
A Large stone building found in the Southwest portion of Sunagakure. The space has very little vegetation and is mainly comprised of a huge building with large open doors and windows. There is a perimeter of open space aroudn the entire compund in the largest section of which is the west yard, here there is a line of wooden dummies used for longer range practice. Three main doors are left open all day to allow anyone who wishes to enter. The clan leader Tsuyosa is a master of Taijutsu and teaches all who come respectfully to ask of his assistance. There are many rooms and the Tekkenseisai welcome any who need a roof over their head.
Compound Map
First floor


1. Weight and training room. This room is filled with lifting and training equipment.
2. An open empty room, made for visitors and storage of coats, shoes, and weapons.
3. The clan kitchen, food is made and served here.
4. The Great Hall of Tekkenseisai. This hall is filled with shelves and shelves of ancient manuscripts and tales of the clan. Not only are books here about the Tekkenseisai history, but Tsuyosa's personal collection from around the world is stored here as well.
5. Sparing Hall. A huge open room with high ceilings and large open windows. This is where the majority of training and sparring goes on. The Tekkenseisai symbol imprinted on the ground marks the fighting ring.
6. Equipment racks adorned with bokken's and many other weapons. One rack holds real weapons though so be careful what you choose.
7. Stairs leading up to the next level.
8. Simple rooms all throughout the top floor, made for anyone who has permission to stay there. Each room has a bed, a nightstand with a small lamp, and a dresser. Two rooms in the Northwest corner are larger to accommodate a bigger bed. Rooms touching the edge of the building have windows.
9. Tsuyosa's personal room.
10. A large bathroom with toilet and shower stalls.
Tools in Training Room

Dumbbell Weights:
Roll:1d20+strength
DC:10lbs:5, 20lbs:10, 40lbs:15, 60lbs:20
Train: 10+
Fail:-1/2 hp point

Punching bag
Roll:1d20+Taijutsu
DC:lvl 1-5:5, lvl 6-10:10, lvl 11-15:15, level 16+:20
Train:10+
Fail:-1

Sit-up Bench
Roll: 1d20+ Constitution
DC:10
Train:10+
Fail:-1

Jump Rope
Roll:1d20+dexterity
DC:10
Train:10+
Fail:-2

Bench Press
Roll: 1d20+strength
DC:5:30lbs 10:50lbs, 15:80lbs, 20:100, +5 on the dc every 50lbs added.
Train:10+
Fail:-3

Ping-pong Table
Roll:1d20+dexterity
DC:When practicing by self DC:10. Against another player DC: Opponents dexterity modifier.
Train: First to 10 wins the game.
Fail:none
Weapons in the Sparring Hall
Boxing Gloves: Padded gloves used to avoid injury.
Damage: -5 on normal damage
Range:Melee
Special:

Sparring gear: A sort of armour made from softer lighter materials, worn on the hands, face, chest, and shins.
Damage:-10 damage taken from Opponent. -5 damage given to opponent.
Range:Melee
Special:Without glove protection normal damage remains, but damage received is -8.
Bokken: A wooden sword used to train and practice.
Damage:1-4
Range:Melee
Special:The Bokken can be used to hurt people if you roll a 1d20 and meet a DC: of 10 half the strength modifier can be added to damage.
Aian Nakkuru: A bladed iron knuckle worn on the hand. There is also a sharp blade at the end of the tool. The weapon is very effective for individuals who prefer hand to hand combat.
Damage: 1 - 4 + Str. Mod. Added to your normal taijutsu damage.
Range: Melee
Special: Chakra can be added to the ends of the small blades to cause more damage and have a range increment.
Bo: A Bo is basically a staff. The Bo is normally around 2m long or at the very least 6 inches longer than the person height for purposes of attacking and maneuverability.
Damage: 1 - 6 + Str. Mod.
Range: Melee + 5 ft. forward.
Special: Can be used as a defensive weapon, spinning the Bo in front of you gives you + 4 in dodge bonus.
Kunai: The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be throw to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 3 + Str. mod. In melee
Range: Melee or Ranged 50 Ft.
Special: Can be used in both melee and ranged combat.
Jitte: The jitte is a small piercing weapon that was barely ever used as an attacking weapon, the jitte main use is to disarm the opponent as well as break bone with it by catching the enemy arm in the jitte opened part and twisting it with ease.
Damage: 1 - 2
Range: Melee
Special: Can be used to make disarm checks with +2 in the check total.
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.
Nunchaku: The nunchaku is a martial arts weapon of the kobudo weapons set and consists of two sticks connected at their ends with a short chain or rope. The weapon can be used to cause several damage to the opponent by hitting in multiple areas by using extreme speed and skill. The nunchaku proves to be a great defensive weapon as well.
Damage: 1 - 6 + str. mod.
Range: Melee.
Special: Swinging the nunchaku around you counts as a full defensive stance and therefore gives those bonuses and penalties (see 'Abilities' thread)
Tekagi: Tekagi are also known as knuckle claws. They are four blades connected to gloves by each knuckle. These dealy claws are often used in surprise melee attacks to attack someone when they are off-guard since the claws are easy to conceal in a kimono.
Damage: 1-4 + str. mod. "Per weapon"
Range: Melee
Special:
Sai: The sai's utility as a weapon is reflected in its distinctive shape. With skill, it can be used effectively against a long sword by trapping the sword's blade in the sai's tsuba. It has been alleged that skilled users were able to snap a caught blade with a twist of the hand. There are several different ways of wielding the sai in the hands, which give it the versatility to be used both lethally and non-lethally.
Damage: 1 - 4 + str. mod.
Range: Melee
Special: Like the Jitte it can be used for disarming and breaking bones.
Shuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal.
Damage: 1 - 2 + Dex. mod.
Range: 40 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."
Taijutsu Lessons
Basic taijutsu +1 taijutsu
DC:10
Roll:1d20+ taijutsu
10/10
Intermediate Tajutsu +3 taijutsu
DC:15
Roll:1d20+taijutsu
10/10
Advanced Taijutsu +5 taijutsu
DC:20
Roll:1d20+taijutsu
10/10
User-name: cheerios18
Posting: Daily
Time zone: mountain -7
~Character Data~
Name: Tsuyosa Tekkenseisai
Village: Sunagakure
Clan/Bloodline: Tekkenseisai
In game Stats:
+2 Constitution per 5 levels.
Damage received from Taijutsu and weapons is reduced by Con Mod.
Normal Taijutsu damage dealt is raised to 3-9 instead of 1-6.
Cannot use any kicking techniques, or learn any other fighting styles until Chunnin rank.
Chakra used during Ninjutsus and Genjutsus is doubled.
Training days to learn Ninjutsus and Genjutsus is doubled.
Max Constitution is raised from 100 to 140.
Element Affinity: Earth
Age: 28
Gender: Male
Rank: Jounin
~Appearance~

Headband: His suna headband is slung down across his waist on the leather band which holds his sword when he wears it. The headband it old, scratched, and has a large crack through the middle.
Height: 6’2”
Weight: 240lb
Hair: Tsuyosa has thick naturally red hair that is cut to a moderately short length with a knife. It is a very rough style and adds to his intimidating appearance.
Eyes: The Taijutsu master has dark brown eyes, they are often mean and are adorned with a large scar on his left eye.
Physical Description: Tsuyosa is extremely fit and toned. He has large bulging muscles mainly on his upper half. His skin is dark from countless days spent training in the desert and battle scars cover his body.
Clothing: Tsuyosa usually does not wear a shirt to express his pride for his muscles. Cloth is wrapped around his hands, wrists, feet, and calves for protection when battling. And he wears large baggy white pants that go just below his knees and are tied at his calves. He sometimes wears wooden sandals and a plane yukata.
Background: Tsuyosa was born and raised as a shinobi of the sand village. He was trained in the art of the Tekkenseisai clan by the clan leaders as a prodigy of the art. After exploring the world and retreating to a life of solitude and training. Tsuyosa returned to the sand village and claimed his rightful place as the clan leader where he runs the Tekkenseisai compound and trains only the most promising of students in the art of Taijutsu.
Personality:Tsuyosa was born to be strong so he is calm and fierce while blunt and strong willed. Tsuyosa believes in strict rules and obedience in training. He is extremely intimidating and has trouble expressing his feelings. However, there is a softer side of Tsuyosa that is kind and nurturing.
Other:
Missions:
S:
A:
B:
C:
D:
Jutsu:
Ninjutsu-
Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.
The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is maintained"
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.
Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
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
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.
Suna Bunshin no Jutsu (Sand Clone Technique)
The user creates sand bunshin... The user gathers sand or dust from around them and creates a bunshin out of it.
Rank: C
Cp Cost: 15 per clone
Damage: Each clone has half your stats, but HP cannot be higher than 160
Requirements: Be from Suna or have Wind Affinity and be taught by a shinobi from Suna,
Training: 3 days.
Special: *Suna clones can absorb any and all taijutsu and weaponry attacks. If a taijutsu melee attack is used on one, the user looses half their DB for the next turn as they are caught within the sand/dust.
*Only Ninjutsu attacks or taijutsu attacks over the current HP of the clone can damage/dissipate clones
*Sand/dust Source needed(meaning it can’t be done indoors as not enough dust usually) *Suna Bunshin cannot perform any nin or genjutsu other than Wind elements by themselves.
*Clones have to stay within same thread as user and within eye or ear shot of them as well
Genjutsu-
Taijutsu-
Gouken (Strong Fist)
Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage.
Damage: Increases normal taijutsu damage to 5-12
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.
Dainamikku-Entori (Dynamic Entry)
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Damage: Double Taijutsu damage.
Requirements: Taijutsu 15 ranks, Tumble 10, Must be first attack of battle or Sneak Attack only.
Training days: 3 days.
Hayabusa Otoshi (Peregrine Falcon Drop)
The user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground.
Damage: Taijutsu damage x 2.5
Requirements: Must drop yourself from a really high place along the enemy. Enemy recives extra 2 points of damage per 5 feet.
Training days: 5 days.
Jutsu Name: Agarikomu "By a Step"
Description of Jutsu: The user moves INTO the opponent's attack, reducing momentum gained and therefore damage dealt. This is one of the most basic Tekkenseisai techniques.
Cp Cost: 0
Damage: 0
Requirements: Suicidal tendencies?
Training: 3 days.
Special: The damage dealt by bash-trait attacks is reduced to 1/3, cut-trait to 1/2, and stab-trait is normal. The technique opens up the opponent to an attack of opportunity. The technique is initiated instead of dodging.
Jutsu Name: Toushin Shouaku "Blade Grasp"
Description of Jutsu: The user grabs the opponent's (bladed) weapon during an attack, and breaks it off at the hilt. Its designed to twist the blade in a direction from the hilt that the tension of it in combination with the split second the energy is transferred in can cause any material to break off according to the design of the weapon.
Cp Cost: 0
Damage: Breaks opponent's weapon.
Requirements: 40 Strength, 20 Dexterity.
Training: 10 days.
Special: User still takes the weapon's damage. This technique is initiated instead of dodging. Make a strength check to see if it actually breaks.
DC's:
Iron: 20
Steel: 30
Silver: 40
Gold: 50
Masterwork Weapons: Material DC + 30
Jutsu Name: Iwa-Supaiku Suiryoku "Rock Spike Thrust"
Description of Jutsu: The user picks up a large rock, and throws it up above their heads. When it falls down, the user punches it with his Aian Nakkuru, and large rock spikes are shot everywhere with great force.
Cp Cost: 0
Damage: 20-30 + Str Mod.
Requirements: 20 Strength, 20 Taijutsu. A rock, 1 square foot.
Training: 5 days.
Special: 40 foot range. 20-30 damage to self.
Jutsu Name: Juuryou no Kihaku "Soul of the Boxer"
Description of Jutsu: The user quickens their footwork and sharpens their reflexes by jogging on the spot and slapping themselves to induce the nerves to work better, causing them to be able to sense attack more easily.
Cp Cost: 0
Damage: 10 damage to themselves.
Requirements: 20 Constitution.
Training: 3 days.
Special: Raises the user's Dexterity by 2 points each time this technique is used, with a maximum useage of 3 times. The effects last 10 turns.
Summoning Contract-
~Stats~
LV. 30
Experience:0/3000
Hp: 1,110
Cp: 240
MHp: 720
Strength: 12 + 28 = 40 mod:15
Dexterity: 12 + 22 = 34 mod:12
Constitution: 12+40+12 = 52 mod:27
Intelligence: 12 + 15 = 27 mod:8
Wisdom: 12 + 27 = 39 mod:14
Charisma: 12 + 8 = 20 mod:5
Chakra: 12 + 8 = 20 mod:5
Dodge Bonus:37
Damage
Taijutsu: 26-32
Katana: 16-25
Aian Nakkuru: 25-34
Base Attack Bonus: 30
Attack Melee: 49
Attack Ranged: 42
Base Save Bonus: 15
Fort: 42
Rex: 27
Will: 29
~Skills~
Strength Modifier: 15
Swim:15
Taijutsu: 15+26
Dexterity Modifier: 12
Balance: 12+5
Escape Artist: 12
Hide: 12
Move Silently: 12
Sleight of Hand: 12
Tumble: 12+5
Use Rope: 12
Perform (Puppet Play): 12
Constitution Modifier: 27
Concentration: 27
Intelligence Modifier: 8
Chakra Control: 8+4
Craft: 8+10
Disable Device: 8
Forgery: 8+10
Knowledge: 8+20
Repair: 8+10
Research: 8
Search: 8+5
Genjutsu: 8
Fuuin Jutsu: 8
Wisdom Modifier: 14
Alchemy: 14
Listen: 14+10
Read Lips: 14
Sense Motive: 14+10
Spot: 14+10
Survival: 14+10
Treat Injury: 14+10
Charisma Modifier: 5
Bluff: 5+10
Diplomacy: 5+15
Disguise: 5
Gather Information: 5
Handle Animal: 5
Intimidate: 5+40
Innuendo: 5
Perform: 5
Seduction: 5
Chakra Modifier: 5
Ninjutsu: 5
Weapons:
Kunai: 15str/12dex
Shuriken:12
Ninja Weapons: Katana 30
No Modifiers:
Sneak Attack:
Kawarimi:
~Possessions~
Money:
Ryo:
Equipment: Katana: The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at faster speed than any other sword created by man, the sword itself is both hard and light and can cut through almost anything with ease. Unfortunately it is large and so is cumbersome to fight with in small rooms.
Damage: 1 - 10 + str. mod.
Range: Melee.

Aian Nakkuru: A bladed iron knuckle worn on the hand. There is also a sharp blade at the end of the tool. The weapon is very effective for individuals who prefer hand to hand combat.
Damage: 1 - 4 + Str. Mod. Added to your normal taijutsu damage.
Range: Melee
Special: Chakra can be added to the ends of the small blades to cause more damage and have a range increment.

Valuables
+Character Data+
Name:Tekkenseisai Raine:
Village: Sound:
Clan/bloodline: Tekkenseisai:
in game Stats:
-+2 Constitution per 5 levels.
-Damage received from Taijutsu and weapons is reduced by Con Mod.
-Normal Taijutsu damage dealt is raised to 3-9 instead of 1-6.
-Cannot use any kicking techniques, or learn any other fighting styles until Chunnin rank.
-Chakra used during Ninjutsus and Genjutsus is doubled.
-Training days to learn Ninjutsus and Genjutsus is doubled.
-Max Constitution is raised from 100 to 140.
Element Affinity: Earth
Age: 8
Gender: Male:
Rank: Academy student:
~Appearance~

headband:none
height: 4’3”:
weight:70lbs:
Hair: Raine's bright red hair is cut into a small mohawk that gradually gets longer towards the front of his head.
Eyes :Raine’s eye’s are bright blue with a tiny speck of gold next to his pupil.
Physical Description: Raine’s upper body is very built, he has naturally large hands and his shoulder are wide, these features will become more obvious as he grows up.
Clothing: Raine wears a black t-shirt with a hood which has about an inch of a white trim. His punkish style equips him with baggy shorts that cut off at his knees, they are covered with pockets that have abnormally large zippers. He also wears small metal bands around his wrists both the bands have a gold circle symbol resembling a fist(the tekkenseisai symbol)
Background: Raine lives a happy life with his mother and, the only grief he has had in his life is the death of his older brother. Whom was found after a mission five swords in his stomach, a tear in his eye, and a smile on his face. Raine was proud of his brothers honorable death. And has never known his father.
Personality: courage and reliability come with his family’s name but Raine is also very open-minded. His attitude is often cheerful, but he does find himself feeling lonely. Raine is all ways the first own to jump into action, unfortunately he doesn’t all ways think before he speaks. And gets into many unexpected fights with people that more than out-level him.
Other: Raine likes to sit in large grassy field on sunny days. Or lay next to the rice fields and watch animals. His favorite candy is Rock candy.
Missions:
S:
A:
B:
C:
D:1
Jutsu:
Ninjutsu- Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible. I had the students practice with eachother by using their spot checks. All the students would hide while one student would count to 10 while the others hid. Once they were hid, the student counting would use a Spot check to find them.
Formula: 1d20 + Hide(Dex)
DC: ^^^Whatever that comes out too^^^
Formula: 1d20 + Spot(Wis)
Train: Successfully hide 3/3
Experience: +3 for each successful hide
Points: +1 Hide and +1 Spot
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.
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~
LV.3
Experience:57/120
Hp:36
Cp:15
MHp:30
Strength:6+8=14 | mod = 2
Dexterity:6+6=12 | mod = 1
Constitution:6+9=15 | mod = 2
Intelligence:6+4=10 | mod = 0
Wisdom:6+4=10 | mod = 0
Charisma:6+2=8 | mod = -1
Chakra:6+8=14 | mod = 2
Dodge Bonus:11
Base Attack Bonus:3
Attack Melee:5
Attack Ranged:4
Base Save Bonus:1
Fort:2
Rex:2
Will:1
Damage:
Taijutsu:5-11
~Skills~
Chakra Control: (Int)-1+5=4
Ninjutsu: (Chk) 2+0=2
Genjutsu: (Int) -1+0=-1
Taijutsu: (Str) 1+0=1
Swim: (Str) 1+0=1
Balance: (Dex) 1+1=2
Escape Artist: (Dex) 1+0=1
Hide: (Dex) 1+1=2
Move Silently: (Dex) 1+0=1
Sleight of Hand: (Dex) 1+0=1
Tumble: (Dex) 1+1=2
Use Rope: (Dex) 1+0=1
Concentration: (Con) 2+0=2
Craft: (Int) -1+0=-1
Disable Device: (Int) -1+0=-1
Forgery: (Int) -1+0=-1
Knowledge: (Int) -1+0=-1
Repair: (Int) -1+3=-2
Research: (Int) -1+0=-1
Search: (Int) -1+1=0
Listen: (Wis) 0+0=0
Read Lips: (Wis) 0+0=0
Sense Motive: (Wis) 0+0=0
Spot: (Wis) 0+1=1
Survival: (Wis) 0+0=0
Treat Injury: (Wis) 0+0=0
Bluff: (Cha) -1+0=-1
Diplomacy: (Cha) -1+0=-1
Disguise: (Cha) -1+0=-1
Gather Information: (Cha) -1+0=-1
Handle Animal: (Cha) -1+0=-1
Intimidate: (Cha) -1+0=-1
Innuendo: (Cha) -1+0=-1
Perform: (Cha) -1+0=-1
Seduction: (Cha) -1+0=-1
Fuuin Jutsu: (Int) -1+0=-1
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapons: 0
Sneak Attack: 0
~Possessions~
Money:
Ryo: 10
Equipment:
Valuables: His brothers leather necklace that is fashioned with two white beads and a small copper clover.