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

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Qyp
Crew

Manly Lunatic

PostPosted: Sat Nov 12, 2011 6:17 pm




Important Notes

(Here are some important notes before putting your character in my thread. Make sure you follow em, if you don't, I reserve the right to get angry. .__.)

- Must be approved by Qyp before character can be posted here.
- You must have passed the Role-Playing academy before you can apply for a village/post here.
- This is only for Kumokagure, please don't post other villages characters here. =.=;
- Most Chuunin/Jounin wear the standard Kumo jacket and pants, try to follow that please...
- Spelling/Grammar is loved, I expect your best work from characters, so make sure all that is fixed.
- I'm not perfect, I might make a math mistake for your stats, it's your job to make sure it's all right!
- The template can be found in character creation.
- If you need any help, ANY at all, PM Qyp.


__________

PostPosted: Sat Nov 12, 2011 6:41 pm


~Character Data~

User Image
Name: Yuudai (雄大, Splendor) Sandaa
Village: Kumogakure
Clan/Bloodline: Sandaa
Element Affinity: Kyōmei (共鳴, Resonance), Lightning + Wind
Age: 33
Gender: Male
Rank: Raikage

~Appearance~


Headband: Forehead
Height: 6'2"
Weight: What ever works
Hair: White
Eyes: Teal
Physical Description: Slender and muscular at the same time, he looks pretty normal except for the fact that under all those bandages is scarring from his own chakra. Light tanned skin.
Clothing: White open cloak, bandages from head to toe, standard Shinobi pants, wooden sandals.
Background: From a young age, he has be noted to have the legendary looks of the clan's first leader. But that was quickly fazed out as he got older and his looks slightly changed over time. But when it reached the age to become a Shinobi, he was slow in class, seemed to not really understand how to use Ninjutsu until it was described to him in a way only he would understand by his newly discovered best friend. After they, he excelled, which even scared some people how fast he suddenly changed from being very stupid, to very intelligent. He told no one what his secret was, and he didn't have to anyway, his best friend just happened to be on his team when they became Genin, and one of there other friends also. It was a good team, they got along, and would gladly fight for each other. Their Sensei was strict, and beautiful. She made sure they always knew the risks the hard way.

They had many missions together before they were allowed into the Chuunin exams, their Sensei wished for them to excel greatly, and be thoroughly prepared for the exams. It was two years now, that they had been Genin, and it was time to become Chuunin. They flew through the challenges, which seemed to be rushed in the first place, and then it was discovered it was not the real thing, but some hoax the whole time. Then the real exams began, and they were far harder, giving them a far harder time then they thought after the hoax.
Gradually they made it through the tasks, but with a few scratches and bruises on the outside... and on their pride. They realised they had limits, and needed to show that, that would not stop them. This is when Yuudai discovered what his clan could really do, what they were meant to do, travel faster then sound, nearly as fast as light. He would learn that his limits had yet to be reached. He helped his team finish the Chuunin Exams, to get to the final battle royal round. There, he impressed all with what he learned, and showed even one of the lowest scoring students can eventually excel to a greater stature.

He didn't became a Chuunin at those exams, but the next year he did, and once he did, he and his team went on to do better missions, better fighting, and just advanced with each step they took. Over the years, they eventually parted ways, his friends gained teams of their own as they were finally accepted into the rank of Jounin, but he pursued other fields, learning more of his Kekkei Genkai, advancing more on it and making techniques, learning what it could really do, due to their being no record of it's real capabilities.
He met a girl, during his training, who admired his hard work and determination. They got to know each other really well, fell in love over the years, and got married. Yuudai and Midori had twins named Ten'nyo, the daughter would discover she has the Kekkei Genkai and Masaaki, the son that will not. But he had to go back to his training, had to be a Shinobi once more. He went to see his wife and child as much as possible between training and missions.

No long after, the great avalanche hit Kumogakure, and destroyed the village. It was a terrible sight for all those who were not in it. But he got to work, making sure to find as many people alive as possible, and leave the dead for now. They would be taken care of later. He did find some people, and then he found one of the great captains crushed under a large rock, he then found out that he sacrificed himself for a family, who were still alive, so it was no in vain.
The villagers had to then find new ways to live, he took as many as he could to the Sandaa compound, due to it being outside the main village.But then they all eventually had to move, to a new location. It was far too dangerous to stay there, they had to find a new home.
Then is when the great carving of the crystals happened, and it was glorious! His child was far to young to remember it, but he knew she would know that the crystals would be the sign of a new village, a new start. For years this new Raikage with his great Kekkei Genkai could cut down crystal, and burn people down into nothing. He had yet to see the full potential, but he had hoped he one day would fight side by side with him.

Later in life, he had noticed that his Raikage was seen less and less by the people, many were worried. He made words with some other Jounin, of concern for the leadership of this village, and wondered who could replace him. That concern was selfless, he had no desire to be the Raikage himself. It wasn't until the council called him up and asked why he was concerned about the leadership, and said he sees it in the villager's eyes, the fear they are being led by a sick man, and it does not bring them courage, or hope, or joy. He was then asked if he could do those things, and he said only one man could, and that is a man who has no fear of being themselves.
He was then dismissed. It wasn't for a few years before they really truly considered him. But one year, a threat at the nearest village, and the Raikage could not come to the aid of that village, people were scared, the Jounin were trying their best to hold it back. The threat was a rogue Summoning creature of great strength, he seemed to have gone crazy. But Yuudai discovered quickly the reason and used his Kekkei Genkai to calm the beast by destroying some kind of giant leech on it's back. Once it was freed, it said thanks and left in a puff of smoke. People only remembered the bravery of Yuudai after that, for he risked his life, and didn't think twice in reacting to the problem.

Once appointed the new Raikage, which felt very weird to him, considering he really didn't want to be, but he knew the people needed someone to lead them.

Personality: Selfless, understanding, hard working, determined, carefree sometimes and friendly. When it comes to battle, he is focused, aggressive if need be, but he always keeps his mind on task.
Other: Left Handed

~Stats~

LV. 60
Experience:
Hp: 1920
Cp: 2100
MHp: 2040

[Base]...[Distribute]...[Level]...[Training]...[Clan]...[Total]

Strength:.........[20]...[26]...[--]...[--]...[--]...[46] Mod: 18
Dexterity:.........[20]...[40]...[--]...[--]...[x1.3]...[78] Mod: 34
Constitution:.........[20]...[46]...[--]...[--]...[-12]...[54] Mod: 22
Intelligence:.........[20]...[40]...[--]...[--]...[--]...[60] Mod: 25
Wisdom:.........[20]...[38]...[--]...[--]...[--]...[58] Mod: 24
Charisma:.........[20]...[38]...[--]...[--]...[--]...[58] Mod: 24
Chakra:.........[20]...[40]...[--]...[--]...[+12]...[72] Mod: 31
Dodge Bonus: 64

Base Attack Bonus: 60
Attack Melee: 78
Attack Ranged: 94

Base Save Bonus: 30
Fort: 52
Rex: 55
Will: 54

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex): 22 + 34 = 56
Alchemy (Int): 10 + 25 = 35
Awareness (Wis): 24 + 24 = 48
Athletics (Str): 10 + 18 = 28
Chakra Control (Int): 55 + 25 = 80
Concentration (Con): 30 + 22 = 52
Craft (Int): 10 + 25 = 25
Diplomacy (Cha): 24 + 24 = 38
Escape Artist (Dex): 24 + 34 = 48
Handle Animal (Cha): 10 + 24 = 24
Innuendo (Cha): 10 + 24 = 34
Intimidate (Cha): 20 + 24 = 44
Perform (Cha): 10 + 24 = 34
Read Lips (Wis): 10 + 24 = 34
Seduction (Cha): 10 + 24 = 34
Sense Motive (Wis): 31 + 24 = 55
Sleight of Hand (Dex): 10 + 34 = 44
Stealth (Dex): 30 + 24 = 48
Survival (Wis): 20 + 24 = 44
Treat Injury (Int): 20 + 25 = 45


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons:
Taijutsu: 65
Ninjutsu: 80
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack: 50
Puppet Play:

Missions:

S:
A:
B:
C:
D:

~Possessions~


Money:

Ryo: Lots.

Equipment:
None

Valuables
His family and lots of treasures.

Qyp
Crew

Manly Lunatic


Qyp
Crew

Manly Lunatic

PostPosted: Sat Nov 12, 2011 6:43 pm


Jutsu of Yuudai:


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.


D-Rank

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.

B-Rank

Chakra Kyūin Jutsu (Chakra Absorption Technique)
This technique allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media such as earth or water. The only necessary condition is some medium through which chakra can be channeled.
Cp cost: 1/4 of chakra drained.
Dice Rolls: 4 Rolls
Damage: User can drain from (Chakra Control / 2) to (Chakra Control x 2) cp per usage
Will DC: 15 + user's chakra mod + 2 per 10 ranks in user's Ninjutsu
Requirements: Chakra Control 30, Ninjutsu 28
Training: 4 stages
Stage 1: Chakra Control DC: 40, Creating a vacuum to your chakra system.
Stage 2: Ninjutsu DC: 38, Draining chakra from another living organism through direct contact.
Stage 3: Ninjutsu DC: 40, Draining chakra from another living organism through an object or element.
Stage 4: Chakra Control DC: 42, Assimilating the stolen chakra to your chakra system.
Special: A successful Will check prevents any chakra from being drained. A natural 1 on Will check doubles it. The user gains the Cp drained from the target. Can be used while grappling.

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: 50
Dice Rolls: 4 Rolls
Damage: 15 - 25 + chakra mod.
Damage Absorption: 50 - 60 + chakra mod.
Requirements: Long hair, Chakra Control 32, Ninjutsu 30
Training: 4 stages.
Stage I: Chakra Control DC 42 Your chakra circulation system doesn't naturally travel through your hair. You have to force your chakra into it.
Stage II: Chakra Control DC 44 Lengthen your hair and make it as hard as you can, like rock or armour.
Stage III: Ninjutsu DC 40 Focus on speed. Like all defenses, if you aren't quick enough it's useless.
Stage IV: Ninjutsu DC 44 Combine the previously learned elements.
Special: Roll a Reflex check + 2 per 10 ranks in Ninjutsu when using the damage absorption effect. Damage absorption effect only applies if Reflex check beats the Ninjutsu DC or attack roll.

A-Rank

Hiru Banshō: Bōka no Jutsu (Leech All Creation: Attack Prevention Technique)
Description: With this technique, the user can combine with another object and take its properties to avoid damage. The user can also move unseen through the object and attack from behind.
Rank: A
Cp Cost: 90
Attack Turns: 5, Can be used as a reaction (During your opponent's turn)
Reflex DC: n/a
Awareness DC: 18 + Stealth + 2 per 10 in ninjutsu
Damage: n/a
Requirements: Ninjutsu 40, Charka Control 40, Stealth 25, Sneak Attack 20, Proximity to large, solid object.
Training: 5 stages
Stage I: Chakra Control DC 50, Imbuing a solid object with chakra and entering it seemlessly.
Stage II: Ninjutsu DC 50, Taking on the object's aspect and specific traits.
Stage III: Stealth DC 35, Moving through the object unnoticed towards a target.
Stage IV: Sneak Attack DC 30, Launching an effective attack at a target without giving away your position until contact.
Stage V: Ninjutsu DC 52, Activating the technique effectively while under pressure.
Special:
*Cannot be used to phase into the ground. Only into buildings/trees/rocks.
*When used as a reaction, user's dodge rating is calculated by [level + wis mod + ninjutsu] and reflex by [base save bonus + ninjutsu].
*If used succesfully as a reaction, prevents all damage from incoming Ninjutsu or Taijutsu attacks.
*When this jutsu is used, opponent must roll an awareness check. If it fails, user's first attack of his next turn will count as a sneak attack.

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This technique renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 40 + 10 per round held.
Dice Rolls: 5 Rolls
Damage: N/A
Requirements: Chakra Control 38, Ninjutsu 35, Stealth 30
Training: 5 stages
Stage I: Awareness DC 30 Pay attention to your surroundings. It's the very thing that you will be attempting to replicate when using this technique.
Stage II: Stealth DC 40 Now work on your concealment techniques. Keep your body absolutely still and your breathing inaudible. Don't disturb the environment at all costs!
Stage III: Chakra Control DC 48 Create a thin layer of chakra around now. Now, with the same principles as the Henge no Jutsu (Clone Technique), alter the chakra layer to look exactly like your surroundings.
Stage IV: Chakra Control DC 53 Refine the thin chakra layer even more. For example, work to rid the layer of the shimmer effect, react quickly to changes in the environment and so on.
Stage V: Ninjutsu DC 50 Combine the previously learned elements.
Special:
*Allows the user to go into hiding.
*Add [Chakra Control / 2] to Stealth rolls.
*Any damage sustained cancels the jutsu.

Kekkei Genkai:

Passive Abilities:

Name: The Cursed Blessing of Resonance
Description: Kyōmei nature chakra leaves behind trace amounts of itself in the body and is what causes damage to the user's body over time. Kyōmei nature chakra is poisonous to those that absorb it due to their lack of resistance to its effects.
Rank Passive
Cp Cost: None
Attack Turns: 0
Reflex DC: Unavoidable
Damage: -2 Hp per 5 Cp absorbed
Requirements: Have used a Kyōmei based technique
Training: 0 stages
Special: If a Kyōmei based technique is active, or the chakra is absorbed from a Kyōmei based jutsu the damage is -1 Hp per 1 Cp point absorbed because the chakra being absorbed is Kyōmei nature chakra.

Name: The Nature of Kyōmei
Description: True mastery of Futon means the ability to bend space at one's will but everyone must start somewhere. Before embarking on the path to the heights of mastering Futon one must understand the nature of Kyōmei chakra. Once one understands this nature combination they will be able to move faster than other people without effort.
Rank: Passive
Cp Cost (only during training): Subtract 80% of total Cp when the training is complete
Attack Turns: None, passive ability
Reflex DC: -
Damage: -
Requirements: Kyōmei affinity, Chakra 20, Chakra Control 15, Ninjutsu 10, Concentration 10
Training: 4 stages.
Stage I: The first step to understanding Kyōmei is to understand it's components. One must first create the must jagged lightning nature chakra that they can and then they must also produce the the sharpest wind nature chakra that they can. Understanding the two natures' separate cutting styles is the key to the first lesson. By learning the height of each nature's ability one can understand how to combine them together despite winds natural dominance over lightning.
DC: 25
Formula: 1D20 + Chakra Control
Stage II: The second step is to build and maintain larger and larger amounts of both chakra nature's within one's body. The purpose of this is to train the user to be able to mold large amounts of wind and lightning nature chakra at the same time and to not let the wind nature chakra consume the lightning nature chakra.
DC: 20
Formula: 1D20 + Concentration
Stage III: The third stage is perhaps the most difficult part of learning about the nature of Kyōmei. While one can do this instinctively and forgo this entire training without loosing the ability to learn Futon, the lack of this lesson with forever cost them in efficiency. In the third stage the student must learn to combine the two chakra natures in the proper amount by consciously controlling their kekkei genkai. By so doing they learn to efficiently use their chakra to mold Kyōmei chakra.
DC: 30
Formula: 1D20 + Chakra
Stage IV: Stage four is certainly easier than stage three but it is not less important because of it. A lack of understanding all four parts of this training would still mean a failure a to grasp the nature of Kyōmei. In stage four the student will practice releasing the molded Kyōmei chakra from their body. This is equally important to molding it in the right amount as releasing to much will strain their reserves and uses too little will effect their jutsu negatively.
DC: 20
Formula: 1D20 + Ninjutsu
Special: The clan member can now use Futon techniques with only 85% of the Cp requirement. The clan member is now effortless able to coat their body with Kyōmei nature chakra without even thinking about it. They can do this without a noticeable drain on their chakra reserves and now gain a x1.3 bonus to their dexterity. Travel time is reduced by 10% rounded up to the nearest post.

Kyoumei:

Name: Vibration Release: Resonance Ripper (Nin-Taijutsu)
Description: Resonance Ripper is the nin-taijutsu specialty of the Sandā clan's Vibration Release members. While normal clan members practice the basic style of this technique only the members who poses futon can wield it's true potential. The taijutsu component of this jutsu involves quick stabbing strikes, and sweeps with fast round house style kicks. While this would over power most foes with the sheer flurry of strikes the power of resonance was added to combat more powerful opponents. By encasing the hands and feet with Kyōmei chakra the attacks now rip and tear parts of their opponent away when they make contact.
Rank: D
Cp Cost: 10 Cp per turn used
Attack Turns: ---
Damage: Base taijutsu damage increased to 5-12
Requirements: Kyōmei affinity, Taijutsu 5, Ninjutsu 12
Training: 2 stages.
Stage I: Taijutsu DC 15, You must learn to harness your speed by practice quick strikes and the proper motions,
Stage II: Ninjutsu DC 22, Now using your skill with ninjutsu you must add molded Kyōmei chakra to your taijutsu style.
Special: Supplement Str with Dex, while using this style, for your melee attack bonus and use it to calculate max damage. A critical hit causes a critical level bleeding wound.

Name: Vibration Release: Sonic Boom
Description: The user will create one or many unstable rips in the space-time fabric near the victim. The rips then expand into a sphere before rapidly imploding on themselves. They then release their now condensed energy as a sonic boom. The sonic wave then slams into whom ever is within the path of the blast.
Rank: C
Cp Cost: 40
Attack Turns: 3
Reflex DC: 12 + Chk mod + 2 per 10 ranks in ninjutsu for each rip
Damage: 15-35 + Chk mod
Requirements: Kyōmei affinity, Ninjutsu 15, Chakra Control 20
Training: 3 stages.
Stage I: Chakra DC 25, Practice building up the required amount of chakra for the rip.
Stage II: Chakra Control DC 30, Practice making two rips of the same make up
Stage III: Ninjutsu 25, Destabilize the rips with ninjutsu.
Special: If hit the victim must roll a fortitude check vs 15 + Chk mod + 2 per 10 ranks in ninjutsu for each explosion that they were hit with. Failure on any of them means that they are now suffering from the status effect dazed. May create 1 rip per 10 points in chakra control.

Name: Vibration Release: Instant Transmission
Description: The user continuously rips entrance and exit holes in the space time fabric, binds them together and then runs through their newly created path as a means of travel. By so doing they appear to travel instantaneously as the initial tear happens in the blink of an eye, and the binding connects two distant points into a distance shorter than a person's pinky finger.
Rank: A
Cp Cost: 90 + 5 per while active
Attack Turns: Uses the first attack turn of every turn
Reflex DC: -
Damage: -
Requirements: Kyōmei affinity, Dexterity 35, Chakra Control 35, Ninjutsu 40
Training: 5 stages.
Stage I: Chakra Control DC 45, Ripping a human sized hole in the space time fabric takes a lot of chakra. In this stage you must practicing building up the necessary level of Kyōmei chakra to do so.
Stage II: Chakra Control 50, Practice ripping a hole of the appropriate size in the space time fabric.
Stage III: Chakra control 55, Practice ripping an exit hole remotely through the first hole.
Stage IV: Ninjutsu 50, Using ninjutsu bind the the entrance and exit hole together with a path that is incredibly small.
Stage VI: Dexterity 45, Put it all together and improve the speed at which you can perform the technique.
Special: While active the users dodge bonus and dex stat is doubled and all of their attacks have their dexterity added to the reflex DC. Additionally the user may go into hiding with this technique at the end of their turn if they have at least one attack turn left. While active the user is immune to field effects as they only spend a fraction of a second inside normal space.

Name: Vibration Release: Touch of a Billion Needles
Description: After building up a concentration of Kyōmei chakra into the user's hand, he/she will then thrust their palm into their opponent's body before releasing the chakra like a shotgun blast. This causes what feels like billions of needles to rip into the victims body and slowly tear away at their insides as it dissipates.
Rank: S
Cp Cost: 200
Attack Turns: 6
Reflex DC: 20 + 2 per 10 ranks in Ninjutsu + 2 per 10 ranks in Taijutsu
Damage: 100-150 + Chk Mod
Requirements: Kyōmei affinity, Chakra Control 50, Ninjutsu 55, Taijutsu 50, Dexterity 50
Training: 7 stages.
Stage I: Chakra Control DC 60, Practice building up the required amount of chakra.
Stage II: Chakra Control 62, Now using that large amount of chakra compact it into an area that fits the palm of your hand.
Stage III: Ninjutsu 65, Using ninjutsu turn the mass of Kyōmei chakra compacted onto your hand into billions of tiny projectiles.
Stage IV: Taijutsu 60, Practice striking your target with the mass of the chakra.
Stage V: Chakra Control 65, At the last second transform the billions of tiny needles into space-time fabric rips.
Stage VI: Ninjutsu 70, Using ninjutsu force the rips into the target while creating shotgun pattern spread.
Stage VII: Dex 60, Now that you know how to perform the technique work to increase your speed so that can perform steps one through six at lightening speeds.
Special: For 6 turns after the attack the victim suffers additional but lower damage as the chakra pieces dissipate. To calculate the damage take the previous turns damage, caused by this technique, and divide it by 2. Due to the immense pain this technique causes the victim is only able to fight with half of their ability (divide all stats by 2).

Ninjutsu-

Fūton

C-Rank

Fusajin no Jutsu (Dust Wind Technique)
This technique produces a strong wind current which will cover the surrounding area in dust, which in fact serves to completely loosen the footing for any nearby opponent.
Cp cost: 40
Dice Rolls: 3
Damage: ----
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Manipulate your chakra to affect the air currents around you to produce light gusts of wind.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power of your gusts until you reach a strong current.
Stage III: Ninjutsu DC 30 Combine the previously learned elements not forgetting to work also on speed of delivery.
Special: Opponent must succeed a balance check {DC: 14 + opponents chk. modifier} or they are automatically knocked to the floor, prone and blinded by the dust suffering a -10 penalty on attacks and losing their wisdom mod bonus to their Dodge Bonus.

Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area.
Cp cost: 50
Dice Rolls: 3, can be used defensively as a reaction (during opponent's turn).
Damage: (55 - 80) + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 25, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 35 Use your chakra to change and manipulate the air currents around you, causing powerful gusts of wind to blow in any direction you choose.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power and scale of your wind gusts even more. Aim to level a tree or two or ten. Well if your village has trees...
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special:
*If technique connects target must roll an acrobatics check. If victim fails acrobatics check, user may get one attack of opportunity.
*Can be used defensively to deflect projectiles. User may roll 1d20 + Ninjutsu against opponent's ranged attack rolls. All throwing rolls beaten by Ninjutsu roll are deflected.

B-Rank

Daikamaitachi no Jutsu (Great Cutting Whirlwind Technique)
A more powerful version of the Kamaitachi no Jutsu.
Cp cost: 90
Dice Rolls: 4
Damage: 100 – 150 + chk mod + 2 per 10 in Ninjutsu
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 35, Ninjutsu 32
Training: 4 stages
Special: Knocks back throwing weapons.
Stage I: Chakra DC 25 {d20 + chk mod} Increase the strength of the wind from your previous Kamaitachi no Jutsu.
Stage II: Chakra Control DC 45 Increase the scale of the gusts of wind.
Stage III: Chakra Control DC 48 Work on directing the wind towards the targets and improving your control.
Stage IV: Ninjutsu DC 45 Combine the previously trained elements.

Fūton: Reppūshō (Wind Release: Violent Wind Palm)
A simple technique that when the users hands are clapped together, wind is compressed and transformed into a powerful gale. The jutsu used as an isolated attack has the power to easily knock over a human. Though the true value comes from using it together with projectile weapons like shuriken or kunai. Their speed, power, and ability to wound or even kill are all increased several times.
Rank: B
Dice Rolls: 4
Cp cost: 80
Damage: Gust of wind: (80 - 100) + chk mod + 1 per 5 levels in Ninjutsu. Reflected projectiles: Regular projectile damage + 3 x chakra mod + 2 per 10 in ninjutsu.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 26, Ninjutsu 30.
Training: 4 stages.
Stage I: Chakra Control DC 36 Flood the Surrounding wind with your chakra.
Stage II: Chakra Control DC 38 Increase the scale of the gusts of wind.
Stage III: Ninjutsu DC 40 Work on directing the wind towards the targets and improving your control.
Stage IV: Ninjutsu DC 42 Aim the wind to reflect incoming projectiles.
Special: When technique is used, target must roll 1 Reflex check to get clear of the blast. If he fails, he takes damage and must roll an Acrobatics check to see if he manages to stay on his feet. If target fails the acrobatics check, he loses his first 2 attacks from his next attack turn. Can be used to reflect projectiles if user's d20 + Ninjutsu beats attacker's d20 + Ranged Attack. If projectiles are returned, in addition to having to roll Reflex DC for the gust of wind, attacker must roll 1 Reflex save per projectile.

Fūton: Kazekiri (Wind Release: Wind Cutter )
This technique creates a blade of wind which will cut through the enemy with ease. Unlike most other wind techniques it does not require blowing out the wind.
Rank: B
Cp cost: 100
Dice Rolls: 4
Damage: (125 - 200) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 30, Ninjutsu 36, Chakra 22.
Training: 4 stages.
Stage I: Chakra Control DC 40 Infusing chakra in the ambient winds.
Stage II: Ninjutsu DC 46 Directing chakra infused wind in the target's vicinity.
Stage III: Chakra Control DC 42 Focusing the chakra infused in a thin blade on the target.
Stage IV: Chakra DC 16 Forcing as much chakra into the blade as possible to increase its power.
Special: Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.

A-Rank

Fūton: Kamikaze (Wind Release: Divine Wind)
The user releases a gust of wind that forms several small tornadoes.
Rank: A
Cp cost: 125 + 50 per turn maintained
Dice Rolls: 6
Damage: (100 - 150) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 45, Ninjutsu 40, Chakra 30, Concentration 25.
Training: 5 stages.
Stage I: Chakra DC 20 Infusing massive amounts chakra in the ambient winds.
Stage II: Chakra Control DC 55 Creating tornados across the combat field.
Stage III: Ninjutsu DC 50 Moving the tornados towards a target.
Stage IV: Ninjutsu DC 52 Increasing tornado velocity to maximize damage.
Stage V: Concentration DC 35 Maintaining the tornados while fighting or doing other activities.
Special: Every turn this technique is active the target must roll a Reflex check or take damage. Awareness of every character on the field is reduced by 20 because of the noise and flying debris.

Fūton: Shinkūha (Wind Release: Vacuum Wave )
The user takes a deep breath and spins his body around while exhaling a large blade of wind so that it covers an angle of about 180 degrees around the user. The resulting blast is large enough to slice through multiple targets, causing great damage. While more than sufficient to cause crippling, if not fatal, damage, it is incapable of cutting all the way through human flesh.
Rank: A
Cp cost: 160
Dice Rolls: 5
Damage: (175 - 250) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 40, Ninjutsu 40, Chakra 35.
Training: 5 stages
Stage I: Chakra DC 22 Infusing the ambiant air with your chakra.
Stage II:Chakra Control DC 50 Using the wind to quickly rotate your body on itself.
Stage III: Chakra Control DC 52 Exhaling chakra from your mouth in the air as you turn.
Stage IV: Ninjutsu DC 50 Condensing the air you exhale into a thin blade.
Stage V: Ninjutsu DC 52 Using rotation and chakra to greatly increase the velocity of the wind blade.
Special: Every shinobi in the area must roll a reflex save or will suffer damage from this technique, friend or foe. Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.

Kaze no Yaiba (Blade of Wind)
This technique creates a blade out of wind which, being wind, makes it impossible to block.
Cp cost: 150
Dice Rolls: 5
Damage: 120 – 300 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 45, Ninjutsu 37
Training: 5 stages
Stage I: Chakra Control DC 55 Form the wind blade taking care to make the edges very sharp.
Stage II: Chakra DC 28 {d20 + chk mod} Make the blade more lethal. Make the wind more abrasive, sharper, more powerful.
Stage III: Chakra Control DC 57 Increase your control over the wind. Make sure it goes for and cuts through your opponent's vital areas.
Stage IV: Ninjutsu DC 47 Practise expelling the wind blade with an emphasis on technique and speed.
Stage V: Ninjutsu DC 52 Combine the previously trained elements.

Raiton

C-Rank

Raiton: Raishindou (Lightning Release: Lightning Surge)
The user slams his hand onto the ground and causes lightning to spread from his hand to underneath all opponents.
Cp Cost: 80 Cp
Dice Rolls: 3
Damage: 55 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 25, Ninjutsu 20, Chakra 26
Training: 3 stages
Stage I: Chakra Control DC 35 Convert your chakra to pure lightning.
Stage II: Chakra DC 18 {d20 + chk mod} Forcing your electric chakra into the ground with as much force as possible.
Stage III: Ninjutsu DC 30 Ensuring a uniform spread around yourself inside the ground.
Special: All opponents and allies must succeed a Reflex save or take full damage from the technique and then have to roll a Fortitude check. If victim fails Fortitude check, he suffers -5 to all movement rolls in his next turn.

Raiton: Jibashi (Lightning Release: Electromagnetic Murder )
This technique allows the user to create a wave of electricity from his hands. The user can vary its power from a small surge to shock an opponent to a powerful stream of lightning capable of ripping through solid rock. It is ideal to use in conjunction with a water technique.
Cp Cost: 95 Cp
Dice Rolls: 3
Damage: 75 – 90 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 30, Ninjutsu 20, Chakra 22
Training: 3 stages
Stage I: Chakra Control DC 40 Convert your chakra to pure lightning.
Stage II: Chakra DC 16 {d20 + chk mod} Forcing your electric chakra towards a target with as much strength as possible.
Stage III: Ninjutsu DC 30 Using a conductor or water jutsu as a vehicle for the technique.
Special: Technique can be used through a conductor for a 25% reduced chakra cost. Can be used in conjunction with a water jutsu that will act as conductor, however the target only has to make one Reflex save for both attacks if such is the case. If jutsu makes contact, victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.

Raiton: Hiraishin (Lightning Release: Electric Needle Spark)
After coming into physical contact with the opponent, the user raises their arm into the air, generating a powerful bolt of electricity which will travel through their body into the body of the opponent.
Cp Cost: 80 Cp
Dice Rolls: 3
Damage: 65 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: n/a
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 20, Ninjutsu 25, Chakra 26
Training: 3 stages
Stage I: Chakra Control DC 30 Wrapping a limb with electric chakra.
Stage II: Chakra DC 18 {d20 + chk mod} Forcing your electric chakra inside the target.
Stage III: Ninjutsu DC 35 Not electrocuting yourself with your own jutsu despite contact.
Special: Used after a succesful melee or weapon attack or during a grapple. There is no reflex save for this technique, it is an auto-hit through direct contact. Victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.

Rai Bunshin no Jutsu (Lightning Clone Technique)
Developed in the halls of Amegakure but used by Lightning Element ninja the world over. This technique gathers the negative ions in the air and binds it with your chakra to form a clone of your likeness. To touch these clones is to get quite the shocking surprise.
Cp cost: 60
Dice Rolls: 3
Damage: 10 – 25 + chk mod
Reflex DC: N/A
Requirements: Lightning Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages
Stage I: Chakra Control DC 28 Use your chakra to seek out the ions in the air and mold them into a feasible model of your likeness.
Stage II: Chakra DC 22 {d20 + chk mod} Pack as many ions into the clone as you can. Make the technique as dangerous as possible.
Stage III: Ninjutsu DC 27 Combine the previously learned elements.
Special: Each clone has half your stats and 50 Hp. Clones cannot use ninjutsu or genjutsu and are maintained for [user’s chk mod + 10] turns.


B-Rank

Raiton: Gian (Lightning Release: False Darkness)
The user emits lightning in the shape of a spear from his mouth, which then pierces the enemy. Its destructive power is great enough to even pierce through rock, meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies.
Cp Cost: 210 Cp
Dice Rolls: 5
Damage: 125 – 175 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30
Training: 4 stages
Stage I: Chakra Control DC 45 Use your chakra to seek and generate static charge around you and into a sphere in your mouth.
Stage II: Chakra DC 20 {d20 + chk mod} Increase the charge of electricity in your mouth to greatly destabilize its form.
Stage III: Ninjutsu DC 40 Practise aiming and unleashing the technique towards targets.
Stage IV: Ninjutsu DC 42 Increasing charge as you let the electricity from your mouth flow to the outside to maximize power and piercing.
Special: This technique can target 1 enemy per 10 ranks in Ninjutsu. Succesful hit will cause a Bleeding wound in the target, taking 6 hp damage per turn until it is treated. Critical strikes cause a Bleeding critical wound, target taking 12 hp damage per turn.

Raiton: Torunēdo Raitoningu (Lightning Release: Tornado Lightning)
The user generates lightning-based chakra in his palms that he can whip around in order to attack opponents.
Cp Cost: 100 + 50 per turn maintained
Dice Rolls: 4 to initiate, 2 per use if maintained.
Damage: (75 - 90) + chk mod + 2 per 10 ranks in Ninjutsu per swipe.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Fortitude DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 40, Ninjutsu 30, Chakra 26, Concentration 22.
Training: 4 stages
Stage I: Chakra Control DC 45 Gathering chakra and stabilizing it in your palm.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the charge of electricityin the gathered chakra without compromising its integrity.
Stage III: Ninjutsu DC 40 Practise swiping at targets using surges of the elctricity gathered in your palm.
Stage IV: Concentration DC 32 Maintaining the charge attack after attack despite distractions.
Special: This technique can be maintained and used in succession at the cost of two attack rolls per swipe. If user does not have two left, he cannot use it for this attack but can maintain the technique nevertheless for next turn. If jutsu makes contact, victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.

Raiton: Raihappa no Jutsu (Lightning Release: Lightning Blast Technique)
The user creates a lightning bolt out of his chakra and sends it swiftly to his opponent.
Cp cost: 70
Dice Rolls: 4
Damage: 40 – 70 + chk mod
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 28, Ninjutsu 25
Training: 4 stages
Stage I: Chakra Control DC 38 Convert your chakra to pure lightning.
Stage II: Chakra DC 25 {d20 + chk mod} Fiddle with your created lightning to make it more hot, have a higher voltage, etc.
Stage III: Chakra Control DC 40 Work on the speed of your jutsu.
Stage IV: Ninjutsu DC 37 Combine the previously learned elements.

Raiton: Rairyu Dageki Dangan (Lightning Release: Lightning Dragon Shock Bullet)
The user begin to channel and attract all the static electricity within the air around them, and from within there bodies in to a small sphere at the front of there open mouths, as well as applying as they do so to strengthen the charge. Once enough static electricity is gathered, it is expelled. The expelled charge of electricity acts like cloud to cloud lightning. The charge seeks out a differing electric potential, other than the user. As it does so, the user shapes the front of this lightning-like charge in to that of a dragon head with his chakra. Because it is seeking out another electric potential this technique rarely misses its target.
Cp cost: 200
Dice Rolls: 4
Damage: 100 - 200 + chakra mod.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning affinity, Chakra Control 35, Ninjutsu 33
Training: 4 stages
Stage I: Chakra Control DC 45 Use your chakra to seek and generate static charge around you and into a sphere in your mouth.
Stage II: Chakra DC 28 {d20 + chk mod} Increase the potential difference of your electricity and continue to build up the charge.
Stage III: Chakra Control DC 48 Practise aiming and unleashing the technique accurately on targets.
Stage IV: Ninjutsu DC 48 Combine the previously learned elements.
Special: Add +12 to the Reflex DC for this jutsu.

A-Rank

Taijutsu-

D-Rank

Style: Gouken (Strong Fist)
Gouken aims at inflicting external damage and breaking bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
Cp cost: ----
Dice Rolls: n/a
Damage: Basic Taijutsu Damage increases to 5 - 12.
Requirements: Taijutsu 5, Strength 12.
Training: 2 stages.
Stage I: Strength DC 12. Punch hard surfaces with weights strapped around your arms.
Stage II: Taijutsu DC 17. Punch through less hard surfaces without the weights.

Reppū (Gale)
Using their quickness and agility, the user performs a spinning kick to sweep their opponent off their feet. This technique is a good example of how even simple taijutsu can become a preeminently destructive, lethal technique. The move here is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Cp cost: -----
Dice Rolls: 2
Damage: Taijutsu damage.
Requirements: Style: Gouken, Taijutsu 9 ranks.
Training: 2 stages.
Stage I: Taijutsu DC 19. Practice spinning on one leg while keeping your kicking leg straight.
Stage II: Taijutsu DC 22. Add more speed and power to "Stage I"
Special: Enemy is flat footed after the attack and loses the Dex mod to his Dodge Bonus unless he succeeds a Acrobatics check {DC: half the damage}.

Senpū (Whirlwind)
A taijutsu technique where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint.
Cp cost: -----
Dice Rolls: 2
Damage: Double taijutsu damage.
Requirements: Style: Gouken, Taijutsu 11.
Training: 2 stages.
Stage I: Taijutsu DC 21. Practice arriving in a position capable of performing Senpu - in a brief moment.
Stage II: Taijutsu DC 23. Send heavy objects flying using the Senpu.
Special:

C-Rank

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.
Cp cost: ---
Dice Rolls: 3
Damage: Taijutsu damage x 2 + 10 – 15 damage per 10 feet of falling.
Requirements: Taijutsu 23, height to perform the move from (Konoha Senpu, a ledge, a crate etc.).
Training: 3 stages.
Stage I: Taijutsu DC 33. Dive from a high ledge and save yourself with a big log or some other kind of substitute for a person.
Stage II: Taijutsu DC 35. Dive from a higher ledge.
Stage III: Taijutsu DC 38. Jump together with your training object and then use the technique.

Daisenpū (Great Whirlwind)
A series of kicking attacks, starting from a low kick and linking into a middle kick and high kick then finishing off with a heel drop. As the rotation speed picks up the user gains buoyancy, which they use to shift into gradually higher attacks.
Cp cost: ----
Dice Rolls: 3
Damage: Triple taijutsu damage.
Requirements: Taijutsu 24, Strength 18, Dexterity 24
Training: 3 stages
Stage I: Taijutsu DC 34 Link kicking attacks without giving a pause for counterattack.
Stage II: Strength DC 16 {d20 + str mod} Practice launching kicks hard enough and in a proper angle to propel a target upwards each time.
Stage III: Dexterity DC 17 {d20 + dex mod} Follow the target's trajectory as he is kicked higher in the air each time to complete your combo.

B-Rank

Gōriki Senpū (Strong Whirlwind)
A taijutsu technique using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that not a single person can follow the user's movement, smashing his enemy with overwhelming strength.
Cp cost: ----
Dice Rolls: 4
Damage: Four times taijutsu damage.
Fort DC: 15 + str mod + 2 per 10 points in Taijutsu
Requirements: Taijutsu 35, Strength 28, Dexterity 22
Training: 4 stages
Stage I: Taijutsu DC 45 Getting the feel of the technique, the movement.
Stage II: Dexterity DC 16 {d20 + dex mod} Increase speed of the kick through flexibility and technique.
Stage III: Strength DC 19 {d20 + str mod} Adding as much strength to the movement as possible.
Stage IV: Taijutsu DC 47 Using the technique effectively on various targets.
Special: If target fails Fortitude check, cause disorientation effect for one round, causing a -4 penalty on attack, damage and dodge.

Shofu (Rising Wind)
This jump uses the entire body as a spring by amassing power in the legs before kicking upwards. Because the power of the kick from the ground is instantly converted into a blow, the enemy hit with this attack will be launched high into the sky. Can also be used to disarm an enemy of his weapon.
Cp cost: ----
Dice Rolls: 4
Damage: Double Taijutsu damage. If disarming, damage is only normal taijutsu damage.
Requirements: Taijutsu 30, Strength 22, Dexterity 26
Training: 4 stages
Stage I: Dexterity DC 18 {d20 + dex mod} Getting under an opponent's guard and kicking in a vertical strike.
Stage II: Strength DC 16 {d20 + str mod} Using the ground as a push to increase upwards strength.
Stage III: Taijutsu DC 40 Aiming for the opponent's chin to send him flying.
Stage IV: Taijutsu DC 45 Aiming for an opponent's weapon correctly to favor disarming.
Special:
*If used to disarm: Add value of [dex mod] + [str mod] to regular disarm check.
*If used as a hit, target loses his first attack turn from his next turn to land from the hit and get back to his feet.
*Cannot use twice in a row.
PostPosted: Tue Dec 27, 2011 6:59 pm


User-name: Nico_Ryan
Posting: Almost every day
Time zone: EST -5:00

~Character Data~


Name: Kanjo Shokobutsu
Village: Cloud
Clan/Bloodline: Nara
Element Affinity: Water
Age: 10
Gender: Male
Rank: Academy Student

~Appearance~


Headband: Extended, silver cloth worn on his waist
Height: 4"1
Weight: 69lbs
Hair: Red-Orange, Shoulder Length, Straight, Healthy, Red Tips
Eyes: Droopy, Calm, Hazel
Physical Description: Slightly Skinny, slightly long limbs for his body, Slight muscle mass, rounded finger and toe nails, Slightly big ears. Other than those, he looks like the usual Nara except with long, ginger hair.
Clothing: Black and white, checkered, short pants. White T-shirt. Black hooded jacket with white Nara symbol on the back
Background: Kanjo had always been an odd child. Being born to Yuri 'Nara' Shokobutsu and Sencho Shokobutsu, others expected this. The Nara clan were a secluded group and hardly talked to much people. The only real interaction with others that Kanjo got was when they went out to buy groceries or meet up with associates, which was pretty rare. This made Kanjo very introverted and socially awkward.

Nevertheless, Kanjo was a pretty cheerful lad. He loved playing with his younger brother. Since Kanjo was 4, he could have drawn and sang quite well for his age. It seemed that he loved the arts more than most things. His mother always brought him books to read about music and art since he could read. His father even invited his musician friend to help him. Being quite intelligent themselves, his parents had prized his natural intellect and observation skills. He was their prized child. Though, him being so secluded left him with few friends. When it was time for him to be in the academy, they were very saddened.
Personality: Introverted, Secluded, Socially Awkward, Intelligent, Observant, Cheery, Slightly Lazy, Weird
Other: Will turn out gay. Has a secret pet black rat.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 2
Experience: 120/150
Hp: 18
Cp: 10
MHp: 20

[black] = Base/Distribution
[red] = Clan
[blue] = Training

Strength:7 Mod: -1
Dexterity:13 Mod: 1
Constitution:7 Mod: -1
Intelligence:12 + 3 + 1 = 16 Mod: +3
Wisdom:10 Mod: 0
Charisma:6 Mod: -2
Chakra:10 Mod: 0
Dodge Bonus: 10

Base Attack Bonus: 2
Attack Melee: 1
Attack Ranged: 3

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

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex): 1
Alchemy (Int): 2
Awareness (Wis): 1
Athletics (Str): 0
Chakra Control (Int): 10
Concentration (Con): 1
Craft (Int): 0
Diplomacy (Cha): 0
Escape Artist (Dex): 1
Handle Animal (Cha): 0
Innuendo (Cha): 0
Intimidate (Cha): 0
Perform (Cha): 3
Read Lips (Wis):0
Seduction (Cha): 0
Sense Motive (Wis): 0
Sleight of Hand (Dex): 0
Stealth (Dex): 1
Survival (Wis): 0
Treat Injury (Int): 3


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons: 0
Taijutsu: 0
Ninjutsu: 2
Medical Ninjutsu: 0
Genjutsu: 5
Fuuin Jutsu: 0
Sneak Attack: 0
Puppet Play: 0

~Possessions~


Money:

Ryo: 0

Equipment: 0


Valuables A bright red, metal chain that is worn on his right wrist that his grandmother gave to him when he started the academy.

APigInAWig

Savage Tactician

6,000 Points
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Over Yandere
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Obsessive Lover

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PostPosted: Thu Dec 29, 2011 5:01 pm


User-name: Tairu Khime
Posting: Usually everyday
Time zone: EST
User Image
~Character Data~


Name: サンダー 天女 (Sandā Ten'nyo)
Village: Kumogakure
Clan/Bloodline: サンダー (Sandā)
Element Affinity: Lightning+Wind, Resonance
Age: 11
Gender: Female
Rank: Academy Student

~Appearance~

User Image
Headband: N/A
Height: 4'4"
Weight: 70lb
Hair: A dark blue green shade which is long enough to reach the center of her back.
Eyes: Teal
Physical Description: A girl on the border of teendom, she is still very much a child. While of average height Tennyo is a bit underweight leaving her on the skinny side of things. It's not necessarily bad but she could stand to gain a few pounds. Her physique is that of an average eleven year old girl with neither puberty nor shinobi training having taken root yet.
Clothing: Ten'nyo wears a black long shirt which is neither tight nor loose and has a gray scarf style turtle neck collar. Over her shirt she wears a black sleeveless hooded jacket. One her hands she wears a pair of black leather gloves with the finger tips cut off. She then wraps black boxing cloth from her elbows to her wrists to create a seamless transition from shirt to gloves and to prevent her sleeves from getting in the way. To complete the outfit she wears a pair of black shorts. Attached to the shorts she has a belt and pouch set which matches her eyes. For her shoes she wears standard issue ninja sandals in black fabric.
Background:
Pre-Academy

Born into the Sandā clan of Kumogakure to the current Raikage Sandā Yuudai and his wife Midori, a young girl was given the name Ten'nyo. For much of her early life she was raised by her mother while her father was out training. The only time that she would see the man is when he returned home for short periods to rest before heading back out to train. Unlike most children this life style did not prevent her from becoming attached to her father. For some instinctive reason she understood why he had to leave for such long periods and cherished the time that she had while he was at home. Living with only her mother also made her into an independent child.

When she was younger one of her favorite games was playing ninja with the boys but it wasn't easy for her. At first they wanted nothing to do with a girl and told her things like "go pick flowers with the other little girls" and she was forced to only watch. One day she got sick of hearing their taunts and pushed one of the boys to the ground. Towering over him she stared into his eyes and "I'm Ten'nyo of the Sandā clan", before raising her eyes to look at the rest of the group, "and I'll take all of you on. Go ahead and hide if I can't find all of you in three hours I'll never bother you again." At which point most of them laughed and jabbed insults at her but they did slowly walk off to go hide. Ten'nyo then kicked the one that was still on the ground, "Go you idiot, I'm not going to give you extra time." With that the last of the boys scuttled off to go hide. Of course Ten'nyo had a trick up her sleeve, all of those time that she had spent watching the others play ninja had taught her where all of their favorite hiding spots were. It was only a matter of time before she rounded up the entire group. Now nobody said that she could play if she won the game but she had proved to the guys that she could handle them. A few of them were still opposed to playing with a girl but most of them began to accept her as one of the guys. So from then on she could be found hanging out with boys from other shinobi families.

Sometimes she was required to be with the other girls and for the most part that was okay. Ten'nyo got along well with most of them but her rough demeanor made her the target of the stereotypical pretty girl. Often times during pre-academy kunoichi lessons that other girl would go out of her way to harass Ten'nyo. During a flower arranging class, while they were out in the fields picking flowers, that girl came over with her cronies looking for trouble. She slapped the flowers that Ten'nyo had picked to the ground as her minions laughed. Ten'nyo ignored her and squatted down to pick her flowers back up but then the girl step on them and twisted. "These flowers are much to pretty to be in the hands of someone who smells like garbage." the girl said. That was the last straw, she was tired of this girl's attitude and it had finally reached the point of no return. Ten'nyo looked up so that the girl could see her teal eyes ablaze. "You... b***h." Ten'nyo said in low growl. "What was that? You need to speak up since I can't hear you over that awful stench." the girl replied. How ever Ten'nyo didn't say it again, as she quickly stood up a quick sucker punch was delivered to the girl's stomach before Ten'nyo punched her in the nose making it bleed. The girl began to cry and ran away, her nose dripping blood as she went. Ten'nyo looked at the two minions and said "Unless you want some too, go run to your master and clean up her nose." The instructors were upset of course but they only made her stay after class and study for a few hours. Of course what Ten'nyo didn't know was that her father had just saved a nearby village and they had cut her some slack because of it. Soon after that he was appointed to the position of Raikage and then all of her instructors suddenly became really nice to her.

Personality: Ten'nyo is definitely not a little princess like some girls her age. If anything she's like a snow leopard, graceful but still tough. As the Raikage's daughter she has a small air of importance about her attitude but largely keeps it in check. How ever she sometimes has a mouth foul as any sailor from the land of water. Despite her apparent toughness Ten'nyo is not a complete tomboy. She still enjoys more girlish objects even if she largely keeps them a secret.
Other:
*She has a barbell piercing running through her lower lip.
*Boys are just boys right now as she has yet to become attracted to them.
*She wants to become a shinobi so that she can spend more time with her dad.
* 天女 (Ten'nyo) can be translated as either celestial maiden or heavenly nymph. The first reading is why Yuudai calls her his angel.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~


LV. 4
Experience: (076/250)
Hp: [10 + 1] x 4 = 44
Cp: [4 + 2] x 4 = 24
MHp: [10 + 0] x 4 = 40


Initial/lvl/training

Strength: [6] + [0] + [0] = 6
Mod= [-2]
Dexterity: [6] + [5] + [0] = 11
Mod= [0]
Constitution: [6] + [5] + [1] = 12
Mod= [1]
Intelligence: [6] + [6] + [1] = 13
Mod= [1]
Wisdom: [6] + [4] + [0] = 10
Mod= [0]
Charisma: [6] + [1] + [1] = 8
Mod= [-1]
Chakra: [6] + [8] + [0] = 14
Mod= [2]
Dodge Bonus: [10] + [0] + [0] = [10]


Base Attack Bonus: 4
Attack Melee: 2
Attack Ranged: 4

Base Save Bonus: [2]
Fort: [3]
Rex: [2]
Will: [2]

~Skills~


dist/training/other



Ninja Skills [Mundane] ((Modified By)):

Strength: -2
Athletics (Str): [0] + [0] | -2

Dexterity: 0
Acrobatics (Dex): [0] + [0] | 0
Escape Artist (Dex): [7] + [0] | 7
Sleight of Hand (Dex): [0] + [0] | 0
Stealth (Dex): [7] + [0] | 7

Constitution: 0
Concentration (Con): [0] + [0] | 0

Intelligence: 1
Alchemy (Int): [0] + [0] | 1
Chakra Control (Int): [9] + [0] | 10
Craft (Int): [0] + [0] | 1
Treat Injury (Int): [0] + [0] | 1

Wisdom: 0
Awareness (Wis): [2] + [0] | 2
Read Lips (Wis): [0] + [0] | 0
Sense Motive (Wis): [0] + [0] | 0
Survival (Wis): [0] + [0] | 0

Charisma:
Diplomacy (Cha): [0] + [0] | -1
Handle Animal (Cha): [0] + [0] | -1
Innuendo (Cha): [0] + [0] | -1
Intimidate (Cha): [0] + [0] | -1
Perform (Cha): [0] + [0] | -1
Seduction (Cha): [8] + [0] | 7

Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons (Melee): [0] + [0] | 0
Ninja Weapons (Shuriken): [0] + [1] | 1
Taijutsu: [5] + [0] | 5
Ninjutsu: [12] + [0] | 6
Medical Ninjutsu: [0] + [0] | 0
Genjutsu: [0] + [0] | 0
Fuuin Jutsu: [0] + [0] | 0
Sneak Attack: [0] + [0] | 0
Puppet Play: [0] + [0] | 0

~Possessions~


Money:

Ryo: Her dad's wallet

Equipment:
~none

Valuables:
~none
PostPosted: Sun Jan 01, 2012 10:03 pm


User-name: Gideon Commando
Posting: Everyday
Time zone: CST

~Character Data~


Name: Hosho Teishin
Village: Kumogakure
Clan/Bloodline: Teishin
Element Affinity: Lightning
Age: 11
Gender: Male
Rank: Academy Student

~Appearance~


Headband: None
Height: 4’ 11”
Weight: 92 lbs
Hair: Short black, and easy to care for
Eyes: Blue
Physical Description: Slim yet strong from a life in the mountains, like all Teishin.
Clothing: Upon hearing that he was accepted into the Ninja Academy, Hosho began to wear a grey ninja gi. Naturally on the back of the Gi is the Kanji for mountain, to serve as a reminder of where he came from. He’s also taken to wearing a bandolier across his chest; he believes that he’ll be able to take weapons from inside more quickly.
Background: Hosho grew up in the standard Teishin lifestyle, much of his youth was spent learning the ways of the hunter and growing up learning to survive on the side of a mountain. He quickly became adept at hunting with both his bow and throwing hatchet. On his 10th birthday, he applied for the ninja academy, but because of the constant movement of the Teishin Clan he didn’t get his acceptance letter for a year. It’s fair to say that he’s nervous about leaving his clan, and entering into a world he barely knows, or even understands. He has vowed however to try his best, and to become a ninja the Clan can be proud of.
Personality: Teishin has patience, a hunter must, but, because of his young age, he can give into impulses. Because he’s going into an relatively unknown world, he can be quick to judge people, places and things. To many he might seem arrogant and unloyal to Kumogakure.
Other: None

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 2
Experience: 29/150
Hp: 18
Cp: 4
MHp: 20

(Base + Level Up Distributed + Trained)

Strength: 6 +3=9 Mod: -1
Dexterity: 6+7=13x1.2=15 Mod: +2
Constitution: 6+2=8 Mod: -1
Intelligence: 6+3+1=10 Mod: 0
Wisdom: 6+4=10 Mod: 0
Charisma: 6+2=8 Mod: -1
Chakra: 6+2=8x0.8=6 Mod: -2
Dodge Bonus: W:0 + D: 2 = 12

Base Attack Bonus: 2
Attack Melee: 1
Attack Ranged: 4

Base Save Bonus: 1
Fort: 0
Rex: 3
Will: 2

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex):
Alchemy (Int):
Awareness (Wis): 4
Athletics (Str): 4
Chakra Control (Int): 3
Concentration (Con):
Craft (Int):
Diplomacy (Cha): 2
Escape Artist (Dex):
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha):
Perform (Cha):
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis):
Sleight of Hand (Dex):
Stealth (Dex): 2
Survival (Wis): 2
Treat Injury (Int):


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons (Melee):
-Throwing Hatchet: 5
Ninja Weapons (Ranged):
-Bow: 5
Taijutsu:
Ninjutsu: 5
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack: 3
Puppet Play:

~Possessions~


Money:

Ryo: None

Equipment:
1 Bow
1Throwing Hatchet
10 Standard Arrows

Valuables His prized hunting hatchet which, like all Teishin, he keeps on him at all times. As per the orders of the High council, he carries a specially decorated Throwing Hatchet, which he is to deliver to the Raikage.

Gideon Commando
Crew



Majikal Mayhem


Cool Loser

23,400 Points
  • Battle: Rogue 100
  • Champion 300
  • Overstocked 200
PostPosted: Thu Jan 05, 2012 6:12 am


User-name: Pr0dlgy
Posting: Daily
Time zone: Eastern

~Character Data~


Name: Chiaki Yubari
Village: Kumokagure
Clan/Bloodline: None
Element Affinity: Water
Age: 17
Gender: Female
Rank: Tokubetsu

~Appearance~


Headband: Worn on her left thigh
Height: 5'4"
Weight: 128 lbs.
Hair: Long, straight brown hairthat has a purple tint in the right amount of light
Eyes: Amber
Physical Description: Clicky
Clothing: Chiaki sports a long black robe that goes all the way down to her ankles. She wears black tobi at her feet. The only other thing she wears is a golden locket that she constantly wears around her neck and under her robe.
Background:Chiaki had a great childhood. She is the eldest of four and is the only female amongst her and her siblings. This caused the girl to end up being rotten to the core and the fact that her parents catered to her every desire made things that much worse.
Reality set in when she joined the academy at age nine. She had the mindset of being the smartest in the bunch, however, she ended up as the worst student in the classroom due to the fact that her ninjutsu skills were sub-par. The girl was the last to graduate and was the subject of ridicule throughout the academy and town.
Eventually, she started training in the art of taijutsu. She got better at it and after a few missions, she saved up he money and bought a bo staff. That is when she really began training. After a while, she became a formidable opponent in battle and grew into her own skin.
The chuunin exams came and Chiaki's squad ended up making it past the first two stages The final stage came and her two squad members made it to the quarterfinals. Meanwhile, she made it all the way to the final battle and lost by a very thin margin. After she recovered and met with the kage, she was promoted to the rank of chuunin... the only one to do so that year in the village... at 13 years old.
Fast forward four years and Chiaki met with the kage again. Chiaki gets assigned to the rank of Tokubetsu. Her first assignment as such is to teach a new wave of students in the academy.
Personality: Chiaki has grown to be full of spunk and tenacity. In battle she is known to give it all she has. Outside of that, she is very mild-mannered and approachable. She loves to listen and is always there to lend a helping hand.
Other: Chiaki is right handed and carries her staff WHEREVER she goes.

Missions:

S: 2
A: 4
B: 17
C: 62
D: 91

Jutsu:

Ninjutsu-
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.
Medical Ninjutsu-

Genjutsu-

Taijutsu-
Style: Gouken (Strong Fist)
Gouken aims at inflicting external damage and breaking bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
Cp cost: ----
Dice Rolls: n/a
Damage: Basic Taijutsu Damage increases to 5 - 12.
Requirements: Taijutsu 5, Strength 12.
Training: 2 stages.

Dynamic Entry
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Cp cost: ---
Dice Rolls: 1
Damage: Add 3 - 8 to Taijutsu dmg
Requirements: Taijutsu 6.
Training: 2 stages.
Stage I: Taijutsu DC 18. Train jump kick from standing.
Stage II: Taijutsu DC 20. Train jump kick from a running start.

Senpū (Whirlwind)
A taijutsu technique where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint.
Cp cost: -----
Dice Rolls: 2
Damage: Double taijutsu damage.
Requirements: Style: Gouken, Taijutsu 11.
Training: 2 stages.
Stage I: Taijutsu DC 21. Practice arriving in a position capable of performing Senpu - in a brief moment.
Stage II: Taijutsu DC 23. Send heavy objects flying using the Senpu.

Blocking
Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. Obviously the techniques for blocking with a kunai are not the same as blocking with a spear. The size categories are Small(kunai and smaller)/Medium(katana and smaller)/Large(Kusarigama and smaller/Huge(15 feet or 25 pounds and smaller).
Cp cost: ---
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Strength 12/14/16/18, Dexterity 12/14/16/18, Associated Weapon Skill 5
Training: 1 stage
Stage I: Associated Weapon Skill DC 17 Stop weapons from hitting you with a melee weapon.
Special: Use the formula 1D20+Weapon Skill against attackers attack score. If the Block is higher all damage from the attack is negated. [

Style: Capoeira
Capoeira is a style that combines elements of martial arts, music, and dance. The style is marked by fluid acrobatic play, feints, and extensive use of sweeps, kicks, and headbutts. Less frequently used techniques include elbow strikes, slaps, punches, and body throws. Lastly, striking with the hands is often seen as inelegant and disruptive to the flow of movement. Elbow strikes are commonly used in place of hand strikes. Capoeira also uses acrobatic and athletic movements to maneuver around the opponent. Cartwheels, handstands, headspins, hand-spins, handsprings, sitting movements, turns, jumps etc. are all very common in capoeira though vary greatly depending on the form and rhythm. Fakes and feints are also an extremely important element in capoeira and the setting of traps or illusory movements are very common. Capoeira defenses consists of evasive moves and rolls which allow the defensive players to quickly evade an attack and position themselves around the aggressor in order to lay up for an attack. Other evasive moves allow the capoeirista to move away or dangerously close in an attempt to trip up the aggressor in the briefest moment of vulnerability (usually in a mid-kick.)
Cp cost: ---
Dice Rolls: n/a
Damage: 8 - 14 + dex mod per hit
Requirements: Dex 20, Taijutsu 16, Acrobatics 9.
Training: 3 stages.
Stage I: Acrobatics DC 19. Use acrobatic moves (flips, cartwheels, handstands etc.) in a small radius.
Stage II: Taijutsu DC 26. Shadowbox using capoeira. Meaning; adding kicks, slaps, elbows, knees to Stage I.
Stage III: Taijutsu DC 28. Repeat Stage II in a narrow space.
Special: +2 to maximum damage per 5 ranks in Acrobatics when using this style. Immune to attacks of opportunity.

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.
Cp cost: ---
Dice Rolls: 3
Damage: Taijutsu damage x 2 + 10 – 15 damage per 10 feet of falling.
Requirements: Taijutsu 23, height to perform the move from (Konoha Senpu, a ledge, a crate etc.).
Training: 3 stages.
Stage I: Taijutsu DC 33. Dive from a high ledge and save yourself with a big log or some other kind of substitute for a person.
Stage II: Taijutsu DC 35. Dive from a higher ledge.
Stage III: Taijutsu DC 38. Jump together with your training object and then use the technique.




Summoning Contract-

~Stats~

LV. 20
Experience: 0/1050
Hp: 300
Cp: 80
MHp: 240

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<

Strength: 11 + 29 + 0 = 40 Mod:15
Dexterity: 11 + 19 + 0 = 30 Mod: 10
Constitution: 11 + 9 + 0 = 20 Mod: 5
Intelligence: 11 + 5 + 0 = 16 Mod: 3
Wisdom: 11 + 3 + 0 = 14 Mod: 2
Charisma: 11 + 10 + 0 = 21 Mod: 5
Chakra: 11 + 0 + 0 = 11 Mod: 0
Dodge Bonus: 23

Base Attack Bonus: 20
Attack Melee: 34
Attack Ranged: 30

Base Save Bonus: 10
Fort: 15
Rex: 20
Will: 13

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex): 15 + 10 = 25
Alchemy (Int): 0 + 3 = 3
Awareness (Wis): 20 + 2 = 22
Athletics (Str): 20 + 15 = 35
Chakra Control (Int): 10 + 3 = 13
Concentration (Con): 0 + 5 = 5
Craft (Int): 0 + 2 = 2
Diplomacy (Cha): 20 + 5 = 25
Escape Artist (Dex): 0 + 10 = 10
Handle Animal (Cha): 0 + 5 = 5
Innuendo (Cha): 0 + 5 = 5
Intimidate (Cha): 10 + 5 = 15
Perform (Cha): 0 + 5 = 5
Read Lips (Wis): 0 + 2 = 2
Seduction (Cha): 0 + 5 = 5
Sense Motive (Wis): 0 + 2 = 2
Sleight of Hand (Dex): 0 + 10 = 10
Stealth (Dex): 25 + 10 = 35
Survival (Wis): 0 + 2 = 2
Treat Injury (Int): 0 + 3 = 3


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons:
TAB-Bo staff: 40
Taijutsu: 20
Ninjutsu: 0
Medical Ninjutsu: 0
Genjutsu: 0
Fuuin Jutsu: 0
Sneak Attack: 30
Puppet Play: 0

~Possessions~


Money:

Ryo: 215

Equipment: Wooden Bo Staff
20x Kunai
10x Shuriken


Valuables
Locket that contains a note and photo from her mom before she passed away.
PostPosted: Fri Jan 13, 2012 5:59 am


User-name: Fenrir of Ragnarok
Posting: Daily
Time zone: Eastern

~Character Data~


Name: Miyazaki (surname) Hiroki (大, Big 樹,Tree)
Village: Kumogakure
Clan/Bloodline: None
Element Affinity: Lightning
Age: 12
Gender: Male
Rank: Academy Student

~Appearance~


User Image

Headband: Hiroki wears his headband loosely around his neck.
Height: 4' 5''
Weight: 73 lb
Hair: Blonde
Eyes: Blue
Physical Description: Hiroki is smaller than most and appears a bit thin but has always enjoyed physical excersise and seems to be able to eat as much as even a larger man. He's rather fit however and even through his large appetite he seems to never gain any weight.
Clothing: Hiroki wears a long thin white scarf loosely around his neck that can be tied around his mouth and nose as a mask. He wears a black slim fitting long sleeved shirt. He wears a pair of slim fitting slate grey pants as well as a slate grey vest with a pockets lining the front.
Background: Hiroki was born into a common family and was named after the large trees that kumokagure inhabits. Despite coming from a common class family his father managed to train hard and become a member of the renowned ANBU. Hiroki's father has always been tough on him pushing him and training him even at a young age, however Hiroki has always respected him and looked up to him even through the times he felt like he hated his father. Hiroki's greatest ambition is to follow his fathers footsteps and is determined to join the ranks of that elite group. His mother has always been very supportive and always encouraging and has had to stay strong at times she disagreed with his fathers way of raising Hiroki. His father had started pushing Hiroki's physical abilities ever since he was young causing his mother to become a bit stressed. Now after many years of anxious waiting his father has finally allowed him to begin the Academy. Hiroki's father had kept him back in order to give him a basic preperation and is now ready and excited to begin his journey.
Personality: Hiroki is an extremely determined boy and was taught discipline very early but because so he can be very cocky and has been known to start fights, even ones he knows he will loose. He understands sacrafice however and with his families circumstances he knows how great sacrifices can be to gain his ambitions due to having to live through his fathers rise and seeing first hand the hardships it causes. Hiroki has a very strong sense of loyality, so much so that it often brings him a lot of trouble, but he sees loyalty as very noble and holds to it dearly and always wishes that others treat him the same. Hiroki can be quick to anger, but he is very straightforeward and always speaks his mind. He hardly ever can hide his emotions and tends to wear them on his sleeve but he is a very honest person.
Other: none

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 000/000
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: 11 Mod: 0
Dexterity: 10 Mod: 0
Constitution: 8 Mod: -1
Intelligence: 11 Mod: 0
Wisdom: 6 Mod: -2
Charisma: 6 Mod: -2
Chakra: 10 Mod: 0
Dodge Bonus: 8

Base Attack Bonus:
Attack Melee:
Attack Ranged:

Base Save Bonus:
Fort:
Rex:
Will:

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex): 3
Alchemy (Int):
Awareness (Wis):
Athletics (Str):
Chakra Control (Int): 2
Concentration (Con):
Craft (Int):
Diplomacy (Cha):
Escape Artist (Dex):
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha):
Perform (Cha):
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis):
Sleight of Hand (Dex): 4
Stealth (Dex): 3
Survival (Wis):
Treat Injury (Int):


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons:
Taijutsu: 4
Ninjutsu: 4
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo: weekly allowance

Equipment: none


Valuables none

Fenrir of Ragnarok


Exodus Revel
Crew

Fashionable Millionaire

7,800 Points
  • Survivor 150
  • Peoplewatcher 100
  • Invisibility 100
PostPosted: Tue Jan 17, 2012 10:48 pm


User-name: Exodus Revel
Posting: All the time ^^
Time zone: -6:00 CST US

~Character Data~


Name:Miyako Chōzō
Village: Kumogakure
Clan/Bloodline: -
Element Affinity: Raiton/Unknown at current time...
Age: 11
Gender: Female
Rank: Academy Student

~Appearance~

User Image
Headband: None Yet
Height: 4'7"
Weight: 92 lbs.
Hair: She has blonde hair that goes to the middle of her back. It has a yellow tinge to it that will lighten out later in life. When working she will pull her back in to a ponytail to keep it out of the way. Usually has two parts that are left to hang at either side of her face along with her bangs.
Eyes: She has soft, red eyes.
Physical Description: She is frail and not very strong. What she lacks in physical force she makes up for in intellect. She is in the process of a growth spurt, though her frame will change very little. She is the spitting image of her mother, with a few of her father's features.
Clothing: On hotter days she will wear a pair of tight black shorts and a tight white t-shirt with short sleeves or a tank top. Colder days she will wear capris, either khaki or black, and a 3/4 sleeve tee. She wears a black cloak as a form of hiding herself from public. She usually wears something on her head, whether it is a hat, earmuffs, bow, etc. and usually has studded earrings. Her hands and forearms are wrapped in cloth to help prevent cuts and splinters when working on her puppets... plus it's nice to have something handy to wipe the sweat off your face. On her feet she wears the normal ninja boots with socks.
Background: Her father own a workshop, mainly for making or repairing furniture and other wooden things. Her mother was an herbologist and was often found tending gardens and getting herbs for the hospital. Sh would help out her mother with the herbs, gaining knowledge on what aids and what kills, and in her father's workshop, getting a feel for wood and the tools needed to carve it. When she was around seven years old, she became interested in puppets, and the puppet jutsu. She's knows a little about the way puppets work, but she has far to learn. Upon hearing that their daughter wanted to enlist in the academy, they had nothing but worry for her, but they also believed she had a choice in her life, and maybe she would change her mind someday. As a gift of good luck, her father gave her a small puppet repair kit and her mother a small book on alchemy.
Personality: She is shy and timid, which is why she spends a lot of time working on puppets. It's easy to talk to something that doesn't talk back and respond to the nonsense that spills from your mouth. Once the ice is broken, however, she tends to open up a little more.
Other: Somewhere on her person she carries around a little puppet repair kit, just in case, and a small notepad with a pencil, to jot down any ideas she has.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 2
Experience: 29/150
Hp: 20/20
Cp: 10/10
MHp: 18/18

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Training
Level Up

Strength: 6 + 0 + 1 = 7 Mod: -2
Dexterity: 6 + 2 + 1 = 9 Mod: -1
Constitution: 6 + 2 + 3 = 11 Mod: 0
Intelligence: 6 + 4 = 10 Mod: 0
Wisdom: 6 + 3 = 9 Mod: -1
Charisma: 6 + 3 + 1= 10 Mod: 0
Chakra: 6 + 6 = 12 Mod: 1
Dodge Bonus: 10 + Wis Mod[-1] + Dex Mod[-1]= 8

Base Attack Bonus: 2
Attack Melee: 2 + Str Mod[-2] = 0
Attack Ranged: 2 + Dex Mod[-1] = 1
Attack Puppet: 2 + Puppet Play/2 [5/2=2] = 4

Base Save Bonus: 1
Fort: 1 + Con Mod[0] = 1
Rex: 1 + Dex Mod[-1] = 0
Will: 1 + Wis Mod [-1] = 0

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Strength Mod: -2
Athletics:

Dexterity Mod: -1
Acrobatics:
Escape Artist:
Sleight of Hand:
Stealth:

Constitution Mod: 0
Concentration:

Intelligence Mod: 0
Alchemy: 3 + 1 = 4
Chakra Control: 7 + 3 + 1 = 11
Craft (Puppet): 5 + 5 = 10
Treat Injury:

Wisdom Mod: -1
Awareness:
Read Lips:
Sense Motive:
Survival:

Charisma Mod: -1
Diplomacy:
Handle Animal:
Innuendo:
Intimidate:
Perform:
Seduction:

Chakra Mod: +1


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons:
Taijutsu: 2
Ninjutsu:
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play: 5

~Possessions~


Money:

Ryo:

Equipment:


Valuables
Notepad, pencil, and puppet repair kit.
PostPosted: Sun Jan 22, 2012 8:34 pm


User-name: Typical Schizotype
Posting: At least once per day, optimistically
Time zone: US Central (GMT - 6)

~Character Data~
 

Name: Marutobi Jin
Village: Kumogakure
Clan/Bloodline: -
Element Affinity: -
Age: 11
Gender: Male
Rank: Academy Student

~Appearance~
 

Headband: None
Height: 5'2” (157.5 cm)
Weight: 110 lbs (50 kg)
Hair: Blonde
Eyes: Blue
Physical Description: Jin is well-built, the result of years of training. His blonde hair is chin-length, and a bit on the messy side. His skin is pale, as he doesn't have much reason to leave the caves of Kumogakure.
Clothing: Despite his mostly-serious nature, he dresses casually. Generally he can be seen wearing a loose sweater in his favorite color: green. Tan slacks are his preferred compliment, though he also wears jeans.
Background: Jin is the youngest member of the Marutobi sword discipline. The Marutobi was always a small group, even before the numerous misfortunes that befell Kumogakure. Now the clan is all but extinct, Jin's family being the only disciples that can be accounted for. From a young age the boy was trained by both mother and father. Both parents worked to instill not only bladed prowess, but also valor and a sense of duty in their son.
Personality: Although calm and reserved, Jin is friendly. He is eager to prove his skill by cutting down those who prey on the weak, something stressed by his discipline's ideology. Despite his willingness to use his abilities, he would only do so to defend himself or an ally. At times he can be outspoken, though he prefers to avoid subject matter that could cause a disagreement with others.
Other: 

Missions:  

S: 
A: 
B: 
C: 
D: 

Jutsu: 

Ninjutsu-  

Medical Ninjutsu-  

Genjutsu-  

Taijutsu- 

Summoning Contract- 

~Stats~
 
LV.  2
Experience: 115 / 150
Hp: 20
Cp: 8
MHp: 20

Base + Initial
Level

Strength: 6 + 4            Mod: 0
Dexterity: 6 + 2 + 1            Mod: -1
Constitution: 6 + 4        Mod: 0
Intelligence: 6 + 2        Mod: -1
Wisdom: 6 + 4              Mod: 0
Charisma: 6 + 2            Mod: -1
Chakra: 6 + 2 + 2             Mod: 0
Dodge Bonus: 

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

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

~Skills~
 

Ninja Skills [Mundane] ((Modified By)): 

Modifier + Initial
Level

Acrobatics (Dex): -1 + 2 + 1
Alchemy (Int): -1
Awareness (Wis): 0 + 2
Athletics (Str): 0 + 2 + 2
Chakra Control (Int): -1 + 1 + 2
Concentration (Con): 0
Craft (Int): -1 + 1
Diplomacy (Cha): -1
Escape Artist (Dex): -1 + 2
Handle Animal (Cha): -1
Innuendo (Cha): -1
Intimidate (Cha): -1 + 3
Perform (Cha): -1
Read Lips (Wis): 0
Seduction (Cha): -1
Sense Motive (Wis): 0
Sleight of Hand (Dex): -1 + 1
Stealth (Dex): -1 + 1
Survival (Wis): 0
Treat Injury (Int): -1 + 4


Ninja Skills [Passive] ((No Modifiers)): 

Initial
Level

Ninja Weapons: 3 + 1
Taijutsu: 1
Ninjutsu: 
Medical Ninjutsu: 
Genjutsu: 
Fuuin Jutsu: 
Sneak Attack: 
Puppet Play: 

~Possessions~
 

Money: 

Ryo: 0

Equipment: 

None

Valuables

None

Stained Class King

IRL Lunatic


Aquos Dragoa

PostPosted: Sun Feb 05, 2012 7:31 am


User-name: Aquos Dragoa
Posting: Eh... varies, but if I'm rping with people its usually at least once a day
Time zone:GMT +0

~Character Data~

User Image
Name: Tatsuki Shino
Village: Kumo
Clan/Bloodline: None
Element Affinity: Lightning
Age: 10
Gender: Female
Rank: Academy student

~Appearance~


Headband: Doesn't have hers yet but when she does it will be on the white cloth around her waste.
Height: 4'3
Weight: 73 Lb
Hair: Black and extremely long. It is frequently held up in a pony tail, the only hair that is lose is some strands on each side that are shorter then the rest of her hair and her bangs that reach the bottom of her forehead.
Eyes:Red
Physical Description: Has the body of a typical 10 year old female. Slim, yet not extremely skinny, she is in the right body size to be considered healthy. Although it does not seem she is has much muscle from her appearance, she actually is stronger then most other females, but not by too much, at least not yet.
Clothing:Dark blue sleeveless top with black strips on the edges where it buttons, the buttons are done on the inside so they aren't visible. Shino never has it buttoned up completely leaving part of the top and bottom loose. Around her upper waist she has white clothe tied in a matter that makes a fairly large bow in the back. For bottoms she wears a type of skirt, which basically looks more like a clothe wrapped around her waist since it has a very long slit on the right side, which allows freedom of movement, it is of the same color and style as her shirt. Underneath that she wears a pair of very snug and very small shorts (just to keep pervy eyes from seeing what they want). On her legs and feet she wears the typical shinobi shoes but in black and has thigh length black socks.
Background: There isn't really much to Shino's life. It was basically the same as every other person in their village. But the only difference in a way would be her family life, which to her is nothing special. She grew up the youngest of three children, and also happened to be the only female child. It was never expected for her to want to be a shinobi, it was asked of her brothers to follow such a career for it was a mans honor and place to protect the family and as such their father didn't want them doing anything else. As for her though, it was preferred that she stick around the home and do more "feminine" things, like taking care of the family business once her parents passed on. Shino had other plans though. Once she had her mind set on being a shinobi, there was no stopping her. Her parents were fine with it, perhaps a little shocked, but they didn't do anything to stop the girl. If that was what she wanted then she had every right to go for it. Her brothers took this as something to tease her with, being you know brothers, they made sure to pester her about never becoming anything that great, after all as a girl she was weaker then a guy. This only helped fuel her determination so as one can imagine she is out to prove her brothers dead wrong.
Personality: Hard working girl, she has the determination and stubbornness that will either help her get far and reach her goals, or utterly fail, all depends on how she uses that part of her. She is loyal and friendly to those she trusts and is close too. She can be a bit tough and a little mean from time to time, for example if annoyed she will easily show it by whacking the person who caused it in the head, especially if that person isn't older then her.
Other:
-Aspires to be a genjutsu specialist

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: [10 + (-2)] x 1 = 8
Cp:[4 + 0] x 1 = 4
MHp:[10 + (-1)] x 1 = 9

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<

Strength: 6 + 2 = 8 Mod: -1
Dexterity: 6 + 4 = 10 Mod: 0
Constitution: 6 + 1 = 7 Mod: -2
Intelligence: 6 + 5 = 11 Mod: 0
Wisdom: 6 + 2 = 8 Mod: -1
Charisma: 6 + 1 = 7 Mod: -2
Chakra: 6 + 5 = 11 Mod: 0
Dodge Bonus: 10 + 0 + 0 = 10

Base Attack Bonus: 1
Attack Melee: 1 + (-1) = 0
Attack Ranged: 1 + 0 = 1

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

~Skills~


Ninja Skills [Mundane] ((Modified By)):
SP: 20

Acrobatics (Dex): 0 + 0
Alchemy (Int): 0 + 0
Awareness (Wis): -1 + 1
Athletics (Str): -1 + 1
Chakra Control (Int): 0 + 2
Concentration (Con): -2 + 2
Craft (Int): 0 + 0
Diplomacy (Cha): -2 + 0
Escape Artist (Dex): 0 + 2
Handle Animal (Cha): -2 + 0
Innuendo (Cha): -2 + 0
Intimidate (Cha): -2 + 2
Perform (Cha): -2 + 0
Read Lips (Wis): 0 + 0
Seduction (Cha): -2 + 0
Sense Motive (Wis): -1 + 0
Sleight of Hand (Dex): 0 + 0
Stealth (Dex): 0 + 0
Survival (Wis): -1 + 0
Treat Injury (Int): 0 + 0


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons:
Taijutsu: 2
Ninjutsu: 2
Medical Ninjutsu:
Genjutsu: 4
Fuuin Jutsu: 0
Sneak Attack: 2
Puppet Play: 0

~Possessions~


Money:

Ryo:

Equipment:


Valuables
PostPosted: Sat Mar 24, 2012 8:15 pm


User-name: Ponpon-kun
Posting: Any/Everyday
Time zone: Central Standard (US)

~Character Data~


Name: Ruan, Yi (given, surname)
Village: Kumogakure
Clan/Bloodline: None.
Element Affinity: Wind.
Age: 8
Gender: Male.
Rank: Student.

~Appearance~


Headband: -
Height: 3ft. 5in.
Weight: 51 lbs.
Hair: Ruan’s hair is a red-mahogany color. The cut is shorter in the back with longer, face framing fringe in the front. Think Yuki from Furuba.
Eyes: Large and doughy, dark grey in color.
Physical Description: Ruan is overall, small in stature. Olive colored skill covers the boy’s small frame. One issue that plagues the young shinobi is a disproportional body. Both his legs and arms are longer that his torso; making Ruan just a tad clumsy, which he thoroughly enjoys. Other than his striking eyes and hair color, he has few other distinguishing features.
Clothing: Ruan’s typical outfit consists of a white ¾ sleeve tee and blue cargo shorts that stop right above the knee. He detests wearing shoes, but when the need arises Ruan keeps a pair of small stilted geta within arm’s reach. The only accessory he wears is a single black, metal bangle on his left wrist.
Background: Ruan was born into a loving, two parent home in the winter years ago. His parents humble villagers with no political or royal importance to Kumogakure have worked the past years to make the village a safe haven for the future generations. Luckily, the boy was too young to know of the tragedies that has befallen the people of Kumogakure. While rebuilding his father, Tetsu, took up the weaponsmithing profession to assist the village’s economy. With such a time consuming and demanding job, Tetsu spent much of his time away from his family. Much of Ruan’s time was spent running between the family’s home with his mother and the armory assisting Tetsu.
It was not but a year ago that tragedy stuck the close family. Ruan’s mother suddenly passed of a still undiscovered illness. Neither of the Yi men were prepared for this crushing blow. The mourning period for Tetsu was cut short as his work schedule didn’t halt to convenience him and his emotions. The same was also true for Ruan. Until recently he’d been spending his days in the forge with Tetsu learning about weapons to occupy his mind. Not but weeks ago did the two decided to send Ruan to the village shinobi academy. Although Ruan is unsure about the decision, he is excited to begin his time at the academy.
Personality: Being an only child and one of few children his age in the village Ruan is now not well practiced with social interactions. The boy is quiet and introvert. It’s common for him to sit and listen but have little to say.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. o2
Experience: 1oo / 15o
Hp: 18
Cp: 1o
MHp: 2o

>>> [ base ] + [ distrib.] + [ lvl up ] + [ trained ] <<<

Strength: 6 + 2 Mod: -1
Dexterity: 6 + 2 + 2 Mod: 0
Constitution: 6 + 2 Mod: -1
Intelligence: 6 + 4 Mod: o
Wisdom: 6 + 4 Mod: o
Charisma: 6 + 2 + 1 Mod: -1
Chakra: 6 + 4 + 2 Mod: 1
Dodge Bonus:

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

Base Save Bonus: 1
Fort: o
Rex: 1
Will: 1

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex): 3
Alchemy (Int):
Awareness (Wis): 3
Athletics (Str):
Chakra Control (Int): 5
Concentration (Con): 2
Craft (Int):
Diplomacy (Cha):
Escape Artist (Dex): 1
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha):
Perform (Cha):
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis): 4
Sleight of Hand (Dex):
Stealth (Dex):
Survival (Wis): 2
Treat Injury (Int): 1


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons:
Kunai: 1
Shuriken: 2
Senbon: 2
Aikuchi: 3

Taijutsu:
Ninjutsu:
Medical Ninjutsu:
Genjutsu: 1
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:


Valuables

PonPon-kun

Gracious Gaian

6,850 Points
  • Gaian 50
  • Contributor 150
  • Person of Interest 200

Nosfouratwo

PostPosted: Sun Mar 25, 2012 9:48 pm


User-name: Nosfouratwo
Posting: At least a few times a week
Time zone: Mountain

~Character Data~


Name: Odin Gislebertus [Kedouin]
Village: Kumogakure
Clan/Bloodline: [Kedouin]
Element Affinity: Lightning
Age: 10
Gender: Male
Rank: Student

~Appearance~


Headband: N/A
Height: 4’ 1’’
Weight: 100lbs
Hair: Odin’s hair is black like charcoal, with a sheen like that of obsidian in such a way that is looks almost dark purple in the correct lighting. He keeps his hair at a medium length but kept out of his eyes.
Eyes: Odin’s eyes are a rich purple like that of his favorite stone, Amythist.
Physical Description:Even for a kid of his age Odin is particularly built. He looks athletic like he could run forever carrying at least half his weight on his back. But Odin’s face is soft. As if the cares of the world just roll off his face and on to his shoulders for him to carry.
Clothing: Odin can usually be found wearing a black pair of pants and white hoodie lined with white fur. Under his hoodie he wears a black shirt. His shoes are simply black tabi to help traverse the rocky terrain of Kumogakure
Background: Odin grew up a rough life on the outskirts of the main village of Kumogakure.The son of a shinobi from the intelligence branch of the village Odin grew up valuing the idea that a sharp mind is equally as powerful as a sharp sword. Odin’s father imposed the ideals that lying was as powerful a tool as any ninjitsu. That words shaped the future just as quickly as a deed. To protect his child Odin’s father taught Odin to be wary of everything around him, take nothing at face value for it was easy to wind a kernel of truth in a forest of lies. With his fathers words in mind Odin found himself being waved off by his parents all too soon. It was off to the academy to learn the ways of the shinobi, and all that that work had to offer. With luck and training Odin would grow up to be just like his father, a great spy and infiltrator. A credit to his village, and family.
Personality: Ambitious: Confident and outgoing, Odin has no fear in heading for his goals. He is a strong willed boy who does not falter even when there are risks involved. he believes that every goal can be completed through careful strategies and there is no such thing as impossible. He understands that things can be challenge and he is reasonable enough to know his limits of himself and others. However, he does notice that sometimes even the most dangerous trail can be accomplished with the right timing, elements, skill and even a bit of luck. Risks are only precautious for the wise to consider.

Cynical: He may or may not voice it, but his bitterness is there. The ability to trust has been well guarded now.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 3
Experience: 0/200
Hp: 30
Cp: 12
MHp: 30

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<

[Base] + [Distribute] + [Training]

Strength:6 + 3 Mod:0
Dexterity:6 + 3 Mod: 0
Constitution:6 + 3 Mod: 0
Intelligence:6 + 6 Mod: 1
Wisdom:6 + 3 Mod: 0
Charisma:6 + 4 Mod: 0
Chakra:6 + 4 Mod: 0
Dodge Bonus: 10

Base Attack Bonus: 3
Attack Melee: 3
Attack Ranged: 3

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

~Skills~

[Distribute] + [Mod] + [Train]
Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex): 3 + 0 +0 = 3
Alchemy (Int): 0 + 1 + 0 = 1
Awareness (Wis): 5 + 0 + 0 = 5
Athletics (Str): 0 + 0 + 0 = 0
Chakra Control (Int): 4 + 1 + 0= 5
Concentration (Con): 5 + 0 + 0 = 4
Craft (Int): 0 + 1 + 0 = 1
Diplomacy (Cha): 5 + 0 + 0 = 5
Escape Artist (Dex): 2 + 0 + 0 = 2
Handle Animal (Cha): 0 + 0 + 0 = 0
Innuendo (Cha): 4 + 0 + 0= 4
Intimidate (Cha): 0 + 0 + 0= 0
Perform (Cha): 0 + 0 + 0= 0
Read Lips (Wis): 4 + 0 + 0= 4
Seduction (Cha): 0 + 0 + 0 = 0
Sense Motive (Wis): 3 + 0 + 0= 0
Sleight of Hand (Dex): 3 + 0 + 0= 3
Stealth (Dex): 4 + 0 + 0= 4
Survival (Wis): 0 + 0 + 0= 0
Treat Injury (Int): 0 + 1 + 0= 1


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons:
Taijutsu:
Ninjutsu:
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:


Valuables
PostPosted: Sat Apr 14, 2012 5:41 am


User-name: Malcom300
Posting: over 10 times a day
Time zone: -8 GMT or PST

~Character Data~


Name: Yamamoto, Mazuhatsu (Last, First)
Village: Kumo
Clan/Bloodline: Yamamoto (No specialties)
Element Affinity: Lightning
Age: 14
Gender: Male
Rank: Student/untrained

~Appearance~


Headband: Doesn’t have one
Height: 5’0”
Weight: 110
Hair: Brown
Eyes: Brown
Physical Description: Average height with a lean body. His low weight makes it easy to spot the muscle beneath his skin. His brown hair is straight and spikey and lays down about his neck and face. His eyes are a dark brown which can often seem like they’re black.
Clothing: Black fitted sleeveless vest, elbow pads, gloves, black pants
Background: His origins are relatively unknown to him. He grew up in the forest with his parents, but after he turned 10 he was left by his parents. He’s not sure why they left him but he both hates and loves them. His father taught him how to use weapons and he was never really trained in any Jutsu, nor was he trained about how to use his chakra. He spent 4 years wandering through the forest hunting and gathering just trying to stay alive. He’s now seeking a village to pledge himself too. The first village he found was relatively close to him, the Hidden Village of Clouds. His affinity for Lightning led him to believe his parents were from here.
Personality: Optimistic, nice and kind. He cares for others more than he cares for himself.
Other: Bisexual, but prefers women to men and doesn’t want a lasting relationship with males.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 30/100
Hp: 10
Cp: 4
MHp: 10

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<

Base (Added) [Training]
Strength: 6 (4) [0] Mod: 0
Dexterity: 6 (4) [0] Mod: 0
Constitution: 6 (3) [0] Mod: 0
Intelligence: 6 (3) [0] Mod: 0
Wisdom: 6 (3) [0] Mod: 0
Charisma: 6 (0) [0] Mod: -2
Chakra: 6 (3) [0] Mod: 0
Base Wis Dex Tot.
Dodge Bonus: 10 -1 0 9

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

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

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex): 2
Alchemy (Int):
Awareness (Wis): 2
Athletics (Str): 2
Chakra Control (Int):
Concentration (Con): 2
Craft (Int):
Diplomacy (Cha):
Escape Artist (Dex):
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha):
Perform (Cha):
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis):
Sleight of Hand (Dex):
Stealth (Dex):
Survival (Wis):
Treat Injury (Int): 2


Ninja Skills [Passive] ((No Modifiers)):

Katana: 3
Wakashi: 1
Aian Nakkuru: 1
Taijutsu: 5
Ninjutsu:
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo: 0

Equipment:
Katana
Wakashi
Aian Nakkuru



Valuables:

Malcom300

Reply
Kumogakure ((Hidden Village of Clouds)) [Lightning Country]

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