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

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Iwagakura Refugee List[all refugees post here]READ 1ST POST! Goto Page: 1 2 [>] [»|]

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Carlos Ralfer

PostPosted: Sat Sep 01, 2007 10:16 pm


Ok folks, heres the deal. Please post all refugee post timeskip profiles here. We really just want a way to keep track of all the refugees.

Also, this will aid in giving people a place to reference instead of going all the way back to their village just to look at their profile.

[Edit by Kitsune IN ITALICS]

If you are an ACADEMY STUDENT, please PM night326 and tell her so that she may start teaching your student.

If your character is a GENIN, please PM Kitsune so that you may be put on a team.

If you are a CHUNIN, please PM Kitsune if you wish for her to find something to do.

If you are a JOUNIN, please PM Kitsune so that she may give you a team.

If you are an ANBU, please PM Kitsune so that she can give you something to do.

NO MAKING ANY NEW THREADS OR DELETING POSTS WITHOUT PMing KITSUNE ABOUT IT FIRST TO GET PERMISSION!


NO EXCEPTIONS!
PostPosted: Wed Sep 05, 2007 10:43 am


A stand and pedistle are set up before a grand arena for all to see. A slight gathering has been planned for all the refugees to give them supplies and distribute the housing arrangments. Also for them to meet the Tsuchikage and feel welcomed

Carlos Ralfer


.(.Kitsune_Masakazu.).

PostPosted: Wed Sep 05, 2007 8:18 pm


((If people would like to stay in Iwa permanently, please post a copy of your profile in the shinobi scroll.))
PostPosted: Fri Sep 07, 2007 5:39 pm


User-name: Rin Kairiu
Posting: As much as I can
Time zone: Pacific (USA)
~Character Data~
Name: Ame Kumori
Village: Kirigakure
Clan/Bloodline: Kumori Clan: Hanta-Shindo
Element Affinity: Water/ Earth
Age: 15
Gender: Female
Rank: Genin

~Appearance~

Headband: Black, around neck.
Height: 5’5
Weight: 145lb
Hair: Curly, brown. Gold highlights in summer, red in winter. Worn in low ponytail, with different length bangs on either side of face.
Eyes: Neither blue or green, but a perfect blend of both.
Physical Description: Pale, thin but not too thin. She has meat on her…Quite the curvy figure…
Clothing: Black shoes, a long glove on her left arm with the metal plaiting on the arm and top of hand and a regular glove on the right hand with metal plaiting on th etop of hand, cargo pants, with red v-neck shirt and fishnet shirt under it. She has those bandage things around her waist and her arms, holding the bottom of her shirt to her pants and her gloves to her arms.
Background: When she was 9, at the academy, her family was assassinated by tracker in from an unknown village. Ever since she’s had a second personality. Her parents mover to Kiri when she was 3 with her little brother. Since they’ve been living there she’s had two more younger siblings born. When they died she went into a massive depression and left the academy for a year. After that it took her three years to graduate.
Personality: She has two personalities. The domestic one…and the wild one. Other than that she is and excellent strategist, she thinks before she speaks, and gets the job done to the best of her ability.
Domestic- (At home or anywhere relaxing) Calm, collected, sweet, helpful, understanding, dreamer, and a basic push-over…
Wild- (On the battle field) Anxious, easily-irritated, tough, serious, realist, down-to-earth, leader. Most find her quite cruel when she’s like thins, but she’s just looking out for her team.
Other: Loves steak…and potatoes.

Missions:

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

Jutsu:

Ninjutsu-

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: 0
Damage: N/A
Requeriments: Learn in the academy.
Training days: Academy time.

Kawarimi no Jutsu (Replacement Technique.)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requeriments: Must have something to replace with.
Training days: Academy time.

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: 0
Damage: N/A
Requeriments: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this.

Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique)
The user, emerging from the ground below the target area, pulls down (or possibly swaps places with) the opponent so that only their head is above ground.
Cp cost: 6
Damage: N/A
Requeriments: Genin or highter rank. Must be trained to learn the jutsu.
Training days: 3 to 7 days. 2 - 5 With earth Affinity.

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.
Requeriments: Water Affinity.
Training days: 3 days.

Kage Shuriken no Jutsu (Shadow Shuriken Technique)
The user of this technique throws multiple large shuriken in such a way that the first shuriken hides the subsequent ones by blocking the line of sight. To the target, it would look like only one shuriken was thrown.
Cp cost: 4 per throw
Damage: Add fuuma shuriken damage to each shuriken throw.
Requirements: Fuuma Shuriken. Gennin or higher Rank, Shuriken skill 10+ Ranks.
Training days: 2.

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.
Genjutsu-

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 substanceless, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bushin.
Damage: N/A
Requeriments: Accademy students learn it on the accademy as a basic jutsu.
Training days: Accademy. Chakra control check DC: 5 per bushin.

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 mantained"
Damage: N/A
Requeriments: Learn in the Academy.
Training days: Accademy time. Chakra control check DC: 10

Taijutsu-
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.
Requeriments: Jump 10 ranks. Taijutsu 10 ranks.
Training days: 2 days.

Summoning Contract-

~Stats~


LV. 9
Experience: 25/190
Hp: 112
Cp: 56
MHp: 94
Strength: 8+6+7= 21
mod = 5
Dexterity: 8+6+7= 21
mod = 5
Constitution: 8+7+3= 18
mod = 4
Intelligence: 8+8+7= 23
mod = 6
Wisdom: 8+4+4= 16
mod = 3
Charisma: 8+4+5= 17
mod = 3
Chakra: 8+7+3= 18
mod = 4
Dodge Bonus: 17

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

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

Damage:
Taijutsu: 8-13

~Skills~
Points to distrubute: 0

Bluff: (Cha) 1+0+0=1
Diplomacy: (Cha) 1+2+0=3
Disguise: (Cha) 1+0+0=1
Gather Information: (Cha) 1+0+0=1
Handle Animal: (Cha) 1+0+0=1
Intimidate: (Cha) 1+0+0=1
Innuendo: (Cha) 1+0+0=1
Perform: (Cha) 1+0+0=1
Sense Motive: (Wis) 1+5+15=21
Read Lips: (Wis) 1+0+0=1
Seduction: (Cha) 1+0+0=1

Balance: (Dex) 1+0+0=1
Disable Device: (Int) 4+0+0=4
Escape Artist: (Dex) 1+0+0=1
Hide: (Dex) 1+4+2=7
Listen: (Wis) 1+2+0=3
Move Silently: (Dex) 1+5+0=6
Sleight of Hand: (Dex) 1+0+0=1
Survival: (Wis) 1+5+0=6
Swim: (Str) 2+5+0=7
Treat Injury: (Wis) 1+0+0=1
Tumble: (Dex) 1+0+1=2
Use Rope: (Dex) 1+0+0=1

Concentration: (Con) 2+10+2=14
Craft: (Int) 4+0+0=4
Forgery: (Int) 4+0+0=4
Knowledge: (Int) 4+0+0=4
Repair: (Int) 4+0+0=4
Research: (Int) 4+0+0=4
Search: (Int) 4+3+5=12
Spot: (Wis) 1+2+0=3

Chakra Control: (Int) 4+3+7=14
Ninjutsu: (Chk) 1+0+5=6
Genjutsu: (Int) 4+0+15= 19
Taijutsu: (Str) 2+0+8=10
Fuuin Jutsu: (Int) 4+0+0=4
Kawarimi: 0+2+1=3
Kunai: 0+0+0=0
Shuriken: 0+0+5= 5
Ninja Weapons: 0+0+15= 15
Sneak Attack: 0+5+0=5

~Possessions~

Money:

¥en:
Ryo:

Equipment:

Rin Kairiu

Astral Visitor

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

Rin Kairiu

Astral Visitor

35,565 Points
  • Comrades in Arms 150
  • Hellraiser 500
  • Seasoned Warrior 250
PostPosted: Sat Sep 08, 2007 8:40 am


User-name: Rin Kairiu
Posting: Almost every day
Time zone: Pacific (USA)
----------------------------
~Character Data~
Name: Shinku Myako
Village: Kumogakure
Clan/Bloodline: Myako Clan: Kokoro Hibiki
Element Affinity: Lightning/ Fire
Age: 14
Gender: Male
Rank: Academy student
----------------------------
~Appearance~
Headband: None yet
Height: 5'5
Weight: 160
Hair: Wavy, brown w/ blonde highlights. Longer on top w/ stray hairs for bangs, sort around, except a thick ponytail at the bottom.
Eyes: Soft brown. They turn green with sadness of frustration.
Physical Description: Strong build, but lean. No, not macho or stick boy...somewhere imbetween. He has a very hansome face, not exactly cute...but handsome. He is also very pale, just one shade above death white.
Clothing: All black...black pants, shirt, jacket, shoes, gloves...headband when he gets it...
Background: (work in progress...sorry )
Personality: Strong and smart, but with a sense of humor. Not as smart as his sister, but close. He is also very...flirtatious? He sticks with his twin sister no matter what. He gets along well with other guys...as long as they aren't hitting on his sister....otherwise he beats them to death and his twin beats him to death...
Other: Favorite food is Beef Jerky, Pickles, and Ramen. His hobbies are practicing his techniques, wandering, and resting in his "secret place". He is the older twin.
----------------------------
Missions:

S: 0
A: 0
B: 0
C: 0
D: 1
----------------------------
Jutsu:
Ninjutsu-
Kawarimi no Justsu
CP: 2
Henge no Jutsu
CP: 1
Bunshin no Jutsu
CP: 1
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.

----------------------------
Taijutsu-
Seitekiken (Static Fist): With their precise chakra control and affinity they can summon static electricity from inside their bodies and flow with it with the swift and powerful moves of their taijutsu. In a series of punches, jabs, etc. the user can knock out the entire nervous system, also affecting the organs and muscles connected. When it makes contact with a surface it leaves burns.
Cp Cost: 2 per turn
Damage: 1-8+ chakra mod
Requirements: Genin, chakra control +5, Myaku bloodline
Training: Continuously training
Special: With Knowledge Anatomy 25 the attacker cannot move for 1 round.

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.
Requeriments: Jump 10 ranks. Taijutsu 10 ranks.
Training days: 2 days.
----------------------------
Genjutsu-

Takai no Kisu (Kiss of Death): It’s a combination of fighting someone of the opposite sex and using seduction (duh I guess, right...) Basically punches are thrown, but barely miss (on purpose), and then all of a sudden the person is in the arms of the attacker and is given a kiss on the forehead. Unknown to the victim, electricity is passes from the person's lips to the victim's brain and paralyses them.

Cp Cost: 3
Damage: 1-3 + chakra mod
Requirements: Seduction +5, Carisma 10, chk control +5
Training: 3 Days, 1 Week for non clan members
Special: Is the only jutsu used by the Myaku clan that others can learn, but they must be taught bya member of the Myaku clan. Opponent's DB - 1

----------------------------
Summoning Contract-
----------------------------
~Stats~
LV. 5
Hp: 56
Cp: 45
MHp: 68
XP: 52/150

Strength: 8+5+8= 21
mod: 5
Dexterity: 8+4+4= 16
mod: 3
Constitution: 8+2+4=14
mod: 2
Chakra: 8+6+8=22
mod: 6
Intelligence: 8+3+8=16
mod: 4
Wisdom: 8+5+4= 17
mod: 3
Charisma: 8+2+2= 12
mod: 1
Dodge Bonus: 15

Base Attack Bonus: 4
Attack Melee: 8
Attack Ranged: 7

Base Save Bonus: 2
Fort: 4
Rex: 5
Will: 4

Damage:
Taijutsu: 3-8
----------------------------
~Skills~

Swim: (Str) 5+0+0=5
Balance: (Dex) 3+0+0=3
Escape Artist: (Dex) 3+0+0=3
Hide: (Dex) 3+0+0=3
Move Silently: (Dex) 3+0+1=4
Sleight of Hand: (Dex) 3+0+0=3
Tumble: (Dex) 3+0+2=5
Use Rope: (Dex) 3+0+0=3

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

Chakra Control: (Int) 4+0+17=21
Craft: (Int) 4+0+0=4
Disable Device: (Int) 4+0+0=4
Forgery: (Int) 2+0+0=2
Knowledge: (Int) 4+0+0=4
Repair: (Int) 4+0+0=4
Research: (Int) 4+0+0=4
Search: (Int) 4+0+0=4

Listen: (Wis) 2+0+0=2
Read Lips: (Wis) 2+0+0=2
Sense Motive: (Wis) 2+0+0=2
Spot: (Wis) 2+0+0=2
Survival: (Wis) 2+0+1=3
Treat Injury: (Wis) 2+0+0=2

Bluff: (Cha) 1+0+0=1
Diplomacy: (Cha) 1+0+0=1
Disguise: (Cha) 1+0+0=1
Gather Information: (Cha) 1+0+0=1
Handle Animal: (Cha) 1+0+0=1
Intimidate: (Cha) 1+0+0=1
Innuendo: (Cha) 1+0+0=1
Perform: (Cha) 1+0+0=1
Seduction: (Cha) 1+0+0=1

Ninjutsu: (Chk) 5+0+15=20
Genjutsu: (Int) 4+0+2=6
Taijutsu: (Str) 4+0+15=19 (+2 tai. Power)
Fuuin Jutsu: (Int) 4+0+0=4
Kawarimi: 0+0+0=0
Kunai: 0+0+0=0
Shuriken: 0+0+2=2
Ninja Weapons: 0+0+0=0
Ranged weapons: 0+0+2=2
Sneak Attack: 0+0+0=0

----------------------------
~Possessions~

Money:
Ryo:

Equipment:


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


User-name: Rin Kairiu
Posting: Almost every day
Time zone: Pacific (USA)
----------------------------
~Character Data~
Name: Shuiro Myako
Village: Kumogakure
Clan/Bloodline: Myako Clan: Kokoro Hibiki
Element Affinity: Lightning/ Water
Age: 14
Gender: Female
Rank: Genin
----------------------------
~Appearance~
Headband: Black, on forehead
Height: 5'2
Weight: 140
Hair: Curly, waiste length, brown w/ blonde highlights. Always held in a low ponytail, rarely ever let down.
Eyes: Soft brown. They turn green with sadness of frustration.
Physical Description: Strong build, for a girl. Has large breasts for age and is always embarrassed by them. She is also very pale, just one shade above death white.
Clothing: All black...black pants, shirt, jacket, shoes, gloves...headband when she gets it...
Background: (work in progress...sorry )
Personality: Strong morals, and strong physically too. Guys hate getting beaten by her. She is also very smart, but her three most defining characteristics is her high curiosity, optimism and sympathy levels. She sticks with her twin brother no matter what.
Other: Favorite food is Beef Jerky, Pickles, and Chocolate. Her hobbies are practicing her techniques, reading, and daydreaming. She is the younger twin.
----------------------------
Missions:

S: 0
A: 0
B: 0
C: 0
D: 1
----------------------------
Jutsu:
Ninjutsu-
Kawarimi no Jutsu
Cp cost: 2
Henge no Jutsu
Cp cost: 1
Bunshin no Jutsu
Cp cost: 1
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.

----------------------------
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
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.

Seitekiken (Static Fist): With their precise chakra control and affinity they can summon static electricity from inside their bodies and flow with it with the swift and powerful moves of their taijutsu. In a series of punches, jabs, etc. the user can knock out the entire nervous system, also affecting the organs and muscles connected. When it makes contact with a surface it leaves burns.
Cp Cost: 2 per turn
Damage: 1-8+ chakra mod
Requirements: Genin, chakra control +5, Myaku bloodline
Training: Continuously training
Special: With Knowledge Anatomy 25 the attacker cannot move for 1 round.

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.
Requeriments: Jump 10 ranks. Taijutsu 10 ranks.
Training days: 2 days.

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: Taijutsu damage
Requirements: Goukken Taijutsu 12 Ranks.
Training days: 10 days
This technique reduce opponent Dodge bonus - 5.

----------------------------
Genjutsu-

Takai no Kisu (Kiss of Death): It’s a combination of fighting someone of the opposite sex and using seduction (duh I guess, right...) Basically punches are thrown, but barely miss (on purpose), and then all of a sudden the person is in the arms of the attacker and is given a kiss on the forehead. Unknown to the victim, electricity is passes from the person's lips to the victim's brain and paralyses them.

Cp Cost: 3
Damage: 1-3 + chakra mod
Requirements: Seduction +5, Carisma 10, chk control +5
Training: 3 Days, 1 Week for non clan members
Special: Is the only jutsu used by the Myaku clan that others can learn, but they must be taught bya member of the Myaku clan. Opponent's DB - 1

----------------------------
Summoning Contract-
----------------------------
~Stats~
LV. 8
Hp: 128 +23= 151
Cp: 72 +13= 85
MHp: 104 +21= 125
XP: 42/170

Strength: 8+5+19= 32
mod: 11
Dexterity: 8+4+9= 21
mod: 5
Constitution: 8+4+12=24
mod: 7
Chakra: 8+6+13=27
mod: 8
Intelligence: 8+3+8=16
mod: 4
Wisdom: 8+5+4= 17
mod: 3
Charisma: 8+2+2= 12
mod: 1
Dodge Bonus: 15

Base Attack Bonus: 7
Attack Melee: 12
Attack Ranged: 10

Base Save Bonus: 3
Fort: 8
Rex: 6
Will: 6

Damage:
Taijutsu: 13- 21
----------------------------
~Skills~

Swim: (Str) 5+0+0=5
Balance: (Dex) 3+0+0=3
Escape Artist: (Dex) 3+0+0=3
Hide: (Dex) 3+0+0=3
Move Silently: (Dex) 3+0+1=4
Sleight of Hand: (Dex) 3+0+0=3
Tumble: (Dex) 3+0+4=7
Use Rope: (Dex) 3+0+0=3

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

Chakra Control: (Int) 4+0+17=21
Craft: (Int) 4+0+0=4
Disable Device: (Int) 4+0+0=4
Forgery: (Int) 2+0+0=2
Knowledge: (Int) 4+0+0=4
Repair: (Int) 4+0+0=4
Research: (Int) 4+0+0=4
Search: (Int) 4+0+0=4

Listen: (Wis) 2+0+0=2
Read Lips: (Wis) 2+0+0=2
Sense Motive: (Wis) 2+0+0=2
Spot: (Wis) 2+0+1=3
Survival: (Wis) 2+0+1=3
Treat Injury: (Wis) 2+0+0=2

Bluff: (Cha) 1+0+0=1
Diplomacy: (Cha) 1+0+0=1
Disguise: (Cha) 1+0+0=1
Gather Information: (Cha) 1+0+0=1
Handle Animal: (Cha) 1+0+0=1
Intimidate: (Cha) 1+0+0=1
Innuendo: (Cha) 1+0+0=1
Perform: (Cha) 1+0+0=1
Seduction: (Cha) 1+0+0=1

Ninjutsu: (Chk) 5+0+15=20
Genjutsu: (Int) 4+0+2=6
Taijutsu: (Str) 6+0+18=24
Fuuin Jutsu: (Int) 4+0+0=4
Kawarimi: 0+0+0=0
Kunai: 0+0+0=0
Shuriken: 0+0+2=2
Ninja Weapons: 0+0+0=0
Ranged weapons: 0+0+2=2
Sneak Attack: 0+0+0=0
----------------------------
~Possessions~

Money:
Ryo:

Equipment:
PostPosted: Sun Sep 09, 2007 1:47 pm


Username: Nightzblade

Time Zone: Eastern

Posting: at least three times a day

Name: Hiro "The Crying Ocean" Kiator

Village: Kirgakue

Clan/Bloodline: Kiator


Element Affinity: earth, water

Age: 16

Gender: Male

Rank: Gennin

Headband: tied around his right arm.

Height: 5’ 8”.

Weight: 187.

Hair: Hiro's silver hair does not hang long but stays to right about his shoulder line usually in a tight pony tail with two bangs by his left eye.

Eyes: blue eyes with a red hue

Physical Description: Hiro does look like a muscular kid, but is much stronger then he looks, he has a fairly natural tan skin tone but is cursed with curves so he wears a sleeveless T-shirt with his black ninja vest. He has a scar on his right forearm that climbs up to his shoulder from a kunai.

Clothing: A t-shirt with a black ninja vest with many pockets for tools. He wears white pants that reach to his mid shin area. Followed by his ninja sandals

Background: Hiro is a strong and gifted ninja. He trains hard for one reason. One day he hopes to protect his village like so many great shinobi before him, but one reason in particular is his two friends Mizu and Takara. They have always been there for him and he wishes to return the favor. Hiro was born an orphan and was left alone most of his life but Mizu and Takara where always there no matter what. They were Hiro's family and Hiro learned quickly to protect them. It became a instinct of a sort. So as a Ninja he hopes to do the same not just for them but the village as a whole.

Other: If there is one thing Hiro cant stand is people who quite before they even get to the hard part

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

Jutsu:

Ninjutsu-

Kawarimi no Jutsu (Replacement Technique.)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requeriments: Must have something to replace with.
Training days: Academy time.

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: 0
Damage: N/A
Requeriments: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this.

Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique)
The user, emerging from the ground below the target area, pulls down (or possibly swaps places with) the opponent so that only their head is above ground.
Cp cost: 6
Damage: N/A
Requeriments: Genin or highter rank. Must be trained to learn the jutsu.
Training days: 3 to 7 days. 2 - 5 With earth Affinity.

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.

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.
Requeriments: Water Affinity.
Training days: 3 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
Requeriments: Water affinity, water supply chakra 20 +
Training days: 15 +

Genjutsu-

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 substanceless, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bushin.
Damage: N/A
Requeriments: Accademy students learn it on the accademy as a basic jutsu.
Training days: Accademy. Chakra control check DC: 5 per bushin.

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 mantained"
Damage: N/A
Requeriments: Learn in the Academy.
Training days: Accademy time. Chakra control check DC: 10

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: 0
Damage: N/A
Requeriments: Learn in the academy.
Training days: Academy time.

Taijutsu-

Sennen Goroshi (One Thousand Years of Death)
A very simple Taijutsu technique with a very over-dramatised name. A technique in the one plunges the user's fingers into the vicinity of the victim's rectal regions. However, the true meaning of the jutsu was mainly to use a pointed object (usually a kunai), in order to attack the blindspot of the enemy. When combined with explosive seals, it can even damage Gaara in his semi transformed mode.
Damage: 10 - 20 + str.
Requeriments: "Sick mind ?"
Training days: 0

Summoning Contract- Here you post your character summoning contract if any. To get a contract you must first make a quest for it. Ask a crew member to help you with this.

~Stats~:
LV. 8
Experience: 40/170
Hp: 144
Cp: 26
Mhp:44
Strength: 8+10+9=28 {9}
Dexterity: 8+9+9=26 {8}
Constitution: 8+9+9=26 {8}
Intelligence: 8+10+5=23 (6}
Wisdom: 8+8+7=23 (6}
Charisma: 8+6+10=24 (7}
Chakra: 8+10+10=28{9}
Dodge Bonus: 18

Base Points: 8.

Points for Distribution: 36


Base Attack Bonus: 4

Attack Bonus: 5

Ranged Bonus: 7

Damage: 1-13

Base Save Bonus: 2

Fortitude: 6

Reflex Save: 9

Will Save: 5

Skills:
Bluff: (Char) 2+2+0=4
Diplomacy: (Char) 2+0+0=2
Disguise: (Char) 2+0+0=2
Gather Information: (Cha) 2+0+0=2
Handle Animal: (Cha) 2+0+0=2
Intimidate: (Cha) 2+4+12=18
Innuendo: (Cha) 2+0+0=2
Perform: (Cha) 2+0+0=2
Sense Motive: (Wis) 3+2+10=15
Read Lips: (Wis) 3+0+0=3
Seduction: (Cha) 2+0+0=2

Balance: (Dex) 3+0+5=8
Disable Device: (Int) 3+0+0=3
Escape Artist: (Dex) 3+0+0=3
Hide: (Dex) 3+0+0=3
Listen: (Wis) 3+3+0=6
Move Silently: (Dex) 3+0+0=3
Sleight of Hand: (Dex) 3+7+9=19
Survival: (Wis) 3+0+0=3
Swim: (Str) 3+0+0=3
Treat Injury: (Wis) 3+0+0=3
Tumble: (Dex) 4+0+0=4
Use Rope: (Dex) 3+0+0=3

Concentration: (Con) 3+0+1=4
Craft: (Int) 3+0+0=3
Forgery: (Int) 3+0+0=3
Knowledge: (Int) 3+0+0=3
Repair: (Int) 3+0+0=3
Research: (Int) 3+0+0=3
Search: (Int) 3+0+0=3
Alchemy: (Wis) 3+2+0=5
Spot: (Wis) 3+0+0=3

Chakra Control: (Int) 3+15+4=22
Ninjutsu: (Chk) 3+5+29=37
Genjutsu: (Int) 3+0+0=3
Taijutsu: (Str) 3+4+31=38
Fuuin Jutsu: (Int) 3+0+0=3
Kawarimi: 0+7+3=10
Kunai: 5+3+6=14
Shuriken: 5+6+4=15
Ninja Weapons:
Ninja To: 7+5+10=22
Sneak Attack: 0+0+5= 5

Skill Points: 20

Possessions:

¥en:

Ryo:

Equipment:

Karite The Reaper

Dapper Hunter


Might Senju Flowers

Badgeless Loiterer

PostPosted: Sat Sep 15, 2007 2:26 pm


Username: Shou Makashima

Time Zone: Eastern Central

Posting: Every day


~Character Data~


Name: Shou Makashima (AKA. Rick-Lee)

Village: Sound

Clan/Bloodline: none

Element Affinity: Wind, Fire

Age: 16

Gender: Male

Rank: ANBU, Village second in command



~Appearance~



Headband: Sound

Height: 5'9

Weight:
125lbs well toned body

Hair: Shou has long black hair (similar to Neji Hyuuga but not tied up) with white hilights near the ends

Eyes: Dark Gray with black lines all around the pupil w/ 20,20 vision his eyes close when intoxicated but he can still perfectly sense everything around him when in battle.

Physical Description:
Shou is seen with small amounts of Muscles but very defined in his arms, legs, and torso from all the fights with his big brother Agito they both enjoy calastetics training, His skin has a dark tan to it from being outside play fighting, Shou’s body is very toned and durable from all of his Taijutsu training with his older brother he also has lots of scars and bruises on his arms and legs that’s why he is always seen with hand wraps and long pants on , On his spare time Shou goes deep into the woods alone and meditated under a hidden waterfall, he also Practices his kicks and punches on tall Oak trees, he also practices his acrobatics.

User Image

Clothing: Long black pants with long sleeve black shirt and white arm wraps, Black shoe's and one pair of nunchaku, Shou use's leg weights with special seal on them written in Korean to increase his speed when removed and move with 10 times his original speed, Shou can sometimes be seen with a black ninja mask the covers from his nose down it has a special ventilation to prevent inhalation of toxic gasses he only wears it on special missions. Shou also wears one small loop earring in his left ear it magnifies sounds so he can hear everything around him.

Background:
Shou grew up as an outcast he never really talked to anyone just his older brother Agito, its mostly because of his acute awareness of things and his ability to learn Taijutsu techniques fast, he also had a strange sensation to train hard all the time until he couldn’t even move, he was always trying to be like his brother Agito also he plays chess very well he always played with his brother but was never able to beat him. As he grew up with his older brother, his mother and father, and also his little sister, they were a very happy family, One winter day Shou and his brother Agito were coming home from a long day of training and they heard screams coming from their home, they both took off running as fast as we could to get home. As Shou and Agito quickly opened the door to their home, with his older brother right behind him they quickly noticed blood all over the floor of the entrance, leading upstairs. "Shous eyes were filled with pain and rage."
All of a sudden all they can hear is the agonizing screams of the men and women who not to long ago massacred their parents, they arrived in time to witness a battle involving their little sister, Shou’s older brother then kicked him and snaped him out of his trance and moved him into the battle, Shou ran with a burst of rage at the Shinobi kneeing him in the chest while grabbing him by the neck forceing his knee harder into the shinobi’s thorax breaking his chest bones and landing a horrific elbow to the enemy's head sending the Shinobi's head to the floor hearing the floor break and the blood splatter, Agito then ran with speed grabbing his sister by the stomach and jumping out the window to the floor. After his bro took his sis to safety Shou rushed the shinobi and grabbed him by the neck picked him up and slammed him into the wall leaving a massive craterin the wall blinded by rage he ignores everything else in the room and holds the shinobi up by his neck and taking all the blows to the chest and head the the shinobi is throwing while being held up and finally the shinobi stabed him in the shoulder with a Kuni and released his grip and then lied a series of punches and kicks laying a devastating blow to his stomach Shou then coughs up a puddle of blood and falls to his knees, the masked shinobi then kicks Shou in the thought lifting him in the air shooting blood out of his mouth as he flys upward the shinobi lays a brutal spinning heal kick to Shou’s neck slamming him into the wall face first and before Shou can fall the the groung the shinobi grabbed him and put him in a choke hold, by the time Agito ran up the wall his brother was being held by the Shinobi being choked to death, Agito threw 2 pepper bombs at Shou so that him and the Shinobi were choking and couldn’t see, Agito pushed Shou out of the way and delivered a devastating heal kick to his enemy's chin shattering his jaw bone sending him to the corner of the room wall leaving a small crack in it. Shou then passed out due to the loss of too much blood, Shou then awakened after the battle to his brother picking him up, as Agito picked Shou off the floor the police and Miyuki his sister came up the stairs and Shou then saw all of the enemies on the floor and one on the wall he then looked at his brother and then looked down at the ground thinking to himself why was I too weak to do anything I couldn’t even help……..im useless. As Miyuki stepped in the room she screamed in fear of the dead mans body stuck on the wall. She ran to her bothers holding them tight telling them their parents were dead, Agito told Miyuki to take care of Shou so he could talk to the police. As the police came appearing from all corners Agito told them the Shinobi was dead and that he killed him for his fathers and mothers sake and to protect his last 2 family members. Agito, Shou and Miyuki moved in with some fellow family relatives for the time being till Agito was accepted into the academy. And shortly after so was Shou and he vowed to never fail his loved ones again, later on he decides to leave his brother and go out on his own, he needs to travil and get stronger and he has to be able to go all out without his brother holding him back.

After the time skip Shou headed to the village of the sound where he worked his way up to an ANBU member. after the mysterious disappearance of The otokage, everything in the village went to hell and he was the last remaining shinobi in the village, so he decided to head to one of the villages not under control by the fifth dawn.

Personality: very intelligent and laid back, Shou is a very aggressive fighter and dedicated to his training. he doesn't talk very much and he keeps to himself.

Missions:N/A
A:N/A
B: 1
C: N/A
D: NA


Jutsu:
N/A

Ninjutsu-

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: 0
Damage: N/A
Requeriments: Learn in the academy.
Training days: Academy time.

Kawarimi no Jutsu (Replacement Technique.)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requeriments: Must have something to replace with.
Training days: Academy time.

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: 0
Damage: N/A
Requeriments: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this.

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 substanceless, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bushin.
Damage: N/A
Requeriments: Accademy students learn it on the accademy as a basic jutsu.
Training days: Accademy. Chakra control check DC: 5 per bushin.

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 mantained"
Damage: N/A
Requeriments: Learn in the Academy.
Training days: Accademy time. Chakra control check DC: 10


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: N/A
Damage: N/A
Requeriments: Dexterity 20+
Training days: 3 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: 20
Damage: N/A
Fort Save DC: 10 + 60 [level] + 19 [chk mod] + 32 [skill] = 121
Requirements: Chakra 20+ Level 15+

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: 50
Damage: 100~200 + 19 [chk mod] + 32 max [skill] = 119~251
Requirements: Wind Affinity.





Genjutsu- N/A

Taijutsu- N/A

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.

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 = 74~194
Requeriments: Jump (Tumble?) 10 ranks. Taijutsu 10 ranks.
Training days: 2 days.

Tsutenkyaku (Painful Sky Leg)

This is basically just a kick down from the air, where the user uses their marvellous strength to create a gigantic crater and an earth-quake like effect to the surrounding area.
Damage: 81-117
Requeriments: Taijutsu 20 Ranks.
Training days: 10 days.

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 18+
Training days: 10 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 = 37~97
Requirements: Gouken style fighting.
Training days: 10 days.
Effect(s): With this technique you can hit all enemies around you in melee.

Fushichou Rendan (Phoenix Combo)
Not a clan jutsu; first used by Hiyomura Keiko. A combo attack that consists of a right-handed strike to the upper torso, then a kick that sends the target flying. While the target is still in the air, the user goes airborne as well and follows up with a double roundhouse, a left hook, right knife-hand strike, and then another upper kick. The user then lands and waits for the target to fall; in the moment before the target collides with the ground, the user finishes off with a left side kick. If performed correctly, the path taken by both user and target form the outline of a phoenix taking flight.
CP cost: n/a
Damage: 10- 20+strength mod+ 2 per 10 Taijutsu levels
Requirements: trained by Hiyomura Kei
Training: 8-10 days

Suiken
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.
Damage: double taijutsu damage.
Requeriments: Gouken. Behing Born a taijutsu fighter, Alchool.
Training days: Born,

Gate of 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.

Gate of 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.

~Stats~


LV. 18
Experience: 60/800
Hp: 340
Cp: 119
MHP: 272

Strength: 51
Modifier: +14
Misc: Each Celestial gate +5

Dexterity: 36
Modifier: +8
Misc: Each Celestial gate +5

Constitution:
30
Modifier: +10
Misc: Each Celestial gate +5

Intelligence: 10
Modifier: 0
Misc:

Wisdom:
22
Modifier: +6
Misc:

Charisma:
10
Modifier: 0
Misc:

Chakra: 20
Modifier: +4
Misc:

Dodge Bonus:
12 +13 +6
Total: 31

Base Attack Bonus:
34
Attack Melee: 50
Attack Ranged: 47

Base Save Bonus: 8
Fort: 30
Rex: 27
Will: 28

~Skills~

Swim: (Str) 33
Balance: (Dex) 27
Escape Artist: (Dex) 27
Hide: (Dex) 30
Move Silently: (Dex) 29
Sleight of Hand: (Dex) 27
Concentration: (Con) 33
Chakra Control: (Int) 35
Knowledge: (Int) 33
Research: (Int) 33
Listen: (Wis) 30
Sense Motive: (Wis) 40
Survival: (Wis) 28
Treat Injury: (Wis) 29
Diplomacy: (Cha) 26
Disguise: (Cha) 26
Gather Information: (Cha) 26
Intimidate: (Cha) 26

Chakra Control: (Int) 17+18+0=35
Ninjutsu: (Chk) 10+8+4+6=28
Genjutsu: (Int)
Taijutsu: (Str) 5 - 10 [Taijutsu = 35] (With Str| 22 - 27)
Fuuin Jutsu: (Int) 17+15+0=17

Kawarimi: 4
Ninja Weapons: 2 Nuchaku, throwing needles, Kurijiri Houchu
"My handmade staff"
Sneak Attack:


~Possessions~

Money: 10
Ryo: 10

Equipment--

Valubles--
PostPosted: Sat Sep 22, 2007 8:28 pm


User-name: Reclaimer9213
Posting: Yeah, you kinda haft to do this in order to roleplay.
Time zone: Eastern Stand. (USA)

~Character Data~


Name: Zanza Zee
Village: Kusagakure no sato
Village (Current): Iwagakure no sato
Clan/Bloodline: Zee
Element Affinity: Lightning
Age: 16
Gender: Male
Rank: Genin
Characteres Theme Song: http://www.youtube.com/watch?v=0jgrCKhxE1s&feature=related
Characteres Battle song: http://www.youtube.com/watch?v=TG2W53-n8ME

~Appearance~

User ImageUser Image
User ImageUser Image

Headband: Blue, Around Neck
Height: 6' 0"
Weight: 190
Hair: Black
Eyes: Brown
Background:

- 7 years before the Time Skip -


On the outskirts of grass country, there was a small village known as Current. Named after the river running threw it, this town barely held 1100 people. It was here where Zanza was born and raised before the insedent that would cause his life to change forever.

Zanza's family was well respected for their work. They we're the Head family in charge of village protection. All the armed forces of the village fell under direct comand of Zanza's father. His wife and Zanza's mother was head of training the village guard, and his sister, whom was perhaps the most important thing in the world to him, was training to take over the family's dutys, and teach Zanza to do the same.

Though te village didn't have an army to say the least, the small village guard the family managed was still a big acmplishment for the village. This placed the family in the upper class, makeing them one of the most important and well known familys threw out the intire village.

- 6 years before the Time Skip -


A few weeks after Zanza had just turned ten years old, the village was attacked by the fearsome Koindia bandit clan . They attacked in the dead of night with out raiseing an alarm when they broke threw the village protetions. The local Guard didn't have the time nessisary to make any counter messures before the town was lit in flames.

The grusome Bandits tore threw the town causeing whatever harm they could. The bandits lotted the buildings, then burnt them to flames. Women were violated then executed, and Bodys droped by the second. Fuled by a massive bounty on the heads of the main village leaders, and even more so, the fear of sowing weakness in front of their leader, Kain, the spread massive chaos all threw the town.

Zanza stoud in terror as the bandits aproched the only house in the village not scorched. His father would have taken the family and ran, but his 8 month pregnant wife would have had no chance in makeing it, and he wouldn't leave her for anything.

He told Zanza to head for the river and use the current to swim as fast as he could downstream. His sister would be soon to follow as son as she'd given him enough time to make a good head start.

Zanza did as he was told. He ran for the river. Just before jumping into the river he heard a shriek come from the house. He turned in fear and saw his mother standing, peiced threw the stomach with a arrow lit aflame. His father, in con cern for his spouce, turned to help her. but to no avail, for as soon as he turned his back, he too was stricken down.

Zanza's sister prepaired to make a run for the river in hopes of escapeing. Just as she began her sprint, the bandit leader, Kain , apeared in her path. She raised her blade to strike him. but he knocked it away with his fist as if it were a toy.

Two bandits on either side of Zanza's sister reached for her arms and pulled them as far apart as they could, ripping her shirt and exsposeing her chest. Kain then walked up to her and pulled a silver kunia out from a slot on his jacket. He pointed it to her breast and slowly pushed it into her skin. She had tryed to show no weakness untill the blade peirced her skin.

She Cryed out to the four winds and Kain pulled the blade threw her chest, from one side to the other. He then withdrew it and licked it clean as he listened to the girl Beg for death to take her. He then fullfilled her wish and shot the the blade threw her throat. This silenced her once and for all.

Zanza fell weak at the site of his familys murder, and he fell into the river, bearly keeping his head above the water and it thrashed him far down stream.


He drifted untill day emerged and he was well miles away from ashy remains of his home. He pulled himself to shore with all his might. Just as he did so, a large man, 7 foot or so tall, picked up the small ten year old and threw him over his shoulder. Zanza thought he would face a similar fate to the of his sister.

They Traveled threw the woods for a few hours before comeing to a clearing that seemed to be a small farm. Zanza was realived to find the man was a farmer whom had seen te flames the night before and gone to the river to try and help anyone escapeing.

The man's name was Kazikune. He and his wife lived in seclusion deep in the forest on the western side of grass country. They had a simple life as a farmer. Here they offered Zanza the second story of their cottage as a home. With no where else to go, Zanza gladly took their genorus offer.

- 3 years before the Time Skip -


On Zanza's 13th birthday, he desided it was time to move away from his country life and follow his own path. The path of a ninja. Less than a week passed before Zanza had packed his things and left for Kusagakure. Kazi claimed to be good freinds with the Kage there and said she would set him up with ninja training.


Zanza arived carrying everything he owned in a blue duffle bag. He spoke with the kage, known at that time as "Mamakage" and she agreed to train him in the way of the shinobi. She also granted him permsion to use of an apartment and a small salery for as long as he was a student or worked for the village.


Zanza trained hard for two years in the acdemy. Often devoteing his extra time to extra training, Zanza workd hard to match up to the genin that had graduated just before he'd arived in the village. After two years of intence training, and the stats he'd built up working on Kazi's farm, he was ready to take the Genin Exam.

- 11 months before the Time Skip -


On the day of the exam, Zanza arived realiseing he hadn't learned one of the mandatory jutsu. After spending the intire day training with the high ranked ninja, yahiko, he finaly learned the technique.

When he went to take the exam that same day, he was exosted and had very little chakra left to preform jutsu. He was also suprised to find that one of the judges was yahiko. And even more so that Yahiko turned out to be his best freind and crush, Sora's older brother. Even stumbleing threw two jutsu tests, he managed to pass the exam.


Zanza had advanced to the level of genin and been placed on team two along with sora, and anouther girl he'd known from the academy, myubi. It was a treat to be on team two because they were under the direct comand of the kusakage, Konpaku. Zanza now found it harder than ever to stay in touch with his freinds from the acdemey. It wasn't long before he wasn't able to make plans with them because of an intence training scedule. the only place he was really able to hang out was at specal events in the village.

- 2 months before the Time Skip -


Few months passed after the genin exams before Zanza found that he had been signed up for a tournament in Kirigakure, the land of mist. After a training exersize with his sensei, Zanza headed off to the tournament waiting room. There he got in a fight with his team mate and crush, sora. Leaveing her in the waiting room, Zanza awaited his match to apear on the veiw screen from the roof.Thats when unluckily for him, he was paired up with sora in a match.

With out hesitation, Zanza defeated her with out even breaking a sweat. The match ended with a single hit. Proud that he'd won his match, he rushed to find his sensei, whom was no where to be found. Shortly after, the remainder of the tournament was cancled and Zanza headed back to the village. After getting comfortable and getting some rest from the tournament, Zanza noticed that most hadn't returned from the tournament.


- Last day before the Time Skip -


Zanza went to the kusakage to request a mission, for he'd been a genin for quite a while, but because of the shortage of people, he'd been stuck doing grunt work ever seince. Konpaku understoud his plea for some action and sent him deep into the mizu falls to stop a rabid bear from destroying the hot springs any further.



- 1 day into the Time Skip -



Haveing compleated his first mission in the depths of the mizu falls hot springs, Zanza returned to the kusakages office with a quickened haste. it was late in the afternoon only a few days following the end of the tournament in kirigakure. They never released why the tournament ended so eairly and quickly; but the genin of the village had come to the conclution that a high level ninja from anouther village had been murderd and the killer was on the lose.

Once ariveing at the kusakage's office, He came in surprised to find that many people had gatherd there. One of which was shinichi, a genin zanza had known seince he started his training in the acdemey. The kage assigned them a new mission in which they would leave asap. With the village haveing been scatered after the tournament, it seemed that odd teams of shinobi were teaming up to get the work done.

Zanza went back to his apartment to gather his suplise. There he waited for shinichi for several hours, then a full day. Becomeing conserned, he left in serch for shinichi. He looked for him at his house and the kages office. Finaly he figured something must have come up so he left on the mission by himself. After combat aginst the sea sage, Zanza fled, leaveing him wounded. He was nearly defeated by the alsome power of the sages water jutsu.

Feeling defeated, Zanza lead to under go more intence training. The village was quieting with each passing day. The exitement of the tournament drifted away and the days became filled with average missions with more petty task that seemed to waste his time. With his freind sora still not talking to him, Zanza countuied to train by himself. Staying in the woods for hours or days on end, returning only to feed and check for new missions, he devoted sixty percent of his time to training.

- 6 months into the Time Skip -


The days rolled past as zanza searched for what he wanted to do with his life. He moved away from his freinds and became a solitary man. Odd thing it was to be at the age of 14. His mind wandered what was to become of his roots, the ones he couldn't seem to trace.

Zanza desided that when he became of age, he would search the remains of his village and try to find out what he could about his past. He felt that his family deserved to live on. He pressed on with his life and training, doing a few missions for the kage.

With his birthday comeing up, The kage desided to teach zanza a new technique. He took Zanza and trained him for a little over a week deep in the Bamboo forest. When they emerged, Zanza had learned the inner decapitation jutsu. At this point, Zanza began takeing on more pressing missions aginst stronger opponents.

Team 2 had still not regrouped nearly 9 months after the tournament and Zanza had yet to hear from either of the other two people he had been asigned with. A few times he'd asked the kage about their where abouts, but aparently the village was short of shinobi and they had been placed else where.

- 1.6 years into the Time Skip -



Zanza was headed home after compleating a mission in the northern area of the contenent, escorting some cargo from the mountains back to the village. He was aproching his aparetment when he was suprised to meet with two ninja with a strange symbal on their head bands.

As Zanza came closer to his home, he discovered it was actualy burning. One of the ninja aproched Zanza with a katana in his hand. Zanza drew his own blade and charged forth at the shinobi. Before he could make contact, He was hit by a stange jutsu that knocked him off his feet.

The Man came close and raised his blade, ready to stike Zanza down for good, when another stranger apeared from seemingly no where and blocked the attack. With out saying anouther word, Zanza rolled out from beneth the blade and ran after the further enemy.

Mear seconds went by before zanza's savor defeated the opponet with a combonation of a peralasis jutsu and what apeared to be a blade made of wind. The man carring the katana droped to the ground and Zanza had a clear veiw of the person now. The first thing he noticed was that the head band had been rapped around her stomach, and it had the grass symbal on it.

That was all he needed to know at the moment as he turned back to the remaining shinobi. He drew three kunia and threw them as soon as he reached point blank range.But his opponet was fast enough to only be hit by one. Zanza slid on his knees to the side of the man and picked up the two kunia that had missed.

The women that had saved zanza apeared to be analiseing how zanza fought as he did so. Seconds passed as zanza took a deep breath before being grabed from behind by what he soon found to be a bushin. Zanza reversed the direction in which his blades pointed and slit the bushins hands, causeing it to evaporate.

Zanza threw one of the kunia into the air as a distraction. As his enemy raised his blade to avoid the hit, Zanza sprang forward and cut deeply into the man, then reached for anouther kunia to finish him off. The man fell to the ground and knocked his head on the pavement, causeing his headband to fall off.

Zanza pulled his kunia from the man and placed them back in his bag. He then picked up the head band of his enemy and looked it over closely. I had an odd symbal he had never seen before. Zanza stoud and faced the stranger whom had saved him. They spoke for a moment, introduceing themselfs. The women told Zanza her name, which was Suzume Kobayashi.

They spoke breifly of the situation at hand. Then Zanza ran into the burning house to gather the few things he owned that could not be replaced; mostly pictures of his family and freinds. Zanza naroly escaped before the roof topled in and wasted all that had remained.

As hard as it seemed to beleive, the village was falling apart and being evacuated in the area that Zanza lived due to effectively planed attacks. Zanza feared what could have happened to his freinds and teachers. But now was a time to make haste and get while the getting was good.

Two days of nearly non-stop traveling took place before the two reached Amegakure. The village was much larger than he'd intisipated. Its large buildings and Massive walls were a sight to behold. Never before had Zanza seen such large masses, other than mountains.

Upon arival in the new village, Zanza headed to an area that seemed to be covered by refuge's from many countrys. In the chaos, Zanza found it hard to determin who was in charge. With all the confusion being prossed, Zanza thought it to be a golden opertunity to search for the remain's of his clan.

First consulting his parentner in the escape, Suzume, Zanza headed westward, back to the grass country. He had no idea that she would be following him only a few days later. His destination was set. The destroyed village of Current. Zanza's Home before escapeing kusa, before becomeing a genin, before loseing his family.

- 1.8 years into the Time Skip -


Upon reaching the area where he grew up, he was suprised to find that almost no remains of his home were to be found. Only a single cottage stoud where his intire village once thrived. Zanza walked to the front of the small building and knocked twice. A man came to the door. He invited Zanza in and Introduced himself as Sax.The hospitable man and Zanza talked for a while before Zanza noticed someting he'd had not before. In the Rear of the house was a second building made of small oval stones. This was a trait that only curent's people had practiced.

These stone building were desinged to protect i'm portant documents. Zanza asked about it instantly. Sax told that he'd never been able to open it because the only entrance was blocked by a large rock. too large to move by a man with only one hand.

Zanza rushed to open it. But sadly, the task proved too much for one person to acomplish.


- 1.8 years & 1 day into the Time Skip -


As it turned out, Sax had been a blacksmith in the village when it was attacked. Thought he specalised in farming equipment and not wepons. He was able to make safe passage for his family to escape. He stayed to fight, which resulted in the loss of his hand. He'd only survived by running ing the riverand letting it drag him down stream.

Zanza spent te days trying to find away to move the giant rock, but to no affect. then on the thrid day after ariveing at current, Zanza was suprised to find suzume had come after him. He refused to leave untill he could move the rock and claim its records. She was happy to make that possibal.

Useing a strange jutsu Zanza had never seen before, she moved the easily out of the way. Zanza rushed in and began searching threw the records.

Zanza had to stay in shape while looking threw the records. to his suprise, Suzume desided to teach a secod jutsu to add to his arsonal. So by day he trained and by night he researched. Finaly he learned the technique "body flicker" .

But in contrast, he also found the records of his past. But that wasn't intirely a good thing. When Zanza read the title, he instantly Remembered his true name.

Zanza Zee

Though that was good news, Zanza countuied to read threw his records. He first found the truth. After the village was attacked (due to a bounty put on the heads of the village clans) He had went to live wwith a farmer. There he lived for two years before running off to seek vengence for his family. The farmrs who were his guardians at the time told him to go to kusagakure to learn the way of the ninja before attack the bandits. They claimed to be long time freinds of the kusakage.

But in truth they had never met the kusakage, and never planed to have zanza become a ninja. What they did know was that if he'd had went to seek revenge, he would have perished surely.

In order to protect him, they sent a sealed scroll with him, and said the kusakage would not beleive it was from them if he'd opened it before giveing it to her, and there for she wouldn't train him.

Zanza left with the sealed message and headed for kusagakure. upon arival, he'd pleaded that he had a message for the kage and he was permitted to see her.

She sat with zanza and read the message.

It told of zanza's impossibal intentions, and begged her to find a way to protect him from attacking the bandits. The kusakage told him she would teach him starting on the following day. She also offered him a permanet bad and low income for each day he stayed.

Zanza was quick to take the offer. Though as he lay asleep that night nearly 3 years ago, she slipped into his aparetment room and altered his memorys. First, she caused him to forget his name, so that even if he looked for his name in the records, he wouldn't find anything relateing to the truth.

Now only remembering his name as " Zanza ", she replaced all his memorys of farm work with intence ninja training.This would lead to the final change. She replaced him comeing to kusagakure first with a memory of haveing already destroyed the koindia bandit clan.

With the thought of an already destroyed bandit clan in his head, why would he seek vengence? But she had witnessed how strong the farm work had made him, so she desided to keep him here in kusagakure and to go ahead and train him to become a respected shinobi.

Zanza was crushed by the records. Now haveing the truth, Zanza was blinded from asking the questions about "how did these records even get here after the village was burnt down?" Zanza wasted no time in sitting around and makeing small talk. He picked up all his belongings from the house, thanked Sax for his hospitality, but insisted that he and suzume leave this moment.

With his records and every other thing he owned in a small blue duffle bad, Zanza and Suzume left for Iwagakure. Zanza now felt that seince he knew his name and his past, it was time to look to the future. He would go where ever needed and help how ever possibal.

- 1.98 years into the Time Skip -


As they neared the village entrance, Zanza stoped and told Suzume to go ahead. He said that he needed to be alone for a while to think things over. Suzume said she understoud and would make sure he'd made it alright with in a few days.

Zanza built a fire and stayed in the woods for nearly three and a half days before finaly clearing his head and moveing forward. Zanza entered te village for the first time and began looking for a government offical to ask where he should report to.

- 1 day after the Time Skip -


Zanza met up with his new team mates, houka and Ame. houka was a freshmen genin, and ame was displease to be on this team instead of her own.

Their new sensei, Horaku, was a bit lacking in the age devision. Zanza developed a dislikeing for him instantaniusly because he wouldn't exept someone with less exsperence than his old sensei, the Kusakage.


Personality:

Zanza has become used to realing only on himself. This makes it hard for him to trust others and make freinds. Though he hates feeling alone, he has become so used to it that it is natraul instinct to beleive no one will stay around long enough to take a likeing to them.

Though most of the time he can be headstrong, Zanza knows his limits, and is able to choose his fights wisely. He may act like he realise on instinct alone, but beneath his skin, Zanza in an exspert stratigist, and if he is unable to take on an enemy with brute stregth, He is know for useing basic ideas in much more complex plans of attack.

Nindo:

Missions:

S:
A:
B: 1
C: 3
D: 1

Jutsu:

- E - Rank -


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 (Transformation Technique)

The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is maintained"
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.


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.
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.


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.




Ninjutsu-

- D Rank -


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.

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.

- C Rank -

- B Rank -

- A Rank -

- S Rank -



Genjutsu-

- D Rank -

- C Rank -

- B Rank -

- A Rank -

- S Rank -


Taijutsu-

- D Rank -

- C Rank -

- B Rank -

- A Rank -

- S Rank -




~Stats~

LV. 7
Experience: (68/160)
Hp: 119
Cp: (+15)148
MHp: 112

Due to technical difficultys (my dumb a**) all stats in this section achived before Dec, 5, 2007 will be refferd to as earned training points...mostly because untill now I haven't bother to keep them seperate. So all the Level points I got from leveling up levels 1-7 are now mixed in with the others.


Stat. Bace | Level Up Points | Trained points: Total | mod =


Strength: 8 | 0 | 48 | Total: 56 mod = 23
Dexterity: 8 | 0 | 26 | Total: 34 mod = 12
Constitution: 8 | 0 | 16 | Total: 24 mod = 07
Intelligence: 8 | 0 | 16 | Total: 24 mod = 07
Wisdom: 8 | 0 | 14 | Total: 22 mod = 06
Charisma: 8 | 0 | 10 | Total: 18 mod = 04
Chakra: 8 | 0 | 34 | Total: 42 mod = 16
Dodge Bonus: 28

Base Attack Bonus: 7
Attack Melee: 29
Attack Ranged: 19

Base Save Bonus: 3
Fort: 10
Rex: 15
Will: 10

Damage:
Taijutsu: 23 - 28
Shurikin: 13 - 15
Kunia: 23 - 25

~Skills~


Due to technical difficultys (my dumb a**) all skills in this section achived before Dec, 5, 2007 will be refferd to as earned training points...mostly because untill now I haven't bother to keep them seperate. So all the Level points I got from leveling up levels 1-7 are now mixed in with the others.


Swim: (Str) +1


Balance: (Dex) | +2
Escape Artist: (Dex) |
Hide: (Dex) | +1
Move Silently: (Dex) | +1
Sleight of Hand: (Dex) |
Tumble: (Dex) |
Use Rope: (Dex) |


Concentration: (Con) |


Craft: (Int) |
Disable Device: (Int) |
Forgery: (Int) |
Knowledge: (Int)
(Art)
(Behavioral Science)
(Business)
(Civics)
(Current Events)
(Earth and Life Sciences)
(History)
(Ninja Lore)
(Popular Culture)
(Streetwise)
(Tactics) +3
(Theology and Philosophy)
Repair: (Int) |
Research: (Int) |
Search: (Int) | +6


Alchemy: (Wis) |
Listen: (Wis) |
Read Lips: (Wis) |
Sense Motive: (Wis) |
Spot: (Wis) | +7
Survival: (Wis) |
Treat Injury: (Wis) | +2


Bluff: (Cha) |
Diplomacy: (Cha) |
Disguise: (Cha) |
Gather Information: (Cha) |
Handle Animal: (Cha) |
Intimidate: (Cha) |
Innuendo: (Cha) |
Perform: (Cha) |
Seduction: (Cha) |


Chakra Control: (Int) +14
Ninjutsu: (Chk) | +21
Genjutsu: (Int) |
Taijutsu: (Str) | +9
Fuuin Jutsu: (Int) |
Kawarimi: | +1
Kunai: | +7
Shuriken: | +5
Ninja Weapons: |
Sneak Attack: | +4

~Possessions~


Money:

Ryo: 75

Equipment:

Shuriken: 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 Fts.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."
Amount: 12

Kunai: 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 fts. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 3 + Str mod. In melee
Range: Melee or Ranged 50 Fts.
Special: Can be used in both melee and ranged combat.
Amount: 11

Blue Duffle Bag: Just a plain blue duffle bag Zanza uses to carry all of his belongins. It also has shoulder straps so it can be worn as a book bag.

Links of Rope:
Two Links of 5 yard rope
Two links of 15 yard rope
One Link of 50 yards rope

Lantern:
Metalic Lantern
Two small 12 ounce bottles of lighter fluid
6 paper lanterns. (knows how to make more


Valuables
Fifth-dawn Headband

Reclaimer9213


Karite The Reaper

Dapper Hunter

PostPosted: Tue Sep 25, 2007 3:36 am


((Given permission to take his team under his command))

Username: karite the reaper

Time Zone: Eastern

Posting: at least three times a day

Name: Karite "The Slicing Wind" Shinjo

Village: Kirigakue

Clan/Bloodline: Kiator

Element Affinity: Water & Earth

Age: 23

Gender: Male

Rank: ANBU

Headband: Covering Left eye

Height: 6’ 1”.

Weight: 190.

Hair: Karite has blood red hair that is slicked back, but is shaved to a fade on the back and sides.

Eyes: Gray eyes with black lines webbing out.

Physical Description: Karite does look like a muscular person, but is much stronger then he looks, he has a fairly natural tan skin tone but has many scars on his arms from jutsus. He wears a long sleeved black shirt and a normal anbu outfit. He has two tattoos, one of the kiri symbol from his chunin graduation on his right shoulder blade, another of a wolf on his left shoulder blade.

Clothing: He wears a gray camo pants with a black long sleeved shirt and a gray ninja vest with slots to hold his metal bo-staff, that also disconnects to form a three section bo-staff.

Background: Karite is a strong and gifted ninja. He trains hard for one reason. To lead the best anbu cell in Kirigakure. Right now he will start with the gennin, the shinobi of the future. He works hard to make sure his village is ready for anything, he claims he doesn't care but he really does, that is why he is so hard on his students, he wants them to do well. he wants them to strive to survive and protect. Karites family is his village. They are all that matters

Other: Karite trains his men and students like he would himself, till collapse

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

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 substanceless, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bushin.
Damage: N/A
Requeriments: Accademy students learn it on the accademy as a basic jutsu.
Training days: Accademy. Chakra control check DC: 5 per bushin.

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 mantained"
Damage: N/A
Requeriments: Learn in the Academy.
Training days: Accademy time. Chakra control check DC: 10

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: 0
Damage: N/A
Requeriments: Learn in the academy.
Training days: Academy time.

Kawarimi no Jutsu (Replacement Technique.)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requeriments: Must have something to replace with.
Training days: Academy time.

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: 0
Damage: N/A
Requeriments: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this.

Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique)
The user, emerging from the ground below the target area, pulls down (or possibly swaps places with) the opponent so that only their head is above ground.
Cp cost: 6
Damage: N/A
Requeriments: Genin or highter rank. Must be trained to learn the jutsu.
Training days: 3 to 7 days. 2 - 5 With earth Affinity.

Kage Shuriken no Jutsu (Shadow Shuriken Technique)
The user of this technique throws multiple large shuriken in such a way that the first shuriken hides the subsequent ones by blocking the line of sight. To the target, it would look like only one shuriken was thrown.
Cp cost: 4
Damage: Shuriken Damage.
Requeriments: Fuuma Shuriken. Gennin or highter Rank, Shuriken skill 10+ Ranks.
Training days: 2.

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: N/A
Damage: N/A
Requeriments: Dexterity 20+
Training days: 3 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.

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
Requeriments: Water affinity, water supply chakra 20 +
Training days: 15 +

Kansei: Mizu no Kyuutai (Trap: Orb of Water)- The victim of watery traps has an unkind fate to come to. 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: 25 - 40 + Chakra Mod + Ninjutsu Bonus
Requirements: Water Affinity
Training: 20 days
Special: 1d20 + Fort Save vs. 1d20 + Chakra Control

Sensatsu Suisho (A Thousand Flying Water Needles of Death)
This jutsu freezes water into the shape of sharp needles, which then home in on the opponent from all directions. To perform this Jutsu, the user must be near a body of water.
Cp cost: 10 +2 per needle.
Damage: 4 - 8 per needle.
Requeriments: Water Affinity. Must be close to a body of water.
Training days: 10 days.

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: 23
Damage: 40 - 75 + chakra mod.
Requeriments: Water Affinity.
Training days: 4 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: 70
Damage: 200 - 450 + chakra mod. "Reflex Halfs"
Requeriments: Water Affinity. chakra 40+
Training days: 20 Days.

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: N/A
Damage: Needle "Senbon" damage.
Requeriments: Dexterity 20+
Training days: 10 Days.

Soshuha (Manipulating Attack Blades)
Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target.
Cp cost: 6 per blade.
Damage: 1 - 10 per blade.
Requeriments: Chakra 25 +
Training days: 14 days.

Doton: Venus death trap jutsu: The user forms his chakra into the ground arching it towards his enemy. Then the earth around them closes up forming a flower like structure, with a final snap spikes form and pierces the target.
CP: 50
Damage: 40-80
Requirements: Earth affinity

Water release: Thousand cherry blossom winds
The user forms a spiral of water around the opponent. They stop the water and lets it separates into thin pedal like disk. Then they crash into the enemy.
CP: 65
Damage: 70-100
Requirements: water affinity, Chakra Control 55

Genjutsu-
Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
Forming the tiger hand seal, this powerful Genjutsu creates an ambience of complete darkness around the surrounding background, enabling the user to attack without being seen.
Cp cost: 35
Requeriments: Genjutsu 50 Ranks
Training days: 10
Will save: 20 + character level + charisma mod.

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.
Requeriments: Water Affinity.
Training days: 3 days.
Taijutsu-

Summoning Contract- Here you post your character summoning contract if any. To get a contract you must first make a quest for it. Ask a crew member to help you with this.

~Stats~:
LV. 37
Experience: 413/1000
Hp: 945
Cp: 700
Mhp:630
Strength: 14+31+6=51 {20}
Dexterity: 14+31+4=49 {19}
Constitution: 14+30+2=46 {18}
Intelligence: 14+36+3=53 {22}
Wisdom: 14+13+4=31 {10}
Charisma: 14+0+2=16 {3}
Chakra: 14+30+2=50 {20}

Dodge Bonus: 35

Base Points: 14.

Points for Distribution: 168


Base Attack Bonus: 35/30/25/20/15

Melee Attack Bonus: 52/47/42/37/32

Ranged Attack Bonus: 52/47/42/37/32

Damage: 18 - 181
BO-Staff: 1-36
Kunai: 1 - 33
Shuriken: 1 - 31
Fuuma Shuriken: 1 - 37

Base Save Bonus: 17

Fortitude: 34

Reflex Save: 34

Will Save: 25

Skills:
Bluff: (Char) 2+0+60=62
Diplomacy: (Char) 2+0+30=32
Disguise: (Char) 2+0+20=22
Gather Information: (Cha) 2+0+35=37
Handle Animal: (Cha) 2+0+10=12
Intimidate: (Cha) 2+3+85=90
Innuendo: (Cha) 2+0+5=7
Perform: (Cha) 2+0+5=7
Sense Motive: (Wis) 8+0+85=93
Read Lips: (Wis) 8+0+68=76
Seduction: (Cha) 2+0+71=73

Balance: (Dex) 17+0+15=32
Disable Device: (Int) 19+0+20=39
Escape Artist: (Dex) 17+0+14=31
Hide: (Dex) 17+0+54=71
Listen: (Wis) 8+0+80=88
Move Silently: (Dex) 17+0+51=68
Sleight of Hand: (Dex) 17+0+51=68
Survival: (Wis) 8+0+0=8
Swim: (Str) 17+0+20=37
Treat Injury: (Wis) 8+6+0=8
Tumble: (Dex) 17+0+12=29
Use Rope: (Dex) 17+0+10=27

Concentration: (Con) 17+0+52=69
Craft: (Int) 19+0+46=65
Forgery: (Int) 19+0+100=119
Knowledge: (Int) 19+0+87=106

Anatomy: 75
Repair: (Int) 19+0+68=87
Research: (Int) 19+0+58=77
Alchemy: (Wis): 8+2+4=10
Search: (Int) 19+0+79=98
Spot: (Wis) 8+0+78=86

Chakra Control: (Int) 19+15+150=184
Ninjutsu: (Chk) 17+22+260=279
Genjutsu: (Int) 19+0+250=269
Taijutsu: (Str) 17+15+300=332
Fuuin Jutsu: (Int) 19+0+150=169
Kawarimi: 15+0=15
Kunai: 90+0=90
Shuriken: 90+0=90
Ninja Weapons:
Bo-Staff:100+7=107
Ninja To :250+18=253
Sneak Attack: 100+0=100

Skill Points: 2940

Possessions:

¥en:

Ryo:

Equipment:
Bo x1: A Bo is basically a staff. The Bo is normally at least 6 inches longer than the person height for purposes of attacking and maneuverability.
Damage: 1 - 6 + Str Mod.
Range: Melee + 5 fts forward.
Special: Can be used as a defensive weapon, spinning the Bo in front of you gives you + 4 in dodge bonus.

Kunai x10: "Read description in melee weapons"
Damage: 1 - 4 + Dex
Range: 30 fts.
Special:

Shuriken x10: 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 Fts.
Special: Can throw six shuriken per turn. "In other words 4 from each hand."

Fuuma Shuriken x2: The fuma shuriken is a bigger version of a nirmal shuriken that normally has 4 sides to balance its rotating speed. People normally carry these shuriken in summoning scrolls.
Damage: 1 - 8 + Dex mod
Range: 50 Fts.
Special: Can be used with the shadow shuriken no jutsu.
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