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Posted: Sun May 11, 2008 9:53 pm
User-name: Rin Kairiu Posting: Everyday... sevral times... Time zone: Pacific time ~Character Data~ Name: Anlu Henka Village: Takigakure Clan/Bloodline: Henka Element Affinity: Earth/Fire Age: 13 Gender: Female Rank: Chunin (Academy Teacher) ~Appearance~  Headband: Black, around forhead Height: 4'8 Weight: 95lb Hair: Short, boyish cut, thick curls, chestnut brown with blond highlights. Eyes: Light, caremel brown. Physical Description: Surprisingly small and thin for her height, she is not what she appears to be. Normal colored skin, slightly tanned, freckles are speckled across her face and forearms. Just now starting to gain more 'womanly' parts as she is now a teenager. Clothing: Likes to wear a lot of green, from her forest green pants, to her olive green shirt. Then she has her black shoes and fingerless gloves. Background: Not sure where she was born, Anlu barely has any memory of where she grew up, or who with. All there was wwas blurs of green and the smell of forests. Because of that, she loves the color green. Wandering around at the age of eleven, she found herself unpon Taki which was rebuilding itself. There she was taken in and trained. Personality: Very child-like though she can be an excellent actor. She likes to pretend being someone she's not and usually demonstraights that by transforming herself into someone she know's or someone she made up. She's always been uneasy about being so young, but still a chunin... for some reason it rubs her the wrong way... She doesn't like being different from those in her age group. Other: She still likes to sleep with her stuffed teddy bear. Missions: S: A: B: C: D: Jutsu: Ninjutsu- 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: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created. *The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit. The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod. 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 Requirements: Learn in the Academy. Training days: Academy time. Chakra control check DC: 10 Special: Add chakra mod to your Disguise check. 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. 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. 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 Damage: N/A Requirements: Learn in the Academy. Training days: Academy time. Special: Roll an escape artist skill check when using this. Add your chakra mod to the check. 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 effective on younger ninjas, such as Genins or Chuunins. Cp cost: 6 Damage: N/A Requirements: Genin or higher rank. Must be trained to learn the jutsu, ie. you cannot learn it yourself. Training days: 5 days, 3 days with Earth Affinity Special: If caught, the Escape Artist DC is 50. Jutsu Name: 1st Stage - Kihongenri Description of Jutsu: Grants the anima a small boost in abilty and skill. Comes with animal ears, tails, or other minor body parts. Cp Cost: 25 Damage: None Requirements: Anima must be level 5 and genin. Training: With the branch leader or elder (who has mastered this level) for 8 days. 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. Jutsu Name: 2nd Stage - Chuukyuu Description of Jutsu: Werewolf stage where anima is half animal, half beast. Cp Cost: 50 + 5 for every two posts. Damage: None Requirements: Anima must be level 10 and chuunin. Training: With the branch leader or elder (who has mastered this level) for 15 days. 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. 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 bones can be repaired by this technique.] Cp Cost: 10 per round Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal. Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12) Training: 8 days Genjutsu- Genjutsu Kai: Release The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. Cp: 10 Damage: N/A Requirements: Chakra Control 10 Training: 5 days Special: Add chakra mod to Will Save Taijutsu- Goken (Strong Fist) Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage. Damage: Increases normal taijutsu damage to 5-12 Requirements: Taijutsu 20 ranks. Training days: Must keep training all the time. Summoning Contract- Kuchiyose no Jutsu (Summoning Technique) This Jutsu, using a contract, Seal, and the user's blood, binds an animal to the user. The type of animal is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the animal can be summoned to perform a task or help the user in battle. The summon usually is subservient to the summoner. However, the more powerful summons, for instance Gamabunta, or Manda, demand respect and loyalty from their summoners. Manda even demands hundreds of live human sacrifices. Other types of summonings include even powerful objects, such as the Rashōmon gates. Cp cost: 50 Cp per rank. Example: Gamabunta would cost 200 chakra points while a small frog would cost 50 [There are four ranks. For more information check the Summonings Thread] Damage: Depending on summon's power. Requeriments: Chakra 30+ Training days: Depends on the quest. Clan In Game Stats- 1st Stage- +2 mod to the responding abilty and skill. If no skill (horses and armor) then +3 to abilty. 2nd Stage- +6 mod to responding ability and skill. If no skill, then +8 to ability. 3rd Stage- -1/6 Hp [always round up [I did say it was painful] +10 mod to responding ability and skill. If no skill, +14 to responding ability. ~Stats~ LV. 10 Experience: 0/200 Hp: 150 Cp: 70 MHp: 140 Strength: 10+11+0= 21 | mod = 5 Dexterity: 10+9+0= 19 | mod = 4 Constitution: 10+11+0= 21 | mod = 5 Intelligence: 10+9+0= 19 | mod = 4 Wisdom: 10+9+0= 19 | mod = 4 Charisma: 10+9+0= 19 | mod = 4 Chakra: 10+10+0= 20 | mod = 5 Dodge Bonus: 18 Base Attack Bonus: 10 Attack Melee: 15 Attack Ranged: 24 Base Save Bonus: 5 Fort: 10 Rex: 9 Will: 9 Damage: 8-13 ~Skills~ Swim: 5+0+0= 5 (Str) Balance: 4+0+0= 4 (Dex) Escape Artist: 4+0+0= 4 (Dex) Hide: 4+0+0= 4 (Dex) Move Silently: 4+0+0= 4 (Dex) Sleight of Hand: 4+0+0= 4 (Dex) Tumble: 4+0+0= 4 (Dex) Use Rope: 4+0+0= 4 (Dex) Concentration: 5+2+0= 7 (Con) Chakra Control: 4+8+0= 12 (Int) Craft: 4+0+0= 4 (Int) Disable Device: 4+0+0= 4 (Int) Forgery: 4+0+0= 4 (Int) Knowledge: 4+1+0= 5 (Int) Repair: 4+0+0= 4 (Int) Research: (4+0+0= 4 Int) Search: 4+0+0= 4 (Int) Alchemy: 4+0+0= 4 (Wis) Listen: 4+0+0= 4 (Wis) Read Lips: 4+0+0= 4 (Wis) Sense Motive: 4+2+0= 6 (Wis) Spot: 4+0+0= 4 (Wis) Survival: 4+0+0= 4 (Wis) Treat Injury: 4+6+0= 10 (Wis) Bluff: 4+0+0= 4 (Cha) Diplomacy: 4+0+0= 4 (Cha) Disguise: 4+20+0= 24 (Cha) Gather Information: 4+0+0= 4 (Cha) Handle Animal: 4+0+0= 4 (Cha) Intimidate: 4+0+0= 4 (Cha) Innuendo: 4+0+0= 4 (Cha) Perform: 4+0+0= 4 (Cha) Seduction: 4+0+0= 4 (Cha) Ninjutsu: 5+0+0= 5 (Chk) Genjutsu: 4+0+0= 4 (Int) Taijutsu: 5+15+0= 20 (Str) Fuuin Jutsu: 4+0+0= 4 (Int) Kawarimi: 0+0+0=0 Kunai: 0+0+0=0 Shuriken: 0+0+0=0 Ninja Weapons: 0+0+0=0 Sneak Attack: 0+0+0=0 ~Possessions~ Money: Ryo: Equipment: Summoning Scroll 10 Shuriken 5 Kunai Valuables: Her worn out teddy bear.
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Posted: Fri May 16, 2008 10:51 pm
Nakamura's Wolven Companions ((The description is so big, that they can't fit in Nakamura's Profile itself, so I'm making them thier own individual space))
~Pet Data~
Name: Zenjin Species: Arctic Ice Wolf Size: Medium to Large Element Affinity: Ice Age: 426 Gender: Male
~Appearance~
Height: 4'11 Weight: 120lbs Fur: White with blue highlights all throughout his fur Eyes: Gold Physical Description: Zenjin is on the left, Hyousetsu is on the right. http://www.collectiblestoday.com/ct/product/prdid-48279.jsp?_Bradford+Wolf/_prod/_/_/_60/_/_/_Y&endeca=true&abbr=brad#
Background: **See Nakamura's History for Details** Personality: Zenjin has taken on the role of the Guardian. When one looks upon Zenjin, he doesn't seem all that aggressive. He only fights if he has to protect Nakamura or if she calls for his aid. He is always watching over Nakamura, keeping her safe if he thinks there is danger nearby and is almost always by her side. Other: Zenjin is the Alpha Male of the Arctic Ice Wolves; having become the strongest of them all; are defined by the visible misty aura that radiates from thier paws up to their bodies. They are completely intangible to those they don't trust, making physical attacks upon them impossible. The only one that is able to contact them is Nakamura. With this ability, it gives the Arctic Ice Wolves the ability to use any jutsu they know without meeting the environmental status by adding half of the Chakra Cost to summon the elements from the Etherial Plane. The Etherial Plane, is where the Arctic Ice Wolves are summoned from, and thus is the sole reason for Nakamura's affinity for her Transporting Mist Jutsu. Zenjin knows more than he lets on about Nakamura and her past. Secrets, that not even she knows about. Zenjin, is able to track chakra. His sence of smell is keen enough to pin point chakra. He can not track blood or other sences with the exception of tracking Nakamura. All three wolves are able to take on a temporary possession of Nakamura if their will is strong enough. A sign of a possession would be that Nakamura's voice will become that of her wolf's if they could speak in human form, as well as her eyes changing to the designated wolf's eye color. Zenjin's will can be overpowering enough to force Nakamura's Kekkai Genkai into a fritz, forcing watery wings to appear on her back. They are mostly for display, but are able to protect her back from Fire jutsu. The wings dissappear inside of her body from her shoulderblades the moment she gets hold of her body.
Missions:
S: A: B: C: D:
Jutsu: Any and all of Nakamura's Jutsu.
Ninjutsu- Hyoton: Ikkaku Hakugei (Ice Release: One-Horned White Whale) The user creates a large one-horned whale that is shot at the opponent. Cp cost: 240 Damage: 100 - 300 + chakra mod Requeriments: Chakra Control 140, Ninjutsu 120, Must be from Land of Ice or any Ice Clan Training days: 20 days
Hyoton: Kokuryubo Fusetsu (Ice Release: Black Dragon Outburst Snowstorm) The user creates a black dragon stream with red eyes that is sent towards the opponent. Cp cost: 250 Damage: 200 - 500 + chk mod Requeriments: Chakra Control 190, Ninjutsu 150.Must be from Land of Ice or any Ice Clan Training days: 25 days
Hyoton: Tsubame Fubuki (Ice Release: Swallow Snow Storm) The user launches a bunch of ice needles that are in the shape of mini-swallows. These needles can change direction in the air. Cp cost: 15 CP per needle Damage: 10 - 25 per hit Requirements: Must be from Land of Snow OR any ice clan, Hyoton kekkai genkai, Chakra Control 70 Training days: 10 days. Special: Add +25 to your attack roll.
Hyoton: Haryu Muuko (Ice Release: Piercing Dragon Fierce Tiger) The user creates a large tiger out of nearby ice. Due to being so cold, it can freeze nearby water around it while attacking its target. Cp cost: 200 CP Damage: 100 – 300 + chakra mod Requirements: Hyoton bloodline/be from Yukigakure, Chakra Control 60+, Chakra 40+ Training days: 20 days. Special: Freezes all nearby water sources for 2 minutes aka 20 turns
Hyoton: Roga Nadare no Jutsu (Ice Release: Wolf Fang Avalanche Technique) The user creates an avalanche of snow wolves that run towards the opponent. The wolf attack like wild animals dealing damage with their bites. Cp cost: 40 + 5 per wolf Damage: 10 - 25 + chk mod per wolf Requeriments: Must be from Land of Snow or from Ice speciality clan, Chakra 30+, You can make any number up to 1 per 5 points in chakra control Training days: 17 days.
Hari Jizo (Needle Guardian) The user causes their long, spiky hair to wrap around him and harden, in a manner similar to a hedgehog's or porcupine's quills, defending against any physical attacks. This is effective as a method for forcing someone away, or stopping a powerful strike. Cp cost: 20 Damage: 15 - 25 + chakra mod. Can be used as a form of defense. Requirements: Long hair Training days: 12 days. Special: *This jutsu can be used to counter taijutsu at the expense of all attack turns for the users next turn. *If the attack DC of the incoming Taijutsu attack is less than the Ninjutsu DC of this jutsu then the attack is nullified. If it is greater than the Ninjutsu DC by 10 points, the defender suffers 1/3 the damage and the attacker only suffers half the damage from the barrier.
Genjutsu Wolven Destruction This jutsu is much like the Temporary Paralysis Technique. Wolves surround the opponent, only their eyes visible to the victim. Slowly, one by one, wolves come and leap upon the victim, rendering any flesh they can get their maws and paws upon. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress. Cp cost: 120 Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter Requirements: Genjutsu 40, may only be taught to Arctic Ice Wolves Training: 18 days Will Save: 20 + half Character Level + half Int Mod + half Wis Mod Special: -10 to all checks
~Stats~
LV. 80 Experience: 0/28000 Hp: 3600 Cp: 3840 MHp: 4400
Strength: 100 mod = + 45 Dexterity: 100 mod = + 45 Constitution: 80 mod = + 35 Intelligence: 100 mod = +45 Wisdom: 100 mod = + 45 Charisma: 80 mod = +35 Chakra: 100 mod = +45 Dodge Bonus: 100
Base Attack Bonus: 80/75/70/65/60/55/50/45/40/35/30/25 Attack Melee: 125/120/115/110/105/100/95/90/85/80/75/70 Attack Ranged: 125/120/115/110/105/100/95/90/85/80/75/70
Base Save Bonus: 40 Fort: 75 Rex: 85 Will: 85
Damage: 46-142
~Skills~
Hide: 45 + 255 =300 (Dex) Move Silently: 45 + 155 = 200 (Dex)
Concentration: 35 + 165 =200 (Con)
Chakra Control: 45 + 155 =200 (Int)
Listen: 45 + 155 = 200(Wis) Sense: 45 + 155 =200(Wis) Spot: 45 + 155 = 200 (Wis) Survival: 45 + 155 200 (Wis) Track: 45 + 255= 300 (Wis)
Diplomacy: 35 + 115 =150 (Cha) Intimidate: 35 + 515 = 550 (Cha)
Ninjutsu: 45 + 455 = 500 (Chk) Genjutsu: 45 + 240 = 285 (Int) Taijutsu: 45 + 555 = 600 (Str) Sneak Attack: 600
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~Pet Data~
Name: Hyousetsu Species: Arctic Ice Wolf Size: Medium to Large Element Affinity: Water Age: 418 Gender: Male
~Appearance~
Height: 4'7 **On all four paws** Weight: 112 lbs Fur: Pitch Black, enabling him to hide in the shadows Eyes: Red Physical Description: **See picture under Zenjin** Background: **See Nakamura's History for Details** Personality: Hyousetsu has taken on the role of the Fighter. Strong willed and very opinionated, he feels that no-one is worthy to speak to Nakamura as an equal. He will fight anyone to his last breath, untill he returns to the Etherial Plane to recover. Currently, he isn't with Nakamura, but can easily get to her by the mental link they share. Other: Hyousetsu will only back down to one other authority, Zenjin. As strong as Hyousetsu is, he is merely the Beta Male of the pack. A unique feature to Hyousetsu, is that he tracks like normal wolves, except that he can only track by blood. Scents do not work for his tracking ability unless it is blood. Hyousetsu is almost always seen with his hackels up. He doesn't like strangers, and it's clear in his manuerisms towards them.
Missions:
S: A: B: C: D:
Jutsu: Any and all of Nakamura's jutsu
Ninjutsu- Hari Jizo (Needle Guardian) The user causes their long, spiky hair to wrap around him and harden, in a manner similar to a hedgehog's or porcupine's quills, defending against any physical attacks. This is effective as a method for forcing someone away, or stopping a powerful strike. Cp cost: 20 Damage: 15 - 25 + chakra mod. Can be used as a form of defense. Requirements: Long hair Training days: 12 days. Special: *This jutsu can be used to counter taijutsu at the expense of all attack turns for the users next turn. *If the attack DC of the incoming Taijutsu attack is less than the Ninjutsu DC of this jutsu then the attack is nullified. If it is greater than the Ninjutsu DC by 10 points, the defender suffers 1/3 the damage and the attacker only suffers half the damage from the barrier.
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 Jutsu. Cp cost: 30 Damage: N/A Requirements: Chakra 20+ Level 15+ Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation. Training days: 10 days Special: This jutsu is broken upon impact.
Genjutsu- Wolven Destruction This jutsu is much like the Temporary Paralysis Technique. Wolves surround the opponent, only their eyes visible to the victim. Slowly, one by one, wolves come and leap upon the victim, rendering any flesh they can get their maws and paws upon. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress. Cp cost: 120 Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter Requirements: Genjutsu 40, may only be taught to Arctic Ice Wolves Training: 18 days Will Save: 20 + half Character Level + half Int Mod + half Wis Mod Special: -10 to all checks
~Stats~ LV. 70 Experience: 0/23000 Hp: 2800 Cp: 1960 MHp: 3850
Strength: 70 mod = + 30 Dexterity: 100 mod = + 45 Constitution: 70 mod = + 30 Intelligence: 100 mod = + 45 Wisdom: 100 mod = + 45 Charisma: 52 mod = + 21 Chakra: 60 mod = + 25 Dodge Bonus: 100
Base Attack Bonus: 70/65/60/55/50/45/40/35/30/25/20/15/10/5 Attack Melee: 100/95/90/85/80/75/70/65/60/55/50/45/40 Attack Ranged: 115/110/105/100/95/90/85/80/75/70/65/60
Base Save Bonus: 35 Fort: 65 Rex: 80 Will: 80
Damage: 31-131
~Skills~
Hide: 45 + 305 = 350 (Dex) Move Silently: 45 + 305 = 350 (Dex) Tumble: 45 + 105 = 150(Dex)
Concentration: 30 + 90 = 120 (Con)
Chakra Control: 45 + 105 = 150 (Int)
Listen: 45 + 55 =100 (Wis) Sense: 45 + 61 = 101 (Wis) Track: 45 + 205 = 250 (Wis)
Intimidate: 21 + 429=450 (Cha)
Ninjutsu: 25 + 375 = 400 (Chk) Genjutsu: 45 + 325 = 370 (Int) Taijutsu 30 + 500 = 530 (Str) Sneak Attack: 500
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~Pet Data~
Name: Ayala Species: Arctic Ice Wolf Size: Medium Element Affinity: Wind Age: 416 Gender: Female
~Appearance~
Height: 4'0 **On all four paws** Weight: 106lbs Fur: Brown with splashes of white and red highlights all throughout her body Eyes: Deep Green Physical Description: http://api.ning.com/files/9qNZKzksbC6gorqYkotcQwB16nB9lUO-iXJ71Y5zEMA_/PatienceWolfL5B15D.jpg Background: **See Nakamura's History for Details** Personality: Ayala is kind and gentle, never wishing to fight or bring about bloodshed. It is obvious of her Femininity by the way she carries herself. Light, dainty, and soft, Ayala has taken on the role of Advisor and Healer. She keeps watch over those she cares about. If anything goes awrye, she will summon Hyousetsu while she goes for aid. Other: Ayala is Zenjin's soul mate, being the Alpha Female of their pack. She has learned many healing jutsu, for her comrades and fellow pack members were constantly being brutalized. Even if they had won their fights, it would take them longer to recover their injuries if it hadn't been for her. Her relationship with Nakamura is that of a sisterly role. Ayala is extremely playfull as well as trusting. She looks to find a better role for people than constant deciet. However, if you ever cross her, she won't hesitate to remove you of your throat.
Missions:
S: A: B: C: D:
Jutsu: Any and all of Nakamura's jutsu
Ninjutsu- Shosen Jutsu By concentrating chakra to the hand, the user is able to cure wounds by focusing their own chakra to where the critical injuries lie, healing them in the process. This jutsu, however, uses up a high amount of chakra. This may also be utilized as the Chakra Enjintou and Chakra no Mesu, or the chakra scalpel for that matter - in order to sever the opponent's muscle fibers at the point of contact. Cp cost: 60 + 10 per 20 Hp healed Damage: N/A *Combat scalpel: Same as common taijutsu damage but adds chakra modifier instead of str modifier. Affected victim must roll a reflex save (DC: your attack roll) to avoid inner bleeding, should the inner bleeding check fail the victim shall lose 3 Hp per round per time hit. Also depending on the area you are hit you might receive extra penalties. Such as -10 attack roll and damage for arm and leg wounds. Requirements: Treat Injury 50 ranks, Chakra Control 70 Training days: 15 days. Special: If used as a combat Scalpel, user must beat defendants’ Dodge Bonus by at least 10 points to cut muscle fibers in area hit. Defender cannot use affected area until healed or for 10 turns.
Chikatsu Saisei no Jutsu (Healing Resuscitation Regeneration Technique) A very advanced healing technique. Chikatsu Saisei uses a part of the casualty's body as a medium to heal the casualty's wounds. It requires an almost room-wide seal, and a lot of time. Unfortunately, this treatment's success rate isn't very high. Cp cost: 50 per person, minimum 3 people Damage: N/A Requirements: Treat Injury 80 Ranks, Chakra Control 80 Training days: 25 days Special: Revives a person who has been Dead (-10 Hp) for half an RP day or under.
Shikon no Jutsu (Dead Soul Technique) With this Jutsu, the user can make the dead seem lifelike and allow their bodies to run around a bit as a diversion or decoy. What this skill actually does is cause the dead to temporarily resuscitate, allowing the user to control them and their actions for only a few minutes. Cp cost: 70 + 10 per turn Damage: Damage dealt by the body. Requirements: Chakra 20 + Medic ninja Only. Chakra Control 50+, Treat Injury 50+ Training days: 20 days.
Ranshinsho (Important Body Points Disturbance) By attacking the base of the brain stem with chakra converted to electricity, the user is able to flip the brain's movement signals to the arms and legs. For example, if one tried to move their right arm, their left leg would move in the way they wanted their right arm to move. Cp cost: 20 per hit Damage: Normal Taijutsu hit damage. Requirements: Knowledge anatomy 65 ranks. Training days: 20 days Special: Opponent must roll 1 d4 per turn. If the result is a 2 the opponent is unable to function for that turn. *Effect lasts for 2 rounds. If user continues to hit with this jutsu, rounds compound.
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 Jutsu. Cp cost: 30 Damage: N/A Requirements: Chakra 20+ Level 15+ Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation. Training days: 10 days Special: This jutsu is broken upon impact.
Fukumikuchi Hari (Hidden Mouth Needles) The user is able to summon forth needles into the mouth and then spit them out at their opponent with precise accuracy. Cp cost: 2 per needle Damage: Needle "Senbon" damage + chk mod instead of dex mod Requeriments: Dexterity 20+, Fuuin Jutsu 1 Training days: 5 days Special: You can only spit out an amount of needles equivalent to your level. Eg. you are level 7, so you can only spit out 7 needles.
Hari Jizo (Needle Guardian) The user causes their long, spiky hair to wrap around him and harden, in a manner similar to a hedgehog's or porcupine's quills, defending against any physical attacks. This is effective as a method for forcing someone away, or stopping a powerful strike. Cp cost: 20 Damage: 15 - 25 + chakra mod. Can be used as a form of defense. Requirements: Long hair Training days: 12 days. Special: *This jutsu can be used to counter taijutsu at the expense of all attack turns for the users next turn. *If the attack DC of the incoming Taijutsu attack is less than the Ninjutsu DC of this jutsu then the attack is nullified. If it is greater than the Ninjutsu DC by 10 points, the defender suffers 1/3 the damage and the attacker only suffers half the damage from the barrier.
Genjutsu Wolven Destruction This jutsu is much like the Temporary Paralysis Technique. Wolves surround the opponent, only their eyes visible to the victim. Slowly, one by one, wolves come and leap upon the victim, rendering any flesh they can get their maws and paws upon. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress. Cp cost: 120 Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter Requirements: Genjutsu 40, may only be taught to Arctic Ice Wolves Training: 18 days Will Save: 20 + half Character Level + half Int Mod + half Wis Mod Special: -10 to all checks
~Stats~ LV. 60 Experience: 0/18000 Hp: 1560 Cp: 2880 MHp: 3300
Strength: 26 mod = + 8 Dexterity: 100 mod = + 45 Constitution: 42 mod = + 16 Intelligence: 58 mod = + 24 Wisdom: 100 mod = + 45 Charisma: 26 mod = + 8 Chakra: 100 mod = + 45 Dodge Bonus: 100
Base Attack Bonus: 60/55/50/45/40/35/30/25/20/15/10/5 Attack Melee: 68/63/58/53/48/43/38/33/28/23/18/13/8/3 Attack Ranged: 105/100/95/90/85/80/75/70/65/60/55/50/45/40
Base Save Bonus: 30 Fort: 46 Rex: 75 Will: 75
Damage: 8-10
~Skills~
Escape Artist: 45 + 55 = 100 (Dex) Hide: 45 + 255 = 300 (Dex) Move Silently: 45 + 255 = 300 (Dex)
Concentration: 16 + 184 = 200 (Con)
Chakra Control:24 + 56 = 80 (Int) Knowledge: 24 + 80 = 104 (Int)
Listen: 45 + 105 = 150(Wis) Sense: 45 + 105 = 150 (Wis) Track: 45 + 155 = 200 (Wis) Treat Injury: 45 + 35 = 80(Wis)
Diplomacy: 8 + 672 = 680 (Cha)
Ninjutsu: 45 + 455= 500 (Chk) Genjutsu: 24 + 10 = 34 (Int) Taijutsu: 8 + 10 = 18 (Str) Fuuin Jutsu:24 + 1 = 25(Int) Sneak Attack: 87
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Posted: Tue May 20, 2008 2:12 pm
User-name:Crazy Al-kun Posting:I try to get on every day Time zone:EST
~Character Data~
Name:Ishii(Last), Arashi(First) Village:Takigakure,but initially from Yukigakure Clan/Bloodline:N/A Element Affinity:Water Age:12 Gender:Male Rank:Academy Student
~Appearance~
Headband:Above his elbow, on his right arm, right where his jacket sleeve cuts off(only apply after he becomes a genin) Height:4'10" Weight:100 lbs Hair: Light Blonde Eyes: Black, with gray swirls in the iris(Family Trait)
Physical Description: He's short for his age, and his body is built in a way that emphasizes strength and speed, but takes a toll on his defense. His head is round on the top, and his chin comes to a point. He has a scar right next to his right eye, that's in the shape of a slash. Both of his ears are pierced, the left with 2 rings on the lobe, the right with one. His nose is small, but pointy.His skin tone is somewhat tan, but not much, because of the years of cold that he had in Yukigakure. Clothing: He wears a fur-collar jacket with the sleeves rolled to just above the elbow, and a net-woven shirt underneath. His jacket has a big pocket in the lower bottom, that holds all his shuriken. He wears a necklace with the same pattern as his eyes, and never takes it off. He has a tanto hanging around his hips, and wears black capris, with the Kunai pouch strapped on. His sandals are different from normal sandals, because they were designed like tennis shoes. There's a tounge, and 2 laces crossing each other. But at the end of the shoe, the top is open. The soles of his shoes are a tad taller than normal, simply because he's self-concious about his height.He wears a bandanna on his head, with his bangs curling out of it.
Background: Pre-academy When he was a child, he lived in the big Ishii family house. His parents were Ishii Hanako and Ishii Ichigo. The Ishii Family house is in Yukigakure, the native village to the Ishii clan. He was taught how to read and to write there, and how to do arithmetic, too! He was without worry. When he was very little, his older sister, Minako, gave him a necklace. She told him, "This necklace bears the curse that we all must carry. If you ever need help, call upon the necklace, and it will guide you. And if you call on me, I will always be here to help." She had crouched down, and smiled at him. A beautiful woman of 17, with brown hair, fixed in the back with hairpins. He was only 4 at this time, and his father had already left the house by then, leaving only his sister and his mother. So, he wore the necklace every day. For the next 2 years, he grew tremendously, and the necklace had to be refitted many times. Over this time, they had moved out of the Ishii Family house and into a small house that suited their needs. The mother got a job, and so did Minako. One day, when Arashi was 6 years old, he and Minako went for a walk through the training grounds, into the woods.
He hadn't worn his necklace that day.
Minako had taken the day off to look over Arashi. He remembered her being in a happy mood. She was going to be wed in the next few weeks.So they were walking, and holding hands.There was a man there, practicing, whom they hadn't seen. He threw a Kunai at a target, and Minako walked in front of it. She heard metal zinging through the air, and turned around to see what it was. It went straight through her chest, and she fell to the ground. Arashi watched in horror as she fell face-first into the ground, and the man who threw the kunai rushed over to her. He flipped her over, and looked at her pulse. The man began to cry, and Arashi saw who it was.
It was her fiance.Tears streamed down his face, but he didn't notice them. For he was already grabbing Minako's fiance by the collar, screaming into his face.
"You didn't even bother to look, did you!"
"I hadn't considered there might be someone walking out!"
Arashi let go of him, as he realized something. His sister's words had ehoed through his head: "This necklace bears the curse that we all must bear." It was his fault. He spent several hours, in the snow, and once the cold was unbearable, he went back into his little house. When his mother found out, they went and got the body. They burned it, and his mother mourned for the next day entirely. That day, Arashi swore to always wear the neklace, as remembrance that his sister is always there for help.
His mother, Minako's Fince, and Arashi all moved to Takigakure in order not to become depressed at the sights that made them remember Minako.Her fiance, Hiroshi, lives right next to them. He entered the academy at Takigakure 2 years later, where Arashi got a tanto for his birthday, and a scar right next to his right eye. They were practicing shuriken throwing, and a badly aimed shuriken swung back at him and slashed his face.However, the rest of his academy years were uneventful.All his spare time was devoted to training,eating, and sleeping. He was average in his class, but he worked the hardest. Eventually, he went up to the mid-high range of skill in his class.He's currently in his last year of the Academy.
Personality:Usually a fairly cheerful person, he never dwells in the past.When he has a goal, he keeps at it until it is certain that he should move on. He has pride, but not enough not to run away when a battle seems hopeless.People who are selfish, who are troublesome, or just plain annoying piss him off to the point that his personality is completely opposite of his normal, calm, cheery person.When he is surprised, he is also very irritable,Training is essential to him, and he spends most of his spare time training, although he may do vigorous training occasionally, it is uncommon to see him trying to run up a mountain and back down. Other:
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~ LV. 1 Experience sad 0/100 Hp:10 Cp:1 MHp:10
Strength:9 | mod =-1 Dexterity:7 | mod =-2 Constitution:10 | mod =+0 Intelligence:8 | mod =-1 Wisdom:10 | mod =+0 Charisma:11 | mod =+0 Chakra:7 | mod =-2 Dodge Bonus:8
Base Attack Bonus:1 Attack Melee:0 Attack Ranged:-1
Base Save Bonus:0 Fort:0 Rex:-2 Will:0
Damage:1-6 Taijutsu: 1-6 Kunai:1-2 Shuriken:1 Tanto: [any other weapon you use]
~Skills~
~Possessions~
Money:
Ryo:
Equipment: Kunai Shuriken Tanto
Valuables: The Necklace given to him by his sister
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Posted: Tue Jun 10, 2008 9:41 am
User-name: Overlord9611 Posting: when I can (at least once a day usually) Time zone: gmt -8 ~Character Data~ Name: Kaida Momochi II Village: Formerly Yukigakure Clan/Bloodline: Momochi clan (bloodline was altered due to experimentation) Element Affinity: Water Age: 9 Gender: Female Rank: Genin ~Appearance~ Headband: Yukigakure, worn like a belt. She also wears a mist village wrist band given to her by her brother. Height: 3’8” Weight: 42 lbs Hair: dark brown chopped unevenly at roughly the jaw line. Perpetually messy as she has had no one to teach her how to brush it right or the importance of doing such and the only way it has ever been cut is by gathering it in one hand and cutting it with a kunai. Eyes: Ice blue and pupil-less. Physical Description: Kaida is in the smaller stature range for her age. She has pale skin and her hair is dark brown like her older brother’s. Her frame is slender but upon closer inspection one realizes that she has a lot of lean muscle. This comes from learning from the wolves who she spent more time with than the people of yukigakure, and from the training she has received in the course of her life. Clothing: A soft white fur pair of pants, a soft white fur jacket and a black t-shirt. The clothes were given to her as a gift from Nakamura. They are as pure white as the snow and good for keeping at a comfortable temperature no matter the environment. An accessory she wears quite often is one Kaida made herself. An Akatsuki style mask modeled after a wolf. Attached to this mask is a white fur hood and cloak. Kaida made this herself from rabbit fur. Having been with the wolves for a while she felt that wearing it helped her to be more like them. Background: Kaida Momochi II is named after her mother. For as long as anyone knew, this child had been an infant when both she and her mother were slain. That night in Mizugakure the hunter nins came and killed the woman and child and destroyed her home in search of her husband and only son Kusari. They did not find either and something they left out of their report was that when one of them went to go begin destroying the bodies of the Momochi females, they could not find them. All of the hunter nins were present and accounted for. None had been seen missing, they were all tested for being a henge or bushin but everything checked out, the bodies had just vanished. Kaida Momochi awoke in a strange facility with her sleeping child beside her. Believing it had only been one night since somehow she was rescued on that night, she was shocked to later learn that it had been two years. The people of the facility never explained any of this. How they had done it, why they had taken two years to wake her and her child up, why they seemed to have not aged. She simply wanted to know when they would release them so she could go out and find her son and husband. Leaving was not one of their plans however. Kaida and her daughter lived in the place seemingly safe and comfortable for about four years before Kaida, the mother, seemed to die of what could only be described as heart ache from separation from her son and husband. They told the younger Kaida that it was probably only because of her that she had been able to hang on as long as she did. After this point, life was no where near as simple for Kaida. She was taken from the calm restful secure area of the facility and taken down to a place with numerous other children of special bloodlines. Here she was experimented on and tested and examined over nad over and over again. Many children around her died and this was her life for two years. Her own persona became just like the others, one of hopelessness and lethargy. It was this way for two years of her life before one shining day something happened. The faculty of the facility seemed nervous and tense. Reports kept coming into the room of something going on that eemed to make them nervous. Less and less of the staff were in the room where the children were kept, untill, suddenly as many of the other ninja that could were being packed into this single chamber. The children were all alert and being forced back into their cells as the incredibly tense, and nervous guards seemed to be forming a ring so as to face towards every possible entrance into the room. Slowly mist began to pur in from all three doors, in one of them a figure seemed to stagger forth and all the men whirled abut to face this figure and hurl kunai through the doorway. THE figure stopped short staggered into the room and fell face down. One went to flip him over to see that this was in fact one of their own. In the next instant everything seemed to move twice as fast. Death screams echoed as the mist filled the room so quickly and became so thick that no one could see a thing. It continued like this for several minuets until the place seemed to grow quiet and the mist began to thin out. One figure stood alone in the heart of the room still alive. He has ice blue eyes, and towered above the children like a giant. Despite all the strength that seemed to radiate from him, and the death this being had caused, something about him sparked a shimmer of hope inside Kiada. This person had come in and slain all their captors and torturers. “ It is safe now children, come out, I have come to save you. We are leaving this place.” was what the booming figure said. As the children timidly came fort from their hiding places within the room and the various opened chambers they had all ben forced into, they gathered in a ring obediently about this towering figure. They all began to stare upon him taking in every inch of this beast. Kaida was behind the man so could not see his face. It was then that one of the children spoke up. “ Hey, you have eyes just like her.” the boy had stated. He was speaking to the man but Kaida had noticed that he seemed to be pointing at her. The giant turned around and sure enough when their eyes met she could see that his eyes matched her own. Then he spoke and she heard a name she had not hear in a long long time, having been referred to as subject 2014 ever since her mother died. “ Kaida?” the man had asked and all she could do was nod in rcognition of her own name after a long pause. From that point her life had only improved. Kusari momochi, was the giant’s name. He had told her that he was her older brother and that he had come to that place looking for her. Though their life was a rough one for the first few months, it was an immense improvement to the one she had been living for the last two years. Over this time the lethargy melted away. The other children had been taken to an orphanage in a peaceful village. Kaida had stayed with her borther as he made his way to the one place he knew they could rest safely. Yukigakure, the village hidden in the snow. It was here that the young Kaida first met Nakamura and still she remembers fondly this day as one of the greatest days of her life. Meeting the woman her brother spoke so highly of, as well as meeting Ayala. Receiving the beautiful clothes that were a gift from Nakamura that she has cherished ever since. Most importantly, this was also the day she met with Ayala. Kaida had taken to the wolf almost immediately. The next month she had spent in this village was a good one with little to complain about as she was with Ayala as much as possible and although Kusari and Nakamura both seemed busy with various affairs the former seeming to leave for days at a time and return again from secretive business and the latter swamped with running an entire village, they still seemed to make some time to spend with her. At the end of this month, Kusari gave a long explanation to Kaida about why he was leaving and she was not to come with him. The way she understood it, he wanted her to be safe and able to grow up here where she could make friends and he had things he still needed to do. Kusari had then left and promised to return for her someday. Kaida decided that while she waited for him she would make herself strong. Nakamura began to teach her some of the ways of the ninja but it was only a matter of time before she too left. Nakamura was alone with the wolves and Ayala in particular. She did not mind this and became much closer to the pack than she was with any children in the village. As time passed Ayala was liked by the pack almost as one of their own, and so it almost seemed natural that when Ayala had her litter she gave one to Kaida when it was old enough to be separate from its mother. Wahotts soon became Ayala’s closest friend. When he was still a small pup, Kaida was still somewhat a member of regular village life; but she suffered constant teasing and bullying. One day this went a step too far as a bully made the unfortunate mistake of hitting Wahotts instead of Kaida. Kaida had been hit before but no one hurt Wahotts. Her eyes went white in that instant and it was clear to all that she was a Momochi like her older brother as she flew into a rage Wahotts had never seen in her before then and has yet to see again… She tackled the bully and began to beat him violently and wildly. By the time someone ran for help and two grown men managed to pry her away from her target, she had broken his nose, split both his lips, given him two black eyes, and broken his right arm and left leg. Kaida was no longer truly welcome in the village after this the “wild child” was perceived as a danger to other humans and she was given plenty of room wherever she went as was her growing wolven companion. Sticking with essentially just the wolves for the last year or so, when given the chance to go to her brother, Kaida gladly took it and she and Wahotts headed of for Takigakure… Personality: Kaida is a sweet, timid, but determined little girl with a haunted past. She seems to act a bit younger than her own age much of the time but at other moments seems to have the wisdom of a much older person. It is clear she has the fait and innocence of a child despite her life because she trusts her older brother Kusari wholly and completely. She trusts Nakamura Michiyo almost as much as Kusari simply because he told her she could and then the times she has met Nakamura she was nothing but nice to her. Kaida has the strange tendency to take on a personality similar to those she is around, the longer she is around them the more like them she seems to become. While still holding to a tendencies and attitudes that are purely hers, her whole demeanor and way of doing things can shift apparently in accordance with her company. Even if this company happens to be a pack of wolves. Other: Kaida’s greatest friend is one that is rather unexpected when one sees the sweet child. The being she shares one of her strongest connections with is not even a human; but instead a wolf. Kaida looks up to Nakamura’s artic ice wolf, Ayala, almost as if the animal were her own mother. She cares for the wolf and while in Yukigakure spent almost every minuet possible with her. It was this wolf who was primarily tasked, by Nakamura, with not only her regular duties but also looking after Kaida while Kusari was away. Bloodline: Description of Limit: Momochi Demon Rage! This power gives plus 7 to the str, dex, and con stats and plus 10 to the cha stat(but only in relation to the intimidation skill). And is also able to remain mobile and conscious at up to -5 health but only while driven under the rage. This all costs 20 hp damage to self a turn (of course stopping said drain once one is unconscious because of hitting -5hp) because of the physical strain and your mental resolve increases against distractions. They emit an aura of intimidation and death having increased strength and combat skill it strikes fear in to all who witness it. Those who try to stand against a raging Momochi swear they are standing against a demon. (these stats apply only when in the rage which is signified by an OOC post saying Enters rage or in rage.) In game Stats: remain conscious and functioning up to -5 hp, gain +6 to dex,con and str. enemies must roll against intimidate every turn with an additional 10 to his intimidation skill . Loses 20 hp a turn. Also immune to fear and intimidation during rage. (NOTE: Kaida was the victim of experimentation although nothing seems to have altered as far as her abilities are concerned so far… it is possible that this fact is subject to change at some point) Missions: S: A: B: C: D: Jutsu: Ninjutsu- 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: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created. *The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit. The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod. 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 Requirements: Learn in the Academy. Training days: Academy time. Chakra control check DC: 10 Special: Add chakra mod to your Disguise check. 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. 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. 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 Damage: N/A Requirements: Learn in the Academy. Training days: Academy time. Special: Roll an escape artist skill check when using this. Add your chakra mod to the check. 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 Damage: Exploding tag damage [10-20] Requirements: Chakra Control 5 Training: 1 day or Learn in the academy. Genjutsu- Flash- Kaida makes a genjutsu that causes a great flash that leaves the victim(s) seeing spots for several seconds. It is a variant much much much weaker version of Nakamura’s light distribution as it is as close as one so young can come. Cp cost: 5 Will save: 5 + charisma mod. Requeriments: 10 Genjutsu Ranks Specials: Victim(s) recieves -2 to next roll if jutsu is succesfull Owner: Kaida Momochi Taijutsu- ~Stats~ LV. 4 Experience: 0 Hp: 48 Cp: 24 MHp: 56 Strength: 16 | mod = 3 Dexterity: 14 | mod = 2 Constitution: 14 | mod = 2 Intelligence: 28 | mod = 9 Wisdom: 18 | mod = 4 Charisma: 18 | mod = 4 Chakra: 16 | mod = 3 Dodge Bonus: 16 Base Attack Bonus: 4 Attack Melee: 7 Attack Ranged: 6 Base Save Bonus: 3 Fort: 5 Rex: 5 Will: 7 Damage: Taijutsu: ~Skills~ Balance:1+ 2(Dex)= 3 Hide:1+2 (Dex)= 3 Move Silently:2+ 2(Dex)= 4 Tumble:2+ 2(Dex)= 4 Concentration:1+ 2(Con)= 3 Chakra Control:1+ 9(Int)= 10 Craft (Clothing):1+ 9(Int)= 10 Search:1+ 9(Int)= 12 Listen:1+ 4(Wis)= 5 Sense Motive:1+ 4(Wis)= 5 Spot:1+ 4(Wis)= 5 Survival:1+ 4(Wis)= 5 Treat Injury:3+ 4(Wis)= 7 Handle Animal:6+ 4(Cha)= 10 Intimidate:1+ 4(Cha)= 5 Ninjutsu:3+ 3(Chk)= 6 Genjutsu:3+ 9(Int)= 12 Taijutsu:4+ 3(Str)= 7 Ninja Weapon (Tekagi): 1 Sneak Attack: 1 ~Possessions~ Money: Ryo: Equipment: Tekagi: Tekagi are also known as knuckle claws. They are four blades connected to gloves by each knuckle. These dealy claws are often used in surprise melee attacks to attack someone when they are off-guard since the claws are easy to conceal in a kimono. Damage: 1-4 + str. mod. "Per weapon" Range: Melee Special: Valuables~Pet Data~ Name: Wahotts Species: Artic Ice Wolf (ironically enough) Size: Medium Element Affinity: Fire Age: 2 Gender: Male ~Appearance~ Height: 3’11” Weight: 106 lbs Fur: White and brown with purple highlights all throughout his fur. Eyes: Green with flecks of gold. Physical Description: Wahotts body may have grown into an adult form, but his spirit and mins is still that of a pup. This is why his mannerisims and actions seem like that of a rambunctious puppy still galomping about. He is large enough that if he so chose, Kaida could probably ride atop his back due to her small stature. His green eyes show the fires of his youth still inside him as his for coat is one that seems to be the perfect compromise between his mother and father Right down to the red and blue highlights of his parents having merged into purple ones in his coat. One looks at Wahotts and regarding his size at this point, one thinks that he might even grow to be bigger than his father one day (but this is thought by those who do not know how large Zenjin really is) and of course everyone then remarks, after seeing his antics, that size isn’t everything. The faint mist like aura that is inherent in all the artic ice wolves is on Wahotts as well, however while for the others it seems to look more like mist… when seeing the aura upon Wahotts one can’t help but think that it looks a little less like mist and a little more like steam. Background: Wahotts was born, along side his siblings, the pup of Zenjin and Ayala. The two alphas of the pack this litter was no doubt bound to be both strong and special. In this litter, all the pups were clearly blends of their two parents, but each one’s appearance seemed to lean towards one parent or the other in a visibly recognizable fashion… that is all but one. Wahotts seemed to be the only pup in the litter whose appearance did not lean towards either parent. A perfect blend of both, somehow this made him both similar to his parents, and very different. Somehow, Ayala and Zenjin knew right away what purpose he should serve. Though not the runt, he was seen as the oddball. Standing out from his siblings even so near birth Wahotts was the first to be named. He was called Wahotts (meaning howls a lot) because of the ruckus he would make when it was near feeding time as an newborn pup. (Though this is still very apparent when he is hungry to this day ) This pup was given special purpose as soon as it was possible for it to live away from it’s mothers side. Presented to the human child Kaida Wahotts was given to her to be looked after and cared for. This did not cause him to be too far from his family as the human child spent more time with the pack than she did with humans. Something in her mannerisms and attitudes even seemed to be reminiscent of the wolves. Kaida carried Wahotts with her everywhere. Not coddling him so much as to slow his development but he did become very attached very quickly. As he grew older and bigger it took time for him to realize how much larger than he was becoming and still at times forgets about the difference. Personality: Wahotts is still a young pup despite his size. He is playful and still holds the foolishness of youth. Wahotts likes to show off and act braver than he is, as well as being incredibly curios which always seems to get him in to trouble. This pup was always considered the oddball of the litter. Wahotts is devoted to Kaida and keeping her safe she is his best friend and he knows that as he gets older and stronger it is his job to protect her as much as it is hers to protect and take care of him. Deeper down beyond the silliness of a pup, Wahotts knows he is different. Something about him, something inside him, tells him he is not quite like his artic siblings. Although he to is of the breed of artic ice wolf… He knows deep down, that there is something very different about him in comparison to the others. Something simple but separates him completely from the others. (Wahotts does not know his chakra element is fire as he is still too young and silly to even fully comprehend chakra elements but that is the “difference” he senses.) Other: Wahotts is the pup that Ayala gave to Kaida to be her companion and protector and to be cared for by the human child. Because Ayala herself and her mate Zenjin were bound to Nakamura, this pup did not share that same bond so it was that he was able to be given to another whit whom over time he would make a similar connection with. Wahotts doesn’t mind his chosen job as he has known Kaida ever since he was born and to him it seems like clearly the right thing to do. He also has always felt that his special place makes up for his other differences from his siblings. Missions: S: A: B: C: D: Jutsu: Ninjutsu- Hari Jizo (Needle Guardian) The user causes their long, spiky hair to wrap around him and harden, in a manner similar to a hedgehog's or porcupine's quills, defending against any physical attacks. This is effective as a method for forcing someone away, or stopping a powerful strike. Cp cost: 20 Damage: 15 - 25 + chakra mod. Can be used as a form of defense. Requirements: Long hair Training days: 12 days. Special: *This jutsu can be used to counter taijutsu at the expense of all attack turns for the users next turn. *If the attack DC of the incoming Taijutsu attack is less than the Ninjutsu DC of this jutsu then the attack is nullified. If it is greater than the Ninjutsu DC by 10 points, the defender suffers 1/3 the damage and the attacker only suffers half the damage from the barrier Genjutsu- Taijutsu- ~Stats~ LV. 4 Experience: Hp: 9 Cp: 1 MHp: 4 Strength: 10 | mod = 0 Dexterity: 10 | mod = 0 Constitution: 8 | mod = -1 Intelligence: 14 | mod = 2 Wisdom: 6 | mod = -2 Charisma: 8 | mod = -1 Chakra: 6 | mod = -2 Dodge Bonus: 8 Base Attack Bonus: 4 Attack Melee: 4 Attack Ranged: 4 Base Save Bonus: 3 Fort: 2 Rex: 3 Will: 1 Damage: 1d5+ 0(Str)= 1-5 ~Skills~ Sense:1+ -2(Wis)= -1 Ninjutsu:1+ -2(Chk)= -1 ~Possessions~ Equipment: Valuables
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Posted: Tue Jun 24, 2008 6:33 pm
User-name: ProtoXtreme Posting: Fast, like a forest fire Time zone: EDT
~Character Data~
Name: Fubuki Arya “Aya” Village: Hidden Waterfall (Takigakure) Clan/Bloodline: Fubuki / Boushi no Hyouden (Eye of the Eternal Snow Field; 3 Cp per use) Element Affinity: Wind/Ice Age: 14 Gender: Female Rank: Jounin
~Appearance~
Headband: Her headband was lost when she was captured in the Fire Country. Height: 5’5 Weight: 100 Ib Hair: Pale-purple Eyes: Crimson-red Doujutsu:  Physical Description: Arya has her long, neat hair tied into a low flowing ponytail. When she unties her hair, it cascades to her waist. She has long bangs and sidebangs that reach past his chin, framing her face. Her eye colour is quite rare within her Hyouton clan, so she was quite often nicknamed ‘rabbit’ for her lovely red eyes. She has quite an alluring figure but rather unfortunately, Arya cares little about the opposite gender. Clothing: Sleeveless fishnet shirt with a high-collared, black sleeveless vest. She wears black armguards. Arya’s style of dress is quite modest, ending with black sweatpants (like Tsunade’s) that reaches to a little past the knee.
 Background: Not all of the original Fubuki clan had left Yukigakure in search of a new home. When the last feudal princess was murdered, though the main branch families vowed to never return to Yuki, a few of the cadet branch families remained. Mostly, it was they who were at the bottom of the nobleblood clan’s social ladder, seeing as Arya’s parents were from the Decembrus sect. Arya would be orphaned young: after an avalanche had struck Yuki, while attempting to rescue the village children, her parents never returned to see daylight.
As a small child, Arya would be captured from Yuki and sold to slavers. When the cavaran passed through Taki’s area, bandits attacked. That was the first time Arya had activated her Hyouton limit and killed the bandits before they could take her own life. Weak, tired, and hungry, Arya would wander around Takigakure’s borders and chanced upon a certain wolf (Ayala). The malnourished child had tried to eat the wolf. Her Hyouton limit was what caught her attention and the young wolf, in an almost game of tag, led the child into Takigakure. Arya passed out there. The next few months went by in a blur, Arya was always dangerously ill, falling constantly in and out of consciousness. She had lost her clan’s ice-chakra repressing gauntlet and spare, during the bandits’ raid. Her Hyouton limit threatened to take her life. Distantly, she remembers being watched over by a beautiful pale-haired girl and another child, by the name of Kaida.
Nearly half year will pass before Arya was well enough to even have an appetite. Now cleaned up and no longer a mess, another week passed before she had the strength to walk on her own. Arya began wandering around Taki. Having been raised in Yuki, she had never seen a real shinobi village before. And her small footsteps took her to Nakamura. The girl who was to be the future Takikage, Michiyo Nakamura as she would learn, was the one who saved her life and helped her to recover from illness. Arya quickly grew attached to Nakamura, as one would see an older sister. Though Nakamura didn’t mind, the others would often yell at the child ‘to show more damned respect’.
The following year, when she was seven, Arya first attended the village Academy. The child was quietly brilliant and she quickly learnt chakra control. Though normally, her clan did not expect the children to perfect chakra control before Chuunin rank, Arya completed it side along her Academy studies. She graduated to Genin the following year, two semesters ahead of her class. But there was no place in Taki’s existing squads for a new Genin. So Arya took to following Nakamura until reaching Chuunin rank. The child’s Hyouton limit was certainly different and she seemed to have a knack with Hyouton techniques, which cost less strain than they should have.
But Arya’s weakness was also just as apparent: she had never been a physically strong child and so her strengths had always laid in offensive Ninjutsus and attacking power. While in that area she was unmatched in the Chuunins among her rank, her strengths in other areas were childish. Not even close to proficient enough for a Chuunin. Yet, she was made an exception and allowed to advance to Jounin at the age of ten. Despite having disproportioned strengths, the Jounins of the village didn’t even come close to matching her ninjutsu genius. And here, was when Arya began realizing her errors, as she struggled during long Jounin missions. She was lucky, not wanting the child to lose her life so early, Nakamura made sure medics were always close by. However, Arya erred again. She chose to train in medical techniques rather than strengthen her weak body...
In the next mission, a trip to Konoha to check on what had happened to the previous Hokage, Arya stood no chance against Taijutsu masters. Though she had always been a Ninjutsu master, it did not change the fact that Ninjutsu took time, much more time than what was available. And to the swift Hyuuga clan, who were not particularly pleased to find a Taki squad wandering around the Fire Country, did not hesitate to ask questions. It was swift massacre. However, seeing as Arya was only a child, they spared her, took the child prisoner. But living would be much crueler, as that clan was by no mean kind interrogators. They terrorized her and tortured with internal injuries. Each day, she would be beaten and her chakra system repressed to make sure the child could not escape. They were careful, having seen the child’s Ninjutsu proficiency.
A year passed. Halfway through the second year of her capture, Arya was certain they would leave her here until death. Not even the Hokage, Lady Cerbi, minded the inquisition. And then one day, she came. The little Hyuuga princess, who had accidentally wandered into the prison house. Though Arya was very weak, she talked to the child. At first, conversation was hate filled. But then, Arya found the child terribly pitiful...with a characteristic loneliness of her own. The child only laughed when Arya asked what would the Hyuuga princess want with a prisoner. And the child responded, words that would be engraved in Arya’s memory: “Princess? I’m a replacement.”
They exchanged conversations whenever the child could sneak out of the main compound. The child, Elruda as Arya would later learn, came to love her. And Arya learned much about Elruda, how she had an older brother who was the clan heir. Loved for his genius and kindness, Elruda had always paled in comparison. Though she had loved him, Elruda had sinned: prayed for her brother’s death. And almost as swift punishment, Kami-sama granted it. In the blink of an eye, her brother was gone, dead...murdered on one of his missions. With the older gone, the clan turned to the spare. The following year, when Arya would reach her twelveth spring, the child had brought one of the clan elders’ daughters with her...her first meeting with Nyame.
Nyame’s father was not among the Hyuugas involved in her imprisonment and the other girl agreed to the princess’s request. Her father was from the clan branch that took to using Katon techniques and mastering the smithing arts. And the other girl returned, with the keys her father had secretly replicated for her. Nyame and Elruda helped Arya escape the compound while Nyame’s father helped the child escape the village and borders.
Arya was taken to Ame and there she recuperated. This year, she had heard rumors of the Fire Master having taken over Konoha, shutting the gates to prevent more people from fleeing. But now, no longer injured, Arya left Ame...to where her heart led her: Taki. Once, she had made the mistakes of underestimating the balance between strength of the body and strength of the spirit. She would change that. Though her body had grown and she was no longer a child but a beautiful young teenager...her mind was tragically still that of a child. But perhaps it was a blessing in disguise as she did not want vengeance against her captors. Even they had a gentler side, as she had seen in the princess and the clan elder and his daughter who helped her escape.
If they were alive, Nyame and Elruda...she would do anything for them. Other: Arya shows no particular interest for anything. She is generally polite, soft-spoken, and pacifistic which only seem to further emphasize her beauty. However, she would do anything to protect her onee-chama and will not have serious consideration for her opponents’ well-being then. In fact, it is a gamble just to make suggestive moves on her onee-chama. Trying to get the girl to interact with others, Nakamura sends her to part-time work with the village sentries.
Missions:
S: 3 A: 2 B: 4 C: 1 D: 0
Jutsu:
Ninjutsu:
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. Rank: E 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: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created. *The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit. The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.
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. Rank: E Cp cost: 2 "+1 per minute the jutsu is maintained" Damage: N/A Requirements: Learn in the Academy. Training days: Academy time. Chakra control check DC: 10 Special: Add chakra mod to your Disguise check.
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. Rank: E Cp cost: 1 Damage: N/A Requirements: Learn in the academy. Training days: Academy time. Special: Add chakra mod to your Hide check.
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. Rank: E 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.
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. Rank: E Cp cost: 1 Damage: N/A Requirements: Learn in the Academy. Training days: Academy time. Special: Roll an escape artist skill check when using this. Add your chakra mod to the check.
Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. 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. The amount of Chakra used depends on the distance and elevation between the user and the destination. Rank: D Cp cost: 1 per ft Damage: N/A Requirements: Dexterity 20+ Training days: 3 days. Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.
Reido Tougen (Absolute Tundra) Description of Jutsu: The first and all future activations of the Fubuki kekkai genkai is accompanied by their doujutsu. Icy chakra emits from their bodies, freezing their nearby surroundings. The clansmember will be able to sense intruders in their tundra field due to body heat and recognizing a foreign type of chakra in their purely ice chakra-based field. However, if this technique is kept on for too long, rebounding damage will be inflicted on the clansmember as well. It is possible to keep this technique on indefinitely. Rank: E Cp Cost: 10 Cp + 2 per round + 2 per extended feet Damage: 20 + Chakra mod. + 2 inflicted for first round active + 3 on second round active + and so on Drawback: From the third round forth, the same amount of damage inflicted on the opponent is done to the Fubuki clansmember as well unless a protective Jutsu is active. Requirements: Fubuki Clan, naturally activated or with 15 Chakra control Training: None Special: The Fubuki bloodlimit doesn't work until it is activated. It’s either grave danger is posed upon the Fubuki clansmember or someone close to them is in lethal harm. After it activates, surroundings will slowly be encased in ice (the longer the bloodlimit is kept on) and increasing damage is inflicted. From then on, their kekkai genkai can be activated by will. However, more talented members can force their limit to surface due to having a certain level of chakra control.
Atsui Nanpouboufuu (Warm Southern Gale) Description of Jutsu: Due to the unpleasant nature of their Jutsu style, the Fubuki clan had to come up with a way to lower rebounding damage inflicted upon themselves and their comrades, since they technically don’t have control over who their tundra field damages. The Fubuki performing this technique modifies the flow of air patterns around themselves and their comrades with their wind chakra, so it almost seems like a warm southern gale is protecting the clansmember and his/her friends from the cold. This technique may also be used to treat frostbite. The clansmember will breathe onto the injured part of the body and a gentle, warm wind will slowly thaw the frozen blood/veins and gently coax back blood flow. This Jutsu cuts rebounding Fubuki Hyouton techniques damage by half. Can be kept active indefinitely. Rank: E Cp Cost: 5 Cp + 1 per round active + 2 per extended feet Damage: None Drawback: None Requirements: Fubuki Clan Training: Two days Special: The clansmember don’t train to obtain this technique. It comes naturally upon need, for example if they or their comrades are seriously hurt by their tundra field. However, they would then need to spend two days mastering this technique; otherwise its protection would be much weaker and thus less effective in future battles.
Bouheki Nanpouboufuu (Protective Southern Gale) Description of Jutsu: Manipulates air/wind patterns around the clansmember. Added with wind chakra, it creates a protective sphere. This Jutsu is a much more powerful version of Warm Southern Gale and is strong enough to negate all double-edged Fubuki techniques for a total of 5 minutes (50 rounds). If correctly used, this technique can negate most thrown weapon (small weapons like shuriken/kunai knives/senbon needles with extended version unless the opponent rolls a 20) damage. The extended version may cause medium-sized thrown weapons (unless the opponent rolls a 15 or above) to go off course. Rank: D Cp Cost: 10 Cp + 2 per round (up to 50 total rounds) + 3 per extended feet Cp Cost (extended version): 20 Cp + 4 per round (up to 50 total rounds) + 4 per extended feet Damage: None Drawback: After 50 total rounds is reached, a resting time of two minutes (20 rounds) must be maintained before utilizing this technique again. Requirements: Fubuki Clan, 30 Chakra control Training: Four days Special: This wind barrier has no effect on heavy weapons. An example would be a battle ax. Simply combining wind and chakra cannot possibly stop weapons that big and dense.
Hyoutenka Youkai Rensa (Demonic Freezing Chain) Description of Jutsu: The Fubuki performing this technique attempts to encase something or someone in ice. If it’s a person, the freezing is slower. One attack turn for freezing a small thrown object (negates thrown kunai/shuriken/senbon damage for that turn unless the opponent rolled a 20, thus being unable to counter in time). Three attack turns to freeze a medium sized object and five attack turns to freeze a large object. Two minutes (twenty rounds) to freeze a person. Rank: C Cp Cost: 15 Cp + 4 per round active (20 total rounds) Damage: 20 + Chakra mod. + 4 inflicted for the first round active + 5 inflicted for the second round active + and so on Fort Save (after technique hits): 1d20 + Fort + Str mod. vs DC 10 (increases by one every two rounds) + half of attacker’s level + Chakra mod. + 2 per 10 Ninjutsu ranks Drawback: Easy for a taijutsu specializing shinobi to escape. Requirements: Fubuki Clan, Level 10, 20 Chakra control, Activated in conjunction with Absolute Tundra Training: Ten days Special: +2 to attacker’s Intimidation roll on the first round, +3 on the third round, +4 on the fifth round, and so on until the twentieth round.
Hyoubofuu Ooyuki (Hailstorm Blizzard) Description of Jutsu: Summons a fierce storm of hail and snow in a circular radius surrounding the clansmember. Protective Southern Gale must be used before performing Hailstorm Blizzard. Rank: A Cp Cost: 70 Cp + 2 for first round active + 3 for second round active + and so on Damage: 130 - 150 + Chakra mod. + 4 for the first round active + 5 for the second round active + and so on Drawback: If Protective Southern Gale is not used, an Hp damage ranging from 90 - 100 will be inflicted upon the character performing this technique every turn. Requirements: Fubuki Clan, 35 Chakra control Training: Ten days Special: None
Hyoro no Jutsu (Ice Prison Technique) The user creates a series of ice crystals which home in on the opponent and trap him in ice. Unlike Suirō no Jutsu (Water Prison Technique), no further action seems to be required to maintain the prison once the victim is caught. This jutsu may also be used defensively, as a wall of ice. Rank: A Cp cost: 80 Damage: N/A Requirements: Must be from Land of Snow OR any ice clan, Chakra Control 70+ Training days: 10 days. Special: Melts in 10 turns in which user must pay 20 Cp to maintain the jutsu. *The opponent can try to break the jutsu in various ways. Break out with strength: [d20 + melee attack bonus] vs [d20 + chakra control] Break out with a fire jutsu: The user's Chakra Control check has to beat double the opponent jutsu's Reflex DC. For example, if the Reflex DC for dodging the opponent's fire jutsu is 45, the user's Chakra Control has to be 90 or more.
Hyoton: Kokuryubo Fusetsu (Ice Release: Black Dragon Outburst Snowstorm) The user creates a black dragon stream with red eyes that is sent towards the opponent. Rank: S Cp cost: 250 Damage: 200 - 500 + chk mod Requirements: Chakra Control 190, Ninjutsu 150. Must be from Land of Ice or any Ice Clan Training days: 25 days
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 bones can be repaired by this technique.] Rank: C Cp Cost: 10 per round Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal. Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12) Training: 8 days
Shosen Jutsu By concentrating chakra to the hand, the user is able to cure wounds by focusing their own chakra to where the critical injuries lie, healing them in the process. This jutsu, however, uses up a high amount of chakra. This may also be utilized as the Chakra Enjintou and Chakra no Mesu, or the chakra scalpel for that matter - in order to sever the opponent's muscle fibers at the point of contact. Rank: A Cp cost: 60 + 10 per 20 Hp healed Damage: N/A *Combat scalpel: Same as common taijutsu damage but adds chakra modifier instead of str modifier. Affected victim must roll a reflex save (DC: your attack roll) to avoid inner bleeding, should the inner bleeding check fail the victim shall lose 3 Hp per round per time hit. Also depending on the area you are hit you might receive extra penalties. Such as -10 attack roll and damage for arm and leg wounds. Requirements: Treat Injury 50 ranks, Chakra Control 70 Training days: 15 days. Special: If used as a combat Scalpel, user must beat defendants’ Dodge Bonus by at least 10 points to cut muscle fibers in area hit. Defender cannot use affected area until healed or for 10 turns.
Suiton: Suijinheki (Water Release: Water Encampment Wall) This jutsu creates a water barrier to protect the user from any offensive attacks. The water rises from the ground or is created by the jutsu user. Rank: B Cp cost: 50 "With body of water nearby", 120 Without it. Damage: N/A Requirements: Water Affinity, Level 40+ Training days: 10 days. Special: Wall is completely encompassing and fully blocks any attack once and one time only. The user will have to use it again to block any other attacks. *Jutsu can only block up to 6 Taijutsu attacks, 1 Ninjutsu or lasts for one of the users turns, whichever comes first.
Suiton: Daibakure no Jutsu (Water Release: Huge Explosion Technique) The user creates an enormous, inescapable maelstrom to trap and drown the target. Rank: A Cp cost: 200 CP Damage: 300 – 400 + chak mod Requirements: Needs a body of water, Chakra 50+, Chakra Control 60 +, Water Affinity. Training days: 20 days
Suiton: Suishoha (Water Release: Water Shockwave) A large capacity of water is basically created out of nowhere. This water can then be directed at the targeted area. Rank: A Cp cost: 100 Damage: 200 - 300 + chakra mod. Requirements: Water Affinity, Chakra 30+, Chakra Control 50+ Training days: 15 days
Genjutsu:
Taijutsu:
Summoning Contract: None
~Stats~ LV. 45 Experience: 0/8000 Hp: 900 Cp: 2070 MHp: 900 Strength: 17 | mod = +3 Dexterity: 69 + 4 | mod = +31 Constitution: 31 | mod = +10 Intelligence: 71 | mod = +30 Wisdom: 31 | mod = +10 Charisma: 17 | mod = +3 Chakra: 91 + 5 | mod = +43 Dodge Bonus: 51
Base Attack Bonus: 40/35/30/25/20/15/10/5 Attack Melee: 43/38/33/28/23/18/13/8 Attack Ranged: 71/66/61/56/51/46/41/36
Base Save Bonus: 22 Fort: 32 / (with Hyouden) 36 Rex: 53 Will: 32
Damage: Gamibuyou no Fubuki (normal): 1 - 6 + 3 (+31)(+0 Taijutsu) = 4 - 40 Gamibuyou no Fubuki (chakra): 1 - 6 + 43 (+31)(+0 Taijutsu) = 44 - 80
~Skills~ Chakra Control: (Int) 30+152+8+2=190 Ninjutsu: (Chk) 43+849+8=900 Genjutsu: (Int) 30+0=30 Taijutsu: (Str) 3+0=3
Swim: (Str) 3+0=3 Balance: (Dex) 31+0=31 Escape Artist: (Dex) 31+0=31 Hide: (Dex) 31+0=31 Move Silently: (Dex) 31+0=31 Sleight of Hand: (Dex) 31+0=31 Tumble: (Dex) 31+0=31 Use Rope: (Dex) 31+0=31
Concentration: (Con) 10+0=10 Craft: (Int) 30+0=30 Disable Device: (Int) 30+0=30 Forgery: (Int) 30+0=30 Knowledge: (Int) 30+0=30 Knowledge (Life Sciences): (Int) 30+0=30 Repair: (Int) 30+0=30 Research: (Int) 30+0=30 Search: (Int) 30+0=30
Listen: (Wis) 10+0=10 Read Lips: (Wis) 10+0=10 Sense Motive: (Wis) 10+0=10 Spot: (Wis) 10+0=10 Survival: (Wis) 10+0=10 Alchemy: (Wis) 10+0=10 Treat Injury: (Wis) 10+149=159
Bluff: (Cha) 3+0=3 Diplomacy: (Cha) 3+0=3 Disguise: (Cha) 3+0=3 Gather Information: (Cha) 3+0=3 Handle Animal: (Cha) 3+0=3 Intimidate: (Cha) 3+0=3 Innuendo: (Cha) 3+0=3 Perform Flute: (Cha) 3+0=3 Perform Song: (Cha) 3+0=3 Perform Dance: (Cha) 3+0=3 Seduction: (Cha) 3+200=203
Fuuin Jutsu: (Int) 30+0=30 Kawarimi: 0 Kunai: 0 Shuriken: 0 Ninja Weapons: 0 Sneak Attack: 0
~Possessions~
Money: Ryo: x1000
Equipment:
Kunai: The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be throw to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut. Damage: 1 - 3 + Str. mod. In melee Damage (ranged): 1 - 4 + Dex. mod. Range: Melee or Ranged 50 Ft. Special: Can be used in both melee and ranged combat. Amount: x50
Shuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal. Damage: 1 - 2 + Dex. mod. Range: 40 ft. Special: Can throw six shuriken per turn. "In other words 3 from each hand." Amount: x50
Possessions: Wooden flute
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Posted: Mon Jul 14, 2008 7:06 pm
User-name: Crazy Al-kun Posting: I try to every day, but don't count on it Time zone: Eastern
~Character Data~
Name:Sana Naraku Village: Taki Clan/Bloodline: Naraku Element Affinity: Water Age: 13 Gender:Female Rank:Academy student
~Appearance~
(Ninja Gear)
(Casual wear)
Headband: Worn as a belt-buckle, and the plate is circular. (this only applies to when she graduates) Height:5'1" Weight:90 pounds Hair: Red, and long, almost to the butt Eyes:green Physical Description: short, slim, and beautiful. Clothing:A green T-shirt and brown pants with black belt when lounging around, her ninja gear is a little different. Her hair is tied up, she is dressed in all black, like a real ninja's costume. It has sandals that are strapped around her legs tightly. Her top is like a tank-top, with the collar folded to cover her neck slightly. Her pants are like arabian, only they stop short at the shin. She wears black gloves that go up to the elbow, with sheaths crossing on her butt for her knives.[ Background: She was born in Takigakure, a very normal child, except for her small stature. Her father and mother were ANBU for the Takikage before Nakamura. Her childhood was a normal one, playing around, having fun, learning from things around her, anything a child should be doing. There was no real traumatizing event in her childhood. When she entered the academy at age 6, she found out that life wasn't a basket of roses. She couldn't pay attention in class worth her life, and ended up just passing for her first 3 years. Then her father went out on a special mission, and has yet to come back. Since then, she has failed twice, barely passed once, and currently doesn't get a word of the lessons. Lately, Arashi has been tutoring her. Personality: Always upbeat, except when it comes to schoolwork. She gets frustrated easily, and her temper is easily triggered. Other: She has a secret crush on Arashi.
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~ LV. 1 Experience:[0/100] Hp:9 Cp:1 MHp:9
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Strength:10 | mod = 0 Dexterity:9 | mod = 0 Constitution:8 | mod = -1 Intelligence:8 | mod = -1 Wisdom:8 | mod = -1 Charisma:13 | mod = +1 Chakra:6 | mod = -2 Dodge Bonus:9
Base Attack Bonus:1 Attack Melee:1 Attack Ranged:1
Base Save Bonus:0 Fort:0 Rex:0 Will:-1
Damage: 1-6 Taijutsu: Knives: [any other weapon you use]
~Skills~
>>>PLEASE INCLUDE ONLY THE ONES YOU ARE SUPPOSED TO HAVE AS YOU HAVE A LIMITED AMOUNT OF SKILLS. FOR MORE INFORMATION CHECK THE 'SKILLS' SECTION OF THE STEP BY STEP THREAD. ALSO PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<
Swim: (Str)
Balance: (Dex) Escape Artist: (Dex) Hide: (Dex) Move Silently: (Dex) Sleight of Hand: (Dex) Tumble: (Dex) Use Rope: (Dex) Perform Puppet Play: (Dex)
Concentration: (Con)
Chakra Control: (Int) Craft: (Int) Disable Device: (Int) Forgery: (Int) Knowledge: (Int) Repair: (Int) Research: (Int) Search: (Int)
Alchemy: (Wis) Listen: (Wis) Read Lips: (Wis) Sense Motive: (Wis) Spot: (Wis) Survival: (Wis) Treat Injury: (Wis)
Bluff: (Cha) Diplomacy: (Cha) Disguise: (Cha) Gather Information: (Cha) Handle Animal: (Cha) Intimidate: (Cha) Innuendo: (Cha) Perform: (Cha) Seduction: (Cha)
Ninjutsu: (Chk) Genjutsu: (Int) Taijutsu: (Str) Fuuin Jutsu: (Int) Kawarimi: Kunai: Shuriken: Ninja Weapons: Sneak Attack:
~Possessions~
Money:
Ryo:
Equipment:
Valuables
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Posted: Mon Aug 04, 2008 8:58 am
User-name: Carlos Ralfer Posting: Whenever I feel like it Time zone: Eastern Standard Time US ~Character Data~ Name: Michisuu "Ace" Sasuke Village: Takigakure Clan/Bloodline: Michisuu Element Affinity: Wind and Water Age: 23 Gender: Male Rank: ANBU ~Appearance~ Headband: Black band tied around his neck Height: 5'10 Weight: 131lb Hair: Black Eyes: Black Physical Description: A bit lanky and somewhat rough around the edges. Short hair in spiky format and a long ponytail down his back. Lots of tattoos of various renditions of Lady Luck on his body. Clothing: Other than the ANBU attire, he does carry around his ANBU mask which has a half burned Ace of Spades card placed on the forehead of a tiger mask. His normal clothes tend to be a black t-shirt and long baggy cargo jeans. He also wears combat boots with steel plates in the front. Background: The eldest of the Michisuu children. He became ANBU at the age of 16 and now serves as the Takikage's personal bodyguard...not that he does much work. His theory is that he can handle herself. Personality: He is considered a bit of a pompus idiot due to his flirty attitude and aloft nature. However, he is very intellegent but a pompous when it comes to things such as range weapons and attacks due to that being his specialty Other: He always wears his ANBU mask. If he's not in proper attire, he wears it on the side of his neck somewhat loosly. Missions: S: A: B: C: D: Jutsu: Clan Jutsu - Hiku Koto no Un Jutsu [Luck of the Draw Jutsu] Description of Jutsu: This is an ability more than a jutsu. The general gist of this jutsu is to increase the power of the users next jutsu by whatever factor of the card they pulled. All number cards increase the next jutsu by that much. (If they roll at 2, then they multiply the damage of their next jutsu by 1.2. If a 5, then 1.5). The 10, 11 and 12 rolls mean you pull the Jack, Queen and King cards respectivly. The Jack card grants a bonus of *2 to the damage of the next jutsu. The Queen card grants 2.5 times the damage. The King grants 4 times the damage of your next jutsu. Rank: D rank Cp Cost: Varies depending on card pulled: Pull a 2, pay 20 Cp/ pull a 3, pay 30 CP and so forth and so on. Damage: Varies depending on card pulled. Requirements: Member of clan, Pack of cards specially made by the member, Chakra Control +5 Training: None, basic jutsu taught to members from youth Special: *Each deck only has 4 of every card and thus you can only pull a certain number card 4 times. If you pull a number 5 times, on the 5th time you pull a Joker card which can be any value from 1.2 to 2 that the user wants. A 6th pull or more will result in a loss of turn. Kourigashi Jutsu [Loan Shark Jutsu] Description of Jutsu: Pulling a card from the deck, the user can actually use the chakra within the card instead of their own chakra, effectivly lowering or negating the cost of the next jutsu they use. All number cards are worth their value times 10 (pull a 2 and multiply it by 10 to get 20 subtracted CP). Pulling a 1 will give you no chakra. Pulling a 12 will give you a 150 CP subtraction. Rank: C Cp Cost: None Damage: None Requirements: Member of clan, Pack of cards specially made by the member, Lvl 11 or higher Training: 2 Days Special: If the card pulled is worth more chakra than the jutsu used, the card is still spent and extra chakra will not be carried over. Kaado Shouheki no Jutsu (Jutsu of the Card Barrier) Description of Jutsu: A very strange jutsu. Using the chakra in the card drawn as a catalyst, the user infuses their own chakra into the card and puts up an inpenitable barrier of cards around their body. The barrier blocks all attacks but it has one major flaw. If the barrier is broken, the user suffers a stun for one turn. To break the barrier, the attacker simply needs to land more attacks than the number on the card. Say the user draws a 5, then the barrier can stop up to 5 attacks before braking. Of course, the attacker doesn't see the number on the card. Also, if the attackers DC is 1.5 times the Ninjutsu DC of this jutsu, the barrier suffers 2 hits instead of one. Rank: A Cp Cost: 50 + variable by card (20 * card number. Face cards are worth 10) Damage: N/A Requirements: member of clan, Chakra Control 30+, Dex mod 20+ Training: 5 days Special: *User cannot launch any attacks while barrier is up, however, they can activate the barrier during opponenets attack if their dodge bonus/ save beats the attackers DC by 10 points. *Number of blocks can be increased each turn by drawing another card and paying the base cp + 10. Can only be done 3 times. Ha Kaado no Jutsu (Art of the Bladed Card) Description of Jutsu: This is a fighting style unique to the Michisuu family. Using simingly ordinary cards, the family has perfected a long range fighting style that throws cards at an amazing rate much like Kunai or Shuriken. Granted, they don't do as much damage as said weapons but they can have added effects. Rank: E Cp Cost: N/A Damage: 1-2 + dex mod per card thrown. Requirements: member of Clan, Dex 5+ Training: learned at young age Special: *4 cards can be thrown in one attack turn. Jutsu Name: Okuri He no Ritaan (Return to Sender Jutsu) Description of Jutsu: A somewhat odd jutsu that uses slight chakra strings to summon cards used in the Ha Kaado no Jutsu back to the user so as not to run out as fast. Rank: D Cp Cost: 1 cp per card Damage: N/A Requirements: Member of clan, must have used Ha Kaado no Jutsu style first, Chakra Control 10+ Training: 1 day Special: Can only retrieve cards that are still in tact. All cards that are destroyed or drained of chakra cannot be retracted this way. Jutsu Name: Buraindo no To Jutsu (Blind Bet Jutsu) Description of Jutsu: This jutsu is an enhancer to the Ha Kaado no Jutsu. Agitating the chakra in the cards, the user throws them just like normal. Aggitation of the chakra causes the cards to become like concussion bombs. Rank: C rank Cp Cost: 10 per card used Damage: Ha Kaado no Jutsu damage + half of (10 * card value) Requirements: Member of clan, Ha Kaado no Jutsu used, Chakra Control 20+ Training: 2 days Special:* Damage is compounded. Jutsu Name: Kouki na Furasshu no Jutsu(Royal Flush Jutsu) Description of Jutsu: This is a very high powered jutsu that can easilly destroy anyone it touches. However it leaves the user without a single card to use afterwards. Moving at almost blinding speed thanks to chakra flowing through their arms, the user throws every card left in their deck at a single target or as a spread. The last card thrown is always the joker which acts as a bomb to set off all the cards that connect. Rank: S Cp Cost: 100 + 10 per card thrown OR 120 + 10 per card + Buraindo CP Damage: Ha Kaado no Jutsu damage+ 40 + 2 per 10 points in shuriken skill OR Buraindo no Jutsu damage + 40 +2 per 10 points in shuriken skill Requirements: Member of clan, Ha Kaado no Jutsu learned, Dex 70+, Chakra Control 70+, Shuriken Skill 30+ Training: 20 Days Special: *Buraindo no Jutsu can be used along with this jutsu to cause higher damage. *If used on multiple targets, the first target aimed at get half the damage and all other targets get 1/4 the total damage. Ninjutsu- Bunshin no Jutsu Henge no Jutsu (Transformation Technique) Kakuremino no Jutsu (Cloak of Invisibility Technique) Kawarimi no Jutsu (Replacement Technique) Nawanuke no Jutsu (Rope Escape Technique) Shunshin no Jutsu (Body Flicker Technique) 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 Jutsu. Cp cost: 30 Damage: N/A Requirements: Chakra 20+ Level 15+ Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation. Training days: 10 days Special: This jutsu is broken upon impact. Dokugiri (Poison Mist) The user breathes out a toxic gas from their body that can also be used as a handy smokescreen. Cp cost: 30 Damage: N/A "poison" Requeriments: Int 30+ Chakra 30+ Training days: 12 days Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke Reflex Save: 10 + half character level + half chakra mod. "To avoid" Fort: 10 + half character level + half chakra mod. To resist the poison. Sakura Fubuki no Jutsu (Sakura Blizzard Technique) Sakura hurls several kunai at her opponent, each with a small sack of miniature explosive tags attached. The opponent, while deflecting the kunai, will cause the sacks to break and scatter the tags on themselves and the area around them. Sakura merely has to throw another kunai with an explosive tag to ignite them, thus catching her opponent in an immense explosion. Cp cost: Cost to activate any and all tags Damage: Depends on kunais and exploding tags used. Requirements: Must have the necessary equipment. Kunai/Shuriken skill 20+ (whichever applies), Bomb Tag Activation Jutsu learned Training days: N/A Special: Any bag attached to regular kunai can hold up to 5 bomb tags. Shuriken bags can hold up to 2 tags. Shuriken Kage Bunshin no Jutsu (Shuriken Shadow Clone Technique) Similar to Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), the user throws one shuriken at the victim and then uses this jutsu to create multiple copies of the shuriken to make the attack more powerful. Cp cost: 5 per shuriken Damage: Normal shuriken damage Requirements: Kage Bunshin. At least one shuriken, Chakra Control 50+, Shuriken Skill 40+ Training days: 6 Days. Genjutsu- Taijutsu- Summoning Contract- ~Stats~ LV. 35 Experience: Hp: 840 Cp: 875 MHp: 840 Strength: 14+10=24 | mod = 7 Dexterity: 14+46=60 | mod = 25 Constitution: 14+22=38 | mod = 14 Intelligence: 14+26=40 | mod = 15 Wisdom: 14+24=38 | mod = 14 Charisma: 14 | mod = 2 Chakra: 14+40=54 | mod = 22 Dodge Bonus: 49 Base Attack Bonus: 35/30/25/20/15/10/5 Attack Melee: 42/37/32/27/22/17/12 Attack Ranged: 60/55/50/45/40/35/30 Base Save Bonus: 27 Fort: 41 Rex: 52 Will: 41 Damage: Taijutsu: 8-13 Ranged: 26-31 [any other weapon you use] ~Skills~ Skill: 25 skill Points: 525 Swim: (Str) Balance: (Dex) Escape Artist: (Dex) Hide: (Dex) Move Silently: (Dex) Sleight of Hand: (Dex) Tumble: (Dex) Use Rope: (Dex) Perform Puppet Play: (Dex) Concentration: (Con) Chakra Control: (Int) 15+125=140 Craft: (Int) Disable Device: (Int) Forgery: (Int) Knowledge: (Int) Repair: (Int) Research: (Int) Search: (Int) Alchemy: (Wis) Listen: (Wis) Read Lips: (Wis) Sense Motive: (Wis) Spot: (Wis) Survival: (Wis) Treat Injury: (Wis) Bluff: (Cha) Diplomacy: (Cha) Disguise: (Cha) Gather Information: (Cha) Handle Animal: (Cha) Intimidate: (Cha) Innuendo: (Cha) Perform: (Cha) Seduction: (Cha) Ninjutsu: (Chk) 22+300=322 Genjutsu: (Int) Taijutsu: (Str) Fuuin Jutsu: (Int) Kawarimi: Kunai: 50 Shuriken: 50 Ninja Weapons: Sneak Attack: ~Possessions~ Money: Ryo: Equipment: 5x Pack of Cards 30x Kunai 100x Shuriken 200x Senbon Valuables////////////////////////////////////////////////////////// ~Character Data~
Name: Michisuu "King" Author Village: Takikage Clan/Bloodline: Michisuu Element Affinity: Fire and Earth Age: 22 Gender: Male Rank: ANBU
~Appearance~
Headband: White band stained with blood spots. He wears it on his forehead like normal Height: 6'2 Weight: 210 Hair: White Eyes: Blue Physical Description: Large and physically strong but faster than he seems. Has several scars on his body. Clothing: He, surprisingly enough, likes to wear suits and other stiff things unless on duty. His mask is that of a bear with scars across the eye. Background: He is the 'sheild' of the 3 brothers and the 2nd oldest although you wouldn't know it from looking at him. He towers over the other members of his family and sometimes uses that to intimidate others. He originally had goals to be the leader of his clan but, after tragic event he had since lost interest in leading. Personality: He can come off as cold due to how little he speaks but it's actually quite shy when dealing with new people or people of power. However, anyone that knows him knows how softhearted he can be. Other: He has an unexplained scar over his left eye.

Missions:
S: A: B: C: D:
Jutsu:
Clan Jutsu -
Jutsu Name: Hiku Koto no Un Jutsu [Luck of the Draw Jutsu] Description of Jutsu: This is an ability more than a jutsu. The general gist of this jutsu is to increase the power of the users next jutsu by whatever factor of the card they pulled. All number cards increase the next jutsu by that much. (If they roll at 2, then they multiply the damage of their next jutsu by 1.2. If a 5, then 1.5). The 10, 11 and 12 rolls mean you pull the Jack, Queen and King cards respectivly. The Jack card grants a bonus of *2 to the damage of the next jutsu. The Queen card grants 2.5 times the damage. The King grants 4 times the damage of your next jutsu. Rank: D rank Cp Cost: Varies depending on card pulled: Pull a 2, pay 20 Cp/ pull a 3, pay 30 CP and so forth and so on. Damage: Varies depending on card pulled. Requirements: Member of clan, Pack of cards specially made by the member, Chakra Control +5 Training: None, basic jutsu taught to members from youth Special: *Each deck only has 4 of every card and thus you can only pull a certain number card 4 times. If you pull a number 5 times, on the 5th time you pull a Joker card which can be any value from 1.2 to 2 that the user wants. A 6th pull or more will result in a loss of turn.
Jutsu Name: Kourigashi Jutsu [Loan Shark Jutsu] Description of Jutsu: Pulling a card from the deck, the user can actually use the chakra within the card instead of their own chakra, effectivly lowering or negating the cost of the next jutsu they use. All number cards are worth their value times 10 (pull a 2 and multiply it by 10 to get 20 subtracted CP). Pulling a 1 will give you no chakra. Pulling a 12 will give you a 150 CP subtraction. Rank: C Cp Cost: None Damage: None Requirements: Member of clan, Pack of cards specially made by the member, Lvl 11 or higher Training: 2 Days Special: If the card pulled is worth more chakra than the jutsu used, the card is still spent and extra chakra will not be carried over.
Jutsu Name: Kaado Shouheki no Jutsu (Jutsu of the Card Barrier) Description of Jutsu: A very strange jutsu. Using the chakra in the card drawn as a catalyst, the user infuses their own chakra into the card and puts up an inpenitable barrier of cards around their body. The barrier blocks all attacks but it has one major flaw. If the barrier is broken, the user suffers a stun for one turn. To break the barrier, the attacker simply needs to land more attacks than the number on the card. Say the user draws a 5, then the barrier can stop up to 5 attacks before braking. Of course, the attacker doesn't see the number on the card. Also, if the attackers DC is 1.5 times the Ninjutsu DC of this jutsu, the barrier suffers 2 hits instead of one. Rank: A Cp Cost: 50 + variable by card (20 * card number. Face cards are worth 10) Damage: N/A Requirements: member of clan, Chakra Control 30+, Dex mod 20+ Training: 5 days Special: *User cannot launch any attacks while barrier is up, however, they can activate the barrier during opponenets attack if their dodge bonus/ save beats the attackers DC by 10 points. *Number of blocks can be increased each turn by drawing another card and paying the base cp + 10. Can only be done 3 times.
Ninjutsu-
Bunshin no Jutsu
Henge no Jutsu (Transformation Technique)
Kakuremino no Jutsu (Cloak of Invisibility Technique)
Kawarimi no Jutsu (Replacement Technique)
Nawanuke no Jutsu (Rope Escape Technique)
Shunshin no Jutsu (Body Flicker Technique)
Doton: Doryu Dango (Earth Release: Earth Mausoleum Dumpling) The user is able to overturn the earth into a large dumpling shape chunk of earth the size of a mausoleum. Using their immense strength, they can lift up the ball and hurl it at his opponent, flattening everything in its path. Cp cost: 30 Damage: 40 - 80 + str mod Requirements: Str 30+ Chakra 30+, Earth Affinity Training days: 15 days Special: Cp cost is nulled if user succeeds on a strength check of DC 40.
Doton: Doryuheki (Earth Release: Earth Style Wall) The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall. Cp cost: 70 Damage: N/A Requirements: Chakra 35, Earth Affinity, Chakra Control 40+ Training days: 14 days Special: *Gives full cover bonus to next attack launched at user so long as attack is not an area effect jutsu. If an area effect jutsu is the next attack, you take only half damage.
Genjutsu-
Taijutsu-
Gouken (Strong Fist) Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage. Damage: Increases normal taijutsu damage to 5-12 Requirements: Taijutsu 20 ranks. Training days: Must keep training all the time.
Konoha Reppu (Leaf Gale) Using their quickness and agility, the user performs a spinning kick to sweep their opponent off their feet. Damage: Taijutsu damage. Requirements: Gouken style fighting. Taijutsu 18 Training days: 4 days. Special: With this technique you can hit all enemies around you in melee instead of using one attack turn per enemy.
Hirate Buraindo (Blind palm) A taijutsu technique focused on the basics of Choy Lee fut and Buddah`s palm techniques In which the person uses the palms of his hands and his flat foot not only to hit the opponent but also throw him off guard by pushing him back with the blow, not using his strength but speed in his blows. The user concentrates Chakra in his palms and feet. when hitting, the wind created with the speed is molded with the chakra to create a push back force. Needs to be activated but lasts until the user desires to deactivate it But the fast movements it requires enemy wears the body out if used for too much time Cp cost: 6 cp to activate and remains for 1 turn / -2cp more each time its activated after the second time Damage: taijutsu damage + half chakra mod. + half str mod/ -30 hp to user per activation Requirements: Wind affinity Str 30+, Dex 40+, Con 30+, Chk 40+, Taijutsu 40+ Ranks, Chakra Control 40+ Ranks Training days: 12 Days Special: Even the attack it misses the opponent still receives half damage because of the push-back force of the wind. can only be activated twice in battle after that it will cost 2cp more each time activated, Uses Dex instead of strength to attack. ex: -active 1= -6cp -active 2= -6cp -active 3= -8cp -active 4= -10cp and so on!
1. Opening (Initial) releases the brain's limit on the total strain on the muscles. Hp Cost: 50 Hp and 10 per turn to hold it Damage: - Requirements: Taijutsu 30 ranks, Gouken Training: 25 days Special: Opening the first gate gives the user +6 strength and dexterity but -30 CP [chakra is expelled from the body making it wasted]
2. Rest (Heal / Energy) releases the brain's limit on the body's stamina, making a battle-worn person become miraculously ready to fight as if the fight had just started. Hp Cost: 80 HP and 20 per round held Damage: - Requirements: Taijutsu 40 ranks, Gouken, Initial opened Training: 27 days Special: Opening the second gate gives the user +16 strength and dexterity but -40 CP. *Also, it refills the users HP and MHP to 90% of the max amount BEFORE taking the initial damage.
Summoning Contract-
~Stats~ LV. 35 Experience: Hp: 1050 Cp: 525 MHp: 770
Strength: 14+46=60 | mod = 25 Dexterity: 14+36=50 | mod = 20 Constitution: 14+36=50 | mod = 20 Intelligence: 14+10=24 | mod = 7 Wisdom: 14+20=34 | mod = 12 Charisma: 14 | mod = 2 Chakra: 14+20=34 | mod = 12 Dodge Bonus: 42
Base Attack Bonus: 35/30/25/20/15/10/5 Attack Melee: 60/55/50/45/40/35/30 Attack Ranged: 55/50/45/40/35/30/25
Base Save Bonus: 27 Fort: 47 Rex: 47 Will: 39
Damage: Taijutsu: 26-31 Range: 21-26 [any other weapon you use]
~Skills~ Skill: 17 skill Points: 245
Swim: (Str)
Balance: (Dex) Escape Artist: (Dex) Hide: (Dex) Move Silently: (Dex) Sleight of Hand: (Dex) Tumble: (Dex) Use Rope: (Dex) Perform Puppet Play: (Dex)
Concentration: (Con)
Chakra Control: (Int) 12+25=37 Craft: (Int) Disable Device: (Int) Forgery: (Int) Knowledge: (Int) Repair: (Int) Research: (Int) Search: (Int)
Alchemy: (Wis) Listen: (Wis) Read Lips: (Wis) Sense Motive: (Wis) Spot: (Wis) Survival: (Wis) Treat Injury: (Wis)
Bluff: (Cha) Diplomacy: (Cha) Disguise: (Cha) Gather Information: (Cha) Handle Animal: (Cha) Intimidate: (Cha) 2+45=47 Innuendo: (Cha) Perform: (Cha) Seduction: (Cha)
Ninjutsu: (Chk) Genjutsu: (Int) Taijutsu: (Str) 25+150=175 Fuuin Jutsu: (Int) Kawarimi: Kunai: Shuriken: Ninja Weapons: Sneak Attack:
~Possessions~
Money:
Ryo:
Equipment: 5x Pack of Cards 10x Kunai 10x Shuriken Leather Gloves
Valuables//////////////////////////////////////////////////////////////// ~Character Data~
Name: Michisuu "Joker" Kage Village: Takigakure Clan/Bloodline: Michisuu Element Affinity: Lightning and Wind Age: 21 Gender: Male Rank: ANBU
~Appearance~
Headband: A custom headband with various skull and other pictures on it...not very ninja-ish but he wears it on the back of his belt anyway. Height: 5'9 Weight: 149lb Hair: Colored various shades depedning on whatever he feel like Eyes: Red due to contacts Physical Description: No one really knows how his body looks as he is usually seen wearing clothing that covers his body. Clothing: He wears a drama mask instead of his given ANBU mask. His clothing is usually very covering and varies about colors depending on his mood. Background: As his nickname suggests, he is a prankster and has gotten into much trouble do to this. He turned his life around when he original met one of the elders of his clan and changed his life due to that experience. No one knows what was told to him but he is a better person due to it. Personality: A joker and constantly at the forefront of multiple jokes. He's not above pulling a prank even on the Kage nd Daimyo. Of course, he's almost never caught. Other:

Missions:
S: A: B: C: D:
Jutsu:
Clan Jutsu - Jutsu Name: Hiku Koto no Un Jutsu [Luck of the Draw Jutsu]
Description of Jutsu: This is an ability more than a jutsu. The general gist of this jutsu is to increase the power of the users next jutsu by whatever factor of the card they pulled. All number cards increase the next jutsu by that much. (If they roll at 2, then they multiply the damage of their next jutsu by 1.2. If a 5, then 1.5). The 10, 11 and 12 rolls mean you pull the Jack, Queen and King cards respectivly. The Jack card grants a bonus of *2 to the damage of the next jutsu. The Queen card grants 2.5 times the damage. The King grants 4 times the damage of your next jutsu. Rank: D rank Cp Cost: Varies depending on card pulled: Pull a 2, pay 20 Cp/ pull a 3, pay 30 CP and so forth and so on. Damage: Varies depending on card pulled. Requirements: Member of clan, Pack of cards specially made by the member, Chakra Control +5 Training: None, basic jutsu taught to members from youth Special: *Each deck only has 4 of every card and thus you can only pull a certain number card 4 times. If you pull a number 5 times, on the 5th time you pull a Joker card which can be any value from 1.2 to 2 that the user wants. A 6th pull or more will result in a loss of turn.
Jutsu Name: Kourigashi Jutsu [Loan Shark Jutsu]
Description of Jutsu: Pulling a card from the deck, the user can actually use the chakra within the card instead of their own chakra, effectivly lowering or negating the cost of the next jutsu they use. All number cards are worth their value times 10 (pull a 2 and multiply it by 10 to get 20 subtracted CP). Pulling a 1 will give you no chakra. Pulling a 12 will give you a 150 CP subtraction. Rank: C Cp Cost: None Damage: None Requirements: Member of clan, Pack of cards specially made by the member, Lvl 11 or higher Training: 2 Days Special: If the card pulled is worth more chakra than the jutsu used, the card is still spent and extra chakra will not be carried over.
Jutsu Name: Kaado Shouheki no Jutsu (Jutsu of the Card Barrier) Description of Jutsu: A very strange jutsu. Using the chakra in the card drawn as a catalyst, the user infuses their own chakra into the card and puts up an inpenitable barrier of cards around their body. The barrier blocks all attacks but it has one major flaw. If the barrier is broken, the user suffers a stun for one turn. To break the barrier, the attacker simply needs to land more attacks than the number on the card. Say the user draws a 5, then the barrier can stop up to 5 attacks before braking. Of course, the attacker doesn't see the number on the card. Also, if the attackers DC is 1.5 times the Ninjutsu DC of this jutsu, the barrier suffers 2 hits instead of one. Rank: A Cp Cost: 50 + variable by card (20 * card number. Face cards are worth 10) Damage: N/A Requirements: member of clan, Chakra Control 30+, Dex mod 20+ Training: 5 days Special: *User cannot launch any attacks while barrier is up, however, they can activate the barrier during opponenets attack if their dodge bonus/ save beats the attackers DC by 10 points. *Number of blocks can be increased each turn by drawing another card and paying the base cp + 10. Can only be done 3 times.
Jutsu Name: Ha Kaado no Jutsu (Art of the Bladed Card) Description of Jutsu: This is a fighting style unique to the Michisuu family. Using simingly ordinary cards, the family has perfected a long range fighting style that throws cards at an amazing rate much like Kunai or Shuriken. Granted, they don't do as much damage as said weapons but they can have added effects. Rank: E Cp Cost: N/A Damage: 1-2 + dex mod per card thrown. Requirements: member of Clan, Dex 5+ Training: learned at young age Special: *4 cards can be thrown in one attack turn.
Jutsu Name: Okuri He no Ritaan (Return to Sender Jutsu) Description of Jutsu: A somewhat odd jutsu that uses slight chakra strings to summon cards used in the Ha Kaado no Jutsu back to the user so as not to run out as fast. Rank: D Cp Cost: 1 cp per card Damage: N/A Requirements: Member of clan, must have used Ha Kaado no Jutsu style first, Chakra Control 10+ Training: 1 day Special: Can only retrieve cards that are still in tact. All cards that are destroyed or drained of chakra cannot be retracted this way.
Jutsu Name: Buraindo no To Jutsu (Blind Bet Jutsu) Description of Jutsu: This jutsu is an enhancer to the Ha Kaado no Jutsu. Agitating the chakra in the cards, the user throws them just like normal. Aggitation of the chakra causes the cards to become like concussion bombs. Rank: C rank Cp Cost: 10 per card used Damage: Ha Kaado no Jutsu damage + half of (10 * card value) Requirements: Member of clan, Ha Kaado no Jutsu used, Chakra Control 20+ Training: 2 days Special:* Damage is compounded.
Jutsu Name: Kouki na Furasshu no Jutsu(Royal Flush Jutsu) Description of Jutsu: This is a very high powered jutsu that can easilly destroy anyone it touches. However it leaves the user without a single card to use afterwards. Moving at almost blinding speed thanks to chakra flowing through their arms, the user throws every card left in their deck at a single target or as a spread. The last card thrown is always the joker which acts as a bomb to set off all the cards that connect. Rank: S Cp Cost: 100 + 10 per card thrown OR 120 + 10 per card + Buraindo CP Damage: Ha Kaado no Jutsu damage+ 40 + 2 per 10 points in shuriken skill OR Buraindo no Jutsu damage + 40 +2 per 10 points in shuriken skill Requirements: Member of clan, Ha Kaado no Jutsu learned, Dex 70+, Chakra Control 70+, Shuriken Skill 30+ Training: 20 Days Special: *Buraindo no Jutsu can be used along with this jutsu to cause higher damage. *If used on multiple targets, the first target aimed at get half the damage and all other targets get 1/4 the total damage.
Ninjutsu-
Bunshin no Jutsu
Henge no Jutsu (Transformation Technique)
Kakuremino no Jutsu (Cloak of Invisibility Technique)
Kawarimi no Jutsu (Replacement Technique)
Nawanuke no Jutsu (Rope Escape Technique)
Shunshin no Jutsu (Body Flicker Technique)
Genjutsu-
Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique) Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion. Cp cost: 20 Damage: 10 - 25 + int mod + Genjutsu bonus Requirements: Genjutsu 15 Ranks Training days: 5 days. Will Save:10 + half user's level + half int mod + half wis mod Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls
Kage Yuuwaku no Jutsu (Shadow Seduction) The victim of this Genjutsu is engulfed by pure darkness, sending them into the deepest abyss of nothingness. Here, they face a back and white, contrast figure of their greatest fantasies?! This monster is generated, not by the user of the genjutsu, but the mind of the victim. The victim is forced to overcome their greatest desire, or fall prey to it, and succumb to it, trapped forever in this illusion, or at least until the user releases them. However, not many can bring themselves to this, and are too infatuated to fight back. The user can even use this genjutsu as a form of interesting interrogation, by projecting his or her voice from the monster to gather information. Cp cost: 20 + 5 per post. Damage: 15 + 5 per turn Requirements: 20 Genjutsu, 10 Seduction Training: 3 Days Will Save: 10 + half user's level + half int mod + half wis mod + 2 per 10 ranks in Seduction Resist Seduction-Interrogation DC: 10 + Seduction Roll
Shi no Kumi no Jutsu (Death Foreseeing Technique) This jutsu is much like the 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 Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter Requirements: Genjutsu 90 Training: 18 days Will Save: 20 + half Character Level + half Int Mod + half Wis Mod Special: -10 to all checks
Taijutsu-
Summoning Contract-
~Stats~ LV. 35 Experience: Hp: Cp: MHp:
Strength: 14 | mod = 2 Dexterity: 14+36=50 | mod = 20 Constitution: 14+10=24 | mod = 7 Intelligence: 14+36=50 | mod = 20 Wisdom: 14+46=60 | mod = 25 Charisma: 14+30=44 | mod = 17 Chakra: 14+10=24 | mod = 7 Dodge Bonus: 55
Base Attack Bonus: 35/30/25/20/15/10/5 Attack Melee: 37/32/27/22/17/12/7 Attack Ranged: 55/50/45/40/35/30/25
Base Save Bonus: 17 Fort: 24 Rex: 37 Will: 42
Damage: Taijutsu: 3-8 Range: 21-26 [any other weapon you use]
~Skills~ Skill: 30 skill Points: 700
Swim: (Str)
Balance: (Dex) Escape Artist: (Dex) Hide: (Dex) Move Silently: (Dex) Sleight of Hand: (Dex) Tumble: (Dex) Use Rope: (Dex) Perform Puppet Play: (Dex)
Concentration: (Con) 7+50=57
Chakra Control: (Int) 20+100=120 Craft: (Int) Disable Device: (Int) Forgery: (Int) Knowledge: (Int) Repair: (Int) Research: (Int) Search: (Int)
Alchemy: (Wis) Listen: (Wis) Read Lips: (Wis) Sense Motive: (Wis) Spot: (Wis) Survival: (Wis) Treat Injury: (Wis)
Bluff: (Cha) 17+200=217 Diplomacy: (Cha) Disguise: (Cha) 17+50=67 Gather Information: (Cha) Handle Animal: (Cha) Intimidate: (Cha) Innuendo: (Cha) Perform: (Cha) Seduction: (Cha)
Ninjutsu: (Chk) Genjutsu: (Int) 20+300=320 Taijutsu: (Str) Fuuin Jutsu: (Int) Kawarimi: Kunai: Shuriken: Ninja Weapons: Sneak Attack:
~Possessions~
Money:
Ryo:
Equipment: 5x Pack of card Nin-to 10x Kunai 20x Shuriken 10x Smoke Bomb
Valuables
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Posted: Mon Aug 10, 2009 3:46 pm
TO BE RE-EDITED WITH THE RELEASE OF BETA User-name: Goodnight Gravity Posting: At least 1-2 a week. Ideally every day. Time zone:PST  ~Character Data~
Name: Tsukuyomi Ii [sewk-yo-mee ee] Alias: Takigakure no Mekai Suiou "The Illuminating Water-King of Takigakure" Village: Takigakure Clan/Bloodline: Tsukuyomi Clan Clan Bonuses: +2 Chk for Every 5 Levels Gained Element Affinity: Water Age: 26 Gender: Male Rank: Jounin
~Appearance~
Headband: Polished steel on immaculate white cloth; Hangs loosely around neck. Height: 1.7 m Weight: 51 kg Hair: Opalescent white; Messy and untamed. Eyes: Steel Blue Physical Description: An athletic and sinewy man. He exudes a charming and personable air, however the lower part of his face is constantly concealed. Therefore, he can give the impression of being detached and immortally stoic. Clothing: Loose and immaculate white pants with pale-blue fringing. Torso is covered by a skin-tight black-mesh shirt and a flowing white cloak worn so as to conceal lower facial features such as the nose and mouth. Dark leather gloves and boots complete the uniform. Battle and mission accents include an ornate silver-gold and leather breastplate, silver-gold shoulder pauldrons, and silver-gold greaves and gauntlets. Background: Tsukuyomi Ii, son of Tsukuyomi Nobunaga, was born in the Village Hidden in the Waterfall. He graduated with below average marks in all of his studies, but became a very well known ninja among his fellow Taki shinobi. It wasn't until he failed his second chuunin exam that Ii began to come under the watch of the village elders. It was Ii's impressive display of the Water Release: Hand of Waves jutsu that caught their attention. Ii was able to perform this jutsu almost naturally, and to such an extent that it was powerful to cut through metal, land, and even people. Having failed his second attempt to become a chuunin, Ii left Takigakure and began training under the Takigakure's White Thunder, Obo Adachi. Ii trained with Adachi away from Takigakure for eight years, and during that time, became an exceedingly powerful ninja. He proved to be so strong with the water nature of chakra, that suijutsu could be performed even in the driest of terrain. Although his training was not yet complete, Adachi was called back to Takigakure and so Ii returned home. He found life in Takigakure to be difficult to readjust to, but returned to his tutelage under Tsukuyomi Nobunaga. Nobunaga was impressed with his son's growth in ninjutsu, but upset to see that he had been taught the Obo style of taijutsu. Ii's father then set forth a rigorous training regime to teach Ii the sacred Tsukuyomi-shiki. However, not wishing to betray his old master's teachings, Ii instead incorporated the new Tsukuyomi-shiki taijutsu into his Obo style and created a new style called the Reader of the Moon. Nobunaga, even more impressed with his son, gifted him with "Falcon" and "Hawk", the swords of the Tsukuyomi founder Hideyoshi. After his joint training with both Adachi and Nobunaga, Ii took on the Chuunin exams and passed easily. In fact, it wasn't long after that, that Ii was promoted to Co-Captain of Takigakure Squad 1. It was during this time that both Adachi and Nobunaga died at the hands of S-Class Missing-Nin Rubicante. Distraught, Ii set after Rubicante with vengeance in his heart. Eventually, he found Rubicante and attacked. Although Ii was defeated, Taki-nin save him from death. Ashamed from his loss, Ii secluded himself in the inner chambers of the Tsukuyomi Temple. And after seven days, he was struck by a vision of a regal golden dragon. Almost in a mad daze, Ii drew forth the ancient scroll of the Purple Forbidden Enclosure, a scroll that had been banned from use since its use by Tsukuyomi Hideyoshi. Ii summoned forth Kohryu, the Golden Dragon of the Center, and plead for his aid. Kohryu, who had reached out to ii through the vision, readily accepted. On the dawn of the eighth day, Ii emerged from the temple with a greater power, and sought out Rubicante once more. Upon finding him, Ii went into a frenzy and unleashed his newfound powers. With the help of the Four Elder Beasts, Rubicante was finally defeated. Ninja that had seen Ii's battle, those sent after him by the head of Takigakure, were amazed and gave him the title of Takigakure no Mekai Suiou. From there on, Ii became a devout Takigakure shinobi. He was promoted to the rank of Jounin, served time as a Taki Black Ops, and was even recommended for the position of Takigakure's head (though he turned down the recommendation and opted not to be considered).
Other:
Missions:
S: A: B: C: D:
Jutsu: *Red Marks Unmastered Jutsu Ninjutsu-
Bunshin no Jutsu (Clone Technique) 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 Int DC to see through a bunshin is 10 + 1/2 of the jutsu user's Chakra mod + 1/2 of the user's Int mod.
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 Requirements: Learn in the Academy. Training days: Academy time. Chakra control check DC: 10 Special: Add chakra mod to your Disguise check.
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.
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 2 [small objects, eg, kunai, shuriken] 8 [medium objects, eg. tanto, books] 15 [in between objects like katana] 25 [large objects, eg. human-sized puppets, kusarigama, nodachi] 40 [huge objects] Damage: N/A Requirements: Scroll, intelligence 20+, Fuuinjutsu 2/6/15/30/40 [depending on the size] Training days: 2/2/3/3/4 days, must be learnt in succession. So, huge items would take 2+2+3+3+4 = 14 days to learn.
Kuchiyose no Jutsu (Summoning Technique) This Jutsu, using a contract, Seal, and the user's blood, binds an animal to the user. The type of animal is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the animal can be summoned to perform a task or help the user in battle.
The summon usually is subservient to the summoner. However, the more powerful summons, for instance Gamabunta, or Manda, demand respect and loyalty from their summoners. Manda even demands hundreds of live human sacrifices.
Other types of summonings include even powerful objects, such as the Rashōmon gates. Cp cost: 50 Cp per rank. Example: Gamabunta would cost 200 chakra points while a small frog would cost 50 [There are four ranks. For more information check the Summonings Thread] Damage: Depending on summon's power. Requeriments: Chakra 30+ Training days: Depends on the quest.
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 Jutsu. Cp cost: 30 Damage: N/A Requirements: Chakra 20+ Level 15+ Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation. Training days: 10 days Special: This jutsu is broken upon impact.
Mizu Bunshin no Jutsu (Water Doppelganger Technique) Creates one or more identical copies of the user out of water. More similar to Kage Bunshin no Jutsu (Art of the Shadow Doppelganger) than to a normal Bunshin no Jutsu (Doppelganger Technique), these clones are capable of attacking, except for the fact that each clone's power is only half of the user. Also, the clones can only be controlled within a certain radius of the user. That is the technique's weakness. This is considered to be the Water Style equivalent to the Leaf Village's "Kage Bushin no Jutsu" (Shadow Doppelganger Technique) mainly because it divides up the user's attention and chakra to an extent. Rank: C Cp cost: 15 per clone Damage: Each clone has half of most of your stats Requirements: Be from Mizu or Taki or have Water Affinity and be taught by a shinobi from there. Training days: 3 days. Special: *Mizu Bunshin cannot perform any nin or genjutsu other than Water elements by themselves. They can, however, perform taijutsu that don't require CP. *Reflex and Dodge Bonus increased by half compared to user's base stats. *Clones have to stay within same thread as user and within eye or ear shot of them as well Clones HP: 10 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP
Suiton: Bakusui Shoha (Water Release: Exploding Water Shockwave) One can literally create water out of nothing. Kisame was able to cover a significant portion of desert while engaging Gai and his subordinates. Cp cost: 130 CP Damage: N/A Requirements: Water affinity. Chakra 80+ Training days: 20 days. Special: Creates a body of water in which to use other water jutsu. Also can make opponent lose footing. Footing dictated by a Balance check vs attacker's Ninjutsu DC
Kansei: Mizu no Kyuutai (Trap: Orb of Water) The victim of watery traps has an unkind fate to come. Water spreads up around the poor soul and they begin to drown. The lucky can break loose, but then they still have to face the caster of the jutsu. Cp Cost: 75 + 10 per holding post Damage: 60 - 80 + Chakra Mod + 2 per 10 points in Ninjutsu to Max Damage Requirements: Water Affinity, Chakra Control 30 Training: 20 days Special: Roll (Defender)1d20 + melee attack bonus vs. (User)1d20 + chakra control to escape from this jutsu. If you fail to escape, Roll a Fortitude check per turn of DC 20. The DC increases by 5 per roll. Upon failure, receive a -15 penalty to all checks made.
Mizukuri no Yaiba - Sword of Draining A Ninjutsu technique that utilizes water to create a sword. The sword can be wielded in the normal fashion, allowing the ninja to cut and stab like a normal blade. There is no need for a hilt, because the user's arm is consumed by the water, elongating their arm into the blade itself. While the water wears like a glove, the blade on the end of the hand is four feet long in addition to the length of the user's arm. Rank: S Cp cost: 135 to activate and wield sword. 20 per turn afterwards to maintain. Damage: 60-120 + Chakra mod Requirements: Water affinity, 80 Chakra Control, 80 Ninjutsu, 60 Concentration Training: 10 Days Special: If struck by the blade, victim looses 80 Cp per strike. Damage calculates normally after each successfull strike.
Suiton: Suishoha (Water Release: Water Shockwave) A large capacity of water is basically created out of nowhere. This water can then be directed at the targeted area. Cp cost: 100 Damage: 200 - 300 + chakra mod. Requirements: Water Affinity, Chakra 30+, Chakra Control 50+ Training days: 15 days
Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique) A powerful attack that creates a huge current of water, usually in the form of a dragon, sent towards the target. Cp cost: 200 without water source, 120 with. Damage: 150 - 250+ chakra mod. Requirements: Water Affinity. chakra 40+, Large source of water, Chakra Control 85+ Training days: 20 Days.
Suiton: Daibakure no Jutsu (Water Release: Huge Explosion Technique) The user creates an enormous, inescapable maelstrom to trap and drown the target. Cp cost: 200 CP Damage: 300 – 400 + chak mod Requirements: Needs a body of water, Chakra 50+, Chakra Control 60 +, Water Affinity. Training days: 20 days
Water Release: Pillar Corruption Type: S-Rank, Offensive, Short-Long Range (0-30m) Sends a large spinning pillar of water towards the opponent. Can only be performed when near a moderately large water source, and uses a large amount of chakra. It's a devastating jutsu that not only destroys the terrain, but will hone in on a chakra source. If the user is not carefull, it can back-fire and attack the user if the opponent manages to dodge it. CP: 300 cp Damage: 600-800 + 5 per 10 points in Ninjutsu Requirements: Water Source, Ninjutsu +60, Chakra Control +80, Spot + 50, Water Affinity Training: 50 Days Special: Must be near Water Source. Roll 1 d20. If it lands on 1, the jutsu backfires.
Tsukuyomi-shiki: (Tsukuyomi-Style: 1000 Hands of the Moon Goddess) Still In Development. Cp Cost: Damage: Requirements: Training Days:
Meiton: Mekai Suiou no Jutsu(Collaboration Style: Illuminating Water-King Technique) Still In Development. Cp Cost: Damage: Requirements: Training Days:
Genjutsu-
Taijutsu-
Tsukiton: Gatsu Doku (Moon Style: Reader of the Moon) A branch of the Tsukuyomi Clan fighting style. This style takes advantage of the user's high level of concentration to predict and counter an enemy's attacks. It emphasizes defense and parrying more than anything else and teaches users to attack only when the enemy is off guard. Because of this, taijutsu battles can become long and drawn-out, often wearing both combatants down. Cp Cost: N/A Damage: Taijutsu Damage Requirements: 20+ Concentration, Taught by Someone Who Already Knows It Training Days: Constant Training Special: + 2 to Dodge Bonus Against Taijutsu Attacks for Every 10 Ranks in Concentration.
Summoning Contract-
Purple Forbidden Enclosure: The 4 Elder Beasts The exclusive summoning jutsu of the Tsukuyomi family. It allows the user to summon the Ssu-Ling. In exchange for the great power Kohryu, King of the Elder Beasts, granted the Tsukuyomi family, all clansmen who borrow his power will offer their souls to the Purple Forbidden Enclosure. There are 4 great summons; not including Kohryu, who can be called forth by only the greatest of summoners (such as Tsukuyomi Hideyoshi, founder of the clan).
Elder Beast: Genbu the Black Tortoise of the North Genbu is the largest of the Ssu-Ling. He is of the nature Water and represents the winter season. He appears as an enormous, onyx-shelled tortoise with a long snake coiled around him. Genbu specializes in high level genjutsu.
Elder Beast: Byakko the White Tiger of the West Byakko is a great and renowned member of the Ssu-Ling who is revered for his awesome ferocity. He is of the nature Thunder and represents the autumn season. He appears as a large and feral tiger with a brilliant opal coat. Byakko specializes in bone-crushing taijutsu.
Elder Beast: Seiryu the Azure Dragon of the East Seiryu is a foreboding summon and is the most volatile of the Ssu-Ling. He naturally hates Byakko of the West. He is of the nature Wind and represents the spring season. He appears as an ominous bearded dragon with diamond-hard blue scales. Seiryu specializes in close-range offensive ninjutsu.
Elder Beast: Suzaku the Vermillion Bird of the South Suzaku is an immensely powerful and wise Ssu-Ling. He is of the nature Fire and represents the summer season. He appears as an elegant red peacock with bright gold and ruby tailfeathers. Suzaku specializes in long-range offensive ninjutsu.
Grand Elder: Kohryu the Golden King of the Center Kohryu is the greatest of the Ssu-Ling and has power that is said to be unequalled. He is too great to be summoned by most, however those that acquire his power are destined to become legendary. He is of the nature Void and represents the changing of the seasons. He appears as an blinding, antler-horned dragon with scales as bright as gold. Kohryu specializes in Void jutsus such as warp and gravity.
~Stats~ LV. 35 Experience: 0/5500 Hp: 735/735 Cp: 1050/1050 MHp: 840/840
Strength: 14 + 10 = 24 | mod + 7 = 31 Dexterity: 14 + 30 = 44 | mod + 17 = 61 Constitution: 14 + 18 = 32 | mod + 11 = 43 Intelligence: 14 + 38 = 52 | mod + 21 = 73 Wisdom: 14 + 24 = 38 | mod + 14 = 52 Charisma: 14 + 12 = 26 | mod + 8 = 34 Chakra: 14 + 36 + 14 (Clan) = 64 | mod + 27 = 91 Dodge Bonus: 10 + 14 + 17 = 41 Taijutsu Dodge Bonus: 10 + 14 + 17 + 20(taijutsu effect) = 61
Base Attack Bonus: 35 Attack Melee: 35+7 = 42 Attack Ranged: 35+17 = 52
Base Save Bonus: 17 Fort: 17+11 = 28 Rex: 17+17 = 34 Will: 17+14 = 31
Damage: Taijutsu: 1-6 + STR = 8-13 Ninjutsu: Jutsu DMG + 12 Max DMG(Skill Bonus) Falcon: 1-15 + STR = 8-22 Hawk: 1-15 + STR = 8-22 "Edge" Shuriken: 1-12 + DEX = 18-29 Kunai (Melee): 1-3 + STR = 8-10 Kunai (Ranged): 1-4 + DEX = 18-21 Shuriken: 1-2 + DEX = 18-19 (6/turn)
~Skills~
Bluff: (Cha) 10 Diplomacy: (Cha) 10 Disguise: (Cha) 10 Gather Information: (Cha) 10 Handle Animal: (Cha) 00 Intimidate: (Cha) 10 Innuendo: (Cha) 10 Perform {Stringed Instruments}: (Cha) 10 Sense Motive: (Wis) 10 Read Lips: (Wis) 10 Seduction: (Cha) 10
Alchemy: (Wis) 00 Balance: (Dex) 10 Disable Device: (Int) 40 Escape Artist: (Dex) 50 Hide: (Dex) 25 Listen: (Wis) 10 Move Silently: (Dex) 20 Sleight of Hand: (Dex) 10 Survival: (Wis) 10 Swim: (Str) 30 Treat Injury: (Wis) 10 Tumble: (Dex) 30 Use Rope: (Dex) 20
Concentration: (Con) 100 Craft {Blacksmith}: (Int) 00 Forgery: (Int) 10 Knowledge {Anatomy}: (Int) 20 Knowledge {Tactics}: (Int) 10 Repair: (Int) 00 Research: (Int) 00 Search: (Int) 00 Spot: (Wis) 50
Chakra Control: (Int) 90 Ninjutsu: (Chk) 100 Genjutsu: (Int) 00 Taijutsu: (Str) 00 Fuuin Jutsu: (Int) 00 Kawarimi: 10 Kunai: 00 Shuriken: 00 Ninja Weapons {Katana}: 00 Sneak Attack: 00
Total Skill Points: 735/735
~Possessions~
Money:
Ryo: 0000
Equipment:
20 Shurikens
20 Kunais
Summoning Tattoos: Left Forearm: "Hawk" Katana Right Forearm: "Falcon" Katana
Summoning Scrolls: "Edge" Dual Fuuma Shuriken Scroll The Elder Beasts Summoning Scroll
Valuables Takigakure Earrings (Sentimental Value) Falcon and Hawk Katanas (Family Heirloom) Edge Fuuma Shuriken (Weapons of the Legendary Ninja Edge of Eblan)
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