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Posted: Thu May 22, 2008 6:02 pm
User-name:Kazama Tsukai Posting:as much time as i could get on. Time zone:Eastern time zone ~Character Data~
Name:Katagi Zuimishi Village:Iwagakure no sato Clan/Bloodline: Element Affinity:Earth and wind Age:14 Gender:Male Rank:Genin
~Appearance~

Headband:A black headband with the Iwagakure symbol plate around his forehead. Height:5'7 Weight:109 Hair:silver Eyes:green
Background:At one point in his life, Katagi never thought of himself as any one special or even being part of Iwagakure's Shinobi acadamy. Infact he would of rather become an artist like the other great ones in the Hidden stone village...but in the eyes of his great parents who were the finest that Iwagakure ever had relied on him to follow their foot steps...He was smart enough to even at his age to state the reasons why it wouldn't be a good idea for him to be a shinobi. Reasons from dieing to being lost in a mission or even kidnapped for information about their village. His father proved him wrong as it was not about those things, it was about protecting your village and friends when the time came. From that day he agreed with his mother and father to join the acadamy. Even when katagi agreed that he would go he spent most of his time in the acadamy being an artist. He was forced to become a shinobi by his parents who believed that he had the intelligence to be a great shinobi, all though Katagi always thought of it as a dangerous job that he would surely get killed. Plus no one ever respected his art in the acadamy, not that it was the greatest but it hurted him deeply that they would disrespect his art. But he decided to beat them at their own game, they teased him that the reason why he only did art was because he lacked any shinobi skills even from being born by two great shinobi. From this day and on, he'll try to surpass His parents and even the Tsuchikages of Iwagakure...or even better the Kages from Suna or Konoha...all he needs to do is put his mind to it.
Personality:He never thinks of himself as some one special or some one with an amazing gift, he believes that by becoming a strong shinobi you need to make the best out of yourself. Not by having a being possessed in you or having a special kekkai genkai to help your battles, but with pure strength and skills alone he believes he could become strong like every one else in his village and the world. He may be smart but at times he can be gullible and fooled by his nice personality, which could be compared to his mother. His bravery and strength can be compared to his father, Being some one who uses tactics in battle he looked up to his father due to this trait. He's almost never at times sad, infact he would try to cheer people up and it always worked with his brother and sisters who became sad each time...it's his own little charm as his mother says.
Other:none
Missions:
S: A: B: C: D:1
Jutsu: Ninjutsu- 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.
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.
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.
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.
Genjutsu- Jutsu Name:Mukuro Kaseki no jutsu (body petrification technique)
Mukuro Kaseki no jutsu is a Genjutsu technique that causes its target to see and feel themself being petrified slowly. After Katagi forms the needed handseals, The genjutsu will activate as the victim will see their arms and legs turn to stone as it will continue to their torso and head. The victims of the genjutsu will believe they are being turned to stone as they can also feel and see it them self, this will cause the victim to be unable to move as they're bodies will be paralyzed due to the genjutsu and in a certain amount of time (posts?) not be able to use handseals or weapons. Cp Cost:35 + 4 per round Damage:25 - 40 per round (+ int mod) Requirements:Genjutsu 25 Training: 5 days Special: Opponent can't move until they successfully break out/genjutsu stops. Will Save: 10 + user lever + 2 per 10 in 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
Taijutsu-
Summoning Contract-
~Stats~
LV: 6 Hp:66 Cp:66 Mhp:66 Experience: 31/150
Strength:17[+3] Dexterity:23 [+6] Constitution:12 [+1] Intelligence:14 [+2] Wisdom:13 [+1] Charisma:10 [0] Chakra:26 [+8] Dodge Bonus:26
Base Attack Bonus:6/1 Attack Melee:9 Attack Ranged:12
Base Save Bonus:3 Fort:4 Rex:9 Will:4
Damage: Taijutsu: 1-6 Kunai: Melee = 3 - 6 / Ranged 6-12 Shuriken: 6-8
~Skills~ skill points:12
[Skill point:Gained + Trained] Social Skills Gather Information: (Cha) Disguise: (Cha)
Mental Skills Research: (Int) Knowledge: (Int)
Physical Skills Move Silently: (Dex) Hide: (Dex) Alchemy: (Wis) Disable Device: (Int)
Ninja Skills Genjutsu sad Int) 7+10 = 17 Ninjutsu: (Int)0+30 = 30 Chakra Control sad Int)5+4 = 9 Kawarimi Kunai:
~Possessions~
Money:
¥en: Ryo:
Equipment: 3 Kunai, 6 senbon, 4 candy, 2 soldier pills.
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Posted: Thu May 22, 2008 6:22 pm
User-name: Giglamesh Posting: Typialcy everyday. Time zone: USA Central standard time ~Character Data~ Name: Gogandantes Giglamesh Village: Iwagakure Clan/Bloodline: Hisakata yaiba jikei (Lunar blade style) Description of Limit: A combat style Where the weilder weilds Duel weapons typicaly a blade in right hand and a second blade in left hand facing downwards out of hand. It can be taught by the experienced members that know the style and is not a blood line.
History: Hisakata yaiba jikei dated back over several decades, back to the feudal era, a single man whos idea for peace in turn drove him to war as he fully believed "The end justifies, the means." This was this man battle cry as he would obtain peace for his country by any means necessary. He leaded basically a revolution against his countries Shogunate and many time there number simply overwhelmed the untrained and low in number revolutionaries. With time most of his followers believed there would be no chance for victory. Then as desperation set in the man came up with his own duel blade fighting style and it proved to be very effective for him as he had slain far more than his share of enemies. Yet his revolution was still beginning to die as the shogunate still seemed to well trained and to far numerous. At which point the man began to teach the revolutionaries the same combat style, with little time to be gained they had learned and simple threw Hisakata yaiba jikei each man had became the equivalent of ten of the shogunates and with skill alone the in time defeated the corrupt Shogunate wich set in a fairer form of government, diplomacy. It was the teaching of Hisakata yaiba jikei wich had turned unskilled and unmotivated revolutionaries in to great warriors which changed there country forever. This sword style has been kept alive threw the generations basically as a Bushido school which has survived over the many decades since it was originally created by a single man.
In game Stats: Must pick two of the same weapon. +2 to weapon skill per 5 lvls +2 dodge +2 Intimidate per 5 levels +1 wisdom per 10 levels -1 charisma per 10 levels -4 bluff, -1 per 10 levels -4 sleight of hand, -1 per 10 levels -4 forgery, -1 per 10 levels -4 sneak attack, -1 per 10 levels +3 to attack weapon melee when duel wielding lvl 0-10 +5 to attack weapon melee when duel wielding lvl 11-29 Negate the -10 when duel wielding when above lvl 30
Element Affinity: Fire, Wind Age: 20 Gender: male Rank: Chunin
~Appearance~


Headband: A) Has a very large black Headband with iwagakure plate on forehead the tie usually flow behind in wind. Height: 6' 8" Weight: 250 Hair: Long slightly curly pure black hair. Eyes: Right eye a beautiful blue, Left eye no pupil as it is white glass. Physical Description: Has a large scar over left eye, which resulted in fake eye, from left side of forehead over eye and down on to cheek to lower left jaw. Is very tall with a incredibly muscular body. Has black tribal dragons located facing forwards on both shoulder and wrap downward round the upper arms to the elbows. Over all he is a very handsome man, of a very strong stature. Clothing: Giglamesh usually wears a black eye patch over his left eye tucked under his headband, and he always wears a bamboo container on his lower back which contains 64 ounces of gunpowder (2 liters). Giglamesh basically wears anbu gear with out the anbu armor or mask. He wear a tight sleevless black shirt which has a extended fabric to reach upwards covering the mouth and nose, Usualy he wears this folded down at base of neck on the back of his shirt is giglamesh's personal symbol. He wears baggy black pants tucked in to his mid shin high combat boots A small amount of wrap can be seen perturding from the boots where the pants are tucked in. On his arms he wears black gloves which reach nearly to his shoulders, on top of them he wears metal white gauntlets. Over his anbu like attire he wears a massive white sleeveless trench coat, The trench coat has black fur at the edge of its collar, where the sleeveless would be located, and at its base. On the back of the white trench coat is giglamesh's personal symbol. Background: Giglamesh comes from a foreign land which has not shinobi but instead samurai and was raised basically his hole life to become one, until not long ago it was found out he was different as giglamesh circulated with chakra threw out his body. Personality: Usually giglamesh is extremely laid back and lazy usually against doing anything, however his real persona comes out during dangerous combat. Other: Giglamesh is married to another chunin by the name of Keiko, and she and him partened a child together by the name of Maiyuri. Weapons: Giglamesh has two katana at either side of his hip. Kuroisan-On his left hip is the blade Kuroisan, black sun, a masterclass katana with a wave serrated blade. The Habiki, Tsuba, Kashiri, Tsuka, Kurigata, Sage-o, and Scabbard throat are white. While the Blade, Saya, and Menuki wrap are black. On the saya in white japenese kanji the blade's name is writen. Shirotsuki-On the right side hangs Kuroisan's sister blade Shirotsuki, white moon, also a master class wave serrated blade katana. It colors are inverted of kuroisan. Its Blade, Saya, and Menuki wrap are white. Where as its Habiki, Tsuba, Kashiri, Tsuka, Kurigata, Sage-o, and Scabard throat are black. On the saya in black japenese kanji the blade's name is writen. Sumasshu-Hashi- Are a set of two master katanas one at each hip above the other two blades. Sumasshu-Hashi, or Smashing edge, are unique as they are Sakabatou and on there own right blades that cannot kill. The Sumasshu-hashi katana set is colored, the Habiki, Tsuba, Kashiri, and Scabard throat are black. The Saya and tsuka are extremly dark blood red, basically black with red tint. The Menuki wrap, Kurigata, and sage-o are a bright almost neon red. Blade it just the normal steel color. It hard to see at distance but a serpentine dragon is etched in to the saya wrapping around it, at close distance the dragon etched in to the sheathe has great detail. Hissatsu Ichigeki- Is a Nokogiri houcho, a massive Kubikiri houcho redesigned with a engine of sorts as its hilt and a spiraling bladed chain around the blade of the weapon, it tip is reinforced to keep the bladed chain from slipping off. Black coffin- Is just that a old fashion pine box casket, painted flat black, on the casket's door is the same symbol as on the back of his coat but inversed colors, the symbol stand for giglamesh personally beliefs as well as Hisakata yibai jikei. ((defitinions: Habiki- blade collar,Tsuba- guard, kashiri- pommel, tsuka- handle, kurigata- cord fixture, sage-o- hanging cord, saya- seathe, menuki- cloth wrapped around the handle, Sakabatou- Reversed blade katana.))
Missions:
S: A: 5 B: 5 C: 5 D:
Jutsu:
Ninjutsu- Kakuremino no Jutsu (Cloak of Invisibility Technique) Kawarimi no Jutsu (Replacement Technique.) Nawanuke no Jutsu (Rope Escape Technique) Bunshin no Jutsu: Henge no Jutsu (Transformation Technique)
Jutsu Name: Getsuei Odori- (Moon dance) Description of Jutsu: The user casts four bushin's over them self and each is controlled to move slightly slower than the last. When the user moves they move at a slower pace on purpose as the multiple images confuses the opponent to make them unsure of which is the real user and because of this it make the user harder to hit, as well as making hitting the opponent slightly easier as they are unsure if which is the real one and user sure which to evade. Rank: D Chakra: 20 (-4 for each round the jutsu is held beyond the first) Damage: Requirements: hisakata yaiba jikei, bushin no jutsu Training: 5 days Special: Add +5 to dodge, add +5 to melee attack Owner: Gogandantes Giglamesh
Ishi Bushin no jutsu- (Stone clone technique) A jutsu created specifically in Iwagakure, The user literally channels chakra in to the ground and forms it upwards in to a exact likeness of themselves. This clone is as strong as the user and can take same damage but there slower than the actual user. Ishi bushin can lead in to many other techniques as it is solid and basically like making a temporary clone of the user. Some consider it to be Iwagakure's answer to Kohanagakure's Kage bushin. Cp cost: 10 per bushin. Damage: Each bushin deals the same damage as you. Requirements: Chakra +30, chakra control 30+, ninjutsu 30+ Training days: Varies. Special: Stone clone can use all jutsu's the user knows (except actually blood lines), half dodge, Chakra split equally split between clones, all other stats are same as users current stats, for technique purposes can be counted as Kage bushin
Kamikaze Bunshin Bakudan (Divine wind clone bomb) With a stone clone the user makes the clone charge and usually try to grab on to the target before having its chakra network reverse completely. The reversal of the clones chakra network causes it to become unstable and explode violently due to its carbon earth composition. Cp cost: 30 per exploded clone Damage: 20-40 + chakra mod 10ft explosion radius Requirements: Ishi Bushin no jutsu, ninjutsu 50+ Training days: 20 Special: When clones are made the user can place gunpower in to the clone as there created, for each ounce of added gunpowder add +5 damage, treated as ninjutsu
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.
Futon: Daitoppa (Wind Release: Great Breakthrough) The user sends out a powerful explosion of wind, which can easily level almost an entire area. It is known that a variation of the technique involves a smaller blast of wind which gets ignited with flame, making it stronger and more damaging to the target. Cp cost: 25 Damage: 25 - 60 + chakra modifier. Requirements: Level 7+, wind affinity, must know at least one flame jutsu before learning the flame combination Training days: 5 days for basic technique/1 day for flame combination. Special: If combined with a flame jutsu, add 35 damage to the result.
Katon: Gokakyu no Jutsu (Fire Release: Grand Fireball Technique) Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth. Cp cost: 30 Damage: 20 - 40 + chakra modifier. Reflex DC: 10 + Character level + chakra mod for half damage. Neutral 20 or surpassing the save by 10 means no damage. Requirements: Fire Affinity, Chakra 20+, Chakra Control 12 Training days: 7 days/ if Uchiha teaches you, 4 days Special: Uchihas learn this at young age.
Fureaton: Dainenshou Toppa (Flare release: Great burning Breakthrough) This is the name giglamesh has come up with for combining the two jutsu Futon: Diatoppa and Katon: Gokakyu no Jutsu. The jutsu creating a massively wide blast of fire out from the user. Cp cost: 55 Damage: Requirements: Use Futon: Diatoppa, and Katon: Gokakyu no Jutsu Training days: 1 day for flame combination. Special: combo nation of the two jutsu.
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. 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.
Daikamaitachi no Jutsu (Great Cutting Whirlwind Technique) A more powerful version of Kamaitachi no Jutsu. Cp cost: 65 Damage: 60 - 100 + chakra mod. Requirements: Wind Affinity. Chakra 40+, Chakra Control 35+ Training days: 7 days
Physical chakra recomposotion Description of Ability: Physical Recomposition is a chakra control technique in which one gathers and compresses their chakra so much so to where it ca be seen by the naked eye. This is more commonly seem in just about every Ninjutsu know but to learn the individual process of gathering and focusing ones chakra is a great feat indeed, classified as an A rank difficulty task. Rank: A Cp Cost: 0 Damage: Add half chakra damage to all melee attacks, including weapons. Requirements: 100+ chakra control Special: *cp usage -10% *If user holds item close to nearby elements (fire, water, earth, ect), the compressed chakra will attract the element and full chakra mod can be added to damage.
Fire Elemental chakra recomposotion Description of Ability: Elemental Recomposition is a chakra control technique in which one gathers their chakra and grants it the abilities of the element which their chakra naturally favors. Rank: A Cp Cost: 0 Damage: damage for fire jutsu's are increased to x1.2 damage Requirements: fire affinity, 100+ Chakra Control Special: fire jutsu's cp usage is increased by 10%
Hannafubuki chiru hitosashi- (Cherry blossom spreading dance) The user preforms multiple hand chakra seals and then channels chakra not to their hands but there feet. The chakra in built in a very unusualy way and is then released in to the ground by a single foot stomping action. the built up chakra floods in to the grounds and basically creates sakura (cherry blossom) petals from nutrients and minerals in the ground. The petals burst up from the grounds in to the air and slowly fall back to the ground. Its believed most that know this jutsu simply have a fondness to the cherry blossom festivals, when in reality the jutsu true purpose is to make one a great deal more evasive, and even further to increase the effective ness of fire type jutsu. Chakra: 10cp (-1 per turn) Damage: n/a (Fire jutsu damage become x 1.5) Requirements: Chakra control 35+, ninjutsu 35+ Training: 3 days Special: +10 everbodies dodge
Genjutsu-
Taijutsu- Jutsu Name: Joushou Getsuei Kumori- (Rising moon shadow) Description of Jutsu: The wielder with incredible speed runs at uses extreme speed to disappear form sight of opponent, Only to duck down as close as they can to ground. Then with a katana in left hand blade down the user jumps as hard as they can, they at last instant the trust the left arm up with incredible force, trying to ram the hilt of the katana in to bottom of jaw of opponent to send them air borne. This attack purpose is to render the opponent unable to fight threw nonlethal means. Rank: C Chakra: Damage: 5-15 + str mod +2 per 10 in weapon skill to max Requirements: hisakata yaiba jikei, weapon skill 30+, Body flicker Training: 3 days Special: cannot reduce targets hp lower than 1, counted as weapon taijutsu
Kousatsu Getsuei hakumei- (Hanging moon twilight) Description of Jutsu: The user with a katana in right hand blade up and standing to front left of opponent, where the user then cuases them selves to spin clockwise at a incredibly high rate of speed. It can be used as a second attack Joushou Getsuei Kumori, while in air user lashes full power of the arm to spin one hundred eighty degrees and slams with great force the hilt of the katana in to the solar plex of the opponent while in mid air greatly increasing damage. This attack purpose is to render the opponent unable to fight threw nonlethal means. It also a aerial attack. Rank: C Chakra: Damage: 5-15 + str mod +2 per 10 in weapon skill to max Requirements: hisakata yaiba jikei, weapon skill 30+ Training: 3 days Special: cannot reduce targets hp lower than 1, counted as weapon taijutsu
Jutsu Name: Haikei Getsuei Ranpu- (Setting moon light) Description of Jutsu: The final step in the three step moon cycle combo. The user usually targets a enemy which has fallen or lost balance and is laying on the ground. The user already in the air, or leaps in to the air and begin to flip forward rapidly towards the side of the fallen opponent, and bring both blade in very close proximity flipping the backs of the blades around as to not kill the opponent, usually both hands that are griping the weapons are touching. Then as they flip forward several times they bring the two backs of there weapons usualy across the chest of the opponent for incredible damage. Rank: C Chakra: Damage: 5-15 + str mod +2 per 10 in weapon skill to max Requirements: hisakata yaiba kikei, weapon skill 30+ Training: 3-days Special: cannot reduce targets hp lower than 1, counted as weapon taijutsu. *If this is used in a string of attacks with Joushou Getsuei Kumori- (Rising moon shadow), Kousatsu Getsuei hakumei- (Hanging moon twilight), and Haikei Getsuei Ranpu- (Setting moon light) ending the attack of the combo and all hit final damage is x 1.2, still cannot reduce hp lower than 1hp.
Jutsu Name: Gin tsuki niou- (silver moon glow) Description of Jutsu: This technique involves the main hand grasping there sheathed weapon at opposite side, the user then builds chakra threw the weapon and in to the sheathe then upon the moment to strike as they unsheathe the built up chakra acts as a spring trusting the blade out with double the speed of user unsheathing. It name is derived from the shimmer of the blade going threw the air at such speed it seem to leave a glowing trail of silver light as it is slashed, it so fast the silver light is usually only thing seen of the attack. Rank: C Chakra: 20 Damage: Weapon damage x1.5 Requirements: Hisakata yaiba jikei, Body flicker, Chakra control 50+, weapon skill 50+ Training: 3 days Special: +5 to attack melee (only for that attack), If used as during defensive stance can block melee and ranged combat, can block 1 ranged object per 30 ranks of weapon skill when in defensive stance and blocked ranged weapon is destroyed,If the attack misses final dodge bonus is /2 against first melee or range attack attempt (damage received from that one attack x 1.2) Owner: Gogandantes Giglamesh
Jutsu Name: Hangetsugata: akari kiwa sattou- (Half moon: Light side rush) Description of Jutsu: The user With right hand out and katana in left hand blade down, Focuses great deal of chakra to leg muscles. Then charges the opponent at great speed, once the user gets close he/shes uses the chakra to jump with incredible force directly at the target. Then right before impact lashes right arm to right hard while trusting left arm hard Trying to trust the hilt of the katana in to solar plex of opponent with incredible speed and power. Rank: C Chakra: 30 Damage: x 1.5 weapon damage Requirements: hisakata yaiba jikei, weapon skill 50+, chakra control 50+ Training: 7 days Special: When used add +5 to this melee attack, cannot reduce targets hp lower than 1, counted as weapon taijutsu
Jutsu Name: Hangetsugata: Myou kiwa sattou- (Half moon: dark side rush) Description of Jutsu: This is the sister move the Hangetsugata: akari kiwa sattou. The user With left hand out and katana in right hand blade up, Focuses great deal of chakra to leg muscles. Then charges the opponent at great speed, once the user gets close he/shes uses the chakra to jump with incredible force directly at the target. Then right before impact lashes left arm to left hard, while trusting right arm hard Trying to trust the blade of the katana in to opponent with incredible speed and power. Rank: C Chakra: 30 Damage: x 1.5 katana damage Requirements: hisakata yaiba jikei, weapon skill 50+, chakra control 50+ Training: 7 days Special: When used add +5 to this melee attack, counted as weapon taijutsu
Summoning Contract-
~Stats~ LV. 24 Hp: 696 Cp: 648 Mhp: 624 Experience: 12082/13630
Strength: 10 + 9 + 49= 68 (29 ) Dexterity: 10 + 15 + 34= 59 (24 ) Constitution: 10 + 8 + 30= 48 (19 ) Intelligence: 10 + 15 + 21= 46 (18 ) Wisdom: 10 + 7 + 23 + 2= 42 (16 ) Charisma: 10 + 9 + 3 + -2= 20 (5 ) Chakra: 10 + 8 + 41= 59 (24 ) Dodge Bonus: 10 + 2 + 24dex + 16wis= 51
Base Attack Bonus: 24 Attack Melee: 24 + 29str= 68/63/58/53/48 Hokogiri @ taijutsu, 83/78/73/68/63 with katana, 78/73/68/63/58 with duel katana's Attack Ranged: 24 + 24dex= 48/43/38/33/28
Base Save Bonus: 12 Fort: 12 + 19con= 31 Rex: 12 + 24dex= 36 Will: 12 + 16wis= 28
Damage: 30-65 taijutsu damage 32-101 katana damage 34-79 Nokogiri damage (48-93 two handed, 58-174 blade active, 72-188 two handed blade active.)
~Skills~ 18x24=432 [added/mod/bonous] Ninja weapon: (Katana) (str) 124 + 29 + 140 + 8= 301 Ninja weapon: (Nokogiri houcho) (str) 97 + 29 + 25= 151 Taijutsu: (str) 29 + 29 + 93= 151 Listen: (Wis) 52 + 16 + 16= 84 Chakra Control: (Int) 32 + 18 + 309= 359 Ninjutsu: (Chk) 60 + 24 + 17= 101 Research: (Int) 26 + 18 + 70= 114 Concentration: (Con) + 19 + 119= 138 Diplomacy: (Cha) + 5 + 4= 9 Tumble: (dex) + 24 + 10= 34 Knowledge: botany (int) + 18 + 8= 26 Alchemy: (wis) + 16 + 4= 20 Search: (int) + 18 + 30= 48 Intimidate: (cha) 12 + 5 + 35 + 8=60 Perform: dance (cha) + 5 + 20= 25
~Possessions~ Kunai x14 Shuriken x28 Kuroisan black master work serated blade katana x1 Shirotsuki white master work serated blade katana x1 Master work reversed blade Katanas x2 Hissatsu Ichigeki a Nokogiri houcho x1 Black casket x1 (to conceal the hokogiri houcho) Metal wire 30fts Bamboo container: Gun powder pellets x64 (each pellet weighs 1 ounce) Medial kit: Medicinal Salve conatiner (blood coagulant) Medial kit: Painkiller x10 Medial kit: Zouketsugan x5 Medial kit: Hyourougan x5 Radio/communicator
Money:
¥en: 800 Ryo: 175
Equipment: Kunai's and shuriken lineing trench coat. Set of master work serrated blade katanas. Set of master work reversed blade katanas. Nokogiri houcho. Bamboo gunpowder container. Medicial kit. Radio/communicator.-----------------------------------------------------------------------------------------------------------------------------
Name: Kumetae Kaijinbo Village: Iwagakure Clan/Bloodline: none Element Affinity: Earth, Fire Age: 37 Gender: male Rank: jounin
~Appearance~
Headband: none, Has the Iwgakure symbol stiched in to his leather apron. Height: 6' 5" Weight: 350 (Of pure muscle) Hair: black buzzcut, with a long braided rat tail as the base of spin wich hangs down to his legs. Eyes: unknown, Lways wears Black sungless that cover his eyes Physical Description: Kaijinbo is a extremly phsycial buff man, with a very tan complextion Clothing: He wears some ragged brown pants with black steel toe bots under them, he wears a brown shirt with the sleeves ripped off over his shirt he wears a large and thick black leather apron with The Iwgakure symbol stiched in to it at his chest. He always had on a pair of black sungless covering his eyes completly. Background: Not much is known about kaijinbo, execpt one thing he has spent his entire life learning and increasing his black smithing skill he is considered one of the best. Personality: Kaijinbo is incredibly laid back and as he normaly dosnet due much as he runs his black smithing shop, but since there is not much need for it he normaly spends all day at the desk reading, watching tv, or sleeping. Other: He always has with him a massive silver maul, which he uses to black smith with, the maul he smithed himself speficly for himself.
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu- Ishi Bushin no jutsu- (Stone clone technique) A jutsu created specificly in Iwagakure, The user literaly channles chakra in to the ground and forms it upwards in to a exact likness of themselves. This clone is as strong as the user and can take same damage but there slower than the actualy user. Ishi bushin can lead in to many other tecniques as it is solid and basicly like making a temperoary clone of the user. Some consider it to be Iwgakure's answer to Kohanagakure's Kage bushin. Cp cost: 10 per bushin. Damage: Each bushin deals the same damage as you. Requeriments: Chakra +30, chakra control 30+, ninjutsu 30+ Training days: Varies. Special: Stone clone can use all jutsu's the user knows (execpt actualy blood lines), half dodge, Chakra split equaly split between clones, all other stats are same as users curent stats, for technique purposes can be counted as Kage bushin
Kamikaze Bunshin Bakudan-(Divine wind clone bomb) With a stone clone the user makes the clone charge and usually try to grab on to the target before having its chakra network reverse completly. The reversal of the clones chakra network causes it to becom unstable and explode violently due to its carbon earth composotion. Cp cost: 30 per exploded clone Damage: 20-40 + chakra mod 10ft explosion radius Requeriments: Ishi Bushin no jutsu, ninjutsu 50+ Training days: 20 Special: When clones are made the user can place gunpower in to the clone as there created, for each ounce of added gunpowder add +5 damage, treated as ninjutsu
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
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.
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 Requeriments: 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.
Kugutsu no Jutsu (Puppet Technique) Just like a marionette, the user controls a puppet using strings of chakra from his fingers. This skill is often prepared in coordination with Kawarimi no Jutsu (Change of Body Technique), so the user can quickly replace their body with the puppet when they feel the need to activate it. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extendable blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets. Cp cost: 2 cp per round the puppets are used. Damage: Depends on puppet power. Requirements: Puppet users only, Chakra Control 5, Perform Puppet Play 1. Training: 2 days Special: Must master this jutsu before attempting to fight with puppets.
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+ Training days: 15 days Special: Cp cost is nulled if user succeeds on a strength check of DC 40
Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness) Traps the victims inside a self-repairing dome of earth. Cp cost: 60 + 8 per turn Damage: N/A Requirements: Earth Affinity, Chakra 25+, Chakra Control 30 Training days: 10 days. Special: *Must keep contact with wall to keep chakra flowing through it. Once contact is broken, the barrier looses its repairing function and can be destroyed easily. Escape roll: User's D20 + chakra control vs. target's D20 + melee attack bonus
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 Requeriments: 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.
Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet) Shoots an enormous ball of flame in the shape of a dragon from the user's mouth. Cp cost: 120 Damage: 80-185 + chakra mod. Requeriments: Fire affinity. Chakra 45+, Chakra Control 60 Training days:15 days
Doton: Shikyo Oberisuku no jutsu -(Earth Release: Death Obelisk technique) The user channles a great amount of chakra in to there first and would then proceed to impact that fist agint the ground. They then you then impact to make a extrely large obelisk shaped rock jut upwards out of the ground undeneath the target. Cp cost: 50 Damage: 30-80 + chakra mod Requirments: Earth affinity, chakra control 50+, str 30+ Traning: 25 days Special:
Shikyo Oberisuku: Shikyo kanadzuchi -(Death Obelisk: Death hammer) After performing Doton: Shikyo Oberisuku no jutsu With the large stone obelisk still standing the user then proceed to literaly pick the obelisk up and use it as a weapon to try and smash the oppnent with it as if it was agiant club. CP cost: n/a Damage: 20-40 + Str mod (40-80 +str mod) Requirments: earth affinity, chakra control 30+, str 50+ Training: 15 days Special: When swinging the sides of the obelisk at target add +5 to attack melee, when trying to smash the oppnent the top -5 to attack melee but double damage, counted as weapon/taijutsu
Doton: Doroku Gaeshi (Earth Release: Earth Shore Return) After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall. Cp cost: 35 Damage: N/A Requeriments: Chakra 15+, Earth Affinity, Chakra Control 12. Training days: 7 days Special: Creates full cover, crumbles when hit.
Doton: Doroku Gaeshi Shuriken (Earth Release: Earth Shore Return shuriken) Once the user user the Earth shore return it the wall is not damaged there use there incredible strenght to lift and throw the wall like a shuriken Cp cost: n/a Damage: 10-20 + str mod Requirments: Doton: Doroku Gaeshi, str 20+ Traning: 5 days Special: can cancel out protective jutsu (by smashing in to them), +5 to oppnents dodge
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. 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.
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~
LV. 30 Hp: 1080 Cp: 570 Mhp: 450 Strength: 12 + 30+8=50 (20) Dexterity: 12 + 20=32 (11) Constitution: 12 + 50=62 (26) Intelligence: 12 + 108=120 (55) Wisdom: 12 + +8=20 (5) Charisma: 12 + +8=20 (5) Chakra: 12 + 30+8=50 (20) Dodge Bonus: 10 + 11dex + 5wis= 26
Base Attack Bonus: 30 Attack Melee: 30 + 20=50 Attack Ranged: 30 + 11=41
Base Save Bonus: 15 Fort: 15 + 26con= 41 Rex: 15 + 11dex= 26 Will: 15 + 5wis= 20
Damage: tai: 21-26 Maul: 25-182
~Skills~ 55x30= 1650 Craft (Black smith): (Int) 500+55 Craft (Puppets): (Int) 500+55 Perform: Puppet: (Cha) 500+5 Ninja weapon: Maul: (Str) 70+16 Repair: (Int) 50+55 Chakra control: (Int) +55 Ninjutsu: (chk) 30+20 Fuuin: (Int) +55
~Possessions~ Silver Maul 5-20(Like a sledge hammer) used as a smiths hammer Kunai x 10 shuriken x 30 Metal wire 100' Metal puppet "Shippou kamakiri" (silver mantis) Metal puppet "KuroKurokouchuu" (black beetle)
Money:
¥en: Ryo:
Equipment: Silver maul Kunai Shuriken Metal wire Puppets
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Posted: Thu May 22, 2008 6:27 pm
Name: Sarakai Hyoumaru Village: Iwagakure Clan/Bloodline: unknown Element Affinity: Fire, wind Age: 32 Gender: Male Rank: Hunter nin leader
~Appearance~
Headband: Red cloth (no plate) tied around left thigh. Wear a partial anbu mask with opening for his mouth. (close to pick but covering eye and nose) Height: 6' 3" Weight: 180 Hair: Somewhat long and very spikey, jet black Eyes: red pupils (center) black iris (white outside) Physical Description: The man has many many scars, covering atleast 30% of his body, due to this he usualy covers as much of his body with clothing as possible. Clothing:
Just like that. His anbu mask covers same area but eye and nose also, his anbu mask is red signifying he is lead hunter nin, the top wear it usualy has animal ears instead extends up and curls like horns. Background: unknown, he has been a resident of Iwagakure since birth. Hyoumaru durring the war him and his team were away gathering information for the Tsuchikage, him and his team were the one which brought back the information that the other village had fallen to the Go-ryu masters. Personality: Hyoumaru is usualy a very hot tempered man, which prefers violence over talking. He has a natural habit of getting drunk with his two partners, and when drunk his personality changes completly, as he become a peace loving man unwilling to harm a fly even if his life depended on it, he becomes a incredibly happy and energitic person durring shuch time as well. Durring a mission however he changes completly and act more simular to his blind teamate, he acts by the book and dose everthing possibly to aid his temates, as they do they same. Other: It unknown where, but he also carries a massive Axe (gutiar that looks and acts like axe.)
Missions:
S: confidential A: confidential B: confidential C: confidential D: confidential
Jutsu:
Ninjutsu- 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. 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.
Fusajin no Jutsu (Dust Wind Technique) Using a giant fan or a wind producing object, this Jutsu will blow a strong wind current which will cover the surrounding area in dust, which in fact, serves to completely loosen the footing for any nearby opponent. Cp cost: 10 pts. Damage: N/A Requeriments: Wind Affinity. Level 6+. Training days: 4 days Special: Opponent loses footing and attack turn. This is an area effect so everybody will have to do a Balance check. The DC is 25.
Futon: Daitoppa (Wind Release: Great Breakthrough) The user sends out a powerful explosion of wind, which can easily level almost an entire area. It is known that a variation of the technique involves a smaller blast of wind which gets ignited with flame, making it stronger and more damaging to the target. Cp cost: 25 Damage: 25 - 60 Requeriments: Level 7+, Wind Affinity, must know at least one flame jutsu before learning the flame combination Training days: 5 days for basic technique / 1 day for flame combination. Special: If combined with a flame jutsu, add 35 damage to the result.
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
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.
Kyomeisen (Vibrating Sound Drill) An attack that involves the use of the sound amplifier, a device used to amplify and control the sound waves emitted from it to attack his opponent's sense of hearing. By damaging the victim's inner ear, the victim is rendered off-balance and nauseous. Cp cost: 4 points per attack. Damage: 10 - 20 + chk mod Requeriments: Sound amplifier Training days: 4 days Special: Balance -2 and all other checks -1
Katon: Gokakyu no Jutsu (Fire Release: Grand Fireball Technique) Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth. Cp cost: 30 Damage: 20 - 40 + chakra modifier. Reflex DC: 10 + Character level + chakra mod for half damage. Neutral 20 or surpassing the save by 10 means no damage. Requirements: Fire Affinity, Chakra 20+, Chakra Control 12 Training days: 7 days/ if Uchiha teaches you, 4 days Special: Uchihas learn this at young age.
Katon: Hosenka no Jutsu (Fire Release: Mythical Fire Phoenix Technique) Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack. Cp cost: 15 + 3 per ball. Damage: 6 - 15 per ball that hits. Training: 7 days Requirements: Chakra Control 10 + 2 per ball. Special: If shuriken are hidden inside the fireballs, treat the shuriken attack as a Surprise Attack.
Daikamaitachi no Jutsu (Great Cutting Whirlwind Technique) A more powerful version of Kamaitachi no Jutsu. Cp cost: 65 Damage: 60 - 100 + chakra mod. Requeriments: Wind Affinity. Chakra 40+, Chakra Control 35+ Training days: 7 days
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.
Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet) Shoots an enormous ball of flame in the shape of a dragon from the user's mouth. Cp cost: 120 Damage: 80-185 + chakra mod. Requeriments: Fire affinity. Chakra 45+, Chakra Control 60 Training days:15 days
Katon: Ryuka no Jutsu (Fire Release - Dragon Fire Technique) After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object. Cp cost: 55 Damage: 40 - 70 + chk mod Requirements: Fire Affinity, Chakra 25+, Chakra Control 30, long thin object. Training days: 5 days
Kaze no Yaiba (Blade of Wind) This Jutsu creates a blade out of wind which, being wind, makes it impossible to block. However, unlike the Kamaitachi no Jutsu, this Jutsu requires no tool. Cp cost: 50 Damage: 100 - 200 Requeriments: Wind Afinity. Training days: 30 days.
Katon: Haisekishō, (Fire Release: Ash Product Burning) Unlike other fire-based jutsu, this jutsu allows the user to breathe out a cloud of superheated ash capable of causing third-degree burns. Because it is ash and not flame, the ash remains in the air around the target, and therefore remains potent for a longer period. Cp cost: 50 Damage: 50 - 80, then 20 per turn (for two turns) Requirements: Fire Affinity Training: 7 days Special: Due to the cloud of ash its effects linger for 3 rounds (same as smoke bomb)
Genjutsu- Akkiereki: Mugen'onsa (Demonic gutiar: Dream Sound Chain) The recipient will feel like they are tied with numerous wires, restricting their movement. Then, their flesh will begin to melt away from their bones, causing great pain and horror to the person receiving the jutsu. The user must be playing the Gutiar the entire time the Jutsu is being used. Cp cost: 100 Damage: 232 MHp initial damage, 30 continual damage per turn afterwards. Requirements: Genjutsu 40 Ranks, Performance: Instrument *Gutiar* 30+ Training days: 8 days Will Save:15 + half user's level + half int. mod + half wis. mod
Taijutsu-
Summoning Contract-
~Stats~
LV. 55 Hp: 1705 Cp: 1302 MHp: 1265 Strength: 16+70=86 (38 ) Dexterity: 16+60=76 (33 Constitution: 16+36=52 (21) Intelligence: 16+100=116 (53) Wisdom: 16+20=36 (13) Charisma: 16+30=46 (18 ) Chakra: 16+37=53 (21) Dodge Bonus: 10+33dex+13wis=56
Base Attack Bonus: 55 Attack Melee: 55+38=63 (156/151/146/141/136/131/126/121/116/111/106 with gutiar) Attack Ranged: 55+18=73
Base Save Bonus: 27 Fort: 27+21con=48 Rex: 27+33dex=60 Will: 27+13wis=40
Damage: (taijutsu and every wepon you use) Killer axe: 39-239
~Skills~ 53x55=2915 Ninja weapon: Killer axe: (str) 900+38=938 Ninjutsu: (Chk) 500+21=521 Intimidate: (Cha) 500+18=518 Chakra Control: (Int) 315+53=368 Perform: Stringed Instruments: (Cha) 300+18=318 Diplomacy: (Cha) 200+18=218 Concentration: (Con) 200+21=221 Genjutsu: (Int) +53
~Possessions~ Killer axe: This approiatly named killer axe is just that, a axe (term for gutiar by heavy metal musicians, and a axe) that not only kills the ear drums, but the body as well with its deadly riffs. Ones things for sure if you swing this one around you wont smash the gutiar by hitting something, instead you break the something you swung at. Weapon damage: 1-15+str Special: can be used as a muscial intrument.
Amplifier armor: Whats the point of a electric gutiar if you dont have a amp right, Hyoumaru has his amp cleveraly disguised as the armor around his lower torso. Weapon damage: n/a Special: acts like a speaker for the electric gutiar.
Money: Ryo:
Equipment: Killer axe x1 Amplifier armor x1 100ft of metal wire x3 shuriken x30
Valuables:
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Name: Henka Harumi Village: Iwagakure Clan/Bloodline: Henka (feline branch) Dexterity (balance) 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.
Jutsu Name: Final Stage - Kyuukyou Description of Jutsu: Grants the anima a larger boost in skill, and allows for animal transformation. Cp Cost: 100 + 10 for every post. Damage: None Requirements: Anima must be level 25 and jounin. Training: With the branch leader or elder (who has mastered this level) for 2 months. Special: +10 mod in the responding skill and ability. (or +14 if there is no ability with the animal) Because of the painful transformation, it takes 1/6 of your health to transform to animal, and another 1/6 to turn back. Owner: Branch Heads and various elders.
Element Affinity: Age: 23 (looks no onlder than 16) Gender: female Rank: hunter nin
~Appearance~
Headband: none, wears panda hunter mask to rear of head Height: 5' 3" Weight: 135 Hair: soft black, some what long shoulder length Eyes: unknown (always has the first of the clan jutsu active so eyes appear as slits) Physical Description: A little girl with a rock hard body, presumably the physcial strongest in the village, despite looking like normal sized teen. She overall small, but her breasts are large and generaly dont fit with the small body type, yet she always uses her belssing to her advantage. Clothing:
wearing this cloak (she dossent want to wear the cloak but everbody basicly makes her, as if she could she would walk around completly nude.) Background: unknown. Like hyoumaru durring the war her and the other two teamates were away gathering information for the Tsuchikage, her and the team were the one which broguht back the information that the other village had fallen to the Go-ryu masters. Personality: Much like a cat. She rapdily changes form a extremly seductive and sexy, to a energetic hyper active child, to a lazy wanting to sit around and do nothing, to a violenty destroying everthing in her way. There is no order to these emotions and due to the wild change some consider her schizophrenic. She usualy wears something very reaveling, but being in a kat state of mind would rather go nude, and some time (when drunk or situations of playing around) she literaly streaks for absoutly no reason. Other:
Missions:
S: confidential A: confidential B: confidential C: confidential D: confidential
Jutsu:
Ninjutsu- 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. 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.
Genjutsu- Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique) Jigoku Kōka no Jutsu is a Genjutsu that causes its opponent to see a vision of a tremendous ball of fire that will descend from the sky to envelope the target. The victims of the jutsu will believe they are being engulfed by a torrent of fire and will flee from their location to safety. Cp cost: 200 Damage: 160 for those that flee, 530-650 for those that are burned, add an additional continual 60 per turn IF burned Requirements: Genjutsu 80 Ranks Training days: 20 days Will Save:25 + half user's level + half int. mod + half wis. mod Specials: -4 to all checks if victim is burned
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: 170, 15 per turn after to keep it up Damage: 300- 400MHp, 70 per turn continual damage after initial shock Requirements: Genjutsu 60 Training: 10 days Will Save:20 + half user's level + half int. mod + half wis. mod Special: -5 to fortitude and intellgience checks
Nehan Shoja no Jutsu (Temple of Nirvana Technique) This technique is an incantation spell that allows the caster to place a large body of people into an intense and unconscious state. The spell, however, can be avoided by forming the tiger hand seal and using the dispel skill, dispersing it away. Cp cost: 100 Requirements: Genjutsu 80 Ranks Training days: 15 Will Save:20 + half user's level + half int. mod + half wis. mod
Kokuangyo no Jutsu (Bringer-of-Darkness Technique) Forming the tiger hand seal, this powerful Genjutsu creates an ambiance of complete darkness around the surrounding background, enabling the user to attack without being seen. Cp cost: 135 Damage: 30 MHp per turn Requirements: Genjutsu 75 Ranks Training days: 10 Will Save:20 + half user's level + half int. mod + half wis. mod
Magen: Jubaku Satsu (Demonic Illusion: Tree Bind Death) With this jutsu, the user can make themselves disappear so that they can approach their opponent unnoticed. Once near the desired target, a tree will grow at the target's feet and branches from an illusory tree will bind them from behind so that they are unable to even move or use hand seals. Once the opponent believes that they are captured, the user can then reappear from above the tree and quickly kill the opponent, preferably with a kunai. Cp cost: 60 Damage: 200 MHp Requirements: Genjutsu 50 Ranks Training days: 5 days. Will Save:15 + half user's level + half int. mod + half wis. mod Specials: If the Genjutsu is completely successfull, the Victim passes out for 1 turn, being the mind believes they have been "killed" To remain consious, roll a Fortitude Check. If fortitude check is succesfull, victim remains concious.
Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique) A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand. Cp cost: 75 Requirements: Genjutsu 45 Ranks Training days: 5 days. Will Save:15 + half user's level + half int. mod + half wis. mod
Kori Shinchu no Jutsu (Sly Mind Affect Technique) Kori Shinchū no Jutsu is a Genjutsu which causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over. Cp cost: 40 Requirements: Genjutsu 30 Ranks Training days: 6 days. Will Save:10 + half user's level + haf int. mod + half wis. mod Specials: For every other post that the jutsu remains in effect, subtract 30 MHp and 40 Hp for fatigue
Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique) Kokoni Arazu no Jutsu is a rather sophisticated Genjutsu which changes the appearance of a nearby object or climate. Cp cost: 45 Requirements: Genjutsu 30 Ranks Training days: 5 Will Save:10 + half user's level + half int. mod + half wis. mod Intelligence check DC "Same as above" Specials: Add +20 to Sneak Attack if Genjutsu is successful AND the user attacks next turn.
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 - 16 Requirements: Taijutsu 20 ranks. Training days: Must keep training all the time.
Sennen Goroshi (One Thousand Years of Death) A very simple Taijutsu technique with a very over-dramatized name. A technique in the one plunges the user's fingers into the vicinity of the victim's rectal regions. However, the true meaning of the jutsu was mainly to use a pointed object (usually a kunai), in order to attack the blind-spot of the enemy. When combined with explosive seals, it can even damage Gaara in his semi transformed mode. Damage: 10 - 20 + str. Requirements: "Sick mind ?" Training days: 0
Tsutenkyaku (Painful Sky Leg) This is basically just a kick down from the air, where the user uses their marvelous strength to create a gigantic crater and an earth-quake like effect to the surrounding area. Damage: Taijutsu damage + double strength. Requirements: Taijutsu 20 Ranks. Training days: 10 days.
Konoha Goriki Senpu (Leaf Strong Whirlwind) A much more powerful version of the Konoha Daisenpu (Leaf Great Whirlwind). Damage: As konoha Sempu but deal triple damage. Requirements: Goukken, Taijutsu 80 Ranks. Training days: 10 days.
Suiken (Drunken Fist) An unusual style of taijutsu combat where the user takes in enough alcohol to become intoxicated (hence the name), causing them to become unpredictable and highly dangerous. Suiken is not a fighting style that one can learn or train in, nor is it a bloodline limit, but more of a natural talent that one is born with. However, you still have to find a Suiken master to learn it from, which will be hard as they are very rare. Damage: Increase taijutsu damage to 2 - 10 + str mod. Requirements: Gouken. Appropriate age or irresponsible sensei, alcohol, Wis 15+ (to keep your wits about you), level 5+ Training days: 10 days. Special: +15 to dodge bonus and attack roll, +10 to Reflex Save, -5 to Will Save and every skill check when drunk.
Hachimon (The Eight Celestial Gates) The eight chakra gates are eight specific points on a person's chakra circulatory system. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By opening these gates, the user can surpass their own physical limits at the cost of extreme damage to their own bodies.
Obviously, gates must be opened in order. The gates and what they release are listed below: (Note: The eight gates do not have a CP cost. Instead the each have a HP cost with the exception of the eighth which kills the user at the end. This is so that the eight gates do not get spammed the hell out of.)
The effects of the gates last for 100 rounds (10 minutes) for gates 1-5 and until death for gates 5-8. However the Hp loss is constant. The effects of the gate opening can be healed up to the opening of the 6th gate. The strain placed on the body from opening the 7th and 8th gate is too much for anyone to heal. You can recover from opening the 7th gate, but you probably won't be ninja-ing around any more.
Summoning Contract-
~Stats~ LV. 50 Hp: 2400 Cp: 300 MHp: 1400 Strength: 16+100=116 (53) Dexterity: 16+38=54 (22) Constitution: 16+70=86 (38 ) Intelligence: 16+100=116 (53) Wisdom: 16+30=46 (18 ) Charisma: 16+0=16 (3) Chakra: 16+0=16 (3) Dodge Bonus: 10+22dex+18wis=50
Base Attack Bonus: 50 Attack Melee: 50+53=103 Attack Ranged: 50+22=72
Base Save Bonus: 25 Fort: 25+38con=63 Rex: 25+22dex=47 Will: 25+18wis=43
Damage: (taijutsu and every wepon you use) taijutsu: 54-169 Aian Nakkuru: 54-207 Final taijutsu damage with Aian Nakkuru: 108-376
~Skills~ 53x50=2650 Aian Nakkuru: (str) 650+53=753 Taijutsu: (Str) 500+53=553 Genjutsu: (Int) 500+53=553 Seduction: (Cha) 500+3=503 Move Silently: (Dex) 200+22=222 Escape Artist: (Dex) 200+22=222 Gather Information: (Cha) 100+3=103
~Possessions~
Money:
Ryo:
Equipment: Aian Nakkuru x2
Valuables:
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Name: Shishimaru Village: Iwagakure Clan/Bloodline: unknown Element Affinity: Earth Age: unknown Gender: female Rank: hunter-nin
~Appearance~
Headband: none, wears the kitsune hunter mask like a necklace's pendant. Height: 6' 1" Weight: 160 Hair: blonde short and spikey, with a few incredibly long bangs. Eyes: unknown (always covered by blind fold) Physical Description: Clothing: She also always wear a white blind fold over eyes. Despite the way she acts, she actualy dress quite sexy. Even though she has never shown any sign of prefference to any thing even remotely considerable to even have a likeing to any gender, or even humans for that matter. Arm is always crossed under her breasts as she basicly wear a straight jacket to keep it that way. (there always crossed as she only has one arm and she is self concious about the missing arm.) Background: Unknown, even less information is avaliable about her. The only thing known about her was she was one of the three hunter shinobi wich acted as reconnaissance during the war and, with Hyoumaru and Harumi brought back the informations that the other villages had fallen to the go-ryu masters. Personality: Extremly calm and collected at all, ALL, times. Useing her incredibly high grammar, she usualy speaks to many seeming like a machine which is only putting out information, due to this she always seems very very ireugular, because she never show any signs of emotion. Other: Its unknown if she has even swung a single fist, she keeps her arms crossed that much.
Missions:
S: confidential A: confidential B: confidential C: confidential D: confidential
Jutsu:
Ninjutsu- Doton: Isshi Ryuuko no jutsu- (Earth realese: stone dragon jutsu) The user buils a incredible amount of chakra, usualy distrabuted by touching the ground, and the chakra then literaly creats a serpentine dragon made of the grounds contents. There is always ground and in differnt area the dragon will appear different as well as be stronger and some times faster. The dragon literly burts up out of the ground as it attack and it devastating power smashing nearly anything within it path, even if the dragon misses and hits the ground it will continue in to the gound to come back out agin, it is belived it will continue untill it hits the target or the user stops it. There is always ground but different types with the different types the dragons can have different strengths despit it being the same jutsu, it simply depends on user and the terrain there around. Chakra: normal/soil 50cp, sand 75cp, rock 100cp Damage: normal/soil 50-100, sand 75-150, rock 150-300 (all + x2 chakra mod) Requirements: Earth affinity, ninjutsu 50+, chakra control 50+, chakra 25+ Training: 15 days Special: with sand +5 to ninjutsu hit, stone -5 to ninjutsu hit
Ishi Bushin no jutsu- (Stone clone technique) A jutsu created specificly in Iwagakure, The user literaly channles chakra in to the ground and forms it upwards in to a exact likness of themselves. This clone is as strong as the user and can take same damage but there slower than the actualy user. Ishi bushin can lead in to many other tecniques as it is solid and basicly like making a temperoary clone of the user. Some consider it to be Iwgakure's answer to Kohanagakure's Kage bushin. Cp cost: 10 per bushin. Damage: Each bushin deals the same damage as you. Requeriments: Chakra +30, chakra control 30+, ninjutsu 30+ Training days: Varies. Special: Stone clone can use all jutsu's the user knows (execpt actualy blood lines), half dodge, Chakra split equaly split between clones, all other stats are same as users curent stats, for technique purposes can be counted as Kage bushin
Kamikaze Bunshin Bakudan-(Divine wind clone bomb) With a stone clone the user makes the clone charge and usually try to grab on to the target before having its chakra network reverse completly. The reversal of the clones chakra network causes it to becom unstable and explode violently due to its carbon earth composotion. Cp cost: 30 per exploded clone Damage: 20-40 + chakra mod 10ft explosion radius Requeriments: Ishi Bushin no jutsu, ninjutsu 50+ Training days: 20 Special: When clones are made the user can place gunpower in to the clone as there created, for each ounce of added gunpowder add +5 damage, treated as ninjutsu
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.
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
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. 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.
Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Fish Technique) The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own. Cp cost: 15 Damage: N/A Requirements: Earth Affinity, Chakra Control 8 Training: 2 days Special: +chk mod to Hide roll. If undetected, person can Sneak Attack. User suffers double damage from earth based ninjutsu.
Doton: Doroku Gaeshi (Earth Release: Earth Shore Return) After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall. Cp cost: 35 Damage: N/A Requeriments: Chakra 15+, Earth Affinity, Chakra Control 12. Training days: 7 days Special: Creates full cover, crumbles when hit.
Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm) This technique allows the ninja to control nearby rocks and stones that surround the enemy and will begin to hit and spin about crushing all those trapped within it. Cp cost: 25 + additional 5 per rock Damage: 5 - 35 + chakra mod +2 to max per rock used. Requeriments: Chakra 25+ Training days: 8 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.] 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
Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness) Traps the victims inside a self-repairing dome of earth. Cp cost: 60 + 8 per turn Damage: N/A Requirements: Earth Affinity, Chakra 25+, Chakra Control 30 Training days: 10 days. Special: *Must keep contact with wall to keep chakra flowing through it. Once contact is broken, the barrier looses its repairing function and can be destroyed easily. Escape roll: User's D20 + chakra control vs. target's D20 + melee attack bonus
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 Requeriments: 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.
Doton: Iwayado Kuzushi (Earth Release: Rock Lodging Destruction) Rocks are dislodged from above the opponent to crush them. Cp cost: 65 Damage: 50 - 120 + chk mod Requeriments: Chakra 30+ Must have some kind of celling over the person. Earth Affinity Training days: 15 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.
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.
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 Requeriments: Treat Injury 80 Ranks, Chakra Control 80 Training days: 60 Days. Special: Revives a person who has been Dead (-10 Hp) for half an RP day or under.
Doton: Doryudan (Earth Release: Earth Dragon Bullet) Used in conjunction with Doton: Doryū Taiga (Earth Release: Earth Flowing River), this jutsu creates a likeness of a dragon's head that launches mud balls from its mouth onto the opponent. Cp cost: 50 Damage: 10 - 30 per bullet. Requeriments: Earth Affinity. Chakra 50+, used Doton: Doryu Taiga Training days: 15 days.
Doton: Doryu Taiga (Earth Release: Earth Flow River) The user performs a technique that forms a rapid river of mud on the ground beneath the opponent. Cp cost: 20 Damage: N/A Requeriments: Earth Affinity. Training days: 6 days. Special: Opponent loses his footing unless he meets a Balance check of 10 + attacker's level + attacker's chakra mod + 2 per 10 ranks in attacker's Ninjutsu skill
Doton: Yomi Numa (Earth Release: Swamp of the Underworld) This technique turns a large area of land into a sinking swampland, making it impossible for anyone or anything in that area to move around or escape. Cp cost: 50 Damage: N/A Requeriments: Chakra 80+ Training days: 25 days. Special: Opponent starts to sink and is engulfed in 5 minutes (50 turns). Escape Artist DC is 75.
Inyu Shometsu (Secret Healing Wound Destruction) The user can concentrate their chakra to a prepared area on their body and begin the cell recreation process the very moment the targeted area becomes damaged. This ability to activate dead cells and create new ones. Cp cost: 50 Damage: N/A Requeriments: Treat Injury 80 Ranks. Training days: 50 days. Special: Heals 50 + user's chk mod + 2 per 10 ranks user has in Chakra Control.
Meisai Gakure no Jutsu (Hiding Camouflage Technique) This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however. Cp cost: 10 + 1 per round the jutsu is holded. Damage: N/A Requeriments: N/A Training days: 20 Roll: d20 + Chakra Control vs d20 + Spot
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: 8 per hit Damage: Normal Taijutsu hit damage. Requeriments: 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. Must be constantly hitting opponent with this technique.
Souzou Saisei (Creation Rebirth) By releasing chakra that has been collected for some time (through Infuin: Kai (Shadow Seal: Release)), the user is able to heal all her wounds near-instantaneously, regardless of the severity of injuries. Cp cost: 15 Damage: N/A Requirements: Treat Injury 50, Chakra Control 50, Infuin: Kai Training: 6 days Genjutsu-
Taijutsu-
Fuin jutsu- Infuuin: Kai (Shadow Seal: Release) This jutsu releases the chakra stored inside a seal on the user's forehead. The user then uses this chakra for Souzou Saisei. Cp cost: 5 Damage: N/A Requirements: Fuuin Jutsu 45 Training: 10 days
Summoning Contract-
~Stats~
LV. 45 Hp: 1260 Cp: 2070 MHp: 2385 Strength: 16+=16 (3) Dexterity: 16+33=49 (19) Constitution: 16+30=46 (18 ) Intelligence: 16+100=116 (53) Wisdom: 16+80=96 (43) Charisma: 16+=16 (3) Chakra: 16+80=96 (43) Dodge Bonus: 10+19dex+43wis=72
Base Attack Bonus: 45 Attack Melee: 45+3=48 Attack Ranged: 45+19=64
Base Save Bonus: 22 Fort: 22+18con=40 Rex: 22+19dex=41 Will: 22+43wis=65
Damage: 4-9 taijutsu
~Skills~ 53x45=2385 Ninjutsu: (Chk) 900+43=943 Treat Injury: (Wis) 400+43=443 Chakra Control: (Int) 400+53=453 Listen: (Wis) 300+43=343 Sense Motive: (Wis) 300+43=343 Knowledge: Anatomy: (Int) 85+53=138 Knowledge: Life Sciences: (Int) +53 Research: (Int) +53 Fuuin Jutsu: (Int) +53
~Possessions~
Money:
Ryo:
Equipment:
Valuables:
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Posted: Sat May 24, 2008 9:28 am
User-name: Citrus Samurai Posting: When ever Time zone: Central ~Character Data~
Name: Cronos Aurum Village: Iwagakura Clan/Bloodline: Aurum +4Str +4 to taijustu every 10 levels +1 every 8 levels to damage and to base attack with the Kurisutoru Genkotusu. This bonus is only added to hand to hand of the Kurisutoru Genkotusu. -5 Ninjutsu every 10 levels -2 Dex every 5 levels Kurisutoru Genkotusu (1-6 +1.5* Str mod instead of the usual str mod) They have 1.5 times the normal amount of charka then normal person (round down). Improved Kurisutoru Genkotusu deals 6-13+1.5 str to max
Element Affinity: Earth Age: 11 Gender: Male Rank: Genin
~Appearance~
 Headband: He wears it on his forehead at all times and the cloth is a darker orange than his hair so you can see it. . Height: 5,1 Weight: 95 Hair: Short Orange Eyes: A deep Orange
Physical Description: Cronos has tan skin, tall and slender, and is pretty muscular for his age. He has tattoos running up his arms and as his ears are pierced
Clothing: Cronos now weres this.Execpt the symbol on his back his the Aurum clan symbol and the black parts are orange. Cronos did usually wears light fitting clothing mostly tee-shirt and blue jeans but these were destroyed in his last training. He had really light Ninja armor (It was a gift from his father when he became a academy ninja) but it was destroyed when training with gig and has yet to repaired.
Background: Cronos has lived in Iwagakura his whole life. His great grandfather was one of the founding fathers of new Iwagakure. The day when the Earth master attacked the village his parents were sent to fight her. The battle was won for the Iwagakura but his parents lost their lives in the process. Cronos was told not to sulk or cry over there deaths by his father. Two years latter Cronos was going to go start his life as a ninja when he got a package in the mail. When he opened it, it was some new armor made custom for him. It was from his father to commemorate his 1st day at the Academy. Cronos goal is to be strong and be a better ninja then his parents. Cronos went to the academy were he met a girl from the Henka clan Shizuka, and his rival from the Fubuki clan Shinratsu “Shin”. Every time he was learning a new justu he was always trying to beat Shin at learning the justu faster than him. Cronos has a stange knack of being luckily since almost being the first person to pass Gigs dodging justu training he almost dodge the last attack, than came the Gennin exams strangely and almost like fate he had to fight his rival Shin. Shin showing no remorse almost killed Cronos by using his special taijustu Gamibuyou no Fubuk putting Cronos in the hospital. Cronos failed the gennin exam Cronos left back to his home and started to train to become stronger. He remembered that about the vision he had when he was knocked out in Gig Taijustu training about the hidden room under the court yard. Cronos found earlier the birthstones of his mother and father in a strange stone and used them to enter. He went down a flight of stairs and found a hidden arena and his he thought dead father Cruis Aurum. Latter Cronos retested with Roy to become a gennin and pasted. He now has been trained by his father against strange crystal monster he almost died twice against two of them both being a golem. Cronos than left to give him and his father a break from training he entered the canyons and found his follow class mates and is going to start training.After training with his teammates he learned how to water walk. Gig was going to have a party to celebrate something but than Marcus the kage barged into and beat up gig, after that gig left and the rest of gennin and Cronos left to go find Gig in the bad lands. Cronos confidenced Gig to come back but than Gig dragged all of them back in a sack which he called a burrito were Gig nicked named him Cheese since he has orange hair. Cronos was walking down the street his father found him and brought to some old building to start on training once more. After the training Cronos almost came close to death he had to spend a week recovering. After that he found that he had gotten his ninja headband and a pair of new cloths since his old ones were destroyed when he was training. He went wanted to relax since he was still recovering so he had a picnic and tried to enjoy the nature that is were he found Shin and Shizuka training. He asked Shin to fight him since he had gotten a lot stronger since the gennin exam and wanted to see if his training had paid off. Shin told another day so Cronos went to go meet his new sensai Kumetae Kaijinbo who owns a forge in Iwa. Kaijinbo gave him a new task for Cronos to complete in order to make him stronger. Personality: Cronos is a loyal ninja and obeys the ninja code always. He is somewhat of a show off when it comes to training when he trys. and he swears a lot. Also Cronos gets angery very easily. Other: He has a necklace with a Orange crystal,Opal, and pink ruby on it. Missions:
S: A: B: C: D:
Jutsu:
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.
Ninjutsu-
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~
LV. 4 Hp:107 (5+10+15+17=47 train) Cp:22 (2 Training) MHP 40 Exp:455/460 Strength: 28:8+4+4+12:9 Dexterity:11:8+4-2+1: 0 Constitution: 21:8+4+7:5 Intelligence: 10: :8+2:0 Wisdom: 12:8+4:1 Charisma: 8: 8+0:-1 Chakra: 11: 8+3:0 Dodge Bonus: 11=10+0+1
Base Attack Bonus:4 Attack Melee: 13 Attack Ranged: 4 Kurisutoru Genkotusu Attack Melee:1+4+9+3=17 Base Save Bonus: 2 Fort:7=2+5 Rex: 2=2+0 Will: 3=2+1 6-13 Damage: Taijutsu 10-15 Kurisutoru Genkotusu:16-35
~Skills~ Taijustu 37=4+9+25 Ninjutsu -5=-5 Chakra Control: 20=0+20 Fuuin Jutsu: (Int) 0 Concentration: (Con) 1 Spot: (Wis) 0 Survival: (Wis)0 Swim: (Str) 5 Genjutsu: (Int)-1 Ninja Weapons (Aian Nakkuru):
~Possessions~
Money:
¥en: Ryo:
Equipment:3 kunai,6 shuriken
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Posted: Sat May 24, 2008 10:49 am
User-name: Akimoto Ayumi Posting: Usually Every Day But I do have a child so it might not be as often depending as what is going on. Time zone: Pacific Standard Time ~Character Data~ Name: Akimoto Ayumi aka Yumi Village: Iwa Hidden Stone Village Clan/Bloodline: Hisakata Yaiba Jikei (working on getting accepted) Element Affinity: Earth, Wind Age: 10 Gender: Female Rank: Genin ~Appearance~ Headband: Stone and the color of the fabric is a goldenrod color. It hangs loosely around her neck. Height: 4'11 Weight:95 lbs AppearanceBiography: ((Working on this and the personality)) Personality: Other: Missions: S: A: B: C: D: 1 Jutsu: Ninjutsu- 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. 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. 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. 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. 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 Genjutsu: Taijutsu: Summoning Contract: Genjutsu- Taijutsu- Summoning Contract- ~Stats~ Identifying Stats: Base+Added Points+Bonus Points Mod: Stat-10/2 LV. 3 Experience: 31/120 Hp: 39 Figuring Hp: 10+ your con mod x your level Cp: 9 Figuring Cp :3+ chk mod x lvl MHp: 33 Figuring MHp 10+wis x lvl Strength: 8+5+2=15 Mod-(2) Dexterity: 8+5=13 Mod--(1) Constitution: 8+5+3=16 Mod--(3) Intelligence: 8+3=11 Mod--(0) Wisdom: 8+4=12 Mod--(1) Charisma: 8+2=10 Mod--(0) Chakra: 8+2=10 Mod--(0) Dodge Bonus: 11 Dodge always 10. DB: 10+ dex mod+ wis mod Base Attack Bonus: 3 BAB=Level Attack Melee: 6 base attack + str mod Attack Ranged: 4 base attack + dex mod Base Save Bonus: 1 base save level/2 Fort: 2 base + wis Rex: 2 base + dex Will: 4 base + con Damage: (1-6) Taijutsu (1-5) Wakizashi's ~Skills~ Figuring skill points: int mod x level added points/mod used/bonus points Swim: 0+(Str) Balance: 0+(Dex) Escape Artist: 0+(Dex) Hide: 0+(Dex) Move Silently:0+ (Dex) Sleight of Hand:0+ (Dex) Tumble:0+ (Dex) Use Rope: 0+(Dex) Concentration:0+3+20=23 (Con) Chakra Control: 0+0+2=2(Int) Craft: 0+(Int) Disable Device:0+ (Int) Forgery: 0+(Int) Knowledge:0+ (Int) Repair: 0+(Int) Research: 0+(Int) Search: 0+(Int) Alchemy: 0+(Wis) Listen: 0+(Wis) Read Lips:0+ (Wis) Sense Motive: 0+(Wis) Spot: 0+(Wis) Survival: 0+(Wis) Treat Injury: 0+(Wis) Bluff: 0+(Cha) Diplomacy: 0+(Cha) Disguise:0+ (Cha) Gather Information: 0+(Cha) Handle Animal:0+ (Cha) Intimidate: 0+(Cha) Innuendo: 0+(Cha) Perform: 0+(Cha) Seduction: 0+(Cha) Ninjutsu: 0+(Chk) Genjutsu: 0+(Int) Taijutsu:0+ (Str) Fuuin Jutsu:0+ (Int) Kawarimi:0 Kunai: 3 Shuriken:6 Ninja Weapons: 4-Wakizashi Sneak Attack: 0 ~Possessions~ Money: Ryo: Equipment: 2 Wakizashi's Valuables:
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Posted: Sat May 24, 2008 2:40 pm
User-name: Kuma_Izumi Posting: Whenever I'm on Time zone: Central
Character Data
Name: Izumi Rio Village: Iwagakure Clan/Bloodline: None Element Affinity: Earth Age: 14 Gender: Male Rank: Genin
Appearance
Headband: blue and tied around his left wrist. Height: 5'9 Weight: 135 lbs Hair: Long and black. It reaches down to about shoulder length. Eyes: An icy blue. Physical Description: Tall and somewhat skinny. Not muscular but still quite strong. His skin is pale white. Clothing: Most of his face is hidden behind a red face mask. He also wears glasses. His shirt is black and on the back is the symbol of his fathers assassins guild: a lightning bolt and a wolf. He wears long black pants as well and as most of his skill is in the martial arts he has handwraps and goes bare foot. Background: His father is the head of an assassins guild called Heavens Fang and his mother died not long after he was born. The guild only pursues nobles or governement officials who abuse their power. Izumi is the sole successor to this guild so his father sent him to Iwagakure to become a ninja as a part of his training. Personality: Obedient. Mostly to his father but anyone else he feels he should follow he will do whatever that person says. Since his father wishes him to fight he does so however he would rather stay inside and read a good book. He's a quiet guy and despite all the knowledge he has from his books he never has much to say. He's a fast learner and can grasp new concepts quickly.
Missions:
S: A: B: C: D:
Jutsu: Ninjutsu: 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" Special: Roll a 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 Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
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 Genjutsu: Taijutsu: Summoning Contract:
Stats
LV. 4 Exp. 43/130 HP: 52 CP: 20 MHp: 48 Strength: 15 +6=21 (+5) Dexterity: 14+3=17 (+3) Constitution: 14+3=17(+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 13 (+1) Chakra: 15 (+2) Dodge Bonus: 15
Base Attack Bonus: 4 Attack Melee: 9 Attack ranged: 7 Damage: 5-15 Base Save Bonus: 4 Fortitude: 9 Reflex save: 7 Will save: 6 Skills: Swim: (Str)
Balance: (Dex) 2 Escape Artist: (Dex) Hide: (Dex) Move Silently: (Dex) Sleight of Hand: (Dex) Tumble: (Dex) Use Rope: (Dex)
Concentration: (Con)
Chakra Control: (Int) +15 Craft: (Int) Disable Device: (Int) Forgery: (Int) Knowledge: (Int) Repair: (Int) Research: (Int) Search: (Int) +5
Listen: (Wis) Read Lips: (Wis) Sense Motive: (Wis) Spot: (Wis) +10 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:5+15=20 Genjutsu: (Int) Taijutsu: 5+15=20 Fuuin Jutsu: (Int) Kawarimi: 10 Kunai: 10 Shuriken: 0 Ninja Weapons: 15 Sneak Attack: 0
Possessions Money: Yen- Ryo- 70 Equipment:
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Posted: Sun May 25, 2008 6:50 am
This character no longer lives in this village.
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Posted: Sun May 25, 2008 7:04 am
User-name: Reclaimer9213 Posting: Often Time zone: Eastern Stand. (USA)
~Character Data~
Name: Zanza Zee Village: Kusagakure no sato Village (Current): Iwagakure no sato Clan/Bloodline: Zee Element Affinity: Lightning Age: 16 Gender: Male Rank: Genin
~Appearance~
Headband: Black, Around Neck Height: 6' 0" Weight: 190 Hair: Black Eyes: Brown Background:
- Prelog -
On the outskirts of grass country, there was a small village known as Current. It was here where Zanza was born and raised. His family was well respected for their work as the head family in charge of village protection. All the armed forces of the village fell under direct command of Zanza's father. His mother was head of training the village guard, and his sister, whom was perhaps the most important thing in the world to him, was training to take over the family's duties, and teach Zanza to do the same. These positions placed the family in the upper class, making them one of the most well known families through out the entire village.
Following his tenth birthday, the village was attacked by the fearsome Koindia bandit clan . They attacked in the dead of night using their supreme stealth skills. The local Guard didn't even have the time necessary to make any counter measures before the town was up in flames.The bandits looted the buildings, then burnt them to flames. Women were violated then executed, and Bodies dropped by the second. Fueled by a massive bounty on the heads of the main village leaders, and even more so, the fear of showing weakness in front of their leader, Kain, the bandits were ruthless.
Zanza stood in terror as the bandits approached. His father might have stood a chance against them if he hadn't been trying to protect his pregnant wife. He told Zanza to head for the river and use the current to swim as fast as he could downstream. His sister would follow as soon as she'd given him enough time to make a good head start. He did as he was told. He ran for the river. Just before jumping into the river he heard a shriek come from the house. He turned in fear and saw his mother standing, pieced threw the stomach with a arrow lit aflame. His father, in concern for his spouse, turned to help her. but to no avail, for as soon as he turned his back, he too was stricken down.
Zanza's sister prepared to make a run for the river in hopes of escaping. Just as she began her sprint, the bandit leader, Kain , appeared in her path. She raised her blade to strike him. but he knocked it away with his fist as if it were a toy. Two bandits on either side of Zanza's sister reached for her arms and pulled them as far apart as they could. Kain then walked up to her and pulled a silver kunia out from a slot on his jacket. He pointed it to her and slowly pushed it into her skin. She had tried to show no weakness until the blade pierced her skin. She cried out as Kain pulled the blade threw her chest, from one side to the other. He then withdrew it and licked it clean as he listened to the girl beg for death to take her. He then fulfilled her wish and slit her throat. Zanza fell weak at the site of his family's murder, and he fell into the river, barely keeping his head above the water and it thrashed him far down stream.
He drifted until day emerged and he was well miles away from the ashy remains of his home. He pulled himself to shore with all his might. Just as he did so, a large man, 7 foot or so tall, picked up the small ten year old and threw him over his shoulder. Zanza thought he would face a similar fate to the of his sister. They traveled threw the woods for a few hours before coming to a clearing that seemed to be a small farm. Zanza was relieved to find the man was a farmer whom had seen the flames the night before and gone to the river to try and help anyone escaping. The man's name was Kazikune. He and his wife lived in seclusion deep in the forest on the western side of grass country. They had a simple life as farmers. Here they offered Zanza the second story of their cottage as a home. With no where else to go, Zanza gladly took their generous offer. He spent the next three years of his life here and worked the fields with Kazikune during the day.
- Student(age 13 - 14)
On his 13th birthday, Zanza decided it was time to move away from his country life and follow his own path. The path of a ninja. He would seek out the Koindia bandit clan and kill them all. Kazi claimed to be good friends with the Kusakage and said she would set him up with ninja training. Zanza arrived carrying everything he owned in a blue duffel bag. He spoke with the kage, known at that time as "Mamakage" and she agreed to train him in the way of the shinobi. She also granted him permission to use of an apartment and a small salary for as long as he was a student or worked for the village. Zanza trained hard for two years in the academy. Often devoting his extra time to extra training, Zanza worked hard to match up to the genin that had graduated just before he'd arrived in the village. After two years of intense training, and meeting a few friends along the way, he was ready to take the Genin Exam.
On the day of the exam, Zanza arrived realising he hadn't learned one of the mandatory jutsu. After spending the entire day training with the high ranked ninja, Yahiko, he finally learned the technique. When he went to take the exam that same day, he was exhausted and had very little chakra left to preform jutsu. He was also surprised to find that one of the judges was Yahiko. And even more so that Yahiko turned out to be his best friend and crush, Sora's older brother. Even stumbling threw two jutsu tests, he managed to pass the exam.
- Genin(age 13-14) -
Zanza had advanced to the level of genin and been placed on team two along with Sora, and another girl he'd known from the academy, Myubi. It was a treat to be on team two because they were under the direct command of the kusakage, Konpaku. Zanza now found it harder than ever to stay in touch with his friends from the academy. It wasn't long before he wasn't able to make plans with them because of an intense training schedule. the only place he was really able to hang out was at special events in the village.
Few months passed after the genin exams before Zanza found that he had been signed up for a tournament in Kirigakure, the land of mist. After a training exercise with his sensei, Zanza headed off to the tournament waiting room. There he got in a fight with his team mate and crush, sora. Leaving her in the waiting room, Zanza awaited his match to appear on the view screen from the roof.That's when unluckily for him, he was paired up with sora in a match. With out hesitation, Zanza defeated her with out even breaking a sweat. The match ended with a single hit. Proud that he'd won his match, he rushed to find his sensei, whom was no where to be found. Shortly after, the remainder of the tournament was canceled and Zanza headed back to the village. After getting comfortable and getting some rest from the tournament, Zanza noticed that most hadn't returned from the tournament.
Zanza went to the kusakage to request a mission, for he'd been a genin for quite a while, but because of the shortage of people, he'd been stuck doing grunt work ever since. Konpaku understood his plea for some action and sent him deep into the mizu falls to stop a rabid bear from destroying the hot springs any further. Having completed his first mission in the depths of the mizu falls hot springs, Zanza returned to the kusakages office with a quickened haste. It was late in the afternoon only a few days following the end of the tournament in kirigakure. They never released why the tournament ended so early and quickly; but the genin of the village had come to the conclusion that a high level ninja from another village had been murdered and the killer was on the lose.
Once arriving at the kusakage's office, He came in surprised to find that many people had gathered there. One of which was Shinichi, a genin Zanza had known since he started his training in the academy. The kage assigned them a new mission in which they would leave asap. With the village having been scattered after the tournament, it seemed that odd teams of shinobi were teaming up to get the work done. Zanza went back to his apartment to gather his supplies. There he waited for Shinichi for several hours, which turned into a full day. Becoming concerned, he left in search for shinichi. He looked for him at his house and the kages office. Finally he figured something must have come up so he left on the mission by himself. After combat against the sea sage, Zanza fled, leaving him wounded. He was nearly defeated by the awesome power of the sages water jutsu.
Feeling defeated, Zanza lead to under go more intense training. The village was quieting with each passing day. The excitement of the tournament drifted away and the days became filled with average missions with more petty task that seemed to waste his time. With his friend Sora still not talking to him, Zanza continued to train by himself. Staying in the woods for hours or days on end, returning only to feed and check for new missions, he devoted sixty percent of his time to training. And another 30% to missions
- Genin(age 15) -
The days rolled past as zanza searched for what he wanted to do with his life. He moved away from his friends and became a solitary man. Odd thing it was to be at the age of 14. His mind wandered what was to become of his roots, the ones he couldn't seem to trace. Zanza decided that when he became of age, he would search the remains of his village and try to find out what he could about his past. He felt that his family deserved to live on. He pressed on with his life and training, doing a few missions for the kage.
With his birthday coming up, The kage decided to teach zanza a new technique. He took Zanza and trained him for a little over a week deep in the Bamboo forest. When they emerged, Zanza had learned the inner decapitation jutsu. At this point, Zanza began taking on more pressing missions against stronger opponents. Team 2 had still not regrouped nearly 9 months after the tournament and Zanza had yet to hear from either of the other two people he had been assigned with. A few times he'd asked the kage about their where abouts, but apparently the village was short of shinobi and they had been placed elsewhere.
- Genin(age 16) -
Zanza was headed home after completing a mission in the northern area of the continent, escorting some cargo from the mountains back to the village. He was approaching his apartment when he was surprised to meet with two ninja with a strange symbol on their head bands. As Zanza came closer to his home, he discovered it was actually burning. One of the ninja approached Zanza with a katana in his hand. Zanza drew his own blade and charged forth at the shinobi. Before he could make contact, He was hit by a strange jutsu that knocked him off his feet.
The Man came close and raised his blade, ready to strike Zanza down for good, when another stranger appeared from seemingly no where and blocked the attack. With out saying another word, Zanza rolled out from beneath the blade and ran after the further enemy. Mere seconds went by before zanza's savor defeated the opponent with a combination of a paralysis jutsu and what appeared to be a blade made of wind. The man carrying the katana dropped to the ground and Zanza had a clear view of the person now. The first thing he noticed was that the head band had been rapped around her stomach, and it had the grass symbol on it.
That was all he needed to know at the moment as he turned back to the remaining shinobi. He drew three kunia and threw them as soon as he reached point blank range. But his opponent was fast enough to only be hit by one. Zanza slid on his knees to the side of the man and picked up the two kunia that had missed. The women that had saved zanza appeared to be analysing how he fought as he did so. Seconds passed as zanza took a deep breath before being grabbed from behind by what he soon found to be a bushin. Zanza reversed the direction in which his blades pointed and slit the bushins hands, causing it to evaporate.
Zanza threw one of the kunia into the air as a distraction. As his enemy raised his blade to avoid the hit, Zanza sprang forward and cut deeply into the man, then reached for another kunia to finish him off. The man fell to the ground and knocked his head on the pavement, causing his headband to fall off. Zanza pulled his kunia from the man and placed them back in his bag. He then picked up the head band of his enemy and looked it over closely. I had an odd symbol he had never seen before. Zanza stood and faced the stranger whom had saved him. They spoke for a moment, introducing themselves. The women told Zanza her name, which was Suzume Kobayashi. They spoke briefly of the situation at hand. Then Zanza ran into the burning house to gather the few things he owned that could not be replaced; mostly pictures of his family and friends. Zanza narrowly escaped before the roof toppled in and wasted all that had remained.
As hard as it seemed to believe, the village was falling apart and being evacuated in the area that Zanza lived due to effectively planed attacks by a rouge group that had separated itself from the Fifth Dawn, another group that was mid-way in a hostile take over of the village. Zanza feared what could have happened to his friends and teachers. But now was a time to make haste and get while the getting was good. Two days of nearly non-stop traveling took place before the two reached Amegakure. The village was much larger than he'd anticipated. Its large buildings and Massive walls were a sight to behold. Never before had Zanza seen such large masses, other than mountains.
Upon arrival in the new village, Zanza headed to an area that seemed to be covered by refuge's from many countries. In the chaos, Zanza found it hard to determine who was in charge. With all the confusion being processed, Zanza thought it to be a golden opportunity to search for the remains of his clan. First consulting his parents in the escape, Suzume, Zanza headed westward, back to the grass country. He had no idea that she would be following him only a few days later. His destination was set. The destroyed village of Current. Zanza's home before escaping Kusa, before becoming a genin, before losing his family.
Upon reaching the area where he grew up, he was surprised to find that almost no remains of his home were to be found. Only a single cottage stood where his entire village once thrived. Zanza walked to the front of the small building and knocked twice. A man came to the door. He invited Zanza in and Introduced himself as Sax.The hospitable man and Zanza talked for a while before Zanza noticed something he'd had not before. In the Rear of the house was a second building made of small oval stones. This was a trait that only currents people had practiced. These stone building were designed to protect important documents. Zanza asked about it instantly. Sax told that he'd never been able to open it because the only entrance was blocked by a large rock. too large to move by a man with only one hand. Zanza rushed to open it. But sadly, the task proved too much for one person to accomplish.
As it turned out, Sax had been a blacksmith in the village when it was attacked. Thought he specialized in farming equipment and not weapons. He was able to make safe passage for his family to escape. He stayed to fight, which resulted in the loss of his hand. He'd only survived by running the river and letting it drag him down stream. Zanza spent the days trying to find away to move the giant rock, but to no affect. then on the third day after arriving at current, Zanza was surprised to find suzume had come after him. He refused to leave until he could move the rock and claim its records. She was happy to make that possible.
Using a strange jutsu Zanza had never seen before, she moved the easily out of the way. Zanza rushed in and began searching threw the records. Zanza had to stay in shape while looking threw the records. to his surprise, Suzume decided to teach a second jutsu to add to his arsenal. So by day he trained and by night he researched. Finally he learned the technique "body flicker" . But in contrast, he also found the records of his past. But that wasn't entirely a good thing. When Zanza read the title, he instantly Remembered his true name.
Zanza Zee
Though that was good news, Zanza continued to read threw his records. He first found the truth. After the village was attacked (due to a bounty put on the heads of the village clans) He had went to live with a farmer. There he lived for two years before running off to seek vengeance for his family. The farmers who were his guardians at the time told him to go to kusagakure to learn the way of the ninja before attack the bandits. They claimed to be long time friends of the kusakage. But in truth they had never met the kusakage, and never planed to have zanza become a ninja. What they did know was that if he'd had went to seek revenge, he would have perished surely. In order to protect him, they sent a sealed scroll with him, and said the kusakage would not believe it was from them if he'd opened it before giving it to her, and there for she wouldn't train him. Zanza left with the sealed message and headed for kusagakure. upon arrival, he'd pleaded that he had a message for the kage and he was permitted to see her.
She sat with zanza and read the message.
It told of zanza's impossible intentions, and begged her to find a way to protect him from attacking the bandits. The kusakage told him she would teach him starting on the following day. She also offered him a permanent bad and low income for each day he stayed. Zanza was quick to take the offer, though as he lay asleep that night, she slipped into his apartment room and altered his memories. First, she caused him to forget his name, so that even if he looked for his name in the records, he wouldn't find anything relating to the truth. Now only remembering his name as " Zanza ", she replaced all his memories of farm work with intense ninja training.This would lead to the final change. She replaced him coming to kusagakure first with a memory of having already destroyed the koindia bandit clan. With the thought of an already destroyed bandit clan in his head, why would he seek vengeance? But she had witnessed how strong the farm work had made him, so she decided to keep him here in kusagakure and to go ahead and train him to become a respected shinobi.
Zanza was crushed by the records. Now having the truth. He was blinded from questioning about "how did these records even get here after the village was burnt down?" Zanza wasted no time in sitting around and making small talk. He picked up all his belongings from the house, thanked Sax for his hospitality, but insisted that he and suzume leave this moment. With his records and every other thing he owned in a small blue duffel bad, Zanza and Suzume left for Iwagakure. Zanza now felt that since he knew his name and his past, it was time to look to the future. He would go where ever needed and help how ever possible.
As they neared the village entrance, Zanza stopped and told Suzume to go ahead. He said that he needed to be alone for a while to think things over. Suzume said she understood and would make sure he'd made it alright with in a few days. Zanza built a fire and stayed in the woods for nearly three and a half days before finally clearing his head and moving forward. Zanza entered the village for the first time and began looking for a government official to ask where he should report to. Zanza met up with his new team mates, houka and Ame. houka was a freshmen genin, and ame was displease to be on this team instead of her own. Their new sensei, Horaku, was a bit lacking in the age division. Zanza developed a disliking for him instantaniously because he wouldn't except someone with less experience than his old sensei, the Kusakage.
Personality:
Zanza has become an independent person. He finds it hard to trust anyone because of their lack of loyalty to him. He dosen't want to get close to anyone because " eventually they will be gone. " On the other hand, he hates feeling alone, but sees it as an inevitability because he loses everyone he cares about. It is natural instinct to believe no one will stay around long enough to take a liking to them. Though he used to be very headstrong, His maturing has pushed him to be more mellowed out and less excite-able. Zanza no longer knows his limits because of his current rank. Even though he is often sent out on C-ranked missions, He has never been pushed to his limits. He avoids leadership positions, even though he is very good at organising. In most of his fights, he is able to take very simple ideas and manipulate them to create very complex plans of attack.
Nindo:
Missions:
S: A: B: 1 C: 3 D: 1
Jutsu:
- E - Rank -
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 individually. 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.
Ninjutsu-
- D Rank -
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.
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. 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.
- C Rank -
Jutsu Name: Zee Style, Chakra Tia-jutsu Description of Jutsu: This jutsu combines the users chakra with each tiajutsu strike from one of the four limbs of the body. By channeling chakra to their arms and legs, the user can add a little spark to their attack. The Zee clans skin cells act like tiny generators. The chakra flows through each cell and is conducted from chakra into electrical energy. When the user attacks a target, the current of electricity is then sent through the targets skin, shocking them. Rank: C rank Cp Cost: -40 to charge the body, -12 for each following attack Damage: 2-10 + Strength mod + 1/2 Chakra mod Requirements: Zee Clan, Chakra Control +10, Strength +25 Training: 3 days, Constant training after initial learning Special: Zee clan only due to special need for high resistance skin
- B Rank -
- A Rank -
- S Rank -
Genjutsu-
- D Rank -
- C Rank -
- B Rank -
- A Rank -
- S Rank -
Taijutsu-
- D Rank -
- C Rank -
- B Rank -
- A Rank -
- S Rank -
~Stats~ LV. 8 Experience: (22/170) Hp: 119 Cp: (+15)148 MHp: 112
Due to technical difficultys (my dumb a**) all stats in this section achived before Dec, 5, 2007 will be refferd to as earned training points...mostly because untill now I haven't bother to keep them seperate. So all the Level points I got from leveling up levels 1-7 are now mixed in with the others.
Stat. Bace | Level Up Points | Trained points: Total | mod =
Strength: 8 | 1 | 49 | Total: 58 mod = 24 Dexterity: 8 | 1 | 27 | Total: 36 mod = 13 Constitution: 8 | 0 | 16 | Total: 24 mod = 07 Intelligence: 8 | 0 | 16 | Total: 24 mod = 07 Wisdom: 8 | 0 | 14 | Total: 22 mod = 06 Charisma: 8 | 0 | 10 | Total: 18 mod = 04 Chakra: 8 | 0 | 34 | Total: 42 mod = 16 Dodge Bonus: 28
Base Attack Bonus: 8 Attack Melee: 30 Attack Ranged: 20
Base Save Bonus: 4 Fort: 11 Rex: 17 Will: 10
Damage: Taijutsu: 23 - 28 Shurikin: 13 - 15 Kunia: 23 - 25
~Skills~
Due to technical difficultys (my dumb a**) all skills in this section achived before Dec, 5, 2007 will be refferd to as earned training points...mostly because untill now I haven't bother to keep them seperate. So all the Level points I got from leveling up levels 1-7 are now mixed in with the others.
Swim: (Str) +1
Balance: (Dex) | +2 Escape Artist: (Dex) | Hide: (Dex) | +1 Move Silently: (Dex) | +1 Sleight of Hand: (Dex) | Tumble: (Dex) | Use Rope: (Dex) |
Concentration: (Con) |
Craft: (Int) | Disable Device: (Int) | Forgery: (Int) | Knowledge: (Int) (Art) (Behavioral Science) (Business) (Civics) (Current Events) (Earth and Life Sciences) (History) (Ninja Lore) (Popular Culture) (Streetwise) (Tactics) +3 (Theology and Philosophy) Repair: (Int) | Research: (Int) | Search: (Int) | +6
Alchemy: (Wis) | Listen: (Wis) | Read Lips: (Wis) | Sense Motive: (Wis) | Spot: (Wis) | +7 Survival: (Wis) | Treat Injury: (Wis) | +2
Bluff: (Cha) | Diplomacy: (Cha) | Disguise: (Cha) | Gather Information: (Cha) | Handle Animal: (Cha) | Intimidate: (Cha) | Innuendo: (Cha) | Perform: (Cha) | Seduction: (Cha) |
Chakra Control: (Int) +14 Ninjutsu: (Chk) | +21 Genjutsu: (Int) | Taijutsu: (Str) | +9 Fuuin Jutsu: (Int) | Kawarimi: | +1 Kunai: +10 | +7 Shuriken: | +5 Ninja Weapons: | Sneak Attack: | +4
~Possessions~
Money:
Ryo: 75
Equipment:
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 Fts. Special: Can throw six shuriken per turn. "In other words 3 from each hand." Amount: 12
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 fts. The kunai is a piercing weapon that can be used to stab but not to cut. Damage: 1 - 3 + Str mod. In melee Range: Melee or Ranged 50 Fts. Special: Can be used in both melee and ranged combat. Amount: 11
Zee Clan, Metal "Capacitor" Gauntlets Type: Ninjutsu or Melee Discription: Metal guantlets with built in elecrtrical capacitors. They can be used to store electrical energy for use in jutsus or in melee combat. However, they are not needed to transform chakra into electricity. The Zee clans skin cells are able to do that on their own. In-Game Stats: +2 Strength, -1 Dexterity Damage: N/A Requirements: Zee Clan, Stregth +15 Special: Used in clan jutsu Owner: Zee clan
Hyourougan: (Soldier Pill) A special medicine that allows an individual to fight for three days and three nights without resting. It is full of protein and contains a special stimulant. Effect: Hp increases by 10% for 100 rounds (10 minutes)
Kibaku Fuda: (exploding tag) A piece of paper marked with the character "Explode" (Baku). The tag can be placed on various objects and will detonate after a certain amount of time. Damage: 10 - 20
Blue Duffle Bag: Just a plain blue duffle bag Zanza uses to carry all of his Equipment. It also has shoulder straps so it can be worn as a book bag.
Links of Rope: Two Links of 5 yard rope Two links of 15 yard rope
Lantern: Metalic Lantern Two small 12 ounce bottles of lighter fluid 6 paper lanterns.
Valuables Fifth-dawn Headband
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Posted: Sun May 25, 2008 7:05 am
User-name: Reclaimer9213 Posting: Overactive Time zone: Eastern standerd (USA)
~Character Data~
Name: Hyuuga , Tetta Village: Konohagakure Clan/Bloodline: Hyuuga Element Affinity: Fire Age: 18 Gender: Male Rank: Chunin
~Appearance~
Headband: Normal Forhead Protection. White. Height: 5' 9" Weight: 181 Lbs Hair: Black. Long. {see picture} Eyes: Hyuuga's Evil (white). {see picture} Physical Description: Muscular. Slinder. Confedent Facial Exspresion. Clothing: Differs. Thin Chunin Vest. Background: Tetta Hyuuga is Nephew to the Head of the clan as well as the older cousin of Elruda. When he was young, it was said that he would never become a strong shinobi because of his inability to consentrate his chakra, as well as the fact that he was very clumsy. He often triped over objects that weren't there, and it wasn't unheard of for him to walk directly into a wall.
It was desided that, inspite the fact that he was careless from time to time.....or most of the time, he would still join the acdemey because of his athletic ability and his constant nagging to do so. Once in the academey, people began looking at him differently. He soon exelled pass the majority of students in chakra control, and became very strong in tiajutsu as well.
After graduating on his first try at the age of 12, Tetta was set up with an adverage genin team where he stayed for 17 months, after nearly a year and a half, the team was entered into the the chunin exams. His squad made it to the second round where he and anouther of his team mates were knocked out. The remaining one made it to the final round, where he lost.
The squad countinued to train hard and compleat mission for six more months. They entered the exams once more where they dominated. The three of them made chunin rank. Tetta was 14 at the time.
Personality: Tetta is an individual who is easy to work with. Though he is normaly not one to be the life of the party, he is very laid back. Though not one to joke, Tetta dosen't get mad very often. He is cool, calm, and colective. When he talks people can gather his feelings just from the slight difference in his voice. Even if he isn't the most freindly guy, once you get to know him, you'll never need a better freind.
Other:
Nindo: (credit to pillar) We are soldiers. Stand or Die. It's not like I'm walking alone into the valley of the shadow of death Stand beside one another, 'cause it ain't over yet I'd be willing to bet that if we don't back down You and I will be the ones that are holding the Crown in the end When it's over, we can say, "Well done" But not yet, 'cause it's only begun So, pick up, and follow me, we're the only ones To fight this thing, until we've won We drive on and don't look back It doesn't mean we can't learn from our past All the things that we mighta done wrong We could've been doing this all along We'll be carrying on, until the day it doesn't matter anymore Step aside, you forgot what this is for We fight to live, we live to fight And tonight, you'll hear my battle cry We live our lives on the frontlines We're not afraid of the fast times These days have opened up my eyes And now, I see where the threat lies We've got to lead the way
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.
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.
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
Suiton: Mizuame Nabara (Water Release: Syrup Capture Field) Using this jutsu, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught. Cp cost: 40 Damage: N/A Requirements: Chakra Control 20 Special: Ninja cannot move. Escape Artist DC: 50 Training: 8 days
Taijutsu-
Juuken Kempo Ryuu (Gentle Fist) Description: This is the opposite of the Tekken (Iron Fist) Taijutsu style. The attacks are softer, more open palm, and cause damage by flowing chakra into the opponent's inner coil system of chakra veins and tenketsu (chakra holes). Attacking through the inner coil system allows them to cause damage to their opponent's internal organs, which nobody can train, as the chakra veins surround all the chakra producing organs, most notably the heart.
Also, by sealing the three hundred and sixty-one tenketsu in the human body, the ninja can cut off their opponent's ability to control their chakra, limiting their means to attack, and possibly even killing them. First performed by Hyuuga Neji and Hyuuga Hinata in chapter seventy-nine. Only members of the Hyuuga Clan can use this style, as one must have the Byakugan to see the inner coil system of the human body. Rank: C Cp Cost: Byakugan must be activated. Damage: 4 - 16 + Chakra mod. Requirements: Hyuuga Clan Training: 7 days Special: When using the Juuken you do not add your Strength mod. to your attack bonus, you add your Dexterity mod. instead. Juuken depends on graceful attacks and not on powerful ones. (This is applied to all Hakke techniques.) When using Juuken to break out of certain, physical, chakra-based restraints (like the Spider bloodlimit's special webs), add Chakra mod. + 2 per 10 Chakra Control ranks.
Hakkeshou Kaiten (Eight Divination Palms of the Hand: Heavenly Spin) Description: Hakkeshou Kaiten is a Taijutsu technique unique to the Hyuuga bloodline using the Jyuuken. Kaiten is a special technique passed down through the main family line. Kaiten takes advantage of several of the unique abilities of the Byakugan eye. Byakugan gives the clan member an almost complete 360 degree view of their surroundings. This allows the member to see all angles of attack.
If an attack is near, the clan member will release a large of amount of chakra from their tenketsu. The member then begins to spin like a top, creating a whirling vortex that can nullify almost any attack. Rank: B Cp Cost (Offensive): 60 Cp per round + 2 per extended feet Cp Cost (Defensive): 30 Cp per round + 2 per extended feet Damage (Offensive): 30 - 60 + Chakra mod. + 1/2 Chakra used (to all surrounding enemies within range) + 2 per 10 Taijutsu ranks Damage (Defensive): Chakra mod. + 1/2 Chakra used (to all surrounding enemies within range) Requirements: Hyuuga Clan, Juuken Kempo Ryuu Training: 12 days Special: Double damage dealt to all those in close range to the user. Provides full cover as long as it’s maintained (whether used in offensive or defensive combat against taijutsu and ninjutsu techniques), unless the opponent rolled a 20, thus being unable to counter with Juuken in time. Those in range to the Kaiten user are pushed/blown back considerably and are stunned for the following turn.
~Stats~ LV. 10 Experience: 0/250 Hp: 110 Cp: 195 MHp: 180
Strength: 10 + 2 | mod = +1 Dexterity: 10 + 16 (+4) | mod = +10 Constitution: 10 + 2 | mod = +1 Intelligence: 10 + 10 | mod = +5 Wisdom: 10 + 16 | mod = +8 Charisma: 10 + 2 | mod = +1 Chakra: 10 + 20 | mod = +10 Dodge Bonus: 28
Base Attack Bonus: 10/5 Attack Melee: 20/15 Attack Ranged: 20/15
Base Save Bonus: 5 Fort: 5 Rex: 9 Will: 9
Damage: Katana: 1 - 10 + 1 (Str mod.) = 2 - 11 Juuken Kempo Ryuu: 4 - 16 + Chakra mod. Kunai: (stabbing) 1 - 3 + Str mod. / (throwing) 1 - 3 + Dex mod. Shuriken: 1 - 2 + Dex mod.
~Skills~
Str: +1 Swim: (Str) +1 |
Dex: + 10 Balance: (Dex) Escape Artist: (Dex) +1 | Hide: (Dex) Move Silently: (Dex) Sleight of Hand: (Dex) Tumble: (Dex) Use Rope: (Dex)
Con: +1 Concentration: (Con)
Int: +5 Chakra Control: (Int) +20 | Craft: (Int) Disable Device: (Int) Forgery: (Int) Knowledge: (Int) Repair: (Int) Research: (Int) Search: (Int)
Wis: +8 Alchemy: (Wis) Listen: (Wis) Read Lips: (Wis) Sense Motive: (Wis) Spot: (Wis) Survival: (Wis) Treat Injury: (Wis)
Chk: +10 Bluff: (Cha) Diplomacy: (Cha) Disguise: (Cha) Gather Information: (Cha) Handle Animal: (Cha) Intimidate: (Cha) +2 | Innuendo: (Cha) Perform: (Cha) Seduction: (Cha)
Chk: +10 Int: +5 Str: +1 Ninjutsu: (Chk) +5 | Genjutsu: (Int) Taijutsu: (Str) +15 | Fuuin Jutsu: (Int) Kawarimi: +1 | Kunai: +1 | Shuriken: +1 | Ninja Weapons(Katana smile +8 | Sneak Attack: +5 |
~Possessions~
Money:
Ryo: 360
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 Range: Melee or Ranged 50 Ft. Special: Can be used in both melee and ranged combat. Amount: 16
Katana: The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at faster speed than any other sword created by man, the sword itself is both hard and light and can cut through almost anything with ease. Unfortunately it is large and so is cumbersome to fight with in small rooms. Damage: 1 - 10 + str. mod. Range: Melee.
Hikari Dama: A ball which emits a tremendous flash of light that can temporarily blind an opponent. It will also extend any shadows, which can be beneficial for techniques such as the Shadow Copy Skill (Kage Mane no Jutsu). Effects: First round: Blind: character attack roll is reduced by -30, character loses all dex bonus to his dodge bonus also attacker receives a +10 bonus on his attack rolls. Next 10 rounds: Blurry vision: Character penalty is reduced to -10 attack roll for 10 rounds, however this penalty acts like a count down that is reduced -1 every round. His dodge bonus suffers the same penalty however he can adds half of his dex modifier to his dodge. Amount: 2
Kibaku Fuda: [exploding tag] A piece of paper marked with the character "Explode" (Baku). The tag can be placed on various objects and will detonate after a certain amount of time. Damage: 10 - 20 Amount: 8
Hyourougan: (Soldier Pill) A special medicine that allows an individual to fight for three days and three nights without resting. It is full of protein and contains a special stimulant. Effect: Hp increases by 10% for 100 rounds (10 minutes) Amount: 1
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Posted: Wed May 28, 2008 6:38 pm
User-name: Emily Marneth Posting: Every waking moment Time zone: Central Standard time (GMT - 6;00) ~Character Data~ Name: Hayaku-Omoi Hitomi Village: Iwagakure Clan/Bloodline: Sukai~tou In game Stats: +2 per six levels to tumble, and spot +1 per six levels to balance +1 per ten levels to dex -1 per four levels to con -1 per six levels to cha (due to lack of social interaction with people) +3 handle animal (birds only) -1% weight per four levels (the bloodline does not simply drive the user insane to the point where he thinks these things are happening, his body actually changes to adopt the traits of his familiar, including lighter/hollow bones, etc.) (skeleton weighs roughly 12% of total body weight in average woman, 15% in man)Element Affinity: water wind Age: 14 (Isn't quite sure if she's 13, 14, or 15) Gender:female Rank:academy student ~Appearance~ Headband: once acquired it will have blood red material that is slightly tattered, the symbol will be Iwagakure's and it will cover her right eye... ((NOT a rip-off of Kakashi-sensei)) Height: five foot four Weight: 82 lbs Hair: blood red, pulled back in a ponytail that hangs down to the small of her back, her bangs covering her right eye Eyes: her left eye is a deep green, her right eye, upon close inspection, is false, although very skillfully crafted... It was a replica of a Sharingan used more for intimidating purposes than to look cool, as expressed by the fact that she prefers to keep it covered most of the time, not letting many people see it... Physical Description:very well-shaped figure, with average breasts and slightly full lips. Her skin is an unhealthy pale white, but her muscles lean and fit... Has a tattoo covering from her stomach all the way up and over her right shoulder and down her right arm of black snakes, all the eyes red, five of the snakes stretched and wrapped around her fingers... A scar runs vertically through her right eye, which was the reminder of when she had lost said eye years before... Clothing:She wears torn up black pants over crimson pants, so that the red shows through the holes in her top pair. Wears a sleeveless black halter-top,which leaves the upper half of her back completely visible, thin cloth hangs down from the front, masking her stomach... Background: She doesn't like sharing her past, but what people can gather is that both her parents had been killed, her sister dying saving her from a fire... Hitomi had lost her eye sometime in the time of the fire, and, truthfully, doesn't remember much about the event... After being 'taken in' by her neighbors, she proved to be too much for them to handle, and got sent away to a man who would 'take care of her for them...' Not too long after, she began a life of daily torture, after 'escaping' from the said man, she found her way to Iwagakure, where she enrolled in the school... Not too long (At all) after enrolling in the school, Hitomi was kidnapped by her previous master and was returned to the torturous brothel that she had run away from. She was kept there for two years and when she had her first chance, she slipped her shackles and tried to kill the man. She succeeded, however during the fight, they had knocked a lamp over, causing a fire to catch in the building. The man had been stockpiling weapons for a guerrilla militia that was planning to start taking over. The Girl who had been the best seller after Hitomi had gone, Kiki, had thrown her through a window and had run back to try to save the other girls. None of them made it. The weapons cache ignited and the explosion shook the area for miles around. This was the second loved one Hitomi had lost in a fire, and she developed a phobia of large fires and explosions that is strong enough to make her pass out if it's big enough. Personality: somewhat withdrawn about her past, but is openly talkative and friendly around other people, becoming highly depressed when alone, but savoring the fact she no longer has to wear a mask when she's by herself... Other: I think I got it all... Missions: S: A: B: C: D: Jutsu: Ninjutsu- 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. 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. 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. Genjutsu- Taijutsu- Summoning Contract- ~Stats~ LV. 4 exp: 397/460Hp: (10 + 0) x 4 - 1 +5= 44Cp: (3 + 1) x 4 + 3= 19Mhp: (10 - 0) x 4 = 40Strength: 6 + 7 + 11= 24 +7 Dexterity: 6 + 3 + 1 + 3= 13 +1 Constitution: 6 + 2 - 1 + 4= 11 +-0 Intelligence: 6 + 8 = 12 +1 Wisdom: 6 + 2 + 2= 10 +-0 Charisma: 6 + 1 - 1= 6 -2 Chakra: 6 + 5 + 1= 12 +1 Dodge Bonus:10 + -0 + 1 = 11Base Attack Bonus: 4 Attack Melee: +11 Attack Ranged: +5 Base Save Bonus: 2 Fort: +2 Rex: +3 Will: +2 Damage: (taijutsu and every weapon you use) taijutsu: 8-17 +2 to hit ~Skills~ str: +7 Swim: (Str) dex: +1 Balance: (Dex) 6 Escape Artist: (Dex) Hide: (Dex) Move Silently: (Dex) Sleight of Hand: (Dex) Tumble: (Dex) 2 Use Rope: (Dex) Perform Puppet Play: (Dex) 1 Con: +-0 Concentration: (Con) Int: +1 Chakra Control: (Int) 26 Craft (puppet): (Int) 1 Disable Device: (Int) Forgery: (Int) Knowledge: (Int) Repair: (Int) Research: (Int) Search: (Int) Wis: +-0 Alchemy: (Wis) Listen: (Wis) Read Lips: (Wis) Sense Motive: (Wis) Spot: (Wis) 2 Survival: (Wis) Treat Injury: (Wis) Cha: -2 Bluff: (Cha) Diplomacy: (Cha) Disguise: (Cha) Gather Information: (Cha) Handle Animal: (Cha) 3 + 3(birds) Intimidate: (Cha) Innuendo: (Cha) Perform: (Cha) Seduction: (Cha) 3 Chk: +1 Ninjutsu: (Chk) 2 Genjutsu: (Int) 1 Taijutsu: (Str) 7 + 20Fuuin Jutsu: (Int) Kawarimi: +1Kunai: Shuriken: 2 Ninja Weapons: Sneak Attack: 1 ~Possessions~ Money: ¥en: Ryo: Equipment: Valuables: An expertly crafted glass sharingan eye that she wears in her right eye socket. Quote: ~Pet Data~ Name: Konpeki~Kouken 'Kon~kou' Species: harpy eagle Size: medium Element Affinity: wind [Only one is allowed] Age: 3 years old Gender: female ~Appearance~ Height:39 inches body length, 6' 9" wingspan Weight:18 pounds Fur: N/A, Back is covered in slate feathers, stomach in white Eyes: blackPhysical Description: 1 meter tall eagle, has a double crest adorning its head, five inch talons (the size of a grizzly bears claws, to put in perspective,) Background: Was raised after found abandoned by an anonymous friend of Hitomi's. The trainer felt that they would eventually find someone to take her, and they believed Hitomi was the perfect choice. Out of a stroke of friendship, (not to mention the fact that the bird was too out of control with the trainer, but calm near Hitomi,) the friend gave Kon~kou to Hitomi, to which Kon~kou soon bonded with. While it is extremely rare to train an eagle of any sort, Kon~kou seems to know the Hitoni and she are very much like each other, and has shown her great companionship despite her inherent proud nature. Personality:somewhat cocky, due to self-pride, but is very cautious and patient. Is very clam near Hitomi, unless Hitomi wishes her not to be. Other: Hitomi has given Kon~kou a mark over her left eye, a line down through it. This is merely a tattoo, and it's meaning is not known. It will vanish, when Hitomi or Kon~kou wishes it.
Missions:
S:0 A:0 B:0 C:0 D:0
Jutsu:
Ninjutsu-
Genjutsu-
Taijutsu-
~Stats~ LV. 2 Experience: 180/210 Hp: (10 + -2) x2 +5 = 21 Cp: (3 + -2) x2 + 3= 5 MHp: (6 + 0) x2 = 12
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP.<<<
Strength: 10 + 3 |13 mod =+1 Dexterity: 11 + 2 |13 mod =+1 Constitution: 6 + 1 | mod =-2 Intelligence: 6| mod =-2 Wisdom: 10| mod =0 Charisma: 8| mod =-1 Chakra: 6 + 1|7 mod =-2 Dodge Bonus:11
Base Attack Bonus:2 Attack Melee:2 Attack Ranged:3
Base Save Bonus:1 Fort:-1 Rex:2 Will:1
Damage: 2-7
~Skills~
>>>PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<
str: 0 Swim: (Str)
dex:0 Balance: (Dex) Escape Artist: (Dex) Hide: (Dex) Move Silently: (Dex) Tumble: (Dex)
con:-2 Concentration: (Con)2 (- 2)
int:-2 Chakra Control: (Int) Search: (Int) 1
wis: -1 Listen: (Wis) Sense: (Wis) Spot: (Wis) 3 (-1) Survival: (Wis) Track: (Wis)
cha: -1 Diplomacy: (Cha) Intimidate: (Cha) 2 (-1) Perform: (Cha)
chk: -2 Ninjutsu: (Chk) Genjutsu: (Int) Taijutsu: (Str) 3 +5 (0) Fuuin Jutsu: (Int) Sneak Attack:
~Possessions~
Equipment:
Valuables ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~User-name: Emily Marneth Posting: All the time Time zone: GMT - 7:00 (US mountain time) ~Character Data~ Name: Takani, Nikolai Village: Iwagakure Clan/Bloodline: Takani In game Stats: resting is slightly different for the members of this clan: When resting, they must choose either blood or chakra to be fed on by the plant. if blood is fed on, then health gain is halved, and 1/2 of chakra gain is given as temporary chakra, the other half is regained normally if chakra is fed on, then chakra gain is halved, but health gain is increased by 1/4 its value
+25% damage from fire jutsu +15% damage from ice jutsu
The plant's chakra capacity is equal to 25% of the user's chakra capacity, because as the host grows in strength, the plant gets accustomed to more food, growing in strength at the same rate.
The plant's Hp- that is, the Health of the plant equals 1/3 of the host's maximum health. The plant can continue to function, however, until it has been damaged to a point where its injuries are greater than or equal to 75% of the plant's health. At this point the plant will refuse to project itself.
The plant receives: double damage from fire jutsu 150% damage from ice jutsu, 100% damage from slashing weapons 75% damage from piercing weapons *However, the opponent is -1 to hit the vine while it is moving* *+2 damage every turn it moves while pinned with a piercing weapon* 25% damage from water jutsu (most of the water is concussive, and that renders it near useless against a vine, but it's kind of like drowning a fish... You can do it, but you have to work at it.) 50% damage from crushing *100% damage if the plant is against another hard surface (stone, metal, tree, etc.*
However, should the plant suffer any more than 75% damage, it will collapse around the host's heart and forcibly take the host's blood without benefit, until it has stolen enough to bring itself to 50% of the plant's health. The user will be paralyzed for 1 turn, during which they cannot dodge nor attack at all. This does not restore the plant's functionality at this time. The effects of falling to this extreme are discussed below.
The plant is not able to restore its own health. It must feed off of the user. Therefore, all damage that is done to the plant eventually gets done to the user. And should the user fail to treat his Takani with the proper respect and with a shred of kindness towards the plant, it can kill him.
If the plant is driven to this extreme, the user will be incapable of projecting his Takani: for 1 day if the plant's health is between 24%-15% for 2 days if the plant's health is between 14%-10% for 1 week if the plant's health falls between 10%-1% should the plant fall to zero percent health, the user will be unable to call upon the Takani for 1 month, and their health and Cp will be cut by 25% (rounded down) should the Takani die (-10 Hp,) The user must replant the Takani and wait 6 weeks for it to mature, during which the user's Hp and chakra are halved.
If the plant is damaged, the user takes 1/4 of the original damage due to the Takani tensing against the pain.
(temporary chakra is chakra that the plant produces and retains for 24 hours, at which point it is lost. This chakra can only be used to power the clan jutsu and earth jutsu. All earth jutsu function the same way as normal. Once the plant reaches its holding limit, the chakra simply washes out of the host's system, unless used immediately -during the same turn as the health is sacrificed-) Element Affinity: earth, lightning Age: 19 Gender: male Rank: Chuunin ~Appearance~ Headband: Is held over his belt buckle by a set of four clips on his belt. Height: 6' 6" Weight: 169 Hair: (see picture) Eyes: a striking purple, intense, but kind Physical Description: The scar on his face is from a fight with a bear. He was told that he had to kill it to prove his worth in combat. He was given no weapons. When the bear rose to strike him, he took the hit with full force, shoving his fingers into its throat and ripping out its trachea. Clothing: (see picture) Background: From the time he was a child, Nikolai was trained as a protector of the Takani clan. He was to be police, bodyguard, bouncer, and executioner for the elites of the clan. His initiation was especially cruel, due to the delicacy of his assigned mission. He was to protect a particular elite and monitor her until the Clan saw it fit he should return. As a test of his mettle, they handed him a knife and told him to Plant himself. They required that he take out the Takani that had been given him while still young, and replace it with a stronger flower. He didn't hesitate. He hated them for it, but he knew what his duty was, and he wouldn't disobey an order. The x shaped scar that remains on his chest over his heart he bears with pride, and he displays it almost all the time, as a proof that he was officially something More than when he had just begun. Once he was assigned to Iwagakure, he trained diligently, although looked at as odd because his traditional form never broke. He knelt a lot, he bowed, and he always addressed himself as inferior to everyone else. Personality:Nikolai was trained harshly before he was assigned to Iwagakure. He was trained to be a loyal servant, and a ruthless fighter. This has molded him into a kind, gentle person by nature, but a merciless killer when the need arises. Other: Nikolai will refer to no one as inferior in title or rank. It is the ultimate insult for him to refer to anyone as inferior to him, and he will only do this when someone does something so horrible or dishonorable that they lose all value in his eyes. He is very respectful, and patient to no end. He finds it hard to decline a fight, and will only flee one if there is someone else at risk that he can save by doing so. His ultimate respect is for life of all sorts, but those that hold no value are not considered worthy of living to him. Missions: S: A: B: C: D: Jutsu: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) Jutsu Name: Feeding the beast Description of Jutsu: This is the most basic jutsu and the first that is taught to the Takani children. It feeds the Flower with either the user's blood or their chakra, resulting in the Flower producing the wastes that will benefit the user. Rank: E Cp Cost: optional Damage: optional (only to user) Requirements: a pulse? And the Takani having been planted inside you. Training: 2 days Special: for every two points of health you sacrifice, you gain one point of temporary chakra that disappears after twenty-four hours if not used for one of the clan's jutsus or another possible jutsu.
Jutsu Name: teeth of the Devil Description of Jutsu: The user uses their temporary chakra to push the thorns of the plant out of their hands, resulting in what is most easily described as a set of brass knuckles. Rank: E Cp Cost: 10 temporary Cp to bribe the Flower, 1 temporary chakra point to push 1 needle out, one temporary chakra point to pull one back in Damage:taijutsu damage +1 per needle(2 damage to user for every needle pushed out) Requirements: Takani planted inside of you, 10 ninjutsu, 10 chakra control Training: 3 days Special: no more than eight needles can be pushed out on each hand.
Jutsu Name: armor of thorns Description of Jutsu: While this technique does nothing in the way of protecting the user, it does have its uses. The user pushes thorns out to cover part of his/her body, causing the Flower to steal life from any who p***k themselves on its thorns.
While the user can push out needles at about a distance of one inch apart from each other, they can double this density for an additional cost of chakra, resulting in more damage put out to both parties.
(please note that a body part as referred to by this jutsu only refers to a distance from joint to joint, e.g. wrist to elbow. For the front or back of the chest, double Cp cost.) Rank: D Cp Cost: 20 temporary Cp per body part covered, 40 for high density armor Damage:10 damage from piercing needles (per body part struck by opponent) (ONLY FOR OPPONENT STRIKING WITH TAIJUTSU)
high density doubles the above statistics,
damage to user from the piercing of the needles through the skin: 10 per body part. Requirements: 13 constitution, 15 chakra control and 15 ninjutsu Training: 4 days Special:
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. Summoning Contract-~Stats~ LV. 10 Experience:Hp: 160 Cp: 90 MHp: 130 Strength: 28 | mod = 9 Dexterity: 20 | mod = 5 Constitution: 22 | mod = 6 Intelligence: 20 | mod = 5 Wisdom: 16 | mod = 3 Charisma: 10 | mod = 0 Chakra: 22 | mod = 6 Dodge Bonus: 18 Base Attack Bonus: 10 Attack Melee: 19/14 Attack Ranged: 15/10 Base Save Bonus: 5 Fort: 11 Rex: 10 Will: 8 Damage: Taijutsu: 14 - 27 Scythe: 14 - 25 ~Skills~ 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 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) 15 Genjutsu: (Int) 1 Taijutsu: (Str) 30 Fuuin Jutsu: (Int) Kawarimi: Kunai: Shuriken: 1 Ninja Weapons (scythe): Sneak Attack: ~Possessions~ Money:Ryo: Equipment:Name: Scythe Type: Scythe? Large weaponized farming tool? Discription: In appearance, it is a large kama with a smaller handle farther up the main shaft. It is a common belief among some that the reaper of souls uses a scythe to collect his harvest. Damage: 1-12 + 1.5 str. mod Special: Alternatively to a reaping slash, one can choose to trip their opponent with the base of the blade and shaft. The damage is reduced to 1-3 +str. mod, but it opens the enemy for an attack, cutting their dodge bonus in half unless they perform a successful tumble of DC of half your attack roll. The counter of the trip is your attack roll vs. your opponent's balance check. ValuablesA scroll copy of the Takani Clan jutsu. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ User-name:Emily Marneth Posting: you'd be better off asking me when I didn't plan on posting. Time zone: GMT - 7 (US mountain time) ~Character Data~ Name: Takani, Kiyoko "Kiyoshi" (Pure Death, literally) Village: Iwagakure Clan/Bloodline: Takani Element Affinity: earth, water Age: 26 Gender: female (no one would know) Rank: Jounin (specialist: medical) ~Appearance~ Headband: Wears it across his heart, as an unusual fastening for his haori, connecting the two sides across the kimono. Height: 4' 9" Weight: 105 Hair: dark purple, long and well-kept Eyes: a deep shade of off-blue, leaning closer to purple than to a more common color Physical Description: short. His most noticeable feature is his height. He has always been small, and always will be. His muscles are lean and toned, but they are not sufficient to provoke jealousy in anyone but a quadraplegic...  (unknown original copyright, however this variation I claim as my own. *stamps secondary copyright*) Clothing: check above. If you can't tell, that's all purple. NOT PINK!!!!! *shudders* Background: Kiyoko was born to the Takani clan only minutes after his twin sister, Itonami. Both are direct descendants of Itsuki Takani, and so both were Planted with the most powerful seeds from the most powerful Takani, said to be the original site of the flower's conception. Unfortunately, with Kiyoko, the Flower bit especially deep in her childhood and her growth was stunted. Not only was Kiyoko's height forever stunted, but all maturing parts of her body were halted before she could finish developing. Robbed of her future as a woman, Kiyoko fled her original village, taking residence in Iwagakure under the alias of the male Kiyoshi, attempting to outrun her past. Kiyoko was accepted into the academy and progressed through the ranks as Kiyoshi more easily than she could have as Kiyoko. Soon she accepted her alias as her forefront personality in the interest of self-preservation, and trained as a medical-nin. Kiyoko wonders if she did the right thing every day since she left, but because she was angry at her Takani for ruining her life, she has grown to control it more than most of her clan, being isolated from those who preach an 'equilibrium' with their Flower's. She has overturned her Flower's rule and gained dominance in the relationship. Personality: Kiyoshi is kind, soft-spoken, and patient, almost always willing to help another soul without any ideas of repayment. During battle, she tends to dislike what she calls 'grisly' fighting, out of sympathy for other medical-nin, due to this, she tends to kill in a more elegant way if possible, and often disposes of the body herself, to spare any others the hardship. Other: She is almost completely anti-sexual. She has never felt the urge to have a lover, nor to make love. She seems to exist to make everyone's world a little brighter, and because of this, some friends even call her a 'desert rose.' In some places, the name's stuck. 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: Yomi Numa (Earth Release: Swamp of the Underworld) This technique turns a large area of land into a sinking swampland, making it impossible for anyone or anything in that area to move around or escape. Cp cost: 100 Damage: N/A Requirements: Chakra 65, Earth Affinity Training days: 25 days. Special: *Opponent starts to sink and is engulfed in 5 minutes (50 turns). Escape Artist DC is 75. *Any and all attacks or movements that use legs are forbidden if caught by this jutsu. Inyu Shometsu (Secret Healing Wound Destruction) The user can concentrate their chakra to a prepared area on their body and begin the cell recreation process the very moment the targeted area becomes damaged. This ability activates dead cells and create new ones. Cp cost: 60 + 10 per turn held Damage: N/A Requirements: Treat Injury 80 Ranks, Chakra Control 50+ Training days: 15 Days Special: Heals 50 + user's chk mod + 2 per 10 ranks user has in Chakra Control.
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. Jutsu Name: Feeding the beast Description of Jutsu: This is the most basic jutsu and the first that is taught to the Takani children. It feeds the Flower with either the user's blood or their chakra, resulting in the Flower producing the wastes that will benefit the user. Rank: E Cp Cost: optional Damage: optional (only to user) Requirements: a pulse? And the Takani having been planted inside you. Training: 2 days Special: for every two points of health you sacrifice, you gain one point of temporary chakra that disappears after twenty-four hours if not used for one of the clan's jutsus or another possible jutsu.
for every two points of chakra (temporary or otherwise) you gain one point of health.
Jutsu Name: Leech of the Grim Description of Jutsu: This jutsu was created to harness an ability of the plant that it would use when it had to act quickly, but had some time for preparation.
this jutsu creates a 'minion' Takani seed. This Minion is not intelligent as the Takani, and is used as a disposable 'doggy bag.' This seed has tiny thorns, (much like a burr) that allow it to painlessly attach to its victim. Once attached, the Minion grows a microscopic root. This root is known as a 'farmer.' Once the Minion plants the farmer, the farmer will maintain a small line of communication with the Minion, and will find a blood vessel to feed from, transmitting the nutrient back to the Minion. The Minion was developed due to its ability to hold vast amounts of nutrients and relay them back to the Takani. Unfortunately, the Minion is only good for one transfer of energy back to the Takani, because it loses the ability to produce farmers after it is attached the first time.
Upon producing the Minion, the user decides how many (up to a maximum of three) farmers the Minion will produce. After being hidden upon the enemy, (skin) the Minion will deploy its farmers and will begin storing its energy to transmit back to the Takani upon recollection.
The user must pull the Minion off or make contact with it with ANY part of the Takani to remove it. The holds that keep it on are only strong enough that no outside influence will remove it. Any force from a person or animal that is strong enough to remove a sticker (those annoying things that get stuck in your feet that look like balls with sharp needles sticking out of them) will be sufficient to remove it.
The minion can retain this energy for twenty-four hours. (time starts when it is removed.) At this point, the Minion dies, and the energy is lost. Rank: D Cp Cost: 30 + 3 per extra farmer (up to a maximum of three farmers per Minion) Hp cost: 4 (producing and expelling the seed) Damage: 1 (+ 1 per farmer) per turn Requirements: Possessor of a Takani. 15 constitution Training: 5 days Special:
The health stolen from the opponent goes directly into the users temporary chakra.
The Minion must be removed from its food source to transfer the nutrients to the Takani.
sleight of hand skill is used to plant the minion.
(Sleight of Hand: (Dex) You can lift a wallet and hide it on your person, palm an unattended object, hide a small weapon in your clothing, or perform some feat of adroitness with an object no larger than a hat or a loaf of bread. Sleight of hand can be used to steal small items from a person without the person noticing. The counter skill for this is spot. You might receive a bonus on your check depending on the situation.
Opponent is distracted +5 bonus on your check. Bluffing the opponent to gain his trust + 2 bonus)
Jutsu Name: armor of thorns Description of Jutsu: While this technique does nothing in the way of protecting the user, it does have its uses. The user pushes thorns out to cover part of his/her body, causing the Flower to steal life from any who p***k themselves on its thorns.
While the user can push out needles at about a distance of one inch apart from each other, they can double this density for an additional cost of chakra, resulting in more damage put out to both parties.
(please note that a body part as referred to by this jutsu only refers to a distance from joint to joint, e.g. wrist to elbow. For the front or back of the chest, double Cp cost.) Rank: D Cp Cost: 20 temporary Cp per body part covered, 40 for high density armor Damage:10 damage from piercing needles (per body part struck by opponent) (ONLY FOR OPPONENT STRIKING WITH TAIJUTSU)
high density doubles the above statistics,
damage to user from the piercing of the needles through the skin: 10 per body part. Requirements: 13 constitution, 15 chakra control and 15 ninjutsu Training: 4 days Special:
Jutsu Name: Death's claw Description of Jutsu: This jutsu pushes the vine of the Flower from the palm of the user as a temporary spear, pushing the vine forward a a high speed in order to strike the opponent. After fired, however, the 'spear' falls limp, as it was only capable of retaining its 'solid' form while moving forward. The 'spear' has no point, and the secret to this jutsu striking the opponent lies in the thorns that lie inside a bloom at the tip, which opens at the last second, and pierces the opponent. Rank: C Cp Cost: 80 temporary Cp, Damage: 8-12 + chk. mod piercing damage Requirements: 25 constitution, 30 ninjutsu, 30 chakra control Training:6 days Special: 20 damage to caster for pushing the spear out, 15 for pulling it back in +8 feet to taijutsu range
Jutsu Name: Devil's tail Description of Jutsu: The user projects the vine through their palm, and it becomes a long whip, this jutsu can immediately follow death's claw, being that the vine has already been projected. In that case, this jutsu requires no chakra, as it has already been spent to project the vine. However, should the user desire, they can project the whip without the spear-like attack, which is why they learn this as well.
Also, in order to use this technique at all, the user must know Death's claw, else they do not sufficiently understand the projection of a large vine. Rank: C Cp Cost: 60 temporary Cp Damage: 6-11 + 1/2 dex mod (it requires finesse to wield a whip, as opposed to force) Requirements: 25 constitution, 30 ninjutsu, 30 chakra control, knows Death's claw Training: 5 days Special: 20 damage for pushing whip out, 15 for pulling it back in +8 to taijutsu range
Jutsu Name: Devil's Snare Description of Jutsu: The user places their hands on the ground and pushes their Flower across the earth, where it binds the opponents legs and arms in its grasp. Rank: B Cp Cost: 70 temporary Cp Damage: 10 Hp stolen per post held. Requirements: 30 constitution, 50 ninjutsu, 50 chakra control, knows previous jutsu Training: 9 Special: holds the opponent until released or they roll an escape artist DC of 100 30 damage for pushing Flower out, 20 for pulling it back in
The health stolen from the opponent goes directly into the users temporary chakra
Jutsu Name: Hand of Death Description of Jutsu: This jutsu was named for its fantastic reach. The user projects the vine through his/her palm and it traces the opponent by the smell of blood on their body. The plant only tracks their particular smell, and will not be fooled by gimmicks such as smearing it on trees and such, as it goes for the freshest, largest supply of living blood. It will pursue the enemy for as long as it takes, or until the user decides to end the jutsu, generally severing the vine and letting the used vine fall and die rather than taking it all back in.
Once the vine finds the enemy, it opens the end into five sharp points, and impales the opponent around their heart (if lucky), squeezing itself tighter and tighter as the user deems necessary. Rank: A Cp Cost: 60 initially and 15 per post afterward Can be maintained as long as the user sees fit. costs an additional 25 Cp per turn to squeeze the opponent. Damage: 15 Hp stolen per turn, 50 damage for the initial piercing, 15 for every turn spent gripping the opponent without squeezing, 35 while squeezing Requirements: 45 constitution, 60 chakra control, 60 ninjutsu Training: 26 days Special: escape artist DC of 80 escapes hold, at the cost of 20 health for damage done by the thorns and vine.
The health stolen from the opponent goes directly into the users temporary chakra
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~
LV. 30 Experience: Hp: 900 Cp: 930 MHp: 480
Strength: 12 | mod = 1 Dexterity: 16 | mod = 3 Constitution: 50 | mod = 20 Intelligence: 54 | mod = 22 Wisdom: 22 | mod = 6 Charisma: 12 | mod = 1 Chakra: 66 | mod = 28 Dodge Bonus: 19
Base Attack Bonus: 30 Attack Melee: 31/26/21/16/11/6 Attack Ranged: 33/28/23/18/13/8
Base Save Bonus: 15 Fort: 35 Rex: 18 Will: 21
Damage:
Taijutsu: 2 - 7
Scythe: 2 - 13
~Skills~
Sleight of Hand: (Dex) 30
Chakra Control: (Int) 100 Knowledge (anatomy): (Int) 100 Knowledge (life science): (int) 20
Alchemy: (Wis) 80 Survival: (Wis) 50 Treat Injury: (Wis) 100
Perform (sing): (Cha) 30
Ninjutsu: (Chk) 100 Genjutsu: (Int) 1 Taijutsu: (Str) 1 Fuuin Jutsu: (Int) 60 Kawarimi: 1 Kunai: Shuriken: Ninja Weapons (scythe):1 Sneak Attack:
~Possessions~
Money:
Ryo:
Equipment:
Name: Scythe Type: Scythe? Large weaponized farming tool? Discription: In appearance, it is a large kama with a smaller handle farther up the main shaft. It is a common belief among some that the reaper of souls uses a scythe to collect his harvest. Damage: 1-12 + 1.5 str. mod Special: Alternatively to a reaping slash, one can choose to trip their opponent with the base of the blade and shaft. The damage is reduced to 1-3 +str. mod, but it opens the enemy for an attack, cutting their dodge bonus in half unless they perform a successful tumble of DC of half your attack roll. The counter of the trip is your attack roll vs. your opponent's balance check.
Sea Anemone [4 doses] The unique creatures can be found up and down Kirigakure's coral reef or sometimes buried in the sand in deeper waters. The toxin is normally placed on weapons since the effect is temporary paralysis. The effect is immediate -- within a minute -- and lasts anywhere from 10 - 12 hours. Effect: Paralysis (1 Post) Antidote: -- To Extract: Chakra Control DC 20 Fortitude DC: 15
Foxglove/Digitalis [5 doses] Foxglove leaves contain the poison which affects the brain and senses, as well as affecting heartbeat. Foxglove juice in very diluted form can also induce vomiting. Effect: Hp -70, all checks -25 until cured Antidote: 1 Belladonna or similar herb, Treat Injury DC 45 To Extract: Chakra Control DC 40 Fortitude DC: 45
Painkiller [3 doses] Although these pills will not heal your wound, they will at least make you feel better about it. Ingredients: Plaintain, Turmeric Effects: Stabilises dying patient. To Make It: DC 8, 1 Plaintain, 1 Turmeric
Valuables
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Posted: Tue Jun 10, 2008 1:28 am
User-name: Jin Shirosin Posting: Try to everyday when I can. Time zone: CST
~Character Data~
Name: Isagawa Raisuke Element Affinity: Lightning and Water Age: 12 Gender: M Rank: Gennin
~Appearance~
Headband: Haven't recieved yet Height: 5'8 Weight: 145lbs Hair: Black with silver streaks tied Eyes: Flat black Physical Description: Rai's muscles are tightly sculpted for being so young. But it is just formed, not bulky. Clothing: Black pants and a black long sleeved, skin tight shirt. The seeming on them was silver, to accent his hair. Showing that he has a fairly rich heritage. Not even looking like he was from Iwa in the first place. Background: No one knows... right now. (For his developing story through rp later) Personality: Always has the 'genious' attitude, despite who might be better or worse than him.
Missions:
S: A: B: 1 C: 2 D:
Ninjutsu:
E-Rank
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.
D-Rank
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
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 one-tenth 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. Cp cost: 4 per bushin. Damage: Bushin deal 1/3 of your normal damage. Requirements: Water Affinity. Training days: 3 days
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~
LV. 11 exp: 168/300 Hp: 198+15=213 Cp: 110+10=120 MHp: 154 Strength: 8 + 5 + 18 = 31 (10) Dexterity: 8 + 12 + 12 = 32 (11) Constitution: 8 + 7 + 12 = 27 (8 ) Intelligence: 8 + 19+ 1 = 28 (9) Wisdom: 8 + 9 + 1 = 18 (4) Charisma: 8 + 2 + 0 = 10 (0) Chakra: 8 + 8 + 8 = 24 (7) Dodge Bonus: 10+dexmod(11)+wismod(4)= 25
Base Attack Bonus: 11 Attack Melee: 11(base attack) +10 (str mod)= 21/16/11 Attack Ranged: 11 + 11 (dex mod)= 22/17/12
Base Save Bonus: 5 Fort: 5 + con( cool = 13 Rex: 5 + dex(11) = 16 Will: 5 + wis(4) = 9
Damage:
Taijutsu: 1-6+Str mod (10) + Skill(0-6)= 11-22 dmg Hit: 24/19/14
Ninja-to: 1-6(due to being damaged its lowered)+10(str)+0-22(skill) = 11-38 dmg Hit: 32/27/22
Kunai: Melee 1-3+str mod(10)+Kunaiskill(0-4)= 11-17 dmg. Ranged: 1-4+dexmod(11)+Kunaiskill(0-4) = 12-19 damage with a 50 ft range
Shuriken: 1-2 dmg+dex mod (11)+skill(0-2) = 12-15 dmg with a 40 ft range Special: 6 shuriken can be thrown per turn.
~Skills~ Skill point total: 99
Alchemy: (Wis) 4 + 0 + 0 = 4 Balance: (Dex) 11 + 0 + 0 = 11 Concentration: (Con) 8 + 0 + 0 =8 Craft Device: (Int) 9 + 0 + 40 = 49 Disable Device: (Int) 9 + 0 + 0 = 9 Escape Artist: (Dex) 11 + 0 + 0 = 11 Forgery: (Int) 9 + 0 + 0 = 9 Hide: (Dex) 11 + 0 + 0 =11 Intimidate: (Cha) 0 + 0 + 23 = 23 Knowledge: (Int) 9 + 0 + 0 = 9 Listen: (Wis) 4 + 0 + 0 = 4 Move Silently: (Dex) 11 + 0 + 0 = 11 Repair: (Int) 9 + 0 + 0 = 9 Research: (Int) 9 + 0 + 10 = 19 Search: (Int) 9 + 0 + 0 = 9 Sleight of Hand: (Dex) 11 + 0 + 0 = 11 Spot: (Wis) 4 + 0 + 15 = 19 Survival: (Wis) 4 + 0 + 0 = 4 Swim: (Str) 10 + 0 + 5 = 15 Treat Injury: (Wis) 4 + 0 + 0 = 4 Tumble: (Dex) 11 + 0 + 0 = 11 Use Rope: (Dex) 11+ 0 + 0 = 11
~Ninja Skills~
Chakra Control: (Int) 9 + 0 + 80 = 89
Ninjutsu: (Chk) 7 + 0 + 0 = 7
Genjutsu: (Int) 9 + 0 + 0 = 9
Taijutsu: (Str) 10 + 0 + 20 = 30
Fuuin Jutsu: (Int) 9 + 0 + 0 = 9
Ninja-to(Str): 10+76+37=123
Kunai(dex): 11+0+10=21
Shuriken(dex): 11+0+2=13
~Possessions~ 1 piece of Christmas candy. (Heals 10hp)
3 Cookies (Heal 1 hp each)
Money:
Ryo: 270
Equipment:
2 damaged Ninja-to
12 Shuriken
10 Paperbombs
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Posted: Wed Jun 25, 2008 11:35 am
User-name: ProtoXtreme Posting: Fast, like a forest fire Time zone: EDT
~Character Data~
Name: Fubuki Shinratsu “Shin” (Shinratsu=bitter) Village: Hidden Mist (Kirigakure); Currently residing in Hidden Stone (Iwagakure) Clan/Bloodline: Fubuki / Boushi no Hyouden (Eye of the Eternal Snow Field; 3 Cp per use) Element Affinity: Wind/Ice Age: 11 Gender: Male Rank: Genin
~Appearance~
Headband: Graduation ceremony has yet to take place. Height: 5’2 Weight: 80 Ib Hair: Snowy-white Eyes: A pale, near colourless, gray-blue Doujutsu:  Physical Description: Shinratsu’s hair is fairly strange - neat on one hand but also somewhat spiky, with the colour of freshly fallen snow. He usually ties it into a low ponytail (like Itachi’s). He has long bangs that fall over his forehead and sidebangs framing his face. Since Shinratsu dresses in the traditional Fubuki style (which is very similar to the Hyuuga style of dress in terms of long sleeved, flowing clothes), he gets mistaken for a woman quite often, much to his dismay. Like all members of his clan, Shinratsu’s skin is quite pale but not a deathly pallor like Orochimaru’s (closer to an Uchiha’s or a Hyuuga’s paleness). Clothing: Refer to the picture.



 Background: Sick and tired of the Water Master Mistress’s tyranny, the main family took their young son Shinratsu and as many clansmembers from the Fubuki family as they could and attempted to escape the village. Unfortunately, their plan was discovered and as the clan tried to escape, Shinratsu’s father was murdered in front of his watching clan in the hopes of discouraging them. However, instead of swearing loyalty to Mistress, the clansmembers chose to fight to the death. Their combined bloodlimit turned the battleground into a tundra world; killing many of their enemies by freezing them over. However, many of their own also fell due to the side effects of their bloodlimit (being the very blood in their veins froze over due to the overusage of ice based techniques, resulting in very painful deaths). In the chaos that ensued, Shinratsu’s mother was able to escape with her son but she soon expired of frostbite (because she shielded Shinratsu from direct contact with the clansmembers’ assault) in a nearby town. Later, Shinratsu used the little bit of money his mother left behind and traveled in a caravan to Iwa, where the young clan head would remain for quite some time.
Here in Iwa’s village Academy Shinratsu would meet his two classmates: a young girl from the Henka clan (Shizuka) and a boy from the Aurum Taijutsu clan (Cronos), as well as his two Academy instructors: Keiko and Giglamesh. While Shinratsu displayed considerable talent, an excellent student prone to completing his assignments with both efficiency and perfection; he was also quite vulnerable to displaying a contemptuous eye towards his classmates’ abilities. Perhaps it was for this very reason the Taijutsu instructor Giglamesh did his very best to beat the values of teamwork and cooperation into the three, especially in Shinratsu.
Finally, it was time for the Genin Exams. But even after all of Giglamesh’s hard work, Shinratsu had proven quite stubborn: to the Hyouton carrier, in a battle, the only interest would be to fully crush his opponent. And he did so, wounding up nearly killing his classmate Cronos - fully hospitalizing the other boy. Though in skill he was competent, because he had failed to see deeper into the values of a shinobi (which went beyond simply being a tool or killing), Shinratsu was denied the Genin rank. For the following period, the boy went into an emotional regression; seemingly, all progress he made during his time in the Academy to open his feelings up to others had backtracked.
And perhaps this would’ve been the case, if it wasn’t for another shinobi Shinratsu had somewhat accidentally ran into, perhaps by luck - and this was no other than Roy, the third if somewhat absentee Academy instructor. Roy retested Shinratsu, but went further than just to observe what the other boy had learned from the Academy. And here was when Shinratsu displayed he had by no means enjoyed his time in the Academy; in fact later, to Roy, he commented his dissatisfaction on the uselessness of such an institution. Roy berated him, going as far as just to prove what the Academy thought could perhaps one day save his life. Only when Shinratsu was able to draw closer to realizing what really was his shinobi nindo was when Roy decided the Hyouton carrier could pass. The encounter ended with the Genin wisely advising the boy to live each day for what it was.
Shinratsu opened up more and became more receptive of human company. His admiration for the Konoha troope, the rebel army that temporarily were granted housing by the Tsuchikage, was evident. Watching their Sannins display such power struck up another longing in the boy: Hyouton, though a useful ability and perhaps the best honed for driving the masters out, would’ve to be worked on. Though he will never admit it, the Senju leader’s impaling technique had struck up great admiration and inspiration within the boy.
The Phoenix and the Cave of Ice
Personality: Due to the tragic history of his clan, Shinratsu is generally cold and emotionally distant, preferring to keep others away from him. It wasn’t exactly that Shinratsu didn’t want friends; a part of him simply feared that one day they would be torn away from him, as his parents and clan were. While he spends most of his time training and studying, at his leisure Shinratsu would calmly meditate, to put his turbulent mind to peace. Partly due to the fact that he doesn’t share his feelings with others, at certain times Shinratsu can be especially cruel and lash out at the simplest things that he finds pointless or irritating. If you don’t have any business with him or the other way around, it’s best if you don’t talk to Shin. Other: Shinratsu does not share his specific likes or dislikes with others. He would eat what’s available, use what’s available, with the argument that during long, dangerous missions, shinobi does not have a choice over what they want to eat or what comforts they would’ve wanted. Nankurunaisa ....Live for today, but always look forward to tomorrow.
Missions:
S: 0 A: 0 B: 1 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.
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.
Ayame Tori (Murderous Grasp) This jutsu uses a metal string strengthened with chakra to make a thread capable of cutting through steel with little difficulty Cp cost: 6 per foot per turn Damage: 5 - 12 + half chk mod + half str mod Requirements: Chakra Control 10 Training: 3 days Special: Can be used as a weapon!
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. 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.
Genjutsu:
Taijutsu:
Summoning Contract: None
~Stats~ LV. 9 Experience: 105/180 Hp: 126 + 12 = 138 Cp: 126 + 38 = 164 MHp: 90 Strength: 13 | mod = +1 Dexterity: 20 + 4 | mod = +7 Constitution: 18 | mod = +4 Intelligence: 16 | mod = +3 Wisdom: 10 | mod = +0 Charisma: 6 | mod = -2 Chakra: 28 + 5 | mod = +11 Dodge Bonus: 17
Base Attack Bonus: 9/4 Attack Melee: 10/5 Attack Ranged: 16/11
Base Save Bonus: 4 Fort: 8 / (with Hyouden) 12 Rex: 11 Will: 4
Damage: Gamibuyou no Fubuki (normal): 1 - 6 + 1 (+7) = 2 - 14 Gamibuyou no Fubuki (chakra): 1 - 6 + 11 (+7) = 12 - 24 Kunai: (stabbing) 1 - 3 + 1 = 2 - 4 / (throwing) 1 - 4 + 7 = 8 - 11 Shuriken: 1 - 2 + 7 = 8 - 9
~Skills~ Chakra Control: (Int) 3+4+95+2=99 Ninjutsu: (Chk) 11+0+110=121 Genjutsu: (Int) 3+0+0=1 Taijutsu: (Str) 1+0+0=1
Swim: (Str) 1+0+0=1 Balance: (Dex) 7+0+0=7 Escape Artist: (Dex) 7+0+5=12 Hide: (Dex) 7+0+0=7 Move Silently: (Dex) 7+0+0=7 Sleight of Hand: (Dex) 7+0+0=7 Tumble: (Dex) 7+0+2=9 Use Rope: (Dex) 7+0+0=7
Concentration: (Con) 4+0+0=4 Craft: (Int) 3+0+0=3 Disable Device: (Int) 3+0+10=13 Forgery: (Int) 3+0+0=3 Knowledge (Life Sciences): (Int) 3+4+0=7 Repair: (Int) 3+0+0=3 Research: (Int) 3+0+0=3 Search: (Int) 3+0+0=3
Listen: (Wis) 0+0+0=0 Read Lips: (Wis) 0+0+0=0 Sense Motive: (Wis) 0+0+0=0 Spot: (Wis) 0+0+0=0 Survival: (Wis) 0+0+0=0 Alchemy: (Wis) 0+0+0=0 Treat Injury: (Wis) 0+10+0=10
Bluff: (Cha) -2+0+0=-2 Diplomacy: (Cha) -2+0+0=-2 Disguise: (Cha) -2+0+0=-2 Gather Information: (Cha) -2+0+0=-2 Handle Animal: (Cha) -2+0+0=-2 Intimidate: (Cha) -2+0+0=-2 Innuendo: (Cha) -2+0+0=-2 Perform Flute: (Cha) -2+3+15=16 Seduction: (Cha) -2+0=-2
Fuuin Jutsu: (Int) 3+0+0=3 Kawarimi: 0 Kunai: 5 Shuriken: 2 Ninja Weapons: 0 Sneak Attack: 0
~Possessions~
Money: Ryo: x30 Yen: x600
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: x3
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: x6
Wire:
Exploding Tags X3
Soldier Pills X1
Possessions: White-gold locket (with silver phoenix), Wooden flute, Fubuki scrolls, Phoenix Tail Feather (sentimental value)
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Posted: Mon Jul 07, 2008 7:33 pm
ser-name: FireSturm Posting: At least 3 post or more per week. Time zone: Canada, Eastern ~Character Data~
Name: Oyu Houka Village: Iwagakure Clan/Bloodline: None Element Affinity: Fire/Earth Age: 14 Gender: Male Rank: Genin
~Appearance~
Headband: Around his right arm. White color. Height: 5'8 Weight: 130 lbs Hair: His hair are now black, still short and most of the time it is spiked up. Eyes: Small percing brown eyes Physical Description: He is a muscled guy with ligthly tan skin and now he his taller then most kids of his age. Clothing: He wears a white shirt with short black sleeve. He also wears black/blue shorts and black ninja sandals on his feet. Background:
So far, Oyu lead a normal life, he was raised by is parents. Yentsu Oyu is a 30 years old man who had only two passion ; working in is forge and is wife Annaya. A silent man full of wisdom and patience. Annaya was a full time ninja in the village of Iwagakure, until she settle to raise her child. She is all the opposite of Yentsu, energetic, hot headed and strict. But still, she deeply love her only child Houka. When the child was only two years old, they parents already made a decision...he would be raised as a blacksmith or a ninja. Oyu would have to choose between those two job. So when the time come out, Houka suprised both is parent. Houka decided too follow both path. The parent agree with the child decision and saw the wisdom in it. So Houka spend most of the time helping is father in the smith and at night, his mother teach him the basic of being a ninja. The child will have to learn everything at the academy of course. And so he was accepted in the academy.
Personality: Energetic. He dosen't like to stay in one place for too long, except when he need to study or learn something. He is rather curious and that curiosity put him into trouble. He is, most of the time, a hard worker. He like to learn new things and to read book's. Is cheerfull and good nature make it easy for him to make friend's. He is rather smart for his age, but he dosen't like to be a show off.
After fist time skip : Houka is still energetic has ever. He his always a hard worker and won't back down before a challenge. He his more confident in his path and he had grown much after those two years. He think more before acting. He is more smart and he now have a diplomatic approach. His physical body and his voice are more intimidating then ever. He had train in the academy with Katare for one year. Half the second year, he had train with his mother and father. The other half he trained alone in the moutain. There, he'd killed his first ninja and save a lone wolf called Syo.
Other: He still hate spiders. Dam things are creepy!
Missions:
S: 0 A: 0 B: 0 C: 0 D: 0
Jutsu:
Ninjutsu-
E rank:
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.
Genjutsu-
D-Rank
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 - 30 MHP + genjutsu bonus (2 to max per 10 in genjutsu) Requirements: Genjutsu 20 Ranks 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
Damage: 10-34 MHP Will Save: 10+3+1+1 = 15
Summoning Contract-
~Stats~ Legend for stat: Basic/Level/Training LV.: 7 Exp: 5+48 = 53/160 Hp: 77 Cp: 42 MHp: 91 21 Strength: 6+8 = 14 (+2) Dexterity: 6+8 = 14 (+2) Constitution: 6+8 = 12 (+1) Intelligence: 6+9 =15 (+3) Wisdom: 6+11 = 17 (+3) Charisma: 6+8 = 14 (+2) Chakra: 6+10 = 16 (+3) Dodge Bonus: 10+2 +3 = 15
Base Attack Bonus: 7/2 Attack Melee: 7+2 = 9 Attack Ranged: 7+2 = 9
Base Save Bonus: 1 Fort: 3+1 = 4 Rex: 3+2 = 5 Will: 3+3 = 6
Taijutsu- Damage: 3-8 damage
Bo jutsu- Close ranged Damage: 3 - 16 Long ranged Damage: 1-14 Attack Melle : 7+2+2 = 11 Normal Damage: 1-10+str mod Range: 1-10 + 5 ft. forward. Special: Can be used as a defensive weapon, spinning the Bo in front of you gives you + 4 in dodge bonus.
~Skills~ Skill point: now: 0 Skill Points: 3 (int) * 7(lvl) = 21 Skill Cap: 20 * 7(lvl) = 140
Legend for skill: Basic(IE, current level skill point)/Training Bluff: (Cha) 0+2 = 2 Diplomacy: (Char) 0 Disguise: (Cha) 0 Gather Information: (Cha) 0 Handle Animal: (Cha) 0+2=2 Intimidate: (Cha) 2+2 =4 Innuendo: (Cha) 0 Perform: (Cha) 0 Sense Motive: (Wis) 0+1+15 Read Lips: (Wis) 0 Seduction: (Cha) 0 Alchemy sad Wis)0+1 = 1 Balance: (Dex) 0 Disable Device: (Int) 0 Escape Artist: (Dex) 0 Hide: (Dex) 0 Listen: (Wis) 0 Move Silently: (Dex) 0 Sleight of Hand: (Dex) 0 Survival: (Wis) 8 +8 = 16 Swim: (Str) 0+3 = 3 Treat Injury: (Wis) 0+1 =1 Tumble: (Dex) 0 Use Rope: (Dex) 0
Concentration: (Con) 0 Craft: (Int)
Blacskmith: 0+5 = 5
Forgery: (Int) 0 Knowledge: (Int)
Anatomy 0+4 = 4 Ninja Lore 0+2 = 4 Ninjutsu 0+2 = 2 History 0+ 2 = 2
Repair: (Int) 0 Research: (Int) 0 Search: (Int) 0 Spot: (Wis) 0
Chakra Control: 9+4 = 13 Ninjutsu: 0 Genjutsu: 4+1+21= 26 Taijutsu: 0 Fuuin Jutsu: (Int) 0 Kawarimi: 0 Kunai: 0 Shuriken: 0 Ninja Weapons: Bo 0+22 = 22 Sneak Attack: 0
~Possessions~
Money:
¥en: ------ Ryo: ------
Equipment:
Bo Backpack : Water bottle, bandage, map, knife, basic medecin bag.
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Posted: Tue Jul 15, 2008 10:13 am
User-name: .(.Kitsune_Masakazu.).
Posting: Sparodic, but I'll try to be on when I can.
Time zone: Central
~Character Data~
Name: Katsuko Wakamusha (Meaning: Katsu = victorious, ko = child, Wakamusha = Young warrior)
Village: N/A
Clan/Bloodline: N/A
Element Affinity: Earth
Age: Exact age is unknown. She appears in her late twenties, early thirties.
Gender: Female
Rank: N/A
~Appearance~
Headband: Does not have one.
Height: Roughly 5'3"
Weight: 97 lbs.
Hair: A light, sandy brown, kept pulled back into a low tail at the base of her neck. There are no bangs or stray strands to get in her face.
Eyes: Much the same color as her eyes, but hiding secrets even she doesn't know.
Physical Description: She does not have much mass to her person, but what there is has been toned and cultivated.
Clothing: An undyed, white shirt that is form-fitting enough to be feminine, but loose enough for the weather in the country. Her pants are close-cut and reach to her ankles, where boots made from soft leather cover them. Her boots reach to her knees, where the tops are folded down to reveal suede.
Background: There is not much known about Katsuko, even to herself. The first thing Katsuko can remember is waking up in a haze of pain to a white ceiling. After healing from mysterious injuries, Katsuko was taken in by the kind family who found her.
Katsuko lasted roughly two months before living in a backwater country village (no matter how kind the residents) began to drive her mad. She left less after less than a year of living in the nameless village, after thorough promises to visit her adopted family before a year had passed.
During her stay in the village, however, she met a nice young man who annoyed the hell out of her. Unfortunately for her, he was entirely too persistent and had too much of an interest in what she knew. After a while, she began to like him and definitely became a friend, but something kept her from being able to fully give her heart.
Personality: Usually Katsuko is laid back and doesn't get riled. However, she has a fierce desire to recapture her past, and discover why she continually has nightmares in the middle of the night.
Other: Katsuko suffers an acute case of amnesia.
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
Boka no Jutsu (Mold with and take up the properties of an object nearby to avoid damage) Cp: 50
Bushin no jutsu Cp: 1/bushin
Doroku Gaeshi no jutsu (creates a wall of rock and earth) Cp: 20
Henge no jutsu Cp: 2 + 1/min maintained
Kawarimi no jutsu Cp: 1
Kekkai Dorodomu no jutsu (Traps person in self-repairing dome of earth) Cp: 20
Kuchiyose no Jutsu (Summoning Technique) Cp: 50 Cp per rank.
Shinjuu Zanshu no Jutsu (Allows user to travel under earth and grab opponent from below, pulling them under so only their head is showing) Cp: 6
Tanuki Neiri no Jutsu "Play Possum Jutsu" Cp: 20 + 5 per turn
Genjutsu-
Taijutsu-
Goken (Strong Fist) Damage: Increases normal taijutsu damage to 5-12
Hayabusa Otoshi (Peregrine Falcon Drop) The user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground. Damage: 26 - 71 * 2.5 = 65 - 177 + 2/5 ft. high
Tsutenkyaku (Painful Sky Leg) Damage: 26 - 71 * 2 = 52 - 142 Special: Unless the opponent can pass a Tumble check of the attacker's attack roll, he is winded for the next turn.
((Summon pending))
Summoning Contract-
Species: Scorpions
Basic description of summons: Various species and sizes of scorpion.
First Stage
Name: Sasoriko (Ko = child)
Size: Small
Element Affinity: Earth
Gender: N/A
Height: 8" (Length)
Weight: 2 lbs.
Physical Description: Large and black, like a stereotypical scorpion in movies and drawings. (Here's a link.)
Personality: Not much personality in this stage, except the usual bad temper and need to sting stuff. However, unlike some of its other stages, Sasoriko will not attack its summoner.
Other: Sasoriko is an Emperor Scorpion
Jutsu
Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Fish Technique) Cp cost: 15 Special: +chk mod to Hide roll. If undetected, person can Sneak Attack. User suffers double damage from earth based ninjutsu.
Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique) Cp cost: 6 Special: If caught, the Escape Artist DC is 50
Stats
Lvl. 10
Experience:
Hp: 10 + 6 (con) = 16 * 10 (lvl) = 160
Cp: 3 + 7 (chk) = 10 * 10 (lvl) = 100
MHp: 10 + 0 (wis) = 10 * 10 (lvl) = 100
Strength: 10 + 0 = 10 | mod = 10 - 10 = 0
Dexterity: 10 + 20 = 30 | mod = 30 - 10 = 20 / 2 = 10
Constitution: 10 + 13 = 23 | mod = 23 - 10 = 13 / 2 = 6
Intelligence: 10 + 20 = 30 | mod = 30 - 10 = 20 / 2 = 10
Wisdom: 10 + 0 = 10 | mod = 10 - 10 = 0
Charisma: 10 + 0= 10 | mod = 10 - 10 = 0
Chakra: 10 + 15 = 25 | mod = 25 - 10 = 15 / 2 = 7
Dodge Bonus: 10 + 10 (dex) + 0 (wis) = 20
Base Attack Bonus: 10
Attack Melee: 10 + 0 (str) = 10
Attack Ranged: 10 + 10 (dex) = 20
Base Save Bonus: 10 (lvl) / 2 = 5
Fort: 5 + 6 (con) = 11
Rex: 5 + 10 (dex) = 15
Will: 5 + 0 (wis) = 5
Damage: 1 - 6 + 0 (str) = 1 - 6
Skills
Skill Points: 10 (int) * 10 (lvl) = 100 Skill Cap: 20 * 10 (lvl) = 200
Escape Artist: (Dex) 15 + 10 (dex) = 25 Hide: (Dex) 10 + 10 (dex) = 20 Move Silently: (Dex) 15 + 10 (dex)= 25
Sense: (Wis) 10 + 0 (wis) = 10 Survival: (Wis) 10 + 0 (wis) = 10
Ninjutsu: 20 Sneak Attack: 20
Stage 2
Name: Sasoridai
Size: Large
Element Affinity: Earth
Gender: N/A
Height: 5 ft. (length)
Weight: 40 lbs.
Physical Description: An almost transparent yellow around the legs, tail, and most of the body, and a dark brown in the center of the main body. (Here's a link.)
Personality: Much more aggressive than Sasoriko, Sasoridai has a mean temper and can be fiercly protective of its summoner.
Other: Sasoridai is a Spitting Scorpion.
Jutsu
Kanashibari no Jutsu (Temporary Paralysis Technique) Cp cost: 30 Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation. Special: This jutsu is broken upon impact.
Sasori: Shikomishindan (Scorpion: Prepared Needle Shot) Cp cost: 20 cp Damage: 1 - 2 + 26 (dex) = 27 - 28 + 20 (ninja weapon) = 47 - 48 + 16 - 32 (scorpion poison) = 63 - 80 + 7 - 12 = 70 - 92 plus 3d8 damage per post from poison until cured.
To Be Named Cp cost: N/A (Natural ability) Damage: 19 - 50 + 26 (dex) = 45 - 76 + 7 - 12 = 52 - 88 + 4d12 poison damage per opponent's post Requirements: Spitting Scorpion breed Training: Natural ability (and I can prove it, too) Special: The range on this attack is 100 meters. The DC for this attack is 115.
Stats
Lvl: 25
Experience:
Hp: 10 + 11 (con) = 21 * 25 (lvl) = 525
Cp: 3 + 16 (chk) = 19 * 25 (lvl) = 475
MHp: 10 + 1 (wis) = 11 * 25 (lvl) = 275
Strength: 13 + 10 = 23 | mod = 23 - 10 = 13 / 2 = 6
Dexterity: 13 + 50 = 63 | mod = 63 - 10 = 53 / 2 = 26
Constitution: 13 + 20 = 33 | mod = 33 - 10 = 23 / 2 = 11
Intelligence: 13 + 18 = 31 | mod = 31 - 10 = 21 / 2 = 10
Wisdom: 13 + 0 = 13 | mod = 13 - 10 = 3 / 2 = 1
Charisma: 13 + 0 = 13 | mod = 13 - 10 = 3 / 2 = 1
Chakra: 13 + 30 = 43 | mod = 43 - 10 = 33 / 2 = 16
Dodge Bonus: 10 + 1 (wis) + 26 (dex) = 37
Base Attack Bonus: 25
Attack Melee: 25 + 6 (str) = 31
Attack Ranged: 25 + 26 (dex) = 51
Base Save Bonus: 25 / 2 = 12
Fort: 12 + 11 (con) = 23
Rex: 12 + 26 (dex) = 38
Will: 12 + 1 (wis) = 13
Damage: 1 - 6 + 6 (str) = 7 - 12
Skills
Skill Points: 10 (int) * 25 (lvl) = 250 Skill Cap: 20 * 25 = 500
Hide: (Dex) 10 + 26 (dex) = 36 Move Silently: (Dex) 10 + 26 (dex) = 36
Survival: (Wis) 10 + 1 = 11
Intimidate: (Cha) 10 + 1 = 11
Ninja Weapons: 200 (Scorpion Stinger) Damage: 15 - 40 + 26 (dex) = 41 - 66 + 20 (ninja skill) = 61 - 86 Range: 3 ft. when aiming forwards, 5 ft. when aiming backwards. Special: Poison damage takes 4d12 damage each post.
Sneak Attack: 10
Stage 3
Name: Sasorishi (Shi = Death)
Size: Very, very big.
Element Affinity: Earth
Gender: N/A
Height: 50 ft. (Length)
Weight: 400 lbs.
Physical Description: Light yellow with dark markings on its body. (Here's a link.)
Personality: Even more aggressive than Sasoridai, but with less respect towards its summoner. If annoyed, Sasorishi will attack its summoner before being sent away.
Other: Sasorishi is a Giant Desert Hairy Scorpion
Jutsu
Doton: Doryu Dango (Earth Release: Earth Mausoleum Dumpling) Cp cost: 30 Damage: 40 - 80 + 53 (str) = 93 - 133 + 54 - 59 = 147 - 282 Special: Cp cost is nulled if user succeeds on a strength check of DC 40.
Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm) Cp cost: 25 + additional 5 per rock Damage: 5 - 35 + 7 (chk) = 12 - 42 + 54 - 59 = 66 - 101 +2 to max/rock
Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique) Cp cost: 6 Special: If caught, the Escape Artist DC is 50
Shunshin no Jutsu (Body Flicker Technique) Cp cost: 1 per ft Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.
Stats
Lvl: 45
Experience:
Hp: 10 + 11 (con) = 21 * 45 (lvl) = 945
Cp: 3 + 7 (chk) = 10 * 45 (lvl) = 450
MHp: 10 + 3 (wis) = 13 * 45 (lvl) = 585
Strength: 17 + 100 = 117 | mod = 117 - 10 = 107 / 2 = 53
Dexterity: 17 + 50 = 67 | mod = 67 - 10 = 57 / 2 = 28
Constitution: 17 + 15 = 32 | mod = 32 - 10 = 22 / 2 = 11
Intelligence: 17 + 10 = 27 | mod = 27 - 10 = 17 / 2 = 8
Wisdom: 17 + 0 = 17 | mod = 17 - 10 = 7 / 2 = 3
Charisma: 17 + 0 = 17 | mod = 17 - 10 = 7 / 2 = 3
Chakra: 17 + 8 = 25 | mod = 25 - 10 = 15 / 2 = 7
Dodge Bonus: 10 + 28 (dex) + 3 (wis) =41
Base Attack Bonus: 45 (lvl)
Attack Melee: 45 + 53 (str) = 98
Attack Ranged: 45 + 28 (dex) = 73
Base Save Bonus: 45 (lvl) / 2 = 22
Fort: 22 + 11 (con) = 33
Rex: 22 + 28 (dex) = 50
Will: 22 + 3 (wis) = 25
Damage: 1 - 6 + 53 (str) = 54 - 59
Skills
Skill Points: 8 (int) * 45 (lvl) = 360 Skill Cap: 20 * 45 =900
Chakra Control: (Int) 90 + 8 = 98
Sense: (Wis) 180 + 3 (wis) = 183 Can sense vibrations in the ground
Intimidate: (Cha) 90 + 3 (cha) = 93
Special: When summoned, before Sasorishi can be sent away, the summoner must roll a 1d12 to see if Sasorishi was annoyed enough to attack. If the number on the die is 4, 8, or 12, a reflex roll must be rolled to dodge Sasorishi's leaving attack at the summoner. The DC is 25.
Stage 4
Name: Sasorikami (Kami = Divine being)
Size: Bigger than the rest of 'em.
Element Affinity: Earth
Gender: N/A
Height: 700 ft. (length)
Weight: 5.6 tons
Physical Description: Dark coloring with a tail half the width of its body in the tail's own width. (Here's a link.)
Personality: A most foul-tempered creature, it is loyal to one who can earn said loyalty. Otherwise, if summoned and Sasorikami is not loyal (and you to it), it will kill on sight of its summoner.
Other: Sasorikami is a Fat-tailed Scorpion.
Jutsu
Konoha Senpu (Konoha Hurricane) Instead of using legs, Sasorikami uses his pincers. Damage: 20-40 + 124 - 129 = 144 - 169
Hayabusa Otoshi (Peregrine Falcon Drop) Instead of dropping from a height, Sasorikami instead lifts the person with its pinchers and slams them into the ground. Damage: 124 - 129 * 2.5 = 310 - 322 + 46 (233 ft. for lifting with pinchers) = 310 - 368
Stats
Lvl: 75
Experience:
Hp: 10 + 56 (con) = 66 * 75 (lvl) = 4950
Cp: 3 + 21 (chk) = 24 * 75 (lvl) = 1800
MHp: 10 + 16 = 26 * 75 (lvl) = 1950
Strength: 23 + 100 = 123 | mod = 123 - 10 = 113 / 2 = 56
Dexterity: 23 + 40 = 63 | mod = 63 - 10 = 53 / 2 = 26
Constitution: 23 + 100 = 123 | mod = 123 - 10 = 113 / 2 = 56
Intelligence: 23 + 30 = 53 | mod = 53 - 10 = 43 / 2 = 21
Wisdom: 23 + 20 = 43 | mod = 43 - 10 = 33 / 2 = 16
Charisma: 23 + 8 = 31 | mod = 31 - 10 = 21 / 2 = 10
Chakra: 23 + 30 = 53 | mod = 53 - 10 = 43 / 2 = 21
Dodge Bonus: 10 + 16 (wis) + 26 (dex) = 52
Base Attack Bonus: 75
Attack Melee: 75 + 56 (str) = 131
Attack Ranged: 75 + 26 (dex) = 101
Base Save Bonus: 75 (lvl) / 2 = 37
Fort: 37 + 56 (con) = 93
Rex: 37 + 26 (dex) = 63
Will: 37 + 16 (wis) = 53
Damage: 1 - 6 + 56 (str) = 57 - 62 + 67 (Taijutsu) = 124 - 129
Skills
Skill Points: 21 (int) * 75 (lvl) = 1575 Skill Cap: 20 * 75 (lvl) = 1500
Intimidate: (Cha) 300 + 10 (cha) = 585
Ninja Weapons: 300 Pincer claws Damage: 9 - 18 + 56 (str) = 66 - 75 + 124 - 129 = 190 - 204 Range: 233 ft.
Ninja Weapons: 300 Stinger Damage: 28 - 54 + 26 (dex) = 54 - 80 + 124 - 129 = 178 - 209 Range: 325 ft. Special: Poison damage for each of the opponent's post: 7d20
Taijutsu: 675
Special: Because Sasorikami is foul-tempered, to summon him, one must roll a 1d4 to determine his mood:
1: Annoyed 2: Furious 3: Calm 4: Bored
If either Annoyed or Bored are rolled, a reflex check must be rolled for the summoner each post to avoid getting hit by Sasorikami's attacks along with the opponent. If failed, summoner takes half normal damage for whatever attack performed.
If Furious is rolled, the summoner must perform a reflex check every three posts. If failed, the summoner takes full damage along with the opponent.
If calm is rolled, the summoner does not take any damage at all.
The DC is 40
~Stats~
Lvl: 30
Experience:
Hp: 10 + 14 (con) = 24 * 30 (lvl) = 720
Cp: 3 + 19 (chk) = 22 * 30 (lvl) = 660
MHp: 10 + 1 (wis) = 11 * 30 (lvl) = 330
Strength: 12 + 40 = 52 mod: 52 - 10 = 42 / 2 = 21
Dexterity: 12 + 20 = 32 mod: 32 - 10 = 22 / 2 = 11
Constitution: 12 + 27 = 39 mod: 39 - 10 = 29 / 2 = 14
Intelligence: 12 + 25 = 37 mod: 27 - 10 = 17 / 2 = 8
Wisdom: 12 + 0 = 12 mod: 12 - 10 = 2 / 2 = 1
Charisma: 12 + 0 = 12 mod: 12 - 10 = 2 / 2 = 1
Chakra: 12 + 36 = 48 mod: 48 - 10 = 38 / 2 = 19
Dodge Bonus: 10 + 1 (wis) + 11 (dex) = 22
Base Attack Bonus: 30 (lvl)
Attack Melee: 21 (str) + 30 (lvl) = 51
Attack Ranged: 11 (dex) + 30 (lvl) = 41
Base Save Bonus: 30 (lvl) / 2 = 15
Fort: 15 (bsb) + 14 (con) = 29
Rex: 15 (bsb) + 11 (dex) = 26
Will: 15 (bsb) + 1 (wis) = 16
Damage: 5 - 12 (Gōken) + 21 (str) = 26 - (33 + 38- Taijutsu damage only) = 26 - 71
~Skills~
Skill Points: 8 (int) * 30 (lvl) = 240 Skill cap: 20 * 30 (lvl) = 500
Chakra Control: (Int) 30 + 8 (int) = 38
Escape Artist: (Dex) 10 + 11 (dex) = 41
Taijutsu: (Str) 190 + 21 (str) = 211
Use Rope: (Dex) 10 + 11 (dex) = 31
~Possessions~
Money:
Ryo:
Equipment:
Valuables:
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Posted: Wed Jul 16, 2008 7:57 pm
User-name: Istian Goss. Posting: Often. Time zone: Central Canada
~Character Data~
Name: Tekkenseisai, Ataru Village: Iwagakure Clan/Bloodline: Tekkenseisai : In game Stats: +2 Constitution per 5 levels. Damage received from Taijutsu and weapons is reduced by Con Mod. Normal Taijutsu damage dealt is raised to 3-9 instead of 1-6. Cannot use any kicking techniques, or learn any other fighting styles until Chunnin rank. Chakra used during Ninjutsus and Genjutsus is doubled. Training days to learn Ninjutsus and Genjutsus is doubled. Max Constitution is raised from 100 to 140. Element Affinity: Earth Age: 30 Gender: Male Rank: Jounin
~Appearance~
Headband: He wears his headband on his right bicep. Height: 6'5 Weight: 190 lbs. Hair: Dirty golden blonde, wavey when it grows out, but it is relatively short now. Eyes: Vibrant, intelligent and green. He wears small round glasses. Physical Description: Very masculine, he has a rough, tough, chiseled body. It's almost as if his body were made of stone, then left out in harsh weather. He's a real man. He has a tan, and rough, strong skin. Clothing: Ataru wears a light blue formal dress shirt most of the time, sleeves rolled up to his elbows, with his hitai-ate just above that. The shirt is relatively tight to his body, and a tiny bit transparent, and definitely shows off his physique very will. He wears casual black dress pants, always ironed smooth, and kept clean, and black dress shoes that often need cleaned off because of the dust in Iwagakure. Background: He grew up in a backwater town (relatively) near Iwagakure, attending the academy in Iwa and staying with another family while doing so. He returned to his village after becoming Chunnin at the age of 19 with a girl he had met in the academy. They had been inseparable, and when he brought her to his real home, after they had both passed into Chunnin, they got married. She was a strong woman, and was strong even 'til her death when the Masters came, and she died defending the village. She bore him no child, and he has kept his head up since her death, knowing she wouldn't accept him grieving and doing nothing, though he does not intend to re-marry. Few months ago there was an addition to his village, a girl who had no memory of her past. She looked exactly like his late wife. Her hair, her features, for body... but her eyes were different. He began talking to her one day, casually, and they would sometimes meet and talk, in the streets and at gatherings. After a while, he found he was in love with her. The woman (Katsuko), and himself eventually left for Iwagakure together. Personality: Ataru is a generally honourable man, intelligent, and with strong morals. He is always optimistic and heroic, often a guiding ray of light for many people. He is logical, reasonable, and trustworthy. He also fights very dirty. Other: He is a healthy Jounin, excercises and eats good food, and tries to promote the same to others. He enjoys reading, cooking, excercising, and helping others. He has a very deep, smooth, sharp, clean voice.
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. 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
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. 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. Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Fish Technique) The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own. Cp cost: 15 Damage: N/A Requirements: Earth Affinity, Chakra Control 8 Training: 2 days Special: +chk mod to Hide roll. If undetected, person can Sneak Attack. User suffers double damage from earth based ninjutsu.
Genjutsu-
Taijutsu- Jutsu Name: Agarikomu "By a Step" Description of Jutsu: The user moves INTO the opponent's attack, reducing momentum gained and therefore damage dealt. This is one of the most basic Tekkenseisai techniques. Cp Cost: 0 Damage: 0 Requirements: Suicidal tendencies? Training: 3 days. Special: The damage dealt by bash-trait attacks is reduced to 1/3, cut-trait to 1/2, and stab-trait is normal. The technique opens up the opponent to an attack of opportunity. The technique is initiated instead of dodging.
Jutsu Name: Toushin Shouaku "Blade Grasp" Description of Jutsu: The user grabs the opponent's (bladed) weapon during an attack, and breaks it off at the hilt. Its designed to twist the blade in a direction from the hilt that the tension of it in combination with the split second the energy is transferred in can cause any material to break off according to the design of the weapon. Cp Cost: 0 Damage: Breaks opponent's weapon. Requirements: 40 Strength, 20 Dexterity. Training: 10 days. Special: User still takes the weapon's damage. This technique is initiated instead of dodging. Make a strength check to see if it actually breaks. DC's: Iron: 20 Steel: 30 Silver: 40 Gold: 50 Masterwork Weapons: Material DC + 30
Jutsu Name: Iwa-Supaiku Suiryoku "Rock Spike Thrust" Description of Jutsu: The user picks up a large rock, and throws it up above their heads. When it falls down, the user punches it with his Aian Nakkuru, and large rock spikes are shot everywhere with great force. Cp Cost: 0 Damage: 20-30 + Str Mod. Requirements: 20 Strength, 20 Taijutsu. A rock, 1 square foot. Training: 5 days. Special: 40 foot range. 20-30 damage to self.
Jutsu Name: Juuryou no Kihaku "Soul of the Boxer" Description of Jutsu: The user quickens their footwork and sharpens their reflexes by jogging on the spot and slapping themselves to induce the nerves to work better, causing them to be able to sense attack more easily. Cp Cost: 0 Damage: 10 damage to themselves. Requirements: 20 Constitution. Training: 3 days. Special: Raises the user's Dexterity by 2 points each time this technique is used, with a maximum useage of 3 times. The effects last 10 turns. Dainamikku-Entori (Dynamic Entry) Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack. Damage: Double Taijutsu damage. Requirements: Taijutsu 15 Hayabusa Otoshi (Peregrine Falcon Drop) The user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground. Damage: Taijutsu damage x 2.5 Requirements: Must drop yourself from a really high place along the enemy. Enemy recives extra 2 points of damage per 5 feet. Training days: 5 days.
Summoning Contract-
~Stats~
LV. 30 Experience: 0 Hp: 1050 Cp: 240 MHp: 480 Strength: 12+28 = 40 Mod = 15 Dexterity: 12+18 = 30 Mod = 10 Constitution: 24+36 = 60 Mod = 25 Intelligence: 12+28 = 40 Mod = 15 Wisdom: 12+12 = 24 Mod = 6 Charisma: 12+18 = 30 Mod = 10 Chakra: 12+8 = 20 Mod = 5 Dodge Bonus: 10 + 10 = 20
Base Attack Bonus: 30 Attack Melee: 45 Attack Ranged: 40
Base Save Bonus: 15 Fort: 40 Rex: 25 Will: 21
Damage: 18-44 Taijutsu
~Skills~ 450 points, 25 skills Swim: (Str) 20
Balance: (Dex) 20 Escape Artist: (Dex) Hide: (Dex) Move Silently: (Dex) Sleight of Hand: (Dex) 20 Tumble: (Dex) 20 Use Rope: (Dex)
Concentration: (Con)
Chakra Control: (Int) 20 Craft: (Int) 20 Disable Device: (Int) Forgery: (Int) Knowledge: (Int) Repair: (Int) 20 Research: (Int) 10 Search: (Int) 10
Alchemy: (Wis) Listen: (Wis) 10 Read Lips: (Wis) 10 Sense Motive: (Wis) 10 Spot: (Wis) 10 Survival: (Wis) 10 Treat Injury: (Wis) 10
Bluff: (Cha) 10 Diplomacy: (Cha) 20 Disguise: (Cha) Gather Information: (Cha) 10 Handle Animal: (Cha) 10 Intimidate: (Cha) 20 Innuendo: (Cha) Perform: (Cha) Seduction: (Cha) 20
Ninjutsu: (Chk) 10 Genjutsu: (Int) 10 Taijutsu: (Str) 100 Fuuin Jutsu: (Int) Kawarimi: Kunai: Shuriken: Ninja Weapons: Sneak Attack: 20
~Possessions~
Money:
Ryo:
Equipment:
Valuables:
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