -- | 00
Ninja Weapons (Ranged): (Shuriken) | 00 | 02 | --- | 02
Ninja Weapons (Ranged): (Fuma Shuriken) | 12 | 00 | x1.5 | 18
Taijutsu: ...................(---) | 00 | 00 | -- | 00
Ninjutsu: ..................(---) | 00 | 00 |x0.75 | 00
Medical Ninjutsu: ......(---) | 00 | 00 | -- | 00
Genjutsu: .................(---) | 00 | 00 |-100% | --
Fuuin Jutsu: ..............(---) | 00 | 00 | -- | 00
Sneak Attack: ...........(---) | 00 | 00 | -- | 00
Puppet Play: .............(---) | 00 | 00 | -- | 00


~Possessions~


Money:

Ryo: 0

Equipment: 25x Shuriken
5x Fuma Shuriken


Valuables:


~Pet Data~


Name: Sukauto
Species: Crocodile
Size: Large
Element Affinity: Water
Age: 2
Gender: Female

~Appearance~


User Image

Height: 2'(2 feet)
Weight: 50 lb.
Fur: N/A
Eyes: Yellow
Physical Description: Sukauto is quite large for a crocodile of her age, only about a foot away from fully mature, she is used for scouting in the marshes with Ikasu and will later be used to incorporate water jutsu for Ikasu.
Background: Found in the swamps near Kirigakure when only just a baby, Ikasu was intrigued because it was like him, alone in the wild. Taking it back to his home and taming her, Sakauto was named for her knack of wandering out of Ikasu's home to go and "scout" the nearby houses.
Personality: Being a female, Sakauto is highly aggressive to anyone that she perceives as a threat, although it seems that she trusts Ikasu fully.
Other: Sakauto is a saltwater crocodile, the largest species of crocodile.

Missions:

S: 0
A: 0
B: 0
C: 0
D: 0

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

~Stats~

LV. 1
Experience: 0/100
Hp: 11
Cp: 1
MHp: 3

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

Strength: _____06 | 06 | 00 | 00 | -- | =12 (1)
Dexterity:_____06 | 00 | 00 | 00 | -- | =6 (-2)
Constitution:___06 | 06 | 00 | 00 | -- | =12 (1)
Wisdom:______06 | 06 | 00 | 02 | -- | =14 (2)
Intelligence:___06 | 00 | 00 | 00 | -- | =6 (-2)
Charisma:_____06 | 00 | 00 | 00 | -- | =6 (-2)
Chakra:_______06 | 00 | 00 | 00 | -- | =6 (-2)
Dodge: 8 Dodge is: (10 + DEX MOD + WIS MOD-2)

Base Attack Bonus: 1
Attack Melee: 2
Attack Ranged: 1

Base Save Bonus: 1
Fort: 2
Rex: 1
Will: 2

Bite Damage: 1-8+[Str Mod]+(Points in Taijutsu)(1-2)
= 8-21


~Skills~


>>>PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<

Mundane Skills

Strength modifier: +1

Athletics:................(Str) | 00 | 00 | -- | 01

Dexterity modifier: -2

Acrobatics:.............(Dex) | 00 | 00 | -- | -02
Stealth:..................(Dex) | 00 | 00 | -- | -02

Constitution modifier: +1

Concentration:........(Con) | 06 | 00 | -- | 07

Intelligence modifier: -2

Chakra Control:.......(Int) | 00 | 00 | -- | -02

Wisdom modifier: +2

Awareness:...........(Wis) | 00 | 00 | -- | 02
Sense:..................(Wis) | 06 | 00 | -- | 08
Survival:................(Wis) | 00 | 00 | -- | 02
Track:...................(Wis) | 00 | 00 | -- | 02

Charisma modifier: -2

Diplomacy:...(Cha) | 00 | 00 | -- | -02
Intimidate:....(Cha) | 00 | 00 | -- | -02
Perform:.......(Cha) | 00 | 00 | -- | -02

Ninja Skills

Ninjutsu:.............(---) | 00 | 00 | -- | 00
Genjutsu:.............(---) | 00 | 00 | -- | 00
Taijutsu:.............(---) | 06 | 00 | -- | 06
Fuuin Jutsu:.............(---) | 00 | 00 | -- | 00
Medical Jutsu:.............(---) | 00 | 00 | -- | 00
Sneak Attack:.............(---) | 00 | 00 | -- | 00


--------------------------------------------------------------------------------------------------

Zent0s


Qyp
Crew

Manly Lunatic

PostPosted: Thu Jan 13, 2011 2:25 am


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

~Character Data~


Name: Shizoni "Aozu Imosarada" Hozuki
Village: Kirigakure
Clan/Bloodline: Hozuki
Element Affinity: Water (Specialist)
Age: 25
Gender: Male
Rank: High Jounin, Seven Ninja Swordsmen of the Mist, Sensor, ANBU.

~Appearance~


User ImageUser Image

Headband: Blue, Loosely around neck. ANBU mask.
Height: 6' 7"
Weight:
Hair: White, clean cut, slick back.
Eyes: Silver-Blue
Physical Description: Slender and tall, like most who have wielded the Sewing-Needle Sword. His skin is tanned, and his muscle tone is hardly noticeable.
Clothing: Long black pants, that are tucked into camouflage leg warmers that also cover his feet, with heal and toes showing only. To match, his arm warmers are the same design, both black and white. Large white sash around his waist, with a black sleeveless top tucked under the sash, making it look like the top and pants are connected. His sandals have a singe strap going over the foot only. He also has a steel waist guard.
Background: Shizoni was born and raised in Kirigakure to Hozuki loyalists of the lords who apposed the Mizukage. But he eventually convinced his parents to let him join the Ninja Academy. He went through Academy pretty quickly, but decided to wait until others had graduated so he could join a team. During his early genin years, the Seven Swordsmen of that time were recruiting. His whole generation at the academy entered. The way to enter was to hand in their scores in the academy and how many missions they had done, etc and then they were divided into groups of seven that was determined by their body build and number one skill. Most others were actually taller than him, because Shizoni took a little longer to go through his growth spurt. After an hours fighting, it was down to him and another. They had recognized each others skills and joined forces temporarily. But then they knew they would have to fight each other. It was the second most noticeable fight, the other was for the great decapitating sword, between too brutally strong ninja. But Shizoni and the other ninja were using many skills to determine who would win. But the end was not as exciting as the Swordsmen would of liked. Shizoni's opponent gave up. He was nearly out of chakra, but still had enough physical strength to go on. But Shizoni had yet to use to many ninjutsu, he was conserving it, making sure he had enough to carrying on for a long time.
But Shizoni, though he was disappointed on how he won, was praised by the Swordsmen on how he thought ahead. He was chosen by the wielder of the Long "Sewing-Needle" Sword, who was very tall, but had a nice build to him. He was a great enthusiastic teacher, but died on a S-class mission while Shizoni was almost finished with his training. The current leader of the Swordsmen deemed him worthy to wield the sword from the day he was appointed to be the previous owners apprentice. He left the sword on the grave of his master for two weeks as a sign of respect and honor. It was then decided that the next generation was ready to receive the swords. Shizoni was appointed the Sewing-Needle officially.
Over time, he went on many missions for the council, until he realized what a lot of these missions had done to the village. Shizoni eventually was put on a team in combat that was not as loyal as he thought he was. The leader of this team was named Takasugi Hadara. He was an impressive ninja, even to the standards of the Swordsmen. he learned from him how he was being repressed by the council and that they were never intending a Mizukage to come into power. They also never intended for other villages to visit, to which a shinobi war could be caused by their ideals. He was furious by these accusations, but eventually questioned if they were true. He later came to the council and stated there was one loyal to them who could be the Mizukage. But they said that the Mizukage would never be loyal, and would have more power, especially with the ANBU at their side.
Shizoni was shocked by the honestly, but maybe it was because he was a child of councilmen, and also been very loyal. He later found Takasugi and said that they need to appoint a Mizukage to bring peace to the village, because a civil war would break out soon enough. Takasugi said that plans have long been in place to get the power away from the council.
Shizoni was impressed by how organized they were, and decided to was time to join. He joined the ANBU forces, to get to the most secret inner secrets, and found many ANBU wished to only serve a Mizukage. so he organized amongst those who openly said they would want a Mizukage to lead them, to be the force to be under his command, and to only attack at his command. But he said he would not be the Mizukage, but it is best to take his lead until one comes forward and takes the title.
He now spends most of his time helping Takasugi preparing forces...
Personality: Enthusiastic, but not joyful. He can laugh sometimes, but his charisma is quite low. He isn't one for socializing, he prefers to only be in groups if they are going on a mission, etc. He liked to remain neutral emotionally, so he can stay focused. He enjoys watching sparring fights.
Other: IQ is high

~Stats~

LV. 50
Experience: 2400/3050
Hp: 1500
Cp: 1650
MHp: 1300

BASE + DISTRIBUTE + TRAINING + LEVEL UP = TOTAL

Strength: 18 + 12 + 00 + 00 = 30 Mod: 10
Dexterity: 18 + 48 + 00 + 00 = 66 Mod: 28
Constitution: 18 + 32 + 00 + 00 = 50 Mod: 20
Intelligence: 18 + 41 + 00 + 00 = 59 Mod: 24
Wisdom: 18 + 24 + 00 + 00 = 42 Mod: 16
Charisma: 18 + 20 + 00 + 00 = 38 Mod: 14
Chakra: 18 + 40 + 00 + 00 = 69 Mod: 29
Dodge Bonus: 54

Base Attack Bonus: 50
Attack Melee: 60
Attack Ranged: 78

Base Save Bonus: 25
Fort: 45
Rex: 53
Will: 41

~Skills~


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

Acrobatics (Dex): 22
Alchemy (Int):
Awareness (Wis): 22
Athletics (Str): 20
Chakra Control (Int): 50
Concentration (Con): 30
Craft (Int): 15
Diplomacy (Cha):
Escape Artist (Dex): 25
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha): 20
Perform (Cha):
Read Lips (Wis): 10
Seduction (Cha):
Sense Motive (Wis): 20
Sleight of Hand (Dex): 20
Stealth (Dex): 30
Survival (Wis): 20
Treat Injury (Int): 20


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

Ninja Weapons:
  • Nuibari: 52
  • Senbon: 25

Taijutsu: 14
Ninjutsu: 55
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack: 40
Puppet Play:

Missions:

S: 23
A: 61
B: 58
C: 17
D: 2

Jutsu:


E-Rank

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.


D-Rank

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.

C-Rank

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

Fukumikuchi Hari (Hidden Mouth Needles)
The user is able to summon forth needles into the mouth and then spit them out at their opponent with precise accuracy.
Cp cost: 2 per needle
Dice Rolls: 4 Rolls
Damage: Total Needle "Senbon" damage + chk mod instead of dex mod
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Dexterity 20, Chakra Control 12, Ninjutsu 10
Training: 2 stages.
Stage I: Chakra Control DC 22 The technique works by quickly transporting the needles in your pouch or on your body into your mouth. It's hard to get but practice enough and you should do it with negligible injury.
Stage II: Dex DC 18 {d20 + dex mod} Now that you can fill your mouth with needles you'll probably want to get them out. Work on your aim and the speed of your spitting.
Special: You can only spit out an amount of needles equivalent to your ranks in Chakra Control. Eg. you have 12 in Chakra Control, you can only spit out 12 needles and your technique damage is 12 - 13 + chk mod. Of course you must have enough needles in your possession.

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.

Tanuki Neiri no Jutsu (Feigning Sleep Technique)
The user forces himself or herself into a deep sleep, using chakra to cover their pulse and heartbeat to fool an opponent.
Cp cost: 20 + 5 per turn
Dice Rolls: Full turn
Damage: N/A
Int check DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu.
Requirements: Chakra Control 20, Ninjutsu 18
Training: 3 stages
Stage I: Chakra Control DC 30 Manipulate your inner chakra circulatory system so that your chakra masses around your heart, muting your heartbeat and pulse.
Stage II: Concentration DC 20 Meddling around with your body is unnatural and has its consequences. Get used to the feeling and practice maintaining the technique.
Stage III: Ninjutsu DC 28 Combine the previously learned elements.
Special: You appear dead. Successful usage of this technique gives you a chance to Sneak Attack opponent.

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.

Ninjutsu-

C-Rank

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.

Hijutsu: Kiri Gakure no Jutsu (Hidden Technique: Art of the Hidden Mist)
This displacement technique is a specialty of the Ninja from Kirigakure, where one causes a mist to spring forth by lifting up some water, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It cannot fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan-user will see the mist colored by their opponent's chakra, which will effectively hide the user from the dōjutsu.
Rank: C
Dice Rolls: 3
Cp cost: 20 + 10 per turn the jutsu is mantained.
Damage: n/a
Reflex DC: n/a
Awareness DC:
*User: 12 + [Stealth] + [Chakra mod] + 1 per 5 in [Ninjutsu]
*Others: 12 + [Stealth] + User's [Chakra mod]
Requirements: Kirigakure, Water Affinity, Chakra Control 25, Ninjutsu 22
Training: 3 stages
Stage 1: Chakra Control DC: 35, Vaporizing water into the air to form a mist.
Stage 2: Ninjutsu DC: 32, Flooding the mist with chakra to control density.
Stage 3: Ninjutsu + Chakra Control DC: 57, Keeping track of the victim's whereabouts.
Special: If victims fail awareness check versus a character, they do not know their whereabouts and cannot attack them directly. Even if the user knows the location of the people in the mist, his allies must roll awareness checks versus their opponent's stealth checks also unless they too use the Hidden Mist art. First attack launched against an enemy who does not know your location is considered a Sneak Attack.

Suiton: Mizu Bunshin no Jutsu (Water Release: Water Doppelganger Technique)
The technique creates clones out of water. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. The range of the clone is limited however, as it can not travel very far from the original body without losing control. Additionally, water clones only have a fraction of the original person's power. Like other clone techniques, if the water clones are injured enough they will revert back to normal water.
Rank: C
Dice Rolls: 3
Cp cost: 15 per clone
Damage: Physical damage caused by clones is cut by half.
Reflex DC: n/a
Requirements: Kirigakure or Amegakure or Takigakure, Water Affinity, Chakra control 20, Ninjutsu 18
Training: 3 stages
Stage 1: Ninjutsu DC: 28, Making a solid clone from water.
Stage 2: Chakra Control DC: 30, Animating the water clone.
Stage 3: Ninjutsu + Chakra Control DC: 51, Fighting maneuvers with the clone while making him mimic your combat style.
Special:
*Mizu Bunshin can only perform water jutsus and taijutsu.
*Reflex and Dodge Bonus increased by half compared to user's base stats.
*Clones have to stay within same thread as user and within eye or ear shot of them as well
*HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP
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.


B-Rank

Hijutsu: Suika no Jutsu (Secret Technique: Hydration Technique)
By liquifying the whole body, this technique makes it impossible to receive damage from physical attacks. As this technique turns the body into water, the user is vulnerable to lightning techniques. Given the nature of the technique, the user must have a very strong affinity to water to use it.
Rank: C
Dice Rolls: 4 (can be used as reaction)
Cp: 50 + 8 per holding post
Damage: n/a
Reflex DC: n/a
Requirement: Kirigakure, Main Water Affinity, Chakra Control 35, Ninjutsu 30, Mizu Bunshin no Justsu.
Training:4 stages
Stage 1: Ninjutsu DC: 40, Changing the body's constitution to liquid.
Stage 2: Ninjutsu DC: 42, Switching to water quickly enough to prevent damage from an incoming attack.
Stage 3: Chakra Control DC: 40, Maintaining the liquified form for prolonged periods of time.
Stage 4: Chakra Control DC: 42, Returning to solid form quickly to attack.
Special: Can be used as a reaction (During opponen'ts turn). If used as a reaction, replace user's dodge rating by [10 + wis mod + chakra control] and user's reflex rating by [Chakra Control + Base Save Bonus]. Gives immunity to physical, earth, wind and water damage. Fire jutsus deal half damage although they cause no status ailments. Ice jutsus deal no damage but cause status ailments. Lightning jutsus inflict normal damage and cancel the jutsu immediately upon impact.

Hijutsu: Kirisame (Secret Technique: Mist Rain)
A jutsu known by some Kirigakure shinobis, the user generates a light mist in the area of his target in which a delicate rain starts to pour which eats up the chakra it comes into contact with that is not of the same signature as the original user.
Rank: C
Dice Rolls: 4
Cp: 60 + 10 per holding post
Damage: n/a
Reflex DC: n/a
Requirement: Kirigakure, Chuunin Rank, Water Affinity, Chakra Control 34, Ninjutsu 30.
Training:4 stages
Stage 1: Chakra Control DC: 44, Vaporizing water into the atmosphere.
Stage 2: Ninjutsu DC: 40, Imbuing the water with a chakra void to absorb the chakra it come into contact with.
Stage 3: Chakra Control DC: 46, Adapting the chakra so it will not absorb the user's if it come in contact with him.
Stage 4: Ninjutsu DC: 42, Condensing the water over the target to trigger rain.
Special:
*Reduce victim's damage dealt by ninjutsu by 15 + chk mod + 2 per 10 points in ninjutsu skill. Double this effect for Katon Jutsus and cut it in half for Doton Jutsus.
*Cancels enemy field of effect jutsus.
*All chakra constructs not generated by the user take [15 + chk mod + 2 per 10 points in ninjutsu] damage per turn regardless of their regenerative capacities.

Suiton: Suigadan (Water Release: Water Fang Bullet)
This technique creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block.
Cp cost: 70
Dice Rolls: 4
Damage: 60 – 95 + chk mod
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25
Training: 4 stages
Stage I: Chakra Control DC 40 Forming water into a tentacle.
Stage II: Chakra control DC 42 Rotating the tentacles into a drill.
Stage III: Ninjutsu DC 35 Projecting the spinning tentacle at a target with concussive force.
Stage IV: Ninjutsu + Chakra Control DC 65 Making multiple water tentacles attack simultaneously.
Special: Reflex DC required to dodge is increased by 5 if target is on or under water.

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.


A-Rank

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: Daibaku no Jutsu (Water Release: Great Explosion Technique)
A technique that creates a massive tidal wave of water in all directions.
Cp cost: 150
Dice Rolls: 5
Damage: 150 – 230 + chk mod
Reflex DC: n/a
Athletics DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 45, Ninjutsu 40, Chakra 36
Training: 5 stages
Stage I: Chakra DC 23 Creating or gathering extremely large quantities of water for a technique.
Stage II: Chakra Control DC 55 Making the water into a massive tidal wave.
Stage III: Chakra Control DC 57 Expanding the wave in all directions.
Stage IV: Ninjutsu DC 50 Increasing wave concussive force.
Stage V: Ninjutsu DC 52 Focusing the currents on targets.
Special: Cannot be dodged due to the volume of the attack, targets must flee or get caught in the blast. Creates a water source. Also targets any nearby allies.

Suiton: Daibakufu no Jutsu (Water Release: Great Waterfall Technique)
This technique extends water over a large scale, surges and rises up to several dozen meters high. Then it streams down to the ground in one big cascade, much like a gigantic waterfall. In doing so, it resembles a huge wave, with tremendous power that can hollow out the ground. What remains after the technique's utilization is reminiscent of no less than the aftermath of a natural disaster. This is a considerably advanced ninjutsu, and activating this technique requires a fair share of chakra.
Cp cost: 180
Dice Rolls: 5
Damage: 200 – 250 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 42, Ninjutsu 40, Chakra 40
Training: 5 stages
Stage I: Chakra DC 25 Creating or gathering large quantities of water for a jutsu.
Stage II: Chakra Control DC 52 Extending the water several meters high.
Stage III: Chakra Control DC 54 Releasing the water to the ground, and guiding the current towards an enemy.
Stage IV: Ninjutsu DC 50 Converging as much of the stray water as possible towards the enemy.
Stage V: Ninjutsu DC 52 Flooding the water with chakra to increase concussive force to dangerous levels.

Suiton: Daibakure no Jutsu (Water Release: Furious Current Technique)
The user creates an enormous, inescapable maelstrom to trap and drown the target.
Cp cost: 200 (if no water source is present) + 50 per turn
Dice Rolls: 5
Damage: 100 – 150 + chk mod per turn trapped
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Athletics DC: 18 + user's chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 50, Ninjutsu 45, Chakra 40
Training: 5 stages
Stage I: Chakra DC 25 Creating or gathering extremely large quantities of water for a technique.
Stage II: Chakra Control DC 60 Imbuing a quantity of water as large as a lake with your chakra.
Stage III: Chakra Control DC 62 Initiating currents inside the water.
Stage IV: Ninjutsu DC 55 Causing a vortex effect in the water.
Stage V: Ninjutsu DC 57 Keeping a target trapped underwater with the force of the vortex.
Special: If victim is underwater, increase Reflex DC by 50%. Victim has to swim to the surface to avoid drowning if caught in this technique.

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.}

Suiton: Kaihodan (Water Release: Pressure Cannon)
A strong jet stream of water is blasted out of the user's mouth. If enough power is put into the blast, this technique can cut through rock and metal pipes.
Cp cost: 100
Dice Rolls: 4
Damage: 100 - 140 + 6 x chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 40, Ninjutsu 38
Training: 5 stages
Stage I: Chakra Control DC 50 Condensing water into user's mouth.
Stage II: Chakra Control DC 52 Spitting out a continuous stream of water.
Stage III: Ninjutsu DC 48 Increasing water pressure while reducing the opening of the mouth.
Stage IV: Ninjutsu DC 50 Aiming the stream at various targets.
Stage V: Ninjutsu + Chakra Control DC 88 Cutting through objects with the stream.

Kenjutsu

Stitch Them All Up
Description: This technique is used to sew multiple people together in succession. One throws the sword and used body flicker to catch it once it comes out of the person on the opposite side. This technique doesn't necessarily kill, but it's bleeding effect is worse use to the wound being kept open by the wire.
Rank: B-Rank.
Cp Cost: 15 per enemy sown
Attack Turns: 6
Reflex DC: 15 + dex mod + 2 per 10 ranks in Nuibari
Damage: Sword Damage + 6 per post due to wire keeping wound open to bleed.
Requirements: Long "Sewing-Needle" Sword, Body Flicker Technique, Nuibari 45, Dex 40, Int 40, Craft 15.
Training: 4 stages.
Stage I: Craft DC 30 10/10 Learn to sew up a dummy so it can't move as if it was a real person.
Stage II: Intelligence DC 50 10/10 Learn the anatomy of the human body in a detailed manner so that one knows how to stitch people together and keep them alive if necessary.
Stage III: Dexterity DC 50 10/10 Throw and catch the Nuibari at long distance. Challenge yourself by going further and further each throw.
Stage IV: Nuibari DC 55 10/10 Throwing the Nuibari at dummies and connecting 10 of them together. They can not be pulled apart.
Special: *All victims who fail Reflex save are sown together and have a dodge rating and Reflex of 0.
*To break free, the victims must roll an Escape Artist check and beat the technique's DC.

Human Pin Cushion
Description: Multiple stabbing attacks upon one person, causing more long term damage then anything.
Rank: B
Cp Cost: N/A
Attack Turns: 5
Reflex DC: 15 + dex mod + 2 per 10 ranks in Nuibari
Damage: Sword Damage + 1 Bleeding damage per wound per post until treated.
Requirements: Long "Sewing-Needle" Sword, Nuibari 50, Dex 50
Training: 4 stages.
Stage I: Dexterity DC 60 10/10 The quicker the stabs, the more effective they will be.
Stage II: Nuibari DC 55 10/10
Stage III: Dexterity DC 62 10/10 Efficiency in targeting vital points.
Stage IV: Nuibari DC 55 10/10
Special: To Determine how many strikes hit after successful roll, one must first do a random number of 1 - [Nuibari skill / 5]. Then do the damage, and all hits do the same damage.

Voodoo Doll Maker
Description: Stitching up of a single person.
Rank: B-rank
Cp Cost: n/a
Attack Turns: n/a
Reflex DC: n/a
Escape Artist DC: 15 + str mod + 2 per 10 ranks in Nuibari
Damage: Nuibari damage + 2 bleeding per post until treated
Requirements: Long "Sewing-Needle" Sword, Body Flicker Technique, Nuibari 45, Dex 40, Int 40, Craft 15.
Training: X stages.
Stage I: Intelligence DC 50, Study anatomy for knowledge on how to keep from killing someone, yet efficiently incapacitating them.
Stage II: Craft DC 30, Stitch up a dummy through means of incapacitating them.
Stage III: Dexterity DC 50, Throwing the Nuibari at the none vital points of the body so as to know what to target when stitching up a person.
Stage IV: Nuibari DC 55, Combination of all knowledge, throwing the Nuibari to stitch someone up, and catching it while using the body flicker technique.
Special:
*After any series where a successful attack was landed on a target, user may roll a grapple attempt on target for no additional dice roll.
*Add 2 to any grapple roll attempted through this technique.
*Any target under the effect of a grapple initiated with this technique can still cast jutsus but cannot move or attack otherwise.
Owner:Seven Swordsman of the Hidden Mist.

~Possessions~


Money:

Ryo: Lots.

Equipment:

Long-"Sewing-Needle"-Sword (Nuibari; 縫い針; Literally meaning "Sewing Needle")
Type: Legacy (Seven Swordsmen of the Mist)
History: handed down between Swordsmen of the Mist.
Description: A longsword in the shape of a needle with long thin wire that resembles thread. This sword can pierce multiple enemies in succession and stitch them together in large bundles.
Damage: 2 - 14 + (1.25 x dex mod)
Requirements: Ninja Weapons (Nuibari) 45, Dex 40, Int 40, Craft 15, Technique: Murderous Grasp.
Acquisition: To get this sword, you must train under the guidance of the current owner. The owner will come up with their own individual training for the pupil.
Special: *-20% to rolls for defensive maneuvers.
Owner: Seven Swordsman of the Hidden Mist.

Senbon x50

Valuables
PostPosted: Sat Jan 15, 2011 10:55 pm


User-name: Jake23482
Posting: 1 - 3 times/day
Time zone: EST

~Character Data~


Name: Kagamijiro Hideki
Village: Mist
Clan/Bloodline: -
Element Affinity: Earth
Age: 14
Gender:Male
Rank: Academy Student

~Appearance~


Headband: -N/A-
Height: 4' 7"
Weight: 147 lbs.
Hair: Black
Eyes: Blue
Physical Description: Kagamijiro is your average size for a ninja, save for his well toned frame for his age and the dedication he puts into building up his strength for sword skills. Wearing a denim vest with pockets, and normally blue and black clothing.
Clothing: Usually Black Pants with a Blue longsleeved skin tight shirt, and a black denim vest.
Background: Coming from an orphanage in The Mist Village, he was adopted by a blacksmith to be his assistant and over all work boy. There was a war, which devastated his and the Blacksmith's home, but they rebuilt and kept on going.

However two years later, the Blacksmith met an untimely fate as he slipped and fell on one of the very swords he was crafting, leaving Kagamijiro alone. The boy buried the dead smith, and the blade that had slain the man. He took this sword craft skills with him to Mist's Academy were he enrolled in the Academy to begin his training to find a purpose for his life as a weapon for the great Hidden Mist Village.

Personality: Cold, and uncaring. If asked to work as a team, he will find a way to do something on his own on purpose. He is also very quiet, as he doesnt like to talk much, finding words to be pointless unless they are needed.
Other: - Nothing At the Moment - User Image

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
-E Rank -
* Bunshin no Jutsu
Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 15/100
Hp: [10 + (-2)]*1 = 8
Cp: [3+0]*1 = 3
MHp: [10 + (-2)]*1 = 8

Base - Distributed - Trained =

Strength:6 + 6 + 0 = 12 Mod: +1
Dexterity:6 + 4 + 0 = 10 Mod: +0
Constitution:6 + 0 + 0 = 6 Mod: -2
Intelligence:6 + 6 + 0 = 12 Mod: +1
Wisdom:6 + 0 + 0 = 6 Mod: -2
Charisma:6 + 0 + 0 = 6 Mod: -2
Chakra:6 + 4 + 1 = 11 Mod: +0
Dodge Bonus:

Base Attack Bonus: +1
Attack Melee: +2
Attack Ranged: +1

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

~Skills~


Skill cap: [Level + 20] = 21
Skill Points: [Level*10]+10

Format:-: Name: Points + Mod + Misc =

Strength modifier: +1

Athletics: .................(Str): 0 + 1 + 0 +1

Dexterity modifier: +0

Acrobatics: ...............(Dex): 0 + 0 + 0 = 00
Escape Artist: ..........(Dex) 0 + 0 + 0 = 00
Stealth: ....................(Dex) 0 + 0 + 0 = 00
Sleight of Hand: .......(Dex) 0 + 0 + 0 = 00

Constitution modifier: - 2

Concentration: .........(Con) 2 - 2 + 0 = +0

Intelligence modifier: +1

Alchemy: ...................(Int) 0 + 1 + 0 = +1
Chakra Control: ........(Int) 2 + 1 + 0 = +3
Craft (Blacksmith): ........................(Int) 2 + 1 + 0 = +3]
Treat Injury: .............(Int) 0 + 1 + 0 = +1

Wisdom modifier: -2

Awareness: ..............(Wis) 0 - 2 + 0 = -2
Read Lips: ................(Wis) 0 - 2 + 0 = -2
Sense Motive: ...........(Wis) 0 - 2 + 0 = -2
Survival: ...................(Wis) 0 - 2 + 0 = -2

Charisma modifier: -2

Diplomacy: ...............(Cha) 0 - 2 + 0 = -2
Handle Animal: .........(Cha) 0 - 2 + 0 = -2
Intimidate: ...............(Cha) 0 - 2 + 0 = -2
Innuendo: ................(Cha) 0 - 2 + 0 = -2
Perform: ...................(Cha) 0 - 2 + 0 = -2
Seduction: ................(Cha) 0 - 2 + 0 = -2

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

Taijutsu: ...................(---) 2 + [-] + 0 = 2
Ninjutsu: ..................(---) 6 + [-] + 0 = 6
Genjutsu: .................(---) 0 + [-] + 0 = 00
Fuuin Jutsu: ..............(---) 0 + [-] + 0 = 00
Sneak Attack: ...........(---) 0 + [-] + 0 = 00
Puppet Play: .............(---) 0 + [-] + 0 = 00
Ninja Weapons (Kubikiri Houcho): .(---) 6 + [-] + 0 = 6
Ninja Weapons (Ranged): .(---) 0 + [-] + 0 = 00

~Possessions~


Money:
Ryo:

Equipment:

Valuables
x1 - Shark Tooth Necklace

jake23482

Romantic Sex Symbol

17,625 Points
  • Perfect Attendance 400
  • Supreme Supporter 500
  • Foolhardy Benefactor 500

Kazuma Ryuuzaki

Distinct Conversationalist

PostPosted: Sun Jan 23, 2011 8:42 pm


User-name: Kazuma Ryuuzaki
Posting: As often as I can. smile
Time zone: US Central. -nods-

~Character Data~


Name: Kento Mizukiba
Village: Kirigakure
Clan/Bloodline: Mizukiba
Element Affinity: Water
Age: 10
Gender: Male
Rank: Academy Student

~Appearance~

User Image
Headband: Normal placement
Height: 4'3"
Weight: 65 lbs
Hair: Dark Blue
Eyes: Light Blue
Physical Description: Slender, Unkempt long (for boys) hair, naturally blue eye lids
Clothing: Wears a black t-shirt and a pair of tanish shorts
Background: Much like others of his clan he is a subordinate son of the Head of his House and does as told unless he wishes to be beaten to prove dominance. Starting at an early age, he was taught the rituals and ceremonies performed by the clan and learned what his job during them was to be. Taught by a pack mentality his ability to follow instruction was beyond exceptional for the ninja academy and was accepted upon admittance, though not many are turned away anyways. He is thought to be a bit slow at simple tasks such as paper work, but shines in practices and more physical related activity. This due in part to literary ability being a low priority within the command where actions speak louder than written words.
Personality: A pack mentality, being very spontaneous and always self satisfying following whatever instinct that may appear. Listens well to his superiors and barely listens to his equals and lessors.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:


Clan:

Name: Mizu Chakra
Description: The Chakra of a Mizukiba Clan member is already Water aligned allowing for them to utilize Suiton techniques according to their Chakra pool without the need for any source of water.
Rank: ????
Cp Cost: N/A
Damage: N/A
Requirements: Mizukiba member
Training: N/A
Special: -At 0-50 CP: Must pay additional Cost to use Suiton Techniques w/o a Water Source (if applicable).
-At 51-100 CP: D-Rank Suiton Justus cost as if the Water source was present.
-At 101-200 CP: C-Rank Suiton Justus cost as if the Water source was present.
-At 201-400 CP: B-Rank Suiton Justus cost as if the Water source was present.
-At 401-800 CP: A-Rank Suiton Justus cost as if the Water source was present.
-At 801+ CP: S-Rank Suiton Justus cost as if the Water source was present.

Ninjutsu-

Name: Bunshin no Jutsu (Clone Technique)
Description: 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.

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: 5
Cp: 4
MHp: 8

[Stat]: [base] | [level up/training] | [clan] | = [total]

Strength: 6| +0/+0 | 0.8 | = 5 | Mod: -3
Dexterity: 12 | +0/+0 | x1.5 | = 18 | Mod: +4
Constitution: 10 | +0/+0 | x0.8 | = 8 | Mod: -1
Intelligence: 10 | +0/+0 | - | = 10 | Mod: 0
Wisdom: 6 | +0/+0 | - | = 6 | Mod: -2
Charisma: 6 | +0/+0 | 0.9 | = 5 | Mod: -3
Chakra: 12 | +0/+0 | - | = 12 | Mod: +1
Dodge Bonus: 12

Base Attack Bonus: 1
Attack Melee: -1
Attack Ranged: 5

Base Save Bonus: 0
Fort: -3
Rex: 4
Will: -2

~Skills~


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

Acrobatics (Dex): 0 + 0 (4)
Alchemy (Int): 0 + 0 (0)
Awareness (Wis): 5 + 0 (-2)
Athletics (Str): 0 + 0 (-3)
Chakra Control (Int): 5 + 0 (0)
Concentration (Con): 0 + 0 (-1)
Craft (Int): 0 + 0 (0)
Diplomacy (Cha): 0 + 0 (-3)
Escape Artist (Dex): 0 + 0 (4)
Handle Animal (Cha): 0 + 0 (-3)
Innuendo (Cha): 0 + 0 (-3)
Intimidate (Cha): 0 + 0 (-3)
Perform (Cha): 0 + 0 (-3)
Read Lips (Wis): 0 + 0 (-2)
Seduction (Cha): 0 + 0 (-3)
Sense Motive (Wis): 0 + 0 (-2)
Sleight of Hand (Dex): 0 + 0 (4)
Stealth (Dex): 0 + 0 (4)
Survival (Wis): 0 + 0 (-2)
Treat Injury (Int): 0 + 0 (0)


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

Ninja Weapons (Melee):
---Katana: 0 + 0
---Kunai: 0 + 0
Ninja Weapons (Ranged):
---Senbon: 0 + 0
---Kunai: 0 + 0
---Shuriken: 0 + 0
Taijutsu: 0 + 0
Ninjutsu: 10 + 1 x 1.1 (Clan) = 12
Medical Ninjutsu: 0 + 0
Genjutsu: 0 + 0
Fuuin Jutsu: 0 + 0
Sneak Attack: 0 + 0
Puppet Play: 0 + 0

~Possessions~


Money:

Ryo:

Equipment:


Valuables
PostPosted: Sat Feb 05, 2011 7:59 pm


User-name: Rin Kairiu
Posting: As often as I can
Time zone: Pacific

~Character Data~


Name: Kaoru (Calls herself Hikaru)
Village: Kirigakure no Sato
Clan/Bloodline: n/a
Element Affinity: Water/Fire
Age: 25
Gender: Female
Rank: Jounin

~Appearance~


Headband: Dark Blue, Over forehead
Height: 5’6
Weight: 140
Hair: Short and shaggy dark brown hair that goes to her chin, bangs are cut to keep hair from her eyes.
Eyes: Stormy grey in color, usually doesn’t show emotion.
Physical Description: Pale skinned due to wearing many layers of clothing, she has a slim and lightly muscled body. She had a small chest and only some curve to her body, which suits her fine as she’s impersonating her twin brother.
Clothing: Blacks, blues, and grays are the general theme, as she wears black pants and dark gray shirt, a dark blue kimono-like coat over that(which sleeves go past the hands), the general blue village vest, dark blue shoes, and black gloves and mask over the nose and mouth.

Background: Hikaru and Kaoru were orphans for many years, living off the streets and doing what they had to in order to survive. The years were rough on them, but the two found themselves a safe place in Kiri, being taken into the academy due to their noticeable talent in chakra control… though they really had no clue at the time. Together they graduated, watching each other’s backs, and… unlike the stereotypical twins, they were not trouble makers. No, they were very studious. During the end of their time in the academy, they decided that they were not going to be separated. They went through great lengths to stick together, being the absolute least cooperable of everyone, despite their excellent grades if they did not get what they wanted. Together they took the exam. That was how they became genin, and remained on the same squad.

Their sensei was a sadistic jerk who pushed them past their limits and then beat them when they couldn’t hold up. But that was the way of things, and they didn’t know any better… which made it ok. They did meanial tasks, guarded people, searched for missing belongings, and got into plenty of battles with older genin squads and enemy shin obi that dared to venture into their domain. Eventually their sensei deemed them worthy of the Chunin exams, and the squad did not displease him. Anything the others dished out was nothing compared to their sensei… so they excelled and went up in rank. Now, they were free from their squad. Their sensei going back to whatever it was he was doing before. Their third squad mate went to teach at the academy, or something like that. The twins didn’t care, so their didn’t bother finding out.

They went on tougher missions, mostly outside of the village because that was where most of the action was. Neither were heavy tank types, but both were excellent with the element of surprise. They were young, they were tough, they were unbeatable… until one day… they let their ego get too far, clouding their judgement. Kaoru was surrounded, her eyes all over at once…e except in her few blind spots that the enemy was so clever to discover and attack. Blood sprayed the earth, it’s coppery scent filling the air… but it was not Kaoru who fell, it was Hikaru, instead. Kaoru didn’t know what to think. They were a team, twins, together forever… he couldn’t just… die like that. Could he?

She took her brother’s body back to the village, where he was burned and his ashes scatterd into his favorite cove. She would not let anyone die for her again, not that she cared if anyone died… just not for her. She studied, and trained, and went on missions until she eventually worked herself into the rank of jounin. During this time, she cut her hair and adjusted her attire to match that of nher twins, wanting to be like him in every way possible… he was the stronger and wiser one, and she always looked up to him. Besides, this was her way of being close. Eventually people started to call her by her brother’s name on accident, but she never corrected them. She went by ‘Hikaru’ from then on, discarding her real name except when being addressed by the Kage and others that knew her for who she really was. Then, later, came the greatest challenge ever… she was assigned to a genin squad. What hell would befall her now?

Personality: Calm and serious naturally, she has no pity for idiots. She tends to speak monotonously, further hiding the fact that she is a woman. Her methods of training tend to be somewhat sadistic, a trait learned by her own sensei, but she is more tolerable of failure. When things get too annoying, she simply walks away, finding a quiet place for herself. On rare occasions she will smack sense into people… though has a preference for them to figure things out themselves. She doesn’t think she’s proper sensei material… and she’s probably right.

Other: Like hot chocolate in summer and ice cream in winter, can write some seriously morbid poetry, and still keeps a worn, stuffed bunny that her brother stole for her years ago.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Bunshin no Jutsu (Clone Technique)
Henge no Jutsu (Transformation Technique)
Kakuremino no Jutsu (Cloak of Invisibility Technique)
Kawarimi no Jutsu (Replacement Technique)
Nawanuke no Jutsu (Rope Escape Technique)

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
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.

Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)
Using this technique, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught.
Cp cost: 30
Dice Rolls: 3
Damage: N/A
Awareness DC: 12 + sneak attack + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + user's Chakra Control + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 16, Ninjutsu 14 Special: Renders victim immobile for [chk mod] number of turns. Victim can only attack using long-ranged attacks or techniques. If used as a sneak attack, user must roll and pass an awareness check before his reflex DC. If he fails Reflex Check, target cannot dodge the technique.

Katon: Bakukadan (Fire Release: Exploding Flame Shot)
By creating a spark of fire release chakra from their hands, this jutsu allows the user to throw multiple balls of orange flame from their hands, which are able to cause fiery explosions on impact. The shots can also light the opponent on fire.
Cp Cost: 25
Dice Rolls: 3
Damage: (15 - 20) + dex mod + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 20, Ninjutsu 18, Dexterity 20
Special: User can create 2 fireballs + 1 per 10 levels in chakra control.

Suiton: Mizu Kassou (Water Release: Water Gliding)
The technique is an improved version of water walking. The user condenses a thin layer of water under his feet and uses it to propel himself with bursts of speed in any direction and ignore terrain difficulties. Instead of moving his feet, the user moves the water he generates to initiate movement before he even moves a muscle. The technique is usually used on the ground, but can also be used on water for a reduced chrakra cost.
Cp: 2 cp per post on water or in a water field, 8 initial cp + 4 cp per post on land
Dice Rolls: 2 to initiate
Damage: Add chakra mod charging attacks (started from a distance)
Reflex DC: N/A
Requirement: Chakra control 15, water walking, Ninjutsu 10.
Special: Add your chakra mod to dodge rating and any chasing, racing, or charging roll while this mode is active. Ignore any terrain penalties to these rolls.

Hijutsu: Kiri Gakure no Jutsu (Hidden Technique: Art of the Hidden Mist)
This displacement technique is a specialty of the Ninja from Kirigakure, where one causes a mist to spring forth by lifting up some water, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It cannot fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan-user will see the mist colored by their opponent's chakra, which will effectively hide the user from the dōjutsu.
Rank: C
Dice Rolls: 3
Cp cost: 20 + 10 per turn the jutsu is mantained.
Damage: n/a
Reflex DC: n/a
Awareness DC:
*User: 12 + [Stealth] + [Chakra mod] + 1 per 5 in [Ninjutsu]
*Others: 12 + [Stealth] + User's [Chakra mod]
Requirements: Kirigakure, Water Affinity, Chakra Control 25, Ninjutsu 22
Special: If victims fail awareness check versus a character, they do not know their whereabouts and cannot attack them directly. Even if the user knows the location of the people in the mist, his allies must roll awareness checks versus their opponent's stealth checks also unless they too use the Hidden Mist art. First attack launched against an enemy who does not know your location is considered a Sneak Attack.

Suiton: Kokū no Jutsu (Water Release: Black Rain Technique)
This technique creates a flammable black mist that forms a small cloud. The user can then move the cloud above their target and disperse it, covering the target in flammable oil.
Cp cost: 50
Dice Rolls: 4
Damage: See Special.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 32, Ninjutsu 28
Special: Damage x2 for next fire attack.

Medical Ninjutsu-

Medical Technique: Minor Chakra Heal
By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. [no bones can be repaired by this technique.]
Cp Cost: 12 per usage
Dice Rolls: 2
Heals: 1 - 10 + Chakra Mod.
Requirements: Medical Ninjutsu 15, Chakra Control 20
Special: Heals a small amount of HP on a desired target.

Genjutsu-

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

Taijutsu-

Style: Capoeira
Capoeira is a style that combines elements of martial arts, music, and dance. The style is marked by fluid acrobatic play, feints, and extensive use of sweeps, kicks, and headbutts. Less frequently used techniques include elbow strikes, slaps, punches, and body throws. Lastly, striking with the hands is often seen as inelegant and disruptive to the flow of movement. Elbow strikes are commonly used in place of hand strikes. Capoeira also uses acrobatic and athletic movements to maneuver around the opponent. Cartwheels, handstands, headspins, hand-spins, handsprings, sitting movements, turns, jumps etc. are all very common in capoeira though vary greatly depending on the form and rhythm. Fakes and feints are also an extremely important element in capoeira and the setting of traps or illusory movements are very common. Capoeira defenses consists of evasive moves and rolls which allow the defensive players to quickly evade an attack and position themselves around the aggressor in order to lay up for an attack. Other evasive moves allow the capoeirista to move away or dangerously close in an attempt to trip up the aggressor in the briefest moment of vulnerability (usually in a mid-kick.)
Cp cost: ---
Dice Rolls: n/a
Damage: 8 - 14 + dex mod per hit
Requirements: Dex 20, Taijutsu 16, Acrobatics 9.
Special: +2 to maximum damage per 5 ranks in Acrobatics when using this style. Immune to attacks of opportunity.

Style: Suiken (Drunken Fist)
An unusual style of taijutsu combat where the user takes in enough alcohol to become intoxicated (hence the name), causing them to become unpredictable and highly dangerous. Suiken is not a fighting style that one can learn or train in, nor is it a bloodline limit, but more of a natural talent that one is born with.
Cp cost: ---
Dice Rolls: n/a
Damage: Taijutsu basic damage changed to 1 - 40.
Will DC: 10 + [con mod] + [base save bonus]
Requirements: Taijutsu 40, Constitution 30, Dexterity 32, Wisdom 30, Liquor
Special: Must be drunk to use. All of the user's turn start with a Will Save. If successful, apply bonus, if failed, apply penalties for next turn.
* +/- 20 Dodge and Reflex
* +/- 20 to base damage (maximum and minimum)
* +/- 20 to damage taken

Summoning Contract-

~Stats~

LV. 30
Experience: 0/1550
Hp: 630
Cp: 540
MHp: 780

Attribute Name: Base Pt+ Dis Pt+ Ea Pt= Total

Strength: 12+ 12+ 0= 24 Mod: 7
Dexterity: 12+ 28+ 0= 42 Mod: 16
Constitution: 12+ 20+ 0= 32 Mod: 11
Intelligence: 12+ 8+ 0= 20 Mod: 5
Wisdom: 12+ 30+ 0= 42 Mod: 16
Charisma: 12+ 20+ 0= 32 Mod: 11
Chakra: 12+ 30+ 0= 40 Mod: 15
Dodge Bonus: 42

Base Attack Bonus: 30/25/20/16/10/5
Attack Melee: 37/32/27/22/17/12
Attack Ranged: 46/41/36/31/26/21

Base Save Bonus: 15
Fort: 26
Rex: 31
Will: 31

~Skills~
310 points

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

Skill Name: Mod+ Dis Pt+ Ea Pt= Total

Acrobatics (Dex): 16+10+0= 26
Alchemy (Int): 5+0+0= 5
Awareness (Wis): 16+25+0= 41
Athletics (Str): 7+0+0= 7
Chakra Control (Int): 5+40+0= 45
Concentration (Con): 11+10+0= 21
Craft (Int): 5+0+0= 5
Diplomacy (Cha): 11+0+0= 11
Escape Artist (Dex): 16+0+0= 16
Handle Animal (Cha): 11+0+0= 11
Innuendo (Cha): 11+0+0= 11
Intimidate (Cha): 11+0+0= 11
Perform (Cha): 11+0+0= 11
Read Lips (Wis): 16+10+0= 26
Seduction (Cha): 11+0+0= 11
Sense Motive (Wis): 16+20+0= 36
Sleight of Hand (Dex): 16+0+0= 16
Stealth (Dex): 16+20+0= 36
Survival (Wis): 16+0+0= 16
Treat Injury (Int): 5+0+0= 5

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

Skill Name: Dis Pt+ Ea Pt= Total

Ninja Weapons (Melee): 0+ 0= 0
Ninja Weapons (Ranged): 0+ 0= 0
Taijutsu: 40+ 0= 40
Ninjutsu: 50+ 0= 50
Medical Ninjutsu: 20+ 0= 20
Genjutsu: 10+ 0= 10
Fuuin Jutsu: 0+ 0= 0
Sneak Attack: 50+ 0= 50
Puppet Play: 0+ 0= 0

~Possessions~


Money:

Ryo:

Equipment:

Tekagi (x2) : Tekagi are also known as knuckle claws. They are four blades connected to gloves by each knuckle. These dealy claws are often used in surprise melee attacks to attack someone when they are off-guard since the claws are easy to conceal in a kimono.
Damage: 1-4 + str. mod. "Per weapon"
Range: Melee

Shuriken (x20) : The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal.
Damage: 1 - 2 + Dex. mod.
Range: 40 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."

Kunai (x20) : The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be throw to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 3 + Str/Dex mod
Range: Melee or Ranged 50 Ft.
Special: Can be used in both melee and ranged combat.

Valuables

Rin Kairiu

Astral Visitor

35,565 Points
  • Comrades in Arms 150
  • Hellraiser 500
  • Seasoned Warrior 250

Exodus Revel
Crew

Fashionable Millionaire

7,800 Points
  • Survivor 150
  • Peoplewatcher 100
  • Invisibility 100
PostPosted: Tue Apr 26, 2011 9:09 pm


User-name: Exodus Revel
Posting: Almost every day
Time zone: CST (-6 GMT)

~Character Data~


Name: Fubuki Tenshi
Village: Kirigakure
Clan/Bloodline: Fubuki

In Game Stats:
(normal)
+4 Dexterity
+5 Chakra
+2 Chakra Control every 10 levels
+2 Ninjutsu every 10 levels
+Uses 80% of the normal required chakra for non-clan Hyouton techniques
-Due to how their chakra is dispersed in their bodies, Fubukis can learn regular wind/water/ice based techniques but a +10 Chakra Control is added specifically to the requirements for studying Suiton techniques.

+Gamibuyou no Fubuki (normal): 1 - 6 + Str mod. (+Dex mod. to max damage)
+Gamibuyou no Fubuki (3 Cp per strike): 1 - 6 + Chakra mod. (+Dex mod. to max damage)
+2 Attack roll (feint strikes)
+1 Attack roll per 5 Perform Dance ranks

(activated)
+Fubuki bloodlimit: Boushi no Hyouden (Eye of the Eternal Snow Field, 3 Cp starting activation cost)
+2 Chakra Control (control over temperature changes)
+4 Fortitude (enduring temperature changes)

Element Affinity: Wind/Ice
Age: 12
Gender: Male
Rank: Academy Student

~Appearance~


Headband:None Yet
Height: 4' 9"
Weight: 89
Hair: Long white hair that goes a little past his neck.
Eyes: Near color-less blue-gray eyes.
User Image

Physical Description: Has long legs which make him taller than most students his age.
Clothing: His favorite clothing consists of a white kimono embroidered with black phoenixes and flowers and geta adorning his feet. However, he also wears a white sleeveless yukata, or a white and blue Happi with his clan crest on the back. He has chosen to wear the black metal, chakra suppressing gauntlets on both hands for the sake of style.
Background: Tenshi, born in the first main sect of Janus, first began life like any normal being. He attended the academy and began meeting friends easily. His father, Fubuki Mamoru, was the idol of Tenshi's life. Always willing to protect what was his, his family, even in the face of death. When the Water Mistress attacked, his father took his stand with the many others and gave his life for the sake of his clan.

Even though the efforts of those sacrificed were noble to those within the clan, those of the village had scorned the Fubuki for opposing and making the entire village suffer for it. Tenshi, still idoling his father's virtues, stood up for the Fubuki and in turn was beaten, spat on, and laughed at. Fortunately he was not of those incarcerated, or those that had left the village, secretly, to escape the mistreatment of the Water Mistress, and was left behind, although his mother, Fubuki Karin, was taken from him. While his mother was away, he had helped rebuild the Fubuki compound as well as bury the dead. He took his father's necklace before placing him in the ground with the rest of the clan. He had missed an entire year at the academy, and so is behind in his training, and his friends have long since graduated.

A year had passed since the invasion when Fubuki Hatsuyuki had managed to break a deal with the Water Mistress. When the news reached the clan that the imprisoned clanmembers were to be released Tenshi had grown excited, his mother free at last, however... freedom didn't come without a price. He hopes the Fubuki clan can be rebuilt to their previous glory, and will do whatever it takes to live up to his family's name.


Personality: Likes to keep calm, almost monotone, but has his moments when he can lose his cool. He tries his best to be as courteous and caring as possible, however due to what his clan has gone through it is sometimes hard to be so nice.
Other:

Missions:

S:
A:
B:
C: 1
D:

Jutsu:

Ninjutsu-

Kakuremino no Jutsu (Cloak of Invisibility Technique)

Kawarimi no Jutsu (Replacement Technique)

Nawanuke no Jutsu (Rope Escape Technique)

Bunshin no Jutsu (Clone Technique)

Henge no Jutsu (Transformation Technique)

Jibaku Fuda: Kassei, (Exploding Tag: Activate)

Water Walking

Medical Ninjutsu-

Genjutsu-

Genjutsu Kai (Genjutsu Release)

Taijutsu-
+Gamibuyou no Fubuki (normal): 1 - 6 + Str mod. (+Dex mod. to max damage) 3-12
+Gamibuyou no Fubuki (3 Cp per strike): 1 - 6 + Chakra mod. (+Dex mod. to max damage) 3-11

Summoning Contract-

~Stats~

LV. 7
Experience: 202/400
Hp: 91/91
Cp: 49/49
MHp: 77/77

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

Level Up
Clan
Training
Lottery

Strength: 6+3+3+3+2= 17 Mod: 3
Dexterity: 6+4+3+3= 16 Mod: 3
Constitution: 6+4+4+3= 17 Mod: 3
Intelligence: 6+5+1= 12 Mod: 1
Wisdom: 6+5+1= 12 Mod: 1
Charisma: 6+3+3+1= 13 Mod: 1
Chakra: 6+5+4+2 = 17 Mod: 3
Dodge Bonus: 10+1+3= 14

Base Attack Bonus: 7
Attack Melee: 7+(3)= 10
Attack Ranged: 7+(3)= 10

Base Save Bonus: 3
Fort: 3+2= 3
Rex: 3+3= 6
Will: 3+1=4


~Skills~


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

Training/Distribute/Mod/Total
Acrobatics (Dex): 0/3/3/6
Alchemy (Int): 0/0/1/1
Awareness (Wis): 0/3/1/4
Athletics (Str): 4/0/3/7
Chakra Control (Int): 6/14/1/21
Concentration (Con): 0/1/3/4
Craft (Int): 0/0/1/1
Diplomacy (Cha): 0/0/1/1
Escape Artist (Dex): 1/3/3/7
Handle Animal (Cha): 0/0/1/1
Innuendo (Cha): 0/0/1/1
Intimidate (Cha): 0/0/1/1
Perform (Cha): 0/3/1/4
Read Lips (Wis): 0/0/1/1
Seduction (Cha): 0/4/1/5
Sense Motive (Wis): 0/4/1/5
Sleight of Hand (Dex): 0/0/3/3
Stealth (Dex): 0/2/3/5
Survival (Wis): 0/0/1/1
Treat Injury (Int): 1/2/1/4


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

Ninja Weapons (Melee):
TABWakizashi 10
TABKunai
Ninja Weapons (Ranged):
TABShuriken
TABFuma Shuriken
TABKunai
Taijutsu: 6
Ninjutsu: 20
Medical Ninjutsu: 0
Genjutsu: 4
Fuuin Jutsu: 0
Sneak Attack: 4
Puppet Play: 0

~Possessions~


Money:

Ryo: 14

Equipment:
Wakizashi
The katana's sister and one of the most famous weapons of the ninjas. The sword is smaller than the katana and is normally used as a piercing weapon. It is around 60cm long.
Damage: 2 - 6 + str. mod.
Range: Melee.
Special: Causes a Bleeding Wound upon a critical hit.
Dual Wield: Yes, -7 to attack roll.

Fuuma Shuriken (2)
The fuuma shuriken is a bigger version of a normal shuriken that normally has 4 sides to balance its rotating speed. People normally carry these shuriken in summoning scrolls.
Damage: 4 - 7 + dex. mod.
Range: 40 ft

Kunai (20)
The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be thrown to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 4 + str. mod. in melee combat. 1 - 4 + dex. mod. in ranged combat.
Range: Melee or Ranged 50 ft.
Special: Causes a Bleeding Wound upon a critical hit.
Dual Wield: Yes, -4 to attack roll.

Shuriken (5)
The shuriken is a traditional Japanese concealed weapon that was used for throwing and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal. They were not designed to kill but rather to distract, harass, scare and deliver poison. This is the weapon that gave ninjas the reputation for being able to attack with "a wave of their hand". They were actually throwing shuriken, but as the shuriken cut through the skin and disappeared into the distance it was as if a cut had appeared by magic.
Damage: 2 - 4 + dex. mod.
Range: 50 ft.

Possessions: The necklace mentioned in his background.
PostPosted: Sat Apr 30, 2011 7:21 pm


User-name:Ductape_Bandit
Posting: When I can. I don't know what my summer work schedule will be yet.
Time zone: EST

~Character Data~


Name:Saihoushi "Kurikun" Kuriarare (sur nick first)
Village:Kirigakure no Sato
Clan/Bloodline: None
Element Affinity:Lightning
Age:13
Gender:Male
Rank:Student

~Appearance~


Headband:
Height:1.80m
Weight:40kg
Hair:White down past his shoulders. Tied up with two senbon.
Eyes: Light Blue
Physical Description:Extremely tall for his age, and on the finer side of the weight chart, Kuriarare is nearly the spitting image of his namesake, the late Kuriarare Kushimaru.
Clothing:Kuriarare wears a black, long sleeved shirt with matching pants. the sleeves of his shirt are lined on the outside with black steel plates.
Background:When Kuriarare was only 5 years old, he found a journal that had started to fade away years ago. In the journal, he found three different styles of handwriting. After reading a bit of it in the dark of his family's basement, he was discovered by his mother who, reluctantly, explained that the writings belonged to his father, grandfather, and great grandfather. It seemed that all three men shared a similar passion. Not only a passion, but an obsession, one that lead to the deaths of all three of the men before him. Kuri's mother took the journal away from him, for fear that Kuri would fall to the same obsession, but it was too late. The journal detailed the men's findings about a great shinobi whom he men idolized. His name was Kuriarare Kushimaru, and he was one of the seven swordsmen of the mist. They summarized all of their research on the man, even so far as to mention his sword, a rellic that was lost after the man's death. With Kuri's interest piqued, he began to wonder, and then to ask himself why the sword couldn't be found.
The next day he searched high and low for the journal again after his mother had gone out to run errands. He found it and finished reading what his father had written. When he was done, he made a resolve to himself that he would find the sword, and honor his father. The war hit soon after Kuri joined the academy, and claimed his mother's life. He took what he could from his home and went to live with the one family friend he had left. He stays pretty much by himself in their guesthouse when he's not learning or training. A couple years later, he reaches the end of his days in the academy, with a plan in mind. Without his mother to deter him from his obsessions, he continues in his father's footsteps.
Personality: Kuriarare is a nice kid. He does wht he's told by his elders, and pays the utmost respect to his superiors, even showing a bit of endearment. He wears a facade of normality around others, even though deep inside him swells a torrid battle with obsession.
Other:

Missions:

S:0
A:0
B:0
C:0
D:0

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience:57/100
Hp:9
Cp:3
MHp:10



Strength: 10 Mod: 0
Dexterity: 10 Mod: 0
Constitution: 8 Mod:-1
Intelligence: 13 Mod: 1
Wisdom: 8 Mod: -1
Charisma: 6 Mod:-2
Chakra: 8 Mod:-1
Dodge Bonus:9

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

Base Save Bonus:0
Fort:-1
Rex:0
Will:-1

~Skills~


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

Acrobatics (Dex) : [4] 0
Alchemy (Int) : [0] 1
Awareness (Wis) :[1] -1
Athletics (Str) :[1] 0
Chakra Control (Int) :[2] 1
Concentration (Con) :[0] -1
Craft (Int) :[1] 1
Diplomacy (Cha) :[0] -2
Escape Artist (Dex) : [0] 1
Handle Animal (Cha) :[0] -2
Innuendo (Cha) :[0]-2
Intimidate (Cha) :[0]-2
Perform (Cha) :[0]-2
Read Lips (Wis) :[0]-1
Seduction (Cha) :[0]-2
Sense Motive (Wis) :[0]-1
Sleight of Hand (Dex): [3]
Stealth (Dex) : [6]
Survival (Wis) :[0]-1
Treat Injury (Int) : [0]1


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

Ninja Weapons (Melee) : 1
Ninja Weapons (Ranged): 0
Taijutsu :
Ninjutsu : 0
Medical Ninjutsu : 0
Genjutsu : 0
Fuuin Jutsu : 0
Sneak Attack : 2


~Possessions~


Money:

Ryo:

Equipment:
1 Kunai


Valuables
Journal chronicling the research of his ancestors.

I_BE_CHABI


Kemi__xx

PostPosted: Mon May 23, 2011 11:07 am


User-name: Kemi_xx
Posting: two to seven days a week.
Time zone: Pacific

~Character Data~


Name: Tarou Miyazaki
Village: Kirigakure no Sato
Clan/Bloodline: N/A
Element Affinity: Earth
Age: Ten
Gender: Male
Rank: Student

~Appearance~


Headband: When he gets one, he plans on wearing it on his head.
Height: 4’5
Weight: 90lbs
Hair: Black, growing fast. He has bags, but the rest of his hair is slowly creeping down to touch his shoulder.
Eyes: Brown, large, double eyelids. A bit more spread apart than the average pair of eyes.
Physical Description: Rou is not a very interesting person, especially just by looking at him. Everything about him is extraordinary. As in, very ordinary. He is of average height and weight. He is somewhat tanned, although the weather in Kirigakure is making him lose the golden tan that he had from Konoha. He is very good at manoeuvring his body because of the long adventures he used to have in the forest trails near his home.
Clothing: He wears a simple long sleeved top and pants that are easy to move in. Until he becomes a gennin, he won’t be trying so hard with his clothing.
Background: Rou used to live in the outskirts of Konohagakure, living happily with his parents. Though they were poor, everything was provided by the forest surrounding Konoha. As the civil war progressed, they started to get many sour looks from the villagers, until finally, they were thrown out, rather violently. Rou’s father and younger brother hastily made their way to Kirigakure. His mother, who was not a shinobi, did not survive the attack.
Personality: Rou is a bright kid. His optimistic views have been somewhat dashed due to his mother’s death, but with his father and little brother’s support, he has avoided losing his compassion. He is easily irritated but hardly angered, always trying to turn disagreements around for the better. He is easy-going and mostly understanding. Most of all, he is an average kid. He enjoys simple childish things, and he is capable of intelligent thinking and problem solving skills. Growing up separated from most children except his younger brother, he is also naïve and almost shy when it comes to interacting with other kids.
Other: N/A

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 70/100
Hp: 9
Cp: 3
MHp: 9

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

Strength: 6 + 3 + 1 Mod: 0
Dexterity: 6 + 4 Mod: 0
Constitution: 6 + 2 Mod: -1
Intelligence: 6 + 4 + 1 Mod: 0
Wisdom: 6 + 2 Mod: -1
Charisma: 6 + 3 Mod: -1

Chakra: 6 + 2 Mod: -1
Dodge Bonus: 9

Base Attack Bonus: 1
Attack Melee: 0
Attack Ranged: 1

Base Save Bonus: 0
Fort: -1
Rex: 0
Will: -1

~Skills~


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

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


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

Ninja Weapons:
Taijutsu: 2
Ninjutsu: 2
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money: His father’s money is his money.

Ryo:

Equipment: Simple beginner equipment, such as shuriken, kunai, etc.


Valuables: He has a few valuables that he keeps at his house, in a box.
PostPosted: Sat May 28, 2011 6:00 pm


User-name: Nosfouratwo
Posting: Should be pretty often
Time zone: Mountain Standard Time

~Character Data~


Name: Gwyn Yubie
Village: Kirigakure
Clan/Bloodline: Yubie
In game Stats:
-2 Dex
-4 Charisma
+2 Wisdom
+4 Will Save

+15 Will Save bonus to jutsus that affect or rely on the target's hearing or sight such as genjutsus and Kanashibari.

The only instance a Yubei can be Sneak Attacked is through the usage of the Doton: Dochuu Eigyu no Jutsu. Usage of the Stealth skill is pointless against Yubeis.

Element Affinity: Fire
Age:11
Gender: Female
Rank:Student

~Appearance~


Headband: N/A
Height: 4’ 3’’
Weight: 85 lbs
Hair: Brown
Eyes: Black, silver ring around pupils
Physical Description: Gwyn is a short young lass, hitting just barley over 4 feet tall. She is small in stature, her ribs just barely visible when not covered in cloths, indeed almost everything about Gwyn seems small, everything that is, until you reach her eyes. Black holes with silver halo’s. Determination leaks out of them in almost palatable manner. The way she looks at everything with disdain and hatred, yet with an air want and need. Those eyes that burn with the fire of her spirit, unwavering. Those large eyes that absorb the world, all the light and warmth, and smothers it with pure judgmental truth. How odd they seem juxtaposed to her frail features. Soft pale skin, hidden away from the world behind her long brown hair. A dainty nose perched perfectly above her supple lips. Lips that tremble with each breath, as if providing a mask of meekness to hide her terrible eyes.
Clothing: Gwyn wear a cloak about her at all times. Tattered at the bottom, worn and weathered everywhere else. The hood, along with half of the greater cloak, is a snow white. It is much larger than needs be, and ends in a crooked point. This hood is almost always pulled completely over the young Gwyn’s face, obscuring her features from the world. The other half of her cloak is grey, almost polar opposite the white. The cloak is ties together with a large yellow bow, but this often changes color day to day depending on how the young Gwyn is feeling. Beneath this tattered cloak Gwyn wears an even more tattered dress, nearly torn to shreds at the bottom.
Background: Gwyn was born into a world of darkness and silence. She grew up being held by the hand wherever she went. Until a few years ago she seemed to be unable to do anything without the help of another, but now... Now she could feel things around her. As if she could see and could hear. Or may be it was just dumb luck, wither way something had changed. She could hear people call to her without hearing their voice... It was more of a she knew someone was speaking to her, but it was just gibberish. That had change, but it was still difficult for her to understand the full message. Normally only getting half of a sentence. She could see a road, or a car before she crossed a street... It was an odd way of life, but one she was born into, so she made the best of it.

Gwyn’s parents were hardly ever around as she grew into a blooming young girl. Often times they were off on missions, or in a state of deep meditation. Gwyn hated her parents. Gwyn hated her life. So often had her parents talked about how grateful they were of the Monkey God Seera. How could they be grateful? The God that forever cursed the blood running through her veins. The very thought of it made Gwyn bitter. Did they not understand how difficult it was to live a life void of so much that other took for granted? Oh how often Gwyn wished she could see, not just know, but truly see, the look of a sun setting in the horizon.. But what could she do?

Most of that began to change as entrance into the academy approached. She would soon be joined by so many other kids from such a broad verity of clans. She gave herself a goal, a purpose to her cursed life. To be the top 1%, that was her goal. To prove to those so much more fortunate than her that even being kicked to the ground by the Gods themselves she could best anyone in her path.
Personality: Gwyn is sometimes thought of as bitter and rough, but that is truly just raw determination. Her cold heart is a result of trying to block out anyone that may stand in her way as she reaches for the top. The friends she does make find that they have made a loyal ally. She does not forget favors easily, and reflects kindness back to those that help her achieve her goals. But deep in Gwyn is a rage. An anger at all of those that take for granted that which she was deprived of before she even had a chance to fight back.
Other: Gwyn hates when people stare at her eyes so she keeps her hood pulled all the way over her head at almost all times.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 2
Experience: 26/150
Hp: 18
Cp: 10
MHp:18

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

Base + Level up + Training + Clan = mod

Strength:8 + 1Mod: -1
Dexterity: 12 - 2 Mod: 0
Constitution: 7 Mod: -2
Intelligence: 8 + 1 + 1 Mod: 0
Wisdom:8 + 2Mod: 0
Charisma:7 + 2 - 4 Mod: - 3
Chakra:12 Mod: 1
Dodge Bonus: 10

Base Attack Bonus: 2
Attack Melee: 1
Attack Ranged: 3

Base Save Bonus:1
Fort: 0
Rex: 2
Will: 5 (+15 bonus to jutsus that affect or rely on the target's hearing or sight such as genjutsus and Kanashibari.)


~Skills~


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

Distribute + Stat = mod

Acrobatics (Dex): 2 +1 = 3
Alchemy (Int): 0 + 0 = 0
Awareness (Wis): 2 -1 = 1
Athletics (Str): 2 -1 = 1
Chakra Control (Int): 3 + 0 = 3
Concentration (Con): 0 -1 = -1
Craft (Int): 0 +0 = 0
Diplomacy (Cha): 2 -1 = 1
Escape Artist (Dex): 2 +1 = 3
Handle Animal (Cha): 0 -1 = -1
Innuendo (Cha): 0 -1 = -1
Intimidate (Cha): 4 -1 = 3
Perform (Cha): 0 -1 = -1
Read Lips (Wis): 0 -1 = -1
Seduction (Cha): 2 -1 = 1
Sense Motive (Wis): 3 -1 = 2
Sleight of Hand (Dex): 1 +1 = 2
Stealth (Dex): 2 +1 = 3
Survival (Wis): 3 -1 = 2
Treat Injury (Int): 2 + 0 = 2


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

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

~Possessions~


Money:

Ryo:

Equipment:


Valuables

User Image

Nosfouratwo


The_Dark Kn1ght

Prophet

PostPosted: Mon Jun 06, 2011 3:18 pm


User-name:Billonare Bruce Wayne
Posting: moderation
Time zone:central

~Character Data~
Hawk Mitsurugi was born to a poor family in the southern isles of the Water Nation,home to the Village hidden in the Mist, his father was a fisherman by trade and his mother is a part of the Ninja Tracking squad. His father was crippled in front of him when he was 5 by a group of thugs who came to collect protection money from his family, refusing to pay the men, his father attacked the thugs and they made him pay for it. When Hawk was 8 he enrolled in the academy with the encouragement of his mother. Before setting him on his way, his mother ''Karen'' gave him a very special gift, her 3 Section Staff Nunchaku she dubbed ''Kaze-Ryo'' and every day since he's practiced with it honing his skills even though the staff is about 2ft taller than he is. (theres not much else because he's just a student sorry)

Name: Hawk Mitsurugi
Village: Hidden Mist
Clan/Bloodline: Mitsurugi
Element Affinity: Wind and Water
Age: 9
Gender: Male
Rank: student

~Appearance~
Spiked Orange hair which makes him quite noticeable among his pears. His mother and many elders used to embarrass him in public about how pretty his hair is. He has cold greenish blue eyes that aren't very deep. he has a bit of a pointed nose and a thick jaw, for his age he is rather stocky. His taste in clothing is usually quite stylish yet comfortable for combat consisting of dark blue long jacket and average level ninja wears underneath.

Headband: none yet
Height: 4'3
Weight: 110lbs
Hair: redish orange
Eyes: bluish green
Physical Description: stocky
Clothing: basic ninja outfit fit for functionality
Background: Hawk Mitsurugi was born to a poor family in the southern isles of the Water Nation,home to the Village hidden in the Mist, his father was a fisherman by trade and his mother is a part of the Ninja Tracking squad. His father was crippled in front of him when he was 5 by a group of thugs who came to collect protection money from his family, refusing to pay the men, his father attacked the thugs and they made him pay for it. When Hawk was 8 he enrolled in the academy with the encouragement of his mother. Before setting him on his way, his mother ''Karen'' gave him a very special gift, her 3 Section Staff Nunchaku she dubbed ''Kaze-Ryo'' and every day since he's practiced with it honing his skills even though the staff is about 2ft taller than he is. (theres not much else because he's just a student sorry)
Personality: quiet, yet confident, hates when the strong pick on people weaker than they are, strong moral fiber
Other: learned guitar from his father, always seen with his staff

Missions:

S:
A:
B:
C:
D:

Jutsu: none

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu- Tiger-Crane style

Summoning Contract- none

~Stats~

LV. 1
Experience: 0/100
Hp: 10
Cp: 3
MHp: 9

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

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

Base Attack Bonus: 1
Attack Melee: 2
Attack Ranged: 0

Base Save Bonus: 0
Fort: 0
Rex: -1
Will: -1

~Skills~


Ninja Skills [Mundane] ((Modified By)):
((you have 20 points here for distribution))

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


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

Ninja Weapons:
Taijutsu: strong punch
Ninjutsu: novice
Medical Ninjutsu: novice
Genjutsu: none
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:


Valuables: Custom Weapon Kaze-Ryo
PostPosted: Mon Jun 06, 2011 4:15 pm


User-name: Keon Kamori
Posting: Usually Daily
Time zone: Eastern

~Character Data~


User Image


Name: Keon Kamori
Village: Kirigakure
Clan/Bloodline: None
Element Affinity: Water, Lightning
Age: 11
Gender: Male
Rank: Academy Student

~Appearance~


Headband: None yet
Height: 4’3”
Weight: 120
Hair: Brown
Eyes: Black
Physical Description: A teen with a muscular build. It is apparent from taking one look at this kid that he either trained hard or has been through some really harsh times. He has a few scars on his back and legs from blade wounds.
Clothing: lose fitting pants and gauntlets often wears boots rather than sandals but almost never wears a shirt.
Background:
Keon was raised by his mother and father to be a great ninja however his lack of talent for ninjutsu left him with only taijutsu and kenjutsu to make up for it. His grandfather was a blacksmith and made Keon’s first sword. He also taught him how to use it. Keon used the mixture of kenjutsu and taijutsu to prove to his father and mother that he would be a good ninja if given the chance. He earned their respect during a spar match where his father broke Keon’s sword in half and the boy managed to cut his father’s arm with the broken half of the blade that was still attached to the hilt. Keon joined the academy but was, and currently is held back by his anger management issues and habit of punching things all the time.


Personality: Violent will fight something past the the point of winning. He hates weakness his or anyone else’s. He will punch random objects if he is bored, angry excited and just about any other time.
Other:

Missions:

S: 0
A: 0
B: 0
C: 1
D: 0

Jutsu:

Ninjutsu-
– E Rank –


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.

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.

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
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.

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.

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.

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

Water Walking

The user emits a constant stream of chakra from the bottom of the his feet and uses the repellent force to walk across the water's surface. This technique is somewhat difficult to master because the amount of chakra that needs to be emitted changes constantly. Eventually, the user can stand on water without even noticing it or basically even trying.

Effect: User can move on water as he does on ground, suffers no penalty from it.


Medical Ninjutsu-

Genjutsu-


Taijutsu-
– D Rank –


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.


Summoning Contract-

~Stats~

LV. 6
Experience: 234/350
Hp: 78/78
Cp: 24/24
MHp: 48/48

|Original Stats|+|Trained|+|Level Up|+|Events|=|Total|
Strength: 14+2+4=20
Mod: +5

Dexterity: 10+2+5+2=19
Mod: +4

Constitution: 10+2+4=16
Mod: +3

Intelligence: 6+1+2=9
Mod: -2

Wisdom: 6+0+0=6
Mod: -2

Charisma: 6+0+0=6
Mod: -2

Chakra: 10+0+0=10
Mod: 0
Dodge Bonus: 12

Base Attack Bonus: 6
Attack Melee: 11+6+2
Attack Ranged: 10

Damage: 18-25 (24-31) With Aian Nakkuru

Base Save Bonus: 3
Fort: 6
Rex: 7
Will: 1

~Skills~


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

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


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

Ninja Weapons
TABAian Nakkuru: 0+16+0=16
TABTegaki: 0
Taijutsu: 6+25+1=32
Ninjutsu: 0+1=1
Medical Ninjutsu:0
Genjutsu: 0+4+1=5
Funinjutsu:0
Sneak Attack: 0
Puppet Play: 0

~Possessions~


Money:

Ryo: 10

Equipment:
Aian Nakkuru x2
A bladed iron knuckle worn on the hand. There is also a sharp blade at the end of the tool. The weapon is very effective for individuals who prefer hand to hand combat.
Damage: Add 2 - 4 to normal taijutsu damage, and change the str. mod bonus to damage to 1.5 str mod.
Range: Melee.
Special: Causes a Bleeding Wound upon a critical hit. +5 to DC required to disarm somebody of this weapon.
Dual Wield: N/A Built to be Dual Wielded. No Dual Wield bonus.

Valuables

Keon Kamori


PonPon-kun

Gracious Gaian

6,850 Points
  • Gaian 50
  • Contributor 150
  • Person of Interest 200
PostPosted: Wed Jun 08, 2011 8:28 pm


User-name: Ponpon-kun
Posting: Whenever I can D:
Time zone: CST

~Character Data~


Name: Fubuki, Intobu
Village: Kirigakure No Soto
Clan/Bloodline: Fubuki


In Game Stats:
(normal)
+4 Dexterity
+5 Chakra
+2 Chakra Control every 10 levels
+2 Ninjutsu every 10 levels
+Uses 80% of the normal required chakra for non-clan Hyouton techniques
-Due to how their chakra is dispersed in their bodies, Fubukis can learn regular wind/water/ice based techniques but a +10 Chakra Control is added specifically to the requirements for studying Suiton techniques.

+Gamibuyou no Fubuki (normal): 1 - 6 + Str mod. (+Dex mod. to max damage)
+Gamibuyou no Fubuki (3 Cp per strike): 1 - 6 + Chakra mod. (+Dex mod. to max damage)
+2 Attack roll (feint strikes)
+1 Attack roll per 5 Perform Dance ranks

(activated)
+Fubuki bloodlimit: Boushi no Hyouden (Eye of the Eternal Snow Field, 3 Cp starting activation cost)
+2 Chakra Control (control over temperature changes)
+4 Fortitude (enduring temperature changes)


Element Affinity: Wind/Ice
Age: Nine
Gender: Male
Rank: Academy Student

~Appearance~


Headband: N/A
Height: 4 feet. 7 inches
Weight: 91
Hair: Intobu's hair is an amazing raven color. Beautifully, silky smooth and often left down a tad past his shoulder with one stray curl at the bottom on his right bicep. This is how he wear's it down around Kirigakure. But, should he be doing strenuous work, Intobu's hair is pinned up in the back and left to frame his face in the front.
Eyes: Similar to the young Fubuki clansmen, Intobus eye's are a chilling icy blue/grey. This is due to the Fubuki clain limit that he possesses. But, is yet to unleash.
Physical Description: Just over four and a half feet and reaching to one hundred pounds, Intobu is a boy of modest size. Conforming to the genealogy of elder Fubuki, Intobu's skin is generally without blemishes and youthful. The contrast of the young Fubuki's hair against his skin robs him of any color he had to behin with. As for his physique, there is little to show. Frail, or maybe slender would be words used to describe Intobu. Lanky limbs and a short torso, paired with long, slim extremities make the child feel even more like a giraffe than a human.
Clothing: Clothing is a bit of an issue with Intobu. Though customary to wear extravagant kimono's made of beautiful silk's and other linens, Intobu find's them binding especially accompanied with his 2 dark metal bracelet's he's forced to wear. Intobu is often seen wearing kimono of assorted color's, with white edges around the collar, cuffs, and ankles. On these kimono is the clan's symbol over his left shoulder blade. In defiance of his elder's, Intobu wear's 'less appropriate' clothing under his kimono. Consisting of loose fitting blue tops and shorts that are usually khaki colored. No matter what he's wearing, Intobu's show of choice is a wooden 'thong' sandal worn with white socks.
Background: For centuries the Fubuki of Kirigakure No Soto have carried out sentry duty around the village. Defending the gates and even the Mizukage himself. It's respectful in the eyes of the clan members to protect Kirigakure. This is the life Intobu's father decided to take. He guared the eminence Mizukage's office building to the northern part of the village. He was an upstanding man, followed orders from the main family and was liked by many. Though, he had a secret. Against the insistence of clan leaders, the man had an affair with an already married woman. The affair went on for quite some time before it was ever picked up. Though once the woman began to show signs of pregnancy there was nothing that could help the young lover's. Elders did not take kindly to the find the already maritally joined woman to be expecting from someone other than her husband. The clan leaders ordered the adulators to be separated. The father, stripped of his duties and shipped to Yukigakure No Soto. As for Intobu and his mother, elders forced them to live in the Fubuki Compound. His mother, now alone and unmarried, fell into despair. After years of being with only her child, the now mad Fubuki woman left without a word to anyone. The saying 'it takes a village to raise a child' is true in Intobu's case. As he was raised up to this point by fellow clan members living in the compound.
Personality: Intobu is one of a dying people. Those who strive to protect, nurture, and help others. As quiet as Intobu may be, he's constantly in the background giving assureance and guidance to those he cares for. Intobu is willing to put other's above himself as he value's other's lives and happieness above his own. Quiet, and mousie this young Fubuki may be, but his observation and listening skills have grown imensely in his short life.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. o1.
Experience: 22/1oo
Hp: 1o
Cp: 6
MHp: 9

[ Base + Distrib. + Lvl Up + Trained + Clan = Mod ]

Strength: 6 + 3 = -1
Dexterity: 6 + 2 + 4 = 1
Constitution: 6 + 3 + 1 = o
Intelligence: 6 + 4 = o
Wisdom: 6 + 2 = -1
Charisma: 6 + 3 = -1
Chakra: 6 + 3 + 5 = 2
Dodge Bonus: 1o

Base Attack Bonus: 1
Attack Melee: 1
Attack Ranged: 2

Base Save Bonus: 0
Fort: -1
Rex: 1
Will: -1

~Skills~


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

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


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

Ninja Weapons:
Taijutsu: 2
Ninjutsu: 3
Medical Ninjutsu:
Genjutsu: 1
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:


Valuables
PostPosted: Thu Jun 23, 2011 9:43 pm


User-name: Ellreka
Posting: periodically…until school starts
Time zone: central

~Character Data~


Name: Swift Estoqueur
Village: Kirigakure
Clan/Bloodline: Estoqueur
Element Affinity: Wind + Fire
Age: 12
Gender: Male
Rank: Academy Student

~Appearance~


Headband: None
Height: 4 ft 0 in
Weight: 110
Hair: short uniformly cut. Jet black in color seeming to shimmer in the light
Eyes: Lavender
Physical Description: Physically much slimmer than the average person but his muscular build is more along the lines of a healthy athlete. Other than these aspects his features are not unusual for any normal human being
Clothing: As to the Estoqueur Clans strict uniform policy Swift wears a long brimmed chapeau with the Estoqueur signature V shape brim that points sharply at the tips. His usual clothing consists of almost ruby colored attire that consists of a loosely fitted pair of slops, knee high boots, Gloves that stretch past the forearms, and a baggy almost oversized seeming tabard.

Background:
Swift Estoqueur like most Estoqueur was born into the hierarchical world of his clan. He is the only son of two loving and dedicated shinobi however, his family sits directly at the bottom of his clan’s hierarchy placing Swift as the 126th in line for the Estoqueur clan head. Swift grew up mostly around the outskirts of Kirigakure in the Estoqueur household where he was taught about the world and his village like most Estoqueur until he was 10 where he was given the choice to become a shinobi or wander the world as a protector. He chose to become a shinobi and his parents enrolled him in the academy the next day. Swift now seeks to become the head of his clan even though he knows he may more than likely not succeed.

Personality:
Swift, like most Estoqueur, has a strong urge to help people and generally is very friendly to others even people that have attacked or ridiculed him.

Other:
unlike most in his clan, Swift doesn’t enjoy fighting…he would rather not like to start confrontations if they can be avoided.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: 10
Cp: 7
MHp: 11



Strength: 6 Mod: -2
Dexterity: 6 Mod: -2
Constitution: 10 Mod: 0
Intelligence: 6 Mod: -2
Wisdom: 12 Mod: +1
Charisma: 6 Mod: -2
Chakra: 16 Mod: +3
Dodge Bonus: 9

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

Base Save Bonus: 0
Fort: 0
Rex: -2
Will: 1

~Skills~

Total (Distributed + Clan + Trained + Level )
Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): 0
Alchemy (Int): 0
Awareness (Wis): 2
Athletics (Str):0
Chakra Control (Int):3
Concentration (Con): 0
Craft (Int): 0
Diplomacy (Cha): 0
Escape Artist (Dex): 0
Handle Animal (Cha): 0
Innuendo (Cha): 0
Intimidate (Cha): 0
Perform (Cha): 0
Read Lips (Wis): 0
Seduction (Cha): 0
Sense Motive (Wis): 3
Sleight of Hand (Dex): 0
Stealth (Dex): 0
Survival (Wis):3
Treat Injury (Int):2

Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons: 0
Taijutsu: 0
Ninjutsu: 0
Medical Ninjutsu: 3
Genjutsu:7 (4+3)
Sneak Attack: 0
Puppet Play: 0

~Possessions~


Money:

Ryo:

Equipment:


Valuables

ellreka

Dapper Browser

1,650 Points
  • Informer 100
  • Gaian 50
  • Window Shopper 100

Dimi Deiod

Devoted Dabbler

PostPosted: Wed Jun 29, 2011 1:42 pm


User-name: Dimi Deiod
Posting: A minimum of once everyday
Time zone: GMT +1

~Character Data~


Name: Hara Keiko
Village: Kiri
Clan/Bloodline: None
Element Affinity: None (yet)
Age: 10
Gender: Male
Rank: Academy student

~Appearance~

User Image

Headband: Around his right elbow (when achived one)
Height: 4.92
Weight: 88.2
Hair: Keiko’s black hair is tied up in a knot on the top of his head, resembling a pineapple.
Eyes: Dark brown.
Physical Description: He is a healthy 10 year old with the typical amount of muscle tone for one of the Kiri’s academy students. Other than that he is very pale.
Clothing: He wears a big white t-shirt that he has borrowed from his father (and refuses to return). The bottom is long enough to reach his knees as the arms of the t-shirt reaches his elbows. He wears a pair of baggy purple cloth pants that is tied up with bandage at the ankles and around his feet, which are also surrounded by blue shinobi footwear.
Background: His parents were a well respected couple in Kiri. In the Mistress Invasion they both had taken huge risks while sabotating for the wretched ruler. They earned a few awards of their bravery but it also made them wanted by the council that appeared later on. The council had seen them as trouble makers and threaten them to hurt their son, Keiko, if they were to try anything against them. So in the battle against the council they were powerless. Which most shinobis around the block resented them for, they had become a sort of a blacksheep in the neighbourhood. But still, there are a few ninjas who remember their services against the mistress.

Keiko had enlisted in the academy for the same reason as any kid in Kiri, he thought ninjas were cool. He wanted to be able to fly across the rooftops while throwing deadly objects and magic at evildoers, and at the same time winning the girl in every scenario. His parents are both ninjas and have always been eager to help him improve at an early age. He is now in his training days, hopefully, about to graduate.
Personality: Some would say he is an training-fanatic. Seeing every aspect of life as an challenge of some sort. If the sensei asks to do ten pushups, he usually sets an impossible timelimit or increase the number of pushups to an ridiculous level. But he can also be normal and in those cases he is friendly and helpful and protective.. And alittle bit of a cocky brat if he is in a winning streak.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

1, 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.

2, 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.

3, 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-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 2
Experience: 68/150
Hp: 20
Cp: 8
MHp: 16

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Orange = Base points.
Blue = Points achieved through distributing.
Green = Points achieved through training.
Red = Ability mod.

Strength: 6 + 6 = 12 Mod: +1
Dexterity: 6 + 5 = 11 Mod: 0
Constitution: 6 + 4 = 10 Mod: 0
Intelligence: 6 + 4 = 10 Mod: 0
Wisdom: 6 Mod: -2
Charisma: 6 Mod: -2
Chakra: 6 + 4 = 10 Mod: 0
Dodge Bonus: 8

Base Attack Bonus: 2
Attack Melee: 3
Attack Ranged: 1

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

~Skills~


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

Acrobatics (Dex): 0 + 3 = 3
Alchemy (Int): 0
Awareness (Wis): -2
Athletics (Str): 0 + 3 + 1 = 4
Chakra Control (Int): 0 + 5 + 1 = 6
Concentration (Con): 0 + 3
Craft (Int): 0
Diplomacy (Cha): -2
Escape Artist (Dex): 0 + 3 + 1 = 4
Handle Animal (Cha): -2
Innuendo (Cha): -2
Intimidate (Cha): -2
Perform (Cha): -2
Read Lips (Wis): -2
Seduction (Cha): -2
Sense Motive (Wis): -2
Sleight of Hand (Dex): 0 + 3 = 3
Stealth (Dex): 0 + 1 = 1
Survival (Wis): -2
Treat Injury (Int): 0


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

Ninja Weapons:
Taijutsu: 9
Dmg: 3-6.

Ninjutsu: 1
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:


Valuables
Reply
Guild Archive

Goto Page: [] [<] 1 2 3 ... 4 5 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum