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Posted: Sun Jul 12, 2015 5:16 pm
~Character Data~
Time zone: Eastern Standard Time Name: Henka, Haruhi Village: Konohagakure (Village Hidden in the Leaves) Clan/Bloodline: Henka Element Affinity: Doton (Earth), Raiton (Lightning) Age: 15 Gender: Male Rank: Genin
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Posted: Sun Jul 12, 2015 5:29 pm
~Appearance~
Headband: His headband is on his upper left arm, but he also has the leaf insignia on the back of his gloves. Height: 5’7'’ Weight: 125 lbs Hair: Darkish Green (original is Black) Eyes: Blue eyes. Physical Description: Haruhi is what you'd call a pretty boy although he doesn't mean to be, it's just his style. He often gets confused for as girl due to his slender body. Under his clothes he's actually pretty lean and well muscled. He's more flexible than strong, which he shows in his fighting style. His skin is pretty resistant to tanning despite the fact that he spends most of his time in the sun. Clothing: Look at the picture above. Same outfit, headphones and all.
~ Background ~
Personality: Haruhi is a pretty laid back person most the time. He's a smooth talker and is kind of vain. He sometimes uses that to his advantage, he keeps it within limits, like getting an extra bean bun with his meal every now and then. He is stubborn and isn't afraid to say what's on his mind whether you like it or not. He's blunt but he knows how to be sly and playful with words when he needs to. If he's blunt with you and doesn't hold anything back, it means he likes you (in a friendly way). He's loyal almost to a fault and sometimes he goes overboard when it comes to missions or dispatching his version of "Justice." But if you manage to become a close friend he'll 100% die for you if it meant saving your life. He refuses to fight a girl unless he knows they can kick his a**. He has a strong sense of moral duty to uphold women's honor, which needless to say got him in quite a few fights with the local drunks. History: Academy Years: Haruhi made sure to keep a low profile while he was in the academy, due to his clan's unusual nature and abilities. When he first went into the academy his father handed him a katana, a family heirloom he said. Haruhi made sure to keep the katana in the safest place he knew. The academy itself was like a fortress with all the higher shinobi around teaching students, so he left his katana in a loose board he one day stumbled upon. His true passion was the Kyodai Sensu. He just loved the way it moved, almost like the person fighting with it was dancing. He liked delicate and odd things which drew more attention to him than he had intended. It didn't help that he occasionally meow'd for no reason. He was finally able to graduate in the middle of his class, like an average shinobi.
Genin Years: Haruhi's Genin years are just starting but so far he's enjoyed being a genin. He's very eager to prove he has what it takes to be a shinobi. Willing to kill if need be, then again he has always had a strange urge for the taste of blood.
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Posted: Sun Jul 12, 2015 5:46 pm
~Stats~
LV. 5 Experience: 0/ 350 Hp: [10 + constitution modifier] x level = ( 10 + -1 ) x 5 = 45 Cp: [10 + chakra modifier] x level = ( 10 + -1 ) x 5 = 45 MHp: [10 + wisdom modifier] x level = ( 10 + -1 ) x 5 = 45
Stat cap: [Level +20] = 25
Attribute: ...... Distribute | Training | Level | Limits and Abilities | Total
Strength: .........8 | 00 | 00 | ---- | 8 mod = -1 Dexterity: ........8 | 00 | 00 | ------- | 8 mod = -1 Constitution: ....8 | 00 | 00 | ---- | 8 mod = -1 Intelligence: .....8 | 00 | 00 | ---- | 8 mod = -1 Wisdom: ...........8 | 00 | 00 | ------- | 8 mod = -1 Charisma: .........9 | 00 | 00 | ------ | 9 mod = -1 Chakra: ............8 | 00 | 00 | ---- | 8 mod = -1
Dodge: [level + dex mod + wis mod] =(5 + -1+ -1) = 3
Number of attacks: 1 Base Attack Bonus: [level] = 5 Attack Melee: [str mod + bab] = -1+5 = 4 Attack Ranged: [dex mod + bab] = -1+ 5 = 4
Base Save Bonus: [level/2] = 2 Fort: [con mod + bsb] = -1 + 2 = 1 Rex: [dex mod + bsb] = -1+ 2 = 1 Will: [wis mod + bsb] = -1+ 2 = 1
~Skills~
Skill cap: [Level + 20] = 25
Skill: (Mod) | Distribute | Rewards | Level |Total
Strength modifier: -1
Athletics: ..................(Str) | 02 | 00 | 00 | 02
Dexterity modifier: -1
Acrobatics: ..............(Dex) | 05 | 00 | 00 | 05 Escape Artist: ..........(Dex) | 05 | 00 | 00 | 05 Stealth: ...................(Dex) | 05 | 00 | 00 | 05 Sleight of Hand: .......(Dex) | 02 | 00 | 00 | 02
Constitution modifier: -1
Concentration: .........(Con) | 00 | 00 | 00 | 00
Intelligence modifier: -1
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: -1
Awareness: ..............(Wis) | 05 | 00 | 00 | 05 Read Lips: ................(Wis) | 00 | 00 | 00 | 00 Sense Motive: ...........(Wis) | 02 | 00 | 00 | 02 Survival: ...................(Wis) | 03 | 00 | 00 | 03
Charisma modifier: -1 Diplomacy: ...............(Cha) | 04 | 00 | 00 | 04 Handle Animal: .........(Cha) | 04 | 00 | 00 | 04 Intimidate: ...............(Cha) | 00 | 00 | 00 | 00 Innuendo: ................(Cha) | 00 | 00 | 00 | 00 Perform: ...................(Cha) | 00 | 00 | 00 | 00 Seduction: ................(Cha) | 02 | 00 | 00 | 02
Ninja Skills [Combat]:
Taijutsu: ...................(---) | 03 | 00 | 00 | 03 Ninjutsu: ..................(Shape) | 02 | 00 | 00 | 02 Ninjutsu: ..................(Doton) | 03 | 00 | 00 | 03 Ninjutsu: ..................(Raiton) | 00 | 00 | 00 | 00 Genjutsu: .................(---) | 00 | 00 | 00 | 00 Fuuin Jutsu: ..............(---) | 00 | 00 | 00 | 00 Sneak Attack: ...........(---) | 00 | 00 | 00 | 00 Puppet Play: .............(---) | 00 | 00 | 00 | 00 Weapons (Katana): ...(---) | 02 | 00 | 00 | 02 Weapons (Kyodai Sensu): .......(---) | 04 | 00 | 00 | 04 Weapons (Senbon): (---) | 02 | 00 | 00 | 02
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Posted: Mon Jul 13, 2015 4:29 pm
~Skills and Limits~
Limits :
The Henka clan's 3 Stage transformation. There are 3 stages in the transformation.
1st stage- Small transformation (animal ears or tails. Hybrid animal) with small skill boost (see species boost what animal gets which boost).
Name: 1st Stage - Kihongenri Description:Grants the anima a small boost in ability and skill. Comes with animal ears, tails, or other minor body parts. Cp Cost: 8 per post Damage:none Requirements:Anima must be level 5 and genin. Training: 2 stages Stage I: Chakra Control (DC 20) - Controling the chakra to wake up the genes for the stage and taking form. Stage II: Acrobatics (dc 20) - Maintain balance and using various acrobatic techniques while using the Kihongenri form. Special: +2 mod in the responding skill and ability. (or +3 if there is no ability with the animal) Owner: Branch Heads and various elders.
2nd Stage- 'Werewolf' stage where person is exactly half and half with their animal with a slightly larger skill boost.
Name:2nd Stage - Chuukyuu Description:Werewolf stage where anima is half animal, half beast. Cp Cost:25 per post Damage: none Requirements: Chakra Control 20, Acrobatics 30 and Athletics 15. Anima must be level 10 and chuunin. Training: 3 stages Stage I: chakra control - DC 30: Enabling the second stage, the user must practice on how to keep shape of the second stage. Stage II: d20 + dex mod = 18 DC: Being able to keep the form of chuukyuu, the user must learn how to handle Ranged fighting at high speeds. Upon running in the set path, there are multiple targets the Henka must throw ranged weapons at. Stage III:Acrobatics DC 30: While in the Chuukyuu form, the user must use acrobatic maneuvers to around its surroundings to get used to the new form. Stage IV Athletics DC 15 While in Chuukyuu form, the user must maintain top speed while running in a course. Special:+6 mod in the responding skill and ability. (or +8 if there is no ability with the animal) owner:Branch Heads and various elders.
3rd stage- Full transformation. It's a painful process that takes a lot of chakra, but unlike henge, the nin is the animal in the flesh and blood. Greater skill boost.
Name:Final Stage - Kyuukyou Description:Grants the anima a larger boost in skill, and allows for animal transformation. Cp Cost: 100 + 10 for every post. Damage: none Requirements: Chakra Control 40, Acrobatics 40, Athletics 30 and Taijutsu 35. Anima must be level 25 and jounin. Training: 5 stages. Stage I: d20+ con mod = dc 25: While transforming, the user must bear through the intense pain while transforming. Stage II: Chakra Control 50: Must maintain the kyuukyou stage by controlling his or her chakra Stage III:Acrobatics 50: Use advanced acrobatic maneuvers while in the beast form. Stage IV: Athletics 40:Maintain extreme speed on the set course. Stage V: Taijutsu 50: While in Kyuukyou form, fight tooth and claw against the training dummies. Special:+10 mod in the responding skill and ability. (or +14 if there is no ability with the animal) Because of the painful transformation, it takes 1/6 of your health to transform to animal, and another 1/6 to turn back. owner:Branch Heads and various elders
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Posted: Mon Jul 13, 2015 4:31 pm
~Jutsus and Abilities~
Abilities
Ninjutsu:
E-Rank :
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.
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] for basic tags, [10-20] + (Fuinjutsu / 2) + 2 per 10 in crafting for custom made tags. Reflex DC: 8 + chk mod + 2 per 10 ranks in Fuinjutsu Requirements: Learn in the academy. Chakra Control 2. Special: *Tags can be applied to a target after a succesful touch attacks (negates armor bonus) or after a projectile attack that either connected or missed by less than 5, taking all bonuses into consideration. *An explosive tag detonating directly on a target cannot be "dodged" or "resisted" in any way. *Target who was applied a tag must spend one attack turn per tag he wishes to remove to get rid of them. *Any individual (including the one who applied the tag) who is within melee range at the time of detonation (did not take an attack turn to move away while engaged in melee combat with the target) must pass Reflex DC or be caught in the blast.
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.
D-Rank:
C-Rank:
B-Rank:
A-Rank:
Taijutsu:
E-Rank
Uke (Blocking)
 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)
 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)
 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)
 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)
 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)
 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
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Posted: Mon Jul 13, 2015 5:00 pm
~ 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.
Kyodai Sensu "Temari's Tessen" A gigantic folding fan which can be used for offensive and defensive techniques. The fan is very useful in manipulating and projecting the air around the user. Damage: 6 - 16 + 1.5x str. mod. Range: Melee and Ranged. Special: +4 to Dodge Bonus and Reflex Save. +4 to blocking checks. Dual Wield: No.
~ Possessions ~
Money:
Ryo: 0
Equipment:
Clothes Senbon x20 Katana (In his hiding spot at the academy) Kyodai Sensu Flashbang x5
Valuables
Kyodai Sensu
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