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Kenshi Uchiha [Finished]

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ken-faita

PostPosted: Mon Jul 06, 2015 8:32 am


~Character Data~


User Image
Time zone: ET
Name: Uchiha, Kenshi
Village: Konohagakure (Village Hidden in the Leaves)
Clan/Bloodline: Uchiha
Element Affinity: Katon (Fire)
Age: 15
Gender: Male
Rank: Genin
PostPosted: Mon Jul 06, 2015 8:58 am


~Appearance~



Headband: Tied around his waist, serving as a type of sash (as depicted in the picture above with a yellow cloth)
Height: 5’11'’
Weight: 165 lbs
Hair: Dark brown.
Eyes: Black eyes.
Physical Description: Kenshi is a fairly tall and lean person, like most uchihas. He has a fairly dark complexion, as well as long dark brown hair that is typically kept up.
Clothing: Kenshi usually wears a large cloak with a hood that he sometimes put up. Underneath the cloak he is often seen wearing his family's custom made clothing. This outfit is comprised of long pants with boots, a pair of gloves, and a short sleeved t-shirt. The t-shirt is comprised mostly of a grey cloth with a thick dull yellow stripe doing down the center that runs from the bottom of the shirt up to the collar. This stripe is also on the sleeves of his t-shirt, running up the center the full length of the sleeves. His pants are the sam color with a single stripe of yellow running around his legs at the knee, and yellow trim at side of his two front pockets. His dull yellow sash (in which his headband is woven) also serves as the anchor point for his katana, where it is tied around the sheath on the right side of his body, making it readily accessible. Kenshi's clothes are woven with a dense flak jacket like material that offers some minor protection to projectile and sharp objects, while still allowing him to retain good mobility.

ken-faita


ken-faita

PostPosted: Mon Jul 06, 2015 8:59 am


~ Background ~


Personality: Kenshi has a very strong personality. He is often polite, and not very quick to judge or insult someone, however He is not one to smile regularly and make jokes. He is very focused and wants to get a task done. He enjoys training, and does like to have friends, but will often be the quiet removed type in most social situations. Above all else, Kenshi is extraordinarily loyal and is the first person to try and protect or defend someone. He very quickly forms bonds, and is often a trusting person.

History:
Academy Years:
Kenshi was a very strong student in the academy. He was not the number one student in his class, but he definitely stood as one of the best. Being of the uchiha clan he was very often watched by his teachers for his progression and very quickly showed huge skills in training with katana's and ninjutsu. Kenshi awakened his sharingan towards the end of his time at the academy and it only continued to serve his training. Kenshi was soon passed from the academy and granted the status of genin.





Genin Years:
Kenshi has only been a genin for a few weeks, but he has already been assigned to a squad and is now ready to continue learning and growing so that he can become a great shinobi and serve his village.

PostPosted: Mon Jul 06, 2015 9:03 am


~Stats~


LV. 5
Experience: 92/ 350
Hp: [10 + constitution modifier] x level = ( 10 + -1 ) x 5 = 45
Cp: [10 + chakra modifier] x level = ( 10 + 1 ) x 5 = 55
MHp: [10 + wisdom modifier] x level = ( 10 + -2 ) x 5 = 40

Stat cap: [Level +20] = 25

Attribute: ...... Distribute | Training | Level | Limits and Abilities | Total


Strength: .........10| 00 | 00 | ---- | 10 mod = 0
Dexterity: ........10 | 00 | 00 | ------- | 10 mod =0
Constitution: ....8 | 00 | 00 | -20% | 7 mod = -1
Intelligence: .....7 | 00 | 00 | ---- | 7 mod = -1
Wisdom: ...........6 | 00 | 00 | ------- | 6 mod = -2
Charisma: .........6 | 00 | 00 | ------ | 6 mod = -2
Chakra: ............10 | 00 | 00 | +20% | 12 mod = 1


Dodge: [level + dex mod + wis mod] =(5 + 2 + -2) = 5

Number of attacks: 5
Base Attack Bonus: [level] = 5
Attack Melee: [str mod + bab] = 0+5 = 5
Attack Ranged: [dex mod + bab] = 0 + 5 = 5

Base Save Bonus: [level/2] = 2
Fort: [con mod + bsb] = -1 + 2 = 1
Rex: [dex mod + bsb] = 0 + 2 = 2
Will: [wis mod + bsb] = -2 + 2 = 0

~Skills~


Skill cap: [Level + 20] = 25

Skill: (Mod) | Distribute | Rewards | Level |Total

Strength modifier: 0

Athletics: ..................(Str) | 05 | 00 | 00 | 05

Dexterity modifier: 0

Acrobatics: ..............(Dex) | 05 | 00 | 00 | 05
Escape Artist: ..........(Dex) | 05 | 00 | 00 | 05
Stealth: ...................(Dex) | 05 | 00 | 00 | 05
Sleight of Hand: .......(Dex) | 00 | 00 | 00 | 00

Constitution modifier: 0

Concentration: .........(Con) | 05 | 00 | 00 | 5

Intelligence modifier: 0

Alchemy: ...................(Int) | 00 | 00 | 00 | 00
Chakra Control: .........(Int) | 05 | 00 | 00 | 05
Craft: ........................(Int) | 00 | 00 | 00 | 00
Treat Injury: .............(Int) | 00 | 00 | 00 | 00

Wisdom modifier: -2

Awareness: ..............(Wis) | 05 | 00 | 00 | 03
Read Lips: ................(Wis) | 00 | 00 | 00 | -2
Sense Motive: ...........(Wis) | 00 | 00 | 00 | -2
Survival: ...................(Wis) | 02 | 00 | 00 | 00

Charisma modifier: -2

Diplomacy: ...............(Cha) | 00 | 00 | 00 | -2
Handle Animal: .........(Cha) | 00 | 00 | 00 | -2
Intimidate: ...............(Cha) | 00 | 00 | 00 | -2
Innuendo: ................(Cha) | 00 | 00 | 00 | -2
Perform: ...................(Cha) | 00 | 00 | 00 | -2
Seduction: ................(Cha) | 00 | 00 | 00 | -2

Ninja Skills [Combat]:

Sharingan: ...............(---) | 03 | 00 | 00 | 03
Taijutsu: ...................(---) | 05 | 00 | 00 | 05
Ninjutsu (Katon): .....(---) | 03 | 00 | 00 | 03
Ninjutsu (Shape): ....(---) | 02 | 00 | 00 | 02
Genjutsu: .................(---) | 02 | 00 | 00 | 02
Fuuin Jutsu: ..............(---) | 00 | 00 | 00 | 00
Sneak Attack: ...........(---) | 00 | 00 | 00 | 00
Puppet Play: .............(---) | 00 | 00 | 00 | 00
Weapons (Katana): ...(---) | 05 | 00 | 00 | 05
Weapons (Shuriken): (---) | 02| 00 | 00 | 02
Weapons (Fuuma Shuriken): .......(---) | 01 | 00 | 00 | 01

ken-faita


ken-faita

PostPosted: Mon Jul 06, 2015 9:04 am


~Skills and Limits~


Limits :


Rikudō Sennin Seishou (Spirit of the Sage of the Six Paths)

The Uchiha clan descends from Indra, the elder of the two sons of the Sage of the Six Paths. Indra inherited the Sage's "eyes", powerful chakra and spiritual energies, the Senju having inherited his body. This boon grants them very powerful chakra, at the cost, however, of the sturdiness and physical energy that was bestowed upon their rival clan.
Rank: Limit
Dice Rolls: Passive
Effect:
*Increase Chakra by 20%.
*Decrease Constitution by 20%.

Sharingan (Copy Wheel Eye)

The Sharingan's abilities consist of two parts: the "Eye of Insight" (Dōsatsugan) and the "Eye of Hypnotism" (Saimingan). The first of the Sharingan's powers is being able to see chakra flow, giving colour to chakra and allowing the wielder to differentiate them, making its users more apt at telling if a person is under a genjutsu. The Sharingan's second-most prominent ability grants the user an incredible clarity of perception, allowing them to easily recognise genjutsu and different forms of chakra, though not to the same extent as the Byakugan. This also allows the user to pick up on subtle details, enabling them to read lip movements or mimic with great precision another person's movements. As the Sharingan evolves, gaining more tomoe, this ability extends to being able to track fast-moving objects before finally giving some amount of predictive capabilities to the user, allowing them to see the image of an attacker's next move from the slightest muscle tension in their body and counter-attack or dodge without any wasted movement. The Sharingan's third and most well-known ability is that it grants the user the ability to copy almost any technique that he or she witnesses, apart from other kekkei genkai techniques. The user can memorise ninjutsu, genjutsu, and taijutsu with near-perfect accuracy, allowing the user to use the techniques as their own.
Rank: Limit
Dice Rolls: Passive
Effect:
*Allows the user to develop the various levels of the Sharingan as they meet the requirements.

Skills :


D-Rank

Sharingan : Single Tomoe

The embryonic form of the Sharingan, the single tomoe allows the user to access the basic abilities of the doujutsu, mostly granting the user the ability to see people's chakra systems and to follow movement with greater precision.
Rank: D
Dice Rolls: Ability
Cp Cost: 1cp per turn
Requirements: Uchiha Clan, Level 5
Training: n/a
Effect:
*Allows the user to trigger the Sharingan and gives them the Sharingan skill to develop.
*User can see when someone is under the effect of genjutsu and can see through clones (other than shadow clones).
*Add [Sharingan / 3] to Read Lips and Awareness checks for following movement.
PostPosted: Mon Jul 06, 2015 9:07 am


~Jutsus and Abilities~


Abilities


Ninjutsu:

E-Rank :

Bunshin no Jutsu (Clone Technique)
User Image
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)
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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)
User Image
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)
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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)
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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.

D-Rank:



C-Rank:


B-Rank:


A-Rank:




Taijutsu:


E-Rank


Uke (Blocking)
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Blocking is the most basic defensive maneuver a shinobi can learn. Aimed at preventing an attack from reaching its target, a block is basically a blow against a blow, applying the basic principle that two equal forces going in opposite directions will offset each other. Unless very specific skills have been learned, hands will not prove very helpful in blocking weapon attacks.
Attack Turns: 1 (Reaction)
Cp Cost: n/a
Damage: n/a
Special:
*Roll 1d20 + [Base Attack Bonus / 2] + Strength Modifier + 2 per 10 in Weapon Skill. If block check beats the attack roll, the attack was succesfully blocked and causes no damage. If failed, blocker takes full attack damage.
*Bare hands can only be used to deflect taijutsu attacks.

Kabaiitate (Cover)
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The action of covering someone is made to protect more vulnerable targets in order to prevent that harm be done to them. Any person wishing to attack the protected target will have to “go through” the person covering them, something that can be quite a challenge depending on who they have to deal with.
Attack Turns: 1 per action (reaction)
Cp Cost: n/a
Damage: n/a
Special:
*The action of moving to cover someone or moving into cover requires one attack turn to perform.
*Protector can use cover actions while providing cover.
*As a cover action, user can block or defend attacks aimed at the person behind them as though they were aimed at them.
*As a cover action, if protector’s dodge or reflex beats incoming attack score, they can take damage for the protected person.
*As a cover action, if protector’s dodge or reflex beats incoming attack by 10, they can move the protected person out of the way and dodge the attack themselves.
*Cover is broken as soon as an offensive maneuver that requires that the protector move from his spot is initiated (melee attacks, any jutsu requiring movement).
*Only 1 person may be covered at a time, although many people may provde cover for a single individual.

Kanshou (Intervention)
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If an attack is launched against a target that a shinobi wishes to protect, they can try to wedge themselves between the attacker and its target either to attempt to block the attack, take damage for them or to push them clear out of its way.
Attack Turns: 1 per action (reaction)
Cp Cost: n/a
Damage: n/a
Special:
*If protector’s dodge or reflex beats incoming attack by 10, they can take damage for the protected person.
*If protector’s dodge or reflex beats incoming attack by 15, they can attempt to block or defend from the attack.
*If protector’s dodge or reflex beats incoming attack by 20, they can move the protected person out of the way and dodge the attack themselves.
*After an intervention attempt, successful or not, target will be put under the user’s cover until it is broken.

Kumiuchi (Grappling)
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Grabbing an opponent in combat is a basic taijutsu technique aimed at holding an opponent in place rather than causing to damage to them directly. Getting close to an opponent, the person intending to restrain the other must find a way to get his hands on them and lock them in place to prevent any movement. This allows the victim to be used as a human shield or facilitates any partner's attempts at attacking them. In order for the victim to break free, they must either find a way to wiggle free from the user's hold or overpower them to break it.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Escape Artist DC: d20 + Strength Modifier + 2 per 10 in Taijutsu
Special:
*Grapple is initiated like any other melee attack but does not cause damage.
*Immediately following a succesful grapple attack and at the beginning of any round that the hold is maintained, user and defender must roll a Grapple check of d20 + Strength Modifier + 2 per 10 in Taijutsu to see if the grapple is maintained or broken (higher score wins).
*While grappled, victim rolls a free grapple check (d20 + Strength Modifier + 2 per 10 in Taijutsu) per round against the grappler's grapple check to attempt to break free from the hold, and may use their attack turns to attempt Escape Artist checks against the Grapple check to break free.
*While grappling or grappled, victim and grappler lose the benefit of their Dexterity to their dodge rating and may not attack other people, block, or use techniques that require more than 1 attack turn (dice roll).
*While grappling, grappler can use attack turns to either attempt taijutsu or small weapon attacks against the grappled target, attempt to disarm them, or attempt to wrestle them to the ground, negating their wisdom modifier to their dodge rating until they break free or until the grappler attempts another grapple action.
*While grappled, defender may attempt taijutsu attacks against the grappler but suffers a [4 + 1 per 10 in grappler's taijutsu skill] penalty to attack score.
*Any failed attack against the grappler or the grappled target has a 50% chance to hit the other party to the grapple.

Imashimeru (Binding)
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Using rope to immobilize and restrain an opponent is a basic maneuver often used by shinobi for various purposes.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Escape Artist DC: d20 + Sleight of Hand + Str Mod
Special:
*Can only be used against an immobilized or grappled opponents.
*User must use this technique for (5 - 1 per 15 in Sleight of Hand) continuous attack turns to succesfully rope up an opponent.

Youdou (Feint)
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A combat application of masking your true intention, a shinobi can perform a feint in combat intended to mislead an opponent. The user fakes an attack in one direction to force a reaction from the opponent by telegraphing false information through body language and then uses the confusion to strike from another direction. If done successfully, this technique can leave an opponent wide open for an attack, greatly reducing chances of dodging. One of the weaknesses of this technique comes form its dependance on the opponent's ability to read the user's movements, making it less effective against targets that have different body types or limited intelligence.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Sense Motive DC: d20 + Innuendo + Charisma Modifier
Special:
*Roll an Innuendo check (1d20 + Innuendo + Charisma Modifier) against an opponent's Sense Motive check (1d20 + Sense Motive + Wisdom Modifier). If Innuendo check beats enemie's sense motive check, user's next melee attack that only requires one attack turn is considered a sneak attack and gains all bonuses accordingly.
*-4 penalty to Innuendo check against non humanoid creatures. -8 penalty against creatures of animal intelligence. Impossible against creatures devoid of intelligence.


D-Rank

C-Rank

ken-faita


ken-faita

PostPosted: Mon Jul 06, 2015 9:08 am


~ Summoning Contract ~


~Nature of Contract~




Name of the contract: N/A (For now)
PostPosted: Mon Jul 06, 2015 9:09 am


~ Weapons ~


Katana
The 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.

~ Possessions ~



Money:

Ryo: 30,000

Equipment:

Clothes
Shuriken x10
Katana
Flashbang x10
Shuriken x10
Scrolls 2x
Fuuma Shuriken 2x (in scroll)


Valuables

None

ken-faita

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