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Posted: Thu Sep 08, 2011 11:22 am
S a z a n a r i S e i k o

"The fury of a patient woman knows no bounds."
Personal Background Missions Jutsu Statistics Skills Possessions Post Format And Completed Training Wanted Jutsu
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Posted: Thu Sep 08, 2011 11:30 am
P e r s o n a l
○ Nickname| Sei
○ Famous Name| The Emerald Mermaid
○ Gender| Female
○ Rank| Gennin
○ Village| Kirigakure no Sato
○ Element(s)| Suiton (Water)
○ Shinobi Type| Stealth
○ Weight| 98 lbs
○ Height| 5'1''
○ Age|12
○ Hair Color| Light brown
○ Eye Color| Emerald Green
○ Personality| Seiko is a very sincere, honest and courageous child for her age. Having had a rough spot in her past, she tends to steel up when it comes to hardships. Patience is her best virtue, and she will never let it go.
○ Likes| Sweets, small cute animals, apples, bread, cheese, making friends and cooking.
○ Dislikes| Spicy things, large scary animals, sewing, cleaning, fighting with family, and not having friends.
○ Wishes| "I want to grow strong so I can protect the village with all my might, and be able to be friends with everyone that I protect and make sure everyone has lots and lots to eat!"
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Posted: Thu Sep 08, 2011 11:38 am
T h e M e e t A n d M a r r i a g e
Seiko's mother, Anai, was a very good Kunoichi before she decided to settle down and have children of her own as her mother had done before her. Anai believed that she would bring into the world a new generation of well trained Shinobi to protect their home and the family that dwell within.
She had met her husband Rakujin, to whom she refers to as only Jin, on a mission. They had been from separate branches of their family and were brought together due to a family issue in a different village. When the mission was over, he invited her to come and live with him and his younger brother in Kirigakure.
She gladly accepted and soon enough, they were wed. It wasn't long after their own wedding that his brother Marku met his wife-to-be as well. They wished to stay true to their village as Shinobi and worry about children later on in life when they had time and enough money to handle themselves without the need to worry about income.
When Anai decided to make the decision to be a house-wife and mother, Jin was fully behind her and supported her every step of the way. To commemorate their love, when they had bought their new large home that would house them and Jin's brother's upcoming family, she built a stream through the courtyard. There was a small peach tree that was planted beside it as well where it bent slightly.
It was to represent all the fruits of their labor, from when they first began as Shinobi, to the moment they passed on and left the future of the village in their own children's hands. It was only a month later that the couple was informed they were to be blessed with their first child. The very first of their legacy.They decided to call her Seiko, and would raise her to be her namesake. A sincere and truthful child.
B u n t a
When the young girl had turned three, her parents were blessed with yet another child. Seiko was as they planned. A very truthful and honorable girl. She put her full heart into everything she did or attempted to do.
If she was unable to do something, she very rarely threw tantrums and would wait until she learned how to do it all properly. It was astounding to her family how quickly the young three year old child learned.
It wasn't too long before Bunta was born. He was named for the most intelligent part of the human world. Literacy. They hoped that as their daughter held true to her name, their son would to his as well. He would grow to write and draw like no other could.
Unfortunately that was not the case. Their son was very problematic and enjoyed causing trouble not only to his parents but for his sister as well. When he was able to walk and talk, he began to bother his sister more and more. It was about time for her to begin training at the Academy, he started complaining about going to. Not to be like his sister, but to annoy her through the day.
Seiko couldn't hate the child though. She was too kind for that. She put up with his complaining and teasing, and not to mention some physical abuse he'd put her through such as jumping on her to wake her up in the morning. She loved him. Nothing else to it. He'd learn to calm down one day.
F i n a l G o o d b y e
While Seiko was off being the child she was, her mother and young brother were in the village getting supplies for their home along with her uncle. It soon turned to a very dangerous day and Seiko returned home as soon as she could with her small legs. Upon entering her home, she came to find her aunt and father in the main room, waiting for her return. Tears stained their cheeks as they opened their arms to the child. Still unaware of the situation, Seiko pushed them away and asked what the problem was.
It then became obvious as she turned to call for the rest of her family. Nobody had called back or came to her. Her mother, uncle and beloved younger brother were gone. Innocent bystanders of war and destruction that had come to the village so swiftly. There was nothing the child could do. It then solidified in her mind that she would begin her Academy Studies as soon as she was able. Turning to her father, Seiko spoke harshly.
"Enroll me in the Academy tomorrow morning."
With that, the child returned to her room and began to cry into her pillows. There was nothing else that could be done.
C h a n g e s
Unfortunately, the girl was unable to enroll in the Academy as soon as she had wished, and it took two years to finally step foot in any sort of training room. Her father had tried to make up for it though and kept the girl occupied with small things here and there for her to do. Seiko's aunt took over the house cleaning and cooking with occasional help from the young Sazanari child. Her father had retired from the life of a Shinobi and now resided in his study creating small arts and crafts he would sell out of their house.
It wasn't enough to keep their precious home though, and soon the small broken family was forced to move and leave behind all the memories they had shared about their past loved ones. Many tears were shed, but the group was able to do what they needed and found a much smaller home to move into. This one was a two bedroom, single bathroom home with nothing more than a small porch leading up to the entrance. With the severe decline in their gross income, it was the best that could be gotten.
From this point, Seiko decided to put her past hurt behind her, and continue on towards her future stronger than before. Vengeance wasn't something that suited her. And she would do her best for her village to make sure that no hurt would ever happen to another person the way it had happened to her.
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Posted: Thu Sep 08, 2011 12:30 pm
M i s s i o n s
S:
A:
B:
C:
D:
S u m m o n i n g C o n t r a c t
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Posted: Thu Sep 08, 2011 12:32 pm
J u t s u
○ Ninjutsu|
○ Medical Ninjutsu|
○ Genjutsu|
○ Taijutsu|
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Posted: Thu Sep 08, 2011 12:40 pm
S t a t i s t i c s
○ Lvl | 2
○ Experience | 17/150
○ Hp | 20
○ Cp | 8
○ MHp | 16
Strength | 6 ○ Mod | -2
Dexterity | 14 ○ Mod | 2
Constitution | 10 ○ Mod | 0
Intelligence | 14 ○ Mod | 2
Wisdom | 6 ○ Mod | -2
Charisma | 7 ○ Mod | -2
Chakra | 10 ○ Mod | 0
Dodge Bonus | 10
Base Attack Bonus | 2
○ Attack Melee | 0
○ Attack Ranged | 4
Base Save Bonus | 1
○ Fort | 1
○ Rex | 3
○ Will | -1
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Posted: Thu Sep 08, 2011 12:44 pm
S k i l l s
Ninja Skills [Strength]: - 2 ○ Athletics
Ninja Skills [Dexterity]: 2 ○ Sleight of Hand: ○ Stealth: 11 ○ Escape Artist: ○ Acrobatics:
Ninja Skills [Constitution]: 0 ○ Concentration:
Ninja Skills [Intelligence]: 2 ○ Treat Injury: ○ Craft: ○ Alchemy: ○ Chakra Control: 1
Ninja Skills [Wisdom]: -2 ○ Survival: ○ Sense Motive: ○ Read Lips: ○ Awareness:
Ninja Skills [Charisma]: -2 ○ Handle Animal: ○ Innuendo: ○ Intimidate: ○ Perform: ○ Seduction: ○ Diplomacy:
Ninja Skills [Passive]:
○ Ninja Weapons Ranged: Bow: 7 ○ Taijutsu: ○ Ninjutsu: ○ Medical Ninjutsu: ○ Genjutsu: ○ Fuuin Jutsu: ○ Sneak Attack: 13 ○ Puppet Play:
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Posted: Thu Sep 08, 2011 12:47 pm
P o s s e s s i o n s
Money
○ Ryo |
Equipment
Valuables
Silver Pendant ○ A locket given to the girl by her Grandmother before her mother passed away. It holds a picture of her father, mother, brother, and herself in front of a large tree
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Posted: Thu Sep 08, 2011 12:56 pm
P o s t F o r m a t A n d C o m p l e t e d T r a i n i n g
  Academy Student Lvl: 2 | Exp: 17/150 | Hp: 20 | Cp: 8 | Mhp: 16
[imgleft]http://i1116.photobucket.com/albums/k570/Deadlock117/Hidden Villages/Posting Formats/SeikoCPF012.png[/imgleft][img]http://i1116.photobucket.com/albums/k570/Deadlock117/Hidden Villages/Posting Formats/SeikoCPF022.png[/img][size=10][color=green][align=center] [b]Academy Student Lvl: 1 | Exp: 92/100 | Hp: 10 | Cp: 4 | Mhp: 8[/b][/align][align=justify]
[/align][/color][/size]
Sneak Out of the house ○ Find a way to get past your parents/guardian/clan/teacher DC: 17 10/10 Stealth/Dex: Sneak out without anybody knowing
Lookin' Good DC:8 10/10
Training Handseals The scroll shows you how to do handseals, when you made all handseals without mistake you pass the exercise. There are 12 handseals: Bird: Tori, Boar: Ousu-buta, Dog: Inu, Dragon: Ryu, Rabbit: Usagi, Horse: Uma, Ox: O-ushi, Monkey: Saru, Ram: O-hitsuji, Rat: Nezumi, Snake: Hebi, Tiger: Tora.
Roll: 1d20 + int mod(1) | DC: 10 | 12 successes required 12/12
Chakra Molding DC:11 10/10 Special: -1 CP every post
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Posted: Mon Sep 26, 2011 11:30 am
W a n t e d J u t s u
Bunshin no Jutsu (Clone Technique) This is a basic technique taught to ninja at an academy. 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. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent. Cp cost: 1 pt. per clone. Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Training: 1 stage Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart. Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit. To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
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. Cp cost: 2 +1 per post Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the Academy. Training: 1 stage. Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose. Special: +intelligence modifier to disguise (Craft) checks.
Kakuremino no Jutsu (Cloak of Invisibility Technique) This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible. Cp cost: 1 Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Training: 1 stage. Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect. Special: +2 to your Stealth check when hiding.
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: 4 Dice Rolls: n/a Damage: n/a Requirements: Learn in the academy. Chakra Control 3 Training: 1 stage Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack! Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
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 Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Learn in the academy. Chakra Control 2. Training: 1 stage Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.
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 Dice Rolls: n/a Damage: N/A Requirements: Learn in the Academy. Training: 1 stage Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it. Special: +2 to your Escape Artist roll when escaping from rope.
Genjutsu Kai (Genjutsu Release) The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else. Cp cost: 10 Dice Rolls: 2 Rolls Damage: N/A Requirements: Chakra Control 8, Genjutsu 4 Training: 2 stages Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it. Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu. Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' 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. Cp cost: 15 or 1 per ft Dice Rolls: 2 Rolls Damage: N/A Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8 Training: 2 stages Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie! Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects. Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.
Tobidogu (Projectile Weapons) In order to store and use large items or various weapons, the user can unleash them by utilizing summoning scrolls. In this way, the person won't be burdened by carrying weighted artillery when going up against an opponent. Cp Cost: All numbers are per item stored. 1 [small objects, eg, kunai, shuriken] 5 [medium objects, eg. tanto, books] 15 [in between objects like katana] 25 [large objects, eg. human-sized puppets, kusarigama, nodachi] 50 [huge objects] Dice Rolls: 1 Roll Damage: N/A Requirements: Summoning scroll, Intelligence 20, Fuuinjutsu 2/5/10/15/25 [depending on the size], Chakra Control 6/12/17/24/30 Training: 1 + 1 stage per size increment Stage I: Chakra Control DC 11 Learn how to seal and unseal small items. Stage II: Chakra Control DC 20 Learn how to seal and unseal medium items. Stage III: Chakra Control DC 27 Learn how to seal and unseal larger items. It's starting to get a bit harder now to push the objects in. Stage IV: Chakra Control DC 36 Learn how to seal and unseal large items. It now requires a lot of control or brute chakra force to seal the objects into the scroll. Stage V: Chakra Control DC 45 Learn how to seal and unseal huge items. Even more chakra control is required to manipulate the fine points of the summoning scroll to let the huge object in.
Suirō no Jutsu (Water Prison Technique) 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. Cp cost: 20 + 10 per turn held Dice Rolls: 3 Damage: n/a Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Escape Artist DC: 20 + user’s chakra mod + 2 per 10 ranks in Ninjutsu. Requirements: Water Affinity, Chakra Control 26, Ninjutsu 20 Training: 3 stages Stage I: Chakra Control DC 36 Forming a water sphere. Stage II: Ninjutsu DC 30 Maintaining an object inside the sphere. Stage III: Chakra Control + Ninjutsu DC 56 Preventing the trapped object from escaping. Special: If victim is underwater, increase Reflex DC to dodge by 25%. Victim is completely immobilized until he/she can break free.
Suiton: Mizuame Nabara (Water Release: Syrup Capture Field) Using this technique, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught. Cp cost: 30 Dice Rolls: 3 Damage: N/A Awareness DC: 12 + sneak attack + 2 per 10 ranks in Ninjutsu Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Escape Artist DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Water Affinity, Chakra Control 16, Ninjutsu 14 Training: 3 stages Stage I: Chakra Control DC 26 Generating syrup from water inside the user's mouth. Stage II: Chakra Control DC 28 Controlling the spread of the syrup. Stage III: Ninjutsu DC 24 Increasing stickiness of the syrup to maximum viscosity. Special: Renders victim immobile for [chk mod] number of turns. Victim can only attack using long-ranged attacks or techniques. If used as a sneak attack, user must roll and pass an awareness check before his reflex DC. If he fails Awareness Check, target cannot dodge the technique.
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 technique. Cp cost: 45 + 20 per turn Dice Rolls: 4 Damage: 40 – 80 + chk mod per turn Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu Escape Artist DC: 20 + user’s chakra mod Requirements: Water Affinity, Chakra Control 30, Ninjutsu 30. Training: 4 stages Stage I: Chakra Control DC 40 Forming a water sphere not connected to your arm. Stage II: Chakra Control DC 42 Maintaining the sphere's shape and consistency. Stage III: Chakra DC 20 {d20 + chk mod} Keeping a trapped object from escaping Stage IV: Ninjutsu DC 40 Keeping the sphere active while doing other activities. Special: Can only be used if target is on or underwater. Victim is completely immobilized until she can break free and is considered drowning. Victim must roll a Fortitude check of 5 + 5 per round or otherwise take the full damage from the technique.
Suiton: Suitenhōfutsu (Water Release: Water Sky Convergence) This technique enables the user to control water and moisture. The air becomes saturated with water bubbles and the combat field becomes a water source for use of water techniques. Allows water-based summons that would normally need water to move around to fight in on land in the area by either trapping the target in the same water or maneuvering the water to allow the summing to chase the target. It is able to extract and utilize groundwater, and is very effective in most areas but rocky areas. Cp cost: 70 Dice Rolls: 4 Damage: N/A Reflex DC: N/A Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30 Training: 4 stages Stage I: Chakra DC 20 {d20 + chk mod} Sucking out water from the ground Stage II: Chakra Control DC 45 Vaporizing the water into the air.
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 broken bones can be repaired by this technique. Cp Cost: 12 per usage Dice Rolls: 2 Heals: 1 - 10 + Chakra Mod. Requirements: Medical Ninjutsu 15, Chakra Control 20 Training: Stage I: Chakra Control DC 30 Heal a wound of a lesser life form (flower, insect, tiny animal...). Stage II: Chakra Control DC 32 Increase the radius of a wound and repeat stage I. Stage III: Medical Ninjutsu DC 27 Heal a wound of a fellow human being. Special: Can only heal one target at once. Successful usage of this technique heals wounds, burns, and frostbite, and removes bleeding effects. Stage III: Ninjutsu DC 40 Condensing the vaporized water into balls of water in suspension in the air. Stage IV: Ninjutsu + Chakra Control DC 75 Condensing the water around specific areas or targets. Special: Creates a body of water only usable by the user and his summons. Allows water based summons to move on the ground. Techniques that must usually be done underwater can now be done on the ground in the area. Techniques that have special effects if underwater now have these effects on the ground in the combat area.
Inyu Shometsu (Secret Healing Wound Destruction) The user can concentrate their chakra to a prepared area on their body and begin the cell recreation process the very moment the targeted area becomes damaged. This ability activates dead cells and create new ones. Cp cost: 60 + 20 per turn held Dice Rolls: 5 Heals: 30 – 50 + chk mod per turn Requirements: Medical Ninjutsu 35 Ranks, Chakra Control 30 Training: Stage I: Medical Ninjutsu DC 45 Maintain a green chakra field at a chosen place on the body then sustain a small amount of damage. Stage II: Medical Ninjutsu 47 Hold the green chakra for a longer time before some damage is dealt. Stage III: Chakra Control 40 Increase the number of chakra fields on the body. Stage IV: Chara Control 42 Sustain a larger amount of damage. Stage V: Medical Ninjutsu 48 Put the jutsu on another person and let him/her go through the other stages. Special: Immediately heals damage, wounds, bleeding effects, burns and frostbites after receiving them. {Holding the technique doesn't use up any attack turns.}
Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique) This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great. Cp cost: 12 Dice Rolls: 2 Damage: 10 - 25 + int mod Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 8, Chakra Control 10 Training: 2 stages Stage I: Chakra Control DC 20 Stage II: Genjutsu DC 18
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