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kouri-chan_xx Vice Captain
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Posted: Sun Feb 22, 2009 4:55 am
Contents:
page 1: Andou Takamura, Shin Hitokiri, Batosai Fubuki, Intobu Dakatsu, Kiketsu Tategami, Hiro Karite Wolvine Kokorobosoi-chi, Hachiro Akimitsu, Kazuma Nadiya Ashie Gwendolyn Fear Maggie Fubuki Akira
page 2: Lira Irathin Hoshigaki, Hiru Fubuki, Yoroi Kazuma Hoshigaki, Bansame Mirid Star & Lorin Kage Nikki Aozora Hagane Bala Brenk Gaius Silvanus Magnus Takasora, Karake Rei, Hitomi
page 3: Momokichi Triskal Marizuha Maboroshi, Mikaro Shiikyoku, Kenta Kirimononoko, Adrianna Kugutsu, Mokujin Shechi, Inari and Poka
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Posted: Sun Feb 22, 2009 4:58 am
Template:[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]
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
[b]Strength:[/b] [b]Dexterity:[/b] [b]Constitution:[/b] [b]Intelligence:[/b] [b]Wisdom:[/b] [b]Charisma:[/b] [b]Chakra:[/b] [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]
[align=center][b]~Skills~[/b][/align]
[u]Strength Modifier[/u]: [str mod here] Swim: Taijutsu:
[u]Dexterity Modifier[/u]: Balance: Escape Artist: Hide: Move Silently: Sleight of Hand: Tumble: Use Rope: Perform (Puppet Play):
[u]Constitution Modifier:[/u] Concentration:
[u]Intelligence Modifier:[/u] Chakra Control: Craft: Disable Device: Forgery: Knowledge: Repair: Research: Search: Genjutsu: Fuuin Jutsu:
[u]Wisdom Modifier:[/u] Alchemy: Listen: Read Lips: Sense Motive: Spot: Survival: Treat Injury:
[u]Charisma Modifier:[/u] Bluff: Diplomacy: Disguise: Gather Information: Handle Animal: Intimidate: Innuendo: Perform: Seduction:
[u]Chakra Modifier:[/u] Ninjutsu:
[u]Weapons[/u]: [add Strength or Dexterity modifier depending on circumstances] Kunai: Shuriken: Ninja Weapons:
[u]No Modifiers:[/u] Sneak Attack: Kawarimi:
[align=center][b]~Possessions~[/b][/align]
[b]Money:[/b]
Ryo:
[b]Equipment:[/b]
[b]Valuables[/b]
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kouri-chan_xx Vice Captain
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kouri-chan_xx Vice Captain
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Posted: Sun Feb 22, 2009 6:10 am
User-name: kouri-chan_xx Posting: Everyday Time zone: GMT+8
~Character Data~
Name: Andou (he won't tell you what his surname is, but rumours and hearsay can confirm that it contains the character 'ki/setsu/sai', which means cut, although how it's pronounced no one can say) Village: Kiri Clan/Bloodline: None, although he comes from a sword specialising family. Element Affinity: Water Age: 22 Gender: M Rank: High chuunin
~Appearance~
Headband: Ibiki-style. It's like a skullcap with the metal plate where his forehead is.  Height: 5'11" > 1.8m Weight: 154lbs > 70kg Hair: Light, wispy and platinum blonde it nonetheless is so thick and abundant that it usually resembles a lion's mane. It's quite a rare sight to see though, because Andou usually keeps it covered, whether with his headband, a bandana or a beanie in winter days. Now that he's seeing less combat, he keeps his headband off more too though. Eyes: Soft, brown and quite depressing to look at actually... Cassie says they look like a cuddly brown bear, while Batou is of the opinion that his eyes are rich like toffee. Andou likes to think that he can switch on a killer filter and make his eyes cold as ice... which he can. Physical Description: Andou keeps a lean figure for ease of quick dodging and travel. He trains daily and makes sure to stretch after any exercise to maintain lean muscles, since he's kind of a metrosexual like that. A severely repressed one. Despite his affinity for direct combat he has never gotten any scars from any missions and fights. He attributes that to his superior skill and just pure luck. Despite his thinness though Andou's muscles are toned and there is not one inch of unnecessary fat on his body. Nor one millimetre either. Clothing: Check the pic... anything loose and comfortable that looks like that. Andou prides comfort over appearance. Background: Andou was always a bit of a downer. He came from a katana-specialising family and after graduating the academy he was put into a team with Batou and Cassie and annoyed them for a while with his alternating superiority and pessimism, until they made up after a particularly eventful mission. They made a great lame joke out of their team, calling themselves the ABC team. They had happy times and all that, and their hanging-out activities ranged from sneaking into the Kage's office to sneaking onto Cassie's boat (obviously, they had a wide variety of things to do). But then Cassie had to leave Kirigakure, and shortly after Sensei was promoted to chuunin. The team split up. Batou did follow him into chuunin-hood a year later, but it was never the same. Andou had had a crush on Cassie and was devastated when she did not return when promised, and never forgave her for that (although it's likely that she isn't aware of this). Also, around this time Andou's father died in a mission. All this contributed him to conclude that caring was overrated and he slowly withdrew into himself, keeping only a professional attitude to survive. He applied and was accepted into CORAL, the Kirigakure secret shinobi service, where he received training to become the perfect human machine. It was during his service to CORAL that he received his new code name, "Sensei", that he would be known as for several years. Gradually he lost much of his capacity to feel and only his friendship with Batou kept him truly sane. He was never really an excellent CORAL agent due to this, but he did his job and life remained like this for several years. After Mistress, the Water Master, took over the village she disbanded CORAL in a fit of paranoia, worrying that these shinobi would depose her. She needn't have worried - they were by then programmed to serve the authority. Since Sensei was not the best-programmed agent, however, he opposed her way of thinking but was smart enough to know that he couldn't fight her alone. He kept a low profile and applied for a job at the academy. His reasoning was that he had to keep the new generation from being polluted by her thinking. Despite this one very strong anarchic thought he kept the rest of his activities strictly neutral. However, one thing he could not give up in her bordering-on-openly-anti-gypsy regime was his friendship with Batou. By that time they had reached an adult understanding with each other and he pushed for his best friend to become Mistress' assistant. Perhaps due to this course of action the Master and the gypsy community never came to direct combat. The stress of the situation made the apathy that CORAL and even Andou himself had tried to cultivate for so long so strong that he almost lost all sense of self. However, the return of Cassie, a full five years after promised, turned all that on its heels. They still haven't made up and they still live their separate lives. But her mere presence, as lame as it sounds, irritated Andou so much that he found himself showing more of his personality day by day. After the second recent invasion of Kiri, this time by the Earth Master, Andou inexplicably found himself in a leadership position. So far, he has coordinated the rebuilding smoothly and successfully. But he recognises the need for a strong leader to pop up soon and subconsciously realises that maybe, just maybe, it's him. But he still has a long way to go... Because of his vast experiences, it's easy to forget that he is only 22. Personality: Andou is blunt, direct, depressing, pessimistic, caustic, sadistic and more. He has embraced his training as a shinobi and is not above underhanded tactics such as poison, ambush and deceit. And we're only talking about allies and neutrals here. It is his firm belief that a person always has to be ready for anything and perhaps that is why the closer he is the you, the more he tries to test you. However, he would never really cause you true harm and if he sees you about to bite the bullet, he'd do anything to save you. Other: He's bleeding money all over the place because he inherited money from his dead family. It seems like his house was one of the few unaffected by the massive landslides and earthquakes that plagued the rest of Kirigakure after the Earth Master's invasion. Andou is a perfect example of karma never hitting you, at least not financially. When he does bother to enter lotteries and luck contests he always wins one of the top prizes without fail.
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 jutsu 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.
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.
Mizu Bunshin no Jutsu (Water Doppelganger Technique) Creates one or more identical copies of the user out of water. More similar to Kage Bunshin no Jutsu (Art of the Shadow Doppelganger) than to a normal Bunshin no Jutsu (Doppelganger Technique), these clones are capable of attacking, except for the fact that each clone's power is only half of the user. Also, the clones can only be controlled within a certain radius of the user. That is the technique's weakness. This is considered to be the Water Style equivalent to the Leaf Village's "Kage Bushin no Jutsu" (Shadow Doppelganger Technique) mainly because it divides up the user's attention and chakra to an extent. Rank: C Cp cost: 15 per clone Damage: Each clone has half of most of your stats Requirements: Be from Mizu or Taki or have Water Affinity and be taught by a shinobi from there. Training days: 3 days. Special: *Mizu Bunshin cannot perform any nin or genjutsu other than Water elements by themselves. They can, however, perform taijutsu that don't require CP. *Reflex and Dodge Bonus increased by half compared to user's base stats. *Clones have to stay within same thread as user and within eye or ear shot of them as well Clones HP: 10 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP
Kiri Gakure no Jutsu (Hiding Mist Technique) This jutsu envelops the surrounding area in a dense mist, causing anyone within it to lose the advantage of sight. Cp cost: 10 + 1 per minute the jutsu is mantained. Damage: N/A Requeriments: Chuunin or higher; Water Affinity; Kirigakure only Training days: 10 days.
Medical Technique: Minor Chakra Heal By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. [No bones can be repaired by this technique.] Cp Cost: 10 per round Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal. Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12) Training: 8 days
Mikazuki no Mai (Dance of the Crescent Moon) Creates three solid Bunshin of the user, which along with the user attacks in a complicated sword-dancing pattern which confuses the opponent. Cp cost: 25 CP + Cp for creating bunshin Damage: double katana damage. Requirements: A jutsu which produces solid bunshin (Kage bunshin/grass/sand/water/earth), Ninja Weapons (Katana) 50+ Training days: 14 days
Genjutsu-
Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique) Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion. Cp cost: 20 Damage: 10 - 25 + int mod + Genjutsu bonus Requirements: Genjutsu 15 Ranks Training days: 5 days. Will Save:10 + half user's level + half int mod + half wis mod Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls
Taijutsu-
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 - 12 Requirements: Taijutsu 20 ranks. Training days: Must keep training all the time.
Summoning Contract-
~Stats~ LV. 20 Experience: 485/1000 Hp: 340 Cp: 120 [how shitty rofl ] MHp: 360
Strength: 11 + 32 + 1 = 44 Dexterity: 11 + 15 = 26 Constitution: 11 + 13 = 24 Intelligence: 11 + 17 + 4 = 32 Wisdom: 11 + 15 = 26 Charisma: 11 + 11 = 22 Chakra: 11 + 5 = 16 Dodge Bonus: 26
Base Attack Bonus: 20/15/10/5 Attack Melee: 37/32/27/22 Attack Ranged: 28/23/18/13
Base Save Bonus: 10 Fort: 17 Rex: 18 Will: 18
~Skills~ [180 points]
Strength Mod: 17 Swim: 5 Taijutsu: 20 Ninja Weapons (Katana): 84
Dex Mod: 8 Balance: 4 Escape Artist: 2 Hide: 4 Move Silently: 4 Sleight of Hand: 0 Tumble: 0 Use Rope: 1
Constitution Mod: 7 Concentration: 0
Intelligence Mod: 11 Chakra Control: 12 Disable Device: 0 Forgery: 0 Knowledge (Life Sciences): 5 Knowledge (Current Events): 0+10 Repair: 0 Research: 0+20 Search: 0 Genjutsu: 10 Fuuin Jutsu: 0
Wisdom Mod: 8 Alchemy: 2 Listen: 2 Read Lips: 0 Sense Motive: 4 Spot: 2 Survival: 0 Treat Injury: 10
Charisma Mod: 6 Bluff: 2 Diplomacy: 2 Disguise: 0 Gather Information: 2 Handle Animal: 0 Intimidate: 2 Innuendo: 2 Perform: - Seduction: 0
Chakra Mod: 3 Ninjutsu: 0
Modless Kawarimi: 0 Kunai: 0 Shuriken: 0 Sneak Attack: 0
~Possessions~
Money:
Ryo: 1000
Equipment: Katana + a bajillion more types of blades at home.
Valuables Picture of Cassie, unknown to her of course.
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Posted: Tue Feb 24, 2009 12:34 am
Updated on April 12thUser-name: luvmonke Posting: 2+ posts a day Time zone: Eastern
~Character Data~
Name: Shin Takamura Village: Kirigakure Clan/Bloodline: Masuta – Katanakaji (Master of Arts, Swordsmith branch) +1 Int every 8 levels + 1 to Craft: Blacksmith every 2 levels + 2 to desired ninja weapon skill every 5 levels Element Affinity: Water and Earth Age: 12 Gender: Male Rank: Academy Student
~Appearance~ 
Headband: None Height: 5' 1" Weight: 140 Hair: Dark Blue Eyes: Light Brown Physical Description: [im.g]http://img340.imageshack.us/img340/6906/avml5.jpg[/img] Clothing: He wears a blue vest that is adorned with a several pockets all with waterproof lining on the inside the zipper is usually left half done. Underneath is a red hoodie with black sleeves and thick black jeans and dark blue boots. He also wears a light blue full body wetsuit underneath it all which is normally not visible and blue gloves. Background: The Takamuras are rather timid people, ones who run when the fighting starts. This is a result of or this is the cause of why few attend the academy and none have passed so far. Shin hopes to break such a bad habit and make his family name known. He comes that by becoming a strong shinobi his clan will no longer be called the Timid Takamuras but rather the Teriffying Takamuras. As his clan does not fight and he is the first to really attempt to become a ninja, they are no family techniques to be passed on. Any jutsu that may be associated with his clan would have to created by him or his descendants. Personality: Shin is a rather straight forward individual, one who does not beat around the bush but comes to conclusion quickly and sticks to them. He is fierce in combat with a almost self-sacrificial spirit, one that yearns to break free of the shame associated with his family name. Creative and quick on his feet, he is always thinking ahead to the next step. Other: Wears a pair of orange goggles.
~Missions~
S: A: B: C: D:
~Jutsu~
Ninjutsu
Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique. Cp cost: 2 "+1 per minute the jutsu is maintained" Damage: N/A Requirements: Learn in the Academy. Training days: Academy time. Chakra control check DC: 10 Special: Add chakra mod to your Disguise check.
Bunshin no Jutsu (Doopleganger Technique) This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent. Cp cost: 1 pt. per bunshin. Damage: N/A Requirements: Academy students learn it on the academy as a basic jutsu. Training days: Academy. Chakra control check DC: 5 per bunshin. Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created. *The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit. The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.
Nawanuke no Jutsu (Rope Escape Technique) A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu. Cp cost: 1 Damage: N/A Requirements: Learn in the Academy. Training days: Academy time. Special: Roll an escape artist skill check when using this. Add your chakra mod to the check.
Genjutsu
Taijutsu
Summoning Contract-
~Stats~
LV. 3 Experience: 68 / 120 Hp: 33 Cp: 12 MHp: 27
[(base + distribute) + train + level = total]
Strength: 10 + 7 + 0 = 17 | mod = 3 Dexterity: 11 + 1 + 2 = 14 | mod = 2 Constitution: 8 + 4 + 0 = 12 | mod = 1 Intelligence: 10 + 0 + 0 = 10 | mod = 0 Wisdom: 8 + 0 + 2 = 10 | mod = 0 Charisma: 8 + 0 + 0 = 8 | mod = -1 Chakra: 8 + 2 + 2 = 12 | mod = 1 Dodge Bonus: 12
Base Attack Bonus: 3 Attack Melee: 6 Attack Ranged: 5
Base Save Bonus: 1 Fort: 2 (+1 for marine poisons) Rex: 3 Will: 1
Damage: Taijutsu 4 ~ 9
~Skills~
[distribute + train]
Str Mod: 3 Swim: 0 + 2 Taijutsu: 0 + 1 Ninja Weapons (Katana): 0 + 5
Dex Mod:2 Balance: 0 + 5 Escape Artist: 0 + 2 Hide: 0 + 1 Move Silently: Sleight of Hand: 0 + 1 Tumble: 0 + 2 Use Rope: 0 + 2
Con Mod: 1 Concentration:
Int Mod: 0 Chakra Control: 0 + 11 Craft: Blacksmith: 0 + 0 + 1 Disable Device: Forgery: Knowledge: Repair: Research: Search: Genjutsu: 0 + 3 Fuuin Jutsu:
Wis Mod: 0 Listen: Read Lips: Sense Motive: Spot: 0 + 2 Survival: 0 + 1 Treat Injury:
Cha Mod: -1 Bluff: Diplomacy: Disguise: Gather Information: Handle Animal: Intimidate: Innuendo: Perform: Seduction:
Chk Mod: 1 Ninjutsu: 0 + 4
Modless Kawarimi: Kunai: 0 + 1 Shuriken: 0 + 1 Sneak Attack:
~Possessions~
Money: Ryo : 0
Equipment: Red goggles
Valuables His manly biceps.
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Posted: Thu Feb 26, 2009 2:36 pm
User-name: Black n White_07 Posting: 2-3 times a day, when I get time Time zone: GMT
~Character Data~
Name: Batosai Hitorki Village: Kirigakure Clan/Bloodline: none Element Affinity: Earth Age: 12 Gender: Male Rank: Academy Student
~Appearance~
Headband: none Height: 5' 5" Weight: 130 Hair: short straight black hair Eyes: big blood red eyes. They at times look intimidating from the distance but up close they give off this beauty as the moon light glares on them. Physical Description: He pretty thin, but not like a stick. He works out a lot in the sun, but he also attends to his studies too. Because of this he sorta tan, not really tan just enough so that he doesn't look pale. The workouts and training had made pretty muscular for his age. His studies has also made pretty smart kid.
Clothing: He has many variety of attires ranging from clothes for training to clothes for formal occasions
Background: Batosai was born in the land of water 12 years ago in a small, poor village. He never had a father, there is no known information about him or his whereabouts. The only information was rumors. Some said he was a ninja who died in war. Some said that he was a business man who abandoned him and his mother. Some said that he had no father to begin with. So Batosai was raised by only his mother. Within the years of raising him, she actually never really mentioned or talked about his father. Batosai never really cared for his father anyway. To him his father was just a man, nothing more, nothing less.
His mother was a gentle woman with a lot of spirt in her heart. Batosai was more quiet and to himself then all the other children were, but yet his mother still loved him for who he was. Also unlike his mother, Batosai never really showed that he loved her, when she showed it like he was her entire world. Even if he never showed that he loved her, she was only thing important to him. Cause of this he sworn he would be strong and protect his mother from everything. This oath kinda brought them closer. So after all of those years of raising Batosai she never showed concerned about Batosai having a father figured since he showed such strength as a child.
He was raised by his mother for 8 years before his mother died. There was war at the time, and it unfortunatly came to Batosai's home. Batosai can remember that night like it happened yesterday. All the death and destruction around as the fires rised high into the sky, as he was on his knees over his dead mother.
As of that day he decided not to get close to anyone for as long as he lived. This promise to himself wasn't hard for keep as he had no one else left in the world. He was all alone without no one to help him throught all of this pain he had. He also lost his home in the fighting as it raged on all through the night. So not only his was alone but he had nowhere to call home.
So thats was the day when Batosai left his village, which was laid to ruins. He began to travel a great distance throughout the land, discovering a vast world for him to call home. He met so many people and see so many places. It just amazed him that their was all of this outside of his old home. He didn't try to think about his home as he wanted to forget the fires, destruction, and death all around him, especially his mother. This and the lonliness he had made him cold and emotionless.
It didn't take long for him to find a place to live as he found a temple of scholars and monks. He was accepted as a member of their family. As two years progressed Batosai was able to read scrolls in just about every subject. He gained so much knowledge that it impressed the scholars. He also began to meditate with the monks as he was trying to learn their ways and culture. Batosai, a ten year old child, found a place called home. But even though he found home, he never could forget what happen a year ago in his village. It haunted him like a leech attached on your skin that won't let go.
As time progressed, he started to read scrolls of the history of ninja. He was astonish on how ninjas went through so much and lived on to this very day. So he began to learn about their ninja way. He started to channel his chakra, learn hand to hand combat from some of the monks. and trying to learn jutsus with the help of the scholars. The scholars and monks were very supportive in what Batosai was trying to accomplish. But as Batosai tried harder, the more he had fail. But within time Batosai learned basic hand to hand combat, learned to channel his chakra correctly. This is when Batosai decided to become a ninja. But he knew that he couldn't do it alone, but he couldn't have help from the scholars and monks either. So he packed up what he had left and set out to the village in the mist, so that he could accomplish his goal.
Personality: He is still quiet person who mainly keeps to himself. He only talks when he wants to, but that so far seems to rarely happen. Even though he can be quiet he is actually pretty smart. But he chooses not due to his arrogance. His arrogance also makes him one of those type of people who hard to understand when they don't show any emotion, like they keep to themselves. Other:
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~ LV. 1 Experience: 51/100 Hp: 9 Cp: 4 MHp: 8
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Strength: 9 l mod = -1 Dexterity: 8 l mod = -1 Constitution: 9 l mod = -1 Intelligence: 12 l mod = +1 Wisdom: 7 l mod = -2 Charisma: 6 l mod - -2 Chakra: 12 l mod = +1 Dodge Bonus: 10-1 (dex mod)- 2 (wis mod)= 7
Base Attack Bonus: 1 Attack Melee: 0 Attack Ranged: 0
Base Save Bonus: 0 Fort: -1 Rex: -1 Will: -2
~Skills~ Skill points: 1 (int mod) x 1 (lvl)= 1 skill point
Strength Modifier: -1 Swim: -1 Taijutsu: -1
Dexterity Modifier: -1 Balance: 1 Escape Artist: -1 Hide: -1 Move Silently: -1 Sleight of Hand: 1 Tumble: 1 Use Rope: -1 Perform (Puppet Play): -1
Constitution Modifier: -1 Concentration: -1
Intelligence Modifier: +1 Chakra Control: 1 Craft: 1 Disable Device: 1 Forgery: 1 Knowledge: 1 Repair: 1 Research: 1 Search: 1 Genjutsu: 1 Fuuin Jutsu: 1
Wisdom Modifier: -2 Alchemy: -2 Listen: -2 Read Lips: -2 Sense Motive: -2 Spot: -2 Survival: -2 Treat Injury: -2
Charisma Modifier: -2 Bluff: -2 Diplomacy:-2 Disguise: -2 Gather Information: -2 Handle Animal: -2 Intimidate: -2 Innuendo: -2 Perform: -2 Seduction: -2
Chakra Modifier: +1 Ninjutsu: 4
Weapons: [add Strength or Dexterity modifier depending on circumstances] Kunai: -1 Shuriken: -1 Ninja Weapons: -1
No Modifiers: Sneak Attack: 0 Kawarimi: 0
~Possessions~
Money:
Ryo:
Equipment:
Valuables
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Posted: Sat Feb 28, 2009 8:04 am
User-name: Ponpon-kun Posting: Often Time zone: Central Standard Time
~Character Data~
Name: Intobu Fubuki Village: Kirigakure No Soto Clan/Bloodline: Fubuki Element Affinity: Wind/Ice Age: 9 Gender: Male Rank: Academy Student
~Appearance~
Headband: N/A Height: 51 (inches) Weight: 82 (lbs) Hair: Raven colored hair sits on Intobu's head. Ending right above his shoulder length and silky. Asymmetrically cut, leaving his dark bangs over most of his left eye. Eyes: Light grey in color. Medium sized and almond shaped. Physical Description: Intobu's dark hair compliments his rather pale complexion. Making him seem even lighter. His raven hair frames his heart shaped face. Intobu's body has a small frame, though his limbs seem rather long compared to his body. Clothing: Being of the noble Fubuki clan, Intobu wears 'acceptable' clothing. Most often, he wears a simple cream colored child's kimono. The sleeves hemmed to just above his wrist and his black gauntlet, customary by the Fubuki. Intobu wears white socks and wooden sandals under his kimono. Background: For centuries the Fubuki of Kirigakure No Soto have carried out sentry duty around the village. Defending the gates and the Mizukage himself. It respectful among the clan members to protect Kirigakure. This is the life Intobu's father decided to take. He guared the eminence Mizukage's office building to the northern part of the village. He was an upstanding man, followed orders and was liked by all. Though, he had a secret. Against the insistence of clan leaders, the man had an affair with an already married woman. The action went on for quite some time before it was even picked up. Though once the woman began to show signs of pregnancy there was nothing that could help the couple. Elders did not take kindly to the find the already maritally joined woman to be expecting. They ordered the adulators to be separated. The father, stripped of his duties and shipped to Yukigakure No Soto. As for Intobu and his mother, elders forced them to live in the Fubuki Compound. His mother, now alone and unmarried, fell into despair. After years of being with only her child, the now mad Fubuki woman left. Without a word to anyone. The saying 'it takes a village to raise a child' is true in Intobu's state. As he was raised up to this point by fellow clan members living in the compound. Personality: Many people who know Intobu would say he has an 'old soul'. He comes across as someone who's seen it all. Though, that is clearly not the case. He sees most situations differently from others, often using logic and weighing his options before reacting. Other:
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~ LV. 1 Experience: 0 / 100 Hp: 9 Cp: 4 MHp: 11
[ base + distrib + clan + training = Mod ]
Strength: 6 + 4 + 0 = 0 Dexterity: 6 + 2 +4 + 0 = 1 Constitution: 6 + 2 + 0 = -1 Intelligence: 6 + 4 + 0 = 0 Wisdom: 6 + 4 + 0 = 0 Charisma: 6 + 2 + 0 = -1 Chakra: 6 + 2+5 + 0 = 1 Dodge Bonus: 10 + 0 + 1 = 11
Base Attack Bonus: 1 Attack Melee: 1 Attack Ranged: 2
Base Save Bonus: 0 Fort: -1 Rex: 1 Will: 0
~Skills~
Strength Modifier: 0 Swim: Taijutsu:
Dexterity Modifier: 1 Balance: Escape Artist: Hide: Move Silently: Sleight of Hand: Tumble: Use Rope: Perform (Puppet Play):
Constitution Modifier: -1 Concentration:
Intelligence Modifier: 0 Chakra Control: Craft: Disable Device: Forgery: Knowledge: Repair: Research: Search: Genjutsu: Fuuin Jutsu:
Wisdom Modifier: 0 Alchemy: Listen: Read Lips: Sense Motive: Spot: Survival: Treat Injury:
Charisma Modifier: -1 Bluff: Diplomacy: Disguise: Gather Information: Handle Animal: Intimidate: Innuendo: Perform: Seduction:
Chakra Modifier: 1 Ninjutsu:
Weapons: Kunai: Shuriken: Ninja Weapons:
No Modifiers: Sneak Attack: Kawarimi:
~Possessions~
Money:
Ryo:
Equipment:
Valuables
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Posted: Mon Mar 02, 2009 5:48 am
User-name:Katz the Nine Lives Posting:Weekdays are sporadic. Weekends iffy because of dial up. Time zone:US Eastern (GMT-5) Updated: 12 July 2008
~Character Data~
Name biggrin akatsu Kiketsu (family name first) Village: Mist Clan/Bloodline: Yakushi Element Affinity:Wind Age:10 Gender:Male Rank:Academy Student
~Appearance~

Headband:None Height:4'10 Weight:88 lbs Hair biggrin ark purple, short dread locks. They are wildly around his head. One dread hangs in front of his face like a bang of hair. Eyes:Serpentine lime with darkened skin running under his eye and at the sides of his nose.
Physical Description: Kiketsu is a bit on the scrawny side. He's slightly short and very light. Skin pale as snow and the darkened bags under his eyes give the impression of a sickly child which is far from the truth. His face has a roundness to it with a stubby nose and elliptical eyes. Similar to a snake, his tongue can extend much further than a normal person. On top of his tongue is a deep slash mark. His front teeth are also more reminiscent of the fangs of a snake rather than normal human teeth.
Clothing:Kiketsu wears a zippered shirt with long sleeves that hide his hands most of the time. The shirt is a dark blue and at the end of the sleeves is a hexagon pattern in green. On the left arm of the sleeve is the symbol of a scorpion with a snake as its tail in white. Over this shirt is a white sleeveless vest. On the back of this vest is the kanji for 'Orochi'. His pants are a light brown color. His left side covers his entire leg aside from the sandal. The other side is pushed up to his ankle. Bandages are worn the ankle until it reaches his sandal. On both pant legs are zippers just below the knee allowing Kiketsu to take off the lower parts of the pants making them shorts. In his left ear is a silver earring.
Background:Kiketsu was found as a baby by the Dakatsu family. Intrigued and curious by his appearance they took in the baby. He grew up in a town with his father, Batsu, mother, Joshou, and older sister, Midoru. The town had regarded Midoru as genius and she was always ahead of her little brother. Midoru was able to become a shinobi, which only caused Kiketsu to become more jealous. Kiketsu's parents had always favored Midoru over him, but her unique promotion within the town made him almost completely ignored. This only spurred his jealousy which lead to unfortunate events.
A group of rouge shinobi planned on taking over the town and Kiketsu became the trigger that released these shinobi. They planted hopes of making Kiketsu a shinobi greater than his sister if he would give up the town's guarded secrets. Once the shinobi acquired all the information they needed, they struck the village. Almost everyone within the town was slaughtered. Kiketsu watched helplessly as two shinobi, one with red eyes and the other with purple, cut through his parents and slit his sister's throat.
The next day the survivors exiled Kiketsu, cutting his tongue as a reminder that he shouldn't speak so freely. Kiketsu wandered around different towns for the next two years, never staying because of the way he looks. Eventually his nomadic lifestyle would bring him across a certain village....
Timeline: -16yrs: Midoru born -10yrs: Kiketsu found and adopted -5yrs: Midoru's genius earns town's appreciation. Kiketsu jealous -4yrs: Midoru becomes ninja. Kiketsu comes to despise his sister. Kiketsu begins to talk with shinobi outside the village -2yrs: Shinobi attack town. Kill 90% population. Kiketsu's family killed. Remaining survivors exile Kiketsu. Wanders the land 0yrs: Kiketsu resurfaces
Personality:Four words have been used to describe Kiketsu. Apathetic, selfish, stiff, and rude. At least three of those are true. Selfishness has become part of his personality based on his childhood. He went from two extremes; to being spoiled to being neglected which has spouted negative effects upon him. Once the tragedy occurred and his life became a trial in fending for himself, there was no need to care for anyone else, but his own need.
His rudeness is really just Kiketsu being direct with people. Even though the boy is usually quiet, the times he does speak up it is strong, clear, chaste, blunt and severe depending on the topic at hand. This can also make him seem arrogant in the eyes of others. The feelings for others are secondary if Kiketsu is trying to get a point across.
Decency and efficiency is one that runs (or ran) through the Dakatsu family. At times he can be rude, but this is only to people he does not take a liking to. To seniors that he respects, Kiketsu is polite in speech and manner. Because of his noble background, Kiketsu retains his composure in most situations not discerning much emotions. This also makes it seem as if the boy cannot take a joke and is too rigid (which is partially true).
His apathetic tendencies are derived from continuous events in his life. The neglect of his parents and a unique physical appearance that differentiated him from others caused him to indifferent and unfeeling to others around him. During his exile these feelings of impassiveness and callousness grew till it would seem that the boy is emotionless. The short years of solitude were enough to make the child forget how to express emotions.
Don't be fooled though. It may be rare, but the child does express emotions like anger when under stress. During anger his face is etched closer to a smirking predator and his speech becomes more frequent and caustic. The even rarer times when he smirks or smiles out of joy, you may be able to see a fang or two.
A trait that many may not notice immediately is Kiketsu's avaricious appetite for learning and a vast amount of curiosity. Once his curiosity is perked the child won't be deterred until his mind finds an answer. This causes him to analyze things, using his sense of touch, smell (and even taste) upon the object that peeks his curiosity. During these times Kiketsu can forget about another person's personal boundaries.
Other:Likes: Plums, wild meat, sun bathing, books on reincarnation, winning, learning.
Dislikes: The color red (despises it), mongooses, chocolate, silly people, losing.
What you didn't know: Dakatsu means serpent and scorpion, Kiketsu means beginning and end. Over his years as a stray Kiketsu began to create his own version of a bingo book from the shinobi he's seen. His sketching is not bad, although he tends to create names for people (even if he knows their name). As of now, only one shinobi has their actual name within this book.
What Kiketsu doesn't want you to know: During the times Kiketsu makes facial expressions, it can be seen that his tongue will flicker across his upper lip before and sometimes during the expression. He dislikes when people point this out to him.
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.
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~
LV. 2 Experience: 16/110 Hp:16 Cp:4 MHp:22
*green=Yakushi clan mods *blue=Training >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Strength:11[+5] | mod = 0 Dexterity:12[+5] {+1}| mod = 1 Constitution:6[+2] [-2]| mod = -2 Intelligence:15[+3] [+4] {+2}| mod = 2 Wisdom:12[+6] | mod = 1 Charisma:2 [-4]| mod = -4 Chakra:8[+2] | mod = -1 Dodge Bonus:12
Base Attack Bonus: +2 Attack Melee: 2 Attack Ranged: 3
Base Save Bonus: +1 Fort: 0 Rex: 2 Will: 2
Damage: Taijutsu: [any other weapon you use]
~Skills~
>>>PLEASE INCLUDE ONLY THE ONES YOU ARE SUPPOSED TO HAVE AS YOU HAVE A LIMITED AMOUNT OF SKILLS. FOR MORE INFORMATION CHECK THE 'SKILLS' SECTION OF THE STEP BY STEP THREAD. ALSO PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<
Swim: (Str)
Balance: (Dex) 2 Escape Artist: (Dex) Hide: (Dex) 1 Move Silently: (Dex) Sleight of Hand: (Dex) 1 Tumble: (Dex) 2 Use Rope: (Dex) Perform Puppet Play: (Dex)
Concentration: (Con)
Chakra Control: (Int) 2 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) 2 Survival: (Wis) 1 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) 3 Genjutsu: (Int) 1 Taijutsu: (Str) 1 Fuuin Jutsu: (Int) Kawarimi: Kunai: Shuriken: Ninja Weapons: Sneak Attack:
~Possessions~
Money:
Ryo:0
Equipment:none
Valuables:Vest with the 'Orochi' kanji on the back
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Posted: Mon Mar 16, 2009 5:29 am
Username: Nightzblade
Time Zone: Eastern
Posting: at least three times a day
Name: Hiro "The Roaring Ocean" Tategami
Village: Kirigakure
Clan/Bloodline: Tategami
Element Affinity: earth, water
Age: 18
Gender: Male
Rank: Gennin
Headband: tied around his right arm.
Height: 5’ 8”.
Weight: 187.
Hair: Hiro's silver hair does not hang long but stays to right about his shoulder line usually in a tight pony tail with two bangs by his left eye.
Eyes: glowing red eyes with cat like irises. Usually change to a glowing green cat like in battle.
Physical Description: Hiro has grown into a muscular man, he has a fairly natural tan skin tone he wears a sleeveless black T-shirt. He has a scar on his right forearm that climbs up to his shoulder from a kunai. He has a Birth Mark on his chest that resembles a lion paw and a tattoo given at birth for the clan summoning on his back of a lion head.
Clothing: His Black sleeveless t-shirt reaches to about his belly button. He wears white pants that reach to his mid shin area. Followed by his ninja sandals. He carries a chain necklace with a lion head on it and his Tategami ring proving him head of the clan
Background: Hiro is a strong and gifted ninja. He trains hard for one reason. One day he hopes to protect his village like so many great shinobi before him, but one reason in particular is his two friends Mizu and Takara. They have always been there for him and he wishes to return the favor. Now Takara is dead and Mizu is M.I.A. He has no reason to live. Hiro was born an orphan and was left alone most of his life but Mizu and Takara where always there no matter what. They were Hiro's family and Hiro learned quickly to protect them. It became a instinct of a sort. So as a Ninja he hopes to do the same not just for them but the village as a whole. He has failed once. He swore he would not fail again.
Other: If there is one thing Hiro cant stand is people who quite before they even get to the hard part
Missions: S: 0 A: 0 B: 0 C: 1 D: 2
Jutsu:
Ninjutsu-
Kawarimi no Jutsu (Replacement Technique.) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 1 Damage: N/A Requeriments: Must have something to replace with. Training days: Academy time.
Nawanuke no Jutsu (Rope Escape Technique) A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu. Cp cost: 0 Damage: N/A Requeriments: Learn in the Academy. Training days: Academy time. Special: Roll an escape artist skill check when using this.
Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique) The user, emerging from the ground below the target area, pulls down (or possibly swaps places with) the opponent so that only their head is above ground. Cp cost: 6 Damage: N/A Requeriments: Genin or highter rank. Must be trained to learn the jutsu. Training days: 3 to 7 days. 2 - 5 With earth Affinity.
Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination. Cp cost: 1 per ft Damage: N/A Requirements: Dexterity 20+ Training days: 3 days. Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.
Mizu Bunshin no Jutsu (Water Doppelganger Technique) Creates one or more identical copies of the user out of water. More similar to Kage Bunshin no Jutsu (Art of the Shadow Doppelganger) than to a normal Bunshin no Jutsu (Doppelganger Technique), these clones are capable of attacking, except for the fact that each clone's power is only one-tenth of the user. Also, the clones can only be controlled within a certain radius of the user. That is the technique's weakness. This is considered to be the Water Style equivalent to the Leaf Village's "Kage Bushin No Jutsu" (Shadow Doppelganger Technique) mainly because it divides up the user's attention and chakra to an extent. Cp cost: 4 per bushin. Damage: Bushin deal 1/3 of your normal damage. Requeriments: Water Affinity. Training days: 3 days.
Suirō no Jutsu A move used to trap the victim inside a virtually inescapable prison of water. The only downside to this technique is that the user must keep one arm inside the water sphere at all times in order for the victim to remain imprisoned. This Jutsu cannot be performed without a sufficiently large body of water to supply the water for it. Cp cost: 20 + 1 per round the jutsu is holded. Damage: N/A Requeriments: Water affinity, water supply chakra 20 + Training days: 15 +
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
Genjutsu-
Bunshin no Jutsu: This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are substanceless, and cannot do anything to damage the opponent. Cp cost: 1 pt. per bushin. Damage: N/A Requeriments: Accademy students learn it on the accademy as a basic jutsu. Training days: Accademy. Chakra control check DC: 5 per bushin.
Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique. Cp cost: 2 "+1 per minute the jutsu is mantained" Damage: N/A Requeriments: Learn in the Academy. Training days: Accademy time. Chakra control check DC: 10
Kakuremino no Jutsu (Cloak of Invisibility Technique) This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible. Cp cost: 0 Damage: N/A Requeriments: Learn in the academy. Training days: Academy time.
Taijutsu-
Kage Buyo (Shadow of the Dancing Leaf) While the target is airborne, the user jumps in such a way as to appear below the target while following a similar trajectory through the air. Since the victim is airborne, he is in a vulnerable position to a more damaging attack such as Omote Renge or Shishi Rendan. Cp cost: 1 Damage: 0 Requirements: Gouken Training days: 1 day.
Sennen Goroshi (One Thousand Years of Death) A very simple Taijutsu technique with a very over-dramatised name. A technique in the one plunges the user's fingers into the vicinity of the victim's rectal regions. However, the true meaning of the jutsu was mainly to use a pointed object (usually a kunai), in order to attack the blindspot of the enemy. When combined with explosive seals, it can even damage Gaara in his semi transformed mode. Damage: 10 - 20 + str. Requeriments: "Sick mind ?" Training days: 0
Jutsu: Slicing wind claw Description: Charging the chakra into the nails the user sends a blast of chakra in the form of claw marks cutting almost anything in its path. CP: 35 Damage: 30-45+chk Requirements: Earth affinity STR: 25 Dex: 18 Chakra: 20
Hien (Flying Swallow) Using their Chakra to extend the blades of some trench knives, the user charges almost directly at their opponent. Though appearing to miss, it is usually a near-fatal blow across the chest. Damage: Weapon damage. Requirements: Weapons Training day: 1 day.
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.
Hayabusa Otoshi (Peregrine Falcon Drop) the user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground. Damage: Taijutsu damage and strength x 4 Requirements: Must drop yourself from a really high place along the enemy. Enemy recives extra 2 points of damage per 5 feet. Training days: 2 days.
Summoning Contract- Here you post your character summoning contract if any. To get a contract you must first make a quest for it. Ask a crew member to help you with this.
~Stats~: LV. 9 Experience: 80/180 Hp: 162 Cp: 108 Mhp:144 Strength: 8+10+11=30 {10} Dexterity: 8+9+11=28 {9} Constitution: 8+9+10=27 {8} Intelligence: 8+10+7=25 (7} Wisdom: 8+8+7=23 (6} Charisma: 8+6+10=24 (7} Chakra: 8+10+10=28{9}
Dodge Bonus: 24
Base Points: 8.
Points for Distribution: 36
Base Attack Bonus: 9/4
Attack Bonus: 20/15
Ranged Bonus: 19/14
Damage: 14-31 Aian Nakkuru: 23-44 Katana: 10-25 Kunai: Melee: 10-14, Ranged: 9-14 Shuirken: 9-116
Base Save Bonus: 4
Fortitude: 14
Reflex Save: 14
Will Save: 10
Skills: Bluff: (Char) 7+8+0=15 Diplomacy: (Char) 7+0+0=7 Disguise: (Char) 7+0+0=7 Gather Information: (Cha) 7+0+0=7 Handle Animal: (Cha) 7+0+0=7 Intimidate: (Cha) 7+4+12=23 Innuendo: (Cha) 7+0+0=7 Perform: (Cha) 7+0+0=7 Sense Motive: (Wis) 6+2+10=18 Read Lips: (Wis) 6+0+0=6 Seduction: (Cha) 7+0+4=11
Balance: (Dex) 8+0+5=13 Disable Device: (Int) 6+0+0=6 Escape Artist: (Dex) 8+0+6=14 Hide: (Dex) 8+0+4=12 Listen: (Wis) 6+3+0=9 Move Silently: (Dex) 8+0+0=8 Sleight of Hand: (Dex) 8+7+4=19 Survival: (Wis) 6+0+1=7 Swim: (Str) 9+0+0=9 Treat Injury: (Wis) 6+0+0=6 Tumble: (Dex) 8+0+0=8 Use Rope: (Dex) 8+0+0=8
Concentration: (Con) 8+0+1=9 Craft: (Int) 6+0+0=6 Forgery: (Int) 6+0+0=6 Knowledge: (Int) 6+0+0=6 Repair: (Int) 6+0+0=6 Research: (Int) 6+0+0=6 Search: (Int) 6+0+0=6 Alchemy: (Wis) 6+2+1=9 Spot: (Wis) 6+0+1=7
Chakra Control: (Int) 6+15+1=22 Ninjutsu: (Chk) 9+5+33=47 Genjutsu: (Int) 6+6+0=12 Taijutsu: (Str) 9+4+16=29 Fuuin Jutsu: (Int) 6+0+0=6 Kawarimi: 0+7+8=15 Kunai: 5+3+2=10 Shuriken: 5+6+0=11 Ninja Weapons: Katana: 7+5+12=27 Aian Nakkuru: 15+7+7=29 Sneak Attack: 0+0+8= 8
Skill Points: 63
Possessions: Tategami Ring
¥en:
Ryo: 15
Equipment: katana Smoke Boms: 25 Kunai: 68 Shuriken: 37 Aian Nakkuru Wire: 150 ft -------------------------------------------------------------------------------------- Name: Banji ((like iron hammer)) Species: Lion Size: medium Element Affinity: Earth Age: 2 Gender: Male
~Appearance~
Height: 4’ 5” Weight: 210 lbs Fur: Tawny fur with black paws and a red tail. His mane is wild and grows ragged. Eyes: Golden eyes Physical Description: He is a large cat for his age and is already full size. He won’t get any bigger but his teeth are something that never seems to stop growing. Background: Left on the forbidden island he was raised alone until Hiro found him thanks to Karite’s observation of tracks. Personality: Unlike Hiro he is much lazier then he is but enjoys fighting with Hiro. Isn’t very trusting of people and tends to shun them away. He will warn you before attacking, but if not found worthy of his strength he will ignore you. Other:
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
Genjutsu-
Taijutsu-
~Stats~
LV. 7 Experience: Hp: 98 Cp: 35 MHp: 49
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP.<<<
Strength: 8+10=18 | mod = 4 Dexterity: 8+10= 18| mod = 4 Constitution: 8+10=18| mod = 4 Intelligence: 8+5=13| mod = 1 Wisdom: 8+5=13| mod = 1 Charisma: 8+5=13| mod = 1 Chakra: 8+7=15| mod = 2 Dodge Bonus:
Base Attack Bonus: 7/2 Attack Melee: 11/6
Base Save Bonus: 3 Fort: 7 Rex: 7 Will: 4
Damage: 1-9
~Skills~
>>>PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<
Str mod: 4 Swim: (Str) Taijutsu: (Str)
Dex mod: 4 Balance: (Dex) Escape Artist: (Dex) Hide: (Dex) 1 Move Silently: (Dex) 1 Tumble: (Dex) Sneak Attack: (Dex)
Con Mod: 4 Concentration: (Con)
Int mod: 1 Chakra Control: (Int) Search: (Int) Genjutsu: (Int) Fuuin Jutsu: (Int)
Wis Mod: 1 Listen: (Wis) 1 Sense: (Wis) 1 Spot: (Wis) 1 Survival: (Wis) Track: (Wis) 2
Cha mod: 1 Diplomacy: (Cha) Intimidate: (Cha) Perform: (Cha)
Chk mod: 2 Ninjutsu: (Chk)
Skill points: 7
~Possessions~
Equipment:
Valuables
--------------------------------------------------------------------------------------
Username: Nightzblade
Time Zone: Eastern
Posting: at least three times a day
Name: Karite "The Howling Fang" Wolvine
Village: Kirigakue
Clan/Bloodline: Clan Name: Wolvine Description of Limit: The Wolvine unlike their cousin clan Tategami are not solely strength related. While they do have strength they deal more with speed and mind games. They deal in Taijutsu but are extremely weak in their use of genjutsu. Because of their constant thinking process they tend to fear illusions. While they have skill in Ninjutsu but they rarely use it. Wolvine tend to play games with their prey. They are none as artist of jutsu; they are very showy with their skills. They take art and death to a whole new level. Wolvine have claws for nails, wolf like eyes and the senses of such as well.
The Bloodline Limit is speed and the ability to think multiple thoughts at once. High senses and foreshadowing.
Village: scattered, Known in Kirigakure
History: The Wolvine’s origin is unknown but it is said they came from the land of snow they were highly revered as warriors to be feared. Their thought process caused them to be constantly questioned because of the scattered speech; they had many thoughts swirling around in their head it was not considered normal, but on the battlefield they focus on their prey and nothing else. As wars came and go they were known for making impossible strategies and selling them to the highest bidder some were not as good, but some how managed to work.. Now the clan has regained a high amount of honor and is well known for being advisor's off and on the battle field and still making beautiful jutsus of any kind.
In game Stats: -2 Constitution. +2 Dex, -8 genjutsu, +1Wisdom, +1 Int
Jutsu List:
Jutsu: Slicing wind claw Description: Charging the chakra into the nails the user sends a blast of chakra in the form of claw marks cutting almost anything in its path. CP: 35 Damage: 30-45+chk Requirements: Earth affinity STR: 25 DEX: 18 Chakra: 20 Training days: 4 days
Doton: Venus death trap jutsu: The user forms his chakra into the ground arching it towards his enemy. Then the earth around them closes up forming a flower like structure, with a final snap spikes form and pierces the target. CP: 50 Damage: 40-80 Requirements: Earth affinity Training Days: 7
Water release: Water drill jutsu the user forms the water in their hands. Pointing in a funnel shape the water spins in a drill like pattern CP: 16 Damage: 12-30 Requirements: water affinity Training days: 3
Water release: Thousand cherry blossom winds the user forms a spiral of water around the opponent. They stop the water and lets it separates into thin pedal like disk. Then they crash into the enemy. CP: 65 Damage: 70-100 Requirements: water affinity, Chakra Control 55 Training Days: 8
Numbing jutsu Description: the target is thrown into a black box, where he sees nothing but the glow of their now white eyes. Each round a sword is thrusted through the box piercing through them. Requirements: 30 ranks genjutsu; Cp: 50; 10 per round Damage: 15-25mh per sword Training Days: 5 days
Claws explode: Description: The user removes the claw from their finger tips and places it on a target or other object and detonates it. The claw replaces itself and can be used again. Requirments: Wolvine, Chakra Control: 20, Wisdom: 12 CP: 12 per nail Damage: Bomb tag Training days: 4 Special: takes 2 turns to grow the nail back
Final Grip Claw Description: This Taijutsu was created to use the claws of the Wolvine clan with their speed to take their opponents attacks against them and cause damage. Using the force of their opponents attack a Wolvine would grip the attacker and wait for them to pull back causing them to cut them self using their constant loss of blood against them. Damage: normal Taijutsu plus bleeding damage. Requirements: 25 taijutsu, DB 18 Training Days: 3
Wolvine soul thrasher Description: The user digs into the ground and from his chest emerges a ghost like entity of a wolf that swarms around the opponent shredding them on the outside slicing them apart. Only it is all in their mind Damage: Mhp: 43-59 Requirments: Genjutsu: 43 Training Days: 8
Element Affinity: Water & Earth
Age: 23
Gender: Male
Rank: ANBU
Headband: Covering left eye when not in battle
Height: 6’ 1”.
Weight: 195.
Hair: Karite has long white hair that is slicked back, but is shaved to a fade on the sides and put in a pony tail.
Eyes: icy blue eyes in a tight circle with red irises
Physical Description: Karite does not look like a muscular person, but is much stronger then he looks, he has a fairly natural tan skin tone but has many scars on his arms from jutsus. He wears a long sleeved black shirt and a normal ANBU outfit. He has two tattoos, one of the kiri symbol from his chunin graduation on his right shoulder blade, another of a wolf on his left shoulder blade representing his clan.
Clothing:
Background: Karite is a strong and gifted ninja. He trains hard for one reason. To lead the best ANBU cell in Kirigakure. He is known for being stand-offish but secretly loves his teammates and students. He is well known for being artsy with his jutsu but it is in his blood. He use to be a close adviser to the old Kage but now is just in limbo.
Other: Karite trains his men and students like he would himself, till collapse. That way they will be prepared for when their lives are on the line. All ninjas have two worries. Themselves and their team, but nothing comes before their team then the mission then the them self. Something they wont teach you in the Shinobi Principals which he is a firm believer in and preaches constantly.
Missions: S: 0 A: 0 B: 2 C: 5 D: 0
Jutsu:
Ninjutsu-
Bunshin no Jutsu: This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are substanceless, and cannot do anything to damage the opponent. Cp cost: 1 pt. per bushin. Damage: N/A Requeriments: Accademy students learn it on the accademy as a basic jutsu. Training days: Accademy. Chakra control check DC: 5 per bushin.
Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique. Cp cost: 2 "+1 per minute the jutsu is mantained" Damage: N/A Requeriments: Learn in the Academy. Training days: Accademy time. Chakra control check DC: 10
Kakuremino no Jutsu (Cloak of Invisibility Technique) This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible. Cp cost: 0 Damage: N/A Requeriments: Learn in the academy. Training days: Academy time.
Kawarimi no Jutsu (Replacement Technique.) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 1 Damage: N/A Requeriments: Must have something to replace with. Training days: Academy time.
Nawanuke no Jutsu (Rope Escape Technique) A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu. Cp cost: 0 Damage: N/A Requeriments: Learn in the Academy. Training days: Academy time. Special: Roll an escape artist skill check when using this.
Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique) The user, emerging from the ground below the target area, pulls down (or possibly swaps places with) the opponent so that only their head is above ground. Cp cost: 6 Damage: N/A Requeriments: Genin or highter rank. Must be trained to learn the jutsu. Training days: 3 to 7 days. 2 - 5 With earth Affinity.
Kage Shuriken no Jutsu (Shadow Shuriken Technique) The user of this technique throws multiple large shuriken in such a way that the first shuriken hides the subsequent ones by blocking the line of sight. To the target, it would look like only one shuriken was thrown. Cp cost: 4 Damage: Shuriken Damage. Requeriments: Fuuma Shuriken. Gennin or highter Rank, Shuriken skill 10+ Ranks. Training days: 2.
Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination. Cp cost: N/A Damage: N/A Requeriments: Dexterity 20+ Training days: 3 days.
Kanashibari no Jutsu (Temporary Paralysis Technique) This technique is used to cause one's opponent to lose the advantage of movement. Freezing them in their tracks, this creates an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu. Cp cost: 20 Damage: N/A Requirements: Chakra 20+ Level 15+ Fort DC: 10 + Character level + Chakra modifier. Training days: 20 days.
Suirō no Jutsu A move used to trap the victim inside a virtually inescapable prison of water. The only downside to this technique is that the user must keep one arm inside the water sphere at all times in order for the victim to remain imprisoned. This Jutsu cannot be performed without a sufficiently large body of water to supply the water for it. Cp cost: 20 + 1 per round the jutsu is holded. Damage: N/A Requeriments: Water affinity, water supply chakra 20 + Training days: 15 +
Kansei: Mizu no Kyuutai (Trap: Orb of Water)- The victim of watery traps has an unkind fate to come to. Water spreads up around the poor soul and they begin to drown. The lucky can break loose, but then they still have to face the caster of the jutsu. Cp Cost: 75 + 10 per holding post Damage: 25 - 40 + Chakra Mod + Ninjutsu Bonus Requirements: Water Affinity Training: 20 days Special: 1d20 + Fort Save vs. 1d20 + Chakra Control
Sensatsu Suisho (A Thousand Flying Water Needles of Death) This jutsu freezes water into the shape of sharp needles, which then home in on the opponent from all directions. To perform this Jutsu, the user must be near a body of water. Cp cost: 10 +2 per needle. Damage: 4 - 8 per needle. Requeriments: Water Affinity. Must be close to a body of water. Training days: 10 days.
Suiton: Suikodan no Jutsu (Water Release: Water Shark Bullet Technique) This jutsu utilizes water to attack the enemy with a powerful water burst. Cp cost: 23 Damage: 40 - 75 + chakra mod. Requeriments: Water Affinity. Training days: 4 days.
Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique) A powerful attack that creates a huge current of water, usually in the form of a dragon, sent towards the target. Cp cost: 70 Damage: 200 - 450 + chakra mod. "Reflex Halfs" Requeriments: Water Affinity. chakra 40+ Training days: 20 Days.
Fukumikuchi Hari (Hidden Mouth Needles) The user is able to summon forth needles into the mouth and then spit them out at their opponent with precise accuracy. Cp cost: N/A Damage: Needle "Senbon" damage. Requeriments: Dexterity 20+ Training days: 10 Days.
Soshuha (Manipulating Attack Blades) Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target. Cp cost: 6 per blade. Damage: 1 - 10 per blade. Requeriments: Chakra 25 + Training days: 14 days.
Doton: Venus death trap jutsu: The user forms his chakra into the ground arching it towards his enemy. Then the earth around them closes up forming a flower like structure, with a final snap spikes form and pierces the target. CP: 50 Damage: 40-80 Requirements: Earth affinity
Water release: Thousand cherry blossom winds The user forms a spiral of water around the opponent. They stop the water and lets it separates into thin pedal like disk. Then they crash into the enemy. CP: 65 Damage: 70-100 Requirements: water affinity, Chakra Control 55
Genjutsu-
Kokuangyo no Jutsu (Bringer-of-Darkness Technique) Forming the tiger hand seal, this powerful Genjutsu creates an ambience of complete darkness around the surrounding background, enabling the user to attack without being seen. Cp cost: 35 Requeriments: Genjutsu 50 Ranks Training days: 10 Will save: 20 + character level + charisma mod.
Mizu Bunshin no Jutsu (Water Doppelganger Technique) Creates one or more identical copies of the user out of water. More similar to Kage Bunshin no Jutsu (Art of the Shadow Doppelganger) than to a normal Bunshin no Jutsu (Doppelganger Technique), these clones are capable of attacking, except for the fact that each clone's power is only one-tenth of the user. Also, the clones can only be controlled within a certain radius of the user. That is the technique's weakness. This is considered to be the Water Style equivalent to the Leaf Village's "Kage Bushin No Jutsu" (Shadow Doppelganger Technique) mainly because it divides up the user's attention and chakra to an extent. Cp cost: 4 per bushin. Damage: Bushin deal 1/3 of your normal damage. Requeriments: Water Affinity. Training days: 3 days.
Taijutsu-
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.
Sennen Goroshi (One Thousand Years of Death) A very simple Taijutsu technique with a very over-dramatised name. A technique in the one plunges the user's fingers into the vicinity of the victim's rectal regions. However, the true meaning of the jutsu was mainly to use a pointed object (usually a kunai), in order to attack the blindspot of the enemy. When combined with explosive seals, it can even damage Gaara in his semi transformed mode. Damage: 10 - 20 + str. Requeriments: "Sick mind ?" Training days: 0
Summoning Contract- Here you post your character summoning contract if any. To get a contract you must first make a quest for it. Ask a crew member to help you with this.
~Stats~: LV. 37 Experience: 413/1000 Hp: 945 Cp: 700 Mhp:630 Strength: 14+31+6=51 {20} Dexterity: 14+31+6=51 {20} Constitution: 14+30+2=46 {18} Intelligence: 14+36+4=54 {23} Wisdom: 14+13+5=32 {11} Charisma: 14+0+2=16 {3} Chakra: 14+30+2=50 {20}
Dodge Bonus: 41
Base Points: 14.
Points for Distribution: 168
Base Attack Bonus: 37/32/27/22/17/12/7/2
Melee Attack Bonus: 57/52/47/42/37/27/22
Ranged Attack Bonus: 57/52/47/42/37/27/22
Taijutsu Damage: 21 - 46 Juuken Kempo style: 21 - 46 Katana: 20-30 Kunai (Melee): 21 - 23 Kunai (Ranged): 21-24 Shuriken: 21-22 Fuuma Shuriken: 21-28
Base Save Bonus: 18
Fortitude: 36
Reflex Save: 38
Will Save: 29
Skills: Bluff: (Char) 3+0+18=21 Diplomacy: (Char) 3+0+10=13 Disguise: (Char) 3+0+0=3 Gather Information: (Cha) 3+0+0=3 Handle Animal: (Cha) 3+0+0=3 Intimidate: (Cha) 3+3+30=36 Innuendo: (Cha) 3+0+0=3 Perform: (Cha) 3+0+0=3 Sense Motive: (Wis) 11+0+35=46 Read Lips: (Wis) 11+0+30=44 Seduction: (Cha) 3+0+48=51
Balance: (Dex) 20+0+10=30 Disable Device: (Int) 23+0+9=32 Escape Artist: (Dex) 20+0+14=34 Hide: (Dex) 20+0+19=39 Listen: (Wis) 11+0+19=30 Move Silently: (Dex) 20+0+9=29 Sleight of Hand: (Dex) 20+0+25=45 Survival: (Wis) 11+0+0=11 Swim: (Str) 20+0+0=20 Treat Injury: (Wis) 11+6+0=17 Tumble: (Dex) 20+0+=20 Use Rope: (Dex) 20+0+0=20
Concentration: (Con) 18+0+10=28 Craft: (Int) 23+0+45=68 Forgery: (Int) 23+0+0=23 Knowledge: (Int) 23+0+30=53 Anatomy: 53 Repair: (Int) 23+0+22=45 Research: (Int) 23+0+0=23 Alchemy: (Wis): 11+2+4=17 Search: (Int) 23+0+17=39 Spot: (Wis) 11+0+25=36
Chakra Control: (Int) 23+15+39=77 Ninjutsu: (Chk) 20+22+100=142 Genjutsu: (Int) 23+0+75=98 Taijutsu: (Str) 20+15+100=135 Fuuin Jutsu: (Int) 23+0+0=23 Kawarimi: 10+0=10 Kunai: 26+0=26 Shuriken: 26+0=26 Ninja Weapons: Katana:100+7=107 Ninja To :35+18=53 Sneak Attack: 17+0=17
Skill Points: 851
Possessions:
¥en:
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. Special: Can be used with Taijutsu skill for more damage.
Kunai x10: "Read description in melee weapons" Damage: 1 - 4 + Dex Range: 30 fts. Special:
Shuriken x10: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal. Damage: 1 - 2 + Dex mod Range: 40 Fts. Special: Can throw six shuriken per turn. "In other words 4 from each hand."
Fuuma Shuriken x2: The fuma shuriken is a bigger version of a nirmal shuriken that normally has 4 sides to balance its rotating speed. People normally carry these shuriken in summoning scrolls. Damage: 1 - 8 + Dex mod Range: 50 Fts. Special: Can be used with the shadow shuriken no jutsu.
ANBU Armour: The light armour that all ANBU wear. This gives a +2 damage reduction to all piercing attacks to the chest.
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.
Hyourougan: (Soldier Pill) A special medicine that allows an individual to fight for three days and three nights without resting. It is full of protein and contains a special stimulant. Effect: Hp increases by 10% for 100 rounds (10 minutes)
Karasu: A specially designed puppet which is controlled by strings of chakra. The puppet itself, is a very versatile tool. It is capable of holding a variety of weapons and poisons within its body, which can be projected from various openings. The puppet can also be disguised to look like person.
Kemuridamax25: An item which creates a dense cloud of smoke that can provide an opportunity to attack. "Smoke Bombs" Effect: They increase your Hide check by +6.
Kibaku Fudax67: [exploding tag] A piece of paper marked with the character "Explode" (Baku). The tag can be placed on various objects and will detonate after a certain amount of time. Damage: 10 - 20
Makibishi: This weapon is primarily used during escape, numerous makibishi are thrown on the ground and enemy soldiers will have a difficult time pursuing because the spiked metal can penetrate the sole of the shoe wear. Damage: 1 damage per 3 spikes.
Radio: The short range radio is capable of keeping ninja in contact across several miles. The radio can accept multiple frequencies and is activated to talk by pushing a button on the neck attachment.
Scrollsx6: Scrolls remain one of the most important pieces of equipment in a ninja's arsenal. Because of their size, multiple scrolls can be carried into battle in the front pouches of a flak jacket or in a pouch. This will save space and not sacrifice a much needed piece of equipment which may be required later. The scroll allows the ninja to summon creatures, people and items to their aid.
Suzux2: A basic bell used to test the abilities of a ninja, such as Genin.
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).
Zouketsuganx6: (Blood Formation Pill) A special pill, which is used to create more blood when it is lost from a wound or injury. -------------------------------------------------------------------------------------- Name: Touji ((Like wind)) Species: Arctic Wolf Size: medium Element Affinity: Water Age: 6 years Gender: Female
~Appearance~
Height: 3’ 7” Weight: 158 Fur: White fur with blue streaks across the body Eyes: red Physical Description: Only thing that stands out among the body is the scar across the snout and the scar on the tail looks like teeth marks Background: She was found on the forbidden island when Karite came across he trapped in a bear trap by her. Tail, she was with her one pup and he rescued them both. Her history beyond that is unknown Personality: She is very protective and fierce to all strangers. She knows who to trust and who not to trust by simply smelling or sensing it in her wolf like instincts Other:
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
Genjutsu-
Taijutsu-
~Stats~
LV. Experience: Hp: 840 Cp: 595 MHp: 700
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP.<<<
Strength: 14+24=38 | mod = 14 Dexterity: 14+24=38 | mod = 14 Constitution: 14+24=38 | mod = 14 Intelligence: 14+24=38 | mod = 14 Wisdom: 14+24=38 | mod = 14 Charisma: 14+24=38 | mod = 14 Chakra: 14+24=38 | mod = 14 Dodge Bonus:
Base Attack Bonus: 35/30/25/20/15/10/5 Attack Melee: 49/44/38/34/29/24/19
Base Save Bonus: 17 Fort: 31 Rex: 31 Will: 31
Damage: 1-27
~Skills~
>>>PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<
Str mod: 14 Swim: (Str) 23 Taijutsu: (Str) 30
Dex mod: 14 Balance: (Dex) 23 Escape Artist: (Dex) 23 Hide: (Dex) 23 Move Silently: (Dex) 23 Tumble: (Dex) 23 Sneak Attack: (Dex) 23
Con Mod: 14 Concentration: (Con) 23
Int mod: 14 Chakra Control: (Int) 23 Search: (Int) 23 Genjutsu: (Int) 23 Fuuin Jutsu: (Int)
Wis Mod: 14 Listen: (Wis) 23 Sense: (Wis) 23 Spot: (Wis) 23 Survival: (Wis) 23 Track: (Wis) 23
Cha mod: 14 Diplomacy: (Cha) 23 Intimidate: (Cha) 23 Perform: (Cha) 23
Chk mod: 14 Ninjutsu: (Chk) 23
Skill points: 490
~Possessions~
Equipment:
Valuables
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Posted: Mon Mar 16, 2009 6:07 pm
User-name: Shuriken99 Posting: Week nights, Weekends Time zone: US Eastern
~Character Data~
Name: Kokorobosoi-chi, Hachiro Village: Kirigakure Clan/Bloodline: Kokorobosoi-chi (Forlorn Blood) Element Affinity: Wind Age: 11 Gender: Male Rank: Academy Student
~Appearance~
Headband: N/A Height: 5' 0" Weight: 120 lbs Hair: His hair is spiky, but seems to be pushed towards the right side of his face. It's two-toned, mainly blue and highlighted with purple. (Just as a reference: Hair Style) Eyes: Blood red, have a shine to them when determined or alert Physical Description: Hachiro is on the tall side for his age, with very definitive muscle tone. His skin is a fair color, with a soft texture and look. Overall, he seems very vulnerable and weak, but underneath his looks is enough strength to kill. Clothing: Hachiro's clothing is much different form others in his clan in order to "fit in" with society. His usual garments include a dark scarlet, short-sleeved, form-fitting undershirt with an open eagle green vest, which has the kanji for "Eternal" on the back, that falls just above his two criss-crossing, grey belts. His pants are a thicker, black material with grey extra padding around the knees, ending with tape around his ankles and into his scarlet shinobi shoes. There are multiple hidden pockets inside his vest, along with external ones for scrolls, his kunai holster is on his left bicep, and his equipment pouch is off on his right side. He wears navy blue, fingerless gloves that rise to his mid-forearm on the left side and just to his wrist on his right arm. Background: Hachiro was born outside of the Water Country, more towards the boundary of the Wind Country and the River Country. He was found one day, floating along the shores of Kirigakure. Any information about his family at the time is unknown, but it is known that he was part of the Kokorobosoi-chi clan. Though, only the higher-ups in Kirigakure actually know this. From what some of the officials and other high-ranking shinobi could find, Hachiro's family had moved swiftly across the River Country, through the Fire Country, and into the Tea Country. From how fast the family seemed to move, it was as if they were being hunted down or attacked everywhere they went. Some people questioned claimed that when the family was in town, they stayed indoors and during the night, they often heard muffled fighting in the streets and on the roofs. Based off this information, many people believed that they were the cause of all of it, and that something was going on with the family. The family's trail was lost after they stole a boat and began to drift out to sea. One can assume that they had floated across the sea to Nagi Island. When shinobi were sent there to investigate from Kirigakure, there was nothing. They believed that it was safe to assume that his family had an accident with the boat and he was the only survivor. Since Hachiro was so young, only four years old at the time, the higher-ups in Kirigakure saw no danger in bringing him into the village and letting him grow up under the care of the people in the village. He was an orphan, and grew up on only what he needed, since there wasn't much to have in Kirigakure. Still, the people taught him and cared for him, making Hachiro grow into a caring person whom seldom fought unless it was for good reason. Since he was still young with no experience in any particular trade, the people decided to enroll Hachiro into the shinobi academy. At least there he would gain the knowledge he would need in order survive in this world, and he wouldn't have to rely on the people of the village anymore. The information about him that was found by other shinobi was locked away, and even he knows nothing about it. The only thing that people would actually tell him was that he was found floating by the shore and was rescued. Though, he often does question the lock around his neck that he's unable to remove, as do many other people. Hachiro, to this day, still believes that it means something and that he will have something important to do within the next few years. Personality: Hachiro is, for most instances, an innocent kid. He tends to stay away from fights and is extremely polite. In fact, unless someone else he respects or cares for is being attacked, he will only fight if needed. His loyalty is only for his village and those he cares about. When need be, he will become as sly as a thief and cunning as an assassin. Other: Hachiro's lock is place around his neck. It's a spiraling black and dark red color along the chain, which leads to a lock in the shape of a shield, where the crest is the keyhole.
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~ LV. 1 Experience: 0/100 Hp: 10 + 1 = 11 (Bonus from clan) Cp: 2 MHp: 9
STAT / BASE / TRAINING / BONUS / LEVEL UP / CLAN / TOTAL Strength: 9 Dexterity: 8 Constitution: 10 Intelligence: 10 Wisdom: 8 Charisma: 8 Chakra: 9 Dodge Bonus: 8
Base Attack Bonus: 1 Attack Melee: 0 Attack Ranged: 0
Base Save Bonus: 0 Fort: 0 Rex: -1 Will: -1
~Skills~
Strength Modifier: [-1] Swim: Taijutsu:
Dexterity Modifier: [-1] Balance: Escape Artist: Hide: Move Silently: Sleight of Hand: Tumble: Use Rope: Perform (Puppet Play):
Constitution Modifier: [0] Concentration:
Intelligence Modifier: [0] Chakra Control: Craft: Disable Device: Forgery: Knowledge: Repair: Research: Search: Genjutsu: Fuuin Jutsu:
Wisdom Modifier: [-1] Alchemy: Listen: Read Lips: Sense Motive: Spot: Survival: Treat Injury:
Charisma Modifier: [-1] Bluff: Diplomacy: Disguise: Gather Information: Handle Animal: Intimidate: Innuendo: Perform: Seduction:
Chakra Modifier: [-1] Ninjutsu:
Weapons: [add Strength or Dexterity modifier depending on circumstances] Kunai: Shuriken: Ninja Weapons:
No Modifiers: Sneak Attack: Kawarimi:
~Possessions~
Money:
Ryo:
Equipment:
Valuables
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Posted: Sat Mar 21, 2009 9:26 am
User-name: Kazuma Ryuuzaki Posting: I am seriously going to shoot for everyday, but I can't gaurantee anything. Time zone: GMT - 5 Hours
~Character Data~
Name: Akimitsu Kazuma Village: Kirigakure Clan/Bloodline: Non-Clan Element Affinity: Raiton & Suiton Age: 8 Years Old Gender: Male Rank: Academy Student
~Appearance~
Headband: -N/A- Height: 137 cm Weight: 25.5 kg Hair: White, Medium. Slicked back, mildly spiky. Eyes: Sky Blue Eyes Physical Description: Slim, slightly tanned. Most other features are the normal. -look at avatar for current looks- Clothing: A black face mask pulled up to his bottom eyelid, normal black a-shirt, black jogging pants, and white tabi with straw sandals. Background: Growing up with his family he has been forcefully taught the art of Archery to prepare him for the big day of finally being allowed to own a Battle Puppet and learn the Kugutsu no Jutsu, making him a Kirigakure first. His life though has been quite normal as most would put it. Though he doesn't feel exactly like the thought of having to study to be a ninja, he embraces the fact that being one will get him out of his house, and maybe even out of the village. He'll be "Severely displeased with the life of a young ninja." as his mother puts it. Though his father his with him the whole way, though honestly his father is more anxious for Kazuma to have his own puppet than Kazuma is, just to see if it's possible for a person from Kirigakure to master Puppetry. But the recent invasion has both his parents scared, just the thought of being a ninja makes Kazuma so psyched that he throws it aside as it is normal for ninja's to fight. Personality: Usually quite and rarely speaks unless there is a need. Other: Usually fiddles around his fingers to, as he puts it, "Practice using the Puppetry Technique" even though he does not have it at this time.
Missions:
S: 0 A: 0 B: 0 C: 0 D: 0
Jutsu:
Ninjutsu-
Henge no Jutsu
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~ LV. 3 Experience: 67/120 Hp: 24 Cp: 21 MHp: 33
[(Base + Distribute) + Level Up + Train]
Strength: 6 | mod = -2 Dexterity: 12 | mod = +1 Constitution: 6 | mod = -2 Intelligence: 8 + 6 + 2 = 16| mod = +3 Wisdom: 12 | mod = +1 Charisma: 6 | mod = -2 Chakra: 15 + 2 = 17| mod = +3 Dodge Bonus: 12
Base Attack Bonus: 3 Attack Melee: 1 Attack Ranged: 4
Base Save Bonus: 1 Fort: -1 Rex: +2 Will: +2
Damage: Taijutsu: 1-6 + -2 (Str Mod) = 1-4 [any other weapon you use]
~Skills~ Total Skill Points: 9 Unused Skill Points: 8 [Distribute + Train]
(Str) -2 Taijutsu: 0 + 2 Swim: 0
(Dex) +1 Balance: 0 Escape Artist: 0 Hide: 0 Move Silently: 0 Sleight of Hand: 0 Tumble: 0 Use Rope: 0 Perform Puppet Play*: 8 + 2
(Con) -2 Concentration: 0
(Int) +3 Genjutsu: 0 Fuuin Jutsu: 0 Chakra Control*: 1 + 7 Craft: 0 -Craft {Puppets}*: 0 + 2 Disable Device: 0 Forgery: 0 Knowledge: 0 Repair*: 0 Research: 0 Search: 0
(Wis) +1 Alchemy: 0 Listen: 0 Read Lips: 0 Sense Motive: 0 Spot: 0 Survival: 0 Treat Injury: 0
(Cha) -2 Bluff: 0 Diplomacy: 0 Disguise: 0 Gather Information: 0 Handle Animal: 0 Intimidate: 0 Innuendo: 0 Perform: 0 Seduction: 0
(Chk) +3 Ninjutsu*: 0 + 6
(Other) Kawarimi: 0 Sneak Attack: 0
(Ninja Weapons) (Str) -2 -Kunai (used for melee): 0 (Dex) +1 -Kunai (when thrown): 0 -Shuriken: 0 -Bow*: 0 + 4
~Possessions~
Money:
Ryo: 0
Equipment:
Valuables:
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Distinct Conversationalist
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Posted: Sat Mar 21, 2009 11:23 pm
User-name: Rush Thorres Posting: Every day Time zone: pacific ~Character Data~ Name: Nadiya Ashie Village: Kiri Clan/Bloodline:Gypsy Element Affinity: Earth and Water Age: 24 Gender: Female Rank: Jounin ~Appearance~ Headband: Doesn’t wear one. If the occasion calls in a formal situation or something, she will wear it beneath her tresses. Height: 5’ 10” Weight: 113 Lbs. Hair: Wavy and dark brown. It is so matted and frayed that it is beyond help for any known stylist. Some dreadlocks have formed over the years as well. Eyes: Dark brown with a subtle ring of gold near the pupil Physical Description: A tall slender woman who is still in her considerably young, but not a child. She has a smooth face that is hidden behind her matted tresses of hair which reaches the middle of her chest. She is somewhat dark for a Kiri resident but also fair-skinned in the class of a gypsy. Her face is composed of a petite nose with lips that still manage to stand out in red even with the tanned skin of hers behind it. A tapered chin closes all the facial features together leading down to her neck and body which is nicely formed; a call to most males who are so easily tempted. Clothing: A silk purple bandana with small strips of green sewn on is tied around her forehead, going over her hair and emphasized by golden bangles dangling from her ears. A basic white shirt wraps her torso, but is hidden by scarves and wraps of a multitude of shades ranging from forest green, due deep violet, to bright yellow. One faintly pink scarf with spots of darker shades of pink stands out onto the rest cloaking her body, as it stretches from her shoulders along each of her arms and ends on each side into a little ring that she wears on each of her ring fingers, so as to keep the scarf in place. She wears a dark blue wavy skirt that flows past her feet and dances lightly on the ground when she walks. Her hands and feet are both adorned with brass and bronze rings that are without gems so as to not press the line of gaudy. Background: Nadiya’s earliest days are not well-known. She arrived in the village at age 7. Before that is a trail of assumptions. A reasonable trail, though. It starts out believing that Nadiya was the result of two gypsy’s love; Two gypsies both romantic and infatuated with the other. Monogamy was not custom not expected, so they did part ways, both unaware she was with child. A very cliché rationale, but a logical one that makes sense. On this assumption, belief is that with child, Nadiya’s mother found a more urgent need to find someone. An unconfident woman did not feel she had the ability to raise a child on her own. Nadiya was born with a father who was not a gypsy, but deeply loved her mother. The ways of Bohemian romanticism would not be lost on the girl though; she would be raised to love all that her mother loved. She was taught the ways of song and dance. She grew up to be a talented individual who took great passion in her mother’s ways, and her step-father found no need to inhibit this. Although when she was six, her step-father found a desire to return to his home country of Kirigakure, and assured that gypsies existed there and would things would be similar. A reluctance existed, to be sure, but it was considerable. Nadiya was just as mixed as her mother. The caravan they traveled with was a magnificent one. They were her entire family, they taught her, they danced with her, they fed her. It was the people who would hide them if misfortune befell, or who would shelter them if their own hut had been lost. To just leave it all was a big deal; it also wasn’t even Nadiya’s choice. In the end, her mother accepted and they had to say their goodbyes. It was sad, but at the same time she was accepting of the situation at hand. The move mundane, and the arrival unexciting, the only excitement lie in the anticipation of life in the new town. It proved to be little the same. But to be fair she didn’t know anyone yet and it was conceivable her impression would heighten to a warm one with time and aqquaintance. She did know there were some gypsies who took residence in the village and she wished to find them. She sought them out, eventually coming to a few who were happy to see another who was so diligent in her own culture. In this village there was not a dancing festival every night or some similar nightly celebration, but with this family, she felt she could dance again. Years passed and Nadiya grew. She grew to enjoy the lifestyle in Kiri as she still could celebrate, just on a smaller scale of people. She also developed a certain wit; a wit of intuition, a knack to discern lie from truth; and a wit of personality that was very drawing to herself. It caught the attention to some ranking officials in the village and felt she could have a future as a ninja, if she perfected her charismatic skills. She had no knowledge of what ninja’s were about or what things like chakra or ninjutsu were. Her mother was equally unknowledgeable, but her step-dad understood. He now had a reluctance for Nadiya’s future, as he did not want to endanger her life, such was the life of a ninja, but it was a flattering opportunity that perhaps shouldn’t be wasted. After time, it was decided Nadiya would join the academy, as she was close to an appropriate age, being nine years old at this point, and see how she did. She didn’t perform amazingly well. The academy presented concepts that she could wrap her head around, and even felt, chakra was the case, but she still could not progress with. She understood stealth and speed, combined with her natural wit and charisma, constantly being refined made her an adequate ninja by academy standards. She was unsure how she felt about fighting and didn’t feel exceptional in the academy and overall really wanted to leave. Her step-father did understand, but was slightly upset, because he saw the potential. Regardless, she left and continued a carefree life. Education wasn’t a high priority in her old caravan, but her step-dad insisted to home school her somewhat. Overall she spent a lot of her free time meandering throughout the extents of the city, seeing what it had to offer, which was a lot of beauty. An inbred respect for nature was in Nadiya and she witnessed the best of it in her daily exploration. A habit that continued for several more years until unfortunate circumstances befell her. Over the course of years, she’d adeptly explored and discover what the closest parts of the village showed, forcing her to expand her travel to the outer reaches of the area. She tip-toed the realm of danger and finally crossed it when she had found all she could by the age of thirteen. She kept going and going until the lay of the land was dark and inhospitable; dead and decaying trees mark the earth everywhere and bandits had evidently found the place to be their preying grounds. She was blissfully unaware of the surrounding men, as her amazement and curiosity of the traits of the surrounding dead trees were patterned or something amusing. Whatever held her attention held it long enough for her to get mugged. Bandits searched her for any values, ended only with the shabby rings around her fingers and toes. Frustration of what felt like a waste set in and the bandits wanted their money’s worth. Two held her down, covering her mouth and another approached, standards being a ridiculous notion to such a man. Terrified, yet unable to scream, Nadiya was completely petrified. When all seemed bleak, luck of the most powerful form of divine intervention conjured and a returning nin caught the sounds of this and dispatched of the bandits. When Nadiya awoke she gasped and dodged around worryingly, before having explained to her by her grateful parents that she was unharmed in any way. She was so incredibly thankful for the nin who saved her and was inspired. She wanted to give being a nin of kiri another try. She was somewhat old for the ninja academy, now almost fourteen, but she remembered enough from her first to feel confident joining a cell. Her teammates were interesting, and both a couple years younger. Tetsan was a cocky b*****d, but rightfully so as he was a talented ninjutsu specialist. The other, Djini was apathetic and didn’t know what he wanted to work on. He considered taijutsu, maybe genjutsu, maybe puppetry, he just wasn’t sure. They both were wary of her flamboyant nature and the fact she was notably older and notably less skilled. Her teacher was an experienced man, one who was well past doing missions regularly and appreciated the opportunity to slow down and teach others. He wasn’t adept in teaching things like bluffing or disguising, so instead of ever honing her specialty, he taught her a broad range of skills. She learned shunshin and other jutsu that would be useful no matter who you are. The missions were basic, something that seemed trivial for ninja to accomplish. Saving cats or yard work were tasks that made Nadiya feel as if she was robbing an eight year old boy of his summer job opportunities. But she went with it, knowing that with time she would achieve the capacity that seemed impossible. A year passed and she grew into a well rounded combatant, and as her speed, strength and chakra skills grew on par alongside her teammates, her personality based abilities and intellect began to surpass the norm to great heights. Nadiya’s team was a fairly basic team, so relied heavily on teamwork as individually they struggled. It was their Sensei’s rule that they could join the chuunins as long as they backed each other up as a team no matter what, as that was their only hope of success. At this point, Nadiya’s ability of diplomacy as well as coercion had reached the ears of even some of the higher ranking officials, and her b*****d of a teammate, Tetsan, was equally known for his high amount of chakra. Djini had become a jack-of-all-trades, this spawning from his indecision early on. The three together, as noted were formidable, much more so than one by one. The chuunin exam was routine but difficult as only the prodigy of ninjutsu on their team passed and he left the two to train with themselves for sometime before attempting it again next time around, succeeding wildly as Nadiya was almost seventeen at this point and capable of using the prowess lying behind the art of seduction. As Chuunins her and her unconfident friend stuck together, not pursuing higher gambits as Tetsan had, who by the way was famed for his abilities and loved the attention reaped from such a reputation. It was unfortunate to see an old team member grow past them so easily, but with little concern, the two of them continued doing, at this point, challenging missions at a routine pace. Their mode of operation worked surprisingly well, It always started with Nadiya infiltrating, capturing, disguising, or whatever made good use of her nonviolent abilities and worked the mission on that angle, adeptly analyzing the weaknesses of potential foes, then when things turned to a combat, Djini could come in with combat skills appropriate to the opponents weakness as he was malleable to handle any sort of fight. This method was effective and why fix what isn’t broken, they figured, doing this for years. The patterns inlaid in routine took its toll on Nadiya as she would sit up at nights, nostalgically remembering the days she danced. Remembrance turned to sobbing eventually as she felt like she had achieved her impulsive goal with years of effort, completely forgetting about her culture that had taught her the skills that the village recognized as valuable in the first place. She wanted to reconnect. She had a number of jutsu under her belt and her speed was adequate enough that if she spent her days doing what she loved then she wouldn’t harm anyone. So on their days off, Djini would practice whichever wasn’t on par with the others, be it brushing up on human anatomy and the tricky parts to heal, determining the best composition of a puppet for maximum hidden strikes, or just developing a mind-crippling genjutsu while Nadiya would stand in an open plain, hiding in the mist from the eyes of nature, and dance, or play music or act with a passion that made fantasy so real. It uplifted her spirit and made her full of a life that had faded slowly and unnoticeably over the years. This sudden boost was noted by all, as Djini said she was much more pleasant to work with and the higher classed ninja considered offering a spot as jounin, as her spirit was commendable and her precise ability with the skills she had was unseen in a high percentage of nin. This was of course if she first completed one last mission as a chuunin: Kill Tetsan. Evidently, the cocky attitude of Nadiya’s former teammate consumed his actions and he was too good for a village and would go where he would be adored by higher paying fans. ‘Higher paying fans’ could be anyone, including enemies of the hidden mist. This was just hypothesis, but not an off one considering Tetsan made it clear before he left how he deserves the past adoration and for it he would lead an army against this or any village with a passionate prejudice. The village wasn’t sure how idle of a threat that was, but it might as well be dealt with and Nadiya and Djinni were most capable of the available ninja. The two of them did show reluctance initially, but it didn’t take very long of thinking of his personality that Tetsan would not think twice about doing something drastic for his ego to be stroked. They complied, still with a nagging hesitation in the back of their head, but this doubt was overpowered by the truth. So they set out as they received the mission not too long after Tetsan took his leave and moved with a quick pace, Nadiya a bit ahead of Djini as their plan went. After a day or two, Nadiya caught up with him, using the cliché ‘take me with you, you’re so great” etc. etc. act. It wasn’t too hard to get on his good side with such a routine and she distracted him long enough for Djini to arrive and get the jump on him. It was a tiresome battle, but ultimately, it went to the team of two and success was achieved. Upon return, the rank of jounin was bestowed on the two, and Djini went to a team as a support member and Nadiya stayed in the village and requested a gennin cell, so that she could share her spirit with the upcoming generation of ninja, rather than just hide it within herself as she continued missions. Personality: Now she is once again spirited and pressing the lines of bubbly. She is infatuated with song and dance and when not speaking or on an assignment, she is humming a pleasant tune and dancing in each step she takes. She never appears cross, and even when perturbed she is barely phased by such emotion. Other: Really? What more do you want about her? Her blood type is A+, there you go. 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. 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. 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 (Act) 30 Ranks Training days: 5 days Special: Able to speak without disclosing your 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. Kanashibari no Jutsu (Temporary Paralysis Technique) A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu. Cp cost: 30 Damage: N/A Requirements: Chakra 20+ Level 15+ Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation. Training days: 10 days Special: This jutsu is broken upon impact. Soshuha (Manipulating Attack Blades) Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target. Cp cost: 6 per blade per turn Damage: weapon damage + chk mod Requeriments: Chakra Control 15 the weapons.. Training days: 9 days Special: Can control up to 5 blades + 2 more for every 10 ranks in Chakra Control 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 Hari Jizo (Needle Guardian) The user causes their long, spiky hair to wrap around him and harden, in a manner similar to a hedgehog's or porcupine's quills, defending against any physical attacks. This is effective as a method for forcing someone away, or stopping a powerful strike. Cp cost: 20 Damage: 15 - 25 + chakra mod. Can be used as a form of defense. Requirements: Long hair Training days: 12 days. Special: *This jutsu can be used to counter taijutsu at the expense of all attack turns for the users next turn. *If the attack DC of the incoming Taijutsu attack is less than the Ninjutsu DC of this jutsu then the attack is nullified. If it is greater than the Ninjutsu DC by 10 points, the defender suffers 1/3 the damage and the attacker only suffers half the damage from the barrier. Doton: Doroku Gaeshi (Earth Release: Earth Shore Return) After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall. Cp cost: 35 Damage: N/A Requirements: Chakra 15+, Earth Affinity, Chakra Control 12. Training days: 7 days Special: Creates full cover, crumbles when hit. Suiton: Suikodan no Jutsu (Water Release: Water Shark Bullet Technique) This jutsu utilizes water to attack the enemy with a powerful water burst. Cp cost: 60 Damage: 60 - 110 + chk mod Requirements: Water Affinity, Water Source Training days: 17 days 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: Suikodan no Jutsu (Water Release: Water Shark Bullet Technique) This jutsu utilizes water to attack the enemy with a powerful water burst. Cp cost: 60 Damage: 60 - 110 + chk mod Requirements: Water Affinity, Water Source Training days: 17 days Genjutsu- Taijutsu- Summoning Contract- ~Stats~ LV. 30 Experience: Hp: 600 Cp: 180 MHp: 690 Strength: 12+8=20 (+5) Dexterity: 12+16=28 (+9) Constitution:12 +18=30 (+10) Intelligence: 12+28=40 (+15) Wisdom: 12+21=30 (+10) Charisma: 12+48=60 (+25) Chakra: 12+12=24 (+7) Dodge Bonus: 29 Base Attack Bonus:30 Attack Melee: 35/30/25/20/15/10/5 Attack Ranged: 39/34/29/24/19/14/9 Base Save Bonus: 15 Fort: 25 Rex: 24 Will: 25 ~Skills~ Strength Modifier: 5 Swim: 5 Taijutsu: 5 Dexterity Modifier: 9 Balance: 9 Escape Artist: 9 Hide: 9 Move Silently:9 Sleight of Hand: 9 Tumble: 9 Use Rope: 9 Perform (Puppet Play): 9 Constitution Modifier: 10 Concentration: 10 Intelligence Modifier: 15 Chakra Control: 15+15=30 Craft: 15 Disable Device: 15 Forgery: 15 Knowledge: 15 Repair: 15 Research: 15 Search: 15 Genjutsu: 15 Fuuin Jutsu: 15 Wisdom Modifier: 10 Alchemy: 10 Listen: 10 Read Lips: 10 Sense Motive: 10+30=40 Spot: 10+30=40 Survival: 10 Treat Injury: 10 Charisma Modifier: 25 Bluff: 25+45=70 Diplomacy:25 +45=70 Disguise: 25+45=70 Gather Information:25+45=70 Handle Animal: 25 Intimidate: 25+35=60 Innuendo: 25 Perform: 25+55=80 Seduction: 25+45=70 Chakra Modifier: 7 Ninjutsu: 7 Weapons: Kunai: 60 Shuriken: Ninja Weapons: No Modifiers: Sneak Attack: Kawarimi: ~Possessions~ Money: Ryo: Equipment: Valuables
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Posted: Tue Mar 24, 2009 9:21 pm
User-name: VainRose Posting: Monday - Saturday, Sunday occasionally. Time zone: Pacific
~Character Data~
Name: Gwendolyn Fear Village: Kirigakure Clan/Bloodline: None Element Affinity: Water Age: Eight Gender: Female Rank: Academy Student
~Appearance~
Headband: N/A Height: 3’ 4” Weight: fifty-two pounds Hair: Wavy layered platinum blond with darker blond highlights that goes to her mid neck. Eyes: A deep piercing pure blue color with a thin gray shimmer around the pupil.Depending on her emotions her eyes can give her feelings away. Physical Description: The average little girl figure, flat chested, a slight curve in her waist/hip area to show that she has them, long skinny frame, big eyes, small button nose, average sized ears, rounded face, semi-high cheekbones, and a pale complexion. Clothing: Gwendolyn tends to wear a long sleeved black shirt that is very tight and forms her body curves. She wears a white form fitting t-shirt over the black shirt and then a gray teach-cup sleeved jacked that goes to her waist. On her hips she wears a black studded belt with a small pouch connected to it, long black form fitting spandex like pants and worn faded black boots that go a little over her ankles. On her hands, knees and feet she wears off white medical wrap. Background: Gwendolyn was born into a normal family in the Kirigakure Village. Her father is an ANBU member and he is rarely ever home. She has been growing up with her mother babying her,her grandparents dead, her father acting distant and other family members living close by and always stopping in. She longs for the approval and attention of her father. As she grows up her need for more knowledge widens and her dream of becoming an ANBU like her father, bigger. Personality: open, tough, irritable, worrying, does not like to be alone, craves attention, low self control, emotionally sensitive, interacting, sad, very social, aggressive, prefer organized to unpredictable, dependent, social chameleon, suspicious, values the heart over the mind, likes large parties, bubbly, outgoing, likes to make fun, likes to fit in, mildly phobic, vain, makes friends easily, enjoys leadership, clingy, and rash. Other: She prefers to use her time wisely and hates it when people interrupt important things that she is doing.Her older cousins treat her like she is nothing and she hates it, it drives her to do even more work and even better things. Her family and most students call her Gwen.
Missions:
S: 0 A: 0 B: 0 C: 0 D: 0
Jutsu:
Ninjutsu-
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~ LV. 1 Experience: 64/100 Hp: 9 Cp: 2 MHp: 9
>>>[Base(B) + Distribute + Level + Train = # ]<<<
Strength: 6+4+0+0= 10| mod = +0 Dexterity: 6+2+0+0= 8| mod = -1 Constitution: 6+3+0+0= 9| mod = -1 Intelligence: 6+3+0+0= 9| mod = -1 Wisdom: 6+3+0+0= 9| mod = -1 Charisma: 6+3+0+0= 9| mod = -1 Chakra: 6+2+0+0= 8| mod = -1 Dodge Bonus: 10(B)-1(dex)-1(wis)= 8
Base Attack Bonus: 1 Attack Melee: 1 Attack Ranged: 0
Base Save Bonus: 0 Fort: -1 Rex: -1 Will: -1
Damage: Taijutsu:1-6 [any other weapon you use]
~Skills~
>>>PLEASE INCLUDE ONLY THE ONES YOU ARE SUPPOSED TO HAVE AS YOU HAVE A LIMITED AMOUNT OF SKILLS. FOR MORE INFORMATION CHECK THE 'SKILLS' SECTION OF THE STEP BY STEP THREAD. ALSO PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<
Swim: (Str) +0
Balance: (Dex) -1 Escape Artist: (Dex) -1 Hide: (Dex) -1 Move Silently: (Dex) -1 Sleight of Hand: (Dex) -1 Tumble: (Dex) -1 Use Rope: (Dex) -1 Perform Puppet Play: (Dex) -1
Concentration: (Con) -1
Chakra Control: (Int) -1 Craft: (Int) -1 Disable Device: (Int) -1 Forgery: (Int) -1 Knowledge: (Int) -1 Repair: (Int) -1 Research: (Int) -1 Search: (Int) -1
Alchemy: (Wis) -1 Listen: (Wis) -1 Read Lips: (Wis) -1 Sense Motive: (Wis) -1 Spot: (Wis) -1 Survival: (Wis) -1 Treat Injury: (Wis) -1
Bluff: (Cha) -1 Diplomacy: (Cha) -1 Disguise: (Cha) -1 Gather Information: (Cha) -1 Handle Animal: (Cha) -1 Intimidate: (Cha) -1 Innuendo: (Cha) -1 Perform: (Cha) -1 Seduction: (Cha) -1
Ninjutsu: (Chk) -1 Genjutsu: (Int) +6-1 = +5 Taijutsu: (Str) +0 Fuuin Jutsu: (Int) -1 Kawarimi: 0 Kunai: 0 Shuriken: 0 Ninja Weapons: 0 Sneak Attack: 0
~Possessions~
Money:
Ryo: n/a
Equipment: n/a
Valuables A Necklace that she wears around her waist that her mother gave her before her first day of the ninja Academy. On the Necklace is a miniature ANBU mask that replicates her fathers real mask. She also has one of her fathers actual masks hanging up on the wall above where she sleeps.
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Posted: Sat Mar 28, 2009 7:46 am
User-name: Nosfouratwo Posting: Lots Time zone: GMT
~Character Data~
Name: Maggie “Mag” Morsojv Fubuki Village: Kirigakure Clan/Bloodline: Fubuki Element Affinity: Wind/Ice Age: 12 Gender: Female Rank: Student
~Appearance~

Headband: Until the rank of student has been surpassed she will not have one. Height: Mag is short standing 4’1 from the bottom of her toes to the tip of her head. Weight: Mag is very light, weighing in at a mere 87 pounds. Mag’s weight is most likely the result of a lack of appetite and picky eating habits that she developed early on in her life. However when her stomach starts rambling, she will eat if food it put in front of her. Hair: Mag’s hair is black and wavy. Falling to the point the shoulder blade comes to its point. Often keep in a loose pony tail as to keep it out of her face in the harsh winds. Eyes: Mag has a set of very peculiar silver grey eyes. They look somewhat like a frozen cyclone. None moving, but cut by black shadow like strips, and cold; there is a coldness in her eyes that could match the chill of the dead. For a teenager Mag wears a large amount of make-up around her eyes. Drawn to the gothic look Mag wears mascara to extend her already long eye lashes. Around her eyes she wears a thick eye shadow in a nova like pattern composed of two colors. Black and purple.
Doujutsu:Boushi no Hyouden (Eye of the Eternal Snow Field)

+-3 cp, per turn +-3 cp, starting activation cost +2 Chakra Control (control over temperature changes) +4 Fortitude (enduring temperature changes) +Allows them to see through extreme/heavy weather and the visibility of air/wind patterns
Physical Description: Mag, like the rest of her clan, is deceptively slim. And adding in her short stature and light weight, she does not look like much of a fight. Much like a bird Maggie’s face is light, and beautiful. Her nose small, close against her face, her chin round, is completing the frame of a face. Her ears are medium sized and are close to her head. Her skin complexion is pale white. Not lifeless, but chilled blood, and frozen skin pale. Mag’s lips are naturally very thin. To fix this she wears a blood red lip stick, which plumps her lips up to be thin, but not so much they seem non existent like her natural ones. It also gives them color, which they, to, normally lack. Clothing: Mag’s clothing very much represents her love for the gothic style of dress. Often she wears to-too made of peacock feathers. Which although, not suitable to her surroundings remains her favorite thing on earth. Her tops change from time to time, but they are most always purple with a big bow in back, belonging somewhere in the corset family. On both of her hands rest the black metal gauntlets worn by the younger clan folk. Above the gauntlets is a grey metal braclet used to track Maggie's blood pressure. Background:
The day Mag was born, was a day that bad luck struck the small family of Morsjov. Mag’s mother suffered through the last trimester of Maggie’s birth. She would cough up blood, suffer headaches, and often feel so ill a slight movement would cause her to vomit. As Maggie’s birth came nearer her mother became more and more ill. Soon her father realized that Maggie would be death of his beloved wife. He could chose to save only one. His beloved, or the child they had worked so hard as to concive. He chose the child.
As the doctors cut the child out of her dieing mother Mag's father made a promise. That Mag would always be protected by the finest care he could afford, even if that ment his loyalty to the clans seed-hated nemisis, Mistress. He achieved this goal through two ways. Sacrificing his pride, and lieing to his daughter.
The lie killed him more then any loss of pride. He had convinced his daughter that her blood was weak, that she had contracted her mother's blood desies. That if she did to much pysical activitie her blood pressure would rise, and in turn, she would inevitably die. This keept Mag indoor most of her life. Until she was 11 actualy. However a strange twist in fate would cause her to break her fathers lie.
Mag forget why she wanted to become a ninja. But she remembers that her father does not approve in the least... She knows this because of the duel hourly examination he gives her every time she returns from school to be sure she isn't hurt in any way.
Overly protective her father gave her a device he had recieved from an accosiate from the Clan of D'artegen. A braclet that would beep loudly and inform her that she needed to take medicine immediatly. She didn't know that as it beeped, it would inject a small dose of Doryicnyparathine. A medicine that would instantly spike her blood pressure to levels that would cause her to pass out it his medicine was not taken. To protect his promise he poisioned his child, a move that would shape the rest of Mag's life.
This is where our story continues. Personality: Mag is a curious girl. However fearful of things that she can not control. Other:
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~ LV. 2 Experience: 7/110 Hp: 18 Cp: 12 MHp: 20
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< [Base + Train + Distributed + Clan = Mod] Strength: 6 + 0 + 0 + 0 = -2 Dexterity: 6 + 0 + 4 + 4 = +2 Constitution: 6 + 0 + 2 + 0 = -1 Intelligence: 6 + 0 + 5 + 0 = 0 Wisdom: 6 + 0 + 4 + 0 = 0 Charisma: 6 + 0 + 2 + 0 = -1 Chakra: 6 + 0 + 6 + 5 = +3 Dodge Bonus: 10 + 0 (Wis) + 2 (Dex) = 12
Base Attack Bonus: 2 Attack Melee: 1 Attack Ranged: 4
Attack Style
+Gamibuyou no Fubuki (normal): 1 - 6 + Str mod. (+Dex mod. to max damage) +Gamibuyou no Fubuki (3 Cp per strike): 1 - 6 + Chakra mod. (+Dex mod. to max damage)
Normal: 1 - 6 + -2 (+2 Dexterity to max) = 1 - 6
Cp: 1 - 6 + 2 (+2 Dexterity to max) = 3 - 10 -3 cp.
Base Save Bonus: 1 Fort: 0 Rex: +3 Will: +1
~Skills~
Strength Modifier: [str mod here] Swim: Taijutsu:
Dexterity Modifier: Balance: Escape Artist: Hide: Move Silently: Sleight of Hand: Tumble: Use Rope: Perform (Puppet Play):
Constitution Modifier: Concentration:
Intelligence Modifier: Chakra Control: Craft: Disable Device: Forgery: Knowledge: Repair: Research: Search: Genjutsu: Fuuin Jutsu:
Wisdom Modifier: Alchemy: Listen: Read Lips: Sense Motive: Spot: Survival: Treat Injury:
Charisma Modifier: Bluff: Diplomacy: Disguise: Gather Information: Handle Animal: Intimidate: Innuendo: Perform: Seduction:
Chakra Modifier:+3 Ninjutsu: +6 = 9
Weapons: [add Strength or Dexterity modifier depending on circumstances] Kunai: Shuriken: Ninja Weapons:
No Modifiers: Sneak Attack: Kawarimi:
~Possessions~
Money:
Ryo:
Equipment:
Valuables
A write watch like band that administers a small amount of Doryicnyparathine when Mag's HR reaches high levels of stress.
Medicine to counter-act the Doryicnyparathine.
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Posted: Sun Apr 12, 2009 12:48 pm
Gaia Name: Kobayashi_Akira
Character Name: Akira
Clan:
Age: 10
Sex: Male
Rank: Academy Student
Element: wind, water
Physical Description: Height: 5’9
Weight: 153
Hair: Akira has long silver hair. His bangs are parted in the front two ways to the left and then to the right. There long enough to drop past his eyes but short enough for him to see out of. The back of his hair usually ends up in ponytails martial art style.
Eyes: His eyes are an icy cool blue. Looking into his eyes one would slowly become tranquil by the soothing color that resembles ice.
Physical Description: Akira’s skin seems to maintain a dark tan to his skin kinda around the same color, as the desert sand would have. His muscles are well defined you can see that akira poses physical strength but his muscles aren’t definitely defined just well done. akira has very many scars. There is one behind his head were when he was little he jumped off a flight of stairs thinking he could fly and landed on a table therefore splitting it open. He also Head butted a Hard rock table and cracked the edge of it doing it again he split his forehead open and has a scar there. akira also has a scar that retains the shape of some sort of fish on his left hand; it’s on the index finger and the first knuckle up. He also has a scar on his left leg were he cut himself with a Ninja tool while running to practice his aim. Akira has a tattoo on his left shoulder blade. Its has a wolf squatting down on a rocky ledge and a moon right above the wolf’s head where the wolf howls at.
Clothing: Akira wears a black shirt with a black leather jacket. Where embroided on the back of his jack remains that of a wolfs head. He has Two black mesh gloves which come up to his knuckle’s before revealing the dark colored tanned skin which akira posses. His pants are as well black and very baggy which to him are easier to wear become it allows him to run and jump and land fairly easier. His shoe’s are that of every ninja’s
Personality:. Akira has the ability to perform amazing tactics. He’s a Quick thinker and can rely on himself alone. He tends to over think many situations which leads him always one step above his opponents. He’s over confident thinks he can take on just bout anyone. He’s strong but doesn’t rely on his strength in fact he rarely uses his strength. He tends to play with his opponents by using Genjutsu instead of Taijutsu. With his teammates he’s friendly and easy to get along with but to his leader he’s not so much like that. Akira tends to have authority problems.
Background: akira’s Mom died when he was five years old. She was a ninja and his dad was a construction worker for the village. One day the Kage of the village requested akira’s mom to come up to the office. She followed up there and accepted a mission that was classified as a class S mission she took a team of 3. His mom was killed during an intense fight with the Intruder but the last thing she ever said to her comrades were “Tell my son to live strong, I want him to live a good life and become a powerful ninja” the message was delivered to him and he takes those words to heart with him. He now lives with his just his father
-Abilities-
LV: 3 [Academy Student]
HP: 16
CP: 13
XP: 0/100
Chakra: 10+4+2(16) Mod: 3
Charisma: 10+2+1(13) Mod: 1
Endurance: 10+1+1(12) Mod:1 Agility: 10+1++1(11) Mod 1
Intelligence: 10+3+5(1 cool Mod: 4
Strength: 10+1+2(13) Mod:1
- Skills-
Chakra Mod: 3
Ninjutsu:4+3{7 }
Control: 0 + 0 (0)
Charisma Mod 1
Persuade: 0 + 0 (0)
Lie: 0 + 0 (0)
Seduce: 0 + 0 (0)
Handle Animal: 7+1+[8]
Sing: 0 + 0 (0)
Disguise: 0 + 0 (0)
Intimidate: 3+1 (4)
Endurance Mod :1
Focus: 0 + 0 (0)
Blacksmith: 0 + 0 (0)
Fortitude: 0 + 0 (0)
Rope: 0 + 0 (0)
Tessen 0 + 0 (0)
Bow 0 + 0 (0)
Agility Mod :1
Dodge: 0 + 0 (0)
Sprint: 0 + 0 (0)
Escape: 0 + 0 (0)
Sneak Attack: 0 + 0 (0)
Balance: 0 + 0 (0)
Hide: 0 + 0 (0)
Dance: 0 + 0 (0)
Spy: 0 + 0 (0)
Dao: 0 + 0 (0)
Staff 0 + 0 (0)
Senbon 0 + 0 (0)
Shuriken 0 + 0 (0)
Intelligence Mod:4
Genjutsu: 4+8(12)
Detect: 0 + 0 (0)
Sense: 0 + 0 (0)
Fuuin: 0 + 0 (0)
Trap: 0 + 0 (0)
Knowledge: 0 + 0 (0)
Strength Mod
Taijutsu: 0 + ()
Tekagi 0 + 0 (0)
Climb: 0 + 0 (0)
Katana 0 + ()
Kunai 0 + 0 (0)
Ninja to 0 + 0 (0)
Sai 0 + 0 (0)
Spear 0 + 0 (0)
-Techniques-
Kawamiri no jutsu
Henge no jutsu
-Equipment-
Items:
Weapons:
Valuables:
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