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The Ghost of Xmas Awesome
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Posted: Sun Jun 10, 2012 10:51 am
Shinobi Records
Here are the files and detailed information on every Shinobi in Oto, post your profile here. Please remember that you must be approved by the current Kage, to post your profile here. ((At the time of this post, I am serving as the active Kage until such time as the position is made final or another is selected for the position.)) PM your profiles to the Kage, and they shall approve them.
Profile Skeleton Here[b]User-name:[/b] [b]Posting:[/b] [b]Time zone:[/b]
[align=center][b]~Character Data~[/b][/align]
[b]Name:[/b] [b]Village:[/b] [b]Clan/Bloodline:[/b] [b]Element Affinity:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Rank:[/b]
[align=center][b]~Appearance~[/b] [/align]
[b]Headband:[/b] [b]Height:[/b] [b]Weight:[/b] [b]Hair:[/b] [b]Eyes:[/b] [b]Physical Description:[/b] [b]Clothing:[/b] [b]Background:[/b] [b]Personality:[/b] [b]Other:[/b]
[b]Missions: [/b]
S: A: B: C: D:
[u][b]Jutsu:[/b][/u]
[u][b]Ninjutsu- [/b][/u]
[u][b]Medical Ninjutsu- [/b][/u]
[u][b]Genjutsu- [/b][/u]
[u][b]Taijutsu-[/b][/u]
[u][b]Summoning Contract-[/b][/u]
[align=center][b]~Stats~[/b][/align] [b]LV. [/b] [b]Experience:[/b] [b]Hp:[/b] [b]Cp:[/b] [b]MHp:[/b]
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
[b]Strength:[/b] Mod: [b]Dexterity:[/b] Mod: [b]Constitution:[/b] Mod: [b]Intelligence:[/b] Mod: [b]Wisdom:[/b] Mod: [b]Charisma:[/b] Mod: [b]Chakra:[/b] Mod: [b]Dodge Bonus:[/b]
[b]Base Attack Bonus:[/b] [b]Attack Melee:[/b] [b]Attack Ranged:[/b]
[b]Base Save Bonus:[/b] [b]Fort:[/b] [b]Rex:[/b] [b]Will:[/b]
[align=center][b]~Skills~[/b][/align]
[u]Ninja Skills [Mundane] ((Modified By)):[/u]
Acrobatics (Dex): Alchemy (Int): Awareness (Wis): Athletics (Str): Chakra Control (Int): 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): Stealth (Dex): Survival (Wis): Treat Injury (Int):
[u]Ninja Skills [Passive] ((No Modifiers)):[/u]
Ninja Weapons (Melee): Ninja Weapons (Ranged): Taijutsu: Ninjutsu: Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: Puppet Play:
[align=center][b]~Possessions~[/b][/align]
[b]Money:[/b]
Ryo:
[b]Equipment:[/b]
[b]Valuables[/b]
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Posted: Sun Jun 10, 2012 12:54 pm
Name: Orikami Otobe, more commonly uses his more western alias, Orion Village: Village Hidden in the Sound (Otobe Regime) Clan/Bloodline: Otobe Element Affinity: Fire Age: 34 Gender: Male Rank: Newly appointed Head of the Otobe clan, and Otokage under their regime. ~Appearance~ Headband: Orion has a custom made headband that is slightly smaller than usual and cast in a black metal alloy. The metal band is sewn into a fine red, satin band. He keeps this band folded and tucked in a pocket if he can’t find a place to wear it that agrees with him. Height: 6'2 Weight: 190 Hair: Kept in almost perfect maintenance his silk like black hair is kept fashionably short. Combined with just a dab of gel and styled in a slightly disheveled look. Eyes: Though a bright and exotic blue, Orion’s eyes always seem much darker in their very depths, a distant hint at the man's more veiled intentions. Physical Description: Orion is a man of uncommonly good looks, and he knows it. He is always seen with the bearing of a superior human being, his very presence seeming to mark him above all those around him. He has the lofty presence of an emperor on his throne, and most people find themselves overwhelmed in his presence... he is truly one with a bearing of a king... even if he bears the heart of a devil's advocate. Clothing: He wears the traditional robes of the Kage of Oto, save the Otobe clan emblazoned across his back. Background: Orion was raised in a position of wealth and authority—even more than a usual Otobe—being the son of the Clan Leader. However long before he had reached his second self, his mother committed suicide due to her own mental problems and seeing her son terribly tormented as a child. This is a forbidden action and was therefore never acknowledged and is not to be spoken of by both Orion’s father and the clan elders, leaving Orion with many questions and insecurities after attaining enlightenment. Like many others he was plagued with mental relapses, yet his father refused to acknowledge these, just as with his mother's death, and punished him for showing “weakness”. From an early age Orion learned to hide his emotions and be a perfect elite, this is when he began to resent his father. Orion, however, found that the more he heard of the clan's teachings, and the more he understood of his father's supposed... "truth", the more he was convinced that his hatred of his father was justified. The old man was weak. He was feeble, foolish, and all the things he'd ever accused Orion of being. He was not worthy to lead their people...or any people, for that matter. Only the strongest, the most superior, could rule. And truly, who other than he, could hold such a title? Because people liked Orion. They trusted him, they followed him. Even when brief glimpses of his self important and malevolent nature shone through, still they followed and trusted in him. His skill as a shinobi was also second to none. He rose through the ranks and soon became the the leader of the knights of forte themselves, gaining the trust and loyalty of each of them, and holding their undying fealty in his hands. As it came to be that the Knights of Forte, and indeed many within the standard Otobe ranks, began to follow Orion, rather than the clan, the ambitious thoughts of his plan began to take hold... The knights of Forte were his to command... and with them at his side and his own skills...it would be child's play to take the rule of the clan from his weak father... But no. when you stole something, you spent your whole life, fighting to keep it. But if he waited...waited until their home was back in their hands... waited until Otogakure was theirs, striking his father down amidst the chaos of battle, subsequently winning the day... then NO ONE could contest his rule. He would reign over the clan and the Hidden village uncontested... and Oto itself would come to accept him as well, eventually... merely a warrior under his father's influence who'd fought for his clan, but also a man willing to lead Oto to a new era... and era unlike anything it had ever known... Because that...would only be the beginning... Personality: Orion is a man of terrible power and cunning, all under the mask of the charismatic and noble leader. He seems to be able to effortlessly speak to anyone on any social level, making others feel as though he is their friend and savior. It has earned him the trust a loyalty of many...but behind all that is a rather calculating and ambitious man. His the sort to smile pleasantly even as he leads a slaughter of innocents, a man who knows no bounds to his actions so long as they serve his ends. Despite his power he prefers to use other as his weapons...merely because it demonstrates his influence over them...his own superiority. His is driven by this urge to prove himself grater than any other... and will see it done no matter how many lives must be sacrificed. He does seem to have his own moral code of sorts, and indeed, there may be a chilling ring of truth to his wisdom. It is at least clear that he see's Oto and it's people as an extension of himself now, and treats it as such. He seems to have a very specific criteria for what it means to be a leader of men, and lives up to his own standard... he is, as ever, a hard man to read... Missions: S: 1 A: 30 B: 25 C: 10 D: 10 Jutsu:Ninjutsu- Bunshin no Jutsu (Clone Technique) User Image - Blocked by "Display Image" Settings. click to show. 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) User Image - Blocked by "Display Image" Settings. click to show. 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) User Image - Blocked by "Display Image" Settings. click to show. 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) User Image - Blocked by "Display Image" Settings. click to show. A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu. Cp cost: 1 Dice Rolls: n/a Damage: N/A Requirements: Learn in the Academy. Training: 1 stage Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it. Special: +2 to your Escape Artist roll when escaping from rope. Genjutsu Kai (Genjutsu Release) The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else. Cp cost: 10 Dice Rolls: 2 Rolls Damage: N/A Requirements: Chakra Control 8, Genjutsu 4 Training: 2 stages Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it. Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu. Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added. Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. Cp cost: 15 or 1 per ft Dice Rolls: 2 Rolls Damage: N/A Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8 Training: 2 stages Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie! Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects. Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks. Utsusemi no Jutsu (Projection Technique) In order to hide their location and not disclose their posture, the user projects their voice by resonating everything they say from all possible directions with this technique. Dice Rolls: N/A Cp cost: N/A Damage: N/A Awareness DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Perform 30, Chakra Control 28, Ninjutsu 25 Training: 3 stages Stage I: Perform DC 40 Ventriloquism, practice it! Stage II: Chakra Control DC 40 Use your chakra to create and enhance the echoing effect when using this technique. Stage III: Ninjutsu DC 35 Combine the previously learned elements. Special: Able to speak without disclosing your position. Kanashibari no Jutsu (Temporary Paralysis Technique) A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this technique. Cp cost: 40 Dice Rolls: 3 Rolls Damage: N/A Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Will Save DC: 12 + chk mod + 2 per 10 ranks in Intimidation Requirements: Chakra 25, Chakra Control 20, Ninjutsu 16 Training: 3 stages Stage I: Intimidate DC 20 Make yourself as assertive and frightening as possible. Stage II: Ninjutsu DC 28 Use chakra to enhance the effect, eg. by creating a chakra aura around you. Stage III: Chakra DC 20 {d20 + chk mod} Combine the previously learned elements. Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact. 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. Name: Minor Vibration Description: +10 Chk Cont, +8 Nin (15 for both in order to be used in conjucture with other techniques without hand signs.) Rank: D Cp Cost: 12 Attack Turns: 2 (0, but can only use as such once per 5 possible attack rolls and must meet requirements, in addition to preforming extra training stage) Reflex Save: N/A Unavoidable if used for physical damage Will Save: 10+half user's level+user Chakra control (If attack is aimed for mind) Damage:5-10 either MHp of Hp depending on the use of low or high frequencies. Requirements:Otobe,+10 Chk Cont, +8 Nin (15 for both in order to be used in conjucture with other techniques without hand signs.) Training: 2 stages (3 if preform extra) Stage I: DC: Chakra control DC of 20, focus the sound waves in the air around you, use your chakra to guide manipulate them. Stage II: DC: Constitution DC 15 Control the sound waves within one's own body and emit the proper frequency into the air, finally working out the proper technique for both low and high frequencies. A failed roll here will result in 5 mhp or hp damage. Stage III(Extra): DC:40 Chakra Control. Fully master the technique, till emitting the sound waves becomes nearly second nature to you, allowing you to preform it without hand signs, or indeed any real effort. Special: Anyone in the area besides the user -5 to all listen and balance checks for 5 turns. (This effect does not stack when used multiple times. Owner: Oto Name: Great Silence Description: Using their advanced second self, the Otobe are able to completely silence the vibration in their immediate area. Rank: B Cp Cost:50+10 per turn Attack Turns: 4 Reflex DC: N/A Damage: N/A Requirements: 25 Chakra Control, 25 Ninjutsu Training: 4 stages Stage I: DC:35. Focus your chakra to quiet something small that makes near constant noise. The capture fly, a clock, clicking pendulums, etc. Stage II: DC: 40 Now silence the sounds of your own body. Breath, heart beat, till it's as though you aren't standing there at all... Stage III: DC: 35 Ninjutsu Focus on moving around while maintaining the state achieved in stage two, practice basic maneuvers Stage IIII: DC: 45 Now silence a wide area, everything within it regardless of size or contents. Special: Allows sound to be removed from the equation when sneaking about, while the technique is shattered by any large sound based attacks, it's still effective as a precursor to assassination. Add half of users Chakra control to Stealth rolls Name: Black Screech Description: This is a devastating attack favored by the otobe's most powerful warriors. The Otobe lets out an unearthly frequency from their mouth, imbued with chakra and fortified with their own wrath. The Sound waves appear black, actually visible to the naked eye, and cause ruin comparable with a harrowing explosion over a wide area, the sound waves literally ripping at anything and everything within it's area of effect, which is about 30 meters from around the user. The Otobe themselves are unharmed by their own chakra. Rank: A Cp Cost: 180 Attack Turns: 6 Reflex DC: 18+half users level+Ninjutsu Bonus Will DC: N/A Damage: 80-135hp Requirements: 42 Chakra Control 40 Ninjutsu, Otobe Training: 6 Stage I: DC: 52 Chakra Control Stage II: DC: 50 Ninjutsu Stage III: DC: 55 Ninjutsu Stage IV: DC: 55 Chakra Control Stage V: DC: 60 Chakra Control Special: This attack, while it's range is limited enough to avoid, has devastating effects on the body's systems, causing dire internal damage. -10 to all checks next turn, removing -2 per turn after until recovered. (Does not stack, if used multiple times, full -10 is merely reinstated) Name: Oblivion Frequency Description:The user manipulates high frequency sound waves onto a person or object to displace their particles, as all atoms are separate, this enables the user to pass through their intended subject. However, without some effects on the user themselves. Used as an attack simply to displace an opponents atoms, without actually entering the opponent no damage is received. Rank: S Cp Cost: 200 Attack Turns: 7 Reflex DC:20+ Half User's level+ Ninjutsu bonus Will DC:N/A Damage: 250 hp, -100 mhp/ Damage to user: 150 hp, -35 mhp. Requirements: 60 chakra control, 55 Ninjutsu, 40 Constitution Training: 7 Stage I: DC: 70 Chakra control Stage II: DC: 65 Ninjutsu Stage III: DC: 50 Constitution Stage IV: DC: 67 Ninjutsu Stage V: DC: 72 Chakra control Stage VI: DC: 75 Chakra control Stage VII: DC: 55 Constitution Special: May be used to avoid an attack, if used directly on one's self, however one suffers the full damage. If the opposing attack comes from a solid object or person directly, it may be used on said object instead for the reduced damage. (Note a solid object is defined as something with definite mass. Fire, lightning, and wind do not count) Any living organism, user included, targeted directly by this attack suffers internal damage. -10 to all checks next turn, removing -2 per turn after until recovered. (Does not stack, if used multiple times, full -10 is merely reinstated) Medical Ninjutsu- Genjutsu- Kuro Ikkou no Jutsu (Black Thought Technique) This Jutsu, while simplistic, can also act as a reflection of a Genjutsu user's talent. The aim of this genjutsu is primitive, but the effects can be devastating in the hands of a master. While not showing any horrible visions or disrupting the person’s perception directly, it causes the person to think things he or she would normally find unthinkable; murdering their own family, killing their closest friend, betraying their lover. The stronger the user of this jutsu is the more the person is consumed by this terrible thought, and the more it damages their psyche. Cp Cost: 15 + 5 per turn the technique is continued. Dice Rolls: 2 Damage: 15 - 30 + int mod per turn. Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 14, Chakra Control 18 Training: 2 stages Stage I: Chakra Control DC 24 Stage II: Genjutsu DC 22 Special: If jutsu is maintained for more than 3 turns, the opponent becomes Frightened (-2 to all rolls). Owner: The Ghost of Xmas Awesome Kori Shinchu no Jutsu (Sly Mind Affect Technique) This causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over. Cp cost: 30 + 5 per turn Dice Rolls: 3 Damage: 5 - 10 + int mod Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 25, Chakra Control 28 Training: 3 stages Stage I: Chakra Control DC 38 Stage II: Chakra Control DC 40 Stage III: Genjutsu DC 35 Special: -1 to target's checks every 2 turns under the jutsu. Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique) A rather sophisticated Genjutsu which changes the appearance of a nearby object or climate. Cp cost: 35 + 8 per turn Dice Rolls: 3 Damage: N/A Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 30, Chakra Control 30 Training: 3 stages Stage I: Chakra Control DC 40 Stage II: Chakra Control DC 42 Stage III: Genjutsu DC 43 Special: Maximum to +8 to certain checks. Effect of jutsu depends upon usage. Consult Crew. Magen: Jubaku Satsu (Demonic Illusion: Tree Bind Death) With this jutsu, the user can make themselves disappear so that they can approach their opponent unnoticed. Once near the desired target, a tree will grow at the target's feet and branches from an illusory tree will bind them from behind so that they are unable to even move or use hand seals. Once the opponent believes that they are captured, the user can then reappear from above the tree and attack. Cp cost: 60 Dice Rolls: 4 Damage: 100 - 150 + int mod Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 33, Chakra Control 35 Training: 4 stages Stage I: Chakra Control DC 45 Stage II: Intelligence DC 25 {d20 + int mod} Stage III: Chakra Control DC 47 Stage IV: Genjutsu DC 43 Special: Captured opponents are considered Helpless. Extrasensory Pulse A genjutsu that works directly on the mind. Instead of working on a single sense, the genjutsu uses the chakra to alter the brain's commands and sends all 5 senses into hyperdrive. The sense of smell is increased to well beyond even what a dog can have, the sense of sight becomes extremely sensitive to light, the sense of hearing exceeds even that of a dog or bat, the sense of touch is accelerated to and attached to nothing but the pain center of the brain and heightened beyond any known limit and the sense of taste is heightened as well. This all occurs far too fast for one not accustomed to these things to utilise. Due to the extra electricity being produced by the brain while under this genjutsu, the brain will eventually reach a state where it tries to protect itself and resets itself, instantly breaking the genjutsu. So this is only good for one turn but it goes a long way to give you a good free shot. Cp Cost: 130 Dice Rolls: 5 Damage: 180 - 300 + int mod Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 48, Chakra Control 50 Training: 6 stages Stage I: Intelligence DC 30 {d20 + int mod} Stage II: Chakra Control DC 62 Stage III: Treat Injury DC 30 Stage IV: Chakra Control DC 65 Stage V: Genjutsu DC 60 Stage VI: Genjutsu DC 63 Special: -15 to all checks with the penalty decreasing by 1 per subsequent round. So -15 on the first round, -14 on the second round and so on. Nehan Shoja no Jutsu (Temple of Nirvana Technique) This jutsu causes everyone within a specific area to fall into a deep sleep. From the target's point of view, it seems as if feathers are falling from the sky, which serves as a distraction to allow the jutsu to take effect. The downside, however, is that any experienced ninja have more than enough time to dispel it. Cp cost: 140 Dice Rolls: 5 Damage: N/A Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 42, Chakra Control 45 Training: 5 stages Stage I: Chakra Control DC 55 Stage II: Chakra Control DC 57 Stage III: Concentration DC 35 Stage IV: Intelligence DC 30 {d20 + int mod} Stage V: Genjutsu DC 54 Note: Victims can only be woken by breaking the genjutsu. Shi no Kumi no Jutsu (Death Foreseeing Technique) This jutsu is much like Kanashibari no Jutsu (Temporary Paralysis Technique), but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress. Cp cost: 120 Dice Rolls: 6 Damage: 200 - 300 + int mod Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 44, Chakra Control 47 Training: 5 stages Stage I: Intelligence DC 28 {d20 + int mod} Stage II: Chakra Control DC 57 Stage III: Genjutsu DC 54 Stage IV: Chakra Control DC 60 Stage V: Genjutsu DC 56 Special: If Genjutsu DC is more than 10 points over Will Save check, target is put in a state of Panic. Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique) User Image - Blocked by "Display Image" Settings. click to show. This technique causes its opponent to see a vision of a tremendous ball of fire that will descend from the sky to envelope the target. The victims of the jutsu will believe they are being engulfed by a torrent of fire and will flee from their location to safety. Cp cost: 160 Dice Rolls: 6 Damage: 200 - 400 + int mod Will Save DC: 20 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 55, Chakra Control 57 Training: 6 stages. Stage I: Chakra Control DC 67 Stage II: Genjutsu DC 65 Stage III: Chakra Control DC 69 Stage IV: Chakra Control DC 72 Stage V: Genjutsu DC 58 Stage VI: Genjutsu DC 70 Special: If Genjutsu DC is more than 10 points over Will Save check, target is put in a state of Panic. Taijutsu-Summoning Contract-~Stats~ LV. 60 Experience: 0/4050 Hp: 2100 Cp: 2340 MHp: 1740 Strength: 20+20=40 Mod: +15 Dexterity: 20+40=60 Mod: +25 Constitution: 20+40=60 Mod:+25 Intelligence: 20+60=80 Mod:+35 Wisdom: 20+28=40 Mod:+19 Charisma: 20+40=60 Mod:+25 Chakra: 20+60=80 Mod:+35 Dodge Bonus: 54 Base Attack Bonus: 60/55/50/45/40/35/30/25/20/15/10/5 Attack Melee: 75/70/65/60/55/50/45/40/35/30/25/20 Attack Ranged: 85/80/75/70/65/60/55/50/45/40/35/30 Base Save Bonus: 30 Fort: 55 Rex: 55 Will: 49 ~Skills~ Ninja Skills [Mundane] ((Modified By)):Strength Mod: 15 Athletics (Str): 20 Constitution Mod: 25 Concentration (Con): 30 Intellegence Mod: 35 Craft (Int): 10 Alchemy (Int):0 Chakra Control (Int): 60 Treat Injury (Int): 10 Dex Mod: 25 Acrobatics (Dex): 20 Escape Artist (Dex): 20 Sleight of Hand (Dex): 10 Stealth (Dex): 40 Charisma Mod: 25 Innuendo (Cha): 20 Diplomacy (Cha): 40 Intimidate (Cha): 40 Perform (Cha): 30 Handle Animal (Cha): 0 Seduction (Cha): 20 Wisdom Mod: 19 Awareness (Wis): 40 Sense Motive (Wis): 40 Read Lips (Wis):0 Survival (Wis): 10 Ninja Skills [Passive] ((No Modifiers)):Ninja Weapons: Taijutsu: 20 Ninjutsu: 55 Medical Ninjutsu: 0 Genjutsu: 55 Fuuin Jutsu: Sneak Attack: 20 Puppet Play: 0 ~Possessions~ Money:Ryo: Otobe Clan Funds Equipment:ValuablesThe uniform given to the one who leads the knights of Forte Sigil of the Main Otobe House Documents detailing the Otobe's True History Vague reports which details concerning the first Otokage's research...
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The Ghost of Xmas Awesome
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The Ghost of Xmas Awesome
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Posted: Sun Jun 10, 2012 1:08 pm
Now an NPCName: Senkyoku Otobe (Chosen song) (AKA. The Black Sonata) Village: Otogakure (Otobe Regime) Clan/Bloodline: Otobe Second self is under control +2 Awareness and Chakra Control per 5 lvls +1 to Musical related preform skils per 5 lvls Synchronization (Cp cost 30 per turn) +10 Awareness +10 Chakra control +4 Ninjutsu +4 Genjustsu - 4 constitution Element Affinity:Wind Age: 19 Gender:Male Rank: Knight of Forte (Elite Jounin) ~Appearance~ Headband:Though he bears no head band when first he appears to take Oto, when he is finally presented with one, he ties it about his waist like a belt, though it weighs a heavy burden on him. To him it is a subtle reminder of the Otobe’s sins against the people of Otogakure, despite the beliefs of the clan telling him otherwise. Height:6'1 Weight:150 Hair:His hair is often times unruly, but gives the strange impression that it WAS tame till just a few moments ago when he ruffled it up himself due to stress. Eyes:His eyes, Purple, often bear the most frightening changes whenever his moods shift. Generally, for the most part, they remain wide and innocent, giving him a childish and naive persona, sometimes reflecting his strong, often sad or conflicted, emotions. But other times, when his mood seems to switch, they become sharp and intense, albeit reluctant, as in the example given above. Physical Description: Rather lean in build, he is extremely spry, though he often moves with the almost lackadaisical movements of a puppet on strings, his motions limp and reserved at the same time. While good looking, and almost what some might consider adorable when he's not in his serious persona, he looks far younger then he is when not intense, leading many to underestimate him, and write him off at first sight because of his meek and bumbling manner. The only thing which might dissuade this theory is his Nodachi, though he keeps it wrapped in a white cloth on his back when it's not sealed in it's scroll. Clothing:He wears whatever he is told will be best suited for his duties most of the time, but when not told otherwise, he wears a thin black, fur trimmed long coat and dress pants. The coat is cloth, and closed in the chest area, with no visible buttons to speak of. His shoes are that of a western business man, though some theorize this is because he likes the sound they make when he clicks them together, which he does quite often as one of his nervous habits. Another of his odd habits is shown by the head phones about his neck, which, rather then hooked up to any sort of device, are used to quiet sound around him. He'll put them on when he is particularly frantic and alarmed, in order to calm down. Background:Born and raised as an Otobe, he suffered earlier than most in his horrific struggle with his second self. Before undergoing the ritual that cleanses the Otobe's children of this maddness, it's said that he was completely unreachable, near catatonic to the world beyond his mind. After he underwent the training, he took to the elder who saved him as all Otobe children did, though his odd behavior, touched still by madness, refused to fade entirely. While he is no longer insane persay, he suffers from extreme emotional mood swings that often result in a great deal of confusion from those around him. Most of the time, his emotions and mannerisms seem that of an innocent child, the child he should have been perhaps? Regardless, this childish, kind hearted side of him is also plagued by low self esteem and almost constant uncertainty in his actions and himself. Often shy and softspoken, he takes criticism readily because he supposes he probably deserves it, and battles constantly to live up to the expectations of others, even though he often fails in his own mind because of his bumbling nature. Despite this side of his personality however, there are two things at which he excels. The first of which being singing, his voice almost rapturous when he works up the nerve to use it, and, more aptly, battle. Killing comes easily to him, despite his obvious issues with it, and when he is feeling threatened, or the goals of the clan that he loves, and so earnestly wishes for the approval of, are in jeapordy, he suffers from the for mentioned mood swings. When his mood turns his eyes are the strongest indication, turning from their usual vibrant emotional selves into sharp and focused pools of amethyst. His generally uncertain and reserved posture becomes unnaturally still and more offense oriented, while his tone falls into a deadly mono. When his mood turns he is capable of killing countless people in the name of his clan, or self-preservation, even if he will weep for their deaths later. Because of his almost inhuman ability in battle, he has risen to one of the highest ranks in the Otobe clan, and is under the command of the Clan Head's own son as one of the Knights of Forte, where he was taken under the man's wing, eventually joining in that man's secret ploy to take control of the clan. That man, of course, was Orikami Otobe, the current Otokage. It was in this way that he became the unseen left hand of the Otokage, and his personal assassin. Regarded as odd, his behavior sometimes seeming near alien, he is somewhat of a black sheep among the clan despite his status, though very few would ever dare treat him as the pariah he is, many out of a respect for his talent for murder. Because of his use as a weapon, he is tolerated and treated with respect, but most avoid contact with him if at all possible out of a subtle fear. As it is, he has led a somewhat isolated life, perhaps this is the reason he talks to himself almost constantly... Senkyo was one of the Knights of Forte involved in the covert murder of the previous clan had during the invasion, having the utmost confidence and belief in Orikami and his comforting words. The only conflict that nags at him these days are the fact that, through happenstance, he once met became dear friends with one Xenon Maboroshi, who is now, as a result of the Otobe invasion, a missing ninja, and one of Otogakure's most dangerous criminals. Personality:Suffering from two very conflicting sides of his personality, his dominate side is child like in it's innocence and kind heartedness, though it's still extremely bizarre on occasion due to his warped reasoning and train of thought. Shy, weak willed, and very submissive, he is easy to bully, or pressure into things when they don't conflict with the teachings of his clan. His other side, brought about when he feels angry or his clan's goals come into play, is almost a reverse of the former. Intense, focused, and driven, it can be downright frightening in it's absolute conviction. He has been compared with a puppy that, when it's master is threatened, or gives it a command, transforms into a 400 pound attack dog. Other: He likes to sing when he is all alone, but can hardly ever work up the courage to sing in front of others, despite his talent. The Nodachi he wields, while no different from any other, is very precious to him, and he has taken to calling it George for some unapparent reason. Missions: S:2 A:4 B:17 C:30 D:11 Jutsu:Ninjutsu- *All Academy Jutsu* Genjutsu Kai (Genjutsu Release) The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else. Cp cost: 10 Dice Rolls: 2 Rolls Damage: N/A Requirements: Chakra Control 8, Genjutsu 4 Training: 2 stages Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it. Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu. Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added. Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. Cp cost: 15 or 1 per ft Dice Rolls: 2 Rolls Damage: N/A Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8 Training: 2 stages Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie! Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects. Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks. Tobidogu (Projectile Weapons) In order to store and use large items or various weapons, the user can unleash them by utilizing summoning scrolls. In this way, the person won't be burdened by carrying weighted artillery when going up against an opponent. Cp Cost: All numbers are per item stored. 1 [small objects, eg, kunai, shuriken] 5 [medium objects, eg. tanto, books] 15 [in between objects like katana] 25 [large objects, eg. human-sized puppets, kusarigama, nodachi] 50 [huge objects] Dice Rolls: 1 Roll Damage: N/A Requirements: Summoning scroll, Intelligence 20, Ninjutsu 10/15/21/28/36 [depending on the size], Chakra Control 12/17/24/30/38 Training: 1 + 1 stage per size increment Stage I: Chakra Control DC 17 Learn how to seal and unseal small items. Stage II: Chakra Control DC 25 Learn how to seal and unseal medium items. Stage III: Chakra Control DC 34 Learn how to seal and unseal larger items. It's starting to get a bit harder now to push the objects in. Stage IV: Chakra Control DC 42 Learn how to seal and unseal large items. It now requires a lot of control or brute chakra force to seal the objects into the scroll. Stage V: Chakra Control DC 53 Learn how to seal and unseal huge items. Even more chakra control is required to manipulate the fine points of the summoning scroll to let the huge object in. Utsusemi no Jutsu (Projection Technique) In order to hide their location and not disclose their posture, the user projects their voice by resonating everything they say from all possible directions with this technique. Dice Rolls: N/A Cp cost: N/A Damage: N/A Awareness DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Perform 30, Chakra Control 28, Ninjutsu 25 Training: 3 stages Stage I: Perform DC 40 Ventriloquism, practice it! Stage II: Chakra Control DC 40 Use your chakra to create and enhance the echoing effect when using this technique. Stage III: Ninjutsu DC 35 Combine the previously learned elements. Special: Able to speak without disclosing your position. Hien (Flying Swallow) This technique requires a bladed weapon. By feeding chakra into the weapon, the ninja will increase the length and density of his blade to strike an enemy from several feet out of the physical blade's range. This is accomplished by creating an invisible extension of chakra that shapes into an edge that functions like the normal blade itself. Seeing the blade, the opponent may misjudge how far they need to move to avoid an incoming strike and thereby still be cut even if they manage to avoid the metal portion of the blade. Cp cost: 30 + 2 chakra points per round the blade is maintained this way. Dice Rolls: 4 Rolls Damage: Add [chk mod] to [attack melee] with the weapon. Reflex DC: n/a Awareness DC: 15 + user's chakra mod + 2 per 10 level in user's ninjutsu Requirements: Bladed weapon skill 25, Ninjutsu 30, Chakra Control 30, Sneak Attack 20 Training: 4 stages Stage 1: Chakra Control DC: 40, Infusing blades with chakra flow. Stage 2: Ninjutsu DC: 40, Extending the chakra flowing through the blade passed its tip. Stage 3: Sneak Attack DC: 30, Concealing the extension of the blade to keep the opponent guessing. Stage 4: Bladed weapon skill DC: 35, Adapting to fighting with the weapon without cutting yourself. Special: As long as Awareness DC is not matched by opponent, all attacks are considered Sneak Attacks. Oto Bunshin no Jutsu (Sound Doppelganger Technique) Based off the Kage Bunshin no Jutsu created by the original leader of Oto, this jutsu also uses no direct element to create itself and has a chakra system all it’s own. The difference between this clone and the original is that once this clone is destroyed, instead of just vanishing in a puff of smoke, a loud burst of air shoots forth to push the opponent back as well as firing at a high pitch to damage the user’s eardrums. When combined with the explosive clone jutsu, this can be a very deadly clone to have. Rank: B Cp cost: 20 per bunshin and resulting CP divided by number of Clones created Damage: *Damage dealt by clones reduced by 25%. *Popping damage = 30 - 50 + chk mod + 2 per 10 points in ninjutsu Reflex DC: (versus user triggered pop) 14 + chk mod. Requirements: Otogakure, Chakra 30, Chakra Control 25, Ninjutsu 30. Training: 4 stages Stage 1: Chakra DC: 20, Forming physical forms from chakra and air waves. Stage 2: Chakra Control DC: 35, Building a working chakra system in each clone. Stage 3: Ninjutsu DC: 40, Animating the clones. Stage 4: Ninjutsu + Chakra Control DC: 65, Loading the clones with resounding air waves to cause sound explosion upon destruction of the bunshin. Special: *Clones can use any jutsu the user can so long as they have the CP. *Any cutting/piercing will damage the integrity of the bunshin causing the unstable airwaves inside the clone to automatically trigger popping effect. *Clone’s ‘popping’ is treated as a Ninjutsu attack and can be forcibly ‘popped’ but will only do half damage DC if they do hit. *Clone HP: 50 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP To See Through Clones: 15 + 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. 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 + 5 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: User receives +30 to his Stealth (hiding) roll Mikazuki no Mai (Dance of the Crescent Moon) User Image - Blocked by "Display Image" Settings. click to show. Creates three solid Bunshin of the user, which along with the user attack in a complicated sword-dancing pattern which confuses the opponent. Cp cost: 25 Cp + Cp for creating bunshin Dice Rolls: 5 Rolls Damage: Seven times katana damage. Must make attack roll. Reflex DC: N/A Requirements: A jutsu which produces solid clones (Kage Bunshin/grass/sand/water/earth etc.), Ninja Weapons (Katana) 40, Concentration 18 Training: 5 stages. Stage I: Ninja Weapons (Katana) DC 50 Learn pattern 1 of the sword-dance. Stage II: Ninja Weapons (Katana) DC 51 Learn pattern 2 of the sword-dance. Stage III: Ninja Weapons (Katana) DC 52 Learn pattern 3 of the sword-dance. Stage IV: Ninja Weapons (Katana) DC 53 Learn pattern 4 of the sword-dance. Stage V: Concentration 30 Combine all four patterns. Name: Minor Vibration Description: +10 Chk Cont, +8 Nin (15 for both in order to be used in conjucture with other techniques without hand signs.) Rank: D Cp Cost: 12 Attack Turns: 2 (0, but can only use as such once per 5 possible attack rolls and must meet requirements, in addition to preforming extra training stage) Reflex Save: N/A Unavoidable if used for physical damage Will Save: 10+half user's level+user Chakra control (If attack is aimed for mind) Damage:5-10 either MHp of Hp depending on the use of low or high frequencies. Requirements:Otobe,+10 Chk Cont, +8 Nin (15 for both in order to be used in conjucture with other techniques without hand signs.) Training: 2 stages (3 if preform extra) Stage I: DC: Chakra control DC of 20, focus the sound waves in the air around you, use your chakra to guide manipulate them. Stage II: DC: Constitution DC 15 Control the sound waves within one's own body and emit the proper frequency into the air, finally working out the proper technique for both low and high frequencies. A failed roll here will result in 5 mhp or hp damage. Stage III(Extra): DC:40 Chakra Control. Fully master the technique, till emitting the sound waves becomes nearly second nature to you, allowing you to preform it without hand signs, or indeed any real effort. Special: Anyone in the area besides the user -5 to all listen and balance checks for 5 turns. (This effect does not stack when used multiple times. Owner: Oto Name: Musical Inclination Description:The user creates an intricate display of vibrations to recreate musical melodies and the illusion of instruments. This is often used as a tool for amusement in the Otobe compound, and allows an Otobe to play without a real instrument, in addition to adding to a bit of flare to any performance they give. Rank: D Cp Cost: 15 per post Attack Turns: N/A Reflex DC: N/A Damage: N/A Requirements: 15 Chakra Control, 10 Ninjutsu Otobe Training: 2 Stage I: DC: 25 Chakra Control. Simply listen to music, intently however, using one's second self to fully attune to the motion of the sounds waves, and work with one's chakra to think at how to imitate the effect. Stage II: DC: 25 Ninjutsu Put your work to practice now as you initiate replicating the sound of an instrument, a song, or other work of music. Special: Allows an Otobe to add their Chakra Control roll to any Music Based Performance. Name: Black Screech Description: This is a devastating attack favored by the otobe's most powerful warriors. The Otobe lets out an unearthly frequency from their mouth, imbued with chakra and fortified with their own wrath. The Sound waves appear black, actually visible to the naked eye, and cause ruin comparable with a harrowing explosion over a wide area, the sound waves literally ripping at anything and everything within it's area of effect, which is about 30 meters from around the user. The Otobe themselves are unharmed by their own chakra. Rank: A Cp Cost: 180 Attack Turns: 6 Reflex DC: 18+half users level+Ninjutsu Bonus Will DC: N/A Damage: 80-135hp Requirements: 42 Chakra Control 40 Ninjutsu, Otobe Training: 6 Stage I: DC: 52 Chakra Control Stage II: DC: 50 Ninjutsu Stage III: DC: 55 Ninjutsu Stage IV: DC: 55 Chakra Control Stage V: DC: 60 Chakra Control Special: This attack, while it's range is limited enough to avoid, has devastating effects on the body's systems, causing dire internal damage. -10 to all checks next turn, removing -2 per turn after until recovered. (Does not stack, if used multiple times, full -10 is merely reinstated) Medical Ninjutsu- Genjutsu- Name: Lullaby of Sleeping Souls Description: Combining their affinity for sound with Genjutsu, the Otobe play a potent melody, one which lulls the victim into a pleasant dream like vision which will not break until the Jutsu is lifted. The vision is formed by the victims own mind, as their ideal world... This Jutsu was originally developed to calm Otobe children as they underwent the sufferance of controlling their second self, but it can also be used to trap an enemy without harming them, though they are fully prepared for battle as soon as the Jutsu is broken. It will also be broken should any violent action fall unto it's victim, or user. Rank: B Cp Cost: 60+20 per turn Attack Turns: 5 Reflex DC:N/A Will DC: 15+Half user's level+Genjutsu Bonus Damage: Heals 40-80 MHP per turn Requirements: 30 Chakra Control, 25 Genjutsu, Musical inclination Training: 4 Stages Stage I: DC: DC: 20 Concentration, Focus on playing a soft, soothing melody, calm your own mind Stage II: DC: 40 Chakra control, Now, mix in your chakra with the waves composing the song. This is difficult, requiring you pinpoint those waves specifically. Stage III: DC: 35 Genjutsu Now, mix in your intent with the song, control the illusion, remain calm and serene while doing so. Stage IIII: DC: 40 Genjutsu Combine all elements, master the technique, and place someone, or an animal, into their perfect world, even if it's only a dream... Special: The Victim falls into a sort of trance, even a deep sleep, and does not wake until the Jutsu is ended or broken, or they make the will save. If either the victim or the user is attacked, the jutsu is automatically broken. Taijutsu-Summoning Contract-~Stats~ LV. 40 Experience: 0000/2050 Hp: 1000 Cp: 1400 MHp: 920 Strength: 16+34 50 Mod: 20 Dexterity: 16+34 50 Mod: 20 Constitution: 16+24 40 Mod: 15 Intelligence: 16+20 36 Mod: 13 Wisdom: 16+20 36 Mod: 13 Charisma: 16 +12 28 Mod: 9 Chakra: 16+ 44 60 Mod: 25 Dodge Bonus: 63 Base Attack Bonus: 40/35/30/25/20/15/10/5 Attack Melee: 60/55/50/45/40/35/30/25 Attack Ranged: 60/55/50/45/40/35/30/25 Base Save Bonus: 20 Fort: 35 Rex: 40 Will: 33 ~Skills~ Ninja Skills [Mundane] ((Modified By)):410 Total Skill points Strength Mod: 20 Athletics (Str): 20 Dexterity Mod: 20 Acrobatics (Dex): 20 Sleight of Hand (Dex): 0 Stealth (Dex): 40 Escape Artist (Dex): 10 Constitution Mod: 15 Concentration (Con): 20 Intelligence Mod: 13 Alchemy (Int): 0 Craft (Int):0 Chakra Control (Int): 40 +16(Clan) 56 Treat Injury (Int): 0 Wisdom Mod: 13 Read Lips (Wis): 0 Awareness (Wis): 35+16(Clan) 51 Sense Motive (Wis):10 Survival (Wis): 10 Charisma Mod: 9 Handle Animal (Cha): 5 Diplomacy (Cha): 15 Seduction (Cha): 5 Innuendo (Cha): 0 Intimidate (Cha): 20 Perform (Cha) (Sing): 30+8(Clan) 38 Ninja Skills [Passive] ((No Modifiers)):Ninja Weapons (Melee)(Katana): 40 Ninja Weapons (Ranged): 0 Taijutsu: 0 Ninjutsu: 40 Medical Ninjutsu:0 Genjutsu: 25 Fuuin Jutsu: 0 Sneak Attack: 20 Puppet Play: 0 ~Possessions~ Money: Ryo: 0 Equipment:1x George - Nodachi - The Nodachi is a really big and long katana mostly used to deal with cavalry in open ground combat, however the sword can be also used for normal combat by skilled people. This one in particular is utilized by the infamous Black Sonata of the Otobe Clan. Despite it’s rather silly name, this blade has split much blood, and it’s malefic black color and subtle curve have stricken fear into more then one soul since it’s forging. It is somewhat ironic that it seems to double as its master’s imaginary friend and security blanket. He’ll often speak to the katana, as well as cuddle it like some kind of thoroughly disturbing teddy bear. Damage: 1 - 12 + Str. mod. Range: Melee + 5 feet Special: Can be used while mounted on a horse. 4 x sealing scrolls Valuables1x Otobe Clan Crest 1x A Bag of Candy which he often keeps with him at almost all times. 1x A Much larger bag of candy and assorted chocolates he keeps sealed in a scroll on his person. It is assumed this stock is in case the more casually used bag runs dry. 1x A pair of headphones which block out sound. 1x A rather haphazard picture of several teenagers set in a fancy hotel room, apparently sitting about in a game of poker. A rambunctious boy seems to be taking the photo, sticking his head in the corner of the view, an energetic girl laughing at him. A more reserved girl seems to be looking at a silver haired bespectacled youth sitting the other side of Senkyo from her, the boy apparently explaining Senkyo’s hand to him while trying to ignore the blonde girl draping her arms about him from behind. A black bird is perched on Senkyo’s shoulder, and if one didn’t know any better, one might say the bird looked to be affirming the advice given by the silver haired youth. Senkyo looks…happy, amidst them all, sitting at the center of the picture. On the back, the names inscribed read: Patsu, Toko, Moku, Sen, Usa, Xen, and Ryoko. Senkyo is extremely fond of this picture.
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Posted: Fri Jun 15, 2012 5:18 pm
User-name: Armads the Doom Bringer Posting: As much as possible. Time zone: Eastern Standard Time ~Character Data~ Name: Tai Wei Village: Village Hidden in the Sound Clan/Bloodline: None. Element Affinity: Earth, Fire Age: 12 Gender: Male Rank: none. ~Appearance~ Headband: none. Height: 5’5 Weight: 120 lbs Hair: Black Eyes: Brown Physical Description: A tall, large, and rather strong looking man, with an intimidating demeanor and a sense that he’s not meant to be around others very much. Clothing: Basic armor and what appears to be a robe underneath. The robe shows a picture of a dragon on it. Background: Some men are born in battle. Others are born for battle. In the case of Tai Wei, both apply. Born into the world to a gambling and violent father on the outskirts of Oto, Tai Wei grew up knowing only abuse and violence. Without his mother, who died in childbirth, his father took out all the negative energy he had upon Tai Wei. A lay about and lazy man, he spent a great deal of time either whoring or in the gambling dens. Tai Wei spent most of his time trying to keep food on the table for himself and his father, and tried as hard as he can to avoid his own father. Meek and quiet by training, few even knew his name in his early years. But this was not to last. One night after his father got into a rather rough fight with one of his many lovers, he came home in a particularly foul mood. Unluckily, Tai Wei found himself in his father’s line of sight, which meant that he was due for another beating. This time however, something snapped in Tai Wei’s mind. Grabbing a knife, he defended himself against his father. The two struggled, but the fact that Tai Wei had been working his entire life thus far paid off. In a stroke of luck, he stabbed his father through the throat, killing him. As Tai Wei sat there in the pooling blood of his now dead father, he considered his options. After all, patricide was considered a crime. Of course, this was when he heard about the fact that Oto was under new management… It was the perfect place for someone not afraid to get his hands dirty. Later, he was found at the gates of Oto with a sack in one hand. He offered it as proof of his ability, and knew that those looking to become ninja usually didn’t kill someone before they entered. Inside the sack was the severed head of his father. Tai Wei had already changed his name to Tai Wei, completely discarding his old identity and his old life. He now understood that if you wanted something in life, you had to take it over the dead bodies of those who stood in your way. He’d become an Oto ninja, and crush all those who got between him and his goals. Personality: A very cold, bitter man with a violent streak. While he doesn’t often show his temper, it’s clear that there is something wrong with him emotionally, which is due to the fact that he committed patricide at a very young age. He doesn’t have the normal emotional attachments to others, and sees everyone as another person who he might have to kill later. He does however, respect those stronger than him, and strength is the one thing he has total faith in. In fact, the name he chose means “Extreme” (Tai) and “Strength” (Wei). What he desires should be clear. Other: Missions: S: 0 A: 0 B: 0 C: 0 D: 0 Jutsu: Ninjutsu- Medical Ninjutsu- Genjutsu- Taijutsu- Summoning Contract- ~Stats~ LV. 1 Experience: 0/100 Hp: 8/8 Cp: 4/4 MHp: 8/8 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< Level+Training Strength: 12+0 Mod: +1 Dexterity: 10+0 Mod: +0 Constitution: 6+0 Mod: -2 Intelligence: 12+0 Mod: +1 Wisdom: 6+0 Mod: -2 Charisma: 6+0 Mod: -2 Chakra: 10+0 Mod: +0 Dodge Bonus: 10+0-2 = 8 Base Attack Bonus: +1 Attack Melee: 1+1 = +2 Attack Ranged: 1+0 = +1 Base Save Bonus: +0 Fort: 0-2 = -2 Rex: 0+0 = +0 Will: 0-2 = -2 ~Skills~ Base/Training/Level Ninja Skills [Mundane] ((Modified By)): Acrobatics (Dex): 0+0+0 = +0 Alchemy (Int): 1+0+0 = +1 Awareness (Wis): -2+0+0 = -2 Athletics (Str): 1+0+5 = +6 Chakra Control (Int): 1+0+10 = +11 Concentration (Con): -2+0+5 = +3 Craft (Int): 1+0+0 = +1 Diplomacy (Cha): -2+0+0 = -2 Escape Artist (Dex): 0+0+0 = +0 Handle Animal (Cha): -2+0+0 = -2 Innuendo (Cha): -2+0+0 = -2 Intimidate (Cha): -2+0+0 = -2 Perform (Cha): -2+0+0 = -2 Read Lips (Wis): -2+0+0 = -2 Seduction (Cha): -2+0+0 = -2 Sense Motive (Wis): -2+0+0 = -2 Sleight of Hand (Dex): 0+0+0 = +0 Stealth (Dex): 0+0+0 = +0 Survival (Wis): -2+0+0 = -2 Treat Injury (Int): 1+0+0 = +1 Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons: +0 Taijutsu: +0 Ninjutsu: +0 Medical Ninjutsu: +0 Genjutsu: +0 Fuuin Jutsu: +0 Sneak Attack: +0 Puppet Play: +0 ~Possessions~ Money: Ryo: 0 Equipment: Valuables
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Posted: Mon Jul 02, 2012 9:42 pm
User-name: YourLittleNarrator Posting: Pretty gosh darn often Time zone: Uhhh -7 I think
~Character Data~
Name: Urza Melinora Village: Otogakure Clan/Bloodline: Knight Element Affinity: Earth Age: 10 Gender: Female Rank: Student
~Appearance~
 Headband: Tied around her right shoulder Height: 5’ Weight: 75lbs Hair: Blonde Eyes: Green Physical Description: Urza is a tall for a girl of her age. Born and raised on the way of gallantry and justice as a knight Urza is quite strong for a girl her age as well. But tall and athletic as Urza is, she is equally as striking. A gem in the rough, a flower still in its infancy. Clothing: Urza sports armor wherever she goes. As is the way of her clan. On the breastplate rests a cross across the chest. Attached to her side is a broadsword crafted by her father. Background: Urza was born and raised in the Knight’s settlement in the west. A town known as the Chantry. In the outlaying border lands between the knights home and the land of shinobi. Urza was born a strong, beautiful child. The crowning creation of her mother and father, whom lived to forge the strongest creations in the name of The Maker. Urza’s father worked as a weapons and armor smith in the outpost for many years. Urza grew up and began school at a very young age, as with all kids at the Chantry. They were taught scripture and the power of faith, and were told to fear the shinobi. Strange stories of magical humans who could control demons and the underworld to fight for them circulated the Chantry. It was these stories that made it all the more unbelievable that her father wanted to take her on a pilgrimage to the land of magic.
It was only later on that Urza learned that these magical being were known as ninja in the local land, and that they made up the strength of the military of the land they now lived in. Her father reassured her that the Knights were blessed by The Maker. And so with the favor of The Maker could never be defeated. So to learn to defend herself she began training with her father at the age of 7. She was taught how to fight with armor and sword. The true way of the Knight. She prayed to The Maker every day for protection, for the power to defend those that she loved, and mostly for the sense of calm it gave her.
Urza was introduced to the land in a village called Oto. A quaint village that seemed to be at peace. There she started her time at the academy, quickly making friends with a few of the ninja students, and even a fellow westerner. There was Kina, the intellectual specialist, and Urza's first friend. Miyako, the future puppeteer extraordinaire, Urza's closest friend in this new village. Alucard, the fellow from the west. Urza didn't know much about him, but he seemed to have a strong spirit. Than Mido and Yokijo, the womanizer and the loud mouth. Indeed, Urza could never have been prepared for her days at teh academy.
On the first day Urza and the other five were taken with the Otokage on a political mission to a land called Kiri. Urza knew nothing of this land, nor why they were headed there, but she honorably accepted. On their trip there they found a little local village. Vacant of all people, and filled with mystery. It was there that Urza and her friends got their first taste of true battle, against a behemoth named 0009. They bested the beast using his fear of fire against him, and Miayko, Alucard, Kina, and herself freed the villagers and her captured classmates. It was here she also met Ryousei. A man who claimed The Maker was nothing but child fancy, and that he alone would tear him down from heaven to take an unrightful place in the holy city as a God. Though Urza found him increasingly charming she could not stand him for his ideals. Though she is not strong enough yet, she will one day hunt him down, and erase his desire to claim title of False God. Personality: Urza is a strong willed, and stubborn girl. She does not take to failure well. She is wary of shinobi and their jutsu, and is determined to prove the might of the honorable Knight clan, and make a name for not only herself, but her entire family. She hold a close tie to her religion and believes it is from God that her powers are drawn. Though she is accepting of those that claim her God does not exist, as she understand differing religious views from cultural ties, but she is not understand of those that insult her and her beliefs, for she believes they are people who have lost their own way, and look for the destruction of others to fill their void. Other: Missions:
S: A: B: C: 2 D:
Jutsu:
Ninjutsu-
[Academy Jutsu]
Medical Ninjutsu-
Genjutsu-
Taijutsu-
 Name: Guardian Description: A Knight that has learned to fight using just shields. Rank: C Cp Cost: N/A Attack Turns: N/A Reflex DC: N/A Damage: N/A Requirements: Str 20, Dex 24, Shield 23 Training: 3 Stages Stage I: [Dex] DC 17 {1d20 + Dex. Mod}, The Knight must learn the balance between attack and defense needed without a weapon. Stage II: [Str] DC 17 {1d20 + Str. Mod}, The Knight but be able to fight as if unarmed with the weight of two shield tied to their arms. Stage III: [Dex] DC 20 {1d0 + Dex. Mod}, The Knight must learn to effectively use the doubled shield technique as both an offensive and defensive weapon at the same time. Special: Allows the Knight trained in this style to use two shields. The use of this technique turns shields into weapons. Light shields: 2-8 + Str. Mod, Heavy shields: 2-10 + 1.5x Str.Mod. You cannot duel wield tower shields in an offensive manner. Halves the Jutsu fail percentage caused by shield modifiers.
Summoning Contract-
~Stats~ LV. 9 Experience: 471/500 Hp: 153 Cp: 90 MHp: 126
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
[Base] + [Disstribution] + [Train] Strength:6 + 15 + 23 = 44 x 1.2 = 52.8 Mod: 21 Dexterity:6 + 5 + 10 = 21 x 1.2 = 25.2 Mod: 7 Constitution:6 + 9 + 9 = 24 Mod: 7 Intelligence:6 + 4 + 4 = 13 Mod: 2 Wisdom:6 + 10 + 8 = 24 x .8 = 19.2 Mod: 4 Charisma:6 + 4 + 0 = 10 Mod: 0 Chakra:6 + 2 + 6 = 14 x .8 = 11.2 Mod: 0 Dodge Bonus: 20 Armor Class: 28 Jutsu Fail Percentage: 15%
Base Attack Bonus: 9/4 Attack Melee: 29/24 Attack Ranged: 16/11
Base Save Bonus: 4 Fort: 10 Rex: 11 Will: 8
~Skills~
Ninja Skills [Mundane] ((Modified By)): [Distribution] + [Train] + [Stats bonus] Acrobatics (Dex): 0 + 0 + 7 = 7 - 7 = 0 Alchemy (Int): 0 + 0 + 1 = 1 Awareness (Wis): 5 + 0 + 4 = 9 Athletics (Str): 2 + 0 + 19 = 21 Chakra Control (Int): 4 + 1 + 2 = 7 Concentration (Con): 4 + 0 + 7 = 11 Craft (Int): 12 + 0 + 1 = 13 Diplomacy (Cha): 0 + 0 + 0 = 0 Escape Artist (Dex): 0 + 0 + 7 = 7 - 7 = 0 Handle Animal (Cha): 10 + 1 + 0 = 11 Innuendo (Cha): 0 + 0 + 0 = +0 Intimidate (Cha): 13 + 0 + 0 = 13 Perform (Cha): 0 + 0 + 0 = 0 Read Lips (Wis): 0 + 0 + 4 = 4 Seduction (Cha): 0 + 0 + 0 = 0 Sense Motive (Wis): 7 + 0 + 4 = 11 Sleight of Hand (Dex): 0 + 0 + 7 = 7 - 7 = 0 Stealth (Dex): 0 + 0 + 7 = 7 - 7 = 0 Survival (Wis):7 + 0 +4 = 11 Treat Injury (Int): 2 + 0 + 1 = 3
Ninja Skills [Passive] ((No Modifiers)):
Knight Weapons :34 Ninja Weapons: Taijutsu: Ninjutsu: Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: Puppet Play:
~Possessions~
Money:
Ryo: 0
Equipment:
Name: Breastplate Type: Medium Armor Description: A breastplate is made of overlapping strips of metal sewn to the backing of leather and chainmail. The strips cover vulnerable areas while the chain and leather protect tht joints and provide freedom of movement. Damage: Armor bonus + 6 Requirements: Str: 16 Special: Armor Check Penalty -6, Jutsu Failure percentage 5%, Max Dex Bonus +8
Name: Heavy shield Type: Heavy Shield Description: You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy you cannot use that hand for anything but signing Damage: Shield Bonus +2: Guardian 2-10 + 1.5x Str mod. Requirements: Str: 25 Special: Armor Check Penalty -1, Cannot wield items in shielded hand without a strength of 50 or higher. Justsu fail percentage: Str < 50 10%, Str > 50 5%
Name: Heavy shield Type: Heavy Shield Description: You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy you cannot use that hand for anything but signing Damage: Shield Bonus +2 : Guardian 2-10 +1.5x Str mod. Requirements: Str: 25 Special: Armor Check Penalty -1, Cannot wield items in shielded hand without a strength of 50 or higher. Justsu fail percentage: Str < 50 10%, Str > 50 5% Valuables
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Posted: Wed Jul 04, 2012 5:18 pm
User-name: Touketsu_Makai Posting: About 1 time a day to 10 times a day, depends on activity Time zone: Pacific Coast, West Coast of US. ~Character Data~ Name: Alucard Loung Witsun (Al for short) Village: Otogakure ((Hidden Village of Sound)) [Rice Country] Clan/Bloodline: N/A Element Affinity: Undiscovered (Wind, later Lvls lightning) Age: 12 Gender: Male Rank: Academy Student ~Appearance~ Headband: N/A Height: 5' 10" Weight: 150 Hair: Red Eyes: White Physical Description: Very lean some what muscular Clothing: Suits most of the time, but they are loose enough for him to run around in and do things. Background: As a young lad, about 4 years old, Alucard had always been inspired by shinobi. The first time he had seen one was that when he used to live in a land far to the west beyond the five nations. His parents were saved by a shinobi. Even though he didnt know the identity of the person he was amazed as to what had taken place. A few years later he was playing outside of his house imagining he was a shinobi, as he was imitating what he had seen years before. As he he was playing outside he had stopped suddenly for he heard a strange noise that had killed his parents, but he didnt know what it was. As he heard the noise he quickly hid in the shed that was in the back as he didnt know what was going on and was scared senseless. As an investigation was going on a police officer had found the Alucard in the small shed. Moving from place to place he was never told what happened in the house or why he couldnt see his parents. When ever he asked the police at the station he never was given an answer and was told to go back to his new family. By the time he had turned 7, a true uncle of his had shown up at a birthday party of his. When this man introduced himself as his uncle, he had told the Charles family that he was taking Alucard. When he went to Alucard he introduced himself as Dyluno, and that he would told Alucard that he had no choice to come or stay. The police never did get an answer to Alucard, thus closing the case, for Dyluno had taken Alucard out of the country, without asking what had happened. After they had gotten to the place they were heading, Dyluno, laid several rules down for Alucard, and then left saying that they were going to stay as a family together now. Alucard didnt know what he meant by it as he was still trying to figure this person out. As years had passed, markings was placed on Alucard, indicating his lifestyle and who he worked for. Dyluno is the head of a private underground operation of illegal selling of various items. From drugs, to weapons, to armor, to things that were even stolen, this was the business of Dyluno. He was forcing Alucard to run these items to and from places,so that things didnt sit still, but when he was not running errands Alucard was forced to stay in his room or on the grounds. Remaining to be forced alone, he remained quiet as he didnt want anyone near him. Teachers would come and go teaching Alucard various things about different places, but he never got satisfied for it was stuff he didnt want to learn. As years passed his dream of becoming a shinobi was still in the back of his mind, for he didnt want anything else. After finally getting a letter out, a strange person had come to Dyluno's home, asking for Alucard. No one knew the man for he was cloaked in shadows slightly, also the man had intercepted the message as it only said help. Dyluno, scolded Alucard, but decided to kick him out for there was a little bit of word that traveled in the underground system that had people thinking that Alucard would take over when Dyluno passed on and he didnt want Alucard taking over. So in a quick wit of thinking on Dyluno's part he let the stealthed man take Alucard. After a few days, Alucard was taken to Otogakure. Personality: Very quiet, calm, and has a quick temper. Other: Has a large tattoo on his back, was placed there by an adult that watched over him. Missions:
S: A: B: C: 2 D: Jutsu:Lowest rankBunshin no Jutsu Jibaku Fuda: Kassei, (Exploding Tag: Activate) Nawanuke no Jutsu (Rope Escape Technique) pecial: +2 to your Escape Artist roll when escaping from rope.Kawarimi no Jutsu (Replacement Technique) Kakuremino no Jutsu (Cloak of Invisibility Technique) Henge no Jutsu Ninjutsu- Medical Ninjutsu- Genjutsu- Taijutsu- D RankStyle: Gouken (Strong Fist): Basic Taijutsu Damage increases to 5 - 12. 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. *Dice Rolls: 2 *Damage: Taijutsu damage. *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}. Dynamic Entry *Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack. *Dice Rolls: 1 *Damage: Add 3 - 8 to Taijutsu dmg 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. Damage: Double taijutsu damage.Summoning Contract- ~Stats~ LV. 8 Experience: 224/450 Hp: 80 Cp: 72 MHp: 104 &&&PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.&&& Base + lvl points added/dispersed mission points + training points = total Strength: 6 + 11 + 3 = 21 Mod: +5 Dexterity: 6 + 18 + 2 = 26 Mod: +8 Constitution: 6 + 0 + 4 = 10 Mod: 0 Intelligence: 6 + 4 + 2 = 12 Mod: +1 Wisdom: 6 + 9 + 1 = 16 Mod: +3 Charisma: 6 + 0 + 0 = 6 Mod: -2 Chakra: 6 + 2 + 0 = 8 Mod: -1 Dodge Bonus: Your Lvl 8 + Dex mod 8 + Wis mod 3 = 19 Base Attack Bonus: +8/+3 Attack Melee: +13/+8 Attack Melee Katana: +17/+12 Attack Melee Taijutsu: +15/+10 Attack Ranged: +16/+11 Damages: 14-25 tai damage range, 17-31 katana damage range Base Save Bonus: 4 Fort: +4 Rex: +12 Will: +7 ~Skills~ Ninja Skills [Mundane] ((Modified By)): Modifier + added points + trained skills = total Ones i am using:Acrobatics (Dex): 8 + 2 + 2 = 12Athletics (Str): 5 + 2 + 0 = 7Awareness (Wis): 3 + 7 + 1 = 11Chakra Control (Int): 1 + 11 + 4 = 16Concentration (Con): 0 + 0 + 0 = 0Escape Artist (Dex): 8 + 1 + 1 = 10Innuendo (Cha): -2 + 0 + 0 = -2Sleight of Hand (Dex): 8 + 0 + 0 = 8Stealth (Dex): 8 + 14 + 0 = 22Sense Motive (Wis): 3 + 1 + 0 = 4Ones i am not using: Alchemy (Int): 1 + 0 + 0 = 1 Craft (Int): 1 + 0 + 0 = 1 Diplomacy (Cha): -2 + 0 + 0 = -2 Handle Animal (Cha): -2 + 0 + 0 = -2 Intimidate (Cha): -2 + 0 + 0 = -2 Perform (Cha): -2 + 0 + 0 = -2 Read Lips (Wis): +3 + 0 + 0 =+3 Seduction (Cha): -2 + 0 + 0 = -2 Survival (Wis): 3 + 0 + 0 = 3 Treat Injury (Int): 1 + 0 + 0 = 1Ninja Skills [Passive] ((No Modifiers)): Points added+ training = total Ninja Weapons: Bonus: Every 4 skill points will grant you + 1 – 2 damage. Also every 10 skill points will grant you a +2 to your attack roll. Ninja-to: 5 + 0 = 5 Katana 24 + 1 = 25 Taijutsu: 10 + 7 = 17 Bonus: Every 4 skill points will grant you + 1 – 2 damage. Also every 10 skill points will grant you a +2 to your attack roll. ((Note:6-12 katana bonus damage, 4-8 tai damage bonus))Ninjutsu: 8 + 0 = 8 Medical Ninjutsu: 0 Genjutsu: 0 Fuuin Jutsu: 0 Sneak Attack: 9 + 1 = 10 Puppet Play: 0 ~Possessions~ Money: Ryo: 280 Equipment: 3x Katana Got one from Makoto, One from the Mission: A last hope, and one from another missionThe katana is the most artistic and well-crafted sword in the world. The curve of the katana's blade allows the user to draw the sword at a faster speed than any other sword created by man. The sword itself is both hard and light and can cut through almost anything with ease. Damage: 4 - 12 + 1.5x str. mod. Range: Melee. Special: Always a master work item, so +2 to attack roll and damage per roll. Causes a Bleeding Wound upon a critical hit. +4 to blocking checks. Dual Wield: Yes, -10 to attack roll. Calculate damage with 1x str mod. Name: Bokken (Wooden Sword) Type: (Katana) History: In making a pact only a wooden sword was passed from one friend to another. Being Makoto's first made weapon it was his statement on beginning a brother hood with Alucard. Description: A Katana length, Wooden sword used for practices and combat uses. Damage: 2-5 + STR Mod Range: Melee Special: If wielded with 2 Hands+1.5 str mod. That and damage is non-lethal, subdual damage. (Cannot take a victim below 0 hp and does not cause bleeding on crits.) Dual Wield: Yes, -10 Valuables((Note to self, going for a stealth swordsman, will make stuff later, key note to self 3 katana style, 1 large katana style.))
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Posted: Fri Jul 06, 2012 7:48 pm
User-name: Exodus Revel Posting: All the time ^^ Time zone: -6:00 CST US
~Character Data~
Name:Miyako Chōzō Village: Otogakure Clan/Bloodline: - Element Affinity: Raiton/Unknown at current time.... Age: 11 Gender: Female Rank: Genin
~Appearance~
 Headband: None Yet Height: 4'7" Weight: 82 lbs. Hair: She has blonde hair that goes to the middle of her back. 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 deep red eyes, that sparkle. She hates it when people comment on them... Physical Description: She is of an average physique and is capable of holding her own. What muscle she does have was earned through the physical labor of helping her father. She has a lady-figure, but a tom-boyish appearance. She has fair skin with no flaws and is beginning to mature as a woman and feels awkward about it. Both her ears are pierced and wears silver stud earings. Her right ear has a scaffold piercing and her left lobe is pierced twice. 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 and on colder days she adorns a black jean jacket. 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: Growing up on the outskirts of Otogakure was always an adventure. They had lived near the mountain, where her father would work wood and her mother ran an apothecary. You could say, she was destined to be a ninja. Even starting at a young age, she had a knack for traps and all things when it came to working with her hands. She would go into the woods and trap small animals, some for sport and others for food. Eventually she grew to a fascination with puppets, wanting to create her own weapons with her imagination. As a gift for her sixth birthday, her father made her a small toy puppet, and even today it sits on her shelf. Her ears were pierced shortly after she was born, but she didn't receive her first scaffold piercing until she entered the academy, later to get another upon graduation. Her father and mother both knew it was coming. She would spend most of her time 'having adventures outside, and when she was supposed to go to bed, she would stay up late at night and read books about chakra and the puppet jutsu. As a gift of good luck upon the departure of her first day, her father gave her a small puppet repair kit and her mother a small book on herbs and poisons. She had went out and willed herself to learn all she could of puppetry, and even grew a fascination with medical ninjutsu. There she met Urza, the knight who never left her armor, and Makoto, the artist. She decided to take on the nickname of ‘puppeteer extraordinaire’ much to her friends’ liking. She found herself opening up to them, and explaining to them her secret, after being told to hide her feelings by her parents. She soon graduated with her friends and was given a headband with the village symbol in the center. Her first mission was rather exciting, going to Kirigakure with the new Otokage, Orion Otobe, and his entourage. She had learned many new things, and had her first real mission when several members of the group were kidnapped at Mizuoh. It led to the discovery of a grotesque creature who called itself 0009 and was soon defeated with fire, a weakness they had discovered. It was no easy task, but they were able to continue on with their journey, and meet three members of Kirigakure: Tenshi Fubuki, a timid yet fierce wintery swordsman, Mizuiro Hoshigaki, a brutal shark boy with no mercy, and Shinzu, a melee artist with just as much brains as brawn. However, on the boat ride to Kirigakure, they were attacked by a band of rather unusual pirates, who they had managed to fight off. However, the boat had capsized, and the Otokage and his bodyguards were lost at sea. Miyako had made it back to Otogakure, however, she had not found her friend Urza, which had upset her. She wouldn’t assume her dead, she couldn’t, and would hold out hope in seeing her again. They always said they would go on grand adventures, and this would be one of them, for both of them. With the new Otokage rising to power, she hopes to be able to travel to new lands and find her adventures, along with her lost friends. She now trains herself to prevent that from happening again, and to prove she wasn’t slacking in case Urza were to return. She’s the ‘Puppeteer Extraordinaire’ after all. Personality: She is a tom-boy and doesn't mind getting dirty. You will very rarely catch her wearing a dress, the only chance being at a very formal occassions. She can be a bit stubborn and lkes a good challenge, whether it is intellectual or physical. She doesn't like being told what to do by those below her or of the same rank, respecting only her elders and those who have proven themselves to her. She doesn't discrimate gender and grows a liking to both men and women (bisexual). 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: 2 D:
Jutsu:
Ninjutsu-
Bunshin no Jutsu Henge no Jutst Kakuremino no Jutsu Kawarimi no Jutsu Jibaku Fuda: Kassei, (Exploding Tag: Activate) Surface Walking
Kugutsu no Jutsu (Puppet Technique) Just like a marionette, the user controls a puppet using strings of chakra from his fingers. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extending blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. See the "Puppetry" thread for more info. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets. Cp cost: 2 cp per round the puppets are used. Dice Rolls: See Puppetry Thread Damage: Depends on puppet power. Requirements: Puppet Play 3, Chakra Control 10 Training: 2 stages Stage I: Puppet Play DC 15 Familiarization with the art of puppetry. Stage II: Chakra Control DC 20 Combining puppetry with the usage of chakra strings, which are stronger, but less flexible until high control is achieved. Special: Must master this technique before attempting to fight with puppets.
Ninja Puppet Crafting This person has been trained in the fine art of puppet crafting for shinobi combat. Requirements: Craft 15, Puppet Play 1 Training: 2 stages Stage 1: Craft DC: 25, Making a puppet whose interior and shell are resistant enough to take significant damage. Stage 2: Craft DC: 27, Adapting joints and puppet interior for combat movement and gadget insertion. Effect: User can now use [Craft] skill to make shinobi puppets.
Sōen: Kugutsu Kawarimi no jutsu (Puppet Performance: Puppet Replacement Technique) User siwtches place with one of his puppets. Momentum is used to increase chances of grappling the opponent. Cp Cost: 4 cp Damage: n/a Reflex DC: n/a Requirements: Kugutsu no jutsu, Kawarimi no jutsu, puppet play 5. Training: 1 stage Stage I: Puppet Play DC: 15, Have your puppet throw something at you and switch places with it before it hits. 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. Add opponent's [str mod] to bondage roll immediately following the kawarimi. 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.
Medical Ninjutsu-
Chakra Transferal Technique Description: The act of transferring your chakra to another person is as simple as molding your chakra, thus any ninja who has done chakra molding at some point can use it. Simple lay your hands upon the one you intend to transfer your chakra to and will it to go to them. Rank: D CP Cost: 1.5x amount given Attack Turns: 3 Reflex DC: N/A Damage: Can give up to a max of [level x 2 + chakra mod +2 for 4 chakra control] (As per medical ninjutsu skill bonus, add +2 per 4 ranks in medical ninjutsu since there is no range.) Requirements: Chakra Control 5 or Medical Ninjutsu 10 Training: 2 stages Stage I: Chakra Control DC 20, Convert your chakra into a neutral pallet. Strip it of its elemental ties. Stage II: Medical Ninjutsu DC 22, Force your chakra into a living target and give it new life. Special: *Allows the user to determine chakra donated to target anywhere between 1 and the max determined by the above formula. Cannot be on unconscious target.
Genjutsu-
Genjutsu Kai
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. 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.
Summoning Contract-
~Stats~ LV. 9 Experience: 191/500 Hp: 108/108 Cp: 126/126 MHp: 117/117
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< (Distribute) Training Level Up Event Mission
Strength: 6 + (2) + 6 + 4 = 18 Mod: 4 Dexterity: 6 + (1) + 4 + 5 + = 16 Mod: 3 Constitution: 6 + (2) + 3 + 2 + 1 = 14 Mod: 2 Intelligence: 6 + (6) + 5 + 1 = 18 Mod: 4 Wisdom: 6 + (1) + 6 + 3 + 1 = 17 Mod: 3 Charisma: 6 + (4) + 3 + 1 = 14 Mod: 2 Chakra: 6 + (4) + 2 + 5 + 1 = 18 Mod: 4 Dodge Bonus: 9 + Wis Mod[3] + Dex Mod[3]= 15
Base Attack Bonus: 9/4 Attack Melee: 9 + Str Mod[4] = 13 Attack Ranged: 9 + Dex Mod[3] = 12 Attack Puppet: 9 + Puppet Play/2 [10/2=5] = 14
Base Save Bonus: 4 Fort: 4 + Con Mod[2] = 6 Rex: 4 + Dex Mod[3] = 7 Will: 4 + Wis Mod [3] = 7
~Skills~
Ninja Skills [Mundane] ((Modified By)):
Strength Mod: 3 Athletics:
Dexterity Mod: 3 Acrobatics: Escape Artist: 1 Sleight of Hand: Stealth: 5 + 2
Constitution Mod: 2 Concentration:
Intelligence Mod: 4 Alchemy: Chakra Control: 8 + 11 Craft (Puppet): 15 + 6 Treat Injury:
Wisdom Mod: 3 Awareness: 5 Read Lips: Sense Motive: 5 Survival: 3
Charisma Mod: 2 Diplomacy: 2 Handle Animal: Innuendo: Intimidate: Perform: Seduction: 2
Chakra Mod: 3
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons: Taijutsu: 4 + 2 Ninjutsu: 11 Medical Ninjutsu: 12 + 3 Genjutsu: 6 + 2 Fuuin Jutsu: 15 + 1 Sneak Attack: Puppet Play: 9 + 1
~Possessions~
Money:
Ryo: 40
Equipment:
Valuables Notepad, pencil, and puppet repair kit.
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~Puppet Data~
Name: Rose Owner: Exodus Revel Size: Human Size Physical Description: A quick attack puppet that was built from the unlocked memory of Miyako's first 'girlfriend.' The puppet is made from a white oak, but stained a chestnut color to give it the tan color of the real Rose's skin. Puppet DC: 30 Craft's Name: Miyako Chozo Craft's Skill Level: 17
~Puppet Stats~
Number of stat points: [Puppet DC /2] + [1 per 5 levels in Craft] = 18
Strength:....... 6 | (+1) | Total 7 Dexterity:...... 7 | (+0) | Total 7 Constitution:... 5 | (+0) | Total 5
Hp: [5 + Constitution] x [Puppet DC / 4] = 70/70
Dodge Bonus: [Puppet Play (User) / 2] + [Dexterity (Puppet)] + [Wis Mod (User)] = 15 Reflex: [Puppet Play (user) / 2] + [Dexterity (Puppet)] = 12
Attack Puppet Bonus/Penalty when using this puppet: +2
Puppet Damage: (2 - 5) + Gadget bonuses + [Strength] + 2 per 10 point in puppet play (user) = 15-20
Number of Weapon, Gadget, and Mechanism Slots: [Craft's Skill Level (at the time of creation)] /5 = 3
~Puppet Equipment~
Gadgets and mechanisms:
Long Forearm Blades (x2) Long blades bolted to the puppets forearms or any limbs. Used to extend reach and cut opponents. Number of weapon slots required: 1 per blade Damage: Add (2 - 3) to basic puppet damage per blade. Special: Increase [Puppet Attack] by 1. Requirements: Craft 5, Intelligence, 8. Crafting DC: 15
Mechanically Reinforced Limbs The puppet's limbs built to extend around the target and increase constriction. Is compatibe on other weapons and gadgets. Number of weapon slots required: 1 Damage: n/a Special: Add 5 points to DCs to maintain grapple. Increase puppet strength by 1. Requirements: Craft 10, Intelligence, 10. Crafting DC: 20
Weapons, scrolls or tools inserted:
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Posted: Sun Jul 08, 2012 3:05 pm
Username: Ellreka Posting: meh....whenever theres activity Time zone: CST/CDT (central) ~Character Data~ Name: Raubahn Anzan (Waoud) Village: Otogakure Clan/Bloodline: Anzan (head of houshold) Element Affinity: Fire/Water Age: seems to be 30... Gender: Male Rank: Sennin (Jounin Head Captain) Title: The Zahak General, The "Azure Flame" of Oto ~Appearance~  Headband: he chooses not to wear his Height: 6 ft Weight: 150 lbs Hair: Black and long Eyes: Black with a white predatory slash Physical Description: Tall.Lanky.Mysterious Clothing: Ancient Anzan family cloathing with the families current style (Azure blue turban with black face mask,azure blue robe,azure blue shorts, and blue shinobi shoes. Background: A long time ago there existed a kingdom...or so the Anzan say. This kingdom developed a soldier. Not just any soldier however, a soldier that could use animal tactics but still retain their humanity. The experiments destroyed many lives. But when raubahn became one of these soldiers he was just a young boy. Over the ages Raubahn aged normally. Until he reached the age of 30 he grew normally. The experiments effects made him stop aging but he still grew stronger retaining his youthful muscular density. This led Raubahn to be the favorite among the Noble houses of this far off country. He was so favored that he was granted the title "Zahak General" a title granted by the highest nobility to the worthiest of Anzan. Raubahns predecessor Waoud was infuriated by this reward. He soon tried to assassinate him for his achievements. Waoud soon failed and was killed in the battle between the two Anzan. Feeling guilty for taking the life of such a great warrior he took the man’s name as one of his covers walking throughout the kingdom. Waoud would make appearances at civil engagements while Raubahn would spare no life on the battle field. A ruthless monster while at the same time a gifted fortune teller. Long years passed and as the days moved forward the noble’s ideals of the Anzan degraded. They aged and yet the Anzan did not. They grew weaker. Yet the Anzan stayed at the peak of their performance. This poisonous ideal of the Anzan soon led to a mass eviction of the clan from the lands of the sacred serpent Zahak. Thousands even millions of Anzan traveled the harsh shores of the kingdom to its shores. Here they loaded the Anzan up into ships and they set sail for an unknown world. This bittered Raubahns heart as he had served the kingdom for many years and this was the way they would repay him and his kinsmen. When the Anzan landed in the now Shinobi village of Konohagakure they met with a shinobi leader. The hokage. They reached an agreement to harbor the Anzan and teach them their ways. This is when Raubahn aswell as his hundreds of Anzan that survived the sea trip had learned their ninjutsu and also studied this new lands animal tactics. Throughout the years Raubahn accelerated in Ninjutsu. Throughout his life he has wandered the shinobi kingdoms with his clan settling each clan home in each nation. Now Raubahn is a mysterious hermit still unaged as he was hundreds of years before when the experiments effects stopped his body from aging. He still holds his title of Zahak General and he is the undesputed head of the Anzan clan. He frequently apoints assistants by the royal line from the original Anzan clans monarchy system. His closest relative is Shisui Anzan anzan ANBU of Otogakure no Sato. Personality: Raubahn: Wise yet Savage. Waoud: Trickster yet wise Other: he is old. A relic of the old Anzan ways. Missions: S: 0 A: 0 B: 0 C: 0 D: 0 Jutsu: 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. 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. Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique) This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great. Cp cost: 12 Dice Rolls: 2 Damage: 10 - 25 + int mod Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 8, Chakra Control 10 Training: 2 stages Stage I: Chakra Control DC 20 Stage II: Genjutsu DC 18 Kokuangyo no Jutsu (Bringer-of-Darkness Technique) A genjutsu which exerts an hallucinatory effect upon the eyesight, stealing all light away. A world of darkness, as if a thick, jet-black curtain had been dropped. No matter how skilled someone is, they have no option besides turning into sitting ducks. This effect allows the user to attack unseen. Although it negates sight, it does not stop the other senses. In essence, the opponent can sense, hear and smell out the user of the technique. Cp cost: 80 + 15 per post Dice Rolls: 5 Damage: N/A Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 40, Chakra Control 42 Training: 5 stages. Stage I: Chakra Control DC 52 Stage II: Chakra Control DC 55 Stage III: Genjutsu DC 50 Stage IV: Intelligence DC 30 {d20 + int mod} Stage V: Genjutsu DC 52 Special: Target is considered Blind. Kori Shinchu no Jutsu (Sly Mind Affect Technique) This causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over. Cp cost: 30 + 5 per turn Dice Rolls: 3 Damage: 5 - 10 + int mod Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 25, Chakra Control 28 Training: 3 stages Stage I: Chakra Control DC 38 Stage II: Chakra Control DC 40 Stage III: Genjutsu DC 35 Special: -1 to target's checks every 2 turns under the jutsu. Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique) A rather sophisticated Genjutsu which changes the appearance of a nearby object or climate. Cp cost: 35 + 8 per turn Dice Rolls: 3 Damage: N/A Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 30, Chakra Control 30 Training: 3 stages Stage I: Chakra Control DC 40 Stage II: Chakra Control DC 42 Stage III: Genjutsu DC 43 Special: Maximum to +8 to certain checks. Effect of jutsu depends upon usage. Consult Crew. Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique) A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand. Cp cost: 60 + 10 per turn Dice Rolls: 4 Damage: N/A Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 34, Chakra Control 36 Training: 4 stages Stage I: Awareness DC 30 Stage II: Chakra Control DC 46 Stage III: Chakra Control DC 48 Stage IV: Genjutsu DC 44 Special: This layer must be broken before the first genjutsu layer can be broken. Depending on the effect it may give extra bonuses to Will DCs or other checks (consult Crew). Name: Zenith Art: Camoflauge Blend Description: zenith art learned from chameleons. much like kakuremino no jutsu the user disapears and blends into the environment but the user can augment the appearance of their clothing,appearance, and little details such as eye color aswell. Rank: E Cp Cost: 40+5 per round held Attack Turns: 1 Reflex DC: 8 Damage: n/a Requirements: Anzan clan,Intelligence 25 Training: 2 stages. Stage I: [Intelligence] DC 35, Study the Chameleon and its ability to blend in with its environment. Stage II: [Intelligence] DC 45, Train your body to blend in with its environment. Special: allow you to add 1.5 x your chakra mod to your hide check Owner: Anzan Clan Name: Zenith Art: Berserk Rage Description: Zenith art learned from primates. throws the user into a rage. enhances the users strength and decreases intelegence Rank: C Cp Cost: 20 Attack Turns: 3 Reflex DC: 12 Damage: n/a Requirements: Anzan Clan, Intelligence 35,Taijutsu 20,Strength 35 Training: 3 stages. Stage I: [Intelligence] DC 45, Study the primates and their ability to enrage themselves Stage II: [Strength] DC 45, Enrage yourself and strengthen your body Stage III: [Taijutsu] DC 30, Train to use this newfound ability in battle Special: enhances user strength by 50% lowers user Intelligence by 50% Owner: Anzan Clan Name: Zenith Art: Chemical Regeneration Description: Zenith art learned from starfish. when the user loses a limb or any part of their anatomy is removed from the body the user can use this technique to make a living clone from the disembodied limb. Rank: C Cp Cost: 20 per clone Attack Turns: 3 Reflex DC: 12 Damage: n/a Requirements: Anzan Clan,Intelligence 25,Treat Injury 20,Chakra Control 25 Training: 4 stages. Stage I: [Intelligence] DC 35, Study the starfish and their ability to regenerate lost limbs and create another starfish through the lost limb. Stage II: [Treat Injury] DC 30, Learn to heal wounds with chakra. Stage III: [Chakra Control] DC 35, Learn to stumilate the regenetive process on a skin cell (hair,dandrif,etc.). Stage IV: [Chakra Control] DC 45, Learn to stumilate the regenetive process on a chunk of flesh (long peice of skin,a limb,etc.). Special: creates a flesh clone of the user. If vital limbs (Head,Heart,etc.) are removed effect will not work. Owner: Anzan Clan Name: Zenith Art: Hive Collaberation Description: Zenith art learned from bees. allows Anzan clan members to communicate and attack as if they where one breathing entity. Other clan members must have learned this technique and be nearby for this to take effect. clan members must be a member of your village "hive" to be able to collaberate. Rank: B Cp Cost: 25 per message sent Attack Turns: 4 Reflex DC: 15 Damage: n/a Requirements: Anzan Clan, Intelligence 35,Awareness 35 Training: 4 stages. Stage I: [Intelligence] DC 45, Study the bees and how they collaberate. Stage II: [Awareness] DC 45, Connect minds with another Anzan. Stage III: [Awareness] DC 55, Send messages between the mental connection Stage IV: [Awareness] DC 65, Train to battle with your newfound skill. Special: all sneaking type moves or searching type moves gain a boost of 1.2x per each person aiding you. Owner: Anzan Clan Name: Zenith Art: Hecatomb Glare Description: Zenith art learned from snakes. useing the chakra spike technique the user ensnares the opponent in a hypnotic trance forcing the target into a deep phase of REM sleep. Rank: C Cp Cost: 40 Attack Turns: 3 Reflex DC: 12 Damage: causes target to sleep Requirements: Anzan Clan, Intelligence 25, Chakra Control 25, Genjutsu 25 Training: 3 stages. Stage I: [Intelligence] DC 35, Study snakes and how they hypnotize prey. Stage II: [Chakra Control] DC 35, Train to spike your chakra. Stage III: [Genjutsu] DC 35, Train to hypnotize a target with your spiked chakra. Special: Once asleep,target must roll a fort save to escape ensnarement Owner: Anzan Clan Name: Zenith Art: Azure Borealis Description: Zenith Art Created by the Ancient Anzan from the far eastern empire. The user creates a veil of flame around themselves. The flames spread and entrap whatever they touch inside the veil and entrap them inside a mental prison. If the engulfed target fails to break free from the prison they retain mental damage Rank: A Cp Cost: 200+10 per round held Attack Turns: 5 Reflex DC: 18 Damage: 100-300 MHP per every failure Requirements: Anzan Clan,Intelligence 45, Genjutsu 45, Chakra Control 45 Training: 5 stages. Stage I: [Intelligence] DC 55, Study an ancient anzan and their ability to create their borealis effect. Stage II: [Chakra Control] DC 55, Learn to pulse the chakra from your chakra network. Stage III: [Genjutsu] DC 45, Create a veil of flame from the pulse chakra. Stage IV: [Chakra Control] DC 65, Spread the veil of flames to its limits. Stage V: [Genjutsu] DC 55, Train to entrap things while you spread the veil of flames. Special: Engulfs a target in a prison of fire. every round the engulfed target must perform a will save against the user, if the target fails they retain mental damage Owner: Anzan Clan ~Stats~ LV. 40 Experience:0/ Hp:960 Cp:1520 MHp:760 Strength:16+46-17=45 Mod:17 Dexterity:16=16 Mod:3 Constitution:16+23=39 Mod:14 Intelligence:16+48+16=80 Mod:35 Wisdom:16+23-10=29 Mod:9 Charisma:16=16 Mod:3 Chakra:16+48+15=79 Mod:34 Dodge Bonus:22 Base Attack Bonus:40/35/30/25/20/15/10/5 Attack Melee:57/52/47/42/37/32/27/22 Attack Ranged:43/38/33/28/23/18/13/8 Base Save Bonus:20 Fort:34 Rex:23 Will:29 ~Skills~ Skill points: 410 Awareness: 60 Genjutsu: 60 Chakra Control: 60 Treat Injury: 60 Taijutsu: 50 Ninja Weapons Melee (Kilij): 60 Sneak Attack: 60 ~Possessions~ Money: Ryo: Equipment: Anzan Clan Cloathing Elogant Kilij Name: Kilij Type: Scimitar Description: The Kilij is a curved elegant blade. Their beauty is only matched by their deadly sharp edges. Most are fitted with a blue diamond encrusted into the hilt as a counter weight. Damage: 1-8 +str mod Range:Melee Requirements: Anzan Clan or Craft(Blacksmith) 30 Craft(Art) 40 18 posts Dual Wield:yes, -7 to attack roll Owner: Anzan Clan ValuablesAnzan Clan Head Medal
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Posted: Mon Jul 09, 2012 9:14 pm
User-name: ellreka Posting: off and on Time zone: central ~Character Data~ Name: Kenkomishi Shif Village: otogakure no sato Clan/Bloodline: kenkomishi Element Affinity: fire/water Age: 22 Gender: male Rank: Ex-ANBU (Special Jounin) ~Appearance~  Headband: tied firmly to his anbu mask Height: 6ft 1 in. Weight: 150 Hair: black long with bangs over the eyes Eyes: green Physical Description: tall,muscular but a little chubby Clothing: regular anbu outfit with equipment pouches on both legs and a back pouch Background: The painstakingly boring story of Shif like many other ANBU begins with the entrance into the world. Shif was born into one of the middle houses of the Kenkomishi clan as a middle child. Shif however, showed the most promise out of the triplets and was accepted early into the clans favorites to maybe one day becoming the clan head. Shif trained tirelessly throughout his boyhood years with only the fear of the clan curse looming over the boy to bog down some of his training. Shif entered the academy late by only one year but, even with this hindrance he learned quickly and obtained the envy of all his peers. Shif only had one rival that could match his skill throughout his academy career. A young Anzan boy, whose name has escaped Shif ever since he met the kid. Shif would train vigorously with the Anzan child only to be surpassed effortlessly by the Anzan’s natural skill and talent in the ninja arts. When it came time to take the Genin exams Shif and the mysterious Anzan child where drawn as sparring partners. Little more to say that Shif was defeated flawlessly but was given passing marks in other areas enough that he earned the rank. Shif was then put in a squad with his rival, to his dismay. On their first Genin mission together a major dissent occurred between the two long enough for the young Anzan boy not to notice an attack from behind by one of the missions targets and Shif’s rival was no more. Shif to this day remembers that moment, and has vowed never to show his feelings during missions ever again for fear of the same occurring to his other teammates. As the years went on Shif attained every rank flawlessly and effortlessly as he eventually became an ANBU Black Ops member. Throughout his ANBU career Shif just so happened upon a mission to hunt down the very man that killed his rival some odd years ago. Shif took this mission out of his own personal interest and found the man in an exceptionally short amount of time, when confronted with the man Shif disable the poor Thief and instead of returning him to his commanding officers, tortured the poor man until he eventually died from the pain. Shif was made a newer man after this event only to be forever changed as the events of history flowed and ebbed losing comrade after comrade, killing villain after villain, completing mission upon mission in the service of Otogakure. Only time will tell if Shif would eventually master his inner demons, or be destroyed by them and be driven insane by his clans curse. Personality: funny but when it comes to work serious Other: Missions: S: A: B: C: D: Jutsu: Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique. Cp cost: 2 "+1 per minute the jutsu is maintained" Damage: N/A Bunshin no Jutsu: This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent. Cp cost: 1 pt. per bunshin. Damage: N/A Requirements: Academy students learn it on the academy as a basic jutsu. Training days: Academy. Chakra control check DC: 5 per bunshin. Special: The Spot DC to see through a bunshin is 1/2 of your Chakra mod + 1/2 of your Int mod. Kawarimi no Jutsu (Replacement Technique) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 1 Damage: N/A Requirements: Must have something to replace with. Training days: Academy time. Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position. Very Special: This jutsu is currently being hotly debated on and may change. Kakuremino no Jutsu (Cloak of Invisibility Technique) This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible. Cp cost: 1 Damage: N/A Requirements: Learn in the academy. Training days: Academy time. Special: Add chakra mod to your Hide check. Name: Motion Copy: Keriitsu Analyzer Description: in combination with "sound radar:keriitsu release" the user analyzes the sound he has pinpointed and makes a picture of what he/she has recieved then he/she uses the information he/she has made to make strategical attacks, spying information, or even simple tracking identifiers for the specific sound pattern Rank: D Cp Cost: 10 +10 if used with Sound Radar:Keriitsu Release Attack Turns: 2 Reflex DC: 10 Damage: N/A Requirements: Kenkomishi Clan,Acadamy Student or above,"Sound Radar:Keriitsu Release" Learned, Awareness 10 Training: 2 stages. Stage I: [Awareness] DC 20, Pinpoint a specific sound. Stage II: [Awareness] DC 25, With the sound pinpointed,track the sound. Special: Awareness+5, can merge with Sound Radar with INT 15 requirement Owner: Name: Keriitsu: Nostalgic Viewing Description: when using the keriitsu a kenkomishi clan member may summon up ghostly forms of information they has collected but the sound must be created by the user.this tactic is mostly used to relay information collected that cant be relayed through speech but it may also be used as a distraction. Rank: C Cp Cost: 20+3/round held Attack Turns: 3 Reflex DC: 12 Damage: 10-20 MHP (if images are ment to hurt) Requirements: Kenkomishi Clan,"Keriitsu: Release" learned,Genjutsu 15,Awareness 25 Training: 3 stages. Stage I: [Awareness] DC 35, Study a specific image. Stage II: [Awareness] DC 45, Study the specific images specific details. Stage III: [Genjutsu] DC 25, Project the image as you studied it. Owner: Name: Keriitsu: Advanced Communication Description: the user of this jutsu activates their keriitsu to emit sound waves at a low frequency to contact other members of the clan tho due to the keriitsu's complex behavior the messages must be decoded before they can be fully understood. Rank: B Cp Cost: 10 for first 5 yd + 5 per yard past 5 Attack Turns: 4 Reflex DC: 15 Damage: n/a Requirements: Kenkomishi Clan,"Keriitsu: Release" learned,Awareness 35,Chakra Control 35,Innuendo 25 Training: 4 stages. Stage I: [Awareness] DC 45, Listen for hidden messages. Stage II: [Innuendo] DC 35, Interpret the hidden message. Stage III: [Awareness] DC 55, Send out your own message. Stage IV: [Chakra Control] DC 45, Insert chakra to move your message farther. Special: can communicate to clan members from a certain range, For every 5 points in Chakra control past the innitial 35, the user can add a yard to the innitial 5 without paying more CP. Owner: 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. Soshuha (Manipulating Attack Blades) Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target. Cp cost: 6 per blade per turn Dice Rolls: 3 Rolls Damage: weapon damage + chk mod Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Chakra Control 15, Ninjutsu 13, the weapons.. Training: 3 stages Stage I: Ninja Weapons DC 20 {any weapon/mix of weapons}Weapon familiarization. Stage II: Chakra Control DC 25 Create chakra threads that are connected to your weapons so you can control them, and practice moving them around and attacking. Stage III: Ninjutsu DC 26 Combine the previously trained elements. Special: Can control up to 2 blades + 2 more for every 10 ranks in Chakra Control 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 . Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique) A rather sophisticated Genjutsu which changes the appearance of a nearby object or climate. Cp cost: 35 + 8 per turn Dice Rolls: 3 Damage: N/A Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 30, Chakra Control 30 Training: 3 stages Stage I: Chakra Control DC 40 Stage II: Chakra Control DC 42 Stage III: Genjutsu DC 43 Special: Maximum to +8 to certain checks. Effect of jutsu depends upon usage. Consult Crew. ~Stats~ LV. 20 Experience:0/1050 Hp: 500 Cp: 220 MHp: 260 Strength:11+29=40 Mod: 15 Dexterity:11+19=30 Mod: 10 Constitution:11+29=40 Mod: 15 Intelligence:11+5=16 Mod: 3 Wisdom:11+5=16 Mod: 3 Charisma:11+8=19 Mod: 4 Chakra:11+13=24 Mod: 7 Dodge Bonus: 37 Base Attack Bonus: 20/15/10/5 Attack Melee:35/30/25/20 Attack Ranged: 30 -1= 29/24/19/14 Base Save Bonus: 10 Fort: 25 Rex: 20 Will: 13 ~Skills~ Skill points: 210 Cap x/40 Awareness:40 +5= 45 Chakra Control:35 Ninjutsu:40 Genjutsu:40 Innuendo:35 Ninja Weapon(Ninja-to):20 ~Possessions~ Money: Ryo: Equipment: ANBU Armor specialized with extra pouches and hidden ninja-to sheath Black Ninja-To With the words “Never Forget the Fallen” engraved unto the blade Ninja to The ninja to {also known as "shinobigatana"} was the sword of the ninja. It was not as well crafted as the Katana but was just as useful in combat. The ninja to is 6 inches shorter than the katana and possesses a straight blade instead of a curved one. It is the sword carried by ANBU squads. Damage: 3 - 9 + str. mod. Range: Melee. Special: ANBU sword. Causes a Bleeding Wound upon a critical hit. +2 to blocking checks. Dual Wield: Yes, -7 to attack roll. Valuables
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Posted: Tue Jul 10, 2012 12:24 am
User-name: Ellreka Posting: meh...whenever Time zone: CST- central ~Character Data~ Name: Shisui,Anzan Village: Otogakure no sato Clan/Bloodline: Anzan Element Affinity: Water + Earth Age: 20 Gender: Male Rank: Ex-ANBU (Special Jounin) ~Appearance~  Headband: Tied firmly to his ANBU mask. Height: 5'10'' Weight: 150 lbs Hair: Blond with silver highlights Eyes: Purple with Predatory slashes Physical Description: Tall.Skinny. He seems to be fast too. muscles abound this skinny agile mysterious middle aged body. Clothing: the regulate ANBU style clothing. His ANBU mask however has a facial mask tied over it and when he isn't wearing his mask he is wearing the usual anzan style family clothing. Black shinobi shoes finish the outfit. Background: A long while ago....in a distant far away place. This is where his dreams of ninjutsu took him. The lands of sacred serpents...a far off kingdom...This was his dream when he started off in the academy. When he was a Chuunin he had the opportunity to visit this far off land. But he soon had to flee with his sensei and his teammates. They where all Anzan family....they weren't welcomed there. Before this little trek to the far off land he was nothing but a tactical smart young Anzan. He studied hard in the academy. Top of his class actually. Only matched by One notoriously intelligent Kenkomishi. This kenkomishi however went on a mission with his gennin team. They where never heard of again. This memory often troubles shisui. He was rivals with the kenkomishi boy. Sadly their rivalry never went past their gennin rank. Throughout his gennin years he strived to be the best shinobi of his group. He learned all of his families techniques. He strived to learn just about any jutsu that would help him in succeeding in his mission. His mission...to be...the best. Personality: Intelligent.combat ready.serious Other: he's an over achiever. Dont get in his way! Missions: S: 0 A: 0 B: 0 C: 0 D: 0 Jutsu: 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. 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. Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique) A rather sophisticated Genjutsu which changes the appearance of a nearby object or climate. Cp cost: 35 + 8 per turn Dice Rolls: 3 Damage: N/A Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 30, Chakra Control 30 Training: 3 stages Stage I: Chakra Control DC 40 Stage II: Chakra Control DC 42 Stage III: Genjutsu DC 43 Special: Maximum to +8 to certain checks. Effect of jutsu depends upon usage. Consult Crew. Name: Zenith Art: Camoflauge Blend Description: zenith art learned from chameleons. much like kakuremino no jutsu the user disapears and blends into the environment but the user can augment the appearance of their clothing,appearance, and little details such as eye color aswell. Rank: E Cp Cost: 40+5 per round held Attack Turns: 1 Reflex DC: 8 Damage: n/a Requirements: Anzan clan,Intelligence 25 Training: 2 stages. Stage I: [Intelligence] DC 35, Study the Chameleon and its ability to blend in with its environment. Stage II: [Intelligence] DC 45, Train your body to blend in with its environment. Special: allow you to add 1.5 x your chakra mod to your hide check Owner: Anzan Clan Name: Zenith Art: Berserk Rage Description: Zenith art learned from primates. throws the user into a rage. enhances the users strength and decreases intelegence Rank: C Cp Cost: 20 Attack Turns: 3 Reflex DC: 12 Damage: n/a Requirements: Anzan Clan, Intelligence 35,Taijutsu 20,Strength 35 Training: 3 stages. Stage I: [Intelligence] DC 45, Study the primates and their ability to enrage themselves Stage II: [Strength] DC 45, Enrage yourself and strengthen your body Stage III: [Taijutsu] DC 30, Train to use this newfound ability in battle Special: enhances user strength by 50% lowers user Intelligence by 50% Owner: Anzan Clan Name: Zenith Art: Chemical Regeneration Description: Zenith art learned from starfish. when the user loses a limb or any part of their anatomy is removed from the body the user can use this technique to make a living clone from the disembodied limb. Rank: C Cp Cost: 20 per clone Attack Turns: 3 Reflex DC: 12 Damage: n/a Requirements: Anzan Clan,Intelligence 25,Treat Injury 20,Chakra Control 25 Training: 4 stages. Stage I: [Intelligence] DC 35, Study the starfish and their ability to regenerate lost limbs and create another starfish through the lost limb. Stage II: [Treat Injury] DC 30, Learn to heal wounds with chakra. Stage III: [Chakra Control] DC 35, Learn to stumilate the regenetive process on a skin cell (hair,dandrif,etc.). Stage IV: [Chakra Control] DC 45, Learn to stumilate the regenetive process on a chunk of flesh (long peice of skin,a limb,etc.). Special: creates a flesh clone of the user. If vital limbs (Head,Heart,etc.) are removed effect will not work. Owner: Anzan Clan Name: Zenith Art: Hive Collaberation Description: Zenith art learned from bees. allows Anzan clan members to communicate and attack as if they where one breathing entity. Other clan members must have learned this technique and be nearby for this to take effect. clan members must be a member of your village "hive" to be able to collaberate. Rank: B Cp Cost: 25 per message sent Attack Turns: 4 Reflex DC: 15 Damage: n/a Requirements: Anzan Clan, Intelligence 35,Awareness 35 Training: 4 stages. Stage I: [Intelligence] DC 45, Study the bees and how they collaberate. Stage II: [Awareness] DC 45, Connect minds with another Anzan. Stage III: [Awareness] DC 55, Send messages between the mental connection Stage IV: [Awareness] DC 65, Train to battle with your newfound skill. Special: all sneaking type moves or searching type moves gain a boost of 1.2x per each person aiding you. Owner: Anzan Clan Name: Zenith Art: Hecatomb Glare Description: Zenith art learned from snakes. useing the chakra spike technique the user ensnares the opponent in a hypnotic trance forcing the target into a deep phase of REM sleep. Rank: C Cp Cost: 40 Attack Turns: 3 Reflex DC: 12 Damage: causes target to sleep Requirements: Anzan Clan, Intelligence 25, Chakra Control 25, Genjutsu 25 Training: 3 stages. Stage I: [Intelligence] DC 35, Study snakes and how they hypnotize prey. Stage II: [Chakra Control] DC 35, Train to spike your chakra. Stage III: [Genjutsu] DC 35, Train to hypnotize a target with your spiked chakra. Special: Once asleep,target must roll a fort save to escape ensnarement Owner: Anzan Clan ~Stats~ LV. 20 Experience:0/ Hp: 340 Cp: 360 MHp: 160 Strength: 11+21 -8=24 Mod: 7 Dexterity: 11+10=21 Mod: 5 Constitution: 11+13=24 Mod: 7 Intelligence: 11 +25+8=44 Mod: 17 Wisdom: 11+19 -10=20 Mod: 5 Charisma: 11=11 Mod: 0 Chakra: 11+20 +7=38 Mod: 14 Dodge Bonus: 30 Base Attack Bonus: 20/15/10/5 Attack Melee: 27/22/17/12 Attack Ranged: 25/20/15/10 Base Save Bonus: 10 Fort: 17 Rex: 15 Will: 15 ~Skills~ Skill points: 210 Awareness :35 Treat Injury: 20 Chakra Control:35 Taijutsu: 20 Genjutsu:35 Ninja Weapon(Kilij):40 Ninja Weapon(Ninja-To):25 ~Possessions~ Money: Ryo: Equipment: ANBU armor Anzan Clan Cloathing A Black Kilij that has some foreign writing engraved along the blade that you can’t make out. A Black Ninja-To With the words “Never Forget the Fallen” engraved along the blade. Name: Kilij Type: Scimitar Description: The Kilij is a curved elegant blade. Their beauty is only matched by their deadly sharp edges. Most are fitted with a blue diamond encrusted into the hilt as a counter weight. Damage: 1-8 +str mod Range:Melee Requirements: Anzan Clan or Craft(Blacksmith) 30 Craft(Art) 40 18 posts Dual Wield:yes, -7 to attack roll Owner: Anzan Clan Ninja to The ninja to {also known as "shinobigatana"} was the sword of the ninja. It was not as well crafted as the Katana but was just as useful in combat. The ninja to is 6 inches shorter than the katana and possesses a straight blade instead of a curved one. It is the sword carried by ANBU squads. Damage: 3 - 9 + str. mod. Range: Melee. Special: ANBU sword. Causes a Bleeding Wound upon a critical hit. +2 to blocking checks. Dual Wield: Yes, -7 to attack roll. Valuables
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Posted: Mon Jul 16, 2012 12:07 am
ProfileUser-name: Lord_Titus2012 Posting: Unknown, but I will post a few times a day if I get posted. Time zone: (UTC-05:00) Eastern Time (US & Canada) ~Character Data~ Name: Makoto Lung Village: Oto Clan/Bloodline: N/A Element Affinity: Wind Age: 13 Gender: male Rank: Genin ~Appearance~ Headband: n/a Height: 5’1 Weight: Average Hair: Short Brown hair that slightly covers the top of his ears Eyes: left is Brown, Right is blue Physical Description: Average build, slightly tanned… basically like any average child. But Makoto has one brown eye and one blue eye. Clothing: Black ninja shoes, Dark grey cargo pants, White shirt with a dark grey vest. Background: Born in a shinobi hospital, Makoto was the first born son to a pair of proud parents who worked at a rice shop. His mother was also a female jonin that sent more time with him then on her own missions she was assigned, meaning they were good until they needed a job to bring in a little extra income. The parents watched Makoto closely as he started to grow into a loving household environment that was destined to go sour, Sadly it was not a destiny that could have been avoided. After three years of watching makoto growing up, Makoto’s father was struck down by a group of bandits that had entered the village in disguise. They were killed off but the death of his father started to sink in to his mother’s soul, turning the once happy household into one of the worst. Reaching the age of 4, the mother took up another mission and asked if her relatives could look over him for a while… But she never returned from her mission. Assuming that she had died or ran away with another guy, Makoto’s Aunt and Uncle kept him close, raising him as one of their own children. Now having a new family and an older brother to watch over him, Makoto moved on with his life unknowingly that he had been adopted into a different house hold. Over the next 4 year, his new mother and father started to see some traits of their family surfacing to the top... but with some very odd side effects as well. Makoto started to get an interest into swords and knowledge by reading books. After a few years of watching him grew into this lifestyle, they finally understood what had happened to his mother when she was young… This placed him in the academy with his new parents giving him a rare treat. Over the next four years he had learned everything that he could about being a proper shinobi, Living by the code as if it was his life... just like his biological mother. But it didn't last for long, because destiny made a very unexpected move on the village entirely. With a new power and a new Kage, Makoto started to fall in love with the new changes around the village and started his support for the new kage. Personality: Makoto has a cheerful and positive personality, besides the fact that he has no knowledge of his real parents. Sometimes he can get depressed or insanely creepy at times, he is actually a very nice guy and a loyal friend if you befriend him. Other:He is Straight: Meaning he likes girls when he hits 13. Missions: S:0 A:0 B:0 C:0 D:3 Jutsu:Ninjutsu- Henge no Jutsu (Transformation Technique) Bunshin no Jutsu (Clone Technique) Kakuremino no Jutsu (Cloak of Invisibility Technique) Nawanuke no Jutsu (Rope Escape Technique) Jibaku Fuda: Kassei ( Explosive Tag Technique) Kawarimi no jutsu ( Replacement Technique) Wall Walking Water Walking Kekkai Hojin (Barrier Encampment Method) Medical Ninjutsu- Genjutsu- Taijutsu-Blocking : Nodachi 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). Dice Rolls: 2 Rolls Special: Use the formula 1D20+Weapon Skill against attackers attack score. If the Block is higher all damage from the attack is negated. Summoning Contract-~Stats~ LV. 10 Experience: (066/550) Hp: 140 Cp: 110 MHp: 120 (( Base + trained / level + missions)) Strength: 10+13+(1)=24 Mod:+7 Dexterity: 10+8+(1)=19 Mod:+4 Constitution: 8+9+(1)=18 Mod:+4 Intelligence: 10+4=14 Mod:+2 Wisdom: 10+4=14 Mod:+2 Charisma: 8+2=10 Mod:0 Chakra: 6+6=12 Mod:+1 Dodge Bonus: 16 Base Attack Bonus: 11/6 Attack Melee:17/12 Attack Ranged:14/9 Base Save Bonus:5 Fort:9 Rex:9 Will:7 ~Skills~ Ninja Skills [Mundane] ((Modified By)):Acrobatics (Dex):3 Alchemy (Int):3 Awareness (Wis):8 Athletics (Str):3 Chakra Control (Int):5+8(tr)=14 Concentration (Con): 2 Craft (Int):6+7(tr)=13 Diplomacy (Cha): Escape Artist (Dex):10 Handle Animal (Cha):10 Innuendo (Cha): Intimidate (Cha): Perform (Cha): Read Lips (Wis):5 Seduction (Cha): Sense Motive (Wis):8 Sleight of Hand (Dex):2 Stealth (Dex):5+1=6 Survival (Wis):4 Treat Injury (Int):5 Ninja Skills [Passive] ((No Modifiers)):Ninja Weapons: 40 (( Nodachi )) Taijutsu: 1 Ninjutsu: 10 Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: Puppet Play: ~Possessions~ Money:Ryo: 1605 Equipment:4x Explosive Tags 5x kunai 1x travel pack 1x Matches ValuablesRed Soldier PillDescription: A red pill with a spicy taste. It heals HP over time. DO NOT MIX! Effect: Stops bleeding. Heal 6% of your max HP per turn, 8% if resting. Last for 10 post. Special: If it is in effect while you take another pill, you lose 2% Hp per turn until one of the two pills wears off. Healing HP ceases entirely. Resting prevents the damage from happening, but HP cannot be healed. If all three are active at once, you die when one of them wears off. Cost: 70 ryo Wooden NodachiThe Nodachi is a really big and long katana mostly used to deal with cavalry in open ground combat, however the sword can be also used for normal combat by skilled people. Damage: 2 - 8 + 1.5x str. mod. Range: Melee + 5 ft. Special: +2 to Dodge Bonus and blocking checks. Can be used while mounted on a horse. That and damage is non-lethal, subdual damage. (Cannot take a victim below 0 hp and does not cause bleeding on crits.) Dual Wield: No. Owner: Lord Titus (Available for Public use) The Returner - The Master Work Steel NodachiThe Nodachi is a really big and long katana mostly used to deal with cavalry in open ground combat, however the sword can be also used for normal combat by skilled people. (( more history later on. )) Damage: 5 - 16 + 1.5x str. mod. Range: Melee + 5 ft. Special: +2 to Dodge Bonus and blocking checks. Can be used while mounted on a horse. Causes Bleeding upon a critical hit. +2 in attack rolls and damage on every attack he/she makes. Dual Wield: No. Owner: Lord Titus ----------------------------------------------------------------------------------- ~Pet Data~ Name: Ichigo Species: Panda Size: Medium Element Affinity: Water Age: 4 Gender: Male ~Appearance~ Height: 2ft on all fours. 4 ft on two feet. Weight: 180 pounds Fur: Black and white. Eyes: Brown Physical Description: It is a cute baby panda. It is small compared to most panda's but, of course it is only a baby. It will one day be quite larger. Background: The baby panda lived a normal life in the forest until one day it was separated from his mother and wondered onto the training grounds of Oto. It was then beat the crap out of by some kid and its pet but, it was lucky enough for someone to help it and keep it alive. Personality: It is always curious and it will attack anyone that it feels suspicious of. Other: Missions: S: 0 A: 0 B: 0 C: 0 D: 0 Jutsu: Ninjutsu- Genjutsu- Taijutsu- ~Stats~ LV. 6 Experience: (( 50/350 )) Hp: [10 + 4] * 6 = 84 Cp: [4 + 0] * 6 = 24 MHp: [6 + 1] * 6 = 42 Base | distribute | Training | Level | total | Mod = Strength: 8 | 10 | 0 | 0 | 18 | mod = +4 Dexterity: 8 | 4 | 0 | 0 | 12 | mod = +1 Constitution: 8 | 8 | 2 | 0 | 16 | mod = +4 Intelligence: 8 | 2 | 1 | 0 | 10 | mod = +0 Wisdom: 8 | 4 | 0 | 0 | 12 | mod = +1 Charisma: 8 | 2 | 0 | 0 | 10 |mod = +0 Chakra: 8 | 2 | 0 | 0 | 10 | mod = +0 Dodge Bonus: 8 Base Attack Bonus: 6 / 1 Attack Melee: 6 + 4 = 10 / 5 Attack Ranged: 6 + 1 = 7 / 2 Base Save Bonus: 3 Fort: 3 + 3 = 6 Rex: 3 + 1 = 4 Will: 3 + 1 = 4 Damage: 1 - 5 + 4 ~Skills~ Distribute + stat + training + level = total Mundane Skills Athletics: (Str) 10 + 4 + 0 + 0 = 14 Acrobatics: (Dex) 0 + 1 + 0 + 0 = 1 Stealth: (Dex) 0 + 1 + 0 + 0 = 1 Concentration: (Con) 0 + 4 + 3 + 0 = 7 Chakra Control: (Int) 0 + 0 + 0 + 0 = 0 Awareness: (Wis) 6 + 1 + 0 + 0 = 7 Sense: (Wis) 0 + 0 + 0 + 0 = 0 Survival: (Wis) 0 + 0 + 0 +0 = 0 Track: (Wis) 10 + 1 + 0 + 0 = 11 Diplomacy: (Cha) 0 + 0 + 0 + 0 = 0 Intimidate: (Cha) 10 + 0 + 0 + 10 + 2(Medium animal) = 22 Perform: (Cha) 0 + 0 + 0 + 0 =0 Ninja Skills Ninjutsu: Genjutsu: Taijutsu: Sneak Attack: ~Possessions~ Equipment: Valuables:
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Posted: Sun Jul 22, 2012 2:00 am
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Posted: Mon Jul 23, 2012 7:55 pm
User-name: PupSage Posting: Daily Time zone: Central ~Character Data~ Name: Masumi Soma Village: Otogakure Clan/Bloodline: Soma no Ko Element Affinity: Lightning / Fire Age: 16 1/2 Gender: Female Rank: Chunin ~Appearance~ Headband: Right thigh Height: 5'10 Weight: 165 Hair: Purple Eyes: Hazel Physical Description: Taller than her sister (She hates that …), and with smaller breast (She hates that too), she sports a cup breast (That she stuffs to look like Bs) and a much more muscular build all around (Making her look manly, which she hates.) She also has freckles (Which she hates) Clothing: A stylish green top, and jean capris with brown boots on the norm. A black armored vest, black baggy pants, a green cloth belt and brown, suede, combat boots. Background: Masumi was born into life leeching off her sister. Cheating off of her in the academy until she graduated. She became studious and learned what she needed to after graduation. By the chunin exams she was already better than her sister at most things and was placed in charge of the greater house upon the death or Hiroshi-sensei, the previous elder. She has thus far been capable of keeping the clan sustained, but has made many risky and dangerous choices. Needless to say, she is not the most favored Elder, but she goes unquestioned. Personality: She is rash, angry, violent, and just generally unpleasant to be around Other: She is never caught without her super stylish purple tint glasses. She became a medic to cover up the bruises she leaves after beating people up Missions: S: A: B: C: 1 D: Jutsu: Ninjutsu- Henge no Jutsu (Transformation Technique) Kawarimi no Jutsu (Replacement Technique) Bunshin no Jutsu (Clone Technique) Nawanuke no Jutsu (Escape Artist Technique Kakuremino no Jutsu (Cloak of Invisibility Technique) Kisei Kikai no Jutsu Medical Ninjutsu- Minor Chakra Heal Chakra Scalpel Genjutsu- Taijutsu- Taren Summoning Contract- ~Stats~ [LV. 11 Experience: 68/600 Hp: [10 + constitution modifier] x level = (10 + 7) x 11 = 187 Cp: [10 + chakra modifier] x level = (10 + 6) x 11 = 176 MHp: [10 + wisdom modifier] x level = (10 + 3) x 11 = 143 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< Attribute: ......Distribute | Level | Training | Clan | Total Strength: ……….23 | 00 | 05 |x(1.3 )----| 36 mod = +13 Dexterity: ………20 | 00 | 00 |x(1.2 )----| 24 mod = +7 Constitution: ……30 | 00 | 00 |x(0.8 )----| 24 mod = +7 Intelligence: ……26 | 00 | 00 |x(1.0 )----| 26 mod = +8 Wisdom: …………21 | 00 | 00 |x(0.8 )----| 16 mod = +3 Charisma: ……….13 | 00 | 00 |x(0.8 )----| 10 mod = +0 Chakra: …………19 | 00 | 00 |x(1.2 )----| 22 mod = +6 Dodge Bonus: 11+3+7=21 Base Attack Bonus: 11 Attack Melee: 11+13= +24/ +19/+14 Attack Ranged: 11+7= +18/+13/+8 Base Save Bonus: +5 Fort: 5+7+5(Clan)= +17 Rex: 5+7=13 Will: 5+3=8 ~Skills~ Ninja Skills [Mundane] ((Modified By)): STRENGTH: +13 Athletics (Str): 13 DEXTERITY: +7 Acrobatics (Dex): 7 Escape Artist (Dex): 10+7=17 Sleight of Hand (Dex): 7 Stealth (Dex): 6+7=13 CONSTITUTION:+7 Concentration (Con): 7 INTELLIGENCE: +8 Alchemy (Int): 8 Chakra Control (Int): 22+8=30 Craft (Int): 8 Treat Injury (Int): 2+8=10 WISDOM: +3 Awareness (Wis): 6+3=9 Read Lips (Wis): 3 Sense Motive (Wis): 2+3=5 Survival (Wis): 2+3=5 CHARISMA: 0 Diplomacy (Cha): 0 Handle Animal (Cha): -0 Innuendo (Cha): 0 Intimidate (Cha): 0 Perform (Cha): 0 Seduction (Cha): 6 Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons: Taijutsu: 30 +5(Clan)=35 Ninjutsu: 4 Medical Ninjutsu: 30 Genjutsu: Fuuin Jutsu: Sneak Attack: Puppet Play: ~Possessions~ Money: Ryo: 60 Equipment: Two Kumosteel Aian Nakkuru Red, Yellow, and Green Soldier Pills Valuables
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Posted: Mon Jul 23, 2012 7:56 pm
User-name: PupSage Posting: Daily Time zone: Central ~Character Data~ Name: Emiko Soma Village: Otogakure Clan/Bloodline: Soma No Ko Element Affinity: Wind/ Earth Age: 16 and 3/4 Gender: Female Rank: Chunin ~Appearance~ Headband: Left arm Height: 5'6 (and a 1/2!) Weight: 140 Hair: Red with pink highlights Eyes: Hazel Physical Description: She is athletically toned, very muscular in her legs, but not so much in her arms. Years of running from her sisters beatings. Her breast are large B cups, on the verge of C, another source of beatings from her sister. She stands shorter than her sister at 5'6, but will be the first to remind you that she is 5'6 and a half! Clothing: A green tank top and torn cam shorts with sneakers normally. Black pants, her tank top, a dark green jacket, and ninja shoes on mission. Background: Emiko was raised alongside her sister Masumi until age 10, as was customary. Never before had a set of twins been so closely matched. Nonetheless, Emiko constantly lost every physical challenge, and had less chakra than her sister, so she was placed in the lesser house and continued her ninja training there. Tshe academy was pretty straight forward. Emiko actually did better in every subject except for Taijutsu, and she was 2nd in her class overall. Personality: Emiko has always lived in the shadow of her sisters oppression. As the head of the lesser household was still alive, Emiko was left without responsibility, leaving more time to train. She has proven herself to be rather incapable of being helpful, but always knows where to go to for help. she strives to be stronger than her sister one day, and with her attitude, that may happen. That desire was increased when the Otobe took over. As Masumi began to plan rebellion, swearing Emiko to secrecy and making him assist, she developed a hatred of her sibling. All of her teachings had taught him to blindly obey the orders of your superiors, but her own sister rebelled against her. Emiko swore that one day she would kill her sister and lead the lesser house of the Soma into dominance. Other: Missions: S: A: B: C: 1 D: Jutsu: Ninjutsu- shenge no Jutsu (Transformation Technique) Kawarimi no Jutsu (Replacement Technique) Bunshin no Jutsu (Clone Technique) Nawanuke no Jutsu (Escape Artist Technique Kakuremino no Jutsu (Cloak of Invisibility Technique) Kisei Kikai no Jutsu Fūton: Reppūshō (Wind Release: Violent Wind Palm) Medical Ninjutsu- Genjutsu- Taijutsu- Taren Style: Gouken (Strong Fist) Summoning Contract- ~Stats~ [LV. 11 Experience: 508/600 Hp: [10 + constitution modifier] x level = (10 + 7) x 11 = 187 Cp: [10 + chakra modifier] x level = (10 + 4) x 11 = 154 MHp: [10 + wisdom modifier] x level = (10 + 1) x 11 = 121 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< Attribute: ......Distribute | Level | Training | Clan | Total Strength: …………20 | 00 | 00 |x(1.3 )----| 26 mod = +8 Dexterity: ………..20 | 00 | 00 |x(1.2 )----| 24mod = +7 Constitution: …….25 | 02 | 03 |x(0.8 )----| 24 mod = +7 Intelligence: …….. 20 | 00 | 00 |x(1.0 )----| 20 mod = +5 Wisdom: …………18 | 00 | 00 |x(0.8 )----| 14 mod = +2 Charisma: ……….10 | 00 | 00 |x(0.8 )----| 10 mod = +0 Chakra: ………… 15 | 00 | 00 |x(1.2 )----| 18 mod = +4 Dodge Bonus: 11+2+7=20 Base Attack Bonus: 11 Attack Melee: 11+8= +19/+14/+9 Attack Ranged: 11+7= +18/+13/+8 Base Save Bonus: +5 Fort: 5+7+5(Clan)=17 Rex: 5+7=13 Will: 5+2=7 ~Skills~ Ninja Skills [Mundane] ((Modified By)): STRENGTH: +8 Athletics (Str): 8 DEXTERITY: +7 Acrobatics (Dex): 7 Escape Artist (Dex): 7 Sleight of Hand (Dex): 7 Stealth (Dex): 7+7=14 CONSTITUTION: +7 Concentration (Con): 7 INTELLIGENCE: +5 Alcshemy (Int): 5 Chakra Control (Int): 21+5=26 Craft (Int): 5 Treat Injury (Int): 5 WISDOM: +2 Awareness (Wis): 8+2=10 Read Lips (Wis): 2 Sense Motive (Wis): 4+2=6 Survival (Wis): 2 CHARISMA: +0 Diplomacy (Cha): 0 Handle Animal (Cha): 0 Innuendo (Cha): 0 Intimidate (Cha): 0 Perform (Cha): 0 Seduction (Cha): 0 Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons: Taijutsu: 30+5(Clan)=35 Ninjutsu: 30 Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: 10 Puppet Play: ~Possessions~ Money: Ryo: 110 Equipment: Two Kumosteel Aian Nakkuru 60 throwing stars 10 Senbon 1 Yellow Soldier pill Valuables
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Posted: Tue Jul 24, 2012 5:56 am
User-name: Aruil Posting: Every 1-3 days Time zone: No longer certain ~Character Data~ Name: Nara Rhaim Village: Konohagakure Otogakure Clan/Bloodline: Nara Element Affinity: Earth Age: 14 Gender: Male Rank: Genin ~Appearance~ Headband: The Oto headband is on a tan cloth with the emblem centered over his left eye. His Konoha headband is in the bottom of his backpack. Height: 5’2” Weight: 103 lbs. Hair: brown wavy mop of hair that often obstructs his headband. Eyes: Green eyes that are often hidden behind a squint from being in the sun so often. The left eye is a very faint pink where it should be white from damaged veins suffered during an ill fated run in with a doorknob. Physical Description: A fairly unremarkable boy with a heavy olive tan and a normal 14 year olds build. He has the normal scars that any child gets from horsing around with their friends outdoors all day. His fingernails and the tips of his fingers in general are a much darker complexion from the amount of dirt he finds himself in. Clothing: Standard shoes. Dark brown cargo pants held over a black long sleeve shirt, usually rolled to the elbows. A black baklava sits about his neck with the Nara clan symbol etched in green into the left cheek and brown fingerless gloves on his hands. He tends to also wear a second lighter black sleeveless shirt to add a little extra padding between himself and his two utility pouches on the back of his belt. The teen wears only the padding cloth and no kunai pouches high on his left thigh. Background: The only boy in a family with four older sisters and three younger sisters, Rhaim was constantly being punished by his father for sneaking out to explore, play and fight with his pals. Having watched his older sisters all take on the ninja occupation he was forced to prove his masculinity and surpass them, despite the fact that he is in no way exceptional or all that interested in competing with his sisters. Rhaim's academy life was more or less uneventful with a lack of instructors forcing the child to study on his own most days. Consequently he did not find much time to interact with his fellow students and developed no greater attachment to them. Despite those handicaps he still managed to graduate on his first attempt and begin his tenure as a genin. The first years of his genin life he spent mostly doing recon missions of little danger. He also acquired his first kill in that time, which he found to be much easier than he would have previously assumed. Those years with his first team have shaped his view on what a team leader should be and how a team should function. Since the onset of the civil war within the Fire Country the Nara clan has been less than stable. For reasons beyond the boy's comprehension many of the families could not come to an agreement about what the best course of action for Konoha was. What made it more confusing for the young Genin was the fact that all of the views seemed logical and well thought out. As it was though, his parents held the belief that it was not an environment that their children should grow and develop in. Thus Rhaim and his sisters found themselves in an underground movement to get the younger generation to safer lands where they could train to one day return to their homeland. Unfortunately all of the siblings went off in different directions with Rhaim only receiving instructions to follows the orders of members of the underground. Personality: A passive teen Rhaim often follows the lead of those willing to take on the extra effort of leading. He is never angered so much as confused as to why people waste his and others time with extensive lectures. With the onset of puberty he is becoming sarcastic. As is the case with most teens his desires for what kind of shinobi he wants to be has begun to grow hazy and he currently leans towards the medical field. Other: Missions: S: A: B: C: 2 D: 4 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 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 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 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 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.
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 Special: +2 to your Escape Artist roll when escaping from rope.
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
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 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 Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.
Kekkai Hojin (Barrier Encampment Method) An array of four explosive tags are jointly placed around the boundary of an area. If anyone or anything happens to walk through the boundary, the seals will instantly activate and explode, killing the imprisoned target. Cp cost: N/A Dice Rolls: 1 Roll Damage: 10 - 20 per tag, all four means 40 - 80 damage. Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu. -2 per detected bomb tag. Special: This technique requires 4 (nonconsecutive) turns to set up. You must hide each tag with a Stealth roll vs. your opponent's Awareness roll.
Tobidogu (Projectile Weapons) In order to store and use large items or various weapons, the user can unleash them by utilizing summoning scrolls. In this way, the person won't be burdened by carrying weighted artillery when going up against an opponent. Cp Cost: All numbers are per item stored. 1 [small objects, eg, kunai, shuriken] 5 [medium objects, eg. tanto, books] 15 [in between objects like katana] Dice Rolls: 1 Roll Damage: N/A
Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique) After performing a series of hand seals and raising his chakra, the ninja is buried underground using his chakra. He can then move freely inside the ground, as if he was outside, due to the chakra which "makes way" for him/her. After the ninja feels he is below his opponent, he just raises his hand and grabs his opponent's feet, then buries him underground, leaving his head on the surface. This leaves a normal Shinobi open for a powerful attack, but a powerful one can use chakra and raise himself up to the ground, preventing the attack. An experienced shinobi can also predict the attack, by sensing the opponent's chakra, so this move is really only effective on younger ninjas. Cp cost: 25 Damage: ---- Dice Rolls: 2 Reflex DC: 10 + chk modifier + 2 per 10 ranks in Ninjutsu Escape Artist DC: 12 + chk modifier {No Ninjutsu bonus} Special: Enemy is rendered immobile when victim of this jutsu.
Kagemane no Jutsu (Shadow Bind Technique) A skill that originally was used as a delaying tactic, the user is able to control an opponent's movement by connecting his shadow to theirs. The user's shadow is able to move, extend and change shape, but it must maintain the same surface area as the original. Any shadows between the user and opponent can be used to increase the total surface area, thus allowing the user's shadow to extend further than normal. The technique is also known as the Shadow Imitation Skill (Kage Shibari no Jutsu). This jutsu does not harm the ninja using it when their opponent is harmed, unless they're harmed by an outside force. Distortions to the overall shape of either the target or the Nara (if they can maintain the jutsu) can harm the other party, such as breaking an arm. Punctures to the skin however do not transfer between the Nara and the target. Cp cost: 20 (+5 per round), +1 per opponent level per round Damage: N/A Reflex DC: 1D20 + Reflex save vs. 1D20 + users Ninjutsu. Attack Turns: 2 Special: Foe's dodge bonus is 0 and cannot perform any actions until free of the jutsu. If caught: Escape attempts are done by foes 1D20 + Will save vs users 1D20 + Chakra Control
Kage Kubi Shibari no Jutsu (Shadow Neck Bind Technique) After capturing an opponent with the Shadow Imitation Technique, the user can then further extend their shadow up to the target's throat in the shape of a hand, which chokes them to death. Also, if the Shadow Imitation Technique isn't making the opponent copy their movements, this can be used to bind opponent's body in order to restrain them. Cp cost: 30 (+10 per round), +1 per opponent level per round, initial cost is only 15 if Kagemane is already in use. Damage: 25 - 40 + chk mod Reflex DC: 1D20 + Reflex save vs. 1D20 + users Ninjutsu. Attack Turns: 2 Rank: C Special: Foes dodge bonus is 0 and cannot perform any actions until free of jutsu. If caught: Escape attempts are done by foes 1D20 + Will save vs users 1D20 + Chakra Control
Medical Technique: Minor Chakra Heal By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. No broken bones can be repaired by this technique. Cp Cost: 12 per usage Dice Rolls: 2 Heals: 1 - 10 + Chakra Mod. Requirements: Medical Ninjutsu 15, Chakra Control 20 Training: Stage I: Chakra Control DC 30 Heal a wound of a lesser life form (flower, insect, tiny animal...). Stage II: Chakra Control DC 32 Increase the radius of a wound and repeat stage I. Stage III: Medical Ninjutsu DC 27 Heal a wound of a fellow human being. Special: Can only heal one target at once. Successful usage of this technique heals wounds, burns, and frostbite, and removes bleeding effects.
Genjutsu- Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique) This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great. Cp cost: 12 Dice Rolls: 2 Damage: 10 - 25 + int mod Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu Taijutsu- Dynamic Entry Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack. Cp cost: --- Dice Rolls: 2 Damage: Add 3 - 8 to Taijutsu dmg
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 head butts. 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, head spins, 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 Special: +2 to maximum damage per 5 ranks in Acrobatics when using this style. Immune to attacks of opportunity.
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 Weapons: Kunai Special: Use the formula 1D20+Weapon Skill against attackers attack score. If the Block is higher all damage from the attack is negated.Summoning Contract- ~Stats~ LV. 21 Experience: 308/1100 Hp: 336 Cp: 420 MHp: 252 >>>level up + training<<< Strength: 19 Mod: 4 Dexterity: 41 Mod: 15 Constitution: 22 Mod: 6 Intelligence: 40+1 Mod: 15 Wisdom: 14 Mod: 2 Charisma: 8 Mod: -1 Chakra: 30 Mod: 10 Dodge Bonus: 38 Base Attack Bonus: 21/16/11/6/1 Attack Melee: 25/20/15/10/5 Attack Ranged: 36/31/26/21/16 - Kunai - 38/33/28/23/18 - Shuriken - 40/35/30/25/20 Base Save Bonus: 10 Fort: 16 Rex: 25 Will: 12 ~Skills~ Ninja Skills [Mundane] ((Modified By)):Dist+Trained Acrobatics (Dex): 1 Alchemy (Int): Awareness (Wis): 1+2 Athletics (Str): 1 Chakra Control (Int): 38+3 Concentration (Con): 14 Craft (Int): 1+2 Diplomacy (Cha): Escape Artist (Dex): 3 Handle Animal (Cha): Innuendo (Cha): Intimidate (Cha): 7 Perform (Cha): Read Lips (Wis): 0+1 Seduction (Cha): 11 Sense Motive (Wis): 0+1 Sleight of Hand (Dex): 12+1 Stealth (Dex): 1 Survival (Wis): 1 Treat Injury (Int): 20 Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons (Melee): Ninja Weapons (Ranged): -Kunai: 10 -Shuriken: 24 Taijutsu: 16 Ninjutsu: 18+1 Medical Ninjutsu: 15+1 Genjutsu: 16+1 Fuuin Jutsu: 10 Sneak Attack: Puppet Play: ~Possessions~ Money: Ryo: 0 Equipment: Kunai x 9 (Tobidogu1)Kunai x 1 (Tobidogu2)Shuriken x 8 (Tobidogu2)Shuriken x 3 (Tobidogu3)Senbon x 5 (Tobidogu3)Soldier Pill x 1 (Tobidogu3)ValuablesMonkey Hair Cord x 3 (Tobidogu4)Human Hair Cord x 1 (Tobidogu4)Sewing kit (Tobidogu4)Thread x 41 (Right utility pouch)Canteen x 2 (1x Middle back of belt) (1x Connected to pack)Magen Narakumi no Jutsu Scroll (Pack)Pen (Right utility pouch)Pack (Back)Mechanical Parts x 4 (Left utility pouch)Sleeping bag (Pack)Tarp, Brown (Pack)Flint and Steel (Left utility pouch)Goggles (Right utility pouch)Rations x10 meals (Pack)Rope x 25 feet (Pack)Nara Clan scrolls (Tobidogu4)Small scroll x 5 (Left utility pouch)Medium scroll x 2 (Pack)Large scroll x 1 (Pack)Oto Bingo Book x 1 (Pack)-At home:
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