Welcome to Gaia! ::

Naruto: The Way of the Ninja

Back to Guilds

A Naruto role-playing guild using the d20 system, for semi-lit and above RPers. 

Tags: Naruto, roleplay, d20 system, semi-literate, literate 

Reply Guild Archive
Otogakure Shinobi Scroll Goto Page: [] [<] 1 2 3 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Rocking Reaper

PostPosted: Thu Jun 24, 2010 10:51 am


User-name:Kuroda Ryuzaki
Posting:Online once a day
Time zone:GMT (England)

~Character Data~


Name:Ryu Kamiken (first-last)
Village: Otogakure
Clan/Bloodline:N/A
Element Affinity:Wind/Earth
Age:9
Gender:Male
Rank:Academy

~Appearance~


Headband:N/A
Height:4'5"
Weight:115lbs
Hair:long with a kind of messy fringe, light blue, well kept and conditioned.
Eyes:Also blue, average size i guess, innocent and curious expression
Physical Description:Is fairly thin and has an average build for a 9 year old. His skin is paler then most but not completely lacking in exposure to sun. he has an oddly shaped birthmark on his forehead which he hides with his fringe. His face is thin with a button nose.
Clothing:Ryu wears an orange scarf around his neck, wears a long plain light brown t-shirt, and dark blue cotton trousers that tuck into his ninja shoes.(i dont know what they're called but the ones that 99% of naruto characters wear)
Background: born and raised in Otogakure Ryu has led a relatively sheltered life. His parents are average enough, his father being the head of his family and a respected ninja, his mother staying at home and looking after the family. Ryu also has a baby sister who is 4 years old so Ryu has the responsibility of looking out for her as well as pressure from his parents (particularly his father) to do well in his studies as a ninja to fulfill his role as the heir of the family. Ryu also took up bass guitar when he was 5 to help him with coordination and to get him started on disciplining himself.
Personality:Generally shy and passive, Ryu likes to take it easy and go with the flow of whatever is happening, however on the rare occasion that Ryu has any strong oppinion, he can be very stubborn. can at times be spacey and often drifts into his own fantasies however when things get rough Ryu can be relied upon to be there for the people he cares about
Other:Ryu is pitch perfect, meaning when someone plays a note on an instrument or sings a note he can tell what note it is by ear alone without the use of any tuning equipment.

User Image

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience:7/100
Hp:10
Cp:2
MHp:9

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Training
Strength:6+4 Mod:0
Dexterity:6+4 Mod:0
Constitution:6+4 Mod:0
Intelligence:6+2 Mod:-1
Wisdom:6+2 Mod:-1
Charisma:6+2 Mod:-1
Chakra:6+2+1 Mod:-1
Dodge Bonus:9

Base Attack Bonus:1
Attack Melee:1
Attack Ranged:1

Base Save Bonus:0
Fort:0
Rex:0
Will:-1

~Skills~


Strength Modifier:0
Swim:
Taijutsu:

Dexterity Modifier:0
Balance:
Escape Artist:
Hide:
Move Silently:
Sleight of Hand:
Tumble:
Use Rope:
Perform (Puppet Play):

Constitution Modifier:0
Concentration:

Intelligence Modifier:-1
Chakra Control:
Craft:
Disable Device:
Forgery:
Knowledge:
Repair:
Research:
Search:
Genjutsu:
Fuuin Jutsu:

Wisdom Modifier:-1
Alchemy:
Listen:
Read Lips:
Sense Motive:
Spot:
Survival:
Treat Injury:

Charisma Modifier:-1
Bluff:
Diplomacy:
Disguise:
Gather Information:
Handle Animal:
Intimidate:
Innuendo:
Perform:
Seduction:

Chakra Modifier:-1
Ninjutsu:

Weapons: [add Strength or Dexterity modifier depending on circumstances]
Kunai:
Shuriken:
Ninja Weapons:

No Modifiers:
Sneak Attack:
Kawarimi:

~Possessions~


Money:

Ryo:0

Equipment:


Valuables
Bass Guitar, practice amp, portable amp, jack lead etc. other guitar related equipment
PostPosted: Fri Jun 25, 2010 6:35 pm


User-name: Bel Biv Lucid
Posting: Often
Time zone: Eastern

~Character Data~


Name: Hyuuga, Heki
Village: Otogakure
Clan/Bloodline: Hyuuga/Byakugan-
In Game Stats:

•+4 Dex
•+1.5 Chakra (half more than the average shinobi)
•+2 Chakra Control per 10 levels
•+2 Taijutsu per 5 levels
•Takes +1/4 longer to learn any Taijutsu style other than Juuken Kempo.
•Takes +1/2 longer to learn Ninjutsus (with the exception of medical Ninjutsu).
•-2 Strength per 10 levels
•-2 Ninjutsu per 10 levels
•Takes 3/4 of the normal time required to learn medical Ninjutsu.

Activated Byakugan Gives the Following Stats:
•+5 Chakra Control
•+ Chakra mod. to DB and Reflex
•+Chakra mod. and Character Level to Spot and Search checks (3 Cp activation cost + Character Level for expanding vision)
•+2 per 10 Anatomy ranks and +2 per 5 Character Levels to maxed heal when using medical arts in accompaniment with the activated Byakugan


•Against Sneak Attack (opponent attempts to hit the Hyuuga blind spot from afar)
Lv. 1-15 4d10 / DC 10
Lv. 16-30 2d12 / DC 12
Lv. 31+ 1d20 / DC 20

Effects: The opponent first must be successful in beating the Hyuuga clansman’s Spot and Listen in order to make a successful Sneak Attack. The Hyuuga who is hit must make a Concentration and Fort check the following turn. A Concentration DC of 40 to keep their Byakugan activated even through the pain but if he/she fails the Fort check, then that Hyuuga clansman is still temporarily stunned from the pain and loses their turn.

Fort DC: 10 + half of Opponent Level + half of Opponent Dex mod. + half of Opponent Strength mod.

Element Affinity: Katon
Age: 11
Gender: Male
Rank: Academy Student

~Appearance~


Headband: N/A
Height: 5'5
Weight: 127
Hair: Brunette
Eyes: White
Physical Description: In insanely good shape for a child of his age who would usually be pudgy. His muscles are well toned and his skin is rather fair.
Clothing: A camoflauge grenn shirt and dark blue shorts. The Hyuuga clan symbol appears on his back.
Background: He was born into the spotlight of the Hyuuga from the beggining. His father was a well sepected and battle hardened Shinobi. As for his mother she had no history of being a ninja but she was still well respected by the Hyuuga. Being born from these two high ranking Hyuuga officials Heki lived a life of unbelievable comfort. He had never known what hunger or thirst was because he was served 24/7 by the Hyuuga clan servants. In those days he simply lived a life of Byakugan training and comfort. In those days he believed that was how life was. he lived this type of lifestyle until he was eight when he had wandered out of the Hyuuga compound in search of a paper airplane that had flown over the Hyuuga compound walls. It just so happened that the compound gates were open at the time for a welcoming party. While no one watched young Heki he stepped out of the compound in search of the paper airplane. Once he had stepped out it he saw the ultimate evil. He saw sin. He saw lust, he saw greed, he saw sloth. He had never seen such things before and it confused him so greatly as to why people would be doing such things. It confused him so much that he couldn't even control his emotions. He began to scream and wail so wildly . He then ran back into the clan compound just beggining to cry . A Hyuuga servant saw this and attempted to be comforting to Heki. This blew Heki's mind even more since a clan servant had never acted in this way to him. Heki began to kick at the servant and punch them. But the servant still held him tightly believing they could comfort Heki. While all this happened Heki's father watched in astonishment and came over to Heki and the servant. The first thing his father did was kill the servant with one Juuken Kempo blow to the head for touching Heki in such a way. Heki screamed and cried even harder then before because he had never known of seen death before. He was in a state of shock and hysteria at this point. Heki's father knocked him out with a small hit to the neck to stop the hysteria. When Heki awoke the next day he continued to scream and wail. It was then at this time that heki's father attempted to truly calm him with words. It was a few weeks after these events that Heki's modern day mind began to shape. The first thing that came about his mind was the fact that he began to think it was ok to kill any person he deemed needed to be killed. He began to think this because of his father's treatment of that servant on that day. He also began to believe it was undeniably wrong for anyone who wasn't Hyuuga to interact with a Hyuuga in any other way except for servitude. Lastly he began to believe that All sin was totally wrong except for wrath which he now did consistently. Two years after Heki's lifestyle change The Fire master attacked Konoha. And the places most hardest hit were the clan compounds. Any Hyuuga capable of fighting was sent up to defend against the master. This meant Heki's father and Mother were at the frontlines. Both were killed in the battle while Heki and the rest of the young Hyuuga were taken to Oto to escape the war. In Otogakure they lived a life of isolation from the rest of the village. only coming outonto the village streets for grocceries or something else like that. Heki trained with the other Hyuuga boys in the small property they ownedconsistently. Mastering the Byakugan as well as honing his Juuken Kempo taijutsu style. He began to become an elite taijutsu user like his father. And soon enough after a year of isolation Heki was enrolled in the Otogakure Academy.
Personality: He is extremely predjudice towards those who are not full-blooded Hyuuga. So pretty much If you aren't Hyuuga he doesn't like you. He often dreams of a world completely Hyuuga. Most would consider him an evil boy with immense power in his blood.
Other: User Image

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: /100
Hp: 10
Cp: 5
MHp: 9

Strength:6+0 | mod = -2
Dexterity:6+4+4 | mod = 2+
Constitution:6+5 | mod = 0+
Intelligence:6+5 | mod = 0+
Wisdom:6+1 | mod = -1
Charisma:6+0 | mod = -2
Chakra:6+1.5+5 | mod = 2+
Dodge Bonus: 11(13)

Base Attack Bonus: 1
Attack Melee: -1
Attack Ranged: 3

Base Save Bonus: 0
Fort: 0
Rex: 2(4)
Will: -1

Damage:
Taijutsu: -1-4
[any other weapon you use]

~Skills~



Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)

Concentration: (Con)

Chakra Control:(5) (Int)
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int)
Repair: (Int)
Research: (Int)
Search:(3) (Int)

Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot:(3) (Wis)
Survival: (Wis)
Treat Injury: (Wis)

Bluff: (Cha)
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha)
Handle Animal: (Cha)
Intimidate: (Cha)
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha)

Ninjutsu: (Chk)
Genjutsu: (Int)
Taijutsu: (Str)
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:


Valuables

Bel Biv Lucid


Armads the Doom Bringer

PostPosted: Fri Jun 25, 2010 8:45 pm


User-name: Armads the Doom Bringer
Posting: Whenever.
Time zone: EST.

~Character Data~


Name: Tiberius Magnus
Village: Otogakure.
Clan/Bloodline: n/a
Element Affinity: Wind, Water.
Age: 22.
Gender: Male.
Rank: Jounin.

~Appearance~


Image

Headband: Forehead.
Height: 5'6"
Weight: 120 lbs
Hair: Black.
Eyes: Blue.
Physical Description: A slender man with quick reflexes, this normally unthreatening man makes up his lack of physical power by moving quicker than his opponents.
Clothing: Standard shinobi wear, except when in combat. He throws off the vest and other garb in order to eliminate anything that would impede him.
Background: (to come later.)

Personality: Cold, calculating, and calm; he lives in what he calls "the void." It's not that he doesn't like people, but he doesn't let them shatter his focus.
Other: n/a

Missions:

S: 0
A: 3
B: 6
C: 10
D: 16

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.

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.

D-Rank:

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
Experience: 0/3000
Hp: 490/490
Cp: 153/153
MHp: 160/160

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<

Strength: 60 mod +25
Dexterity: 50 mod +20
Constitution: 40 mod +15
Intelligence: 38 mod +14
Wisdom: 20 mod +5
Charisma: 12 mod +1
Chakra: 12 mod +1
Dodge Bonus: 10+20+5 = 35.

Base Attack Bonus: +30
Attack Melee: 30+25 = +55
Attack Ranged: 30+20 = +50

Base Save Bonus: +15
Fort: 15+16 = +31
Rex: 15+20 = +35
Will: 15+5 = +20

Katana Damage: 26 - 97 damage, +31 to hit.

~Skills~


Strength Modifier: +25
Swim: 0+25 = +25
Taijutsu: 0+25 = +25

Dexterity Modifier: +20
Balance: 0+20 = +20
Escape Artist: 0+20 = +20
Hide: 30+20 = +50
Move Silently: 30+20 = +50
Sleight of Hand: 50+20 = +70
Tumble: 0+20 = +20
Use Rope: 0+20 = +20
Perform (Puppet Play): 0+20 = +20

Constitution Modifier: +16
Concentration: 0+16 = +16

Intelligence Modifier: +14
Chakra Control: 0+14 = +14
Craft: 0+14 = 14
Disable Device: 0+14 = +14
Forgery: 0+14 = +14
Knowledge: 0+14 = +14
Repair: 0+14 = +14
Research: 0+14 = +14
Search: 0+14 = +14
Genjutsu: 0+14 = +14
Fuuin Jutsu: 0+14 = +14

Wisdom Modifier: +5
Alchemy: 0+5 = +5
Listen: 0+5 = +5
Read Lips: 0+5 = +5
Sense Motive: 0+5 = +5
Spot: 0+5 = +5
Survival: 0+5 = +5
Treat Injury: 0+5 = +5

Charisma Modifier: +1
Bluff: 0+1 = +1
Diplomacy: 0+1 = +1
Disguise: 0+1 = +1
Gather Information: 0+1 = +1
Handle Animal: 0+1 = +1
Intimidate: 0+1 = +1
Innuendo: 0+1 = +1
Perform: 0+1 = +1
Seduction: 0+1 = +1

Chakra Modifier: +1
Ninjutsu: 0+1 = +1

Weapons:
Kunai: +0
Shuriken: +0
Ninja Weapons:

Katana: 0+310 = +310

No Modifiers:
Sneak Attack: +0
Kawarimi: +0

~Possessions~


Money:

Ryo: 200.

Equipment:

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.

Valuables
PostPosted: Tue Jul 13, 2010 10:32 am


User Image - Blocked by "Display Image" Settings. Click to show.
User-name:Ductape_Bandit
Posting: Probably a few times per day
Time zone: EST
~Character Data~

Name:Kokoro, Katsuki
Village:Otogakure
Clan/Bloodline:None
Element Affinity:Fuuton/Raiton
Age:8
Gender:Female
Rank:Student
~Appearance~

Headband: Katsuki wears her purple band around her neck, the plate facing forward. he keeps it tied tight enough that it won't be grabbed, but loose enough not to bother her.
Height:125cm
Weight:25kg
Hair:Katsuki keeps her jet black hair in a sort of windswept look, keeping it out of her eyes via a pair of pigtails.
Eyes:Her wide, steel gray eyes are able to pierce most anger, soothing the people she comes across. It's not really a supernatural ability, but something about her just makes you want to smile sometimes.
Physical Description:Katsuki has the build of a young dancer, though perhaps a tad bit more fit. Rather petite, she is a cute sight holding a sword, but you wouldn't want to dote on that too long. Her skin is far too pale, thanks to her incessant hood wearing, even in the throes of summer. She hasn't quite begun to develop yet, but the thought hardly phases her.
Clothing: Katsuki wears a jacket similar to the ancient Otogakure Prison guard uniform. The gray Zip-up jacket is also outfitted with a hood that she wears primarily in training, or on her down time. She also wears the classic Otogakure camouflage pants, although hers are baggy on her time off. She tucks the cuffs into her sandals when she needs to be serious. Aside from this get-up, Katsuki can often be seen in other baggy pants and some sort of hooded jacket or shirt.
Background:Katsuki's father lived in Otogakure through the thick and thin of it for the past 20 years, making a living as a weaponsmith and inventor, both very useful to both the malevolent and the benevolent, both of which have had their stake in the village over two decades. Her mother was never in the picture after Katsuki was born since she died during childbirth due to complications. Katsuki had a strange talent ever since she could remember, one that was attributed to a bit of her father's research. When his wife died, Kaiso buried himself in work to deal with the pain, leaving her to be raised by a nanny for the first few years of her life. Amidst his research, he came across old plans for a strange internal weapon, one that was tried out on a young sound nin long before. He spent a lot of time improving on the ancient design, and was certain in the end that the weapon could be manufactured quite easily and be used effectively, but he needed someone to test it on. Some of the improvements he made to the design were additional release vents, and the ability to expand with a person's growth, making the weapon ideal for younger individuals.
Still not entirely stable after his wife's death, he decided that his five year old daughter was the perfect specimen for testing. With the assistance of a rather seedy surgeon he had worked with in the darker days of Otogakure, he implanted the air vent
weaponry within his daughter, installing them in both her arms and her legs.
She woke up with no memory of what had happened before she had been put under. She couldn't remember any event of the first few years of her life, which is not too far off base for a five year old, but she knew things, basic motor skills, recognition of people from her past, but no specific memories of them. After she had made a full recovery, remarkably with hardly any scarring at all. And after her full recovery, her father explained everything to her. Despite her young age, she understood her father perfectly, and wanted to make sure he didn't do that to her for nothing. To make her father proud, and test his invention, or at least his reinvention, Katsuki told him right then and there that she wanted to learn to become a shinobi. He of course, allowed it, and was glad that her daughter didn't resent him for what he had done to her. In fact, after a while, Katsuki found it really cool, and soon was able to push a little bit of air out of the vents whenever she wanted.
Not long after, a boy hardly a year older than her paid a visit to her household. His name was Tasanimaru He claimed that he was interested in becoming a nin as well, and that he wanted to learn a little from her father, a professional weaponsmith who had also served in otogakure, before joining up. The two of them hit it off almost immediately. She was fascinated by his talent for music, and was instantly hooked on his style. The two went together to meet the Otokage to begin their training.

Personality: Katsuki never seems to get along with adults. not because she has a problem with authority, but because she has a problem with the fact that those in
authority tend to stress it too much. If she hears something once, she tends to ignore someone who goes on the same exact track. Despite her obvious trouble with listening, she takes what she does hear to heart. In the classroom, she's as
attentive as she can be, and learns as much as she possibly can, but that's not really her true passion. She prefers to be her own person, doing what she wants. The other side of her is her deep respect for people who at least try and identify with
her, and a true liking for those akin to her tastes.
Other:

Missions:
S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience:31/100
Hp:8
Cp:4
MHp:8

Strength:10 | mod =0
Dexterity:12 | mod =1
Constitution:6 | mod =-2
Intelligence:6 | mod =-2
Wisdom:7 | mod =-2
Charisma:10 | mod =0
Chakra:12 | mod =1
Dodge Bonus:9

Base Attack Bonus:1
Attack Melee:1
Attack Ranged:2

Base Save Bonus:0
Fort:-1
Rex:1
Will:-2

Damage:
Taijutsu:1-6


~Skills~



Swim: (Str)0
Balance: (Dex) 1
Escape Artist: (Dex)1
Hide: (Dex)1
Move Silently: (Dex)1
Sleight of Hand: (Dex)1
Tumble: (Dex)1
Use Rope: (Dex)1

Concentration: (Con)-2

Chakra Control: (Int)-2
Craft: (Int)-2
Disable Device: (Int)-2
Forgery: (Int)-2
Knowledge: (Int)-2
Repair: (Int)-2
Research: (Int)-2
Search: (Int)-2

Alchemy: (Wis)-2
Listen: (Wis)-2
Read Lips: (Wis)-2
Sense Motive: (Wis)-2
Spot: (Wis)-2
Survival: (Wis)-2
Treat Injury: (Wis)-2

Bluff: (Cha)0
Diplomacy: (Cha)0
Disguise: (Cha)0
Gather Information: (Cha)0
Handle Animal: (Cha)0
Intimidate: (Cha)0
Innuendo: (Cha)0
Perform: (Cha)0
Seduction: (Cha)0

Ninjutsu: (Chk)1
Genjutsu: (Int)-2
Taijutsu: (Str)0
Fuuin Jutsu: (Int)-2
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:


Valuables

I_BE_CHABI


Symphonetika

PostPosted: Tue Jul 13, 2010 11:41 am



User-name:
Symphonetika
Posting:
Just about every other day, if not daily.
Time zone:
EST

~Character Data~

Name:
Tasanimaru Tetshi'i
Village:
Otogakure
Clan/Bloodline:
N/a
Element Affinity:
Lightning
Age:
8
Gender:
Male
Rank:
Academy Student

~Appearance~
http://img189.imageshack.us/img189/4573/raveoutbytoxicflame.jpg

Headband:
No headband yet.
Height:
4'0"
Weight:
60lbs.
Hair:
Tasanimaru has black hair that naturally spikes back, all except for his bangs which hang over his face.
Eyes:
Shallow gray eyes that tend to stare off into nothing whenever he listens to music as he loses himself in thought.
Physical Description:
Tasanimaru is a bit shorter than the rest of the students but still has time to grow. He is definitely in shape for a guy who only sits in his room and jams to music all day (must be the dancing), though it has taken its toll on his skin, which has grown pale due to lack of sunlight.
Clothing:
Tasanimaru's wardrobe greatly reflects on his lifestyle as a DJ. He can normally be caught wearing a darker colored tank top and a pair of black baggy sweatpants. Tasanimaru also wears a pair of headphones that he would never be caught dead without.
Background:
Tasanimaru's parents were wandering musicians from Kumogakure on the road when he was born, so it was only natural for him to pick up a liking for music. Though he wasn't introduced to techno until about 3 when his parents began playing for tips in front of a popular dance club in Konoha. Tasanimaru's heart, mind, and soul were immediately captivated by the sounds of the synth and the scratch of a record. Something about the ongoing beat made life on the road so much more bearable, he even began dancing for his parents to earn extra tips, just so he could afford his very first pair of headphones.
Eventually his parents moved on towards Otogakure with hopes that the Village of Sound would have more appreciation for the musical arts, but were sadly mistaken. When they arrived they were greeted with no more praise than from all of the other countries that they had ventured to. Eventually, Tasanimaru's parents gave up their life-long dreams of being musicians, they saved up there tip money, and started up a shop for building and selling various instruments. The shop had a steady flow of Ryo coming through the door, enough for his parents buy him all of the new up to date sound systems for his room. At 5, they even bought him a turn table and mixer so he could make his own mix's and beats, which he ended up becoming very renown for in the village, even those who had no interest in techno couldn't help but to cut loose and dance to his music.
At about 6, Tasanimaru's parents made the final decision to want to him to become a shinobi for Sound. They ended up taking him to a family friends house to learn the basics of Ninjutsu before applying him to the rigorous ninja academy of Otagakure. The family that he stayed with were the Kokoros, who have had generations of ninja throughout their family. One specific member of the family was Katsuki Kokoro who was about his age at the time, and was just as obsessed with music as much as he was, though he had to introduce her to techno, the two hit it off right away, especially during sparring matches, when they would both seem to do so much better when techno was playing.
Today, Tasanimaru spends a lot of his time studying the ninja arts, while rockin' out to techno of course, and sparring with Katsuki. He has noticed that people tend to act differently to different types and tempo's of music. He is currently looking for ways to incorporate these effects into his ninjutsu.
Personality:
He is as outgoing and hyper as the music he listens to. Tasanimaru usually enjoys jammin' to various types of techno, so he is usually optimistic and happy with a sort of bounce to his step that you just can't get from other genres of music.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-
N/a

~Stats~

LV. 1
Experience: 0/100
Hp:8
Cp:2
MHp:8

Strength:12 | mod =1
Dexterity:12 | mod =1
Constitution:6 | mod =-2
Intelligence:8 | mod =-1
Wisdom:6 | mod =-2
Charisma:10 | mod =0
Chakra:8 | mod =-1
Dodge Bonus:9

Base Attack Bonus:1
Attack Melee:2
Attack Ranged:2

Base Save Bonus:0
Fort:-2
Rex:1
Will:-2

Damage:
Taijutsu:2-7
[any other weapon you use]

~Skills~

Swim:1 (Str)

Balance:1 (Dex)
Escape Artist:1 (Dex)
Hide:1 (Dex)
Move Silently:1 (Dex)
Sleight of Hand:1 (Dex)
Tumble:1 (Dex)
Use Rope:1 (Dex)

Concentration:-2 (Con)

Chakra Control:-1 (Int)
Craft:-1 (Int)
Disable Device:-1 (Int)
Forgery:-1 (Int)
Knowledge:-1(Int)
Repair:-1 (Int)
Research:-1(Int)
Search:-1 (Int)

Alchemy:-2 (Wis)
Listen:-2 (Wis)
Read Lips:-2 (Wis)
Sense Motive:-2 (Wis)
Spot:-2 (Wis)
Survival:-2 (Wis)
Treat Injury:-2 (Wis)

Bluff:-1 (Cha)
Diplomacy:-1 (Cha)
Disguise:-1 (Cha)
Gather Information:-1 (Cha)
Handle Animal:-1 (Cha)
Intimidate:-1 (Cha)
Innuendo:-1 (Cha)
Perform:-1 (Cha)
Seduction:-1 (Cha)

Ninjutsu:-1 (Chk)
Genjutsu:-1 (Int)
Taijutsu:1 (Str)
Fuuin Jutsu:0-1(Int)
Kawarimi:0
Kunai:0
Shuriken:0
Ninja Weapons:0
Sneak Attack:0

~Possessions~

Money:

Ryo:0

Equipment:none


ValuablesHeadphones
PostPosted: Thu Jul 22, 2010 5:18 am


User-name: Yin voidblade
Posting: regular
Time zone: Central
~Character Data~



Name: Okazai Tsuneo (Last, First)

Village: Otogakure

Clan/Bloodline: Okazai Clan
In game Stats:
+2 chakra control every 5 levels.
All wind affinity jutsu do not require a large fan.
+6 bonus when learning wind based jutsu.
+2 per 10 ranks in concentration to fortitude checks when holding breath.

Element Affinity: wind

Age:9

Gender: male

Rank: Academy student
~Appearance~



Headband: n/a

Height:
4ft 2 in
Weight:
60 pounds

Hair:
Short and bright blond. The front of his hair is spiked however the rest of his hair is kept short and well managed.

Eyes:
Has Gray/Light Blue Eyes.

Physical Description:
Just over 4ft still his a little bit of a scrawny look. He still appears a little pale.
Clothing:
He wears a White Robe with a black rope tied around the waist. It has the Okazai clan symbol on the back. He wears foot wraps instead of shoes. This is the traditional Okazai Garb.

Background:
He spent his early child hood in his home village of Okazai he learned to read at an early age and was obsessed with the stories of the Ninja of old and being one. His parents eventually decided to send him to Oto to follow after his older brother Okazai, Kai, Tosh. He has respect for his brother and just wishes to show he can stand on his own. He was more than happy to leave his small village and explore a much larger world he has so far only read about.

Personality:
He keeps a logical attitude. He is also extremely interested in history and the stories of Ninja of old. He immortalizes the stories of the great warriors of the past ages he learns about and wishes to be one day, a legend himself and has a hunger to see the world and learn its past and live as the great legends of old and hates the idea of complacency. He has an explorers heart.

Other:
He is somewhat guarded about how he feels and hates talking about himself. He has a longing to explore the world and wishes to see everything about the world and the ninja of old.

Missions:

S:
A:
B:
C:
D:

Jutsu:


Ninjutsu-

1. 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.

2. 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.

3. 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.
Genjutsu-

Taijutsu-

Summoning Contract-
~Stats~


LV. 3
Experience: 33/200
Hp: 27
Cp: 12
MHp: 27

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
( Level+training=total)
Strength: 9 +0=9 Mod: -1
Dexterity: 8+0=8 Mod: -1
Constitution: 9+0=9 Mod: -1
Intelligence: 13+0=13 Mod: 1
Wisdom: 9+0=8 9 Mod: -1
Charisma: 8 +0=8 Mod: -1
Chakra: 13+0=13 Mod: 1
Dodge Bonus: 7

Base Attack Bonus: 3
Attack Melee: 2
Attack Ranged: 2
Dmg: 1-4
Base Save Bonus: 1
Fort: 0
Rex: 0
Will: 0
~Skills~

Awarded on level up + trained = Total

Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex):0
Alchemy (Int): 0
Awareness (Wis): 2+0=2
Athletics (Str): 0+0=0
Chakra Control (Int): 11+0=11
Concentration (Con):1+0=1
Craft (Int): 0
Diplomacy (Cha): 0
Escape Artist (Dex):2+0=2
Handle Animal (Cha):0
Innuendo (Cha): 0
Intimidate (Cha):0
Perform (Cha): 0
Read Lips (Wis): 0
Seduction (Cha): 0
Sense Motive (Wis): 3+0=3
Sleight of Hand (Dex): 0
Stealth (Dex): 0
Survival (Wis):0+1=1
Treat Injury (Int):1+0=1


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons (Melee):
Ninja Weapons (Ranged):
Taijutsu:5+0=5
Ninjutsu: 10+0=10
Medical Ninjutsu: 0
Genjutsu: 2+0=2
Fuuin Jutsu: 0
Sneak Attack: 3+0=3
Puppet Play:0

Weapons: [add Strength or Dexterity modifier depending on circumstances]
Kunai:
Shuriken:
Ninja Weapons:

No Modifiers:
Sneak Attack: 0
Kawarimi: 0

~Possessions~



Money:

Ryo:0

Equipment:


Valuables
He has a book that he plans to write a greatest epic of a shinobi ever and have it based off of his life and people he meets. right now is mostly a group pages with a cover and absolutely nothing written in it.

Yin voidblade

3,050 Points
  • Member 100
  • Person of Interest 200
  • Citizen 200


Majikal Mayhem


Cool Loser

23,400 Points
  • Battle: Rogue 100
  • Champion 300
  • Overstocked 200
PostPosted: Wed Oct 06, 2010 9:09 pm


User-name: Pr0dlgy
Posting: Multiple times daily
Time zone: Eastern

~Character Data~


Name: (last name first) Kitoaji Amaya
Village: Otogakure
Clan/Bloodline: None
Element Affinity: Fire
Age: 10
Gender: Female
Rank: Academy student

~Appearance~


User Image - Blocked by "Display Image" Settings. Click to show.

Headband: N/A
Height: 137.2 cm
Weight: 32.3 kg
Hair: black, shoulder-length
Eyes: purple
Physical Description: Smooth, even, ivory skin tone. Has a scar on her right arm from where she was slashed by a sword... it stretches from her shoulder blade down to her elbow.
Clothing: Wears a heavy, gray sweat coat at all times. The coat has zippers in random places, even on her sleeves. when unzipped, it shows maroon material underneath. She also wears sweatpants that reaches down to thighs. Where the shorts stop, long black leather boots start that have thick straps with silver buckles on the calf muscles of each.
Background: Abandoned from her parents during the last shinobi wars, she became under the legal guardianship of her elder brother, Aoi. however, when Aoi became a casualty of a faailed S-rank mission, Amaya was orphaned and had no living relatives. She stayed alive by stealing from shops and hunting alone.
Personality: she has developed the "lone wolf" mentality for fear of anyone becoming close to her suffering the same fate as her family. She is quiet, reserved, monotone, and would rather read listen than talk. she loves to read and learns best alone as opposed to being in a group. However, she does what she has to do to get by... even if she hates to do it.
Other: Asexual

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: 9
Cp: 3
MHp: 9

Strength: 6 + 2 + 0 | mod = -1
Dexterity: 6 + 2 + 0 | mod = -1
Constitution: 6 + 3 + 0 | mod = -1
Intelligence: 6 + 4 + 0 | mod = 0
Wisdom: 6 + 3 + 0 | mod = -1
Charisma: 6 + 2 + 0 | mod = -1
Chakra: 6 + 4 + 0 | mod = 0
Dodge Bonus: 8

Base Attack Bonus: 1
Attack Melee: 0
Attack Ranged: 0

Base Save Bonus: 0
Fort: -1
Rex: -1
Will: -1

Damage:
Taijutsu:
[any other weapon you use]

~Skills~



Swim: (Str) +1

Balance: (Dex) +1
Escape Artist: (Dex)
Hide: (Dex) +2
Move Silently: (Dex) +1
Sleight of Hand: (Dex) + 1
Tumble: (Dex)+1
Use Rope: (Dex)

Concentration: (Con) +1

Chakra Control: (Int) +2
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int) +2
Repair: (Int)
Research: (Int)
Search: (Int)

Alchemy: (Wis) +1
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) +1
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha)

Ninjutsu: (Chk) +1
Genjutsu: (Int) +3
Taijutsu: (Str) +1
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons: +1
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:


Valuables:
PostPosted: Fri Jan 07, 2011 9:19 pm


test

cheerios18


Qyp
Crew

Manly Lunatic

PostPosted: Sat Jan 08, 2011 3:38 am


-stickied-
PostPosted: Fri Jan 21, 2011 7:40 pm


User Image


Name: Senkyoku Otobe (Chosen song) Senkyo or Sen for short. (AKA. The Black Sonata)
Village: Otogakure (Otobe Regime)
Clan/Bloodline: Otobe
Second self is under control
+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 constitution

Element Affinity:Wind
Age: 19
Gender:Male
Rank: Knight of Forte (Elite ANBU)


~Appearance~

User Image
Headband:Though he bears no head band when first he appears to take Oto, when he is finally presented with one, he ties it about his waist like a belt, though it weighs a heavy burden on him. To him it is a subtle reminder of the Otobe’s sins against the people of Otogakure, despite the beliefs of the clan telling him otherwise.
Height:6'1
Weight:150
Hair:His hair is often times unruly, but gives the strange impression that it WAS tame till just a few moments ago when he ruffled it up himself due to stress.

Eyes:His eyes, Purple, often bear the most frightening changes whenever his moods shift. Generally, for the most part, they remain wide and innocent, giving him a childish and naive persona, sometimes reflecting his strong, often sad or conflicted, emotions. But other times, when his mood seems to switch, they become sharp and intense, albeit reluctant, as in the example given above.

Physical Description: Rather lean in build, he is extremely spry, though he often moves with the almost lackadaisical movements of a puppet on strings, his motions limp and reserved at the same time. While good looking, and almost what some might consider adorable when he's not in his serious persona, he looks far younger then he is when not intense, leading many to underestimate him, and write him off at first sight because of his meek and bumbling manner. The only thing which might dissuade this theory is his Nodachi, though he keeps it wrapped in a white cloth on his back when it's not sealed in it's scroll.

Clothing:He wears whatever he is told will be best suited for his duties most of the time, but when not told otherwise, he wears a thin black, fur trimmed long coat and dress pants. The coat is cloth, and closed in the chest area, with no visible buttons to speak of. His shoes are that of a western business man, though some theorize this is because he likes the sound they make when he clicks them together, which he does quite often as one of his nervous habits. Another of his odd habits is shown by the head phones about his neck, which, rather then hooked up to any sort of device, are used to quiet sound around him. He'll put them on when he is particularly frantic and alarmed, in order to calm down.

Background:Born and raised as an Otobe, he suffered earlier than most in his horrific struggle with his second self. Before undergoing the ritual that cleanses the Otobe's children of this maddness, it's said that he was completely unreachable, near catatonic to the world beyond his mind. After he underwent the training, he took to the elder who saved him as all Otobe children did, though his odd behavior, touched still by madness, refused to fade entirely.

While he is no longer insane persay, he suffers from extreme emotional mood swings that often result in a great deal of confusion from those around him. Most of the time, his emotions and mannerisms seem that of an innocent child, the child he should have been perhaps? Regardless, this childish, kind hearted side of him is also plagued by low self esteem and almost constant uncertainty in his actions and himself. Often shy and softspoken, he takes criticism readily because he supposes he probably deserves it, and battles constantly to live up to the expectations of others, even though he often fails in his own mind because of his bumbling nature. Despite this side of his personality however, there are two things at which he excels. The first of which being singing, his voice almost rapturous when he works up the nerve to use it, and, more aptly, battle.

Killing comes easily to him, despite his obvious issues with it, and when he is feeling threatened, or the goals of the clan that he loves, and so earnestly wishes for the approval of, are in jeapordy, he suffers from the for mentioned mood swings. When his mood turns his eyes are the strongest indication, turning from their usual vibrant emotional selves into sharp and focused pools of amethyst. His generally uncertain and reserved posture becomes unnaturally still and more offense oriented, while his tone falls into a deadly mono. When his mood turns he is capable of killing countless people in the name of his clan, or self-preservation, even if he will weep for their deaths later. Because of his almost inhuman ability in battle, he has risen to one of the highest ranks in the Otobe clan, and is under the command of the Clan Head's own son as one of the Knights of Forte. Regarded as odd, his behavior sometimes seeming near alien, he is somewhat of a black sheep among the clan despite his status, though very few would ever dare treat him as the subtle pariah he is. Because of his use as a weapon, he is tolerated and treated with respect, but most avoid contact with him if at all possible. As it is, he has led a somewhat isolated life, perhaps this is the reason he talks to himself almost constantly...

Personality:Suffering from two very conflicting sides of his personality, his dominate side is child like in it's innocence and kind heartedness, though it's still extremely bizarre on occasion due to his warped reasoning and train of thought. Shy, weak willed, and very submissive, he is easy to bully, or pressure into things when they don't conflict with the teachings of his clan. His other side, brought about when he feels angry or his clan's goals come into play, is almost a reverse of the former. Intense, focused, and driven, it can be downright frightening in it's absolute conviction. He has been compared with a puppy that, when it's master is threatened, or gives it a command, transforms into a 400 pound attack dog.

Other: He likes to sing when he is all alone, but can hardly ever work up the courage to sing in front of others, despite his talent. The Nodachi he wields, while no different from any other, is very precious to him, and he has taken to calling it George for some unapparent reason.


Missions:

S:2
A:4
B:17
C:30
D:11

Jutsu:

Ninjutsu-

*All Academy Jutsu*

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.

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.

Utsusemi no Jutsu (Projection Technique)
In order to hide their location and not disclose their posture, the user projects their voice by resonating everything they say from all possible directions with this technique.
Dice Rolls: N/A
Cp cost: N/A
Damage: N/A
Awareness DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Perform 30, Chakra Control 28, Ninjutsu 25
Training: 3 stages
Stage I: Perform DC 40 Ventriloquism, practice it!
Stage II: Chakra Control DC 40 Use your chakra to create and enhance the echoing effect when using this technique.
Stage III: Ninjutsu DC 35 Combine the previously learned elements.
Special: Able to speak without disclosing your position.

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.

Oto Bunshin no Jutsu (Sound Doppelganger Technique)
Based off the Kage Bunshin no Jutsu created by the original leader of Oto, this jutsu also uses no direct element to create itself and has a chakra system all it’s own. The difference between this clone and the original is that once this clone is destroyed, instead of just vanishing in a puff of smoke, a loud burst of air shoots forth to push the opponent back as well as firing at a high pitch to damage the user’s eardrums. When combined with the explosive clone jutsu, this can be a very deadly clone to have.
Rank: B
Cp cost: 20 per bunshin and resulting CP divided by number of Clones created
Damage:
*Damage dealt by clones reduced by 25%.
*Popping damage = 30 - 50 + chk mod + 2 per 10 points in ninjutsu
Reflex DC: (versus user triggered pop) 14 + chk mod.
Requirements: Otogakure, Chakra 30, Chakra Control 25, Ninjutsu 30.
Training: 4 stages
Stage 1: Chakra DC: 20, Forming physical forms from chakra and air waves.
Stage 2: Chakra Control DC: 35, Building a working chakra system in each clone.
Stage 3: Ninjutsu DC: 40, Animating the clones.
Stage 4: Ninjutsu + Chakra Control DC: 65, Loading the clones with resounding air waves to cause sound explosion upon destruction of the bunshin.
Special:
*Clones can use any jutsu the user can so long as they have the CP.
*Any cutting/piercing will damage the integrity of the bunshin causing the unstable airwaves inside the clone to automatically trigger popping effect.
*Clone’s ‘popping’ is treated as a Ninjutsu attack and can be forcibly ‘popped’ but will only do half damage DC if they do hit.
*Clone HP: 50 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP
To See Through Clones: 15 + 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.


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

Mikazuki no Mai (Dance of the Crescent Moon)
User Image - Blocked by "Display Image" Settings. click to show.
Creates three solid Bunshin of the user, which along with the user attack in a complicated sword-dancing pattern which confuses the opponent.
Cp cost: 25 Cp + Cp for creating bunshin
Dice Rolls: 5 Rolls
Damage: Seven times katana damage. Must make attack roll.
Reflex DC: N/A
Requirements: A jutsu which produces solid clones (Kage Bunshin/grass/sand/water/earth etc.), Ninja Weapons (Katana) 40, Concentration 18
Training: 5 stages.
Stage I: Ninja Weapons (Katana) DC 50 Learn pattern 1 of the sword-dance.
Stage II: Ninja Weapons (Katana) DC 51 Learn pattern 2 of the sword-dance.
Stage III: Ninja Weapons (Katana) DC 52 Learn pattern 3 of the sword-dance.
Stage IV: Ninja Weapons (Katana) DC 53 Learn pattern 4 of the sword-dance.
Stage V: Concentration 30 Combine all four patterns.


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: 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)


Medical Ninjutsu-

Genjutsu-

Name: Lullaby of Sleeping Souls
Description: Combining their affinity for sound with Genjutsu, the Otobe play a potent melody, one which lulls the victim into a pleasant dream like vision which will not break until the Jutsu is lifted. The vision is formed by the victims own mind, as their ideal world... This Jutsu was originally developed to calm Otobe children as they underwent the sufferance of controlling their second self, but it can also be used to trap an enemy without harming them, though they are fully prepared for battle as soon as the Jutsu is broken. It will also be broken should any violent action fall unto it's victim, or user.
Rank: B
Cp Cost: 60+20 per turn
Attack Turns: 5
Reflex DC:N/A
Will DC: 15+Half user's level+Genjutsu Bonus
Damage: Heals 40-80 MHP per turn
Requirements: 30 Chakra Control, 25 Genjutsu, Musical inclination
Training: 4 Stages
Stage I: DC: DC: 20 Concentration, Focus on playing a soft, soothing melody, calm your own mind
Stage II: DC: 40 Chakra control, Now, mix in your chakra with the waves composing the song. This is difficult, requiring you pinpoint those waves specifically.
Stage III: DC: 35 Genjutsu Now, mix in your intent with the song, control the illusion, remain calm and serene while doing so.
Stage IIII: DC: 40 Genjutsu Combine all elements, master the technique, and place someone, or an animal, into their perfect world, even if it's only a dream...
Special: The Victim falls into a sort of trance, even a deep sleep, and does not wake until the Jutsu is ended or broken, or they make the will save. If either the victim or the user is attacked, the jutsu is automatically broken.

Taijutsu-

Summoning Contract-

~Stats~

LV. 40
Experience: 0000/2050
Hp: 1000
Cp: 1120
MHp: 920


Strength: 16+34 50 Mod: 20
Dexterity: 16+34 50 Mod: 20
Constitution: 16+24 40 Mod: 15
Intelligence: 16+20 36 Mod: 13
Wisdom: 16+20 36 Mod: 13
Charisma: 16 +12 28 Mod: 9
Chakra: 16+ 44 60 Mod: 25
Dodge Bonus: 33

Base Attack Bonus: 40/35/30/25/20/15/10/5
Attack Melee: 60/55/50/45/40/35/30/25
Attack Ranged: 60/55/50/45/40/35/30/25

Base Save Bonus: 20
Fort: 35
Rex: 40
Will: 33

~Skills~


Ninja Skills [Mundane] ((Modified By)):
410 Total Skill points
Strength Mod: 20
Athletics (Str): 20

Dexterity Mod: 20
Acrobatics (Dex): 20
Sleight of Hand (Dex): 0
Stealth (Dex): 40
Escape Artist (Dex): 10

Constitution Mod: 15
Concentration (Con): 20

Intelligence Mod: 13
Alchemy (Int): 0
Craft (Int):0
Chakra Control (Int): 40 +16(Clan) 56
Treat Injury (Int): 0


Wisdom Mod: 13
Read Lips (Wis): 0
Awareness (Wis): 35+16(Clan) 51
Sense Motive (Wis):10
Survival (Wis): 10

Charisma Mod: 9
Handle Animal (Cha): 5
Diplomacy (Cha): 15
Seduction (Cha): 5
Innuendo (Cha): 0
Intimidate (Cha): 20
Perform (Cha) (Sing): 30+8(Clan) 38


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons (Melee)(Katana): 40
Ninja Weapons (Ranged): 0
Taijutsu: 0
Ninjutsu: 40
Medical Ninjutsu:0
Genjutsu: 25
Fuuin Jutsu: 0
Sneak Attack: 20
Puppet Play: 0

~Possessions~


Money:

Ryo: 0

Equipment:

1x George - Nodachi - The Nodachi is a really big and long katana mostly used to deal with cavalry in open ground combat, however the sword can be also used for normal combat by skilled people. This one in particular is utilized by the infamous Black Sonata of the Otobe Clan. Despite it’s rather silly name, this blade has split much blood, and it’s malefic black color and subtle curve have stricken fear into more then one soul since it’s forging. It is somewhat ironic that it seems to double as its master’s imaginary friend and security blanket. He’ll often speak to the katana, as well as cuddle it like some kind of thoroughly disturbing teddy bear.
Damage: 1 - 12 + Str. mod.
Range: Melee + 5 feet
Special: Can be used while mounted on a horse.

4 x sealing scrolls

Valuables

1x Otobe Clan Crest

1x A Bag of Candy which he often keeps with him at almost all times.

1x A Much larger bag of candy and assorted chocolates he keeps sealed in a scroll on his person. It is assumed this stock is in case the more casually used bag runs dry.

1x A pair of headphones which block out sound. Obviously they don't work entirely for the Otobe, who hear with their second selves, but they seem more a security blanket for Senkyo, more than anything else.

1x A rather haphazard picture of several teenagers set in a fancy hotel room, apparently sitting about in a game of poker. A rambunctious boy seems to be taking the photo, sticking his head in the corner of the view, an energetic girl laughing at him. A more reserved girl seems to be looking at a silver haired bespectacled youth sitting the other side of Senkyo from her, the boy apparently explaining Senkyo’s hand to him while trying to ignore the blonde girl draping her arms about him from behind. A black bird is perched on Senkyo’s shoulder, and if one didn’t know any better, one might say the bird looked to be affirming the advice given by the silver haired youth. Senkyo looks…happy, amidst them all, sitting at the center of the picture. On the back, the names inscribed read: Patsu, Toko, Moku, Sen, Usa, Xen, and Ryoko. Senkyo is extremely fond of this picture.

The Ghost of Xmas Awesome


Meat Vegetable

PostPosted: Fri Jan 21, 2011 9:19 pm


User-name: Nezul
Posting: Whenever i can daily if internet doesn’t cut out, since i’m in a rural area running radio internet
Time zone: GMT -7

~Character Data~


Name: Demura-last Takeshi- first
Village: Otogakure
Clan/Bloodline: none
Element Affinity: none
Age: 8
Gender: male
Rank: Academy Student

~Appearance~


User ImageHeadband: none
Height: 4 feet tall
Weight: 70 lbs
Hair: Brown
Eyes: Brown
Physical Description: Thin, small child, always smiling
Clothing: white shirt, brown pants, fluffy brown hat with goggles
Background: Takeshi’s families beleif is a person is only as strong as those around him, thus he took to their ways as many of them do. He enjoys the company of people but also understands the importance of being alone and that some people do need space to think on things. During one of his training excercises he confronted an adolescant Plumed King Cobra, unfamiliar Takeshi didn’t understand the snakes extremely hostile behaviour and went to reach for it, but then snake lunged at him and bit his hand. Thankfully for Takeshi the Cobra hadn’t fully developed its poisons glands but it was still enough to make takeshi woozy, but no matter he held onto the Cobra and wouldn’t let go. When he’d woken up in the hospital the snake was in an aquarium across from his bed, the nurse said to him with a releived voice, “Your lucky to be here, If he was a fullgrown he would have killed you. Their Poison can kill just about any living creature in minutes.”
Takeshi was still mystified by the snakes strange appearance, “Can he become a friend?” As takeshi spoke with a bewildered smile.
The nurse looked at him with a grave look, “I’ve never heard of anyone doing it, they are seen as to dangerous among the sand, since they have a tendancy to strike at whatever moves.”
Takeshi smiled “Maybe i can find an instrument that will help.” As Takeshi put his hand on the aquarium the snakes puffed up his hood to show how dangerous he is.
Over the years Takeshi has made quite a bit of progress with the snake but won’t give him a name since he beleives animals should not be identified by a human name. Until he learns the ability to speak the snake will remain as snake, Takeshi uses a Bean flute to charm his snake as he slowly learns how to handle this mysterious reptile that he carries in a basket on his back.
Personality: Takeshi is a cute fun loving kid, he enjoys the company of people or animals to him they are all the same.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 33
Hp: 8
Cp: 2
MHp: 10

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Base+level up stats+ training stats= actualy stat
Strength: 6+1=7 Mod: -2
Dexterity: 6+2=8 Mod: -1
Constitution: 6+1=7 Mod: -2
Intelligence: 6+5+1=12 Mod: 1
Wisdom: 6+4=10 Mod: 0
Charisma:6+5= 11 Mod: 0
Chakra: 6+2=8 Mod: -1
Dodge Bonus: 9

Base Attack Bonus: 1
Attack Melee: -1
Attack Ranged:0

Base Save Bonus: 0
Fort: -1
Rex: -1
Will: 0

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex): 1-1=0
Alchemy (Int): 0+1=1
Awareness (Wis): 0+0=0
Athletics (Str): 1-1+0
Chakra Control (Int): 1+1+1=3
Concentration (Con): 4-1=3
Craft (Int): 0+1=1
Diplomacy (Cha): 3+1=4
Escape Artist (Dex): 1-1+0
Handle Animal (Cha): 5+1=6
Innuendo (Cha): 0+1=1
Intimidate (Cha):0+1= 1
Perform (Cha): 4+1=5
Read Lips (Wis):0+0= 0
Seduction (Cha):0+1= 1
Sense Motive (Wis): 0+0=0
Sleight of Hand (Dex): 0-1=-1
Stealth (Dex): 0-1=-1
Survival (Wis): 0+0=0
Treat Injury (Int):0+1= 1


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons (Melee):
Ninja Weapons (Ranged):
Taijutsu:
Ninjutsu:
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo: 0

Equipment:


ValuablesPlumed King Cobra Snake
Snake Basket
Bean Flute










~Pet Data~


Name: Ssirsiyass Ssensumauss
Species:Plumed King Cobra
Size: small
Element Affinity: none
Age: 3
Gender: male

~Appearance~


User ImageHeight: 3 feet
Weight: 20lbs
Scales: White and black mosaic
Eyes: Red
Physical Description: This Snake is an intriging specimen as his body is a White and black Mosaic, he has an interesting crest on the top of his head, which looks like a hair going straight back, but the hair is more like a feather
Background: This snake has travelled a great distance, his Keeper Takeshi is slowly trying to break into his shell, but for some reason won’t back down unless the Flute is there to calm him.
Personality: Snake is Aggresive when he feels threatened, but often won’t attack unless he is provoked, he is quite shy and doesn’t enjoy being bothered.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

~Stats~

LV. 1
Experience: 0
Hp: 10
Cp: 3
MHp: 6

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP.<<<

Strength: 6+1=7 mod = -2
Dexterity: 6+2=8 mod = -1
Constitution: 6+1=7 mod = -2
Intelligence: 6+3=9 mod = -1
Wisdom: 6+1=7 mod = -2
Charisma: 6+1=7 mod = -2
Chakra: 6+3=9 mod = -1
Dodge Bonus: 8

Base Attack Bonus: 1
Attack Melee: 0
Attack Ranged: 0

Base Save Bonus: 0
Fort: -1
Rex: -1
Will: -1

Damage:


~Skills~


>>>PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<

Mundane Skills

Athletics: (Str) 0-2=-2
Acrobatics: (Dex) 0-1=-1
Stealth: (Dex) 0-1=-1

Concentration: (Con) 4-2=2

Chakra Control: (Int) 1-1=0

Awareness: (Wis) 2-2=0
Sense: (Wis) 2-2=0
Survival: (Wis) 2-2=0
Track: (Wis) 4-2=2

Diplomacy: (Cha) 0-2=-2
Intimidate: (Cha) 2-2=0
Perform: (Cha) 3-2=1

Ninja Skills

Ninjutsu:
Genjutsu:
Taijutsu:
Fuuin Jutsu:
Medical Jutsu:
Sneak Attack:

~Possessions~


Equipment:

Valuables
PostPosted: Sun Jan 23, 2011 1:04 pm


User Name: Salena Jinkei (its also my character name)

Posting: I'm gonna try to post everyday. There are some weekends where I have army reserves training (it happens a few times a year) when I wont have computer access. So in these events, I'll let you know.

Time zone: I believe its eastern time (-5:00)

Village: Hidden Sound Village

Clan/Blodline: For simplification reasons, none for now.

Elemental Affinity: Earth, fire

Age: 10

Gender: Female

Rank: Academy Student

Headband: none

Height: 4'3

weight: 70 pounds

Hair: long, messy, curly, black hair with white bangs. Her bangs are naturally white (birthmark).

Eyes: Big, bubbly, green eyes. Her left eye is covered with an eye patch with a the Japanese character for flame on it.

Physical Description: Shes an average girl. Not too skinny and not too bulky. Her body is well toned from regular work outs. Her skin is lightly tanned and flawless. No scars, scratches or anything. Her mouth is small. She has a little nose to match. Her eyes are big and bubbly. They have a very happy look to them.

Clothing: She wears a white gi with black boarders around it. Her legs are covered with a short, wavy, black skirt. Her feet are covered with black ninja sandels.

Background: Salena was born in a faraway continent in a village called Pyroganarue. The village was home of the Pyros clan. Salena wasnt born into the Pyros clan; however, she was born into the Jinkei clan. Soon after she was born, Pyroganarue was raided by local terrorists called, Vishanos. The Vishanos were notorious for seeking out small children and snatching then up for slave work or cannibalism. While captured, Salena was sold to a villager from the rice country and while being transported she escaped. As she ran from the slave owners she stumbled upon Otagakure, the hidden village of sound. Over the years, she has become a known orphan. She has a small wooden structure that she calls home around the back of the Village. She began to look up to the Otokage as he carefully watched her grow. One day she noticed a new class of academy students gathering together. Thus, her chapter as a ninja begins. She has a very cliche goal but a noble one... To become Otokage.

Personality: Shes a very outgoing and energetic girl. She plays sports with the other children and isnt the one to try to bluff. She never backs down from a reasonable challenge. She's not a trouble maker but she has been known to take down a few bullies due to her caring and protective nature. Nobody has seen her angry tho. For some reason, anger just doesnt seem to come to her. When bullies are about to get pounded, her tone drops from a happy tone to a bored sounding one.

Missions:

Jutsus:

Summoning contract: N/a

Level: 1

Experience: 0/100

Hp: 9
Cp:3
Mhp:10

Abilities

Strength: 6+4=10
Dexterity: 6+2=8
Constitution: 6+3=9
intelligence: 6+3=9
Wisdom: 6+4=10
Charisma: 6+0=6
Chakra: 6+4=10

Modifiers:
Strength: 0
dexterity: -1
constitution: -1
intelligence: -1
wisdom: 0
charisma: -2
chakra: 0

dodge bonus: 9
Base attack bonus: 1
Attack melee: 1
Attack ranged: 0
Base save bonus: 0
Fortitude: -1
Reflex save: 0
Will save: 0

Acrobatics (Dex): 1-1=0
Alchemy (Int): 0-1=-1
Awareness (Wis):2+0=2
Athletics (Str): 2+0=2
Chakra Control (Int): 2-1=1
Concentration (Con): 1-1=0
Craft (Int): 0-1=-1
Diplomacy (Cha): 1+0=1
Escape Artist (Dex): 0-1=-1
Handle Animal (Cha): 0+0=0
Innuendo (Cha): 0+0=0
Intimidate (Cha): 0+0=0
Perform (Cha): 1+0=1
Read Lips (Wis): 0+0=0
Seduction (Cha): 0+0=0
Sense Motive (Wis):0+0= 0
Sleight of Hand (Dex):1-1=0
Stealth (Dex): 0-1=-1
Survival (Wis): 2+0= 2
Treat Injury (Int): 2+-1=1

Ninja Weapons (Melee): 0
Ninja Weapons (Ranged): 0
Taijutsu: 2
Ninjutsu: 1
Medical Ninjutsu:2
Genjutsu: 0
Fuuin Jutsu:0
Sneak Attack:0
Puppet Play: 0

Salena Jinkei


cheerios18

PostPosted: Thu Feb 24, 2011 10:25 pm


~Character Data~

User Image

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 constitution

Element Affinity: Lightning
Age: 21
Gender: Male
Rank: Knight of Forte (Elite ANBU) (Heir to the Clan head)

~Appearance~

User Image
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~

User Image
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.
Reply
Guild Archive

Goto Page: [] [<] 1 2 3 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum