~Character Data~
Name: Orikami (Caged God) Otobe, more commonly referred to by his western name, Orion.
Village: Otogakure (Otobe Regime)
Clan/Bloodline: Otobe
Second self obtained
+2 Awareness and Chakra Control per 5 lvls
+1 to Musical related preform skils per 5 lvls
Synchronization (Cp cost 30 per turn)
+10 Awareness
+10 Chakra control
+4 Ninjutsu
+4 Genjustsu
- 4 constitutionElement Affinity: Lightning
Age: 21
Gender: Male
Rank: Knight of Forte (Elite ANBU) (Heir to the Clan head)
~Appearance~
Headband: Orion has a custom made headband that is slightly smaller than usual and cast in a black metal alloy. The metal band is sewn into a fine red, satin band. He keeps this band folded and tucked in a pocket if he can’t find a place to wear it.
Height: 6’2”
Weight: 190
Hair: Kept in almost perfect maintenance his silk like black hair is kept fashionably short. Combined with just a dab of gel and styled in a slightly disheveled look.
Eyes: Though a bright and exotic blue, Orion’s eyes always seem much darker. Constantly skeptical and demeaning, even filled with contempt. Though emotions struggle to portray themselves across his face, Orion has an adept ability to hide his true intentions.
Physical Description: Tall and uncommonly lean for a ninja, though more than butch to any civilian. With fair skin common of the wealthy and an above averaged attention to every detail. Orion has no unorderly hairs or nails; he never has bruises and seemingly carries no scars. His body is oddly perfect. Yet on his inner thighs he has hundreds of small self-inflicted scars unevenly ripped through his flesh.
Orion carries himself with the gate of an elite, never letting his back slump nor his chin fall. He makes a point to be taller then the people he’s around, and to keep himself at the center of attention, though around his “friends” he shows another side of himself that slumps, watches, and plays with a ravenous attitude. He becomes almost animalistic when he finds himself alone or in an extreme mental state.
Clothing: Orion dresses with utter class, and with the best of what money can buy; of course in a traditionally western style. He wears a long white military coat with two rows of black metal buttons lining his chest and a large color. A red handkerchief or his head band is usually tucked in his front coat pocket, to match with the red buttons on his cuffs. Under this coat he wears a white dress shirt, with matching black dress pants. Behind his coat he carries a few scrolls held on a strap behind his belt, here he carries an assortment of ranged weapons and an odd assortment of musical instruments.
Background: Orion was raised in a position of wealth and authority—even more than a usual Otobe—being the son of the Clan Leader. However long before he had reached his second self, his mother committed suicide due to her own mental problems and seeing her son terribly tormented as a child. This is a forbidden action and was therefore never acknowledged and is not to be spoken of by both Orion’s father and the clan elders, leaving Orion with many questions and insecurities after attaining enlightenment.
Like many others he was plagued with mental relapses, yet his father refused to acknowledge these either and punished him for showing “weakness” as he called it. From an early age Orion learned to hide his emotions and be a perfect elite, this is when he began to resent his father. Soon his repressed emotions and insanity began to express itself in violent outburst, first towards himself (Hence his scars) and then on others. He came to the point were he would binge his emotions by finding someone to secretly bludgeon or cut, insignificant homeless that would never incriminate him. Soon his urges grew to the point where he made a ritual of luring in people sextually and then erotically killing them. Without this he becomes extremely unstable and furious. No one knows of his exploits and he plans to keep it that way.
Orion quickly showed his aptitude for battle and quickly rose through the shinobi ranks. Where he has remained, sharing in his father’s and his clan’s will to dominate and succeed in Oto.
Personality: Orion hides a secret personality behind a façade of an elegant and strong young Otobe, excellent and true to his position in the clan. Behind this mask he is also a kind, however forceful and dominating friend. Amongst others, he wears a constantly calm and somewhat amiable demeanor. Though deeply troubled and unstable even resorting to serial killings. Orion craves control in all situations and once he has it he enjoys abusing it. He overcompensates for his demonic urges by being the very picture of aesthetic perfection; he has developed a sort of ocd when it comes to his appearance because of this.
Other: Orion’s only other mode of expression is music, which he is extremely skilled at, most notably stringed instruments. He has never sung and although he enjoys it would never try it.
Missions: S:
A:
B:
C:
D:
Jutsu: *All Academy Jutsu*Ninjutsu- Genjutsu Kai (Genjutsu Release)
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else.
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu.
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.
Name: Minor Vibration
Description: +10 Chk Cont, +8 Nin (15 for both in order to be used in conjucture with other techniques without hand signs.)
Rank: D
Cp Cost: 12
Attack Turns: 2 (0, but can only use as such once per 5 possible attack rolls and must meet requirements, in addition to preforming extra training stage)
Reflex Save: N/A Unavoidable if used for physical damage
Will Save: 10+half user's level+user Chakra control (If attack is aimed for mind)
Damage:5-10 either MHp of Hp depending on the use of low or high frequencies.
Requirements:Otobe,+10 Chk Cont, +8 Nin (15 for both in order to be used in conjucture with other techniques without hand signs.)
Training: 2 stages (3 if preform extra)
Stage I: DC: Chakra control DC of 20, focus the sound waves in the air around you, use your chakra to guide manipulate them.
Stage II: DC: Constitution DC 15 Control the sound waves within one's own body and emit the proper frequency into the air, finally working out the proper technique for both low and high frequencies. A failed roll here will result in 5 mhp or hp damage.
Stage III(Extra): DC:40 Chakra Control. Fully master the technique, till emitting the sound waves becomes nearly second nature to you, allowing you to preform it without hand signs, or indeed any real effort.
Special: Anyone in the area besides the user -5 to all listen and balance checks for 5 turns. (This effect does not stack when used multiple times.
Owner: Oto
Name: Musical Inclination
Description:The user creates an intricate display of vibrations to recreate musical melodies and the illusion of instruments. This is often used as a tool for amusement in the Otobe compound, and allows an Otobe to play without a real instrument, in addition to adding to a bit of flare to any performance they give.
Rank: D
Cp Cost: 15 per post
Attack Turns: N/A
Reflex DC: N/A
Damage: N/A
Requirements: 15 Chakra Control, 10 Ninjutsu Otobe
Training: 2
Stage I: DC: 25 Chakra Control. Simply listen to music, intently however, using one's second self to fully attune to the motion of the sounds waves, and work with one's chakra to think at how to imitate the effect.
Stage II: DC: 25 Ninjutsu Put your work to practice now as you initiate replicating the sound of an instrument, a song, or other work of music.
Special: Allows an Otobe to add their Chakra Control roll to any Music Based Performance.
Name: Great Silence
Description: Using their advanced second self, the Otobe are able to completely silence the vibration in their immediate area.
Rank: B
Cp Cost:50+10 per turn
Attack Turns: 4
Reflex DC: N/A
Damage: N/A
Requirements: 25 Chakra Control, 25 Ninjutsu
Training: 4 stages
Stage I: DC:35. Focus your chakra to quiet something small that makes near constant noise. The capture fly, a clock, clicking pendulums, etc.
Stage II: DC: 40 Now silence the sounds of your own body. Breath, heart beat, till it's as though you aren't standing there at all...
Stage III: DC: 35 Ninjutsu Focus on moving around while maintaining the state achieved in stage two, practice basic maneuvers
Stage IIII: DC: 45 Now silence a wide area, everything within it regardless of size or contents.
Special: Allows sound to be removed from the equation when sneaking about, while the technique is shattered by any large sound based attacks, it's still effective as a precursor to assassination. Add half of users Chakra control to Stealth rolls
Tobidogu (Projectile Weapons)
In order to store and use large items or various weapons, the user can unleash them by utilizing summoning scrolls. In this way, the person won't be burdened by carrying weighted artillery when going up against an opponent.
Cp Cost: All numbers are per item stored.
1 [small objects, eg, kunai, shuriken]
5 [medium objects, eg. tanto, books]
15 [in between objects like katana]
25 [large objects, eg. human-sized puppets, kusarigama, nodachi]
50 [huge objects]
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Summoning scroll, Intelligence 20, Ninjutsu 10/15/21/28/36 [depending on the size], Chakra Control 12/17/24/30/38
Training: 1 + 1 stage per size increment
Stage I: Chakra Control DC 17 Learn how to seal and unseal small items.
Stage II: Chakra Control DC 25 Learn how to seal and unseal medium items.
Stage III: Chakra Control DC 34 Learn how to seal and unseal larger items. It's starting to get a bit harder now to push the objects in.
Stage IV: Chakra Control DC 42 Learn how to seal and unseal large items. It now requires a lot of control or brute chakra force to seal the objects into the scroll.
Stage V: Chakra Control DC 53 Learn how to seal and unseal huge items. Even more chakra control is required to manipulate the fine points of the summoning scroll to let the huge object in.
Name: Shock Wave
Description: One of the Otobe's favored attacks. Using high frequency vibrations, the user emits a potentially powerful thrust of force into the air,
Rank:C
Cp Cost: 45
Attack Turns: 3
Reflex DC: 12+ half user's level+ Ninjutsu skill bonus
Damage: 30-70 -hp
Requirements: 15 chakra 15 chakra control
Training: 3
Stage I : DC: 25 Chakra excercise, build up the pressure of the sound waves, force your chakra to amplify the disruption.
Stage II: DC: 25 Chakra Control. Control the disruption, bend it to your will.
Stage III: DC 30 Chakra. Now release the pressure, practice firing the shock wave until you've finally mastered it.
Special: All victims of the technique must preform a Balance check, or they suffer a -3 to all checks their next turn.
Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This technique renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 40 + 5 per round held
Dice Rolls: 5 Rolls
Damage: N/A
Requirements: Chakra Control 38, Ninjutsu 35, Stealth 30
Training: 5 stages
Stage I: Awareness DC 30 Pay attention to your surroundings. It's the very thing that you will be attempting to replicate when using this technique.
Stage II: Stealth DC 40 Now work on your concealment techniques. Keep your body absolutely still and your breathing inaudible. Don't disturb the environment at all costs!
Stage III: Chakra Control DC 48 Create a thin layer of chakra around now. Now, with the same principles as the Henge no Jutsu (Clone Technique), alter the chakra layer to look exactly like your surroundings.
Stage IV: Chakra Control DC 53 Refine the thin chakra layer even more. For example, work to rid the layer of the shimmer effect, react quickly to changes in the environment and so on.
Stage V: Ninjutsu DC 50 Combine the previously learned elements.
Special: User receives +30 to his Stealth (hiding) roll
Raiton: Raidendou (Lightning Release: Lightning Conduction)
The user channels his lightning chakra through his weapon for added damage. Only weapons made with Kumo steel can conduct lightning chakra.
Cp cost: 10 per attack
Dice Rolls: 2 (to activate)
Damage: See Special.
Reflex DC: N/A
Requirements: Lightning Affinity, Kumo steel weapon, Chakra Control 10, Ninjutsu 6
Training: 2 stages
Stage I: Ninja Weapons DC 12 Weapon familiarisation.
Stage II: Chakra Control DC 22 Practise conducting the chakra through the weapon. The weapon should be like an extension of your own hand.
Special: Add chakra mod. to damage. Melee weapons only.
Name: Black Screech
Description: This is a devastating attack favored by the otobe's most powerful warriors. The Otobe lets out an unearthly frequency from their mouth, imbued with chakra and fortified with their own wrath. The Sound waves appear black, actually visible to the naked eye, and cause ruin comparable with a harrowing explosion over a wide area, the sound waves literally ripping at anything and everything within it's area of effect, which is about 30 meters from around the user. The Otobe themselves are unharmed by their own chakra.
Rank: A
Cp Cost: 180
Attack Turns: 6
Reflex DC: 18+half users level+Ninjutsu Bonus
Will DC: N/A
Damage: 80-135hp
Requirements: 42 Chakra Control 40 Ninjutsu, Otobe
Training: 6
Stage I: DC: 52 Chakra Control
Stage II: DC: 50 Ninjutsu
Stage III: DC: 55 Ninjutsu
Stage IV: DC: 55 Chakra Control
Stage V: DC: 60 Chakra Control
Special: This attack, while it's range is limited enough to avoid, has devastating effects on the body's systems, causing dire internal damage. -10 to all checks next turn, removing -2 per turn after until recovered. (Does not stack, if used multiple times, full -10 is merely reinstated)
Name: Oblivion Frequency
Description:The user manipulates high frequency sound waves onto a person or object to displace their particles, as all atoms are separate, this enables the user to pass through their intended subject. However, without some effects on the user themselves. Used as an attack simply to displace an opponents atoms, without actually entering the opponent no damage is received.
Rank: S
Cp Cost: 200
Attack Turns: 7
Reflex DC:20+ Half User's level+ Ninjutsu bonus
Will DC:N/A
Damage: 250 hp, -100 mhp/ Damage to user: 150 hp, -35 mhp.
Requirements: 60 chakra control, 55 Ninjutsu, 40 Constitution
Training: 7
Stage I: DC: 70 Chakra control
Stage II: DC: 65 Ninjutsu
Stage III: DC: 50 Constitution
Stage IV: DC: 67 Ninjutsu
Stage V: DC: 72 Chakra control
Stage VI: DC: 75 Chakra control
Stage VII: DC: 55 Constitution
Special: May be used to avoid an attack, if used directly on one's self, however one suffers the full damage. If the opposing attack comes from a solid object or person directly, it may be used on said object instead for the reduced damage. (Note a solid object is defined as something with definite mass. Fire, lightning, and wind do not count) Any living organism, user included, targeted directly by this attack suffers internal damage. -10 to all checksnext turn, removing -2 per turn after until recovered. (Does not stack, if used multiple times, full -10 is merely reinstated)
Medical Ninjutsu- Genjutsu- Taijutsu- Style: Capoeira
Capoeira is a style that combines elements of martial arts, music, and dance. The style is marked by fluid acrobatic play, feints, and extensive use of sweeps, kicks, and headbutts. Less frequently used techniques include elbow strikes, slaps, punches, and body throws. Lastly, striking with the hands is often seen as inelegant and disruptive to the flow of movement. Elbow strikes are commonly used in place of hand strikes. Capoeira also uses acrobatic and athletic movements to maneuver around the opponent. Cartwheels, handstands, headspins, hand-spins, handsprings, sitting movements, turns, jumps etc. are all very common in capoeira though vary greatly depending on the form and rhythm. Fakes and feints are also an extremely important element in capoeira and the setting of traps or illusory movements are very common. Capoeira defenses consists of evasive moves and rolls which allow the defensive players to quickly evade an attack and position themselves around the aggressor in order to lay up for an attack. Other evasive moves allow the capoeirista to move away or dangerously close in an attempt to trip up the aggressor in the briefest moment of vulnerability (usually in a mid-kick.)
Cp cost: ---
Dice Rolls: n/a
Damage: 8 - 14 + dex mod per hit
Requirements: Dex 20, Taijutsu 16, Acrobatics 9.
Training: 3 stages.
Stage I: Acrobatics DC 19. Use acrobatic moves (flips, cartwheels, handstands etc.) in a small radius.
Stage II: Taijutsu DC 26. Shadowbox using capoeira. Meaning; adding kicks, slaps, elbows, knees to Stage I.
Stage III: Taijutsu DC 28. Repeat Stage II in a narrow space.
Special: +2 to maximum damage per 5 ranks in Acrobatics when using this style. Immune to attacks of opportunity.
Summoning Contract- ~Stats~
LV. 40
Experience: 0/2050
Hp: 920
Cp: 1000
MHp: 880
Strength: 16 +22 Mod: 14
Dexterity: 16 +35 Mod: 20
Constitution: 16 +20 Mod: 13
Intelligence: 16 +29 Mod: 17
Wisdom: 16 +19 Mod: 12
Charisma: 16 +25 Mod: 15
Chakra: 16 +38 Mod: 22
Dodge Bonus: 10+12+20= 42
Base Attack Bonus: 40
Attack Melee: 54/49/44/39/34/29/24/19
Attack Ranged: 60/55/50/45/40/35/30/25
Base Save Bonus: 20
Fort: 33
Rex: 40
Will: 32
~Skills~
Ninja Skills [Mundane] ((Modified By)): Athletics (Str): 14+0=14
Acrobatics (Dex): 20+20=40
Escape Artist (Dex): 20+0=20
Sleight of Hand (Dex): 20+0=20
Stealth (Dex): 20+40=60
Concentration (Con): 13+0=13
Alchemy (Int): 17+0=17
Chakra Control (Int): 17+ (16)+27=60
Craft (Int): 17+0=17
Treat Injury (Int): 17+0=17
Awareness (Wis): 12+ (16)+30=58
Read Lips (Wis): 12+0=12
Sense Motive (Wis): 12+25=37
Survival (Wis): 12+0=12
Diplomacy (Cha): 15+5=20
Handle Animal (Cha): 15+0=15
Innuendo (Cha): 15+0=15
Intimidate (Cha): 15+25=40
Perform (Cha): 15+40=55
Seduction (Cha): 15+30=45
Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons (Melee): 50
Ninja Weapons (Ranged): 20
Taijutsu: 20
Ninjutsu: 60
Medical Ninjutsu:
Genjutsu: 10
Fuuin Jutsu:
Sneak Attack: 38
Puppet Play:
~Possessions~
Money: Ryo: 300
Equipment: Ninja to: The ninja to is the sword of the ninja, it was not as well crafted as the Katana but was just as useful in combat. The ninja to is 6 inches shorter than the katana and possess a straight blade instead of a curved one. The ninja to is the sword carried by ANBU squads.
Damage: 1 - 8 + str. mod.
Range: Melee.
Special: ANBU sword.
Scrolls x 3
Scroll One: Red (30cp total)
-(10cp) 2x 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.
-(5cp) 5x Kemuridama: An item which creates a dense cloud of smoke that can provide an opportunity to attack. "Smoke Bombs"
Effect: They increase your Hide check by +6.
-(15cp) 3x Oto Kemuridama: (Sound Bomb) Perfected in the village of Oto. The sound bomb releases a high pitched screeching noise that varies in waves to effect all hearing both human and animal. Causes excruciating pain. They decrease any sound checks by 10. If enhanced hearing is used, the effect is doubled.
Scroll Two: Blue (35cp total)
-(15cp) 15x Kunai: "Read description in melee weapons"
Damage: 1 - 4 + Dex. mod.
Range: 30 ft.
-(20cp) 20x 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."
Scroll Three: Black (45cp total)
-(25cp) 1x Cello
-(15cp) 1x Violin
-(5cp) 1x Bow
Valuables~Character Data~
Name: Dash (real name unknown)
Village: Otogakure
Clan/Bloodline: n/a
Element Affinity: Lightning, earth, fire
Age: 35
Gender: Male
Rank: Jounin
~Appearance~
Headband: Sewn into the left arm on his jacket
Height: 6’2
Weight: 185
Hair: bleached a brilliant white, and cut ruggedly short.
Eyes: brown.
Physical Description: Tightly toned and lean, he focuses more on the technique and form of his weapon craft than physical energy. He has several small jagged scars in his stomach and arms from his years as a street-fighter.
Clothing: Dash wears a black tank top separated into vertical sections making a pattern. On top of that he has a black jacket, made with leather, that buttons at the neck and zips up front. On the bottom of the jacket light grey and white tribal patterns decorate the trim. He wears a loose belt over average black pants and orange sandals. Always at some proximity to him are his white sunglasses with bright orange lenses. He only wears his two katanas on missions but when he does, they are strapped across his back, crossing on either side of his shoulders with a leather holster that is similar to a backpack.
Background: Dash comes from the streets of the city, a much larger industrious village on the coast of the rice, which was attacked by Taki when he was younger. The boy mastered the art of the katana to defend himself, and ended up growing up as a champion street fighter. When he was just 15 he was employed as a bodyguard for rich crime bosses. Realizing the dirt and wickedness of the place he lived. Dash packed a bag and headed to the countryside, finding himself in oto as a young boy he quickly joined the ninja ranks and found himself a new home.
First hand account of his first killing
biggrin ash struggled with something to say. "........ I was.... nine." he was quiet for a while. Raine perked up his head. "I had seen it before but I'd never done it until then." He looked to the other side of the room remembering. "I was living on the street and one night, when I was sleeping, they just grabbed me. They kicked me in the head until I passed out and then they took me to this camp. I don't know where the ******** it was. Some idiot rebels, or some stupid s**t like that, and they had a whole bunch of us there. They put us up in cages even. And then they came for you, gave you a knife and threw you into a ******** ring. Where people could watch you fight." he paused, "We fought to the death." he still hadn't looked over to the boy, but Raine had pulled himself up and the tears had dried on his cheeks. "I still remember that kid....He didn't have any clue what the hell we were doing. He didn't want to hurt me. But we looked at each other, and we thought of those cages, and we stabbed each other until he died." he looked down and pushed away his jacket, then pulled up his tank top a few inches to reveal jagged scars in his gut. There were three in the few inches Raine could see. "Hah, God damn this world sometimes." he looked up at Raine. "I broke part of the blade from my knife and stabbed myself with it.... When they took me back I pulled it out and picked my lock with it. When they slept I cut their throats and ran." A silence followed that was so deep and thick. The two could have said everything that needed to be said and it would have been the same.
Jounin years: Dash had grown a reputation for a fearless shinobi and fierce friend. As a young man he had many friends and yet spent the majority of his time alone, living with no one and never committing to anyone. The only commitment in his life was the job, and he found it enthralling. There was a fire that lived in Dash’s heart for action and adventure, he worked and studying countlessly to better himself in battle. Though he never let sight of the truth evade him, every battle was his first or his last. Every enemy was that boy staring into him, every death his price for life. He was grounded and valued everyday he lived, only hoping to rid the grime and scum that he knew from his world.
Team 4: As unwillingly as Dash first was introduced to his genin team, Raine Kimiko, and Xen, he grew to admire the kids and everything that they stood for. He hoped that he could better then, but truly doubted that he was worthy for the job. He loved them as younger siblings, and for the first time became truly attached and committed to people, as little as they may be. Though, with love comes worry, and with Dash’s susceptibility to post-traumatic stresses, he became somewhat ill with nightmares depicting their deaths. He, of course, hid this from all but his longtime friend, Dr.Grey.
Time skip: With his team split up Dash tried to stay away of larger missions and focused his energies on training and working on the building of the new academy, which the majority of the shinobi force were
Personality: Other: Missions: S:
A:
B: 1
C:
D:
Jutsu: Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.
Kakuremino no Jutsu (Cloak of Invisibility Technique)
This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.
Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.
Ninjutsu- Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Learn in the academy. Chakra Control 2.
Training: 1 stage
Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.
Genjutsu Kai (Genjutsu Release)
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else.
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu.
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.
Chakra Kyūin Jutsu (Chakra Absorption Technique)
This technique allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media such as earth or water. The only necessary condition is some medium through which chakra can be channeled.
Cp cost: 1/4 of chakra drained.
Dice Rolls: 4 Rolls
Damage: User can drain from (chk mod) to (chk mod x 3) cp per usage
Will DC: 15 + user's chakra mod + 2 per 10 ranks in user's Ninjutsu
Requirements: Chakra Control 30, Ninjutsu 28
Training: 4 stages
Stage 1: Chakra Control DC: 40, Creating a vacuum to your chakra system.
Stage 2: Ninjutsu DC: 38, Draining chakra from another living organism through direct contact.
Stage 3: Ninjutsu DC: 40, Draining chakra from another living organism through an object or element.
Stage 4: Chakra Control DC: 42, Assimilating the stolen chakra to your chakra system.
Special: A successful Will check prevents any chakra from being drained. A natural 1 on Will check doubles it. The user gains the Cp drained from the target. Can be used while grappling.
Hien (Flying Swallow)
This technique requires a bladed weapon. By feeding chakra into the weapon, the ninja will increase the length and density of his blade to strike an enemy from several feet out of the physical blade's range. This is accomplished by creating an invisible extension of chakra that shapes into an edge that functions like the normal blade itself. Seeing the blade, the opponent may misjudge how far they need to move to avoid an incoming strike and thereby still be cut even if they manage to avoid the metal portion of the blade.
Cp cost: 30 + 2 chakra points per round the blade is maintained this way.
Dice Rolls: 4 Rolls
Damage: Add [chk mod] to [attack melee] with the weapon.
Reflex DC: n/a
Awareness DC: 15 + user's chakra mod + 2 per 10 level in user's ninjutsu
Requirements: Bladed weapon skill 25, Ninjutsu 30, Chakra Control 30, Sneak Attack 20
Training: 4 stages
Stage 1: Chakra Control DC: 40, Infusing blades with chakra flow.
Stage 2: Ninjutsu DC: 40, Extending the chakra flowing through the blade passed its tip.
Stage 3: Sneak Attack DC: 30, Concealing the extension of the blade to keep the opponent guessing.
Stage 4: Bladed weapon skill DC: 35, Adapting to fighting with the weapon without cutting yourself.
Special: As long as Awareness DC is not matched by opponent, all attacks are considered Sneak Attacks.
Katon: Karyudan (Fire Release: Fire Dragon Missile)
A huge blaze is blown to ignite the mud balls launched from Doton: Doryūdan (Earth Release: Earth Dragon Bullet), making it more devastating.
Cp cost: 65
Dice Rolls: 4
Damage: Read special.
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 42, Ninjutsu 40, Doton: Doryuudan (Earth Release: Earth Dragon Bullet).
Training: 3 stages
Stage I: Chakra Control DC 52 Generate the flame from within you. This time the focus is not on accuracy or control but on sheer power.
Stage II: Chakra Control DC 55 Make sure the flame is hot and potent enough to ignite the mud balls launched by Doton: Doryuudan.
Stage III: Ninjutsu DC 55 Combine the previously learned elements.
Special: Increases Doton: Doryuudan damage by 50%.
Katon: Haisekishō, (Fire Release: Burning Ash)
Unlike other fire-based techniques, this technique allows the user to breathe out a cloud of superheated ash. 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: 160
Dice Rolls: 5
Damage: 75 – 100 + chk mod, +(20 + chk mod) damage every round the victim stays in the area.
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 45, Ninjutsu 40
Training: 5 stages.
Stage I: Chakra Control DC 55 Practise generating superheated ash. Focus on making the ash super light so it disperses well in the air.
Stage II: Chakra DC 25 {d20 + chk mod} Work on making the ash even hotter than you've managed before.
Stage III: Chakra Control DC 57 Improve your dispersing skills. Use your chakra to ensure the ash is widely spread.
Stage IV: Constitution DC 22 {d20 + con. mod} The ash will do a runner to your lungs. You just have to get used to it.
Stage V: Ninjutsu DC 55 Combine all the previously trained elements together.
Special: Ashes remain for a number of rounds equal to the user’s chakra modifier. Ashes damage ALL people in the area.
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: 45
Dice Rolls: 3
Damage: ----
Reflex DC: N/A
Requirements: Earth Affinity, Chakra Control 20, Ninjutsu 18
Training: 3 stages
Stage I: Chakra Control DC 30 Pack large quantities of earth together to create a sturdy wall.
Stage II: Chakra DC 20 {d20 + chk mod} Reinforce with chakra.
Stage III: Ninjutsu DC 30 Draw the earth wall up from the ground focusing on speed.
Special: Grants +10 reflex bonus and halves area effect ninjutsu damage for [user's chk mod / 2] turns, unless the area is bigger than the wall can cover. Of course the user must be behind the wall to enjoy the benefits.
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: 20 + 10 per rock
Dice Rolls: 3
Damage: 20 + 5 – 15 per rock used + chk mod.
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 23, Ninjutsu 21
Training: 3 stages
Stage I: Chakra Control DC 33 Levitate rocks and stones.
Stage II: Chakra DC 18 {d20 + chk mod} Work on the spin and speed the rocks travel at.
Stage III: Ninjutsu DC 33 Combine the previously learned elements.
Special: Maximum amount of rocks you can control is equivalent to your chakra mod.
Raiton: Raidendou (Lightning Release: Lightning Conduction)
The user channels his lightning chakra through his weapon for added damage. Only weapons made with Kumo steel can conduct lightning chakra.
Cp cost: 10 per attack
Dice Rolls: 2 (to activate)
Damage: See Special.
Reflex DC: N/A
Requirements: Lightning Affinity, Kumo steel weapon, Chakra Control 10, Ninjutsu 6
Training: 2 stages
Stage I: Ninja Weapons DC 12 Weapon familiarisation.
Stage II: Chakra Control DC 22 Practise conducting the chakra through the weapon. The weapon should be like an extension of your own hand.
Special: Add chakra mod. to damage. Melee weapons only.
Raiton: Hiraishin (Lightning Release: Electric Needle Spark)
After coming into physical contact with the opponent, the user raises their arm into the air, generating a powerful bolt of electricity which will travel through their body into the body of the opponent.
Cp Cost: 80 Cp
Dice Rolls: 3
Damage: 65 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: n/a
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 20, Ninjutsu 25, Chakra 28
Training: 3 stages
Stage I: Chakra Control DC 30 Wrapping a limb with electric chakra.
Stage II: Chakra DC 19 {d20 + chk mod} Forcing your electric chakra inside the target.
Stage III: Ninjutsu DC 35 Not electrocuting yourself with your own jutsu despite contact.
Special: Used after a succesful melee or weapon attack or during a grapple. There is no reflex save for this technique, it is an auto-hit through direct contact. Victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next tur
Medical Ninjutsu- 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: 12 per usage
Dice Rolls: 2
Heals: 1 - 10 + Chakra Mod.
Requirements: Medical Ninjutsu 15, Chakra Control 20
Training:
Stage I: Chakra Control DC 30 Heal a wound of a lesser life form (flower, insect, tiny animal...).
Stage II: Chakra Control DC 32 Increase the radius of a wound and repeat stage I.
Stage III: Medical Ninjutsu DC 27 Heal a wound of a fellow human being.
Special: Heals a small amount of HP on a desired target.
Genjutsu- Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great.
Cp cost: 12
Dice Rolls: 2
Damage: 10 - 25 + int mod
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 8, Chakra Control 10
Training days: 2 stages
Stage I: Chakra Control DC 20
Stage II: Genjutsu DC 18
Suzu Senbon no Genkaku (Illusion Bell Needles)
Technique which uses special bells attached to throwing needles {senbon}. The bells ring at a certain frequency and the sound directly affects the brain. This is able to disorient the opponent and create various illusions that hinder the opponent's ability to attack and defend.
Cp cost: 15 + 4 per post.
Dice Rolls: 2
Damage: See Special.
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Senbon, Crafted bells {Only available in Otogakure or Craft DC 20}, Genjutsu 16, Chakra Control 20
Training: 2 stages
Stage I: Chakra Control DC 30
Stage II: Genjutsu DC 26
Special: -2 compounding to all rolls per turn trapped in the Genjutsu, max is -8
Mateki: Mugen'onsa (Demonic Flute: 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.
Cp cost: 70 + 20 per subsequent turn
Dice Rolls: 4
Damage: 70 - 90 + int mod per turn
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 38, Chakra Control 40
Training: 4 stages
Stage I: Chakra Control DC 50
Stage II: Intelligence DC 25 {d20 + int mod}
Stage III: Chakra Control DC 52
Stage IV: Genjutsu DC 48
Special: If Genjutsu DC is more than 10 points over the target's Will Save check, the target is put in a state of Panic.
Taijutsu- 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.
Cp cost: ---
Dice Rolls: 3
Damage: Taijutsu damage x 2 + 10 – 15 damage per 10 feet of falling.
Requirements: Taijutsu 23, height to perform the move from (Konoha Senpu, a ledge, a crate etc.).
Training: 3 stages.
Stage I: Taijutsu DC 33. Dive from a high ledge and save yourself with a big log or some other kind of substitute for a person.
Stage II: Taijutsu DC 35. Dive from a higher ledge.
Stage III: Taijutsu DC 38. Jump together with your training object and then use the technique.
Summoning Contract- ~Stats~
LV. 35
Experience: 0/1800
Hp: 805
Cp: 630
MHp: 805
Strength: 12 + 26 Mod: 14
Dexterity: 12 + 22 Mod: 12
Constitution: 12 + 24 Mod: 13
Intelligence: 12 + 20 Mod: 11
Wisdom: 12 + 24 Mod: 13
Charisma: 12 + 19 Mod: 10
Chakra: 12 + 28 Mod: 15
Dodge Bonus: 10+12+13= 35
Damage: 38-43
Katana: 93-102
Base Attack Bonus: 35
Attack Melee: 51/46/41/36/31/26
Attack Melee with Katana: 61/56/51/46/41/36/(31* Duel wielding)
Attack Ranged: 47/42/37/32/27/22
Base Save Bonus: 17
Fort: 30
Rex: 29
Will: 30
~Skills~
Ninja Skills [Mundane] ((Modified By)): Athletics (Str): 14+0=14
Acrobatics (Dex): 12+3=15
Escape Artist (Dex): 12+2=14
Sleight of Hand (Dex): 12+0=12
Stealth (Dex): 12 + 23=35
Concentration (Con): 13+10=23
Alchemy (Int): 11+0=11
Chakra Control (Int): 11+34 =45
Craft (Int): 11+3=14
Treat Injury (Int): 11+9=20
Awareness (Wis): 13+ 25=38
Read Lips (Wis): 13+0=13
Sense Motive (Wis): 13+15=28
Survival (Wis): 13+4=17
Diplomacy (Cha): 10+5=15
Handle Animal (Cha): 10+0=10
Innuendo (Cha): 10+0=10
Intimidate (Cha): 10+8=18
Perform (Cha): 10 +10=20
Seduction (Cha): 10+18=28
Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons (Melee): 55 (Katana)
Ninja Weapons (Ranged):
Taijutsu: 23
Ninjutsu: 40
Medical Ninjutsu: 15
Genjutsu: 38
Fuuin Jutsu:
Sneak Attack: 20
Puppet Play:
~Possessions~
Money: Ryo: 500
Equipment: 2xKatana: 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.
Fue: A musical instrument used in conjuction with techniques. By using a special chakra, the user is able to create melodies that can control ogres or even create powerful illusions. The flute itself, is quite durable and can withstand attacks from an opponent's weapon.
5xKibaku 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
Radio: The short range radio is capable of keeping ninja in contact across several miles. The radio can accept multiple frequencies and is activated to talk by pushing a button on the neck attachment.
5xSuzu: A basic bell used to test the abilities of a ninja, such as Genin.
5xKunai: "Read description in melee weapons"
Damage: 1 - 4 + Dex. mod.
Range: 30 ft.
Special:
10xShuriken: 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."
Valuables A small cheap looking seashell souvenir.