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Naruto: The Way of the Ninja

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

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

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Anhouri

Tipsy Sophomore

4,700 Points
  • Mega Tipsy 100
  • Signature Look 250
  • Generous 100
PostPosted: Fri Aug 24, 2012 11:32 am


User ImageTAB
TAB
TAB
TAB
TAB

TAB TAB TAB TAB TAB TAB TABImpulsive Loyal Outgoing

Forgive and Forget, Life's too short for you to have a problem with someone who's suppose to be your ally.
- Takami Hyuuga


Level 2 | Experience 147/150

TAB TAB▬▬▬▬▬
TABHp MHp Cp
1818 | 18/18 | 22/22
TAB TAB▬▬▬▬▬

Academy Student Konohagakure, Fire Country


▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬


n a m e

Hyuuga, Takami
h a i l i n g

The Hyuuga Clan
a f f i n i t y

Earth and Wind
g e n d e r

Male
b i r t h d a y

Fall 01-05
a g e

10
h a i r

Takami has long, very thin, light chocolate brown hair, cut unevenly, into an almost just below the boy's shoulder blades, even bangs leading into the rest of his hair. Allowing his hair to flow freely, the boy usually throws most of his hair over his left shoulder, the long fabric of the headband resting gently over his overly soft hair, another trait the young ninja acquired from his Hyuuga background.
e y e s

The young boy had big round eyes, overflowing with warmth and compassion, with long, but thin, eyelashes outlining his overly round eyes, making the boy appear younger than he actually is. Strong eyebrows lay above his pearl white eyes, an obvious sign to his clan heritage, the Hyuuga.

h e i g h t

155cm (5'1'') '
w e i g h t

49kg (110lbs)

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬


Strength 6 + 1 + 0
xxxxxxxxMod: -2
xxxxxxxxxxxxAthletics
xxxxxx0+0 | -2

Dexterity 6 + 6 + 0
xxxxxxxxMod: 1
xxxxxxxxxxxxAcrobatics
xxxxxx2+0 | 3
xxxxxxxxxxxxEscape Artist
xxxxxx2+0 | 3
xxxxxxxxxxxxSleight of Hand
xxxxxx1+0 | 2
xxxxxxxxxxxxStealth
xxxxxx1+1 | 3

Constitution 6 + 2 + 1
xxxxxxxxMod: -1
xxxxxxxxxxxxConcentration
xxxxxx0+1 | 0

Intelligence 6 + 4 + 2
xxxxxxxxMod: 1
xxxxxxxxxxxxAlchemy
xxxxxx0+0 | 1
xxxxxxxxxxxxChakra Control
xxxxxx2+0 | 3
xxxxxxxxxxxxCraft
xxxxxx0+0 | 1
xxxxxxxxxxxxTreat Injury
xxxxxx0+2 | 3

Wisdom 6 + 3 +0
xxxxxxxxMod: -1
xxxxxxxxxxxxAwareness
xxxxxx2+0 | 1
xxxxxxxxxxxxRead Lips
xxxxxx2+0 | 1
xxxxxxxxxxxxSense Motive
xxxxxx2+0 | 1
xxxxxxxxxxxxSurvival
xxxxxx2+0 | 1

Charisma 6 + 3 +0
xxxxxxxxMod: -1
xxxxxxxxxxxxDiplomacy
xxxxxx0+0 | -1
xxxxxxxxxxxxHandle Animal
xxxxxx2+0 | 1
xxxxxxxxxxxxInnuendo
xxxxxx0+0 | -1
xxxxxxxxxxxxIntimidate
xxxxxx0+0 | -1
xxxxxxxxxxxxPerform (Sing)
xxxxxx0+0 | -1
xxxxxxxxxxxxSeduction
xxxxxx0+0 | -1

Chakra 6 + 4 + 2
xxxxxxxxMod: 1

Shinobi Skills
xxxxxxxxxxxxMelee Weapon
xxxxxx0+0
xxxxxxxxxxxxRanged Weapon
xxxxxx0+0
xxxxxxxxxxxxSneak Attack
xxxxxx0+0
xxxxxxxxxxxxPuppet Play
xxxxxx0+0

xxxxxxxxxxxxTaijutsu
xxxxxx8+0
xxxxxxxxxxxxNinjutsu
xxxxxx0+0
xxxxxxxxxxxxEseijutsu
xxxxxx2+0
xxxxxxxxxxxxGenjutsu
xxxxxx0+0
xxxxxxxxxxxxFuuinjutsu
xxxxxx0+0

Base Attack 2
xxxxxxxxxxxxDodge Bonus 1
xxxxxxxxxxxxAttack Melee 0
xxxxxxxxxxxxAttack Ranged 2

Base Save 0
xxxxxxxxxxxxFort -1
xxxxxxxxxxxxRex 0
xxxxxxxxxxxxWill -1

Base Taijutsu
xxxxxxxxxxxxFinal Damage 1-8

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬


Taijutsu

    Technique 1
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text
    Technique 2
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text


Ninjutsu

    Kakuremino no Jutsu (Cloak of Invisibility Technique)
    This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
    Cp cost: 1
    Dice Rolls: 1 Roll
    Damage: N/A
    Special: +2 to your Stealth check when hiding.

    Technique 2
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text


Genjutsu

    Technique 1
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text
    Technique 2
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text


Fuuinjutsu

    Technique 1
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text
    Technique 2
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text


▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬


Contracted
xxxxxxxxxxxx N/A

Pets
xxxxxxxxxxxx N/A
PostPosted: Sat Aug 25, 2012 6:59 pm


User ImageTAB
TAB

TAB TAB TAB TAB TAB TAB TAB TAB TAB TAB TAB TABJovial Thoughtful Inquisitive

When life gives you lemons, make iced tea.
- Shikakuya Nara


Level 1 | Experience 0/100

TAB TAB▬▬▬▬▬
TABHp MHp Cp
[(10 + Con) * Level] = 9/9 | [(10 + Chk) * Level] = 9/9 | [(10 + Wis) * Level] = 9/9
TAB TAB▬▬▬▬▬

Academy Student Konoha, Fire Country


▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬


n a m e

Nara, Shikakuya
h a i l i n g

Nara Clan.
a f f i n i t y

Unknown
g e n d e r

Male
b i r t h d a y

02-13
a g e

11
h a i r

Straight Black strands that reach to his ears
e y e s

Hazy grey-green orbs
h e i g h t

4'07''
w e i g h t

95 lbs

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬


Strength 9+0
xxxxxxxxMod: -1
xxxxxxxxxxxxAthletics
xxxxxx1+0

Dexterity 9+0
xxxxxxxxMod: -1
xxxxxxxxxxxxAcrobatics
xxxxxx1+0
xxxxxxxxxxxxEscape Artist
xxxxxx2+0
xxxxxxxxxxxxSleight of Hand
xxxxxx1+0
xxxxxxxxxxxxStealth
xxxxxx1+0

Constitution 9+0
xxxxxxxxMod: -1
xxxxxxxxxxxxConcentration
xxxxxx2+0

Intelligence 9+0
xxxxxxxxMod: -1
xxxxxxxxxxxxAlchemy
xxxxxx0+0
xxxxxxxxxxxxChakra Control
xxxxxx2+0
xxxxxxxxxxxxCraft (Blacksmith)
xxxxxx1+0
xxxxxxxxxxxxTreat Injury
xxxxxx0+0

Wisdom 9+0
xxxxxxxxMod: -1
xxxxxxxxxxxxAwareness
xxxxxx3+0
xxxxxxxxxxxxRead Lips
xxxxxx2+0
xxxxxxxxxxxxSense Motive
xxxxxx3+0
xxxxxxxxxxxxSurvival
xxxxxx0+0

Charisma 8+0
xxxxxxxxMod: -2
xxxxxxxxxxxxDiplomacy
xxxxxx1+0
xxxxxxxxxxxxHandle Animal
xxxxxx0+0
xxxxxxxxxxxxInnuendo
xxxxxx0+0
xxxxxxxxxxxxIntimidate
xxxxxx0+0
xxxxxxxxxxxxPerform (INSERT)
xxxxxx0+0
xxxxxxxxxxxxSeduction
xxxxxx0+0

Chakra 9+0
xxxxxxxxMod: -1

Shinobi Skills
xxxxxxxxxxxxMelee Weapon (INSERT)
xxxxxx0+0
xxxxxxxxxxxxRanged Weapon (INSERT)
xxxxxx0+0
xxxxxxxxxxxxSneak Attack
xxxxxx0+0
xxxxxxxxxxxxPuppet Play
xxxxxx0+0

xxxxxxxxxxxxTaijutsu
xxxxxx0+0
xxxxxxxxxxxxNinjutsu
xxxxxx0+0
xxxxxxxxxxxxEseijutsu
xxxxxx0+0
xxxxxxxxxxxxGenjutsu
xxxxxx0+0
xxxxxxxxxxxxFuuinjutsu
xxxxxx0+0

Base Attack [level] = 1
xxxxxxxxxxxxDodge Bonus [level + Wis + Dex] = -1
xxxxxxxxxxxxAttack Melee [BAB + Str] = 0
xxxxxxxxxxxxAttack Ranged [BAB + Dex] = 0

Base Save [level / 2 ] = 0
xxxxxxxxxxxxFort [BS + Con] = -1
xxxxxxxxxxxxRex [BS + Dex] = -1
xxxxxxxxxxxxWill [BS + Wis] = -1

Base Taijutsu
xxxxxxxxxxxxFinal Damage 1-6

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬


Taijutsu

    Technique 1
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text
    Technique 2
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text


Ninjutsu

    Technique 1
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text
    Technique 2
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text


Genjutsu

    Technique 1
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text
    Technique 2
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text


Fuuinjutsu

    Technique 1
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text
    Technique 2
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text


▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬


Contracted
xxxxxxxxxxxxSee Species Summons

Pets
xxxxxxxxxxxxSee Name in-detail

LuvMonke

Dapper Dabbler


ProtoXtreme
Vice Captain

Obsessive Gaian

9,900 Points
  • Friendly 100
  • Generous 100
  • Tycoon 200
PostPosted: Tue Aug 28, 2012 8:20 am


User ImageTAB
TAB
TAB
TAB
TAB

TAB TAB TAB TAB TAB TAB TABSelf-centered Sarcastic Extremely Volatile

How to say this... Most would call her a princess...but this one...she's a complete queen.
- Uchiha Akeru (Chief Eseinin, Konoha Hospital)


Level 55 | Experience 0/2800

TAB TAB▬▬▬▬▬
TABHp MHp Cp
2200/2200 | 2255/2255 | 1155/1155
TAB TAB▬▬▬▬▬

Tokubetsu Jounin/Sennin Konohagakure no Sato, Hi no Kuni


▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬


n a m e

Senju Harusame
h a i l i n g

Senju Ichizoku
a f f i n i t y

Wind/Water
g e n d e r

Female
b i r t h d a y

Summer 02
a g e

26
h a i r

Raven-black
e y e s

Light blue
h e i g h t

5'9''
w e i g h t

118 lbs

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬


Strength 20+51+0
xxxxxxxxMod: +30
xxxxxxxxxxxxAthletics
xxxxxx10+0

Dexterity 20+70+0
xxxxxxxxMod: +40
xxxxxxxxxxxxAcrobatics
xxxxxx10+0
xxxxxxxxxxxxEscape Artist
xxxxxx30+0
xxxxxxxxxxxxSleight of Hand
xxxxxx0+0
xxxxxxxxxxxxStealth
xxxxxx30+0

Constitution 20+50+0
xxxxxxxxMod: +30
xxxxxxxxxxxxConcentration
xxxxxx0+0

Intelligence 20+20+0
xxxxxxxxMod: +15
xxxxxxxxxxxxAlchemy
xxxxxx0+0
xxxxxxxxxxxxChakra Control
xxxxxx40+0
xxxxxxxxxxxxCraft (Disguise)
xxxxxx0+0
xxxxxxxxxxxxTreat Injury
xxxxxx0+0

Wisdom 20+45+0
xxxxxxxxMod: +27
xxxxxxxxxxxxAwareness
xxxxxx15+0
xxxxxxxxxxxxRead Lips
xxxxxx15+0
xxxxxxxxxxxxSense Motive
xxxxxx30+0
xxxxxxxxxxxxSurvival
xxxxxx25+0

Charisma 20+0+0
xxxxxxxxMod: +5
xxxxxxxxxxxxDiplomacy
xxxxxx20+0
xxxxxxxxxxxxHandle Animal
xxxxxx0+0
xxxxxxxxxxxxInnuendo
xxxxxx30+0
xxxxxxxxxxxxIntimidate
xxxxxx50+0
xxxxxxxxxxxxPerform (Shamisen)
xxxxxx20+0
xxxxxxxxxxxxSeduction
xxxxxx50+0

Chakra 20+12+0
xxxxxxxxMod: +11

Shinobi Skills
xxxxxxxxxxxxRanged Weapon (Kunai)
xxxxxx10+0
xxxxxxxxxxxxSneak Attack
xxxxxx40+0
xxxxxxxxxxxxPuppet Play
xxxxxx0+0

xxxxxxxxxxxxTaijutsu
xxxxxx75+0
xxxxxxxxxxxxNinjutsu
xxxxxx40+0
xxxxxxxxxxxxGenjutsu
xxxxxx20+0
xxxxxxxxxxxxFuuinjutsu
xxxxxx0+0

Base Attack 55/50/45/40/35/30/25/20/15/10/5
xxxxxxxxxxxxDodge Bonus 122
xxxxxxxxxxxxAttack Melee 85/80/75/70/65/60/55/50/45/40/35
xxxxxxxxxxxxAttack Ranged 95/90/85/80/75/70/65/60/55/50/45

Base Save 27
xxxxxxxxxxxxFort 57
xxxxxxxxxxxxRex 67
xxxxxxxxxxxxWill 54

Base Damage
xxxxxxxxxxxxGoken 35 - 42

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬


Taijutsu
    Goken (Strong Fist)
    Gouken aims at inflicting external damage and breaking bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga clan. This style of fighting involves smashing your opponent and is generally used only by the extremely physically powerful and dominating shinobi.
    Rank
    D
    Cp Cost
    N/A
    Dice Rolls
    N/A
    Damage
    Basic Taijutsu Damage increases to 5 - 12
    Requirements
    Taijutsu 5, Strength 12


    Dynamic Entry
    Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
    Rank
    D
    Cp Cost
    N/A
    Dice Rolls
    1
    Damage
    Add 3 - 8 to Taijutsu damage
    Requirements
    Taijutsu 6


    Reppū (Gale)
    Using their quickness and agility, the user performs a spinning kick to sweep their opponent off their feet. This technique is a good example of how even simple Taijutsu can become a preeminently destructive, lethal technique. The move here is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
    Rank
    D
    Cp Cost
    N/A
    Dice Rolls
    2
    Damage
    Taijutsu damage
    Requirements
    Style: Gouken, Taijutsu 9
    Special
    Enemy is flat-footed after the attack and loses the Dex mod. to his Dodge Bonus unless he succeeds a Acrobatics check {DC: half the damage}.


    Kage Buyō (Shadow of the Dancing Leaf)
    A technique where one follows the opponent, closely matching their body's movement, just like a leaf that dances in the air is followed by its shadow. The technique begins with a swift upper kick that will launch their target into the air. While the target is airborne, the user jumps in such a way as to appear below the target while following a similar trajectory through the air. Since the victim is airborne, he is in a vulnerable position to a more damaging attack.
    Rank
    C
    Cp Cost
    N/A
    Dice Rolls
    3
    Damage
    N/A
    Requirements
    Taijutsu 18, Tumble 10
    Special
    Opponent must succeed a Fortitude save of DC 12 + Strength mod. of the user. The next attack done to the target does 50% more damage {must be done while airborne}.


    Daisenpū (Great Whirlwind)
    A series of kicking attacks, starting from a low kick and linking into a middle kick and high kick then finishing off with a heel drop. As the rotation speed picks up the user gains buoyancy, which they use to shift into gradually higher attacks.
    Rank
    C
    Cp Cost
    N/A
    Dice Rolls
    3
    Damage
    Triple Taijutsu damage
    Requirements
    Taijutsu 24, Strength 18, Dexterity 24


    Gōriki Senpū (Strong Whirlwind)
    A Taijutsu technique using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that not a single person can follow the user's movement, smashing his enemy with overwhelming strength.
    Rank
    B
    Cp Cost
    N/A
    Dice Rolls
    4
    Damage
    Four times Taijutsu damage
    Fort DC
    15 + Strength mod. + 2 per 10 Taijutsu
    Requirements
    Taijutsu 35, Strength 28, Dexterity 22
    Special
    If target fails Fortitude check, disorientation effect lasts for one round, causing a -4 penalty on attack, damage and dodge.


    Shofu (Rising Wind)
    This jump uses the entire body as a spring by amassing power in the legs before kicking upwards. Because the power of the kick from the ground is instantly converted into a blow, the enemy hit with this attack will be launched high into the sky. Can also be used to disarm an enemy of his weapon.
    Rank
    B
    Cp Cost
    N/A
    Dice Rolls
    4
    Damage
    Doubles Taijutsu damage. If disarming, damage is only normal Taijutsu damage.
    Requirements
    Taijutsu 30, Strength 22, Dexterity 26
    Special
    - If used to disarm: Add value of [Dexterity mod.] + [Strength mod.] to the regular disarm check.
    - If used as a hit, target loses his first attack turn from his next turn to land from the hit and get back to his feet.
    - Cannot use twice in a row.


    Hachimon (Eight Celestial Gates)
    1. Opening (Initial) releases the brain's limit on the total strain on the muscles.
    Rank
    S
    Hp Cost
    50 + 10 damage per round
    Dice Rolls
    2
    Requirements
    Taijutsu 20, Chakra Control 20
    Special
    +10 Str / Dex

    2. Rest (Heal / Energy) releases the brain's limit on the body's stamina, making a battle-worn person become miraculously ready to fight as if the fight had just started.
    Hp Cost
    60 + 16 per round
    Dice Rolls
    2
    Requirements
    Taijutsu 25, Chakra control 25
    Special
    +16 Str / Dex

    3. Life is located on the spinal cord, and releases the limit on the nervous system, which makes information travel at a faster rate and creates even more stamina. As a side effect, the user's skin turns red, indicating an increased blood-oxygen level.
    Hp Cost
    70 + 20 per round
    Dice Rolls
    2
    Requirements
    Taijutsu 30, Chakra Control 30
    Special: +22 Str / Dex / Con, Hp is restored to 90% of its max before the Hp cost is applied.

    4. Pain (Harm / Wound) releases the limit on oxygen intake in the lungs, creating much more oxygen for the body to use.
    Hp Cost
    90 + 24 per round
    Dice Rolls: 3
    Requirements
    Taijutsu 35, Chakra Control 35
    Special
    +30 Str / Dex / Con

    5. Closing (Limit) releases the limit on the amount of chakra released at one time.
    Hp Cost
    220 + 28 per round
    Dice Rolls
    3
    Cons Cost:
    -4 PERMANENT Constitution lost.
    Requirements
    Taijutsu 40, Chakra Control 45
    Special
    +38 Str / Dex “Con Bonus remains +30”

    6. Joy (View) removes the limit on how much fat and proteins the intestines can digest, and releases otherwise useless energy resources, giving the user even more power and stamina.
    Hp Cost
    350 + 30 per round
    Dice Rolls
    4
    Cons Cost
    -10 PERMANENT constitution lost.
    Requirements
    Taijutsu 45, Chakra Control 55
    Special
    +50 Str / Dex / Con, Hp is replenished to 70% of its max {Recalculate Max Hp after Con bonus} before Hp cost is applied.


    Asa Kujaku (Morning Peacock)
    The user opens the first six gates, which gives them access to an enormous amount of chakra. Using this tremendous burst of power and speed, the user will approach their opponent in a distinctive stance. When near enough, they will kick their opponent and launch them into the air. They will then strike them multiple times, causing the distinctive peacock fan to develop. His opponent will then fall back to the earth, covered in the strike's aura.
    Rank
    S
    Cp Cost
    950
    Dice Rolls
    6
    Damage
    980 – 1500
    Requirements
    Taijutsu 70, Chakra Control 40, Ability to open 6 celestial gates.
    Special
    After the technique is used the user either dies from lack of chakra or is affected by the side effects of the celestial gates.


Ninjutsu

    Bunshin no Jutsu (Clone Technique)
    This is a basic technique taught to students at the 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.
    Rank
    E
    Cp Cost
    1 CP per clone
    Dice Rolls
    1
    Damage
    N/A
    Requirements
    Learned in the Academy.
    Special
    Can create 1 clone 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
    1d20 + user's Chakra Control skill vs 1d20 + opponent's Intelligence mod. + opponent's Awareness skill. Opponent will target the real shinobi 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 Academy.
    Rank
    E
    Cp Cost
    2 +1 per post
    Dice Rolls
    1
    Damage
    N/A
    Requirements
    Learned in the Academy.
    Special
    +Intelligence mod. to Disguise (Craft) checks.


    Kawarimi no Jutsu (Replacement Technique)
    This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
    Rank
    E
    Cp Cost
    4
    Dice Rolls
    N/A
    Damage
    N/A
    Requirements
    Learned in the Academy.
    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.


    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.
    Rank
    E
    Cp Cost
    1
    Dice Rolls
    1
    Damage
    N/A
    Requirements
    Learned in the Academy.
    Special
    +2 to your Stealth check when hiding.


    Nawanuke no Jutsu (Rope Escape Technique)
    A basic technique taught at the Academy. When a shinobi is tied with rope, he can undo the knots and escape using this jutsu.
    Rank
    E
    Cp Cost
    1
    Dice Rolls
    N/A
    Damage
    N/A
    Requirements
    Learned in the Academy.
    Special
    +2 to your Escape Artist roll when escaping from rope binds.


    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.
    Rank
    D
    Cp Cost
    10
    Dice Rolls
    2
    Damage
    N/A
    Requirements
    Chakra Control 8, Genjutsu 4
    Special
    Add your Chakra mod. + 2 per 10 Chakra Control to the Will Save. The effect of this technique is stackable, that is if many shinobi use it on one person, all of 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.
    Rank
    D
    Cp Cost
    15 per feet
    Dice Rolls
    2
    Damage
    N/A
    Requirements
    Dexterity 20, Chakra Control 10, Ninjutsu 8
    Special
    When rolling initiation checks or racing, or anything that involves speed, add Chakra mod. to the dice roll. Does not nullify Stealth checks.


    Kanashibari no Jutsu (Temporary Paralysis Technique)
    A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this technique.
    Rank
    C
    Cp Cost
    40
    Dice Rolls
    3
    Damage
    N/A
    Rex DC
    12 + Chakra mod. + 2 per 10 Ninjutsu
    Will DC
    12 + Chakra mod. + 2 per 10 Intimidation
    Requirements
    Chakra 25, Chakra Control 20, Ninjutsu 16
    Special
    Opponent is rendered completely immobile for one turn. This technique is broken upon impact.


    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.
    Rank
    B
    Cp Cost
    1/4 of chakra drained.
    Dice Rolls
    4
    Damage
    User can drain from (Chakra Control / 2) to (Chakra Control x 2) Cp per usage
    Will DC
    15 + Chakra mod. + 2 per 10 Ninjutsu
    Requirements
    Chakra Control 30, Ninjutsu 28
    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.


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Contracted
xxxxxxxxxxxxN/A -- Yet

Pets
xxxxxxxxxxxxN/A -- Yet
PostPosted: Sat Sep 15, 2012 9:26 am


User ImageTAB
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TAB TAB TAB TAB TAB TAB TABCynical Calculating Merciless

For the shinobi, there is only the fate to live and die without leaving a trace. And for those whom survive long enough? There remains only despair. The fools whom harp about the "hope" that was left in the Pandora's Box merely have not lived long enough.
- Nara Shikamori (Kage-regent)


Level 60 | Experience 0/4050

TAB TAB▬▬▬▬▬
TABHp MHp Cp
2040/2040 | 2700/2700 | 2400/2400
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Tokubetsu Jounin/Former ANBU Captain/Council of Elders/Kage-regent Konohagakure no Sato, Hi no Kuni


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n a m e

Nara Shikamori
h a i l i n g

Nara-ke
a f f i n i t y

Earth
g e n d e r

Male
b i r t h d a y

Fall 05
a g e

50
h a i r

Was once completely rich black, but is now mixed in with strands of white.
e y e s

Gray
h e i g h t

6'0''
w e i g h t

130 lbs

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Strength 20+0+0
xxxxxxxxMod: +5
xxxxxxxxxxxxAthletics
xxxxxx0+0

Dexterity 20+40+0
xxxxxxxxMod: +25
xxxxxxxxxxxxAcrobatics
xxxxxx0+0
xxxxxxxxxxxxEscape Artist
xxxxxx40+0
xxxxxxxxxxxxSleight of Hand
xxxxxx0+0
xxxxxxxxxxxxStealth
xxxxxx40+0

Constitution 20+38+0
xxxxxxxxMod: +24
xxxxxxxxxxxxConcentration
xxxxxx20+0

Intelligence 20+50+0
xxxxxxxxMod: +30
xxxxxxxxxxxxAlchemy
xxxxxx0+0
xxxxxxxxxxxxChakra Control
xxxxxx80+0
xxxxxxxxxxxxCraft (Disguise)
xxxxxx0+0
xxxxxxxxxxxxTreat Injury
xxxxxx0+0

Wisdom 20+60+0
xxxxxxxxMod: +35
xxxxxxxxxxxxAwareness
xxxxxx30+0
xxxxxxxxxxxxRead Lips
xxxxxx30+0
xxxxxxxxxxxxSense Motive
xxxxxx50+0
xxxxxxxxxxxxSurvival
xxxxxx30+0

Charisma 20+30+0
xxxxxxxxMod: +20
xxxxxxxxxxxxDiplomacy
xxxxxx30+0
xxxxxxxxxxxxHandle Animal
xxxxxx0+0
xxxxxxxxxxxxInnuendo
xxxxxx10+0
xxxxxxxxxxxxIntimidate
xxxxxx0+0
xxxxxxxxxxxxPerform (Flute)
xxxxxx0+0
xxxxxxxxxxxxSeduction
xxxxxx0+0

Chakra 20+50+0
xxxxxxxxMod: +30

Shinobi Skills
xxxxxxxxxxxxMelee Weapon (Kunai)
xxxxxx30+0
xxxxxxxxxxxxRanged Weapon (Kunai)
xxxxxx30+0
xxxxxxxxxxxxRanged Weapon (Shuriken)
xxxxxx30+0
xxxxxxxxxxxxSneak Attack
xxxxxx50+0
xxxxxxxxxxxxPuppet Play
xxxxxx0+0

xxxxxxxxxxxxTaijutsu
xxxxxx0+0
xxxxxxxxxxxxNinjutsu
xxxxxx80+0
xxxxxxxxxxxxEseijutsu
xxxxxx0+0
xxxxxxxxxxxxGenjutsu
xxxxxx5+0
xxxxxxxxxxxxFuuinjutsu
xxxxxx25+0

Base Attack 60/55/50/45/40/35/30/25/20/15/10/5
xxxxxxxxxxxxDodge Bonus 120
xxxxxxxxxxxxAttack Melee 65/60/55/50/45/40/35/30/25/20/15/10
xxxxxxxxxxxxAttack Ranged 85/80/75/70/65/60/55/50/45/40/35/30

Base Save 30
xxxxxxxxxxxxFort 54
xxxxxxxxxxxxRex 55
xxxxxxxxxxxxWill 65

Base Damage
xxxxxxxxxxxxTaijutsu 6 - 11
xxxxxxxxxxxxKunai (melee) 6 - 9
xxxxxxxxxxxxKunai (ranged) 26 - 29
xxxxxxxxxxxxShuriken (ranged) 27 - 29

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Hijutsu (Nara-ke)

    Kagemane no Jutsu (Shadow Bind Technique)
    A skill that originally was used as a delaying tactic, the user is able to control an opponent's movement by connecting his shadow to theirs. The user's shadow is able to move, extend and change shape, but it must maintain the same surface area as the original. Any shadows between the user and opponent can be used to increase the total surface area, thus allowing the user's shadow to extend further than normal.

    The technique is also known as the Shadow Imitation Skill (Kage Shibari no Jutsu). This jutsu does not harm the ninja using it when their opponent is harmed, unless they're harmed by an outside force. Distortions to the overall shape of either the target or the Nara (if they can maintain the jutsu) can harm the other party, such as breaking an arm. Punctures to the skin however do not transfer between the Nara and the target.
    Rank
    D
    Cp Cost
    20 (+5 per round), +1 per opponent level per round
    Dice Rolls
    2
    Rex Check
    1d20 + Reflex save vs. 1d20 + user's Ninjutsu skill
    Requirements
    Nara Clan, Chakra Control 10, Ninjutsu 8, Intelligence 15
    Special
    - Foe's dodge bonus is 0 and cannot perform any actions until free of the Jutsu.
    - If caught: Escape attempts are done by foe's 1d20 + Will Save vs user's 1d20 + Chakra Control


    Kage Kubi Shibari no Jutsu (Shadow Neck Bind Technique)
    After capturing an opponent with the Shadow Imitation Technique, the user can then further extend their shadow up to the target's throat in the shape of a hand, which chokes them to death. Also, if the Shadow Imitation Technique isn't making the opponent copy their movements, this can be used to bind the opponent's body in order to restrain them.
    Rank
    C
    Cp Cost
    30 (+10 per round), +1 per opponent level per round, initial cost is only 15 if Kagemane is already in use.
    Dice Rolls
    2
    Damage
    25 - 40 + Chakra mod.
    Rex Check
    1d20 + Reflex Save vs 1d20 + user's Ninjutsu skill
    Requirements
    Nara Clan, Chakra Control 15, Intelligence 18, Ninjutsu 12, Kagemane no Jutsu
    Special
    - Foe's dodge bonus is 0 and cannot perform any actions until free of the Jutsu.
    - If caught: Escape attempts are done by foe's 1d20 + Will Save vs user's 1d20 + Chakra Control


    Kagemane Shuriken no Jutsu (Shuriken Shadow Imitation Technique)
    By infusing the blades with his own chakra beforehand, they are given the effect of Nara shadow techniques. By using these weapons to pierce the enemies' shadows, they are paralyzed in place. To pierce the shadow, it is necessary to avoid the target just barely. Since it is more difficult for the enemy to notice it, this Ninjutsu compensates for the weak point of the similar Shadow Imitation Technique, being its limited effective range.
    Rank
    B
    Cp Cost
    75 Cp per object used
    Dice Rolls
    4
    Requirements
    Nara Clan, Intelligence 30, Ninjutsu 24, Throwing weapon, Kagemane no Jutsu, Chakra Control 35
    Special
    - Foe's dodge bonus is 0 and cannot perform any actions until free of the Jutsu. Initiating Nara cannot control enemy body movements until a normal Kagemane no Jutsu link is made.
    - If caught: Escape attempts are done by foe's 1d20 + Will Save vs user's 1d20 + Chakra Control


    Kage Nui no Jutsu (Shadow Sewing Technique)
    The user changes the shape of their shadow into several sharp needles and controls each separately. They can then attack several targets simultaneously and at the same time snatch away their ability to move by sewing them stuck with the shadow threads. Because it is a physical attack, it is impossible to capture someone without harming them, but on the other hand, since the speed of invocation and the time of duration are excellent, it can be used when urgent restraint is required. After this technique hits someone, it can then be directly transformed back into the Shadow Imitation Technique.
    Rank
    C
    Cp Cost
    50 + 5 per tendril per turn.
    If restraining +1 per opponent level per tendril per round.
    Dice Rolls
    3
    Damage
    5 - 10 + Chakra mod.
    Requirements
    Nara Clan, Chakra Control 25, Intelligence 22, Ninjutsu 16, Kage Kubi Shibari no Jutsu
    Special
    - The number of tendrils creatable is 1 per 5 Chakra Control points
    - Each tendril gets one attack per turn at the highest Base Attack Bonus + Chakra Mod to hit.
    - If caught: escape is done by foe's 1d20 + Escape Artist vs. user's 1d20 + Chakra Control skill


    Shadow Summoning Technique
    After capturing a target with the Shadow Imitation Technique, the user summons shadowy tendrils from their opponent's body, controlling them in the same manner as Shadow Sewing, but from the opponent's body instead of the user's.
    Rank
    C
    Cp Cost
    40 (+4 per tendril per round), If restraining: +1 per opponent level per tendril per round
    Dice Rolls
    3
    Damage
    5 - 10 + Chakra mod.
    Requirements
    Nara Clan, Chakra Control 30, Intelligence 26, Ninjutsu 20, Kage Nui no Jutsu, Kuchiyose no Jutsu
    Special
    - Escape is foe's 1d20 + Will Save vs user's 12d20 + Chakra Control.
    - The number of tendrils creatable is 1 per 5 Chakra Control points.
    - Each tendril gets one attack per turn at the highest Base Attack Bonus + Chakra mod. to hit.


Taijutsu
    N/A -- Yet


Ninjutsu

    Bunshin no Jutsu (Clone Technique)
    This is a basic technique taught to students at the 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.
    Rank
    E
    Cp Cost
    1 CP per clone
    Dice Rolls
    1
    Damage
    N/A
    Requirements
    Learned in the Academy.
    Special
    Can create 1 clone 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
    1d20 + user's Chakra Control skill vs 1d20 + opponent's Intelligence mod. + opponent's Awareness skill. Opponent will target the real shinobi 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 Academy.
    Rank
    E
    Cp Cost
    2 +1 per post
    Dice Rolls
    1
    Damage
    N/A
    Requirements
    Learned in the Academy.
    Special
    +Intelligence mod. to Disguise (Craft) checks.


    Kawarimi no Jutsu (Replacement Technique)
    This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
    Rank
    E
    Cp Cost
    4
    Dice Rolls
    N/A
    Damage
    N/A
    Requirements
    Learned in the Academy.
    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.


    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.
    Rank
    E
    Cp Cost
    1
    Dice Rolls
    1
    Damage
    N/A
    Requirements
    Learned in the Academy.
    Special
    +2 to your Stealth check when hiding.


    Nawanuke no Jutsu (Rope Escape Technique)
    A basic technique taught at the Academy. When a shinobi is tied with rope, he can undo the knots and escape using this jutsu.
    Rank
    E
    Cp Cost
    1
    Dice Rolls
    N/A
    Damage
    N/A
    Requirements
    Learned in the Academy.
    Special
    +2 to your Escape Artist roll when escaping from rope binds.


    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.
    Rank
    D
    Cp Cost
    10
    Dice Rolls
    2
    Damage
    N/A
    Requirements
    Chakra Control 8, Genjutsu 4
    Special
    Add your Chakra mod. + 2 per 10 Chakra Control to the Will Save. The effect of this technique is stackable, that is if many shinobi use it on one person, all of 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.
    Rank
    D
    Cp Cost
    15 per feet
    Dice Rolls
    2
    Damage
    N/A
    Requirements
    Dexterity 20, Chakra Control 10, Ninjutsu 8
    Special
    When rolling initiation checks or racing, or anything that involves speed, add Chakra mod. to the dice roll. Does not nullify Stealth checks.


    Ayame Tori (Murderous Grasp)
    This technique uses a metal string strengthened with chakra to make a thread capable of cutting through steel with little difficulty.
    Rank
    C
    Cp Cost
    8 per turn
    Dice Rolls
    3
    Damage
    5 - 12 + half Chakra mod. + half Strength mod.
    Rex
    None, used as a melee weapon.
    Requirements
    Chakra Control 14, Ninjutsu 12, Metal wire


    Soshuha (Manipulating Attack Blades)
    Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target.
    Rank
    C
    Cp Cost
    6 per blade per turn
    Dice Rolls
    3
    Damage
    Weapon damage + Chakra mod.
    Rex Check
    12 + Chakra mod. + 2 per 10 Ninjutsu
    Requirements
    Chakra Control 15, Ninjutsu 13, Weapons
    Special
    an control up to 2 blades + 2 more for every 10 ranks in Chakra Control


    Kage Bunshin no Jutsu (Shadow Clone Technique)
    Unlike the normal Bunshin no Jutsu (Art of the Doppelganger), this Jutsu does not create illusions, but real bodies of the user. The user's chakra is evenly distributed among every clone. This could be very dangerous if the user is low on chakra or makes too many clones: like with Tajū Kage Bunshin no Jutsu (Multiple Shadow Clone Technique). Kage Bunshin can't be detected by Byakugan. This is because the clones are real bodies with real chakra circulatory systems, identical to the user. Though Uchiha members claim they could tell the difference, the real one also cannot be detected by the Sharingan. However, they can keep track of the original's movements. Because the clones are basically real, they can perform Jutsu and real damage on their target, and can take some hits themselves, being even able to bleed, although they'll still disappear when enough damage has been done, which is usually after one blow or fatal attack. Since the clones are exact replicas of the user, one can use them in combination with many other techniques.
    Rank
    B
    Cp Cost
    10 per bunshin and resulting CP divided by the number of Clones created
    Dice Rolls
    4
    Damage
    Clones have the same stats as the user.
    Requirements
    Chakra 50+, Konohagakure no Sato
    Special
    - Clones can use any Jutsu the user can so long as they have the CP. The clones cannot recover chakra.
    - Any cutting/piercing attacks will instantly disperse the clones.
    - Clone HP: Remaining CP + 2 per 10 Ninjutsu (this means your clone using Jutsu is also killing itself)


    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.
    Rank
    B
    Cp Cost
    30 + 15 chakra points per round the blade is maintained this way.
    Dice Rolls
    4
    Damage
    N/A
    Rex Check
    N/A
    Awareness Check
    15 + user's Chakra mod. + 2 per 10 Ninjutsu
    Requirements
    Bladed weapon Skill 25, Ninjutsu 30, Chakra Control 30, Sneak Attack 20
    Special
    -Add [Chakra mod.] to [attack melee] with the weapon.
    -As long as the Awareness DC is not matched by opponent, all attacks are considered Sneak Attacks.


    Bunshin Daibakuha (Clone Great Explosion)
    After creating a solid clone, the user can explode it with this technique upon command, potentially killing or injuring those caught in the blast.
    Rank
    A
    Cp Cost
    100 per clone "To explode"
    Dice Rolls
    5
    Damage
    100 - 200 + Chakra mod. per clone
    Rex DC
    18 + Chakra mod. + 2 per 10 Ninjutsu
    Requirements
    A solid clone, defined as being made of sand, water, earth, stone, ice, grass etc. or from the Shadow Clone Technique {Kage Bunshin no Jutsu}, Chakra Control 48, Ninjutsu 45


Ninjutsu (Doton)

    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.
    Rank
    C
    Cp Cost
    20 + 10 per rock
    Dice Rolls
    3
    Damage
    20 + 5 - 15 per rock used + Chakra mod.
    Reflex DC
    12 + Chakra mod. + 2 per 10 Ninjutsu
    Requirements
    Earth Affinity, Chakra Control 23, Ninjutsu 21
    Special
    Maximum amount of rocks you can control is equivalent to your Chakra mod.


    Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness)
    Traps the victims inside a self-repairing dome of earth.
    Rank
    B
    Cp Cost
    100 + 20 per Turn
    Dice Rolls
    4
    Rex Check
    15 + Chakra mod. + 2 per 10 Ninjutsu
    Requirements
    Earth Affinity, Chakra Control 40, Ninjutsu 40
    Special
    User must keep constant physical contact with dome. Victim may break free using Lightning or Wind Ninjutsu or another Earth Release to escape.


    Doton: Doryuheki (Earth Release: Earth Style Wall)
    The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall.
    Rank
    B
    Cp Cost
    90
    Dice Rolls
    4
    Requirements
    Earth Affinity, Chakra Control 35, Ninjutsu 32
    Special
    Completely avoids area effects that strike the user head on. The wall remains in place for a number of rounds equal to the user’s Chakra mod. + 10. 1 post = 1 round.


    Doton: Doryu Taiga (Earth Release: Earth Flow River)
    The user performs a technique that forms a rapid river of mud on the ground beneath the opponent.
    Rank
    A
    Cp Cost
    120
    Dice Rolls
    5
    Rex Check
    18 + Chakra mod. + 2 per 10 Ninjutsu
    Requirements
    Earth Affinity, Chakra Control 40, Ninjutsu 35
    Special
    Opponent’s Reflex save roll is decreased -20 points.


    Doton: Yomi Numa (Earth Release: Swamp of the Underworld)
    This technique turns a large area of land into a sinking swampland, making it impossible for anyone or anything in that area to move around or escape.
    Rank
    S
    Cp Cost
    400
    Dice Rolls
    6
    Rex Check
    20 + Chakra mod. + 2 per 10 Ninjutsu
    Requirements
    Earth Affinity, Chakra Control 55, Ninjutsu 50
    Special
    This technique can swallow up to a huge creature and stop the movements of a colossal creature.


Genjutsu
    N/A -- Yet


Fuuinjutsu
    Kuchiyose no Jutsu (Summoning Technique)
    This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the being can be summoned with a blood sacrifice to perform a task or help the user in battle.
    The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices.
    Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread.
    Rank
    C
    Cp Cost
    Varies
    Dice Rolls
    4
    Damage
    Varies
    Requirements
    Chakra 30, Chakra Control 25, Ninjutsu 25


    Tobidogu (Projectile Weapons)
    n 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.
    Rank
    C
    Cp Cost
    1 [small objects, i.e. kunai, shuriken]
    5 [medium objects, i.e. tanto, books]
    15 [in-between objects like katana]
    25 [large objects, i.e. human-sized puppets, kusarigama, nodachi]
    50 [huge objects]
    Dice Rolls
    1
    Damage
    N/A
    Requirements
    Summoning scroll, Intelligence 20, Fuuinjutsu 2/5/10/15/25 [depending on the size], Chakra Control 6/12/17/24/30


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Contracted
xxxxxxxxxxxxN/A -- Yet

Pets
xxxxxxxxxxxxN/A -- Yet

ProtoXtreme
Vice Captain

Obsessive Gaian

9,900 Points
  • Friendly 100
  • Generous 100
  • Tycoon 200

Qyp
Crew

Manly Lunatic

PostPosted: Mon Sep 17, 2012 2:43 pm


User-name: Qyp
Posting: Frequent
Time zone: New Zealand

~Character Data~


Name: Uchiha, Rinkoū
Village: Otogakure
Clan/Bloodline: Uchiha
Element Affinity: Fire
Age: 10
Gender: Female
Rank: Academy

~Appearance~


Headband: ---
Height: 4' 2"
Weight: 31 kg
Hair: Black, kept short to her neck.
Eyes: Very dark brown. Almost black.
Physical Description: She is a little petite girl that seems at first glance, to be of no threat at all. But her nails are sharp, her teeth are well kept, and she has eyes that shine. Her skin is fair, between pale and tan.
Clothing: She has a simple black dress that went down to her knees, and black sandals. She did have a nice red sash tied around her waist, that was all hers, that she all her short life. Uchiha symbol on the back.
Background: Rinkoū is from the lesser Uchiha, no one really that important, though it is a fact the clan always looks out for each other, she was still not from important parents, they had nothing to do with the clan's council, they just owned a little herb shop. These herbs were mainly for cooking or medicines. Her family consists of her mother and father, and 3 girls, Rinkoū included. She is the oldest, her younger sisters not yet ready to be Shinobi.
While she was more of a tomboy, they loved playing with dolls, picking flowers, all that cliche girly stuff. She hoped to toughen them up once they began training to be shinobi. Until then, she let them have their innocent lives. She passed the entress exam to the Academy, and then trained to get an head-start.

Personality: Hard-headed, but calm minded, she has learned insults are nothing by air coming from the mouths of idiots. She can be nice to people if they please her, or if they are friendly first. Due to her hard-headeness, she hold grudges, except towards her sisters, never towards them.
Other: Left handed.

Missions:

S:
A:
B:
C:
D:

~Stats~

LV. 1
Experience: 68/100
Hp: 9
Cp: 10
MHp: 10

Base + Distribute + Training + Level + Clan = Total

Strength: 6 + 0 + 0 + 0 + -10% = 6 Mod: -2
Dexterity: 6 + 4 + 0 + 0 = 10 Mod: 0
Constitution: 6 + 4 + 0 + 0 + -20% = 8 Mod: -1
Intelligence: 6 + 4 + 0 + 0 + 20% = 12 Mod: 1
Wisdom: 6 + 4 + 0 + 0 = 10 Mod: 0
Charisma: 6 + 0 + 0 + 0 = 6 Mod: -2
Chakra: 6 + 4 + 0 + 0 + 10% = 11 Mod: 0
Dodge Bonus: 1

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

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

~Skills~


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

Distribute + Mod + Training + Level = Total

Acrobatics (Dex): 2 + 0 = 2
Alchemy (Int): 0 + 1 = 1
Awareness (Wis): 2 + 0 = 2
Athletics (Str): 0 + -2 + 1 = -1
Chakra Control (Int): 2 + 1 + 1 = 4
Concentration (Con): 0 + -1 = -1
Craft (Int): 0 + 1 = 1
Diplomacy (Cha): 0 + -2 = -2.
Escape Artist (Dex): 0 + 0 = 0
Handle Animal (Cha): 0 + -2 = 2
Innuendo (Cha): 0 + -2 = -2
Intimidate (Cha): 0 + -2 = -2
Perform (Cha): 0 + -2 = -2
Read Lips (Wis): 2 + 0 = 2
Seduction (Cha): 0 + -2 = -2
Sense Motive (Wis): 2 + 0 = 2
Sleight of Hand (Dex): 0 + 0 = 0
Stealth (Dex): 2 + 0 = 0
Survival (Wis): 2 + 0 = 0
Treat Injury (Int): 0 + 1 = 1


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

Taijutsu:
Ninjutsu: 2
Medical Ninjutsu:
Genjutsu: 2
Fuuin Jutsu: 2
Sneak Attack:
Puppet Play:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Possessions~


Money:

Ryo: 5

Equipment:


Valuables

Red Sash... does nothing.
PostPosted: Fri Oct 12, 2012 7:47 pm


User-name: Armads the Doom Bringer
Posting: As much as I can, hopefully no less than once a day.
Time zone: Eastern Standard Time

~Character Data~


Name: Tsuyoshi Kujikeru
Village: Konohagakure
Clan/Bloodline: None.
Element Affinity: Fire.
Age: 25
Gender: Male
Rank: Jounin

~Appearance~


Headband: Over his mouth.
Height: 5'10"
Weight: 150 lbs.
Hair: Black
Eyes: Brown.
Physical Description: A normal sized man with absolutely no unusual features. Well, there might be if you look closely, but otherwise he looks like every other twenty-something man. He takes great pains to make sure he blends in and doesn't look out of place wherever he goes, so he maintains as many generic physical traits as possible. Not too fat or skinny, nor tall or short. There is nothing outstanding about his hair, seeing as it is medium length and kept somewhere between clean and dirty.
Clothing: He will dress however he must to blend in with the world around him, but when not on missions he normally wears slightly loose robes in the toga fashion, in order to keep on arm free at all times.
Background: Some people stand out and make their mark. Others make sure that no one ever knows they were there. Tsuyoshi Kukikeru was the middle child of three, and never really managed to stand out in school or at home. In fact, he made so little impact with others that sometimes people forgot he even existed, since when asked to describe anything about him, no one really knew. He was like a blank slate, completely generic and appeared as different things to different people. They weren't afraid or suspicious of him, he just didn't do anything to make them remember him.
Of course, this was not on purpose. Being the middle child he was neither expected to be the role model or the immature one. He really didn't have much of an idea of what he was supposed to be growing up, so he became the closest he could to whoever he talked to. This meant that they would feel comfortable around him, but not be interested in him.
Granted, it's quite hard to graduate the academy and then vanish entirely. Someone is going to take note of the fact that your record shows no outstanding traits. After being placed in a squad, he was forced to develop something, so he focused on mimicry and disguise. He made an excellent spy, as well as a smooth-talker and a thief. He developed his skills so he could simply walk into places and convince others to give him what he needed, and be happy that they were doing it.
Eventually, this allowed him to become an ANBU, because he was great at tracking down missing ninja and infiltrating other villages without giving himself away as a ninja. He secretly prided himself at being willing to follow the trail of others and even befriend his targets, without ever giving away the fact that he was there for them.
User Image

Personality: It's hard to pin down exactly what his original personality is. More often than not he'll be reserved when first meeting someone, before taking on similar character traits to the person he's speaking to. As such, it's assumed that he's like a mirror; blank until someone looks into it.
Other: He wears his headband over his mouth when he actually wears it, why this is unknown to everyone but him.

Missions:

S: 0
A: 0
B: 0
C: 0
D: 0

Jutsu:

Ninjutsu-

Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Special: +intelligence modifier to disguise (Craft) checks.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: 1d20 + user's Chakra Control skill vs 1d20 + opponent's Intelligence mod. + opponent's Awareness skill. Opponent will target the real ninja among the clones.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Special: +2 to your Escape Artist roll when escaping from rope.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Special: +2 to your Stealth check when hiding.

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
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.

Kanashibari no Jutsu (Temporary Paralysis Technique)
A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this technique.
Cp cost: 40
Dice Rolls: 3 Rolls
Damage: N/A
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Will Save DC: 12 + chk mod + 2 per 10 ranks in Intimidation
Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact.

Chakra Sensor Technique ll Presense
Description of Jutsu: The user sends out a sonar-ish chakra wave that allows for them to detect the number of people in the area around them.
Cp Cost: 5 cp to initiate jutsu,
1 - 20 meters ll +15 cp
21 - 35 meters ll +40 cp
36 - 50 meters ll +70 cp
51 - 65 meters ll +100 cp
66 - 80 meters ll +130 cp
Damage: -----
Special: Add Chakra modifier and Chakra Control Bonus (+2 per 10 ranks) to Awareness check vs. Opponent's Stealth check. If your sucessful in detecting the people around you then you know the exact amount of people around you regardless if they are hiding both physically around or behind something, or trying to mask their chakra.

Jutsu Name: Chakra Sensor Technique ll Chakra Level
Description of Jutsu: The user sends out a sonar-ish chakra wave that allows for them to detect how much chakra a person has.
Rank: C
Cp Cost: 30 cp to initiate, +15 cp per person,
Damage: -----
Special: Add Chakra modifier + Chakra Control [+2 per 10 ranks] to Awareness check vs. Opponent's Stealth check. If your sucessful in detecting the people around you you instantly know how much chakra they have based on a scale of 1 to 10.
1 - 2 = Academy Student
3 - 4 = Genin
5 - 6 = Chuunin
7 - 8 = Jounin
9 - 10 = Kage

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 + 10 per round held.
Dice Rolls: 5 Rolls
Damage: N/A
Special:
*Allows the user to go into hiding.
*Add [Chakra Control / 2] to Stealth rolls.
*Any damage sustained cancels the jutsu.

Medical Ninjutsu-

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

Kori Shinchu no Jutsu (Sly Mind Affect Technique)
This causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over.
Cp cost: 30 + 5 per turn
Dice Rolls: 3
Damage: 5 - 10 + int mod
Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu
Special: -1 to target's checks every 2 turns under the jutsu.

Magen: Jubaku Satsu (Demonic Illusion: Tree Bind Death)
With this jutsu, the user can make themselves disappear so that they can approach their opponent unnoticed. Once near the desired target, a tree will grow at the target's feet and branches from an illusory tree will bind them from behind so that they are unable to even move or use hand seals. Once the opponent believes that they are captured, the user can then reappear from above the tree and attack.
Cp cost: 60
Dice Rolls: 4
Damage: 100 - 150 + int mod
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Special: Captured opponents are considered Helpless.

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
A rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 35 + 8 per turn
Dice Rolls: 3
Damage: N/A
Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu
Special: Maximum to +8 to certain checks. Effect of jutsu depends upon usage. Consult Crew.

Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 60 + 10 per turn
Dice Rolls: 4
Damage: N/A
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Special: This layer must be broken before the first genjutsu layer can be broken. Depending on the effect it may give extra bonuses to Will DCs or other checks (consult Crew).

Katon: Hibashiri (Fire Release: Running Fire)
This jutsu will create jets of fire that can be manipulated into several forms before striking the target. It can also be used in combination with Wind Release technique to add it's damage and burn to them.
Cp Cost: 25 + 10 per turn held
Dice Rolls: 3 to initiate, 1 per turn held
Damage: 15 - 40 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Special: This technique can be maintained and used in succession at the cost of 1 attack roll per attack. Target must roll 1 reflex save per dice roll from the user's turn to avoid getting hit by the running flame. Any taijutsu attack or jutsu used by the user will cancel this technique. Can be added to a wind technique used in the same turn to add its damage and effect to it.


Taijutsu-

Summoning Contract-

~Stats~

LV. 30
Experience: 329/1550
Hp: 480/480
Cp: 900/900
MHp: 450/450

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

Base+level points+training

Strength: 12+8+0 = 20 Mod: +5
Dexterity: 12+38+0 = 50 Mod: +20
Constitution: 12+10+0 = 22 Mod:+6
Intelligence: 12+38+0 = 50 Mod: +20
Wisdom: 12+8+3 = 23 Mod: +6
Charisma: 12+8+0 = 20 Mod: +5
Chakra: 12+38+0 = 50 Mod: +20
Dodge Bonus: 30+20+6 = 56

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

Base Save Bonus: +15
Fort: 15+6 = +21
Rex: 15+20 = +35
Will: 15+6 = +21

~Skills~


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

ability mod+distributed+training

Acrobatics (Dex): 20+0+0 = +20
Alchemy (Int): 20+0+0 = +20
Awareness (Wis): 6+50+0 = +56
Athletics (Str): 5+0+0 = +5
Chakra Control (Int): 20+50+0 = +70
Concentration (Con): 6+50+0 = +56
Craft (Int): 20+0+0 = +20
Diplomacy (Cha): 5+0+0 = +5
Escape Artist (Dex): 20+0+0 = +20
Handle Animal (Cha): 5+0+0 = +5
Innuendo (Cha): 5+0+0 = +5
Intimidate (Cha): 5+0+0 = +5
Perform (Cha): 5+10+0 = +15
Read Lips (Wis): 6+0+0 = +6
Seduction (Cha): 5+0+0 = +5
Sense Motive (Wis): 6+0+0 = +6
Sleight of Hand (Dex): 20+0+0 = +20
Stealth (Dex): 20+50+0 = +70
Survival (Wis): 6+0+0 = +6
Treat Injury (Int): 20+0+0 = +20


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

Distributed+Trained

Ninja Weapons: 0+0 = +0
Taijutsu: 0+0 = +0
Ninjutsu: 50+0 = +50
Medical Ninjutsu: 0+0 = +0
Genjutsu: 50+0 = +50
Fuuin Jutsu: 0+0 = +0
Sneak Attack: 0+0 = +0
Puppet Play: 0+0 = +0

~Possessions~


Money:

Ryo: 0

Equipment:


Valuables

Armads the Doom Bringer


NinjaSamurai360

PostPosted: Mon Oct 15, 2012 9:33 pm


Username: NinjaSamurai360
Posting: Once to several times a week
Time Zone: Pacific Standard Time


User ImageTAB
TAB
TAB
TAB
TAB

TAB TAB TAB TAB TAB TAB TABReserved Collected Regretful

I've seen some bad things, done some bad things, and every day I wish I could take it all back.
- Hisashi Yamamoto


Level 30 | Experience 0/1550

TAB TAB▬▬▬▬▬
TABHp MHp Cp
600/600 | 630/630 | 660/660
TAB TAB▬▬▬▬▬

Jounin Konohagakure no Sato, Land of Fire


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n a m e

Yamamoto, Hisashi
h a i l i n g

Descendent of the Samurai of the Land of Iron
a f f i n i t y

Raiton/Douton
g e n d e r

Male
b i r t h d a y

12-03
a g e

28
h a i r

Light brown
e y e s

Green
h e i g h t

6'1''
w e i g h t

178 lbs

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Strength 12+24
xxxxxxxxMod: 13
xxxxxxxxxxxxAthletics
xxxxxx13+15

Dexterity 12+28
xxxxxxxxMod: 15
xxxxxxxxxxxxAcrobatics
xxxxxx15+45
xxxxxxxxxxxxEscape Artist
xxxxxx15+15
xxxxxxxxxxxxSleight of Hand
xxxxxx15+5
xxxxxxxxxxxxStealth
xxxxxx15+15

Constitution 12+18
xxxxxxxxMod: 10
xxxxxxxxxxxxConcentration
xxxxxx10+10

Intelligence 12+18
xxxxxxxxMod: 10
xxxxxxxxxxxxAlchemy
xxxxxx10+0
xxxxxxxxxxxxChakra Control
xxxxxx10+30
xxxxxxxxxxxxCraft (INSERT)
xxxxxx10+0
xxxxxxxxxxxxTreat Injury
xxxxxx10+10

Wisdom 12+20
xxxxxxxxMod: 11
xxxxxxxxxxxxAwareness
xxxxxx11+15
xxxxxxxxxxxxRead Lips
xxxxxx11+5
xxxxxxxxxxxxSense Motive
xxxxxx11+5
xxxxxxxxxxxxSurvival
xxxxxx11+5

Charisma 12+18
xxxxxxxxMod: 10
xxxxxxxxxxxxDiplomacy
xxxxxx10+0
xxxxxxxxxxxxHandle Animal
xxxxxx10+20
xxxxxxxxxxxxInnuendo
xxxxxx10+0
xxxxxxxxxxxxIntimidate
xxxxxx10+0
xxxxxxxxxxxxPerform (INSERT)
xxxxxx10+0
xxxxxxxxxxxxSeduction
xxxxxx10+0

Chakra 12+22
xxxxxxxxMod: 12

Shinobi Skills
xxxxxxxxxxxxMelee Weapon (Katana)
xxxxxx0+50
xxxxxxxxxxxxRanged Weapon (Kunai)
xxxxxx0+20
xxxxxxxxxxxxSneak Attack
xxxxxx0+0
xxxxxxxxxxxxPuppet Play
xxxxxx0+0

xxxxxxxxxxxxTaijutsu
xxxxxx0+10
xxxxxxxxxxxxNinjutsu
xxxxxx0+15
xxxxxxxxxxxxEseijutsu
xxxxxx0+0
xxxxxxxxxxxxGenjutsu
xxxxxx0+10
xxxxxxxxxxxxFuuinjutsu
xxxxxx0+10

Base Attack 30
xxxxxxxxxxxxDodge Bonus 56
xxxxxxxxxxxxAttack Melee 30
xxxxxxxxxxxxAttack Ranged 45

Base Save 15
xxxxxxxxxxxxFort 25
xxxxxxxxxxxxRex 30
xxxxxxxxxxxxWill 26

Base Taijutsu
xxxxxxxxxxxxFinal Damage 1-6

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Taijutsu

    Technique 1

    Technique 2



Ninjutsu

    Technique 1
    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.
    Special: +intelligence modifier to disguise (Craft) checks.

    Technique 2
    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
    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.

    Technique 3
    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.
    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.

    Technique 4
    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.
    Special: +2 to your Escape Artist roll when escaping from rope.

    Technique 5
    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.
    Special: +2 to your Stealth check when hiding.

    Technique 6
    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.

    Technique 7
    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
    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.

    Technique 8
    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
    Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

    Technique 9
    Kanashibari no Jutsu (Temporary Paralysis Technique)
    A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this technique.
    Cp cost: 40
    Dice Rolls: 3 Rolls
    Damage: N/A
    Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
    Will Save DC: 12 + chk mod + 2 per 10 ranks in Intimidation
    Requirements: Chakra 25, Chakra Control 20, Ninjutsu 16
    Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact.

    Technique 10
    Kuchiyose no Jutsu (Summoning Technique)
    This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the being can be summoned with a blood sacrifice to perform a task or help the user in battle.
    The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices.
    Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread.
    Cp cost: Varies.
    Dice Rolls: 4 Rolls
    Damage: Depending on summon's power.
    Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25

    Technique 11
    Mikazuki no Mai (Dance of the Crescent Moon)
    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

    Technique 12
    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
    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.

    Technique 13
    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: 15 cp to activate + 5 cp per turn.
    Dice Rolls: 2 (to activate)
    Damage: See Special.
    Reflex DC: N/A
    Requirements: Lightning Affinity, Chakra Control 10, Ninjutsu 6
    Special: Add [chk mod] to damage. Melee weapons only.

    Technique 14
    Chou Raidendou (Super Lightning Conduction)
    Follow-up to Raidendou (Lightning Conduction). The user passes lightning chakra through an object, causing it to vibrate at a high frequency. The kinetic energy of the object is raised, causing it to hit at a much higher force.
    Cp cost: 70 per post
    Dice Rolls: 5
    Damage: See Special.
    Reflex DC: N/A
    Requirements: Lightning Affinity, Chakra Control 50, Ninjutsu 48
    Special: Add double chakra mod. to damage. Melee weapons only.

    Technique 15
    Santoryu (Three Swords Style)
    A sword style where it allows the user to control 2 katanas in hand and one ninja-to in mouth. At the expense of chakra, immense strength, and dexterity the user is able to control the blade in the mouth to the same degree as if it were in a hand. It is weaker in damage total out put, but seeing a person at a distance attacking with the three weapons is a very interesting sight to behold. In most of the attacks that the user uses the 3 blades usually follow a similar path together do to making it easier to move the blade in the mouth.
    Damage: 11-33+(3xSTR)
    Requirements: Weapons skill katana 25, strength 20 (5 modifier), dexterity 25 (7 modifier), weapon skill ninja-to 25
    Special: -17 to hit (all hit or none hit)

    Technique 16
    Blocking
    Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. Obviously the techniques for blocking with a kunai are not the same as blocking with a spear. The size categories are Small(kunai and smaller)/Medium(katana and smaller)/Large(Kusarigama and smaller/Huge(15 feet or 25 pounds and smaller).
    Cp cost: ---
    Dice Rolls: 2 Rolls
    Damage: N/A
    Requirements: Strength 12/14/16/18, Dexterity 12/14/16/18, Associated Weapon Skill 5
    Special: Use the formula 1D20+Weapon Skill against attackers attack score. If the Block is higher all damage from the attack is negated.



Genjutsu

    Technique 1

    Technique 2



Fuuinjutsu

    Technique 1

    Technique 2



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Contracted
xxxxxxxxxxxxSee Species Summons

Pets
xxxxxxxxxxxxSee Name in-detail
PostPosted: Sun Jan 13, 2013 6:12 pm


User-name: DenShazo15
Posting: every day
Time zone: Eastern Time(US)

~Character Data~


Name: Notwen Kenkomishi
Village: Konoha
Clan/Bloodline: Kenkomishi
Awareness+5
Ranged Attack -2, at level 20 -1, at level 30 -0.
When in loud areas or checking against sound based jutsu must roll a fort check. -5 to all stats if failed -10 if Keriitsu activated.
Element Affinity: Water - Earth
Age: 12
Gender: Male
Rank: Academy Student

~Appearance~


Headband:
Height: 4' 11
Weight: 95 lbs
Hair: Notwen's hair is a long and grainy blonde, hanging down to the base of his neck. It's spiky from the front of his head up to where it begins to fall at the back.
Eyes: Hazel and almost always half closed, giving him a tired or "high" look. His eye lashes are of medium length, adding to the tired look, but also giving them a certain allure.
Physical Description: Notwen is dark-skinned and of average build. He doesn't work out often, but just enough to have some tone on his arms and legs. His feet are flat so running long distances can be a challenge after a while. He has a large birth mark in the inner thigh of his left leg that starts at the knee. He has large nostrils that look like they are always flared though they aren't. His lips are half-chapped and his teeth are slightly crooked on the bottom.
Clothing: Notwen wears an mesh shirt with a black short-sleeved button-down shirt over it. He wears black baggy shorts that come down halfway down his shins. His ninja sandals are navy blue.
Background: Notwen was born to a Kenkomishi mother and a dark-skinned merchant father. Being blindfolded since birth, he has yet to see his parents for the first time, but can tell them apart from others by their scent and the sounds they make. Training diligently since he could walk, Notwen awaits the day he can reveal an eye in order to see his parents.
Personality: Being a Kenkomishi, Notwen is shy. Due to having heightened hearing he tries to stay away from others while they are having private discussions. As a result he has a tendency to be anti-social at first, but with enough time he can warm up to others. He has a serious dispositon and dislikes people he feels aren't putting a hundered percent in their efforts.
Other: Notwen is gay, and tends to develop crushes on "weird" individuals. He likes listening to traditional music.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV.
Experience:
Hp: 10
Cp: 9
MHp: 10

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

Strength: 6 + 2 Mod: -1
Dexterity: 6 + 3 Mod: 0
Constitution: 6 + 3 Mod: 0
Intelligence: 6 + 4 Mod: 0
Wisdom: 6 + 3 Mod: 0
Charisma: 6 + 3 Mod: 0
Chakra: 6 + 2 Mod: -1
Dodge Bonus:

Base Attack Bonus: 1
Attack Melee: 0
Attack Ranged: 1 - 2 = -1

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

~Skills~


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

Acrobatics (Dex): 1
Alchemy (Int): 1
Awareness (Wis): 2 + 5 = 7
Athletics (Str): -1
Chakra Control (Int): 2
Concentration (Con): 1
Craft (Int)
~Puppet: 1
Diplomacy (Cha): 1
Escape Artist (Dex): 1
Handle Animal (Cha): 1
Innuendo (Cha): 0
Intimidate (Cha): 1
Perform (Cha): 1
Read Lips (Wis): 0
Seduction (Cha): 1
Sense Motive (Wis): 2
Sleight of Hand (Dex): 1
Stealth (Dex): 2
Survival (Wis): 2
Treat Injury (Int): 1


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

Ninja Weapons:
Taijutsu:
Ninjutsu:
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo: 0

Equipment: n/a


Valuables Blindfolding cloth.

DenShazo15

Dangerous Citizen

6,050 Points
  • Person of Interest 200
  • Dressed Up 200
  • Brandisher 100
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