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

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Level_one

PostPosted: Thu Nov 22, 2007 9:16 pm


Post up your Ninja Profiles here. Please stick to the following format. Also, please run all profiles by ViciousKira so she can approve them.


Page 1



Uchiha Saiya/Uchiha Kira/'Uchiha?' Shiro(ViciousKira)
Yubei Rosie/Odoriko Otira(night_wraith)
Hakumei Hanafubuki/Uchiha Akeru a.k.a. Sento Reimei/Odoriko Yuumei/Kiroshiro (ProtoXtreme)
Jakunen Akabane(vEnom_200 cool
Satasi Tarakhan(Satasi) inactive
Hatchi/Snowmane(Level_One)
Hyuuga, Frost/Kagetachi, Arashi(William_Ruby)
Himeko(XxXSmexyXxXNinjaXxX) inactive
Tekkenseisai Raine(cheerios cool
Kazetou, Daemon(Corbenik Ovan) inactive
Kira Ulquiorra(Early Scene) inactive
Rattlebold-Hakatshi Reag(sal_kik_las) inactive
Mashida Tenshi(Proscure) inactive
Karankou Kaichi/Hyuuga Ameru(dark-Angel Kuronu)

Page 2



D'artigan, Loki(Raeg) inactive
Date, Sosuke(Icha Icha Takutikusu)
Hiyomura, Kenji(Norian Darkeyes)
Amou, Kaikuru(-Neko-Hobbidance)


For those of you with Clans: All clan bonuses and abilities must be in red. When writing down a stat format it like:

alloted stat(all numbers from before the exp thread)+what you trained(what was given to you in the exp thread)+clan

Here is the basic format:

[b]User-name:[/b]
[b]Posting:[/b]
[b]Time zone:[/b]

[align=center][b]~Character Data~[/b][/align]

[b]Name:[/b]
[b]Village:[/b]
[b]Clan/Bloodline:[/b]
[b]Element Affinity:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Rank:[/b]

[align=center][b]~Appearance~[/b] [/align]

[b]Headband:[/b]
[b]Height:[/b]
[b]Weight:[/b]
[b]Hair:[/b]
[b]Eyes:[/b]
[b]Physical Description:[/b]
[b]Clothing:[/b]
[b]Background:[/b]
[b]Personality:[/b]
[b]Other:[/b]

[b]Missions: [/b]

S:
A:
B:
C:
D:

[u][b]Jutsu:[/b][/u]

[u][b]Ninjutsu- [/b][/u]

[u][b]Genjutsu- [/b][/u]

[u][b]Taijutsu-[/b][/u]

[u][b]Summoning Contract-[/b][/u]

[align=center][b]~Stats~[/b][/align]
[b]LV. [/b]
[b]Experience:[/b]
[b]Hp:[/b]
[b]Cp:[/b]
[b]MHp:[/b]

[b]Strength:[/b] | mod =
[b]Dexterity:[/b] | mod =
[b]Constitution:[/b] | mod =
[b]Intelligence:[/b] | mod =
[b]Wisdom:[/b] | mod =
[b]Charisma:[/b] | mod =
[b]Chakra:[/b] | mod =
[b]Dodge Bonus:[/b]

[b]Base Attack Bonus:[/b]
[b]Attack Melee:[/b]
[b]Attack Ranged:[/b]

[b]Base Save Bonus:[/b]
[b]Fort:[/b]
[b]Rex:[/b]
[b]Will:[/b]

[b]Damage: [/b]
Taijutsu:
[any other weapon you use]

[align=center][b]~Skills~[/b][/align]


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)

Alchemy: (Wis)
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:

[align=center][b]~Possessions~[/b][/align]

[b]Money:[/b]

Ryo:

[b]Equipment:[/b]


[b]Valuables[/b]
 
PostPosted: Fri Nov 23, 2007 12:28 am


User-name: ViciousKira
Posting: Near Constant
Time zone: Doesn't Matter

~Character Data~


Name: Uchiha, Saiya
Village: Otogakure no Sato
Clan/Bloodline: Uchiha

In game stats:
Int + 6
Dex+ 4
All elements.
1 skill per level in genjutsu,
+10 intimidate, seduction,chakra control

Third Toma: Finally, the Sharingan is capable of a unique brand of hypnosis that involves suggesting actions and thoughts to the opponent. When used in conjunction with the other aspects of the Sharingan, this allows the user to perfectly mimic every move their opponent makes, even before they do, making it appear as if the user can see the future.

The Sharingan does not automatically appear from birth in a user; instead, it will usually appear when the user is in a life-threatening situation, where the power of the Sharingan could save the user. After this first appearance, the user can then call up the Sharingan any time he or she pleases. (Due to its unique nature, Kakashi's Sharingan cannot be deactivated, and thus he usually covers it to conserve chakra.) The power of the Sharingan is judged through the number of tomoe in the eye, known as the "tomoe seal". It is not unheard of for a Sharingan user to have different amounts of tomoe in each eye. For example, Sasuke's Sharingan initially had two tomoe in one eye and one in the other. Upon his first regular activation of it, it had evolved to two tomoe in each eye. He evolved it to three in each eye during his battle with Naruto at the Valley of the End. A fully-matured Sharingan has three tomoe in each eye.

User Image

In game stats: This allows the user to track the opponents moves even easier and avoid many things. Add fifteen to AB and DB for each eye that has three toma or add 35 AB and DB overall if both eyes have it.
Ref saves:+15
Will save: +30
1 skill per level in spot, search, read lips
1 skill per level of sense motive
Genjutsu Eye Cast: Able to cast genjutsu during the enemies turn or yours as a free move. This free move can only be done once per players turn though.
+50 genjutsu
+20 ninjutsu, taijutsu
Jutsu Copy: This allows the user to perform any ninjutsu before their opponent. (can be started on enemies turn)
Control World: When brought to a world by an outer source the Sharingan has the power to turn all the affects around. Any beneficial effects go towards the Uchiha and any that aren't go towards the user.

User Image

Mangekyo Sharingan: The Mangekyo Sharingan is a heightened form of Sharingan. The Mangekyo Sharingan is distinguished from a normal Sharingan through its appearance, which changes the form of the tomoe seal. However, unlike the Sharingan, it may have a different appearance between the users, as Kakashi's version is significantly different than Itachi's. Those who have the potential to obtain it must make a great sacrifice in order to obtain it—according to Itachi, they must kill their closest friend. Itachi does in fact do this to obtain his version, but Kakashi has noted that everyone he cared about had died long before the start of the series, so how he developed his own variant is unknown. It has also been implied in the manga that use of the Mangekyo Sharingan may deteriorate the user's normal eyesight.


Element Affinity: Fire (all elements)
Age: 18
Gender: Female
Rank: Kage

~Appearance~


Headband: Wears a wrist band with the Otogakure Symbol on it.
Height: 5'2"
Weight: 105
Hair: Deep brown, it is messy and cut weird. It's a very goodlooking hairstyle for such a girl as Saiya
Eyes: Deep brown, they have a unique shine to them. She has long eyelashes that surround them and bring out the true beauty of her eyes.
Physical Description: Exactly like this but boobs are twice as big.
User Image
Background: Saiya's mother died when she was 16, and made a major dent in her life. She was sucluded and left Otogakure to find her thoughts. Recently returned, she has vowed to redeem herself in her father's eyes by becoming a great Kunoichi. Her father left Oto the same time she did,but for work. He has not returned, and does not wish to return to Oto for an unknown reason. Saiya has thought that it was because of her that he is ashamed to call her his daughter.
Personality: She loves to play tricks on people, though, most of the time they backfire on her. She's a very caring person, but it is hidden beneith the solid and serious face she wears. Saiya loves children and wishs to show the better of their unique abilities, she is always willing to help someone who asks.
Other: She loves to sing, but only to herself when she is alone. She will sometimes zone out and forget things, but always comes back to reality.


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 themselve and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.

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.
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.

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.
Requirements: Fire Affinity, Chakra 20+, Chakra Control 12
Training days: 7 days/ if Uchiha teaches you, 4 days
Special: Uchihas learn this at young age.

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.
Training: 7 days
Requirements: Chakra Control 10 + 2 per ball.
Special: If shuriken are hidden inside the fireballs, treat the shuriken attack as a Surprise Attack.

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)
Requirements: Fire Affinity
Training: 7 days
Special: Due to the cloud of ash its effects linger for 3 rounds (same as smoke bomb)

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: 10
Damage: Depends on fire lighted
Requeriments: Fire Affinity.
Training days: 10 days.

Amaterasu (Ninjutsu)
This ninjutsu calls upon the fire from the goddess of sun, Amaterasu. The flames are black, giving off no light while burning forever. If you are touched by the flames are the Amaterasu, they will burn straight through your bones and grow stronger. They will burn through anything, including metal. The only known way to stop the Amaterasu's flames is by sealing them in a scroll or letting them burn out after three days and three nights.
Cp Cost: 800
Damage:2500 to 4500 + Chakra Mod
Special: These flames burn for 7 rp days and unless sealed off by a fire scroll. If hit the part of the body that was hit burns off immediately. (so you don't stay on fire) Anyone that touches the fire while it burns takes the damage as well. It hits in a circle 10 feet all around and the fire spreads 5 feet per round in all directions and it is capable of burning entire villages to the ground. This uses the range attack ability to hit the target instead of the normal reflex save. It also has a -10 attack bonus when aimed at someone.
Requirements: Uchiha, Mangekyo


Copying Technique
An Uchiha bearing the second Tomoe can copy a technique within four posts of it being performed by another ninja. The user must meet the requirements in order to use that technique. The users of the sharigan can use almost any element save those from certain bloodlines.
Cost: Technique Cost + half of the Technique Cost
Requirement: Sharigan, 3 Tomoes

Genjutsu-
Tsukiyomi (Genjutsu)
The user sends their target into a world of torture, hate and pain. What would seem like days of torture to the target, would only be seconds within real time. Their mind is sent into the dimension of the user's worst nightmare. Once caught within the technique, the target is powerless to escape it.
Cp Cost: 600
Damage: 4500-5000+ int
Special: This genjutsu can be used only to take away the exact amount of MHp necessary to make the victim pass out and have to recover for an entire role play week.
Eye contact must be met. The opponent can choose to look away and suffer -20 to AB, DB, and all saves if they wish to continue to fight.
Also have -20 from any formula for Jutsu if they choose to look away.
Requirements: Uchiha, Mangekyo



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: Inceases normal taijutsu damage to 5 - 16
Requeriments: Taijutsu 20 ranks.
Training days: Must keep training all the time.

Konoha Daisenpu (Leaf Great Whirlwind)
A powerful leap forward, using the extra momentum to perform a powerful spinning kick with both legs in mid air, the second kick often being aimed lower in case the intended target ducks. The technique is most effective at ranges of 2-3 meters, because if you miss or they dodge, you have at least made it past them and have a chance to react before they can mount a significant counter-attack.
Damage: double taijutsu damage per kick.
Requeriments: Gouken Taijutsu, Taijutsu 30 ranks.
Training days: 10 days.

Sōfūshasan no Tachi Jutsu (Manipulating Windmill Triple Blades)
The user controls shuriken that have wire cords attached to them (two held with the hands and one with the mouth) and manipulate their paths to tie an opponent to a nearby large object, binding them. If there is no object, the shuriken will impale the opponent.
Cp cost: N/A
Damage: Shuriken damage.
Requirements: Shuriken, wire
Training: 5 days
Special: Roll a Use Rope check against the opponent's Reflex Save. If successful, the opponent is bound and cannot move.

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: Taijutsu damage + doble strength.
Requeriments: Taijutsu 20 Ranks.
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.
Requeriments: Gouken style fighting.
Training days: 10 days.
Special: "With this technique you can hit all enemies around you in melee."

Suiken (Drunken Fist)
An unusual style of taijutsu combat where the user takes in enough alcohol to become intoxicated (hence the name), causing them to become unpredictable and highly dangerous. Suiken is not a fighting style that one can learn or train in, nor is it a bloodline limit, but more of a natural talent that one is born with. However, you still have to find a Suiken master to learn it from, which will be hard as they are very rare.
Damage: Increase taijutsu damage to 2 - 10 + str mod.
Requeriments: Gouken. Appropriate age or irresponsible sensei, alcohol, Wis 15+ (to keep your wits about you), level 5+
Training days: 10 days.
Special: +15 to dodge bonus and attack roll, +10 to Reflex Save, -5 to Will Save and every skill check when drunk.


Summoning Contract-

~Stats~

LV. 60
Experience: 150/18000
Hp: 2400
MHp: 1500
Cp: 1080

Strength:90
mod: 40
Dexterity: 20+4
Mod: 7
Constitution: 70
Mod: 30
Intelligence: 71+6
Mod: 33
Wisdom: 40
Mod: 15
Charisma:78
Mod: 34
Chakra: 40
Mod: 15

Dodge Bonus: 30 (65)

Base Attack Bonus: 60
Attack Melee: 100 (135)
Attack Ranged: 65

Base Save Bonus: 30
Fort:60
Rex: 35 +15
Will: 45 +30

Damage:110

~Skills~

mod is already added in with the skills alotted number+trained+clan(red)

Swim: (Str)40+

Balance: (Dex) 7+
Escape Artist: (Dex)7+ 0
Hide: (Dex) 7+
Move Silently: (Dex) 47
Sleight of Hand: (Dex) 57
Tumble: (Dex) 7+0+
Use Rope: (Dex) 7+

Concentration: (Con)130+1

Chakra Control: (Int) 133 +10
Craft: (Int) 73
Disable Device: (Int) 33+
Forgery: (Int) 33+
Knowledge: (Int) 73
Repair: (Int) 33+
Research: (Int) 63
Search: (Int) 33+0 + 60

Listen: (Wis) 15+
Read Lips: (Wis) 15+0 + 60
Sense Motive: (Wis) 65+2+ 60
Spot: (Wis) 550+0+ 60
Survival: (Wis) 115
Treat Injury: (Wis) 15+

Bluff: (Cha) 134+0
Diplomacy: (Cha) 134
Disguise: (Cha)134
Gather Information: (Cha) 134
Intimidate: (Cha) 234+5 + 10
Innuendo: (Cha)64+2
Perform: (Cha)
Sing:116+8
Wind Instruments:116+7
Seduction: (Cha) 234 + 10

Ninjutsu: (Chk) 45 +0 + 20
Genjutsu: (Int) 30 + 0 + +60 +50
Taijutsu: (Str) 140+0+ 20
Fuuin Jutsu: (Int)30 +
Kawarimi: 30
Kunai: 30
Shuriken: 30
Ninja Weapons: 40
Sneak Attack: 40+0

~Possessions~


Money:
Ryo: 10000

Equipment biggrin agger she's had since she was in the Academy, a neclace given to her by her dearest friend taken from her in her Academy days
A flute that she keeps hidden in a small leather pouch on her side.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------



Character Name: Uchiha Kira
Village:Otogakure no Sato
Clan:Uchiha

In game stats:
Int + 6
Dex+ 4
All elements.
1 skill per level in genjutsu,
+10 intimidate, seduction, chakra control

Element Affinity: Fire (all elements)
Age: 14
Sex: female
Rank: Genin

Headband:Wears it around her waist
Hight:4'9"
Weight:87 lbs.
User Image
Physical Description: Barely reaching 4'9", she has defined muscles for a genin her age let alone for a female student. She has jet black hair that goes down to her thighs, and piercing black eyes that seem to see through everything. She stands shyly with her hands behind her back. She has never been seen to truely smile at someone. She can be seen with a stone face, due to her shyness. She wears a neclace with a blood red stone, she was given the neclace by her older brother, but she is unable to remeber him. She wears no shoes, bare feet seems to suit her just fine. She has a constant distant stare and never seems to consentrate on one thing. She wears a black tank top, with one of the straps falling off her left shoulder, and a long sleeved mesh shirt underneith, along with a short black skirt that has slits up both sides that go up to her hip with a big black belt and a lime green scarf from one of her collections. She usually has a long black jacket over her and carries a black umbrella when it's raining or when the sun is brighter than she likes.

Personality: A very emotionaly distant girl she hates to be bothered with meaningless questions about herself or about her past.Though she seems to be coming out of her shell to a few more people, she is still very shy. The only people she opens up to are her wolf,members of her clan and her new friend Maya. She wishes she could be nice, friendly and popular like her friend Maya and the other people in the village but refuses to seem vulnerable to other people. She is very hard to get to know, but when she opens up she will be glad to put her life on the line to protect her friends.

Background:She can't remember anything from before she was six. Her brother was murdered by her father when she was 6 and she was mentaly incapable of taking the shock of it all. Her mother pulled her away from that life and brought her to Otokagure. The two of them have been living here happily for the past few years with little worry about what happened in the past. Kira has no memory of what happened, due to her mother having her memories erased. She now knows nothing of her father, nor of her brother that she once loved dearly.

One day when Kira was returning to Otogakure, people attacked her and threw her off a cliff. Unknown to them she survived, but barely. She was nocked unconious and people came across her and brought her back to thier village. They nursed her back to health untill she could leave to head back to Otogakure.

Other: Her voice is beautiful and she loves to sing when she is by herself

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 themselve and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.

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.
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-

Taijutsu-

Summoning Contract-

~Stats~

LV. 5
Experience: 114/140
Hp: 80
Cp: 40
MHp: 75

Strength: 21+8
mod = 9
Dexterity: 24
mod = 7
Constitution: 23+2
mod = 6
Intelligence: 26
mod = 8
Wisdom: 20
mod = 5
Charisma: 21
mod =5
Chakra: 22
mod = 6
Dodge Bonus: 20

Base Attack Bonus: 5
Attack Melee: 14
Attack Ranged: 10

Base Save Bonus: 2
Fort: 7
Rex: 10
Will: 7

Damage: 12-17

~Skills~

Swim: (Str) 9+

Balance: (Dex) 7+
Escape Artist: (Dex) 7+
Hide: (Dex) 7+
Move Silently: (Dex) 7+
Sleight of Hand: (Dex) 7+
Tumble: (Dex) 7+
Use Rope: (Dex) 7+

Concentration: (Con)6+8

Chakra Control: (Int)9+ 10
Craft: (Int) 8+
Disable Device: (Int) 8+
Forgery: (Int) 8+
Knowledge: (Int) 8+
Repair: (Int) 8+
Research: (Int) 8+
Search: (Int) 8+

Alchemy: (Wis) 5+
Listen: (Wis) 5+
Read Lips: (Wis) 5+
Sense Motive: (Wis) 5+
Spot: (Wis) 5+
Survival: (Wis) 5+
Treat Injury: (Wis) 5+

Bluff: (Cha) 6+
Diplomacy: (Cha) 6+
Disguise: (Cha) 6+
Gather Information: (Cha) 6+
Handle Animal: (Cha) 6+
Intimidate: (Cha) 10+2 +10
Innuendo: (Cha) 6+
Perform: (Cha)
sing:10+2
Seduction: (Cha) 10 +2 +10

Ninjutsu: (Chk)9
Genjutsu: (Int) 9 +0 +5
Taijutsu: (Str) 13
Fuuin Jutsu: (Int)5+
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons: 2
Sneak Attack:

~Possessions~


Money:

Ryo: 150

Equipment:

Valuables:

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~Pet Data~


Name: Shiro
Species: Wolf
Size: Medium
Element Affinity: Fire
Age: 5
Gender: Female

~Appearance~


Height: 3'2
Weight: 80 lbs
Fur: Snow White
Eyes: Bright Yellow
Physical Description:
User Image
Background: Shiro was born from her mother who was also a pure snow white wolf. Shiro was abandoned and found by a strange man who sealed her inside of a scroll. Where she stayed, unseen, for a year. When finally called out, she high tailed it out of there, leaving her captor and never turning back. She had been moved far from where she was born. And she never saw her mother again. Soon she came upon a village, Otogakure, hiding away in the garden behind the hospital. She stole food and sleep in the garden for a few days before finally being seen. It was by a young girl with long black hair, Kira. She quickly became friends with her and thought of her as her new mama. Never leaving Kira’s side, she followed like a small shadow.

One year, when Kira and she went on a solo mission. The two were separated. Shiro had been trying to find Kira for the last year. She’d fought through terrible weather, enemy ninja, wild animals, and the horrible terrain. All of this was only possible from her determination to find her mama. In the end, it helped her become incredibly strong. Much stronger than she would have if she had merely stayed in Kira’s protection. Finally, she’d found her way back to Otogakure. She found her friend, and mother. Kira. Now, Shiro wishes to never leave her mother’s side again.
Personality: Happy and hyper, you can see her spirit in her bright yellow eyes. Always looking for something or someone to play and mess with, she is very different from Kira. She teases and tugs at her long hair to get her attention before prancing away and out of her reach. But, even with her carefree nature, she has a serious side when it comes down to it. Though, it rarely comes out, it can be quite the sight when it does.
Other: Over her separation from Kira, Shiro has come to learn the language of the humans.

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: The Int DC to see through a bunshin is 10 + 1/2 of the jutsu user's Chakra mod + 1/2 of the user's Int 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.

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.

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.

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.
Requirements: Fire Affinity, Chakra 20+, Chakra Control 12
Training days: 7 days/ if Uchiha teaches you, 4 days
Special: Uchihas learn this at young age.

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.
Training: 7 days
Requirements: Chakra Control 10 + 2 per ball.
Special: If shuriken are hidden inside the fireballs, treat the shuriken attack as a Surprise Attack.

Tanuki Neiri no Jutsu, "Play Possum Jutsu"
The user forces them self into a deep sleep using their chakra to cover their pulse and heartbeat to fool an opponent.
Cp cost: 20 + 5 per turn
Damage: N/A
Requirements: Chakra Control 10
Special: You appear dead. DC to find out you are alive is 35. Roll is d20 + wis mod.
Training: 2 days

Utsusemi no Jutsu (Projection Technique)
In order to hide their location and not disclose their posture, the user projects their voice by resonating everything they say from all possible directions with this jutsu.
Cp cost: N/A
Damage: N/A
Requeriments: Perform 30 Ranks
Training days: 5 days
Special: Able to speak without disclosing your position

Name: Chakra Kyūin Jutsu, (Chakra Absorption Technique)
Description: 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.

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: Fire Affinity, Chakra 25+, Chakra Control 30, long thin object.
Training days: 5 days

Konbi Henge (Combination Transformation)
An advanced form of Henge no Jutsu (Transformation Technique), Konbi Henge is where both the users are transformed into one being.
Cp cost: 80 "Divided to 40 between the users"
Damage: N/A
Requirements: Henge no jutsu, both subjects most be willing to perform the jutsu.
Training days: 5 days, users must train together.

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)
Requirements: Fire Affinity
Training: 7 days
Special: Due to the cloud of ash its effects linger for 3 rounds (same as smoke bomb)

Genjutsu-

Taijutsu-

~Stats~

LV. 20
Experience: 0/1000
Hp: 420
Cp: 280
MHp: 200

Strength: 46
mod = 18
Dexterity: 30
mod =10
Constitution: 32
mod = 11
Intelligence: 60
mod = 25
Wisdom: 18
mod = 4
Charisma: 30
mod = 10
Chakra: 32
mod = 11
Dodge Bonus:30

Base Attack Bonus: 20
Attack Melee: 38
Attack Ranged: 31

Base Save Bonus: 10
Fort: 21
Rex: 21
Will: 19


Damage:
Attack:19-26

~Skills~



Swim: (Str) 18+

Balance: (Dex) 10+
Escape Artist: (Dex) 10+30
Hide: (Dex) 10+30
Move Silently: (Dex) 10+30
Tumble: (Dex) 10+30

Concentration: (Con) 11+

Chakra Control: (Int) 25+30
Search: (Int) 25+30

Listen: (Wis) 4+ 30
Sense: (Wis) 4+40
Spot: (Wis) 4+30
Survival: (Wis) 4+30
Track: (Wis) 4+30

Diplomacy: (Cha)10+
Intimidate: (Cha) 10+50+4
Perform: (Cha) 10+ 50

Ninjutsu: (Chk) 11+30
Genjutsu: (Int) 25+
Taijutsu: (Str) 18+ 30
Fuuin Jutsu: (Int) 25+
Sneak Attack:

~Possessions~


Equipment:

Valuables

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~Character Data~


Name: Sasaki, Hitomi (pupil-name often given to girls with especially beautiful eyes)
Village: Otogakure no Sato
Clan/Bloodline: N/A
Element Affinity: Wind
Age: 14
Gender: Female
Rank: Chuunin

~Appearance~


Headband:
Height: 5’1
Weight: 108
Hair: Black and goes down to her hips. Extremely straight and silky. She sometimes hides it beneath a hat.
Eyes: Silvery grey. Beautiful long eye lashes and accentuate her eye color.
Physical Description:
User Image
Background: Hitomi was always a favorite in her family because of her unusual eye color. Most of her family had dark brown or black eyes while hers, miraculously, were silver. It was thought that her mother and cheated on her father and was killed for dishonoring her family. At that point her father cast her away and her other family raised her together. Though, they soon began to shun her as well as she proved to learn much faster than normal. Most thought it was the work of a demon, but one person did not. One person who was not related to her at all but still considered part of her family. Aiko took her in, sheltering the girl from the eyes of the people in her clan who wished to do away with her. Aiko taught Hitomi everything she knew and more. She never let the girl get bullied or feel lonely.

It was soon noticed that Hitomi caught the eyes of a lot of males because of hers being such an unusual color. She could give a boy a single look and him flutter before falling to the ground. She never knew what it was but she had the ability to do it. Soon Aiko came down with a severe illness and passed on, leaving the poor silver eyed girl alone. Hitomi was fully cast out from her family when she was a gennin. She never had a team and went on solo mission quite a lot. Soon she became a Chuunin with little difficulty and wandered the streets of Oto, looking for somewhere to stay the night or perhaps get a meal. Nothing but a poor girl, Hitomi has kept quiet and content with her wandering ways. She never complains, as Aiko had taught her, and she never whines. For now, she’s just fine sleeping beneath the tree in the Rice Fields.

Personality: Hitomi is a very silent girl. She never likes to speak out of turn. She can get pretty loud if needed but mostly tries to act as she was taught, silent and listening. She likes to learn everything she can and can sometimes come off as a bit of a nerd.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
Bushin 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. Bushin 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 Bushin 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 bushin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bushin.
Special: The Int DC to see through a bushin is 1/2 of your Chakra mod + 1/2 of your Int 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.

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.
Very Special: This jutsu is currently being hotly debated on and may change.

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: 20
Damage: 30 - 45 + chakra mod.
Requeriments: Water Affinity.
Training days: 5 days.

Suiton: Daibakufu no Jutsu (Water Release: Great Waterfall Technique)
This technique is used to create a massive blast of water.
Cp cost: 65
Damage: 90 - 180 + chakra mod.
Requeriments: Water Affinity.
Training days: 40 days.


Genjutsu-

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.

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: Taijutsu damage + doble strength.
Requeriments: Taijutsu 20 Ranks.
Training days: 10 days.


Summoning Contract-

~Stats~

LV. 10
Experience: 0/500
Hp: 180
Cp: 80
MHp: 100

Strength: 18
mod = 4
Dexterity: 14
mod = 2
Constitution: 26
mod = 8
Intelligence: 30
mod = 10
Wisdom: 10
mod = 0
Charisma: 20
mod = 5
Chakra: 20
mod = 5
Dodge Bonus: 12

Base Attack Bonus: 10
Attack Melee: 14
Attack Ranged: 12

Base Save Bonus: 5
Fort: 13
Rex: 7
Will: 5

Damage:
Taijutsu: 7-12
Katana: 7-16 +1 to attack roll

~Skills~



Swim: (Str) 4

Balance: (Dex) 2
Escape Artist: (Dex) 2
Hide: (Dex) 2+6
Move Silently: (Dex) 2+6
Sleight of Hand: (Dex) 2+6
Tumble: (Dex) 2
Use Rope: (Dex) 2+6

Concentration: (Con) 8

Chakra Control: (Int) 10+6
Craft: (Int) 10+6
Disable Device: (Int) 10
Forgery: (Int) 10
Knowledge: (Int) 10+6
Repair: (Int) 10
Research: (Int) 10
Search: (Int) 10

Alchemy: (Wis) 0
Listen: (Wis) 0+6
Read Lips: (Wis) 0
Sense Motive: (Wis) 0+6
Spot: (Wis) 0+6
Survival: (Wis) 0
Treat Injury: (Wis) 0+10

Bluff: (Cha) 5+6
Diplomacy: (Cha) 5
Disguise: (Cha) 5
Gather Information: (Cha) 5+4
Handle Animal: (Cha) 5
Intimidate: (Cha) 5+6
Innuendo: (Cha) 5
Perform: (Cha) 5
Seduction: (Cha) 5+6

Ninjutsu: (Chk) 5+6
Genjutsu: (Int) 10+6
Taijutsu: (Str) 4+6
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Katana: 10
Sneak Attack:

~Possessions~


Money:

Ryo:

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


Valuables


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~Character Data~


Name: Umi, Ayameko
Village: Kirigakure->Otogakure
Clan/Bloodline: N/A
Element Affinity: Water/lightning
Age: 22
Gender: Female
Rank: ANBU

~Appearance~


Headband:
Height: 5'
Weight: 105
Hair: White
Eyes: yellow
Physical Description:
User Image
Background: When Ayameko was still young, her mother had become pregnant with another child. Ayameko was only a year old and didn't remember any of it. When the time came for the child to be born, it wasn't healthy enough to live through the birthing process and died. Ayameko went on not knowing about her sibling that could have been. When she was entered into the academy, she noticed she was talked to quite a lot. Popular even. Though, she never really cared much and went on with her own business like nothing was different. Someone in the class caught her eye among all the others. His name was Kaito. He was really cute! But she was much too shy to say anything. They were paired up on a lot of things. Her favorite was an excersize where they had to ask questions and get to know eachother. He was a pretty stale plate though. She also liked the tumble excersizes when they had to try to hold eachother. It was the only time he actually touched her. She was always embarrassed about it, but she liked it when he would end up brushing against her. It always brought a light pink to her cheeks.

It wasn't until later, outside the academy that she got a taste of what Kaito really was. A very cruel person...She had been on her way to get some food for dinner when she saw him practically trying to kill a small animal. She took the small creature into her arms and called him a monster. She didn't like the fact he was so different from what she first thought. She ran and burried her face into his chest and cried. He shouldn't be like that...what was so wrong that he'd turn out like that? Whatever it was, she wanted to try and help him. She made a sort of promise to herself that she would do her pest to help him with it.

They soon were separated into two teams and rarely saw eachother. In their few moments together she enjoyed his company. She was sad she wasn't able to see him very often, that was, until the chuunin exams. He'd changed even more from the one boy she used to know. He was so different....she didn't know how to get around it. Ayameko wished it was something she could change back to what it once was. She'd aranged to meet him but when he was taken away by his team she gave up and headed back. She'd just have to get him some other time.

Ayameko had struggled a bit in the starting rounds of the chuunin exams but found, as she got use to fighting, it was quite easy. Much easier of course if you lose all ties to the people you were fighting. She along with Kaito became chuunin that round. The only thing she was greatful for...was that the two hadn't come up against eachother in battle. She already knew she couldn't fight him. She would have ended up giving up. It was soon after her upgrade in rank that her family decided to move. They didn't like her around Kaito and knew she was begining to like him more. They moved to a place that he would not think of going; Otogakure no Sato. It was there that Ayameko was upped to Jounin and then to ANBU. She was one of the most intelligent of the shinobi and one of the charismatic. There was nearly nothing she couldn't get from people if she used her femininity to her advantage.
Personality: Ayameko was always a sweet and kind girl. Though, she tries to come off as strong, it's pretty easy to tell that underneath that she is a very smart, sexy and loving girl. She'd do anything to help someone and wishes to help anyway she can. She'll change her mind-set in the battle field so that she will not seem a weak and fragile female.
Other: She's held a crush on Kaito since she was in the academy and thinks about him often when she's alone.

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 (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.

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 (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.

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: 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.
Requeriments: Water Affinity. chakra 40+, Large source of water, Chakra Control 85+
Training days: 20 Days.

Suiton: Daibaku no Jutsu (Water Release: Great Explosion Technique)
A technique that creates a massive tidal wave of water in all directions.
Cp cost: 30
Damage: 40 - 60 + chakra mod.
Requeriments: Chakra 30 +Water Affinity.
Training days: 10 days.

Suiton: Daibakufu no Jutsu (Water Release: Great Waterfall Technique)
This technique is used to create a massive blast of water.
Cp cost: 65
Damage: 90 - 180 + chakra mod.
Requeriments: Water Affinity.
Training days: 40 days.

Suiton: Daibakure no Jutsu (Water Release: Huge Explosion Technique)
The user creates an enormous, inescapable maelstrom to trap and drown the target.
Cp cost: 35
Damage: 40 - 70 + chakra mod.
Requeriments: Needs a body of water. Water Affinity.
Training days: 10 days.

Suiton: Hahonryū (Water Release: Rapid Crasher)
This technique creates water that spirals in the user's hand and fires at a high speed at the enemy. Like a spinning fastball of water.
Cp cost: 60
Damage: 50 - 100
Requirements: Ninjutsu 30, Chakra Control 40
Training: 8 days

Suiton: Kaihodan (Water Release: Pressure Cannon)
A strong jet stream of water is blasted out of the user's mouth.
Cp cost: 20
Damage: 20 - 50 + chakra mod.
Requeriments: Water affinity.
Training days: 7 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.
Requeriments:
Training days:

Genjutsu-

Taijutsu-
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: Taijutsu damage + double strength.
Requirements: Taijutsu 20 Ranks.
Training days: 10 days.

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: Jump 10 ranks. Taijutsu 10 ranks.
Training days: 2 days.
Summoning Contract-

~Stats~

LV. 35
Experience: 0/5500
Hp: 1015
Cp: 525
MHp: 455

Strength: 34
mod = 12
Dexterity: 34
mod = 12
Constitution: 49
mod = 19
Intelligence: 54
mod = 22
Wisdom: 17
mod = 3
Charisma: 44
mod = 17
Chakra: 34
mod = 12
Dodge Bonus: 25

Base Attack Bonus: 35
Attack Melee: 47
Attack Ranged: 47

Base Save Bonus: 17
Fort: 36
Rex: 29
Will: 20

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)
Perform Puppet Play: (Dex)

Concentration: (Con)

Chakra Control: (Int) 80
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int) 40
Repair: (Int)
Research: (Int)
Search: (Int)

Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis) 80
Spot: (Wis) 50
Survival: (Wis)
Treat Injury: (Wis)

Bluff: (Cha) 50
Diplomacy: (Cha)
Disguise: (Cha) 50
Gather Information: (Cha) 30
Handle Animal: (Cha)
Intimidate: (Cha) 50
Innuendo: (Cha)
Perform: (Cha) 50
Seduction: (Cha) 80

Ninjutsu: (Chk) 70
Genjutsu: (Int)
Taijutsu: (Str) 90
Fuuin Jutsu: (Int)
Kawarimi:
Kunai: 10
Shuriken: 10
Ninja Weapons: 20
Sneak Attack: 20

~Possessions~


Money:

Ryo:

Equipment:
Aikuchi: the Aikuchi is a small knife 1 inch smaller than a tanto that can be hidden in easily in any type of clothing. Its a favored weapon by Kunoichis.
Damage: 1 - 4 + Str. Mod.
Range: Melee
Special: Can be hidden inside all type of clothing for assassination purposes.

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 ft. 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 Ft.
Special: Can be used in both melee and ranged combat.

Tessen: The tessen is used normally as a signal device more than a weapon and is often carried by kunoichis, the tessen can be made of wood and paper as well as iron and paper. "A tessen is a War Fan"
Damage: 1 - 3 + str. mod.
Range: Melee
Special: Can be used as signal device to make innuendos along ninjas.

ANBU Armour: The light armour that all ANBU wear

ViciousKira


Nosfouratwo

PostPosted: Fri Nov 23, 2007 10:06 am


User-name: Night_wraith
Posting: Lots
Time zone: -7

~Character Data~

Name: Yubei, Rosie
Village: Otogakure no sato
Clan/Bloodline: Yubei
Element Affinity: Wind/Fire
Age: 11
Gender: Female
Rank: Student

~Appearance~

User Image

User Image

Headband: N/a
Height: 4'9
Weight: She is rather light weighing 91 pounds
Hair: Her hair is a dark pinkish. It is held back with ribbons to show her eyes. As it will be untill she recieves her head band. As of the cult ninja invation she has seen how much respect is needed to be shown to her clan. She wears the black ribbon that once held up her hair with a red smaller ribbon steaking the center.
Eyes: Black with white-grey paleish rings where her pupils snd iris should be.
Physical Description: She, like many other children, is rather slim. Her shoulders are narrow forming a nice hour glass looking shape to her body. Her legs are thin but not entirely scrawny. her face is light and happy even with her lack of sight and hearing.
Clothing: She wears what might look like nurses outfit combined with a straight jaket.
Background: Rosie was born into a world of darkness and silence. She grew up being held by the hand wherever she went. Until a few years ago she seemed to be unable to do anything without the help of another, but now... Now she could feel things around her. As if she could see and could hear. Or may be it was just dumb luck, wither way something had changed. She could hear people call to her without hearing their voice... It was more of a she knew someone was speaking to her, but it was just gibberish. That had change, but it was still difficult for her to understand the full message. Normally only getting half of a sentence. She could see a road, or a car before she crossed a street... It was an odd way of life, but one she was born into, so she made the best of it.
Personality: Rosie is... well odd in meny ways. The most noticable however is the way she acts around people. There is a drifting, dreamlike qualty to her. And her voice sounds like that of someone in a daze.... Wich she is most of the time. She is nice, and often times open about her opinion, she it not afraid to interupt someone, even if it for the mere fact that a fuzzy litle squirl ran by. She is very often discribed as... Hazzy. That is to say as one who daydreams, so often infact that there voice of dream, and there voice of reality have merged.
Other: Minor trama due to sensing the death of thousands of people.

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: The Spot DC to see through a bunshin is 1/2 of your Chakra mod + 1/2 of your Int mod.

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~
LV. 2
Experience: 16/110
Hp: 18
Cp: 6
MHp: 20

[[Base + Training = Mod ((+ Clan sutffs))]]

Strength: 8 + 1 = -1
Dexterity: 10 + 1 mod = 0 - 3 = -3
Constitution: 8 + 0 mod = -1
Intelligence: 8 + 2 mod = 0
Wisdom: 8 + 2 mod = 0
Charisma: 10 + 0 mod = 0 - 4 = -4
Chakra: 10 + 1 mod = 0
Dodge Bonus: 6

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

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

Damage:
Taijutsu:
Melee: 1-6
Ranged: 1-4
[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)

Alchemy: (Wis)
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: +1 (Int)
Taijutsu: +1 (Str)
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken: +1
Ninja Weapons:
Sneak Attack:

~Possessions~

Money:

Ryo:

Equipment:


Valuables



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

"]User-name: Night_wraith
Posting: A lot
Time zone: -7

~Character Data~

Name: Otira Odoriko
Village: Otogakure
Clan/Bloodline: Odoriko
Element Affinity: Water
Age: 11
Gender: Female
Rank: Student

~Appearance~


Otira

Headband: N/A
Height: 4'1
Weight: 90
Hair: A soft purpleish color, falls to her shoulders.
Eyes: A deep rich shade of purple. they are rather large, and perfectaly spaced.
Physical Description:
Otira is pettet, rather small, and yet astonishinlgy beautiful, as is the trademark look of her clan. That was how you could pick her out of a crowd, or any Odoriko for that matter, she seemed to look perfect. The way she walked the way she acted, every small detail perfect, but at the same time there was a sense of weakness about her. She looked like the type of person who could run for miles, but could not throw a decent punch, and in a way that was true. But at the same time she looked like the girl who could bend you to her will with just a smile. There was something suductive about her, even at such a younge age. A trait which seemed to make he irasistable.

Light always seem to hit her the ight way, even if it was pitch black. Every detail magninfied to fit beautifuly, flawlessly, with her. And something about her movments seemed provocitive, it was as if each footfall was to a complex step, a step in a dance so unfathmably complex, yet at the same time so simple and sureal. Yes, it would be an understatment to say she matched the beautie of angels, because it is said that is where the clan had started, as children of angels.


Clothing:
She wears a belted skirt which, in all hounesty, she had outgown a few years back and was in dire need of replasment of a longer one, that is comprived of leather strips that match the color of her eyes. Her shirt is little more then bandages wranped tightly around her bussoms, alonge with a translusent "Cape" of sorts. the "Cape" is amde of a soft pinkish color, however still purple if looked at for long enough. She wears ballet shoes, also made of a light pinkish-purple silk.


Background:
Otira, coming from the Odoriko clan, lived a life of peace, prosparity, and good fortune. She had lived in a world of protection, but a world of closed thoughts. that was the problem with her people, they didn't wan tot think past what they already knew. And why should they after all, for over 600 years there clan had gone without war, and thrived therougly to this day. the only problem is they rarely left the villages of Amegakure or Takigakure, Otria beging the first person to leave the village walls to record life in another village. She had pick Otogakure, she knew it had been going though many wars, and she had been dieing to see some action.
((Fear the crap that is this backstory))
Personality: She is playfull, and suductive, even when she really means not to.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: 9
Cp: 1
MHp: 8

[[Base + train + Clan stuffs]] = mod

Strength: 6 + 0 = -2
Dexterity: 6 + 6= +1
Constitution: 6 + 2 = -1
Intelligence: 6 +2 = -1
Wisdom: 6 + 1 = -2
Charisma: 6 + 8 = +2
Chakra: 6 + 1 = -2
Dodge Bonus: 9 + 2 = 11

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

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

Damage:
Taijutsu: 1-5
[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: 1 (Int)
Search: 1 (Int)

Alchemy: (Wis)
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:

Equipment:


Valuables
PostPosted: Fri Nov 23, 2007 1:01 pm


User-name: ProtoXtreme
Posting: Fast, like a forest fire
Time zone: EDT

~Character Data~


Name: Hakumei-Shizimu Hanafubuki “Hana” (Hakumei=sunset, Hanafubuki=falling cherry blossoms)
Village: Hidden Sand (Sunagakure); Currently residing in Hidden Sound (Otogakure)
Clan/Bloodline: Shizimu / Mirashinme (Mirror Truth Eye)
Element Affinity: Fire/Lightning
Age: 15
Gender: Female
Rank: Chuunin

~Appearance~


Headband: She wears the Otogakure forehead protector like Kakashi (except her headband is slanted over her right eye instead of her left). This is because her right eye holds her doujutsu and others shouldn’t ever meet direct eye contact with that eye. Even if eye contact wasn’t intentional, the person gazing into her doujutsu will be forced to rewitness the worst moments of their lives.
Height: 5’6
Weight: 95 Ib
Hair: Dark, lovely shade of red
Eyes: Left eye is a lovely, pale-golden colour with hints of fiery red much like glowing ambers. Her right, doujutsu bearing eye is normally a colourless white similar to the Byakugan but with the kanji for truth inscribed in the center in silvery-gray. When used, the symbol fades and the eye reflects to take on the colour of the opponent’s eyes.
Physical Description: Hanafubuki has long, wavy dark-red hair that cascades to her waist. She has long bangs that fall over her forehead and sidebangs that reaches past her chin framing her face. Unlike most members of her clan, Hana’s skin is pale but not a deathly pallor like Orochimaru’s (more close to an Uchiha’s or a Hyuuga’s paleness) as that is a trait of the tiny fraction of doujutsu bearers in her clan.
Clothing: Refer to the picture below.
User Image
Background: After the many years of chaos following the murder of the Shizimu clan leader, another Shintaku-sama (oracle, or so their title to the bearers of the Mirashinme) was born. That was Hakumei Hanafubuki, or back then still Shizimu Hanafubuki. But Hana was a girl and traditionally female bearers of the bloodlimit (while still holding the title of Shintaku-sama) were not allowed to take leadership the clan. Additionally, her parents were from the poorest tribe (this clan is arranged by seven tribes) of the clan. Nevertheless, her parents fought fiercely for Hana’s birthright.

Unfortunately, the clan elders did not have long to debate this as one day the Wind Master invaded and took over Suna. Most of the clan has fled in different directions and Hana’s family took her to Otogakure. Even though Oto was a Fifth Dawn village, at least it was peaceful. There, Hana and her family lived unbothered, not knowing that before the clan’s scattering, the elders had planned for the assassination of both her and her parents. Around the end of last year, on a trip back from visiting Takigakure, her parents were killed by ‘bandits’. Hana won’t discover the truth until several months later, when another attempt was made on her life that her clan was behind the assassinations. Furious, Hana uses her doujutsu to force the assassin to be paralyzed by fear before slitting his throat with a knife. From that day on, Hana severs her bond with her clan and her original village by giving herself the last name Hakumei (meaning sunset and symbolizing her vow to one day destroy her clan).

As of current, it was rumored that another clansmember whom possess the Mirashinme is the clan leader (this would eventually prove to be a lie as this ‘Shintaku’ never showed his Mirashinme to anyone). Even though Hana is the rightful clan head, she has no desire to use her powers to protect a cruel clan that killed her family. And as of now, she trains harder than ever so that someday she could pay back the elders for destroying her family - by decimating the clan and sending them into the pages of history.
Personality: Due to her tragic history, Hanafubuki tends to be emotionally distant, preferring to keep others away rather than letting them try to understand her. Simply put, after her clan’s betrayal, Hana does not want to trust again, only to let that trust be broken. While she spends most of her time training and studying, at her leisure Hanafubuki would quietly meditate to soothe the many different matters tormenting her mind. Partly due to the fact that Hana doesn’t share her feeling with others, many times she would just fade into the background or at certain times she can be especially cruel when lashing out against others. If you don’t have any business with Hana, it is best if you don’t talk to her. She may be polite in speech (but implies quite rude meanings) and masks her feelings quite well against superiors but she can be quite mean at many a number of times.

Partly due to the kindness the old Otokage has shown to her, Hana shows the new Otokage quite a considerable amount of respect, not just because of his rank or simply as a memorial to the former kage whom welcomed her family into Oto. Also, since the new Otokage had also shown much kindness towards her, giving her a home as she cannot return to Suna, Hana is absolutely loyal to Shou, not in a mindless manner but actually backed by reason. At her leisure, Hana spends quite some time writing calligraphy and drawing, sometimes painting works depicting Otogakure or sketches of animals and nature in general. She also has quite a lovely voice when she sings, even if it’s rare that she does except in the saddest occasions.
Other: Hana does not share her specific likes or dislikes with others. She would utilize what’s available with absolutely no complaints, because she understands an important part of being a shinobi is to relinquish material comforts.

Missions:

S: 0
A: 0
B: 1
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 without substance, and cannot do anything to damage the opponent.
Rank: E
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.
Rank: E
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.
Rank: E
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.
Rank: E
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.
Rank: E
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.

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.
Rank: D
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.

Katon: Goukakyu 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.
Rank: C
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.
Requirements: Fire Affinity, Chakra 20+, Chakra Control 12
Training days: 7 days/ if Uchiha teaches you, 4 days
Special: Uchihas learn this at young age. This does not mean that Uchiha starting out will have this jutsu.

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.
Rank: C
Cp cost: 15 + 3 per ball.
Damage: 6 - 15 per ball that hits.
Training: 7 days
Requirements: Chakra Control 10 + 2 per ball.
Special: If shuriken are hidden inside the fireballs, treat the shuriken attack as a Surprise Attack.

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.
Rank: A
Cp cost: 50
Damage: 50 - 80, then 20 per turn (for two turns)
Requirements: Fire Affinity
Training: 7 days
Special: Due to the cloud of ash its effects linger for 3 rounds (same as smoke bomb)

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.]
Rank: C
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

Genjutsu:

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.
Rank: E
Damage: Increases normal taijutsu damage to 5-12
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.

Tsutenkyaku (Painful Sky Leg)
Description: 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.
Rank: C
Damage: Double taijutsu damage.
Requirements: Taijutsu 35 Ranks
Training: 6 days
Special: Unless the opponent can pass a Tumble check of the attacker's attack roll, he is winded for the next turn.

Summoning Contract: None

~Stats~

LV. 15
Experience: 489/500
Hp: 225
Cp: 330
MHp: 285
Strength: 30 | mod = +10
Dexterity: 22 | mod = +6
Constitution: 20 | mod = +5
Intelligence: 28 | mod = +9
Wisdom: 28 | mod = +9
Charisma: 10 | mod = +0
Chakra: 49 | mod = +19
Dodge Bonus: 25

Base Attack Bonus: 15/10/5
Attack Melee: 25/20/15
Attack Ranged: 21/16/11

Base Save Bonus: 7
Fort: 12
Rex: 13
Will: 16

Damage:
Taijutsu: 1 - 6 + 10 (+ cool = 11 - 24
Kunai: (stabbing) 1 - 3 + 10 = 11 - 13 / (throwing) 1 - 4 + 6 = 7 - 10
Shuriken: 1 - 2 + 6 = 7 - 8
Senbon: 1 - 2 + 6 = 7 - 8
Katana: 1 - 10 + 10 (+8 Taijutsu) (+2 Ninja Weapon Katana) = 11 - 30

~Skills~

Chakra Control: (Int) 9+8=17
Ninjutsu: (Chk) 19+60=79
Genjutsu: (Int) 9+0=9
Taijutsu: (Str) 10+30=40

Swim: (Str) 10+0=10
Balance: (Dex) 6+0=6
Escape Artist: (Dex) 6+0=6
Hide: (Dex) 6+0=6
Move Silently: (Dex) 6+0=6
Sleight of Hand: (Dex) 6+0=6
Tumble: (Dex) 6+0=6
Use Rope: (Dex) 6+0=6

Concentration: (Con) 5+0=5
Craft: (Int) 9+0=9
Disable Device: (Int) 9+0=9
Forgery: (Int) 9+0=9
Knowledge (History): (Int) 9+0=9
Knowledge (Life Science): 9+13=22
Knowledge (Anatomy): 9+10=19
Repair: (Int) 9+0=9
Research: (Int) 9+0=9
Search: (Int) 9+0=9

Listen: (Wis) 9+0=9
Read Lips: (Wis) 9+0=9
Sense Motive: (Wis) 9+0=9
Spot: (Wis) 9+0=9
Survival: (Wis) 9+0=9
Alchemy: (Wis) 9+0=9
Treat Injury: (Wis) 9+26=35

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

Fuuin Jutsu: (Int) 9+0=9
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapon (Katana): (Str) 10+0=10
Sneak Attack: 0

~Possessions~


Money:
Ryo: x1500

Equipment:

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 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 3 + Str. mod. In melee
Damage (ranged): 1 - 4 + Dex. mod.
Range: Melee or Ranged 50 Ft.
Special: Can be used in both melee and ranged combat.
Amount: x20

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 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."
Amount: x50

Senbon: The senbon was first used by doctors in acupuncture, it was then adopted by ninja and Hunter-nins to hit points on the body to cause death, deaden limbs or cause their target to fall unconscious.
Damage: 1 - 2 + Dex. mod.
Range: 30 ft.
Special:
Amount: x50

Katana: The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at faster speed than any other sword created by man, the sword itself is both hard and light and can cut through almost anything with ease. Unfortunately it is large and so is cumbersome to fight with in small rooms.
Damage: 1 - 10 + str. mod.
Range: Melee.
Amount: x1

Possessions: Wooden flute

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User-name: ProtoXtreme
Posting: Fast, like a forest fire
Time zone: EDT

~Character Data~


Name: Uchiha Akeru “Aki” aka Sento Reimei (Akeru=to dawn, Sento Reimei=first dawn)
Village: Hidden Leaf (Konohagakure); Currently residing in Hidden Sound (Otogakure)
Clan/Bloodline: Uchiha / Sharingan
Element Affinity: Fire (all elements)
Age: 12
Gender: Male
Rank: Academy Student

~Appearance~


Headband: No headband. Not a graduate. =)
Height: 5’2
Weight: 80 Ib
Hair: Raven-haired
Eyes: Hazel (varies colours under different lighting)
Physical Description: Like most Uchihas, Akeru inherited raven-hair, dark eyes, and pale skin. And like most Uchiha males, Akeru is a “pretty boy”. He is fairly tall for his age but with his neat hair, large eyes with long lashes, Akeru’s looks are leaning quite heavily on the feminine side. Teasing him occasionally about his looks is alright but if you overdo it, he’ll get depressed.
Clothing: Usually, he wears a sleeveless, black fishnet shirt with a high-collared black vest above and matching black armguards (at his elbows). Below, Akeru dons loose black shorts. He wears the traditional shinobi sandals. A black leather belt with a pouch for carrying shurikens, kunais, and scrolls is wrapped twice around his waist. The only thing that strangely can’t be found anywhere on his clothing is the Uchiha clan symbol.
User Image
User Image
Background: At first glance, one would not be able to distinguish Akeru as an Uchiha. With his gentle smile and peaceful nature, who would’ve guessed that he was part of that famous, if not somewhat tragic clan from Konoha? And Akeru, despite his born genius, does not wish to be hailed as an Uchiha but rather as a normal, hardworking shinobi. In fact, he even resides in Oto under a different name, Sento Reimei, while begging his cousin and current head of family Saiya to not tell his classmates. Perhaps it was this very reason why he couldn’t activate the Sharingan even if he wanted to.

Akeru had a fairly happy childhood, with his father, mother, and older brother. But his father was an extremely talented shinobi and soon became obsessed with unlocking the Mangkeryou. He went as far to murder his own wife in his greed. He was able to gain the Mangkeryou from killing someone even dearer to him than a close friend but to gain more power, to perfect the Mangkeryou, he had to kill his two children. Akeru’s older brother, who was already a rookie Jounin at that time, died holding his father back and stalling for his little brother’s life. His father was going to kill Akeru but the clan elders were able to arrive on the scene, thus forcing the boy’s father to flee. The event would permanently emotionally scar Akeru and he came to fear the Sharingan, going as far as feeling repulse upon simply seeing the doujutsu.

Even with all the elders’ attempts at helping the boy out of his depression, they were not able to ever recover Akeru’s former fondness of the clan. Hoping it would do him some good, they sent him to Oto, where he would live with his cousins, Saiya and Kira. His happy smile became a way for him to mask his sadness but living under a different name made him feel happier despite being constantly reminded by his family that a lie can never help him heal old scars. Akeru does not know of what had befallen Konoha but he did love the village dearly, so perhaps one day the incentive of helping the rebel forces drive the Fire Master out may impel him to learn to need his bloodlimit (since unlike the Hyuugas, the Uchihas have to need their bloodlimit, not simply wanting).
Personality: Akeru is incredibly intelligent but unfortunately, he rarely puts his genius to good use. In fact, even with the so called Uchiha grace, he’s quite clumsy. He enjoys observing nature and meditating, as well as being fiercely protective of others, especially of his cousins, Saiya and Kira. On the general outlook, he’s not much of a shinobi, considering that he despises killing and destruction. However, when challenged to protect his way of life, a lot like Hector in the Illiad, Akeru would gladly put his life on the line for his village. He misses Konoha but never complains about it. His greatest wish is to become accepted and hailed for his own abilities, not for his clan’s bloodlimit. Personality-wise, Akeru is also not stuck up at all. Kind and soft spoken, he gets along easily with his classmates. In fact, he spends a lot of time worrying if he’ll even pass the Academy. His sweet and kind nature is generally what attracts other to him and perhaps even lessening the severity of the stereotypes generally placed upon his clan.
Other: Akeru is notably quite selfless and even ends up doing stupid things in the effort to help the ones he cares about. He would put himself in danger without another thought, not considering how those whom care for him would feel if he had gotten injured or killed. Most notably, he had come to care a lot for one of his classmates, the blind and death Yubei Rosie and struck up a brotherly friendship with a fellow Uchiha, by the name of Kaisude.

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 without substance, and cannot do anything to damage the opponent.
Rank: E
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.
Rank: E
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.

Genjutsu:

Taijutsu:

Summoning Contract: None

~Stats~

LV. 2
Experience: 83/110
Hp: 20
Cp: 12
MHp: 20
Strength: 6 | mod = -2
Dexterity: 11 + 4 | mod = +2
Constitution: 11 | mod = +0
Intelligence: 15 + 6 | mod = +5
Wisdom: 10 | mod = +0
Charisma: 7 | mod = -2
Chakra: 17 | mod = +3
Dodge Bonus: 12

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

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

Damage:
Taijutsu: 1 - 6 + -2 = 1 - 4

~Skills~

Chakra Control: (Int) 5+4+10=19
Ninjutsu: (Chk) 3+0=3
Genjutsu: (Int) 5+2+2=9
Taijutsu: (Str) 0+0=0

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

Concentration: (Con) 0+0=0
Craft: (Int) 5+0=5
Disable Device: (Int) 5+0=5
Forgery: (Int) 5+0=5
Knowledge: (Int) 5+0=5
Repair: (Int) 5+0=5
Research: (Int) 5+1=6
Search: (Int) 5+1=6

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

Bluff: (Cha) 0+0=0
Diplomacy: (Cha) 0+0=0
Disguise: (Cha) 0+0=0
Gather Information: (Cha) 0+0=0
Handle Animal: (Cha) 0+0=0
Intimidate: (Cha) 0+0+10=10
Innuendo: (Cha) 0+0=0
Perform Flute: (Cha) 0+1=1
Perform Dance: (Cha) 0+1=1
Seduction: (Cha) 0+0+10=10

Fuuin Jutsu: (Int) 5+0=5
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapons: 0
Sneak Attack: 0

~Possessions~


Money:
Ryo: x0

Equipment: -----

Possessions: Wooden flute

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User-name: ProtoXtreme
Posting: Fast, like a forest fire
Time zone: EDT

~Character Data~


Name: Odoriko Yuumei “Yue” (Yuumei=light and dark) ‘Crimson Scion of Oto’
Village: Hidden Waterfall (Takigakure); Currently residing at Hidden Sound (Otogakure)
Clan/Bloodline: Odoriko
Element Affinity: Wind/Fire
Age: 22
Gender: Female
Rank: Sannin

~Appearance~


Headband: She has headbands from both Kumogakure and Otogakure. But because of her current status as a wandering ninja (hermit), she wears neither of them. Later on, after she returns to Otogakure, Yuumei will begin wearing her Oto headband once more (like Hinata, around her neck).
Height: 5’7
Weight: 120 Ib
Hair: Dark-brown
Eyes: Crimson-red
Physical Description: Yumei usually has her extremely long but neat dark-brown hair down and flowing. Her long hair does not bother her but on long missions, she would tie it into a low, flowing ponytail (like Itachi’s), so that on the rare occasion she has to kill, blood would not ruin her hair. Her long, dark bangs fall over her forehead and she has long sidebangs that reaches way past her chin, framing her face. Yuumei has a normal complexion, though considered a bit on the pale side. Like the rest of the Odoriko clan, Yuumei has a slim, alluring figure and beautifully set features. She is certainly more modest than her relatives and chooses to expose meager amounts of skin. Obviously, she herself doesn’t realize her own beauty and thus does not know how to utilize it to the fullest advantage.
Clothing: Refer to the picture below.
User Image
Background: Yuumei was born to the Odoriko faction residing within Takigakure, with one older sibling, her sister Sayuri, whom she used to look up to as a child. Even though Yuumei was raised in Taki, she had never learned to grow fond of her home village. Quite the contrary, in fact, as much later Yuumei even expressed much contempt and disgust at Taki’s willingness to house dangerous missing-nin other villages searched to eliminate for the good of all. This conviction was later strengthened by her own sister’s betrayal in choosing to serve the Fifth Dawn and thus becoming recognized as a potentially dangerous nuke-nin.

When she was six years old, Yuumei’s parents brought her and her sister Sayuri to the village of Kumogakure, in hopes of living a secluded life away from the political struggles between Taki and the larger shinobi villages. Life passed by quietly, and Yuumei gradually came to love Kumo. And it was here, in the forest around Kumo, that she discovered an injured white tiger cub caught in one of the traps set by the village shinobi. She freed the cub, brought him home, and nursed him back to full health, feeding the cub food from her own plate. The tiger would later become her greatest (and closest companion) during her years as a wandering Sannin.

While there were occasional rumors of troubles between the other villages and the Fifth Dawn, Yuumei could hardly be bothered, living happily in Kumo with her family. After gaining the Genin rank in the village Academy, there was hardly anything missing from her life. She was talented, but compared to her sister Sayuri, Yuumei simply fades into the background. However, Yuumei had no idea of her sister Sayuri’s early involvement with the Fifth Dawn, which began around her sister’s early Jounin years during the family’s stay in Kumo. Yuumei was suspicious when Sayuri insisted that the family move to Oto instead so she could complete her Jounin training and become an ANBU. Her parents were reluctant, but they came to Oto anyways and lived under the rule of the very Otokage whom would later turn on his own village. Here in Oto, Yuumei became recognized as a Chuunin and her sister ascended the ranks of ANBU quickly, eventually becoming Sannin. In truth, Sayuri was charged with spying on Oto for the Fifth Dawn and served directly under the Otokage whom was fond of that missing-nin organization. Her parents were later killed during the kage’s attack on his own village, after his treachery was unveiled. Yuumei, whether it was fortunate or a curse, was out on an escort mission to the Fire Country during this time, so she did not know until her return to the village. When the Otokage was later assassinated by an ANBU group sent to track him down, Sayuri fled the village, leaving her sister behind.

Yuumei attempted to leave the village many times, but the new Otokage always stopped her, with the reasoning that a Chuunin could not do anything to stop a now dangerous nuke-nin Sannin. Upset and angered, Yuumei began training harder than ever, her cursed goal the only thought kept in mind. She became secluded, concerned only with growing strong, and abandoned her friends. It was during this period that she was presented as one of the two potential candidates for the Sannin Hatchi to train, the other being Tuyon. Hatchi refused to train Yuumei, seeing that she lacked qualities he wanted to see in his student, one being that she held no love for Oto and the other being that she was not concerned about the lives of others. That did not stop her, and she directed her hatred at both Hatchi and Tuyon, manifesting her anger in striving to outdo Tuyon in any of his accomplishments, even if it meant learning a field she once hated - medical ninjutsu. But as Yuumei’s extraordinary talent in the medical field grew increasingly apparent, she was constantly questioned as to why she refuses to save the lives of others so. Yuumei never quite answered that challenge.

The only clue Yuumei would later discover to finding her missing sister is retrieving the God’s Legacy Nodachi, Sei’on, twin sword to the God’s Legacy Nodachi, Scion, which her sister had stolen from Suna. The two swords were the prizes of Kirigakure, Scion having been stolen several generations ago. Sayuri’s fierce desire to unite the two swords was evident in the rumors Yuumei heard throughout her travels in her wandering years and so recovering the other sword would mean sooner of later her sister would show up for it. The second clue thus would be a certain Kiri clan whom descended from that very blacksmith whom forged the two swords, the Fubuki clan.

Yuumei would leave Oto upon becoming Jounin and traveled far and wide in search for her sister. At first, she wanted to avenge her parents as she had once directed the blame at Sayuri but eventually her search died down to a quiet love for her sister, the same love she held for her older sibling during her younger years. As time passed, the wretched girl searching for her lost sister blossomed into an extraordinarily beautiful young woman, began wielding the yari spear, the Odoriko clan’s physical grace, and even more famously for her medical prowess, as well as for her cruelty. She briefly returned to Oto, became recognized as a Sannin during the closing years of the reign of the Otokage before Shou Makashima, and left the village again, thought by many to never again return. But she did, for reasons of her own.

In the future, Yuumei plans to leave for the mountain village of Iwa, where she heard whispered rumors of a cold-hearted Fubuki boy whom resided as a refugee there. Having closely followed the Fubuki clan’s tracks, Yuumei guessed that boy must be the clan heir, the same heir whom had been missing since the Fubuki’s tragic escape attempt the previous year. He was the key to finding Sei’on. He was the key to finding her sister.
Personality: Due to her personal history and having lived much of her life as a wandering hermit away from both her home and adopted village, Yuumei grew to be cold and unsociable as she was beautiful, her only companion being her pet white tiger, Kiroshiro. She is never seen smiling, and on the rare occasion she does, it is at the closing moments of her opponent’s life, before killing them with her own hands. Underneath her cold mask hardened by difficult years, Yuumei is still a gentle soul, whom loves nature and animals very much, especially children, despite the cold, arrogant mask she has built over her emotions through difficult years.
Other: Yuumei holds only utter contempt at those willing to die so easily with the basis of ‘protecting their loved ones’. Her conviction, after seeing numerous bloody battles, is that once the defenders are dead, nothing is left to protect their dear ones, whom would then most certainly join the fallen in death. The defender can only leave a faint hope which would remain after death, but that is not enough to protect the living. Especially as an experienced medic-nin, Yuumei knows her primary goal quite well - to stay alive in order to keep her comrades alive.

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 without substance, and cannot do anything to damage the opponent.
Rank: E
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.
Rank: E
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.
Rank: E
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.
Rank: E
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.
Rank: E
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.

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.
Rank: D
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 Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Rank: D
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
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.]
Rank: C
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

Shikon no Jutsu (Dead Soul Technique)
With this Jutsu, the user can make the dead seem lifelike and allow their bodies to run around a bit as a diversion or decoy. What this skill actually does is cause the dead to temporarily resuscitate, allowing the user to control them and their actions for only a few minutes.
Rank: B
Cp cost: 70 + 10 per turn
Damage: Damage dealt by the body.
Requirements: Chakra 20 + Medic ninja Only. Chakra Control 50+, Treat Injury 50+
Training days: 20 days.

Chikatsu Saisei no Jutsu (Healing Resuscitation Regeneration Technique)
A very advanced healing technique. Chikatsu Saisei uses a part of the casualty's body as a medium to heal the casualty's wounds. It requires an almost room-wide seal, and a lot of time. Unfortunately, this treatment's success rate isn't very high.
Rank: A
Cp cost: 50 per person, minimum 3 people
Damage: N/A
Requirements: Treat Injury 80 Ranks, Chakra Control 80
Training days: 25 days
Special: Revives a person who has been Dead (-10 Hp) for half an RP day or under.

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.
Rank: A
Cp cost: 60 + 10 per turn held
Damage: N/A
Requirements: Treat Injury 80 Ranks, Chakra Control 50+
Training days: 15 Days
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.
Rank: A
Cp cost: 20 per hit
Damage: Normal Taijutsu hit damage.
Requirements: Knowledge anatomy 65 ranks.
Training days: 20 days
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.

Shosen Jutsu
By concentrating chakra to the hand, the user is able to cure wounds by focusing their own chakra to where the critical injuries lie, healing them in the process. This jutsu, however, uses up a high amount of chakra. This may also be utilized as the Chakra Enjintou and Chakra no Mesu, or the chakra scalpel for that matter - in order to sever the opponent's muscle fibers at the point of contact.
Rank: A
Cp cost: 60 + 10 per 20 Hp healed
Damage: N/A
*Combat scalpel: Same as common taijutsu damage but adds chakra modifier instead of str modifier. Affected victim must roll a reflex save (DC: your attack roll) to avoid inner bleeding, should the inner bleeding check fail the victim shall lose 3 Hp per round per time hit. Also depending on the area you are hit you might receive extra penalties. Such as -10 attack roll and damage for arm and leg wounds.
Requirements: Treat Injury 50 ranks, Chakra Control 70
Training days: 15 days.
Special: If used as a combat Scalpel, user must beat defendants’ Dodge Bonus by at least 10 points to cut muscle fibers in area hit. Defender cannot use affected area until healed or for 10 turns.

Infuuin: Kai (Shadow Seal: Release)
This jutsu releases the chakra stored inside a seal on the user's forehead. The user then uses this chakra for Souzou Saisei.
Cp cost: 5
Damage: N/A
Requirements: Fuuin Jutsu 45
Training: 10 days

Souzou Saisei (Creation Rebirth)
By releasing chakra that has been collected for some time (through Infuin: Kai (Shadow Seal: Release)), the user is able to heal all her wounds near-instantaneously, regardless of the severity of injuries.
Rank: S
Cp cost: 15
Damage: N/A
Requirements: Treat Injury 50, Chakra Control 50, Infuin: Kai
Training: 6 days

Katon: Goukakyu 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.
Rank: C
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.
Requirements: Fire Affinity, Chakra 20+, Chakra Control 12
Training days: 7 days/ if Uchiha teaches you, 4 days
Special: Uchihas learn this at young age. This does not mean that Uchiha starting out will have this jutsu.

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.
Rank: C
Cp cost: 15 + 3 per ball.
Damage: 6 - 15 per ball that hits.
Training: 7 days
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.
Rank: B
Cp cost: 120
Damage: 80-185 + chakra mod.
Requeriments: Fire affinity. Chakra 45+, Chakra Control 60
Training days:15 days

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.
Rank: B
Cp cost: 10 per bunshin and resulting CP divided by number of Clones created
Damage: Each bunshin deals the same damage as you.
Requirements: Chakra 50+, Must be from Konoha or taught by a Leaf Ninja
Training days: 20 days

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.
Rank: A
Cp cost: 90 per clone "To make explode"
Damage: 120 - 200 + chakra mod per clone
Requirements: A solid bunshin, defined as being made of sand, water, earth, grass or from Kage Bunshin no Jutsu. Ninjutsu 50, Chakra Control 80
Training days: 15 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.
Rank: C
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: Jubaku Satsu (Demonic Illusion: Tree Bind Death)
With this jutsu, the user can make themselves disappear so that they can approach their opponent unnoticed. Once near the desired target, a tree will grow at the target's feet and branches from an illusory tree will bind them from behind so that they are unable to even move or use hand seals. Once the opponent believes that they are captured, the user can then reappear from above the tree and quickly kill the opponent, preferably with a kunai.
Rank: B
Cp cost: 60
Damage: 200 MHp
Requirements: Genjutsu 50 Ranks
Training days: 9 days.
Will save: 15 + half character level + half int mod + half wis mod
Special: If the Genjutsu is completely successful, the Victim passes out for 1 turn, being the mind believes they have been "killed"
To remain conscious, roll a Fortitude Check. If fortitude check is successful, victim remains conscious. The DC for the Fortitude Check is the Genjutsu Attack DC

Taijutsu:

Summoning Contract: None

~Stats~

LV. 55
Experience: 0/15500
Hp: 1750
Cp: 1815
MHp: 1650
Strength: 26 | mod = +8
Dexterity: 55 | mod = +22
Constitution: 55 | mod = +22
Intelligence: 70 | mod = +30
Wisdom: 50 | mod = +20
Charisma: 55 | mod = +22
Chakra: 70 | mod = +30
Dodge Bonus: 52 + 10 = 62 (+5 Defensive combat)

Base Attack Bonus: 55/50/45/40/35/30/25/20/15/10/5
Attack Melee: 63/58/53/48/43/38/33/28/23/18/13
Attack Ranged: 77/72/67/62/57/52/47/42/37/32/27

Base Save Bonus: 27
Fort: 49
Rex: 49
Will: 47

Damage:
Juubun Odori: 1 - 6 + 8 = 9 - 14
Kunai: (stabbing) 1 - 3 + 8 = 9 - 11 / (throwing) 1 - 4 + 22 = 23 - 26
Shuriken: 1 - 2 + 22 = 23 - 24
Senbon: 1 - 2 + 22 = 23 - 24
Yari: 2 - 8 + 12 = 14 - 20

~Skills~

Chakra Control: (Int) 30+50=80
Ninjutsu: (Chk) 30+270=300
Genjutsu: (Int) 30+35=65
Taijutsu: (Str) 8+0=8

Swim: (Str) 8+0=8
Balance: (Dex) 22+0=22
Escape Artist: (Dex) 22+0=22
Hide: (Dex) 22+0=22
Move Silently: (Dex) 22+0=22
Sleight of Hand: (Dex) 22+0=22
Tumble: (Dex) 22+0=22
Use Rope: (Dex) 22+0=22

Concentration: (Con) 22+0=22
Craft: (Int) 30+0=30
Disable Device: (Int) 30+0=30
Forgery: (Int) 30+0=30
Knowledge (History): (Int) 30+0=30
Knowledge (Life Science): (Int) 30+0=30
Knowledge (Anatomy): (Int) 30+35=65
Repair: (Int) 30+0=30
Research: (Int) 30+0=30
Search: (Int) 30+0=30

Listen: (Wis) 20+300=320
Read Lips: (Wis) 20+0=20
Sense Motive: (Wis) 20+200=220
Spot: (Wis) 20+350=370
Survival: (Wis) 20+0=20
Alchemy: (Wis) 20+0=20
Treat Injury: (Wis) 20+160=180
Heal: (Wis) 20+30=50

Bluff: (Cha) 22+0=22
Diplomacy: (Cha) 22+0=22
Disguise: (Cha) 22+0=22
Gather Information: (Cha) 22+0=22
Handle Animal: (Cha) 22+0=22
Intimidate: (Cha) 22+0=22
Innuendo: (Cha) 22+0=22
Perform Flute: (Cha) 22+0=22
Perform Song: (Cha) 22+0=22
Perform Dance: (Cha) 22+18+11=51
Seduction: (Cha) 22+217=239

Fuuin Jutsu: (Int) 30+15=45
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapon (Yari): (Str) 8+0=8
Sneak Attack: 0

~Possessions~


Money:
Ryo: x993

Equipment:

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 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 3 + Str. mod. In melee
Damage (ranged): 1 - 4 + Dex. mod.
Range: Melee or Ranged 50 Ft.
Special: Can be used in both melee and ranged combat.
Amount: x50

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 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."
Amount: x50

Senbon: The senbon was first used by doctors in acupuncture, it was then adopted by ninja and Hunter-nins to hit points on the body to cause death, deaden limbs or cause their target to fall unconscious.
Damage: 1 - 2 + Dex. mod.
Range: 30 ft.
Special:
Amount: x50

Yari: A yari is a simple spear used by many ninjas when fighting in melee combat.
Damage: 2 - 8 + str. mod. + half str. if two handed.
Range: Melee + 10 feet.
Special:
Amount: x1

Metal Wire: Wire can be used in several situations. It can allow the ninja to create trip wire explosive traps, it can be used in grappling, or as a method to tie down and restrict the movement of an opponent (Use Rope).
Amount: x200 feet

Possessions: Wooden flute, Amethyst Amulet

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

~Pet Data~


Name: Kiroshiro “Kiro” (Kiroshiro=black and white)
Species: White Tiger
Size: Large
Element Affinity: Earth
Age: 10
Gender: Male

~Appearance~


Height: 6’2
Weight: 200 Ib
Fur: Snow white with ink-black stripes
Eyes: A piercing ice-blue
Physical Description: A rather large white tiger. Kiroshiro commands an intimidating air at first appearance but is actually quite mild, having been found and raised as a little cub by the Sannin Yuumei during her early Academy years in Kumo. He is big and strong enough to carry two fully-grown passengers on his back.
User Image
Background: In the forest around Kumo, a young Yuumei had discovered an injured young white tiger cub, caught in one of the traps set by the village shinobi. She freed him, brought him home, and nursed back to full health, feeding the tiger scraps of meat and food from her own plate. During the days she watched over the cub, Yuumei named the white tiger Kiroshiro, for his beautiful white and black fur. However, upon reaching full health, her new tiger friend refused to return to his forest home no matter how many times young Yuumei tried. Whether her parents consented or not, Yuumei decided to keep him as her pet and later Kiroshiro would become her closest companion during her years of wandering. Yuumei taught him, bit by bit, first to follow simple commands, and then eventually to talk. It wasn’t an extremely difficult task, as Kiroshiro was perhaps one of the brightest animals around, though not born as a shinobi animal partner to begin with. And, he loved being able to finally talk to his beloved mistress.
Personality: In contrast to the stereotypical labeling on tigers, Kiroshiro is far from a violent, mindless creature. His looming presence strikes terror in most people but as Yuumei herself once commented, it’s only his appearance that’s terrifying. Nevertheless, Kiroshiro is very serious though express great sympathy in contrast to his mistress whom displays no pity. As people gets to know him better, Kiroshiro gives a warm, protective presence rather than a frightening one.
Other: Extremely sensitive to the scent of blood since as a tiger, his senses of smell and hearing are also more developed than that of his human mistress.

Missions:

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

Jutsu:

Ninjutsu-

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' 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.
Rank: D
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-

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.
Rank: A
Cp cost: 115
Requirements: Genjutsu 95 Ranks
Training days: 15 days.
Will save: 20 + half character level + half int mod + half wis mod

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.
Rank: A
Cp cost: 120
Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter
Requirements: Genjutsu 90
Training: 18 days
Will Save: 20 + half Character Level + half Int Mod + half Wis Mod
Special: -10 to all checks

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.
Rank: S
Cp cost: 140
Damage: 160 for those that flee, 530-650 for those that are burned, add an additional continual 60 per turn IF burned
Requirements: Genjutsu 110 Ranks
Training days: 20 days
Will save: 25 + half character level + half int mod + half wis mod
Specials: -4 to all checks if victim is burned

Taijutsu-

~Stats~

LV. 50
Experience: 0/13000
Hp: 1550
Cp: 1200
MHp: 1300

Strength: 40 | mod = +15
Dexterity: 60 | mod = +25
Constitution: 52 | mod = +21
Intelligence: 70 | mod = +30
Wisdom: 50 | mod = +20
Charisma: 30 | mod = +10
Chakra: 52 | mod = +21
Dodge Bonus: 55

Base Attack Bonus: 50/45/40/35/30/25/20/15/10/5
Attack Melee: 65/60/55/50/45/40/35/30/25/20
Attack Ranged: 75/70/65/60/55/50/45/40/35/30

Base Save Bonus: 25
Fort: 46
Rex: 50
Will: 45

Damage:
Bite: 1 - 2 + 15 (+42) = 16 - 59
Claws: 1 - 1 + 15 (+42) = 16 - 58
Tear: 1 - 3 + 15 (+42) = 16 - 60
Body Weight: 50 - 100 + 15 (+42) = 65 - 157

~Skills~


Swim: (Str) 15+0=15

Balance: (Dex) 25+0=25
Escape Artist: (Dex) 25+0=25
Hide: (Dex) 25+0=25
Move Silently: (Dex) 25+0=25
Tumble: (Dex) 25+0=25

Concentration: (Con) 21+0=21

Chakra Control: (Int) 30+0=30
Search: (Int) 30+0=30

Listen: (Wis) 20+330=350
Sense: (Wis) 20+0=20
Spot: (Wis) 20+380=400
Survival: (Wis) 20+0=20
Track: (Wis) 20+0=20

Diplomacy: (Cha) 10+0=10
Intimidate: (Cha) 10+270+4(for size)=284
Perform: (Cha) 10+0=10

Ninjutsu: (Chk)

ProtoXtreme
Vice Captain

Obsessive Gaian

9,900 Points
  • Friendly 100
  • Generous 100
  • Tycoon 200

Level_one

PostPosted: Tue Nov 27, 2007 7:20 pm


User-name: Level_one
Posting: Very often
Time zone: Pacific

~Character Data~


Name: Hatchi (Real Name unknown)
Village: Otogakure
Clan/Bloodline: Isamu/Tamekaze
Element Affinity: Wind/ Lightning
Age: ?? (Looks about 30)
Gender: Male
Rank: Sennin

~Appearance~


Headband: He doesn't wear it unless he's on a mission but when he does, it's around his forehead.
Height: 5'11
Weight: 165
Hair: Brown and into a dreadlock ponytail.
Eyes: Light Brown.
Physical Description: User Image
Clothing: See above.
Background: He carries Tuyon's bloodline so anyone can figure they're related, but how is unknown. Nobody knows much about him. When asked about his past he had this to say.

"I'm a ninja from Otogakure. I've been away for several years to learn about various ninja techniques. I've returned to the village now for personal reasons." The interviewer then told him that Otogakure was destroyed a couple years ago. Hatchi laughed and said "Ah, really? I was wondering what all that fire was doing there." It's plain to see that he's not telling the truth about his past, but he's remained tight-lipped.

There are many rumors circling the man. Some say he has several kids. When asked if he had children he said "I could never be a good father, I'd let my kids down. I'd be too afraid I'd act like my father." Other rumors say that he is in fact a woman disguised as a man. Hatchi laughed when asked if he was a woman. Another rumor is that he is, in fact, immortal and is many years old.

Personality: Hatchi is a nice man who has a few bad habits. He has a tendency of drinking a large amount and being a little too flirtacious. Other than that, Hatchi has a large sense of honor and is always saying things that a man should or shouldn't do. Despite his near alcoholism, he is always able to snap out of being drunk when the situation calls for it, and he never treats a woman badly.
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: The Int DC to see through a bunshin is 1/2 of your Chakra mod + 1/2 of your Int 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.

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.

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 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 15
Training: 5 days
Special: Add chakra mod to Will Save

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.

Douka Sabaku Kyu (Assimilated The Coffin of Crushing Sand)
Just like Gaara's original jutsu of same name, but uses rock powder instead of sand.
Cp cost: 50
Damage: 50 - 200 + chakra mod.
Requeriments: Chakra 30 ranks.
Training days: 30.

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: 8 per hit
Damage: Normal Taijutsu hit damage.
Requeriments: Knowledge anatomy 65 ranks.
Training days: 20 days
Special: Opponent must roll 1 d4 per turn. If the result is a 2 the opponent is unable to function for that turn. Must be constantly hitting opponent with this technique.

Chakra Kyūin Jutsu, (Chakra Absorption Technique)
Description: 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: Loss of CP
Requirements: Chakra Control 35
Training: 7 days
Special: Regain Cp.

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.

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: 50
Damage: N/A
Requeriments: Chakra 80+
Training days: 25 days.
Special: Opponent starts to sink and is engulfed in 5 minutes (50 turns). Escape Artist DC is 75.

Bunshin Daibakuha (Clone Great Explosion)
This jutsu works in combination with the Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), and creates a Shadow Clone that will explode on command, potentially killing or injuring those caught in the blast.
Cp cost: 4 per clone "To make explode"
Damage: 10 - 16 + chakra mod per clone.
Requeriments: Kage bushin no jutsu. Ninjutsu knowledge 50.
Training days: 30 days.

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.

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.


Genjutsu-

Hatchi style: Paint it Black.
Rank: C
Description: Hatchi lets out a tune on his harmonica so sad, that any one who hears it is drawn into the song. As they listen intently to the song Hatchi creates a super high note that is very painful, especially since the person is drawn into the song. After all is said and done, the victim has taken physical damage to their ears, and mental damage because of the incredible sadness. He learned this attack while practicing his harmonica during an avalanche.
Damage: 30- 40 hp damage, 50-70 Mhp
CP cost: 70
Special: Victim cannot hear anything for the next 5 rounds.
Training days: 15
Requirements: 30 Perform, 35 Genjutsu, Must be taught.
Special When hit with an attack during this jutsu, you must make a concentration check against half the damage incurred.

Hatchi style: Miss Murder!
Rank: B
Description: Hatchi begin playing a song on his harmonica that puts his opponent into an illusion. They believe that the object of their affection is trying to seduce them. If they do not have a person that they have a crush on, then an incredibly sexy member of the opposite sex appears. After a couple minutes, the summoned illusion kills the victim, causing great mental damage heightened because of the sudden surprise.
Damage: 120-150 Mhp + 2 for every 10 points in perform.
CP cost: 100
Training days: 20
Requirements: 40 Perform, 40 Seduction, 55 genjutsu. Must be taught.
Special When hit with an attack during this jutsu, you must make a concentration check against half the damage incurred.

Taijutsu-

Hatchi Style: Heartbreaker!
Rank: A
Description: Hatchi makes a series of thrusts at the opponent's heart. Each thrust is extremely damaging due to the power at which they hit and how accurate they are. The first four hits are each aimed at a ventricle in the heart. These hits don't do much themselves but are really set ups for the final, fifth blow. This blow hits the heart directly and sets off the chain reaction set up by the initial attacks. If done correctly, the first hits weaken the ventricles until the last hit which utterly disrupts the heart's actions, hurting the opponent and rendering them stunned. This attack was learned from his friend Benatar.
Damage: 200-300
CP required: N/A
Special: Roll as 5 taijutsu attacks. If every one connects, roll 1d4. Each number has it's own results. If Stunned, victim is unable to act the next turn (other than speaking)
1: Hatchi messes up the attack, instead widening the ventricles. Opponents strength increases 10%
2: Hatchi messes up the attack, hitting the ventricles in the wrong places. No effect.
3: Hatchi does the attack fine. 200-300 damage and Stun effect is incurred.
4: Hatchi does the attack perfectly. 250-300 damage and stun effect.
Requirements: Must be taught by Hatchi. Dex 40, Taijutsu 60, Knowledge: Anatomy: 50
Training days: 30


Hatchi Style! Mizukobushi!


Description: Hatchi developed this style of fighting while training under a waterfall. Using body movements to redirect the water, the stance uses the enemy's own force against them while twisting the users own body to lessen the damage. The stance features two open hands, twisted in order to grasp things. The left hand is in front of the face while the right hand is around chest level. The user quickly switches back and forth between putting weight on his left or right foot. This stance involves constant movement. Hatchi's knowledge of the human body also allows him to to strike vital points to great effect.
Taijutsu Damage: 8-12 + Half Str Mod + Half Dex mod + 2 per 10 ranks in Taijutsu.
Effect: Increases Dodge Bonus by 2 per 10 levels.
Special:Everytime he gets a neutral 20, the attack stuns the opponent for one turn due to disabling a vital spot.
Requirements: Level 15, Strength 20, Dex 25, Taijutsu 30, Knowledge Anatomy 30.
"Be like water"
Training Days 6


Mizukobushi: Torrential Waterfall!

Description: Hatchi spins his foot at the opponent knocking them off balance. Utilizing the opportunity, Hatchi delivers a spinning punch at the opponent while they're unable to dodge. Hatchi then fights as normal but quickly to take advantage of the opponent's current state.
Damage: Taijutsu Damage.
Effect: Lowers Opponents Dodge Bonus by P.
Requirements:Taijutsu 35, Knows Hatchi Style, Dex 30
Training Days 6

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.

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: Taijutsu damage + doble strength.
Requeriments: Taijutsu 20 Ranks.
Training days: 10 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
Requeriments: Goukken Taijutsu 12 Ranks.
Training days: 10 days
This technique reduce oponent Dodge bonus - 5.

Konoha Goriki Senpu (Leaf Strong Whirlwind)
A much more powerful version of the Konoha Daisenpu (Leaf Great Whirlwind).
Damage: As konoha Sempu but deal triple damage.
Requeriments: Goukken, Taijutsu 80 Ranks.
Training days: 10 days.

Suiken (Drunken Fist)
An unusual style of taijutsu combat where the user takes in enough alcohol to become intoxicated (hence the name), causing them to become unpredictable and highly dangerous. Suiken is not a fighting style that one can learn or train in, nor is it a bloodline limit, but more of a natural talent that one is born with. However, you still have to find a Suiken master to learn it from, which will be hard as they are very rare.
Damage: Increase taijutsu damage to 2 - 10 + str mod.
Requeriments: Gouken. Appropriate age or irresponsible sensei, alcohol, Wis 15+ (to keep your wits about you), level 5+
Training days: 10 days.
Special: +15 to dodge bonus and attack roll, +10 to Reflex Save, -5 to Will Save and every skill check when drunk.

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)


Summoning Contract-

~Stats~

LV. 55
Experience: 50
Hp: 1650
Cp: 1375
MHp: 1650


Strength: 54 | mod = + 22
Dexterity: 56 | mod = +23
Constitution: 50| mod = +20
Intelligence: 54 | mod = +22
Wisdom: 54 | mod = +22
Charisma: 55 | mod = +22
Chakra: 54 | mod = +22
Dodge Bonus: 55


Base Attack Bonus: 55
Attack Melee: 77
Attack Ranged: 75

Base Save Bonus: 27
Fort: 47
Rex: 47
Will: 49

Damage: 71 - 82
Taijutsu: 225
[any other weapon you use]

~Skills~



Swim: (Str) 0/22

Balance: (Dex) 0/20
Escape Artist: (Dex)0/20
Hide: (Dex) 0/20
Move Silently: (Dex) 0/20
Sleight of Hand: (Dex) 0/20
Tumble: (Dex) 0/20
Use Rope: (Dex) 0/20

Concentration: (Con) 0/20

Chakra Control: (Int) 150/22
Craft: (Int) 0/22
Disable Device: (Int) 0/22
Forgery: (Int) 0/22
Knowledge (anatomy): (Int) 35/22
Repair: (Int) 0/22
Research: (Int) 0/22
Search: (Int) 0/22

Alchemy: (Wis) 0/22
Listen: (Wis) 0/22
Read Lips: (Wis) 0/22
Sense Motive: (Wis) 0/22
Spot: (Wis) 15/22
Survival: (Wis) 0/22
Treat Injury: (Wis) 35/22

Bluff: (Cha) 0/20/5
Diplomacy: (Cha) 0/20
Disguise: (Cha) 0/20
Gather Information: (Cha) 0/20
Handle Animal: (Cha) 0/20
Intimidate: (Cha) 0/20
Innuendo: (Cha) 0/20
Perform (Harmonica): (Cha) 100/20/10
Seduction: (Cha) 100/20

Ninjutsu: (Chk) 200/22
Genjutsu: (Int) 200/22
Taijutsu: (Str) 200/22
Fuuin Jutsu: (Int) 100/22
Kawarimi: 0/22
Kunai: 0/22
Shuriken:25/22
Ninja Weapons:
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:
Pack full of Shuriken
Pack full of bandages
Water Bottle.
2 bags of Rose petals hidden in his sleeves.

Valuables

A Silver Harmonica
A simple Silver Harmonica with the engraving of the Clan symbol on it. Some say he got it from his mother, some say he made it himself.

A Sake Bottle
Hatchi's signature Sake Bottle. It's a simple bottle with the symbol for Sake on it. He keeps it full nearly all the time.

~Pet Data~


Name: Snowmane
Species: White Wolf
Size: Medium
Element Affinity: Wind
Age: Unknown
Gender: Male

~Appearance~


Height: 3 feet
Weight: 95 lbs
Fur: Silver
Eyes: Yellow
Physical Description:
User Image
An average sized White wolf. He is covered in scars on his feet and his eyes are tear stained. Despite all this, the wolf still has a commanding presence and an aura of wisdom.
Background: One day Hatchi was traveling through the Forest when he found a white wolf battling a large brown bear. Hatchi jumped in and helped the wolf fend off the bear. It was then that Hatchi found that the wolf was defending it's mate, who later died from wounds taken from the bear. Nothing left to live for in the forest, the wolf decided to follow Hatchi around wherever he went from then on.
Personality: Snowmane is a very serious wolf in contrast to Hatchi's funloving ways. Hatchi has hung out with him for so long that he can tell what Snowmane is saying. Snowmane is capable of understanding human speech. Usually Hatchi just calls him Snow or Snowy.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

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 +

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.

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 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 15
Training: 5 days
Special: Add chakra mod to Will Save


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: The Int DC to see through a bunshin is 1/2 of your Chakra mod + 1/2 of your Int mod.

Genjutsu-

Taijutsu-

~Stats~

LV. 50
Experience: 50
Hp: 1300
Cp: 950
MHp: 1400


Strength: 60 | mod = + 25
Dexterity: 45 | mod = + 17
Constitution: 50 | mod = + 20
Intelligence: 60 | mod = +25
Wisdom: 55 | mod = + 22
Charisma: 30 | mod = + 10
Chakra: 44 | mod = + 17
Dodge Bonus: 49

Base Attack Bonus: 50
Attack Melee: 75
Attack Ranged: None

Base Save Bonus: 25
Fort: 45
Rex: 42
Will: 50

Damage: 23-25


~Skills~



Swim: (Str) 0/25

Balance: (Dex) 0/17
Escape Artist: (Dex) 0/17
Hide: (Dex) 25/17
Move Silently: (Dex) 25/17
Tumble: (Dex) 0/17

Concentration: (Con) 0/20

Chakra Control: (Int) 100/25
Search: (Int) 100/25

Listen: (Wis) 200/22
Sense: (Wis)150/22
Spot: (Wis) 150/22
Survival: (Wis) 100/22
Track: (Wis) 150/22

Diplomacy: (Cha) 50/10
Intimidate: (Cha) 50/10
Perform: (Cha) 0/10/10

Ninjutsu: (Chk) 150/17
Genjutsu: (Int) 0/25
Taijutsu: (Str)0/25
Fuuin Jutsu: (Int) 0/25
Sneak Attack:

~Possessions~


Equipment:
None. It's a wolf.
Valuables
PostPosted: Tue Nov 27, 2007 7:26 pm


User-name: William_ruby
Posting:
Time zone:
~Character Data~
Name: Frost Hyuuga
Village: Oto
Clan/Bloodline: Hyuuga
Element Affinity: Fire, lightning
Age: 18
Gender: male
Rank: ANBU

~Appearance~

Headband: A konoha Headband across the forehead. The cloth is blue silk.
Height: 5'10
Weight: 150
Hair: Blue
Eyes: White
Physical Description: Frosts hair is blue, long and well kept. It hangs down straight over his white Byakugan eyes that have struck fear into his enemy with only a look. His facial features are extremly handsome, though they are a bit rugid giving him a roguish look. Even with his good looks, he has never realised it and so he has never tried using them to his advantage. His body is well built, ripped and tall for inside his clan. He takes great care of it, and while it isn't bulky and strong its fast and graceful.
Clothing: He wears a blue mask over his face and blue strips of cloth around his hands and legs while his clothing is white blue and hangs loose like the standard Hyuuga.
Background: Frost originally came from Konoha before moving to Otogakure.
Academy Student: At the age of five he enrolled into the academy. He was held in high regard from other members of his clan and they were so proud of him. Of course no one argued agianst him joining so young as he was part of the main branch. After attending just a few classes he was quickly popular and everyone knew who he was, for he always completed his tasks before everyone else and never seemed to make a mistake. When it came to sparring especially he had no equal and eventually ended up having to spar with the teacher himself. This was the beginning of Frosts cocky attitude. Things started to change though as an Uchiha was put into the class late. When all the attention was now directed at him Frost became jealous and angry. Things didn't seem to last long this way either because the Uchiha knew about Frost and one day approached him with a group of friends after class. It was a sore mistake on their part though as they wanted to pick a fight with the Hyuuga. In the end Frost showed them no mercy and he even beat up the academy teach who tried to stand between him and the other children. In fear that he would be thrown out he begged his father to help him which in the end was the only reason he was aloud to pass and become a genin.


Genin: Who other would be in his team then the annoying Uchiha? Frost was outraged but this time his father could not get him out of this one and he was stuck. Growling he put up with his teamate and amazingly after one whole long year they became best friends. The whole team was entirely close because they all had one thing in common, they loved playing trick on their rather tough teacher. The time for the chunnin exams were near though and Frost was nervous as well as everyone else on the team who began to get at each others throats. The first day of the exam was the first time the team got together in days and there was an awkward silence but strangely enough they all became friends again. Each one of them made it through the first part of the exam but during the second while they were traveling Frost found out he was deceived. Not only that but by the person he cared for most. The only reason the Uchiha had allowed himself to become attached to Frost was so that he could one day kill him and claim his eyes. First though the Uchiha dispatched of the other team member knowing it would be easier to get rid of her first. The team member also happened to be Frosts first love. Frost doesn't remember anything of that day after that except for what people told him. The next time anyone saw Frost was when he was coming out of the forest with a bloody Uchiha insignia in his hand and the required three badges he had to obtain from another team. Later on the bodies were found after the exams were over. Frost had won all of his matches in the next part of the Chunin exams and he was awarded his rank.


Chunin: On becoming Chunnin he began to search for the most powerful move he could obtain. It seemed that him and Chidori were destined to be together. After many hard days of training he was able to learn the move and faster than even any Uchiha had ever been able to. Feeling confident and even more cocky he asked to join the ANBU, it seemed however fate hated him for the ANBU leader was not only an Uchiha but the brother of the his teammate. He was denied immediately and not only that but he was beaten thoroughly. Frost vowed his revenge on that day when the village decided they would do nothing about it and as soon as he recovered Frost returned. He returned and after a long battle he left two ANBU dead thirteen knocked out and one very bloody mess of an Uchiha whom had had his eyes ripped out. It had taken the two remaining ANBU and the help of five other Jounin to stop Frost from his rampage. With no other option left Frost fled and became a wanted ninja. It was in Oto that he found refuge and was put to good use. Everyone in the village seemed to love him and respect his power building his ego more. After a few months though he was called for a rather huge assignment and was sent into a labyrinths under Oto. A labyrinths with which occured events he never wanted to remember again. (and events I won't tell you)

Jounin: His rank of jounin was assigned to him after his days of staying away from the labyrinth. A new Otokage had been assigned shortly after Frost obtained the rank of Jounin. It seemed the old one had gone mad and wanted to leave the village. It was no surprise to Frost at all but he was assigned to tracking him down. When he was found though Frost and a member of the ANBU had to take on his body guards as he got away. The ANBU member was having trouble in the fight but Frost was relaxed the entire time and in the end he captured the guards. Even the ones the ANBU probably should have dealt with. Frost gained more fame through this mission and again his ego became even more. He had not lost a single fight since that day as a chunnin and before then, never at all. After having his time of relaxation after the mission the new Otokage came upon the scrolls which held all the knowledge from every Otokage that ever existed and he wished to continue his research. The first man on his list was Frost and he wouldn't take no fore an answer. Again a few months went by in a blur and Frost stashed the memories those months held in the back of his mind. After another period of time passed the mad Otokage returned and again it was Frost who went after him. The man was attacking the village and had killed Frosts team. Upset Frost went after him and slaughtered the Kage. Frost experienced another emotional crises that took him a while to get over but when he received new students to teach her began to lighten up. A few long years went by peacefully until agian something urgent had happened. An entire wing of experiments escaped from the Oto and it was Frosts job to hunt them all down. Little did he know that when he left that day he would never see Oto the same because after a good two long years of tracking ever last experiment down he came back to a ruined Oto. It had been destroyed by a group called the Fifth Dawn and Frost was determined to have revenge. When he finally returned to Oto he learned that the legends about him where gone and that there was a new Otokage... in fact two of them because Frost had thought of killing the male until he found out there was a second. After a little trouble in the village involving the Otokage Frost came out an ANBU.

ANBU:Finally things are catching up to where he is now and knowing that he would most likely meet his death soon while challenging the Fifth Dawn he began writing down the history of Oto. After all, all the secrets that had been the Otokages where shared with him before the scrolls had been destroyed. Frost was the guardian of Oto but no one was left to remember. Things are starting to turn out nicely to for once in his life. He has begun to slowly love another woman and he is also setting out on his first first mission in since hearing the news about Oto.


Personality: He introduces him self as Frost Hyuuga not honoring the family name. Keeps to himself but while he isn't cocky he will defend his honor. He has a hate for ANBU, even though at one time he admired them and in a way he still wishes to become one and practices the ANBU jutsu's by himself in secret.
Other: Age: 16-17User Image
Age: 18 User Image
Missions:
First mission: Missing Otokage
Rank: S
Mission: Figthing thee Otokage (success)
Rank: S
Mission: Sand-nin invaded
Rank: A
Mission: Late night stalker
Rank:A

exp:8,500/10,000
S: 5
A: 22
B: 17
C: 24
D: 16

Abilities:
Frost's Teachings
Passive Ability
Effect: From the many years of teaching all diffrent sort of ninja's Frost has developed a technique that alows him to teach any ninjutsu or genjutsu to somone in half the time. With his eyes he can watch the use of chakra through the tenketsu system and offer advice to anyone he teaches in such a way that he can easily fix most peoples problems with training. This doesn't work on himself though since he cannot see his own system.
Requirments: Having Byakugan activated


Jutsu:

Ninjutsu-
Bunshin Daibakuha (Clone Great Explosion)
This jutsu works in combination with the Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), and creates a Shadow Clone that will explode on command, potentially killing or injuring those caught in the blast.
Cp cost: 4 per clone "To make explode"
Damage: 10 - 16 + chakra mod per clone.
Requeriments: Kage bushin no jutsu. Ninjutsu knowledge 50.
Training days: 30 days.

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 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 15
Training: 5 days
Special: Add chakra mod to Will Save

Chidori (One Thousand Birds)
A very powerful technique that requires a huge amount of chakra, which becomes visible around the user's hand. Once the hand has been charged, it is then thrust straight through the target. Due to the direct and obvious path the user of the technique must take to achieve an effective strike, a user of Chidori is left highly vulnerable to counterattacks and dodges. The technique can only be safely attempted by a ninja with the Sharingan or a similar countermeasure to defenses and attacks. Although it produces a distinctive sound and is by no means stealthy, Chidori has been classified as an assassination technique due to the incredible speed it requires and the devastating effect of a successful execution. Chidori is also usable more than once. The name Chidori comes from the sound the technique makes, which is said to remind the listener of the chirping produced by a thousand birds. Due to the high amount of chakra it requires, a ninja can only use Chidori a limited number of times per day. Attempting to use the technique more times than one's chakra allows will result in Chidori failing. Depending on how much chakra they draw on past their limits, it may paralyze, or kill the user (due to lack of chakra). The Chidori is also referred to as The Lightning Blade, Raikiri (雷切).
Cp cost: 120
Damage: 200 - 400 +chakra mod.
Requeriments: Lightning Affinity. Ninjutsu 80 Ranks.
Training days: 30 days.

Chidori Nagashi (One Thousand Birds Current)
This jutsu allows user to project chakra from anywhere on his body, creating a Chidori-like effect. Can be used as a defensive technique, stunning multiple attackers within melee range similarly to the Raigeki no Yoroi (Lightning Armor). This jutsu can also be used offensively.
Cp cost: 50
Damage: 50 - 120 all directions.
Requeriments: Chidori. ninjutsu 90 ranks. Lightning Affinity.
Training days: 50 days.


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: 12 + 2 per ball.
Damage: 10 - 20 per ball that hits.
Requeriments: Fire Afinity.
Training days: 10 days


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.
.

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






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: 10 + 1 per round the jutsu is holded.
Damage: N/A
Requeriments: N/A
Training days: 20


Jibaku Mandara (Mandala: Buddist Visual of the Enlighten)
This jutsu creates a pyramid-like chakra cage around an opponent. The user can then constrict the cage to crush the opponent. The user must maintain a triangle-shaped hand seal at all times to maintain the cage. Should the user's will falter or the entrapped opponent happen to be strong enough, the cage can be broken. When the cage breaks, a massive explosion of energy follows, destroying a wide area. The one who broke the cage, however, remains safe in the center of the blast.
Cp cost: 80 + 20 per turn.
Damage: 30 - 50 per turn.
Special: [d20 + str] vs [d20 + chakra control] per turn to see if you break out.
Damage of Explosion: 200 - 300



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.



Taijutsu-
Juuken Kempo Ryuu (Gentle Fist)
Description: This is the opposite of the Tekken (Iron Fist) Taijutsu style. The attacks are softer, more open palm, and cause damage by flowing chakra into the opponent's inner coil system of chakra veins and tenketsu (chakra holes). Attacking through the inner coil system allows them to cause damage to their opponent's internal organs, which nobody can train, as the chakra veins surround all the chakra producing organs, most notably the heart.

Also, by sealing the three hundred and sixty-one tenketsu in the human body, the ninja can cut off their opponent's ability to control their chakra, limiting their means to attack, and possibly even killing them. First performed by Hyuuga Neji and Hyuuga Hinata in chapter seventy-nine. Only members of the Hyuuga Clan can use this style, as one must have the Byakugan to see the inner coil system of the human body.
Rank: C
Cp Cost: Byakugan must be activated.
Damage: 4 - 16 + Chakra mod.
Requirements: Hyuuga Clan
Training: 7 days
Special: When using the Juuken you do not add your Strength mod. to your attack bonus, you add your Dexterity mod. instead. Juuken depends on graceful attacks and not on powerful ones. (This is applied to all Hakke techniques.) When using Juuken to break out of certain, physical, chakra-based restraints (like the Spider bloodlimit's special webs), add Chakra mod. + 2 per 10 Chakra Control ranks.

Hakkeshou Kaiten (Eight Divination Palms of the Hand: Heavenly Spin)
Description: Hakkeshou Kaiten is a Taijutsu technique unique to the Hyuuga bloodline using the Jyuuken. Kaiten is a special technique passed down through the main family line. Kaiten takes advantage of several of the unique abilities of the Byakugan eye. Byakugan gives the clan member an almost complete 360 degree view of their surroundings. This allows the member to see all angles of attack.

If an attack is near, the clan member will release a large of amount of chakra from their tenketsu. The member then begins to spin like a top, creating a whirling vortex that can nullify almost any attack.
Rank: B
Cp Cost (Offensive): 60 Cp per round + 2 per extended feet
Cp Cost (Defensive): 30 Cp per round + 2 per extended feet
Damage (Offensive): 30 - 60 + Chakra mod. + 1/2 Chakra used (to all surrounding enemies within range) + 2 per 10 Taijutsu ranks
Damage (Defensive): Chakra mod. + 1/2 Chakra used (to all surrounding enemies within range)
Requirements: Hyuuga Clan, Juuken Kempo Ryuu
Training: 12 days
Special: Double damage dealt to all those in close range to the user. Provides full cover as long as it’s maintained (whether used in offensive or defensive combat against taijutsu and ninjutsu techniques), unless the opponent rolled a 20, thus being unable to counter with Juuken in time. Those in range to the Kaiten user are pushed/blown back considerably and are stunned for the following turn.

Hakke Rokujuuyonshou (Eight Divination Signs: Sixty-Four Palms of the Hand)
Description: Hakke Rokujuuyonshou is a Taijutsu technique unique to the Hyuuga bloodline. Hakke Rokujuuyonshou is a special technique passed down through the main family line. When an opponent is within the clan members divination field of attack, they can quickly begin their assault. The technique allows the clan member to use the Byakugan eye to see the inner chakra coils system. Using the Jyuuken style, they can force their chakra through their hands into the 126 tenketsu of the opponent's body. First the clan member will strike 2 times, then 4, 8, 16, 32 and finally 64. This damage forceably closes the tenketsu, stopping the chakra flow of the opponent. This then limits their opponents ability to use jutsu.
Rank: A
Cp Cost: 64
Damage: 128 + Chakra mod.
Fort DC: 10 + Half of Character Level + Chakra mod. + 1 per 10 Taijutsu ranks
Requirements: Hyuuga Clan, Juuken Kempo Ryuu
Training: 25 days
Special: You must roll an attack roll to see if your attack hits unless you are 5 levels higher than your opponent. Opponent is unable to access chakra for the rest of the battle and suffers internal bleeding (-1 Hp) every turn, no matter what their Hp is. A Fort DC also must be made by the opponent every turn to successfully move due to internal injuries. Must have medical attention immediately afterwards.

Hakke Hyakunijuuhachishou (Eight Divination Signs: One-Hundred and Twenty-Eight Palms of the Hand)
Description: Hakke Hyakunijuuhachishou is a Taijutsu technique unique to the Hyuuga bloodline. Hakke Hyakunijuuhachishou is a variation of Hakke Rokujuuyonshou, a technique passed down through the main family line. When an opponent is within the clan members divination field of attack, they can quickly begin their assault. The technique allows the clan member to use the Byakugan eye to make nearly double the normal 126 strikes, striking 254 times against their individual foe or opponents. First the clan member will strike 2 times, then 4, 8, 16, 32, 64 and finally 128 times.
Rank: S
Cp Cost: 128 (+1000 when inflicting lethal damage)
Damage: 256 + Chakra mod. (if lethal damage, this technique aims to destroy internal organs, add to the damage) 2000 - 4000 + Chakra mod.
Fort DC: 10 + Character Level + Chakra mod. (double Chakra mod. when lethal damage) + 2 per 10 Taijutsu ranks
Requirements: Hyuuga Clan, Juuken Kempo Ryuu, Hakke Rokujuuyonshou
Training: 50 days
Special: You must roll an attack roll to see if your attack hits unless you are 10 levels higher than your opponent. Opponent is unable to access chakra for 3 rp days and suffers heavy internal damage (-1 Hp) every turn, no matter what their Hp is. A Fort DC also must be made by the opponent every turn to successfully move due to heavy internal injuries. If lethal damage is inflicted, the opponent cannot continue the battle, no matter what their Hp is. Must have medical attention immediately afterwards.



Celestial gates
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.


Gate of Life
-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.

Gate of 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.

Gate of 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.



Summoning Contract-

~Stats~
LV. 44
Hp: 1100
Cp: 1672+836=2508
MHP:660
Strength: 16/3
Dexterity: 90/40 94/42
Constitution: 40/15
Intelligence: 50/20
Wisdom: 20/5
Charisma: 16/3
Chakra: 80/35
Dodge Bonus: 10+42+5=57 ((90 with byakugan activated.))
Base Attack Bonus: 44/39/34/29/24/19/14/9/4
Attack Melee: 86/81/76/71/66/61/56/51/46 ((with byakugan
Attack Ranged: 84/79/74/69/64/59/54/49/44

Base Save Bonus: 22
Fort: 37
Rex: 62 (97)
Will: 27

Damage: 4-16+35+40=79-91

~Skills~
20*40=880
Taijutsu: (Str) 200+3+16
Ninjutsu: (Chk) 90+35
Genjutsu sad int)65+12
Chakra Control: (Int) 100+12+8 due to Hyuuga +5 more when eyes activated.
Fuuin Jutsu: (Int) 30+12
Kawarimi:
Search: (Int) 20+35+44
Spot: (Wis) 5+35+44
Concentration: (Con)30
Survival: (Wis) 20
Listen:30
Move Silently: (Dex) 50+
Hide: (Dex)50+
Balance: (Dex)10+
Sense Motive: (Wis)55+
Seduction: (Cha) 30+
Gather Info:30
Diplomacy:10

~Possessions~
Radio
4 Bells
Money:


Ryo: 75,000

Equipment:
10 Hikari Dama: A ball which emits a tremendous flash of light that can temporarily blind an opponent. It will also extend any shadows, which can be beneficial for techniques such as the Shadow Copy Skill (Kage Mane no Jutsu).
Effects: First round:
Blind: character attack roll is reduced by -30, character loses all dex bonus to his dodge bonus also attacker receives a +10 bonus on his attack rolls.
Next 10 rounds:
Blurry vision: Character penalty is reduced to -10 attack roll for 10 rounds, however this penalty acts like a count down that is reduced -1 every round. His dodge bonus suffers the same penalty however he can adds half of his dex modifier to his dodge.

1 kunai



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





User-name: William_ruby
Posting:
Time zone:
~Character Data~
Name: Arashi Kagetachi
Village: Sound
Clan/Bloodline:
Element Affinity:
Age: 15
Gender: Male
Rank: genin

~Appearance~
User Image
Headband: usually never wears it.
Height: 5'6"
Weight: 115
Hair: purple
Eyes: red
Physical Description: He is slender but tough. Chest is well defined and he is extremely nimble. When he walks it seems like it's of the utmost grace and sometimes many don't even realize he is there when looking right at him.
Clothing: He usually wears nice outfits that most would go to a dinner in, not join a fight.
Background: He comes from a clan that trains there children at a young age. Growing up he was centered around love though. He was always the cutest child and some dislike him because of it. Though what they didn't realize is when no one was looking he trained hard.
Personality: He is carefree, lazy, likes to flirt, and when no one is looking he likes to pull pranks. His friends always come first.
Other:

Missions:

S:1
+10 shuriken
+15 ninjutsu
+5 int
+12 sneak
+5 dex
A:
B:
C:
D:

Jutsu:

Clan Abilities:


Jutsu Name: Shadow bending

Description of Jutsu: After years of living in the shadows and stalking his victims the mans body began to evolve. Finally all those many times where he has wish to be able to move out of the shadows without being seen if only for a little bit was possible. They do so by the movement of their body... It is hard for someone to naturally keep their eyes on the people of this clan even when they aren't hiding. While in conversation peoples eyes just seem to slip away from the face. The clan takes grasp of this ability to actually be able to sneak while in someones view.
Cp Cost: None
Damage: n/a
Requirements: Be a part of the Kagetachi clan.
Training:6 days
Special: If the user is within ten feet of any shadow they can hide in plain sight. The check against this is hide vs spot.


Jutsu Name: Shadow Strike
Description of Jutsu: This is an educated attack from the shadows that can leave the opponent paralyzed.
Cp Cost:
Damage: Depends on your sneak attack.
Requirements: 30 ranks in sneak attack and 10 ranks in knowledge(anatomy) Must be within the Kagetachi clan.
Training: 5 days and one day studying
Special: Using their knowledge of the body the user can strike
their opponent in a vulnerable area leaving them paralyzed if they study their opponent for one whole round before they make their attack. Dc fort save has to beat 10+users lvl+users int mod





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: The Int DC to see through a bunshin is 1/2 of your Chakra mod + 1/2 of your Int 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.
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.


Ninjutsu-

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.
Training: 7 days
Requirements: Chakra Control 10 + 2 per ball.
Special: If shuriken are hidden inside the fireballs, treat the shuriken attack as a Surprise Attack.

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~
LV. 8
Experience: 170/118
Hp:96
Cp: 40
MHp: 80
Strength:10 | mod = 0
Dexterity:29 | mod = 9
Constitution:14 | mod =2
Intelligence: 38| mod = 14
Wisdom:10 | mod = 0
Charisma:10 | mod = 0
Chakra:14 | mod = 2
Dodge Bonus: 19

Base Attack Bonus: 6/2
Attack Melee: 15/11
Attack Ranged: 15/11

Base Save Bonus: 4
Fort: 6
Rex: 13
Will: 4

Damage:
Taijutsu:8-14
Katana: 8-17
Shruiken: 10-11
kunai: 9-11
7d6 sneak attack
[any other weapon you use]

~Skills~ (anything in bold is a clan bonus)
37 rewarded skills
84 skills
Swim: (Str)

Balance: (Dex) 4
Escape Artist: (Dex) 4
Hide: (Dex) 4+22+20
Move Silently: (Dex) 4+22+20
Sleight of Hand: (Dex) 4
Tumble: (Dex) 4
Use Rope: (Dex) 4

Concentration: (Con) 2

Chakra Control: (Int) 10+10
Craft: (Int) 10
Disable Device: (Int) 10
Forgery: (Int) 10
Knowledge: (Int) 10+10
Repair: (Int) 10
Research: (Int) 10
Search: (Int) 10

Alchemy: (Wis)0
Listen: (Wis)0
Read Lips: (Wis)0
Sense Motive: (Wis)0
Spot: (Wis)0
Survival: (Wis)0
Treat Injury: (Wis)0

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

Ninjutsu: (Chk) 1+30-10
Genjutsu: (Int) 10+3
Taijutsu: (Str) 0-10
Fuuin Jutsu: (Int) 10
Kawarimi:
Kunai:
Shuriken: 10
Ninja Weapons:
Sneak Attack: 50+20

~Possessions~

Money:

Ryo: 75

Equipment:
18Shuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal.
Damage: 1 - 2 + Dex. mod.
Range: 40 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."

10Kunai: "Read description in melee weapons"
Damage: 1 - 4 + Dex. mod.
Range: 30 ft.
Special:

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

Valuables:

william_ruby


cheerios8

PostPosted: Tue Dec 04, 2007 3:21 pm


~Character Data~


Name:Tekkenseisai Raine:
Village: Sound:
Clan/bloodline: Tekkenseisai:
in game Stats:
-+2 Constitution per 5 levels.
-Damage received from Taijutsu and weapons is reduced by Con Mod.
-Normal Taijutsu damage dealt is raised to 3-9 instead of 1-6.
-Cannot use any kicking techniques, or learn any other fighting styles until Chunnin rank.
-Chakra used during Ninjutsus and Genjutsus is doubled.
-Training days to learn Ninjutsus and Genjutsus is doubled. Max Constitution is raised from 100 to 140.

Element Affinity: Earth
Age: 8
Gender: Male:
Rank: Academy student:

~Appearance~
User Image
headband:none
height: 4’3”:
weight:80lbs:
Hair: Raine's bright red hair is cut into a small mohawk that gradually gets longer towards the front of his head.
Eyes :Raine’s eye’s are bright blue with a tiny speck of gold next to his pupil.
Physical Description: Raine’s upper body is very built, he has naturally large hands and his shoulder are wide, these features will become more obvious as he grows up.
Clothing: Raine wears a black t-shirt with a hood which has about an inch of a white trim. His punkish style equips him with baggy shorts that cut off at his knees, they are covered with pockets that have abnormally large zippers. He also wears small metal bands around his wrists both the bands have a gold circle symbol resemabling a fist(the tekkenseisai symbol)
Background: Raine lives a happy life with his mother and, the only grief he has had in his life is the death of his older brother. Whom was found after a mission five swords in his stomach, a tear in his eye, and a smile on his face. Raine was proud of his brothers honorable death. And has never known his father.
Personality: courage and reliability come with his family’s name but Raine is also very open-minded. His attitude is often cheerful, but he does find himself feeling lonely. Raine is all ways the first own to jump into action, unfortunately he doesn’t all ways think before he speaks. And gets into many unexpected fights with people that more than out-level him.
Other: Raine likes to sit in large grassy field on sunny days. Or lay next to the rice feilds and watch animals.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV.1
Experience:49
Hp:10
Cp:2
MHp:10


Strength:6+6=12 | mod = 1
Dexterity:6+4=10 | mod = 0
Constitution:6+4=111 | mod = 0
Intelligence:6+3=9 | mod = -1
Wisdom:6+4=10 | mod = 0
Charisma:6+1=7 | mod = -1
Chakra:6+4=10 | mod = -1
Dodge Bonus:10

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

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

Damage:
Taijutsu:1-6

~Skills~


Chakra Control: (Int) 0+0=0
Ninjutsu: (Chk) 0+0=0
Genjutsu: (Int) 0+0=0
Taijutsu: (Str) 0+0=0

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

Concentration: (Con) 0+0=0
Craft: (Int) 0+0=0
Disable Device: (Int) 0+0=0
Forgery: (Int) 0+0=0
Knowledge: (Int) 0+0=0
Repair: (Int) 0+0=0
Research: (Int) 0+0=0
Search: (Int) 0+0=0

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

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

Fuuin Jutsu: (Int) 0+0=0
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapons: 0
Sneak Attack: 0


~Possessions~


Money:

Ryo: 00

Equipment:1kunai

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