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kouri-chan_xx Vice Captain
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Posted: Sat Aug 18, 2007 4:03 am
Basically all the masters post their profiles here.
Starting out stats:
Level 70 22 base points 308 distribution points 20 Jutsu as well as basic E Rank Academy jutsu.
=P
I mean, they're supposed to be shrouded in mystery and all XD They won't be very mysterious if everybody knows what jutsu they have and what weaknesses they have >_>
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Posted: Sat Aug 18, 2007 4:48 am
User-name: kouri-chan_xx Posting: Time zone:
~Character Data~
Name: Mistress << A nickname is Miss Blue Village: Kirigakure Clan/Bloodline: None really... Element Affinity: Water Age: Old.. Gender: Female Rank: Master
~Appearance~
Headband: She doesn't wear one. Height: 5'5 Weight: 120 lbs Hair: Light Periwinkle blue, quite thick. One clump of it lies on top of her right eye effectively shrouding it from view. Search Angel Starr on Google for more info.. Mistress' hair is quite long and even when tied up it reaches her navel. She keeps is tied up by the way. Eyes: Cold and calculating and ice blue. Like the rest of her. Physical Description: Mistress is average in height and has a body to die for. She is not above using it to further her own objectives although she is not nearly as good as the Earth Master, of course. Her skin is deathly pale and certainly shows no sign of the rough and tumble usually associated with being a ninja. Clothing: Mistress wears very flowy robes that are almost always white with the slightest hue of blue. She always keeps her clothing impeccably clean and even the slightest stain will annoy her. Background: Her past is shrouded in mystery... even to herself. Although she vaguely remembers a grueling training routine deep down in the underwater caves. Personality: Mistress is a b***h. Albeit a really pouty one. She might or might not know her real name but insists (almost comically) on everybody calling her Mistress anyway. She can be quite the sore loser and likes to destroy things, especially when she is angry. Other:
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
Bunshin no Jutsu This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent. Cp cost: 1 pt. per bunshin. Damage: N/A Requirements: Academy students learn it on the academy as a basic jutsu. Training days: Academy. Chakra control check DC: 5 per bunshin. Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created. *The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit. The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.
Henge no Jutsu The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique. Cp cost: 2 "+1 per minute the jutsu is maintained" Damage: N/A Requirements: Learn in the Academy. Training days: Academy time. Chakra control check DC: 10 Special: Add chakra mod to your Disguise check.
Kawarimi no Jutsu This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 1 Damage: N/A Requirements: Must have something to replace with. Training days: Academy time. Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Genjutsu Kai: Release The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. Cp: 10 Damage: N/A Requirements: Chakra Control 10 Training: 5 days Special: Add chakra mod to Will Save
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 Damage: Exploding tag damage [10-20] Requirements: Chakra Control 5 Training: 1 day or Learn in the academy.
Shunshin no Jutsu Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag. Cp cost: 3 per tag Damage: Exploding tag damage [10-20] Requirements: Chakra Control 5 Training: 1 day or Learn in the academy.
Mizu Bunshin no Jutsu (Water Doppelganger Technique) Creates one or more identical copies of the user out of water. More similar to Kage Bunshin no Jutsu (Art of the Shadow Doppelganger) than to a normal Bunshin no Jutsu (Doppelganger Technique), these clones are capable of attacking, except for the fact that each clone's power is only one-tenth of the user. Also, the clones can only be controlled within a certain radius of the user. That is the technique's weakness. This is considered to be the Water Style equivalent to the Leaf Village's "Kage Bushin no Jutsu" (Shadow Doppelganger Technique) mainly because it divides up the user's attention and chakra to an extent. Cp cost: 4 per bushin. Damage: Bushin deal 1/3 of your normal damage. Requirements: Water Affinity. Training days: 3 days.
Kiri Gakure no Jutsu (Hiding Mist Technique) This jutsu envelops the surrounding area in a dense mist, causing anyone within it to lose the advantage of sight. Cp cost: 10 + 1 per minute the jutsu is mantained. Damage: N/A Requirements: Chuunin or higher; Water Affinity; Kirigakure only Training days: 10 days.
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 Jutsu. Cp cost: 30 Damage: N/A Requirements: Chakra 20+ Level 15+ Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation. Training days: 10 days Special: This jutsu is broken upon impact.
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: 10 per round Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal. Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12) Training: 8 days
Suirō no Jutsu 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. This Jutsu cannot be performed without a sufficiently large body of water to supply the water for it. Cp cost: 20 + 1 per round the jutsu is holded. Damage: N/A Requirements: Water affinity, water supply, chakra 20+, Chakra Control 20 Training: 10 days
Suiton: Mizuame Nabara (Water Release: Syrup Capture Field) Using this jutsu, 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: 40 Damage: N/A Requirements: Chakra Control 20 Special: Ninja cannot move. Escape Artist DC: 50 Training: 8 days
Chakra Kyūin Jutsu, (Chakra Absorption Technique) This jutsu allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media, as Jirobo did with his Earth Release Barrier: Dungeon Chamber of Nothingness. The only necessary condition is some medium through which chakra can be channeled. Cp cost: 1/3 amount of chakra taken Damage: User can drain from 1 cp to (chk mod * 1.5) cp per usage Requirements: Chakra Control 30 Training: 7 days Special: Regain Cp.
Dokugiri (Poison Mist) The user breathes out a toxic gas from their body that can also be used as a handy smokescreen. Cp cost: 30 Damage: N/A "poison" Requeriments: Int 30+ Chakra 30+ Training days: 12 days Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke Reflex Save: 10 + half character level + half chakra mod. "To avoid" Fort: 10 + half character level + half chakra mod. To resist the poison.
Kansei: Mizu no Kyuutai (Trap: Orb of Water) The victim of watery traps has an unkind fate to come. Water spreads up around the poor soul and they begin to drown. The lucky can break loose, but then they still have to face the caster of the jutsu. Cp Cost: 75 + 10 per holding post Damage: 60 - 80 + Chakra Mod + 2 per 10 points in Ninjutsu to Max Damage Requirements: Water Affinity, Chakra Control 30 Training: 20 days Special: Roll (Defender)1d20 + melee attack bonus vs. (User)1d20 + chakra control to escape from this jutsu. If you fail to escape, Roll a Fortitude check per turn of DC 20. The DC increases by 5 per roll. Upon failure, receive a -15 penalty to all checks made.
Suiton: Suigadan (Water Release: Water Fang Bullet) This jutsu creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block. Cp cost: 100 Damage: 80-110 + chakra mod Requirements: Water Affinity, Water source, Chakra Control 60 Training days: 8 days Special: If Chakra Control is over 75, water source isn't needed.
Suiton: Suijinheki (Water Release: Water Encampment Wall) This jutsu creates a water barrier to protect the user from any offensive attacks. The water rises from the ground or is created by the jutsu user. Cp cost: 50 "With body of water nearby", 120 Without it. Damage: N/A Requirements: Water Affinity, Level 40+ Training days: 10 days. Special: Wall is completely encompassing and fully blocks any attack once and one time only. The user will have to use it again to block any other attacks. *Jutsu can only block up to 6 Taijutsu attacks, 1 Ninjutsu or lasts for one of the users turns, whichever comes first.
Suiton: Suikodan no Jutsu (Water Release: Water Shark Bullet Technique) This jutsu utilizes water to attack the enemy with a powerful water burst. Cp cost: 60 Damage: 60 - 110 + chk mod Requirements: Water Affinity, Water Source Training days: 17 days
Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique) A powerful attack that creates a huge current of water, usually in the form of a dragon, sent towards the target. Cp cost: 200 without water source, 120 with. Damage: 150 - 250+ chakra mod. Requirements: Water Affinity. chakra 40+, Large source of water, Chakra Control 85+ Training days: 20 Days.
Meisai Gakure no Jutsu (Hiding Camouflage Technique) This jutsu 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 + 2 per round held Damage: N/A Requirements: Chakra Control 55+ Training days: 15 days Roll: d20 + Chakra Control vs d20 + Spot or Listen
Suiton: Bakusui Shoha (Water Release: Exploding Water Shockwave) One can literally create water out of nothing. Kisame was able to cover a significant portion of desert while engaging Gai and his subordinates. Cp cost: 130 CP Damage: N/A Requirements: Water affinity. Chakra 80+ Training days: 20 days. Special: Creates a body of water in which to use other water jutsu. Also can make opponent lose footing. Footing dictated by a Balance check vs attacker's Ninjutsu DC
Suiton: Daibakufu no Jutsu (Water Release: Great Waterfall Technique) This technique is used to create a massive blast of water. Cp cost: 180 CP Damage: 200 – 250 + chakra mod Requirements: Water Affinity, Chakra 50+, Chakra Control 60 +, Needs a body of water Training days: 12 days
Suiton: Suishoha (Water Release: Water Shockwave) A large capacity of water is basically created out of nowhere. This water can then be directed at the targeted area. Cp cost: 100 Damage: 200 - 300 + chakra mod. Requirements: Water Affinity, Chakra 30+, Chakra Control 50+ Training days: 15 days
Suiton: Goshokuzame (Water Release: Five Eating Sharks) This jutsu is used when an opponent is knocked into water. From the water, five sharks are created and used to attack the opponent. The sharks must be created in a large amount of water. The user must keep his hand on the water or else the sharks will fall apart, since they are made from chakra. They first attack one-by-one, with each attack Kisame said "First Meal" up to "Fifth Meal". If the sharks suffer severe damage they can quickly regenerate themselves, making this a powerful technique. Cp cost: 200 Damage: 50 - 80 per shark Special: User must keep at least one hand in water.
Genjutsu-
Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique) Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion. Cp cost: 20 Damage: 10 - 30 MHP + genjutsu bonus (2 to max per 10 in genjutsu) Requirements: Genjutsu 20 Ranks Training days: 5 days. Will Save:10 + half user's level + half int. mod + half wis. mod Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls
Taijutsu-
Summoning Contract-
~Stats~ LV. 70 Experience: 0/21,500 Hp: 3,850 Cp: 3,360
Strength: 22 + 8 = 30 | mod = +15 Dexterity: 22 + 60 = 82 | mod = +36 Constitution: 22 + 78 = 100 | mod = +45 Intelligence: 22 + 38 = 60 | mod = +25 Wisdom: 22 + 38 = 60 | mod = +25 Charisma: 22 + 8 = 30 | mod = +15 Chakra: 22 + 78 = 100 | mod = +45 Dodge Bonus: 71
Base Attack Bonus: +70/65/60/55/50/45/40/35/30/25/20/15/10/5 Attack Melee: +85/80/75/70/65/60/55/50/45/40/35/30/25/20 Attack Ranged: +106/101/96/91/86/81/76/71/66/61/56/51/46/41
Base Save Bonus: +35 Fort: +80 Rex: +71 Will: +60
Damage: Taijutsu: [any other weapon you use]
~Skills~
[Max 35 skills]
Swim: 15 + 25 = 40 (Str)
Balance: 36 + 30 = 66 (Dex) Escape Artist: 36 + 50 = 86 (Dex) Hide: 36 + 85 = 121 (Dex) Move Silently: 36 + 65 = 101 (Dex) Tumble: 36 + 30 = 66 (Dex) Use Rope: 36 + 40 = 76 (Dex)
Concentration: 45 + 70 = 115 (Con)
Chakra Control: 25 + 160 = 185 (Int) Disable Device: 25 + 15 = 40 (Int) Forgery: 25 + 0 = 25 (Int) Repair: 25 + 0 = 25 (Int) Research: 25 + 0 = 25 (Int) Search: 25 + 50 = 75 (Int)
Alchemy: 25 + 0 = 25 (Wis) Listen: 25 + 50 = 75 (Wis) Read Lips: 25 + 0 = 25 (Wis) Sense Motive: 25 + 50 = 75 (Wis) Spot: 25 + 80 = 105 (Wis) Survival: 25 + 10 = 35 (Wis) Treat Injury: 25 + 0 = 25 (Wis)
Bluff: 15 + 50 = 65 (Cha) Diplomacy: 15 + 25 = 40 (Cha) Disguise: 15 + 0 = 15 (Cha) Gather Information: 15 + 0 = 15 (Cha) Intimidate: 15 + 75 = 90 (Cha) Innuendo: 15 + 40 = 55 (Cha) Seduction: 15 + 50 = 65 (Cha)
Ninjutsu: 45 + 495 = 540 (Chk) Genjutsu: 25 + 0 = 25 (Int) Taijutsu: 15 + 0 = 15 (Str) Fuuin Jutsu: 25 + 5 = 30 (Int) Kawarimi: 60 Shuriken: 70 Sneak Attack: 70
~Possessions~
Money:
Ryo:
Equipment:
Valuables
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kouri-chan_xx Vice Captain
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Posted: Sat Aug 18, 2007 4:45 pm
User-name: Carlos Ralfer Posting: Usually 2 times a day Time zone: eastern USA
~Character Data~
Name: Rain Shino Village: None Clan/Bloodline: None Element Affinity: Earth Age: Old...call her that and you die...no serious....she'll kill you. Gender: Female Rank: Master
~Appearance~
Headband: None Height: 4'5 Weight: 115 lb Hair: Silver (actually gray but you say that and you die.) Eyes: Deep Brown Physical Description: She was born with hair that looked like it was spawned from the hand of earth itself. Her body is well toned and a bit small of height but she has a very veluptious body that men seem to flock too. She has always had the attention of men and women. Her skin is a soft ivory and her eyes a deep brown. Clothing: She wears a back out bikini top of deep amber color that is adorned with all manor of gems and jewels about it. She also wears a long, flowing dress that carries the same color and design motif. Her shoes are of a Roman Sandle veriaty and she enjoys keeping her body in perfect shape. Background: Personality: She tends to be very wishy washy with everything she does. With her power, she tends to push people to do what she feels they need to do. Other:
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu- Bunshin Henge Kawarimi
Genjutsu Kai: Release The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. Cp: 10 Damage: N/A Requirements: Chakra Control 10 Training: 5 days Special: Add chakra mod to Will Save
Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. 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. The amount of Chakra used depends on the distance and elevation between the user and the destination. Cp cost: 1 per ft Damage: N/A Requirements: Dexterity 20+ Training days: 3 days. Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.
Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique) After performing a series of hand seals and raising his chakra, the ninja is buried underground using his chakra. He can then move freely inside the ground, as if he was outside, due to the chakra which "makes way" for him/her. After the ninja feels he is below his opponent, he just raises his hand and grabs his opponent's feet, then buries him underground, leaving his head on the surface. This leaves a normal Shinobi open for a powerful attack, but a powerful one can use Chakra and raise himself up to the ground, preventing the attack. An experienced shinobi can also predict the attack, by sensing the opponent's chakra, so this move is really effective on younger ninjas, such as Genins or Chuunins. Cp cost: 6 Damage: N/A Requirements: Genin or higher rank. Must be trained to learn the jutsu, ie. you cannot learn it yourself. Training days: 5 days, 3 days with Earth Affinity Special: If caught, the Escape Artist DC is 50.
Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Fish Technique) The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own. Cp cost: 15 Damage: N/A Requirements: Earth Affinity, Chakra Control 8 Training: 2 days Special: +chk mod to Hide roll. If undetected, person can Sneak Attack. User suffers double damage from earth based ninjutsu.
Doton: Doroku Gaeshi (Earth Release: Earth Shore Return) After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall. Cp cost: 35 Damage: N/A Requirements: Chakra 15+, Earth Affinity, Chakra Control 12. Training days: 7 days Special: Creates full cover, crumbles when hit.
Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm) This technique allows the ninja to control nearby rocks and stones that surround the enemy and will begin to hit and spin about crushing all those trapped within it. Cp cost: 25 + additional 5 per rock Damage: 5 - 35 + chakra mod +2 to max per rock used. Requirements: Chakra 25+ Training days: 8 days
Doton: Doryu Dango (Earth Release: Earth Mausoleum Dumpling) The user is able to overturn the earth into a large dumpling shape chunk of earth the size of a mausoleum. Using their immense strength, they can lift up the ball and hurl it at his opponent, flattening everything in its path. Cp cost: 30 Damage: 40 - 80 + str mod Requirements: Str 30+ Chakra 30+, Earth Affinity Training days: 15 days Special: Cp cost is nulled if user succeeds on a strength check of DC 40.
Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness) Traps the victims inside a self-repairing dome of earth. Cp cost: 60 + 8 per turn Damage: N/A Requirements: Earth Affinity, Chakra 25+, Chakra Control 30 Training days: 10 days. Special: *Must keep contact with wall to keep chakra flowing through it. Once contact is broken, the barrier looses its repairing function and can be destroyed easily. Escape roll: User's D20 + chakra control vs. target's D20 + melee attack bonus
Doton: Doryuheki (Earth Release: Earth Style Wall) The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall. Cp cost: 70 Damage: N/A Requirements: Chakra 35, Earth Affinity, Chakra Control 40+ Training days: 14 days Special: *Gives full cover bonus to next attack launched at user so long as attack is not an area effect jutsu. If an area effect jutsu is the next attack, you take only half damage.
Doton: Iwayado Kuzushi (Earth Release: Rock Lodging Destruction) Rocks are dislodged from above the opponent to crush them. Cp cost: 65 Damage: 50 - 120 + chk mod Requirements: Chakra 30+ Must have some kind of celling over the person, Earth Affinity Training days: 15 days
Doton: Doryudan (Earth Release: Earth Dragon Bullet) Used in conjunction with Doton: Doryū Taiga (Earth Release: Earth Flowing River), this jutsu creates a likeness of a dragon's head that launches mud balls from its mouth onto the opponent. Cp cost: 50 + 5 per mud ball Damage: 30 - 60 per bullet. Requirements: Earth Affinity. Chakra 50+, used Doton: Doryu Taiga Training days: 15 days. Special: Number of bullets maximum equal to 1 per 10 points in Chakra Control
Doton: Doryu Taiga (Earth Release: Earth Flow River) The user performs a technique that forms a rapid river of mud on the ground beneath the opponent. Cp cost: 40 Damage: N/A Requirements: Earth Affinity, Chakra Control 55 Training days: 6 days. Special: Opponent loses his footing unless he meets a Balance check vs. the attackers DC of 10 + half attacker's level + attacker's chakra mod + 2 per 10 ranks in attacker's Ninjutsu skill
Doton: Yomi Numa (Earth Release: Swamp of the Underworld) This technique turns a large area of land into a sinking swampland, making it impossible for anyone or anything in that area to move around or escape. Cp cost: 100 Damage: N/A Requirements: Chakra 65, Earth Affinity Training days: 25 days. Special: *Opponent starts to sink and is engulfed in 5 minutes (50 turns). Escape Artist DC is 75. *Any and all attacks or movements that use legs are forbidden if caught by this jutsu.
Dokugiri (Poison Mist) The user breathes out a toxic gas from their body that can also be used as a handy smokescreen. Cp cost: 30 Damage: N/A "poison" Requeriments: Int 30+ Chakra 30+ Training days: 12 days Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke Reflex Save: 10 + half character level + half chakra mod. "To avoid" Fort: 10 + half character level + half chakra mod. To resist the poison.
Meisai Gakure no Jutsu (Hiding Camouflage Technique) This jutsu 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 + 2 per round held Damage: N/A Requirements: Chakra Control 55+ Training days: 15 days Roll: d20 + Chakra Control vs d20 + Spot or Listen
Kage Bunshin no Jutsu (Shadow Doppelganger Technique) Unlike the normal Bunshin no Jutsu (Art of the Doppelganger), this jutsu does not create illusions, but real bodies of the user. The user's chakra is evenly distributed among every clone. This could be very dangerous if the user is low on chakra or makes too many clones (like with Tajū Kage Bunshin no Jutsu (Multiple Shadow Clone Technique). Kage Bunshin can't be detected by Byakugan. This is because the clones are real bodies with real chakra circulatory systems, identical to the user. The real one also cannot be detected by the Sharingan. Because the clones are basically real, they can perform Jutsu and real damage on their target, and can take some hits themselves, being even able to bleed, although they'll still disappear when enough damage has been done, which is usually after one blow or fatal attack. Since the clones are exact replicas of the user, one can use them in combination with many other techniques. Cp cost: 10 per bushin. Damage: Each bushin deals the same damage as you. Requirements: Chakra 50+
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 Jutsu. Cp cost: 30 Damage: N/A Requirements: Chakra 20+ Level 15+ Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation. Training days: 10 days Special: This jutsu is broken upon impact.
Genjutsu- Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique) Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion. Cp cost: 20 Damage: 10 - 25 + int mod + Genjutsu bonus Requirements: Genjutsu 15 Ranks Training days: 5 days. Will Save:10 + half user's level + half int mod + half wis mod Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls
Taijutsu- Gouken (Strong Fist) Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage. Damage: Increases normal taijutsu damage to 5-12 Requirements: Taijutsu 20 ranks. Training days: Must keep training all the time.
Dainamikku-Entori (Dynamic Entry) Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack. Damage: Double Taijutsu damage. Requirements: Taijutsu 15 ranks, Tumble 10, Must be first attack of battle or Sneak Attack only. Training days: 3 days.
Konoha Reppu (Leaf Gale) Using their quickness and agility, the user performs a spinning kick to sweep their opponent off their feet. Damage: Taijutsu damage. Requirements: Gouken style fighting. Taijutsu 18 Training days: 4 days. Special: With this technique you can hit all enemies around you in melee instead of using one attack turn per enemy.
Konoha Senpu (Konoha Hurricane) This Jutsu is mainly a set-up one, and consists of kicking the opponent high into the air, thus leaving them vulnerable to a subsequent more powerful attack (usually Kage Buyō, Shadow of the Dancing Leaf). Damage: 20-40 + Taijutsu Damage Requirements: Str 25, Taijutsu 25, Dex 10, Gouken Training days: 3 days Special: This technique reduces the opponent's Dodge bonus by -5.
Tsutenkyaku (Painful Sky Leg) This is basically just a kick down from the air, where the user uses their marvelous strength to create a gigantic crater and an earth-quake like effect to the surrounding area. Damage: Double taijutsu damage. Requirements: Taijutsu 35 Ranks Training days: 6 days. Special: Unless the opponent can pass a Tumble check of the attacker's attack roll, he is winded for the next turn.
Hayabusa Otoshi (Peregrine Falcon Drop) The user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground. Damage: Taijutsu damage x 2.5 Requirements: Must drop yourself from a really high place along the enemy. Enemy recives extra 2 points of damage per 5 feet. Training days: 5 days.
Summoning Contract-
~Stats~ LV. 70 Experience: 0/21,500 Hp: 3500 Cp: 2310
Strength: 22 + 8 = 30 | mod = +10 Dexterity: 22 + 40 = 62 | mod = +26 Constitution: 22 + 28 = 50 | mod = +40 Intelligence: 22 + 48 = 70 | mod = +30 Wisdom: 22 + 58 = 80 | mod = +35 Charisma: 22 + 78 = 100 | mod = +45 Chakra: 22 + 48 = 70 | mod = +30 Dodge Bonus: 71
Base Attack Bonus: +70/65/60/55/50/45/40/35/30/25/20/15/10/5 Attack Melee: +80/75/70/65/60/55/50/45/40/35/30/25/20/15 Attack Ranged: +96/91/86/81/76/71/66/61/56/51/46/41/36/31
Base Save Bonus: +35 Fort: +75 Rex: +61 Will: +70
Damage: Taijutsu: 11-16 Range: 27-32 [any other weapon you use]
~Skills~
[Max 35 skills]
Swim: (Str) 10+110=120
Balance: (Dex) Escape Artist: (Dex) Hide: (Dex) Move Silently: (Dex) Sleight of Hand: (Dex) Tumble: (Dex) Use Rope: (Dex)
Concentration: (Con) 40+300=340
Chakra Control: (Int) 30+240=270 Disable Device: (Int) Forgery: (Int) Repair: (Int) Research: (Int) Search: (Int)
Listen: (Wis) Read Lips: (Wis) Sense Motive: (Wis) Spot: (Wis) Survival: (Wis) Treat Injury: (Wis)
Bluff: (Cha) 45+300=345 Diplomacy: (Cha) 45+200=245 Disguise: (Cha) 45+200=245 Gather Information: (Cha) 45+200=245 Intimidate: (Cha) 45+600=645 Innuendo: (Cha) 45+150=195 Seduction: (Cha) 45+800=845
Ninjutsu: (Chk) 30+300=330 Genjutsu: (Int) 30+100=130 Taijutsu: (Str) 10+500=510 Fuuin Jutsu: (Int) 30+100=130 Kawarimi: 200 Ninja Weapons: Sneak Attack: 156
~Possessions~
Money:
Ryo:
Equipment:
Valuables
~Pet Data~
Name: Etnaia Burokumo Gruatious Valdintine III (Etna for short) Species: Cat Size: Small Element Affinity: Fire Age: ??? (Ask if you want to die) Gender: Female
~Appearance~
Height: 1 ft Weight: 6 lb Fur: Solid Black Eyes: Chrimson Physical Description: Rather small for her age but incredibly powerful. Her fur is a deep black that, if she decided to close her eyes in a dark room, you'd never find her. Background: Things...tend to be intersting when your as old as this cat. No one knows her history, not even the Earth Master Rain whom she use to call owner. Rain found Etna on a cold day and simply felt an unbarable draw to Etna and thus named her after some of the more influential people in her life. Etna, however, wasn't a mear stray cat. She was already blessed with the intellegence to speak human language (3 to be exact) and a good grasp of Ninjutus. It's no small task to say that Etna actually taught Rain a thing or two. No matter where Rain has gone, Etna could always be found somewhere near, supporting from the shadows (or from the front line if you take into account her ability to summon the guard dog of Hell). When Rain was sealed away, Etna was caught in the jutsu as she tried to save her friend/owner. Now, after being unsealed, she was captured again during the raid of Iwagakure and is now under the watchful eye of the Takamichi family. The question is, who is watching whom... Personality: Etna tends to act very regal and upity. The reason being is because...well...she's a cat and not that many people are expecting a cat to be able to do all the things she can do. Her power is quite enormous and formidible and many people underestimate her because of her size which fits her just fine. She does have a sharp toung and speaks what she feels no matter who it hurts. But she always has an air of coniving and plotting about her so many don't trust her outright. Probably for the better.
Other: Through unknown methods and happenings in her past, Etna is able to summon the Guard Dog of Hell, Cerberus. The dog fully listens to her dispite species fights. Many think that she has some dirt on Cerberus but no one knows.
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
Genjutsu-
Taijutsu-
Summoning Contract- Cerberus Description of Jutsu: The guard dog for the pits of Hell. The tales give him no justice in the horror he inspires within those he battles. The three heads each have a mane of fire and brimstone flowing across them. His blood is lava hotter than any you'll find on this plane of existance and even his drool can catch things on fire. To any who oppose his mistress, he is nothing short of the perfect killing machine. To those who his mistress favors, he's a giant fire breathing puppy. Cp Cost: 75 cp Damage: 46-119 Requirements: Must make a deal with the devil (seriously...)or be given permission by Etna Training: none Special: All physical attacks to him will result in being burned (damage does still go through though)
Stats: LV: 75 Experience: Hp: 4125 Cp: 2400 MHP: 1500 Strength:22+78= 100 {45} Dexterity:22+78= 100 {45} Constitution:22+78= 100 {45} Intelligence:22+33= 55 {22} Wisdom:22+8= 30 {10} Charisma:22+0= 22 {6} Chakra:22+33= 55 {22} Dodge Bonus: 65
Base Attack Bonus: 75/70/65/60/55/50/45/40/35/30/25/20/15/10/5 Attack Melee: 120/115/110/105/100/95/90/85/80/75/70/65/60/55/50 Attack Ranged: 120/115/110/105/100/95/90/85/80/75/70/65/60/55/50
Base Save Bonus: 36 Fort: 71 Rex: 76 Will: 46
Bluff: (Cha) Diplomacy: (Char) Disguise: (Cha) Gather Information: (Cha) Intimidate: (Cha)6+200=206 Innuendo: (Cha) Perform: (Cha) Sense Motive: (Wis)10+200=210 Read Lips: (Wis)
Balance: (Dex) Escape Artist: (Dex) Listen: (Wis)10+200=210 Move Silently: (Dex)45+101=146 Survival: (Wis) Swim: (Str) Treat Injury: (Wis) Tumble: (Dex) Use Rope: (Dex)
Concentration: (Con) Search: (Int) Spot: (Wis)22+150=172
Chakra Control: (Int) 22+100=122 Ninjutsu: (Chk) 22+400=422 Genjutsu: (Int) Taijutsu: (Str) 45+299=344 Fuuin Jutsu: (Int) Sneak Attack:
~Stats~ LV: 80 Experience: Hp: 880 Cp: 1040 MHp: 1440
Strength: 20 + 14= 34 | mod = 12 Dexterity: 20 + 30= 50 | mod = 20 Constitution: 20 + 0= 20 | mod = 5 Intelligence: 20 + 42= 62 | mod = 26 Wisdom: 20 + 14= 34 | mod = 12 Charisma: 20 + 10= 30 | mod = 10 Chakra: 20 + 10= 30 | mod = 10 Dodge Bonus: 42
Base Attack Bonus: 80/75/70/65... Attack Melee: 92/87/82/77...
Base Save Bonus: 40 Fort: 45 Rex: 60 Will: 52
Damage: Bite: 1 - 2 + str mod Claws: 1 - 1 + str mod Tear: 1 - 3 + str mod, causes a Bleeding wound which is -[str mod of the animal] Hp per two turns. If the modifier is negative there is no bleeding damage.. The DC for treating the wound is basically the animal's level. For example the DC for treating a wound made by a level 25 animal would be 25. Lastly, Tiny animals cannot Tear.
~Skills~
[[SP: 2080]]
Swim: (Str)
Balance: (Dex) Escape Artist: (Dex) Hide: (Dex) 17+49= 66 Move Silently: (Dex) 17+49 = 66 Tumble: (Dex)
Concentration: (Con)
Chakra Control: (Int) 8+32= 40 Search: (Int)
Listen: (Wis) Sense: (Wis) 9+31=40 Spot: (Wis) Survival: (Wis) Track: (Wis)
Diplomacy: (Cha) Intimidate: (Cha) Perform: (Cha)
Ninjutsu: (Chk) 7+99=106 Genjutsu: (Int) 8+100=108 Taijutsu: (Str) Fuuin Jutsu: (Int) Sneak Attack:
~Possessions~
Equipment:
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Posted: Sun Aug 19, 2007 6:11 pm
[DEAD]
User-name: Karite the Reaper Posting: a lot Time zone: eastern USA
~Character Data~
Name: Village: None Clan/Bloodline: None Element Affinity: Wind Age: Old Gender: male Rank: Master
~Appearance~
Headband: None Height: 5'10" Weight: 145 lb Hair: red Eyes: Glowing Green Physical Description: Clothing: Background: Personality: Other:
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu- Bunshin no Jutsu: This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent. Cp cost: 1 pt. per bunshin. Damage: N/A Requirements: Academy students learn it on the academy as a basic jutsu. Training days: Academy. Chakra control check DC: 5 per bunshin. Special: For every additional bunshin, add 10% to your ninjutsu check
Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique. Cp cost: 2 "+1 per minute the jutsu is maintained" Damage: N/A Requirements: Learn in the Academy. Training days: Academy time. Chakra control check DC: 10 Special: Roll a disguise check
Kakuremino no Jutsu (Cloak of Invisibility Technique) This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible. Cp cost: 1 Damage: N/A Requirements: Learn in the academy. Training days: Academy time. Special: Add chakra mod to your Hide check.
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.
Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. 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. The amount of Chakra used depends on the distance and elevation between the user and the destination. Cp cost: 1 per ft Damage: N/A Requirements: Dexterity 20+ Training days: 3 days. Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.
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: 1 per needle Damage: Needle "Senbon" damage + chk mod instead of dex mod Requeriments: Dexterity 20+, Fuuin Jutsu 5 Training days: 10 Days. Special: You can only spit out an amount of needles equivalent to your level's roll.
Fusajin no Jutsu (Dust Wind Technique) Using a giant fan, this Jutsu will blow a strong wind current which will cover the surrounding area in dust, which in fact, serves to completely loosen the footing for any nearby opponent. Cp cost: 10 pts. Damage: N/A Requeriments: Wind Affinity. Level 6+. Training days: 10. Special: Opponent loses footing and attack turn.
Futon: Daitoppa (Wind Release: Great Breakthrough) The user sends out a powerful explosion of wind, which can easily level almost an entire area. It is known that a variation of the technique involves a smaller blast of wind which gets ignited with flame, making it stronger and more damaging to the target. Cp cost: 25 Damage: 25 - 60 Requeriments: Level 20+ Training days: 10 Days. Special: If combined with a flame jutsu, add 35 damage to the result.
Kamaitachi no Jutsu (Cutting Whirlwind Technique) A Jutsu that, using a giant fan, creates huge gusts of wind mixed with chakra capable of cutting the target apart. This whirlwind is powerful enough to repel and destroy multiple types of throwing weapons and can even reflect sound waves right back at their original source. Cp cost: 20 Damage: 40 - 50 + chakra modifier. Requirements: Wind Affinity, chakra 20+, Kyodai Sensu Training days: 15 days.
Kanashibari no Jutsu (Temporary Paralysis Technique) This technique is used to cause one's opponent to lose the advantage of movement. Freezing them in their tracks, this creates an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu. Cp cost: 20 Damage: N/A Requirements: Chakra 20+ Level 15+ Fort DC: 10 + Character level + Chakra modifier. Training days: 20 days.
Daikamaitachi no Jutsu (Great Cutting Whirlwind Technique) A more powerful version of Kamaitachi no Jutsu. Cp cost: 30 Damage: 60 - 100 + chakra mod. Requeriments: Wind Affinity. Chakra 40 + Training days: 20 days +
Dokugiri (Poison Mist) The user breathes out a toxic gas from their body that can also be used as a handy smokescreen. Cp cost: 30 Damage: N/A "poison" Requeriments: Int 30 + Chakra 30+ Training days:30 days. Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke Save: Reflex: 10 + character level + chakra mod. "To avoild" Fort: 10 + character level + chakra mod. To resist the poison.
Kage Bunshin no Jutsu (Shadow Doppelganger Technique) Unlike the normal Bunshin no Jutsu (Art of the Doppelganger), this jutsu does not create illusions, but real bodies of the user. The user's chakra is evenly distributed among every clone. This could be very dangerous if the user is low on chakra or makes too many clones (like with Tajū Kage Bunshin no Jutsu (Multiple Shadow Clone Technique). Kage Bunshin can't be detected by Byakugan. This is because the clones are real bodies with real chakra circulatory systems, identical to the user. The real one also cannot be detected by the Sharingan. Because the clones are basically real, they can perform Jutsu and real damage on their target, and can take some hits themselves, being even able to bleed, although they'll still disappear when enough damage has been done, which is usually after one blow or fatal attack. Since the clones are exact replicas of the user, one can use them in combination with many other techniques. Cp cost: 10 per bushin. Damage: Each bushin deals the same damage as you. Requeriments: Chakra 50+ Training days: Varies.
Tategami Gouzen no jutsu [Roaring Lion Technique] By using the seal of the tiger, the user amplifies the volume of their voice to create an eardrum bursting roar. With their chakra, they create a blow horn effect that streams towards their target. Cp cost: 20 Damage: 1 - 9 + Charisma Mod Special: (-5 to dexterity Mod) Requeriments: Charisma 20+ Chakra 20+ Training: 15 days.
Yoraishin (God of Night Lightning) An odd jutsu involving nails. The user throws nails into the air. Upon impact on the ground, they dig themselves into the earth. When the opponent walks over the ground where the nails dug themselves in, two nails stab out of the earth through the feet of the attacker, ensuring that they cannot move. Then the user performs the dragon seal, and hundreds of nails shoot out of the ground at the attacker. Cp cost: 10 per nail. Damage: 4 - 8 per nail. Requeriments: Nails ? Training days: >> 2
Kaze no Yaiba (Blade of Wind) This Jutsu creates a blade out of wind which, being wind, makes it impossible to block. However, unlike the Kamaitachi no Jutsu, this Jutsu requires no tool. Cp cost: 50 Damage: 100 - 200 Requeriments: Wind Afinity. Training days: 30 days.
Mikazuki no Mai (Dance of the Crescent Moon) Creates three Kage Bunshin (Shadow Doppelgangers) of the user, which along with the user attacks in a complicated sword-dancing pattern which confuses the opponent. Cp cost: 10 Damage: doble katana damage. Requeriments: Kage Bushin no jutsu and a katana with 50 ranks or mroe with the ninja weapon katana skill. Training days: 50 days.
Hiru Bansho: Boka no Jutsu (Leech All Creation: Attack Prevention Technique) The user merges with or within a nearby object, taking on its properties, and avoiding any damage. Cp cost: 50 Damage: N/A Requeriments: Training days: 30 days Cp cost: 1 Damage: N/A Requirements: Must have something to replace with. Training days: Academy time. Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position. Very Special: This jutsu is currently being hotly debated on and may change.
Nawanuke no Jutsu (Rope Escape Technique) A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu. Cp cost: 1 Damage: N/A Requirements: Learn in the Academy. Training days: Academy time. Special: Roll an escape artist skill check when using this. Add your chakra mod to the check. Genjutsu-
Nehan Shoja no Jutsu (Temple of Nirvana Technique) This technique is an encantation spell that allows the caster to place a large body of people into an intense and unconscious state. The spell, however, can be avoided by forming the tiger hand seal and using the dispel skill, dispersing it away. Cp cost: 50 Requeriments: Genjutsu 60 Ranks Training days: 20 days. Will save: 20 + character level + charisma mod.
Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique) Jigoku Kōka no Jutsu is a Genjutsu that causes its opponent to see a vision of a tremendous ball of fire that will descend from the sky to envelope the target. The victims of the jutsu will believe they are being engulfed by a torrent of fire and will flee from their location to safety. Cp cost: 30 Requeriments: Genjutsu 40 Ranks Training days: 5 days Will save: 15 + character level + charisma mod.
Taijutsu-
Hirate Buraindo-(Blind palm) A taijutsu technique focused on the basics of Choy Lee fut and Buddah`s palm techniques In wich the person uses the palms of his hands and his flat foot not only to hit the opponent but also throw him of guard by pushing hm back with the blow, not using his strenght but speed in his blows. The user concentrates Chakra in his plams and feet. when hitting, the wind created with the speed is molded with the chakra to create a push back force. Needs to be activated but lasts until the user desires to deactivate it But the fast movements it requires enemy wears the body out if used for too much time Cp cost: 6 cp to activate (remains for 4 rounds) and -2cp more each time its activated after the second time Damage: normal damage + chakra mod. +str. mod Requirements:Wind affinity,Str: 30 +,Dex: 50+, Con: 30+, Chk: 50+ ,Taijutsu: 50+ Ranks. ,Chakra control: +60 Ranks Training days: 30 Days. Special:even the attack it misses the oponent still receives half damage because of the pushback force of the wind. can only be activated twice in battle after that it will cos 2cp more each time activated ,Uses Dex instead of strength to attack. Add chakra modifier along str to deal damage ex: - active 1= -6cp -active 2= -6cp -active 3=-8cp -active4= -10cp and so on!
Goken (Strong Fist) Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage. Damage: Inceases normal taijutsu damage to 5 - 16 Requeriments: Taijutsu 20 ranks. Training days: Must keep training all the time.
Hachimon (The Eight Celestial Gates)
The eight chakra gates are eight specific points on a person's chakra circulatory system. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By opening these gates, the user can surpass their own physical limits at the cost of extreme damage to their own bodies.
Obviously, gates must be opened in order. The gates and what they release are listed below: (Note: The eight gates do not have a CP cost. Instead the each have a HP cost with the exception of the eighth which kills the user at the end. This is so that the eight gates do not get spammed the hell out of.)
The effects of the gates last for 100 rounds (10 minutes) for gates 1-5 and until death for gates 5-8. However the Hp loss is constant. The effects of the gate opening can be healed up to the opening of the 6th gate. The strain placed on the body from opening the 7th and 8th gate is too much for anyone to heal. You can recover from opening the 7th gate, but you probably won't be ninja-ing around any more.
1. Opening (Initial) releases the brain's limit on the total strain on the muscles, giving the user five times their normal strength. Hp Cost: 30 Damage: - Requirements: Taijutsu 30 ranks, Gouken Training: 30 days Special: Opening the first gate gives the user +6 strength and dexterity but -20 from the Cp [chakra is expelled from the body making it wasted]. User loses 10 Hp per round.
2. Rest (Heal / Energy) releases the brain's limit on the body's stamina, making a battle-worn person become miraculously ready to fight as if the fight had just started. Hp Cost: 50 Damage: - Requirements: Taijutsu 40 ranks, Gouken, Initial opened Training: 30 days Special: Opening the second gate gives the user +16 strength and dexterity but -25 Cp. User loses 20 Hp per round.
3. Life is located on the spinal cord, and releases the limit on the nervous system, which makes information travel at a faster rate and creates even more stamina. As a side effect, the user's skin turns red, indicating an increased blood-oxygen level. Hp Cost: 75 Damage: - Requirements: Taijutsu 50 ranks, Gouken, Previous gates open Training: 30 days Special: Opening the third gate gives the user +26 strength and dexterity but -40 Cp. User loses 30 Hp per round.
4. Pain (Harm / Wound) releases the limit on oxygen intake in the lungs, creating much more oxygen for the body to use. Hp Cost: 115 Damage: - Requirements: Taijutsu 60 ranks, Gouken, Previous gates open Training: 35 days Special: Opening the fourth gate gives the user +42 strength and dexterity but -55 Cp. User loses 45 Hp per round.
5. Closing (Limit) releases the limit on the amount of chakra released at one time. Hp Cost: 180 Damage: - Requirements: Taijutsu 70 ranks, Gouken, Previous gates open Training: 35 days Special: Opening the fifth gate gives the user +58 strength and dexterity but -70 Cp. User loses 60 Hp per round.
6. Joy (View) removes the limit on how much fat and proteins the intestines can digest, and releases otherwise useless energy resources, giving the user even more power and stamina. Hp Cost: 265 Damage: - Requirements: Taijutsu 70 ranks, Gouken, Previous gates open Training: 40 days Special: Opening the sixth gate gives the user +72 strength and dexterity but -85 Cp. User loses 80 Hp per round.
7. Shock (Wonder / Insanity) removes the limit on how fast the body can move, removes wastes from dead skin cells to feces, and gives the body a much cleaner system to work with, producing even more power and stamina. Hp Cost: 400 Damage: - Requirements: Taijutsu 90 ranks, Gouken, Previous gates Training: 40 days Special: Opening the seventh gate gives the user +86 strength and dexterity but -100 Cp. User loses 120 Hp per round.
8. Death opens the final gate located at the heart and uses up all of the body's energy. It makes the heart pump at maximum power and exceeds the power of every other gate. All the energy in every individual cell is used up, giving the user power well above that of any Kage. This "big bang" effect is only temporary, and destroys every muscle in the user's body. Death is assured when opening this gate.
Hp Cost: None, the cost is death. Damage: - Requirements: Taijutsu 110 ranks, Gouken, Previous gates Training: 50 days Special: Opening the eighth gate gives the user +100 strength and dexterity. The Hp of the user triples, but he will lose 10% of his new Hp per round until death. [He cannot be healed as the internal wounds caused are unhealable] Cp goes down to 0.
At the end of the effect, for gates 1-3 the user is fatigued for 3 hours. For gates 4-6 they are fatigued for 7 hours, and for the seventh gate they are fatigued for the next 24 hours. (Fatigue means that their normal strength, constitution and dexterity is halved)
Also the effects of the gates don't stack, so when you open the 2nd gate the +16 strength/dex is replaced by +26 strength/dex. However the cost does stack. To open the 1st gate you pay 20 hp and open it, to open the second gate you pay 20 hp to open the 1st then 30 hp to open the 2nd. For each gate you have to pay the prerequisite amounts of Hp for each previous gate first then pay the prerequisite amount of Hp for the gate that you wish to open.
Summoning Contract-
~Stats~
LV. 70 Experience: 0/21,500 Hp: 3500 Cp: 2310
Strength: 22 + 8 = 30 | mod = +10 Dexterity: 22 + 40 = 62 | mod = +26 Constitution: 22 + 28 = 50 | mod = +40 Intelligence: 22 + 48 = 70 | mod = +30 Wisdom: 22 + 58 = 80 | mod = +35 Charisma: 22 + 78 = 100 | mod = +45 Chakra: 22 + 48 = 70 | mod = +30 Dodge Bonus: 71
Base Attack Bonus: +70/65/60/55/50/45/40/35/30/25/20/15/10/5 Attack Melee: +80/75/70/65/60/55/50/45/40/35/30/25/20/15 Attack Ranged: +96/91/86/81/76/71/66/61/56/51/46/41/36/31
Base Save Bonus: +35 Fort: +75 Rex: +61 Will: +70
Damage: Stong Fist: 5-16+10(+102)=15-128 Taijutsu: 11-16 Range: 27-32 [any other weapon you use]
~Skills~
[Max 35 skills]
Swim: (Str) 10+110=120
Balance: (Dex) Escape Artist: (Dex) Hide: (Dex) Move Silently: (Dex) Sleight of Hand: (Dex) Tumble: (Dex) Use Rope: (Dex)
Concentration: (Con) 40+300=340
Chakra Control: (Int) 30+240=270 Disable Device: (Int) Forgery: (Int) Repair: (Int) Research: (Int) Search: (Int)
Listen: (Wis) Read Lips: (Wis) Sense Motive: (Wis) Spot: (Wis) Survival: (Wis) Treat Injury: (Wis)
Bluff: (Cha) 45+300=345 Diplomacy: (Cha) 45+200=245 Disguise: (Cha) 45+200=245 Gather Information: (Cha) 45+200=245 Intimidate: (Cha) 45+600=645 Innuendo: (Cha) 45+150=195 Seduction: (Cha) 45+800=845
Ninjutsu: (Chk) 30+300=330 Genjutsu: (Int) 30+100=130 Taijutsu: (Str) 10+500=510 Fuuin Jutsu: (Int) 30+100=130 Kawarimi: 200 Ninja Weapons: Sneak Attack: 156
~Possessions~
Money:
Ryo:
Equipment:
Valuables
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kouri-chan_xx Vice Captain
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Posted: Mon Aug 20, 2007 3:20 am
Wind, that's what you chose, unless you want to change? O: =)~
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Posted: Mon Aug 20, 2007 11:52 am
Yea, way the story goes, Wind is suppose to be the strategist of the Masters but your more than free to make them however you want. Way I look at it, the masters are hundreds of years old and thus, history is bound to have screwed up some parts of the truth so you can build the master however you want. I got some interesting ideas for jutsu specialties for them though.
Water Master: Extended Swim- this jutsu uses the chakra naturally circulating around the respretory system to compress air that is taken in and expand the lungs to accomedate more air as well as increase air transport effeciency. These factors combined gives the user a longer period of time underwater with a single breath.
Fire Master: Snapshot - this is a rather odd jutsu created by the Fire Master. Using flamable gas, the user is able to exhale the gas natural in an oderless, colorless state. The Fire Master has a habit of breathing on people(coughing, sneezing or that weird Jason/Serial Killer breathing thing) and covering them in thin layers of the gas without their knowledge. Upon doing so, the user is able to ignite the gas using the reaction of two point of chakra counteracting each other on two points of the finger. In other words, the user moves chakra to the tips of two fingers and 'snaps' their fingers. The resulting chakra resistance travels along the path the user wish and acts as a regular spark to ignite the flames, usually in explosive bursts.
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Posted: Sat Aug 25, 2007 5:39 pm
Dead
User-name: Bromisto Posting: Often Time zone: Pacific
~Character Data~
Name: Kurosake, Iroh Village: Konohagakure Clan/Bloodline: None Element Affinity: Fire Age: Old Gender: Male Rank: Master
~Appearance~ Headband: He doesn't wear one. Height: 5'10 Weight: 150 lbs Hair: White Eyes: A fiery amber Physical Description: The fire master is around five feet and ten inches tall with long white hair that reaches down to his lower back. Clothing: The fire master is dressed in fire resistant red robes with white underneath. Background: The fire masters past is a mystery however it was heard that he new the first a second Hokages of Konohagakure and trained under the both of them. And eventually rivaled them. Personality: The fire master is very calm, relaxed, and very difficult to anger unlike his element. Other:
Jutsu: Ninjutsu- Bunshin Henge Kawarimi
Shunshin no Jutsu (Body Flicker Technique) Cp cost: 1 per ft Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.
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 Jutsu. Cp cost: 30 Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation. Special: This jutsu is broken upon impact.
Kuchiyose no Jutsu (Summoning Technique) Cp cost: 20 Cp per rank. Damage: Depending on summon's power.
Genjutsu Kai: Release The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. Cp: 10 Special: Add chakra mod to Will Save
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: -6 Cp per round Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal.
Inyu Shometsu (Secret Healing Wound Destruction) The user can concentrate their chakra to a prepared area on their body and begin the cell recreation process the very moment the targeted area becomes damaged. This ability activates dead cells and create new ones. Cp cost: 60 + 10 per turn held Special: Heals 50 + user's chk mod + 2 per 10 ranks user has in Chakra Control.
Ranshinsho (Important Body Points Disturbance) By attacking the base of the brain stem with chakra converted to electricity, the user is able to flip the brain's movement signals to the arms and legs. For example, if one tried to move their right arm, their left leg would move in the way they wanted their right arm to move. Cp cost: 20 per hit Damage: Normal Taijutsu hit damage. Special: Opponent must roll 1 d4 per turn. If the result is a 2 the opponent is unable to function for that turn. *Effect lasts for 2 rounds. If user continues to hit with this jutsu, rounds compound.
Chakra Kyūin Jutsu, (Chakra Absorption Technique) This jutsu allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media, as Jirobo did with his Earth Release Barrier: Dungeon Chamber of Nothingness. The only necessary condition is some medium through which chakra can be channeled. Cp cost: 1/3 amount of chakra taken Damage: User can drain from 1 cp to (chk mod * 1.5) cp per usage Special: Regain Cp.
Dokugiri (Poison Mist) The user breathes out a toxic gas from their body that can also be used as a handy smokescreen. Cp cost: 30 Damage: N/A "poison" Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke Reflex Save: 10 + half character level + half chakra mod. "To avoid" Fort: 10 + half character level + half chakra mod. To resist the poison.
Kage Bunshin no Jutsu (Shadow Doppelganger Technique) Cp cost: 10 per bushin and resulting CP divided by number of Clones created. Damage: Each bushin deals the same damage as you.
Kawara Shuriken This technique requires chakra to pressurize nearby tiles in an area. The tiles are then levitated and hurled over towards the opponent, spinning at fast speeds similar to shuriken. Cp cost: 4 per Shuriken. Damage: Each shuriken deals 6 - 15 damage. Requirements: Must have the kawara's close to you when using the jutsu. Chakra 25 + Wisdom 25 +
Hari Jizo (Needle Guardian) The user causes their long, spiky hair to wrap around him and harden, in a manner similar to a hedgehog's or porcupine's quills, defending against any physical attacks. This is effective as a method for forcing someone away, or stopping a powerful strike. Cp cost: 20 Damage: 15 - 25 + chakra mod. Can be used as a form of defense. Special: *This jutsu can be used to counter taijutsu at the expense of all attack turns for the users next turn. *If the attack DC of the incoming Taijutsu attack is less than the Ninjutsu DC of this jutsu then the attack is nullified. If it is greater than the Ninjutsu DC by 10 points, the defender suffers 1/3 the damage and the attacker only suffers half the damage from the barrier.
Tategami Gouzen no jutsu [Roaring Lion Technique] By using the seal of the tiger, the user amplifies the volume of their voice to create an eardrum bursting roar. With their chakra, they create a blow horn effect that streams towards their target. Cp cost: 20 Damage: 1 - 9 + Charisma Mod Special: (-5 to dexterity Mod.)
Suiton: Kokū no Jutsu (Water Release: Black Rain Technique) This jutsu 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: 45 Special: Fire jutsu damage is multiplied by 2
Bunshin Daibakuha (Clone Great Explosion) This jutsu utilises certain village Bunshin no Jutsus and creates a solid clone that will explode upon command, potentially killing or injuring those caught in the blast. Cp cost: 90 per clone "To make explode" Damage: 120 - 200 + chakra mod per clone
Hiru Bansho: Boka no Jutsu (Leech All Creation: Attack Prevention Technique) The user merges with or within a nearby object, taking on its properties, and avoiding any damage. Cp cost: 50
Katon: Gokakyu no Jutsu (Fire Release: Grand Fireball Technique) Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth. Cp cost: 30 Damage: 20 - 40 + chakra modifier. Reflex DC: 10 + Character level + chakra mod for half damage. Neutral 20 or surpassing the save by 10 means no damage.
Katon: Hosenka no Jutsu (Fire Release: Mythical Fire Phoenix Technique) Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack. Cp cost: 15 + 3 per ball. Damage: 6 - 15 per ball that hits. Requirements: Chakra Control 10 + 2 per ball. Special: If shuriken are hidden inside the fireballs, treat the shuriken attack as a Surprise Attack.
Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet) Shoots an enormous ball of flame in the shape of a dragon from the user's mouth. Cp cost: 120 Damage: 80-185 + chakra mod.
Katon: Ryuka no Jutsu (Fire Release - Dragon Fire Technique) After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object. Cp cost: 55 Damage: 40 - 70 + chk mod Requirements: long thin object.
Katon: Kasumi Endu no Jutsu (Fire Release: Covering Mist Technique) User blows out a great amount of burnable gas. Once it comes in contact with any form of combustion force (from fire to small sparks), the gas ignites and literally creates a sea of fire. Cp cost: 40 Damage: Depends on fire lighted Special: Damage of fire jutsu is multiplied by 2. *Attack Ninjutsu DC x 1.5 for any Fire attack used after this jutsu. *Jutsu effect last for 2 turns
Katon: Haisekishō, (Fire Release: Ash Product Burning) Unlike other fire-based jutsu, this jutsu allows the user to breathe out a cloud of superheated ash capable of causing third-degree burns. Because it is ash and not flame, the ash remains in the air around the target, and therefore remains potent for a longer period. Cp cost: 50 Damage: 50 - 80, then 20 per turn (for two turns) Special: Due to the cloud of ash its effects linger for 3 rounds (same as smoke bomb)
Genjutsu- Shi no Kumi no Jutsu (Death Foreseeing Technique) This jutsu is much like the Temporary Paralysis Technique, but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress. Cp cost: 120 Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter Will Save: 20 + half Character Level + half Int Mod + half Wis Mod Special: -10 to all checks
Kokuangyo no Jutsu (Bringer-of-Darkness Technique) Forming the tiger hand seal, this powerful Genjutsu creates an ambiance of complete darkness around the surrounding background, enabling the user to attack without being seen. Cp cost: 100 + 10 per post Damage: 8 MHP per post Will save: 20 + half character level + half int mod + half wis mod Special: User cannot see, and he loses half of his dodge bonus/Reflex Save.
Nehan Shoja no Jutsu (Temple of Nirvana Technique) This technique is an incantation spell that allows the caster to place a large body of people into an intense and unconscious state. The spell, however, can be avoided by forming the tiger hand seal and using the dispel skill, dispersing it away. Cp cost: 115 Will save: 20 + half character level + half int mod + half wis mod
Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique) Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion. Cp cost: 20 Damage: 10 - 25 + int mod + Genjutsu bonus Will Save:10 + half user's level + half int mod + half wis mod Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls
Taijutsu- Goken (Strong Fist) Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage. Damage: Increases normal taijutsu damage to 5 - 16
Hachimon 1. Opening (Initial) releases the brain's limit on the total strain on the muscles, giving the user five times their normal strength. Hp Cost: 30 Damage: - Requirements: Taijutsu 30 ranks, Gouken Training: 30 days Special: Opening the first gate gives the user +6 strength and dexterity but -20 from the Cp [chakra is expelled from the body making it wasted]. User loses 10 Hp per round.
2. Rest (Heal / Energy) releases the brain's limit on the body's stamina, making a battle-worn person become miraculously ready to fight as if the fight had just started. Hp Cost: 50 Damage: - Requirements: Taijutsu 40 ranks, Gouken, Initial opened Training: 30 days Special: Opening the second gate gives the user +16 strength and dexterity but -25 Cp. User loses 20 Hp per round.
3. Life is located on the spinal cord, and releases the limit on the nervous system, which makes information travel at a faster rate and creates even more stamina. As a side effect, the user's skin turns red, indicating an increased blood-oxygen level. Hp Cost: 75 Damage: - Requirements: Taijutsu 50 ranks, Gouken, Previous gates open Training: 30 days Special: Opening the third gate gives the user +26 strength and dexterity but -40 Cp. User loses 30 Hp per round.
4. Pain (Harm / Wound) releases the limit on oxygen intake in the lungs, creating much more oxygen for the body to use. Hp Cost: 115 Damage: - Requirements: Taijutsu 60 ranks, Gouken, Previous gates open Training: 35 days Special: Opening the fourth gate gives the user +42 strength and dexterity but -55 Cp. User loses 45 Hp per round.
5. Closing (Limit) releases the limit on the amount of chakra released at one time. Hp Cost: 180 Damage: - Requirements: Taijutsu 70 ranks, Gouken, Previous gates open Training: 35 days Special: Opening the fifth gate gives the user +58 strength and dexterity but -70 Cp. User loses 60 Hp per round.
6. Joy (View) removes the limit on how much fat and proteins the intestines can digest, and releases otherwise useless energy resources, giving the user even more power and stamina. Hp Cost: 265 Damage: - Requirements: Taijutsu 70 ranks, Gouken, Previous gates open Training: 40 days Special: Opening the sixth gate gives the user +72 strength and dexterity but -85 Cp. User loses 80 Hp per round.
At the end of the effect, for gates 1-3 the user is fatigued for 3 hours. For gates 4-6 they are fatigued for 7 hours, and for the seventh gate they are fatigued for the next 24 hours. (Fatigue means that their normal strength, constitution and dexterity is halved)
Also the effects of the gates don't stack, so when you open the 2nd gate the +16 strength/dex is replaced by +26 strength/dex. However the cost does stack. To open the 1st gate you pay 20 hp and open it, to open the second gate you pay 20 hp to open the 1st then 30 hp to open the 2nd. For each gate you have to pay the prerequisite amounts of Hp for each previous gate first then pay the prerequisite amount of Hp for the gate that you wish to open.
Fūin Jutsu Fuja Hoin (Fire Sealing Method) This seal allows the user to seal nearby fire. The user writes the seal on a scroll and then performs the required hand seals. This causes a vapor to appear from the scroll, enveloping the fire and sealing it on the scroll as the kanji for seal (封). Cp cost:50 to seal, 25 to undo the seal.
Fuusui Houin (Water Sealing Method) This seal allows the user to seal nearby water. The user writes the seal on a scroll and then performs the required handseals. This causes a vapor to appear from the scroll, enveloping the water and sealing it on the scroll as the kanji for seal (封). Cp cost: 50 to seal, 25 to undo the seal.
Fuudo Houin (Earth Sealing Method) This seal allows the user to seal nearby rock or minerals, not including metal. The user writes the seal on a scroll and then performs the required handseals. This causes a vapor to appear from the scroll, enveloping the item and sealing it on the scroll as the kanji for seal (封). Cp cost: 50 to seal, 25 to undo the seal.
Fuuhyou Fuuin (Ice Sealing Method) This seal allows the user to seal nearby ice. The user writes the seal on a scroll and then performs the required handseals. This causes a vapor to appear from the scroll, enveloping the ice and sealing it on the scroll as the kanji for seal (封). Cp cost: 60 to seal, 30 to undo the seal.
Gogyou Fuuin (Five Elements Seal) The user forms an elemental seal on each of his fingers, one for each of the following five "elements": water, metal, earth, fire and wood. He uses this odd numbered seal to disrupt the effects of the even numbered Shishou Fuuin. The Gogyou Fuuin disrupts the ninja's ability to control his chakra. Cp cost: 80 Special: Double the chakra cost is required for using jutsu after being hit with this seal. *The victim of this seal cannot unseal it themselves. *The effects of this seal last until someone else unseals them *To apply seal, user must first activate the seal and then land a Taijutsu hit on the target. Blocking does not stop the seal from working
Gogyou Kaiin (Five Elements Unseal) This jutsu undoes the Gogyō Fūin, allowing the affected ninja to regain control of his chakra. Cp cost: 100 Summoning Contract- unknown
~Stats~ LV. 70 Experience: 0/21,500 Hp: 3,850 Cp: 3,360 MHp:3,500 Strength: 50 mod. +20 Dexterity: 100 mod. +45 Constitution: 100 mod. +45 Intelligence: 60 mod. +25 Wisdom: 90 mod. +40 Charisma: 40 mod. +15 Chakra: 100 mod. +45 Dodge Bonus: 95
Base Attack Bonus: 70/65/60/55/50/45/40/35/30/25/20/15/10/5 Attack Melee: 90/85/80/75/70/65/60/55/50/45/40/35/30/25 Attack Ranged: 115/110/105/100/95/90/85/80/75/70/65/60/55/50/45/40
Base Save Bonus: 35 Fort: 80 Rex: 80 Will: 75
Damage: Strong fist: 5-16+90(+148 )=95-254 Naginata: 1-12+90(+240)=91-342 (+120 to hit)
~Skills~ Chakra Control: 750 Ninjutsu: 1250 Genjutsu: 250 Taijutsu: 20+720=740 Fuuin Jutsu: 200 Kawarimi: 556
Swim: 175 Balance:45+475=520 Escape Artist:45+675=720 Hide: 45+475=520 Move Silently: 45+575=620 Sleight of Hand: 45+275=320 Tumble: 45+275=320 Use Rope: 45+275=320
Concentration: 45+505=550 Disable Device: 25+225=250 Forgery: 25+25=50 Knowledge: (Life science)25+225=250 Knowledge: (Ninja Lore)25+325=350 Knowledge: (Anatomy) 25+525=550 Repair: 25+25=50 Research: 25+265=290 Search: 25+125=150
Alchemy:35+65=100 Listen:35+615=650 Read Lips:35+215=250 Sense Motive:35+1015=1050 Spot: 35+575=610 Survival: 35+115=150 Treat Injury: 35+65=100
Bluff: 15+435=450 Diplomacy: 15+635=650 Disguise: 15+335=350 Gather Information: 15+135=150 Intimidate: 15+935=950 Innuendo: 15+35=50 Seduction: 15+5=20
Shuriken: 580 Kunai: 520 Naginata: 1200 Sneak Attack: 240
~Possessions~ Fire resistant robes
Equipment: Naginata x1 (coated in Blue-ringed Octopus poison) vile of golden frog extract flash bomb x5 smoke bomb x2 Soldier pills x5 Blood formation pills x3
Valuables:
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Posted: Wed Sep 12, 2007 7:38 pm
Snapshot - this is a rather odd jutsu created by the Fire Master, which he derived it from the Katon: Kasumi Endu no Jutsu (Fire Release: Covering Mist Technique). Using flammable gas, the user is able to exhale the gas natural in an oderless, colorless state. The Fire Master has a habit of breathing on people(coughing, sneezing or breathing heavily) and covering them in thin layers of the gas without their knowledge. Upon doing so, the user is able to ignite the gas using the reaction of two point of chakra counteracting each other on two points of the finger. In other words, the user moves chakra to the tips of two fingers and 'snaps' their fingers. The resulting chakra resistance travels along the path the user wish and acts as a regular spark to ignite the flames, usually in explosive bursts. Cp cost: 70 Damage: 120 - 250 + chakra mod.
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Posted: Thu Oct 11, 2007 2:14 pm
User-name: Istian Goss Posting: relatively often Time zone: central canada ~Character Data~ Name: Liamat, better known as Denkou. No one calls him Liamat. Village: Kumo? Clan/Bloodline: n/a Element Affinity: Lightning Age: old, but he looks to be 8 Gender: male Rank: master ~Appearance~ Headband: none Height: 4'2 Weight: 67 lbs Hair: His hair is tousled and black, relatively short, but long enough that the top hairs reach his ears. It is in a mushroom cut. Eyes: Harsh destructive yellow eyes. Physical Description: He is built exactly like an 8 year old, small, weak, and skinny. Clothing: He wears loose black slacks and a baggy black t-shirt. Background: As he is a master, not much is known about him, but he considers Mistress to be his mother-figure. He trusts no other masters, and only considers one person other than Mistress to be his friend, Atsu the Rogue. He does not truly trust Atsu, though they divulged a lot of information to each other. Atsu told him about Takigakure's defenses and shinobi, and Denkou told him a few personal things about the other Masters, as well as a bit about himself. Personality: Childish, indecisive. When confronted with a very important decision, he often gets frustrated, cries, and lets Mistress decide for him. If Mistress is not there, he would have a tantrum and destroy much that he sees. Other: to be continued... Missions: S: A: B: C: D: Jutsu: Ninjutsu- Genjutsu- Taijutsu- Summoning Contract- ~Stats~ LV. 70 Experience: 0 Hp: Cp: MHp:Strength: 22 + 48 = 70 mod = 30 Dexterity: 22 + 20 = 42 mod = 16 Constitution: 22 + 18 = 40 mod = 15 Intelligence: 22 + 48 = 70 mod = 30 Wisdom: 22 + 78 = 100 mod = 45 Charisma: 22 + 20 = 42 mod = 16 Chakra: 22 + 78 = 100 mod = 45 Dodge Bonus: Base Attack Bonus: Attack Melee: Attack Ranged: Base Save Bonus: Fort: Rex: Will: Damage: Taijutsu: [any other weapon you use] ~Skills~ Swim: (Str) Balance: (Dex) Escape Artist: (Dex) Hide: (Dex) Move Silently: (Dex) Sleight of Hand: (Dex) Tumble: (Dex) Use Rope: (Dex) Concentration: (Con) Chakra Control: (Int) Craft: (Int) Disable Device: (Int) Forgery: (Int) Knowledge: (Int) Repair: (Int) Research: (Int) Search: (Int) Listen: (Wis) Read Lips: (Wis) Sense Motive: (Wis) Spot: (Wis) Survival: (Wis) Treat Injury: (Wis) Bluff: (Cha) Diplomacy: (Cha) Disguise: (Cha) Gather Information: (Cha) Handle Animal: (Cha) Intimidate: (Cha) Innuendo: (Cha) Perform: (Cha) Seduction: (Cha) Ninjutsu: (Chk) Genjutsu: (Int) Taijutsu: (Str) Fuuin Jutsu: (Int) Kawarimi: Kunai: Shuriken: Ninja Weapons: Sneak Attack: ~Possessions~ Money: Ryo: He doesn't need any... Equipment: ValuablesLevel 70 22 base points 308 distribution points 20 Jutsu as well as basic E Rank Academy jutsu.
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