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

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Reply Kirigakure ((Hidden Village of Mist)) [Water Country]
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Hoshigaki Hiru
Crew

PostPosted: Sun Jan 22, 2012 11:34 am


PostPosted: Mon Feb 06, 2012 5:40 pm


User-name: Black n White_07
Posting: 2-3 times a day
Time zone: GMT

~Character Data~


Name: Battōsai (人斬り; Master Swordsman) Hitokiri (抜刀斎; Manslayer) / Shinta (真多; True, Abundance) Enimara [Birth Name]
Aliases: Tombstone
Village: Kirigakure no Sato
Clan/Bloodline: Enimara (possesses none of their bloodline traits)
Element Affinity: Earth/Water
Age: 17
Gender: Male
Rank: Jōnin / Genin Squad Captian - Jōnin Sensei / ANBU / BAD Company Head Captian / CORAL Operative
Codename: Wolf

~Appearance~


User Image

Headband: black cloth, tied around his upper right arm
Height: 5' 10-3/4"
Weight: 154lbs
Hair: Short straight brown hair
Eyes: Small blood red eyes. They at times look intimidating from the distance but up close they give off this beauty as the moon light glares on them.
Physical Description: Battōsai stands at 5' 10-3/4" and weights 154lbs, majority of it is in muscles. Unlike his previous child like appearance upon entering the academy, he grew in muscle. But its more toned than built. He still has a farmer's tan. This sudden change in his apperance is most likely due to the grueling training Andou placed upon him. He has a vertical scar over his left eye from the Chūnin exams.

Clothing: He has many variety of attires ranging from clothes for training to clothes for formal occasions:

Missions: Regular Kiri Jōnin uniform. A grey uniform with a distinctive gray flak jacket with the variation of having a zipper and one pouch on the higher right chest with sleeves, but occassionally if the weather is good he wears it without the sleeves.

Formal Parties and Festivals: Semi-formal attire that consists in two layers. First, a white robe top and long white pants with the black pao underneath. Above it was split at the sides into a skirt with a golden dragon embroidered there as it was curling to the back side with a sash of pure white in the middle.

Regular Day Out: Usually just a t-shirt or a sweater (Whether if its a V-neck or a regular shirt. The color depends on his mood) and a pair of jeans. It usually varies on what Battōsai feels like wearing.

Training: A dark blue, longsleeve shirt thats worn tightly around his chest. Along with long, slightly loose black shorts. This is usually worn to help conserve heat on chilly days.

~Background~


Birth & Early Life


Battōsai was born in the land of water 17 years ago in a small, poor village. He never had a father, there is no known information about him or his whereabouts. The only information was rumors. Some said he was a ninja who died in war. Some said that he was a business man who abandoned him and his mother. Some said that he had no father to begin with. So Battōsai was raised by only his mother. Within the years of raising him, she actually never really mentioned or talked about his father. Battōsai never really cared for his father anyway. To him his father was just a man, nothing more, nothing less.

His mother was a gentle woman with a lot of spirt in her heart. Battōsai was more quiet and to himself then all the other children were, but yet his mother still loved him for who he was. Also unlike his mother, Battōsai never really showed that he loved her, when she showed it like he was her entire world. Even if he never showed that he loved her, she was only thing important to him. Cause of this he sworn he would be strong and protect his mother from everything. This oath kinda brought them closer. So after all of those years of raising Battōsai she never showed concerned about Batosai having a father figured since he showed such strength as a child.

He was raised by his mother for 8 years before his mother died. There was war at the time, and it unfortunatly came to Battōsai's home. Battōsai can remember that night like it happened yesterday. All the death and destruction around as the fires rised high into the sky, as he was on his knees over his dead mother.

As of that day he decided not to get close to anyone for as long as he lived. This promise to himself wasn't hard for keep as he had no one else left in the world. He was all alone without no one to help him throught all of this pain he had. He also lost his home in the fighting as it raged on all through the night. So not only his was alone but he had nowhere to call home.

So thats was the day when Battōsai left his village, which was laid to ruins. He began to travel a great distance throughout the land, discovering a vast world for him to call home. He met so many people and see so many places. It just amazed him that their was all of this outside of his old home. He didn't try to think about his home as he wanted to forget the fires, destruction, and death all around him, especially his mother. This and the lonliness he had made him cold and emotionless.

It didn't take long for him to find a place to live as he found a temple of scholars and monks. He was accepted as a member of their family. As two years progressed Batosai was able to read scrolls in just about every subject. He gained so much knowledge that it impressed the scholars. He also began to meditate with the monks as he was trying to learn their ways and culture. Battōsai, a ten year old child, found a place called home. But even though he found home, he never could forget what happen a year ago in his village. It haunted him like a leech attached on your skin that won't let go.

As time progressed, he started to read scrolls of the history of ninja. He was astonish on how ninjas went through so much and lived on to this very day. So he began to learn about their ninja way. He started to channel his chakra, learn hand to hand combat from some of the monks. and trying to learn jutsus with the help of the scholars. The scholars and monks were very supportive in what Battōsai was trying to accomplish. But as Battōsai tried harder, the more he had fail. But within time Battōsai learned basic hand to hand combat, learned to channel his chakra correctly. This is when Battōsai decided to become a ninja. But he knew that he couldn't do it alone, but he couldn't have help from the scholars and monks either. So he packed up what he had left and set out to the village in the mist, so that he could accomplish his goal.

Academy & Genin Years


Within the first three months of his training to become a shinobi, Battōsai realized that this wasn't as easy as he anticipated. Those three month were by far the hardest and most painful experience he had to ever experienced since the death of his mother. At first he was looked upon as a failure and a lost cause. As all the other students surpassed him, especially Hiru his rival, Battōsai kept falling behind. He just didn't have that one thing needed to succeed. Although he wanted to feel some accomplishment, he never was able to experience it first hand. But after the invasion, when he was the only thing to prevent the deaths of everyone one at the hospital at the hands of a bomber. Even before help came, in those breif moments of battle, he finally understood what it meant to become a true shinobi.

Ever since then, Battōsai had put his heart into his training. But as he grew in skill, he also grew in arrogance. He lacked a lot of disclipline as he continued to show no sign of respect for his superiors or his classmates. It wasn't that he didn't admire them, Battōsai just didn't trust them. He never really trusted anyone since the night his mother died. This strained his connection with other students. But after a little "discussion" from Andou, Battōsai learned what it meant of respect.

Soon after their little talk, Andou took Battōsai under his wing. So Andou became Battōsai's mentor and trainer. Battōsai took in everything he learned. With hard work and discipline, Battōsai became strong and in ways ready to participate in the genin exams, which he was previously advised not to due to his progress in the academy. Everyone was able to do every test well and with such precision while he was having a hard time to just complete on jutsu at a time. At the end of the exams only made him both happy but yet depresseed. All the other students passed with flying colors while Battōsai just barely skimmed through it by a thread. On the graduation cermonomy, Battōsai could feel nothing but angry. Everyone was cheerful as they awknowledged Hiru and the others while no one seemed to even know he existed. Even on his graduation day, with everyone there acknowledging his existence, he felt lonely. He had no family there to hug him and congraulate him. It felt good to have someone like Andou there for him, or Battōsai wouldn't know what to do or even how his life would turn out. By the end of the year, he began to look at the world with a differnet point of view.

Upon becoming genin, he was placed into a three man genin cell. Battōsai was rather pleased on who was now his personal instructor. His instructor happened to be some newly promoted jounin, since after two invasions the shinobi force was diminished and was in need of genin instructors. Battōsai was a little disappointed that he wasn't with his other classmates, which didn't make much sense to him. But whether the situation, Battōsai made the best of what he could do. On the bright side, he got to learn more about the daily life as a shinobi he got to learn more from his mentor Andou, who actually grew to become like a father to him, the one he never had in his life. But Andou was framed for a crime he didn't commit and had to leave into exile. Battōsai took it upon himself to help his mentor flee to safety. As soon as Andou was safe, Battōsai continued life like it was another day.

A life of a genin was just like another day. The first several months were full of very hard and grueling training that went on day after day. It grew so intense that by the end of every day Battōsai could barely walk himself home. But with the Chūnin exams soon to come, Battōsai worked hard like there wasn't a moment to waste. There came times were Hiru would make their training a competition. Battōsai didn''t have much care for games and sports, but he went along to push them through their training. But trainig wasn't the only thing they ever did. If they weren't training they were on missions. Although there was always training or missions to do Battōsai always made time to spend relaxing and enjoying the company of others. Battōsai slowly understood the meaning of friendship as he bonded with other shinobi and kunochi. Battōsai finally put the past behind him and befriended Hiru. He also grew rather fond of Hatsuyuki Fubuki, but spoke nothing about it nor spoke to her. Rather pleased, it all seemed like Battōsai actually found the place where he belong in the world. But there was a piece of him that was stil missing. His teacher and mentor Andou, who went into exile six month ago. But Battōsai occassionally left the village to see his old mentor, also to train and learn from the man who made his dream a reality. But he had to keep that visit a secret, as Andou would die if the village knew his location. As Battōsai came to visit, he began to notice a slight change in his old mentor. Andou was a man who never showed emotion, alway calm and collective. But now Anodu was becoming emotional, childish, and not keen with his surroundings. This made Battōsai worried for his old mentor. To keep his mentor sane, he bring Andou books of all subjects to keep in him in touch with the world

After a year and a half of hard training and dedication as a genin, the Chūnin exams started to get underway. At first it seemed easy to Battōsai and his team. With all the training he went through, he felt like it will be a piece of cake and he lead his team onwards with confidence. Yeah the Chūnin exams places you to the hardest places of yourself both mentally and physically, but that was all that training was for, to prepare him for the hardest tests imaginable. As the exams passed by, Battōsai realized that these weren't just tests to become Chūnin. But rather it showed what was a daily life of a shinobi..... a life he chose to become and is put on the line as well as the life of his teammates.

As the exams passed on, they grew to be very difficult. He suffered in more way than he could ever fantom. He even witnessed other genin like himself die, even had to kill a couple of them, while he tried to keep his team alive. Everything seemed to be a glimpse of hope of making out of this in one peace once. Unfortunately that wasn't the case as thier hope began to die. But Battōsai kept them together as they came under attack by other genin cells constantly. Under stress without any rest or food, it put the team on the verge of loosing their minds. But Battōsai was able to keep his cool to keep his teamates from suffering insanity and helped them whenever he had the chance. Using all he learnt from his mentor Andou, Battōsai did what ever he could to keep his teamates alive, resulting in constant injuries to his own body. Even receiving a vertical scar over his right eye from saving his teamates from a explosive tag placed by an enemy squad. With everything stack against him, it would have droven a child insane, but Battōsai kept his cool and lead his broken team to the end of the exams, despite them being battered and nearly broken. Unfortunately, Battōsai was the only one promoted to Chūnin as his teammates trauma was too great for them to handle and henceforth drop themselves from the shinobi program.

Chūnin Years


Upon his promotion to Chūnin, people also started acting differently around him when he was close by. They all seemed proud to be in his presence, and the idea of him as a genius grew once more as it did when Battōsai graduated from the academy. But like before, Battōsai didn't care on what other people think. All that matter was what was important now, which was to heal his wounds and start out his duties. But his injuries were nearly severe. Majority of Battōsai's ribs were broken. His left hand was stabbed by a kunai. He suffered multiple hits by kunai and shurikens all around his body. The wound he received near his throat from the Earth Master's invasion opened up, causing a lot of bloodloss as a result. His left eye receiving a vertical cut, but luckly didn't damage his eyesight. And finally his left forearm suffered a hair-line fracture. So unfortunately for Battōsai, the doctor ordered that he had to spend the next year in thearpy to recover from his injuries, his former genin teammates weren't in no better shape than him. But like Battōsai, he was a quick healer and was out and completing his duties as a shinobi in just three months, which to this day astonished the doctors themselves. Andou and the others weren't pleased with Battōsai's choice to discharge himself from the hospital so soon as they rather had him stay and rest for a while to heal. But with Battōsai as a shinobi, he couldn't sit around all day. That wasn't in his nature and he proved that he was ready to continue on.

As another three months pasted, Andou returned to the village once more to see Battōsai bloom from a child to a young man, a fine shinobi, and a solider for his country. He dedicated his time in missions that were for the greater good for the village and the Water Country itself, growing a reputation in the progress with his achievements. But those months were hard and tough but he fought through them as best as he could. He also grew more bonds with his fellow comrades, becoming like brothers to Hiru, and rather developing romantic feelings for Hatsuyuki herself, but keeping it to himself.

But Battōsai grew lonely somewhat. Not for companionship though, but that there was a hole in his heart in place for his mother, the only person who was truely special to him. He missed her to that moment and wanted to know more about her as his memory of her was fading into the foggy past. His desire to learn of his father's identity intesified as he grew curious of his history and origins. Around this time he met Tazuma and Takeshi Himura, the war-heroes of the Water Country. They began to teach him who he really was and what his family history was, growing rather close to Tazuma much to Andou's reluctance. He learnt of his birth name and where he came from on his father side but couldn't find any history relating to his mother, not even to this day. But to learn of his father, to know who he was and what he believed in....it brought Battōsai peace in his heart, but the hole that was left from his mother's death was forever there to pain him.

Under the Himura Brothers' guidance, Battōsai advanced as a skilled shinobi more faster than anyone could ever expect from him. His skils were proven on the frontlines of the coming conflicts as Battōsai fought hard and valiantly. His reputaion for war earned him the nickname "Tombstone" from his peers and also enemies for the natural talent of killing while fighting in these conflicts and for his proficent skill in Doton ninjutsu.

Jōnin and Present Years


With every conflict that came hardened Battōsai. His mind calm, his body tougher, and his conciounce clean for the lives he would and had taken from the world. But despite this hardening demeanor, Battōsai still held that dedication of his homeland and his comrades. His dream now a reality, his heart still aching but pushing forward. He lost many friends, many people he met in his time in the village, good majority were in the academy with him. But he held their spirit with him as he charged into battle with the possibility of dying himself.

After constant fighting and warfare, The Himura Brothers finally asked Battōsai for once thing since the first day that they met. They invited him to join and become a part of CORAL, an secret service op organization dedicated to protecting the peace of the country. Battōsai gladly accepted this and became apart of this group of men and women. The invitation also cam with a promotion to Jōnin as well, much to the pleasure of many, many except Andou. Andou being a former member of Coral himself wasn't pleased with Battōsai's choice to join up and for the first time in a long time, the two had a arguement that left a wedge in thier relationship. They later reconciled, but to this day that wedge is there.

As a part of CORAL, Battōsai took part on mission of utter importance. Many of the missions weren't missions you wouldn't see many other shinobi take, except the shinobi of CORAL. Battōsai even took part with missions in a team with Taka himself, and served together for many months till recently.

Upon looking at his journey, Battōsai can see many faults and mistakes that he had made as a shinobi and as a person along the way. But he held on and stayed true to his goals and became a better person for it. But the question now is........what wiill happen next??

Personality: Battōsai matured drastically over the three years. He now a little more cheerful and has a lot of concern over his comrades, although he doesn't like to show it. But he on the best terms with his mentor, Andou. But like his old self, he has a habit to speak bluntly out of line to anyone whether if its concerning strategic to personal matters.

Battōsai's intelligence grew as well upon reading about anything he could get his hands on, ranging from history to scroll of jutsu. Battōsai occassionally "borrowed" Andou's books and scrolls just to read something over the night. His reading sort of became one of his many hobbies, besides training and stargazing.

Unlike before, he no longer shows any sign of arrogance, and is rather modest about his ablilites. Battōsai is now more calm and solitary attitude. Since he more calm, he can maintain his composure and stay focused on the situation at hand. This allows him to make quick and thought-out decisions in the heat of battle.

Other:

Missions:

S: 35
A: 44
B: 56
C: 75
D: 49

Jutsu:

Ninjutsu- [[More Custom-made Jutsu to come!]]

Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Clone), these illusory clones will simply disappear if come into contact, 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: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per point 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 post
Damage: N/A
Requirements: Learn in the Academy.
Training: Academy time. Chakra control check DC: 10

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.

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

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

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Damage: Exploding tag damage [10-20]
Requirements: Chakra Control 2
Training: 10 posts or Learn in the academy.

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, Chakra Control 10
Training: 30 posts
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

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.

Kekkai Hojin (Barrier Encampment Method)
An array of four explosive tags are jointly placed around the boundary of an area. If anyone or anything happens to walk through the boundary, the seals will instantly activate and explode, killing the imprisoned target.
Cp cost: N/A
Dice Rolls: 1 Roll
Damage: 10 - 20 per tag, all four means 40 - 80 damage.
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu. -2 per detected bomb tag.
Requirements: Craft 2
Training: 1 stage.
Stage I: Craft DC 12 Figure out and learn the best way to position the four bomb tags for maximum effectiveness.
Special: This technique requires 4 (nonconsecutive) turns to set up. You must hide each tag with a Stealth roll vs. your opponent's Awareness roll.

Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique)
After performing a series of hand seals and raising his chakra, the ninja is buried underground using his chakra. He can then move freely inside the ground, as if he was outside, due to the chakra which "makes way" for him/her. After the ninja feels he is below his opponent, he just raises his hand and grabs his opponent's feet, then buries him underground, leaving his head on the surface. This leaves a normal Shinobi open for a powerful attack, but a powerful one can use Chakra and raise himself up to the ground, preventing the attack. An experienced shinobi can also predict the attack, by sensing the opponent's chakra, so this move is really only effective on younger ninjas.
Cp cost: 30
Damage: ----
Reflex DC: 12 + chk mod
Requirements: Earth Affinity/ Chakra control: 10 Ninjutsu: 8
Training: 40 posts
Special: Enemy is considered Unaware when victim of this jutsu. Escape Artist DC is 12 + chk mod.

Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Technique)
The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own.
Cp cost: 30 / +4 chakra per post underground/ must maintain a concentration check DC 18 to stay underground.
Damage: ----
Reflex DC: N/A
Requirements: Earth Affinity/ Chakra control: 16 Ninjutsu: 14
Training: 40 posts.
Special: Enemy is considered Unaware when victim of this jutsu.

Suiton: Suitenhōfutsu (Water Release: Water Sky Convergence)
This technique enables the user to control water and moisture. The air becomes saturated with water bubbles and the combat field becomes a water source for use of water techniques. Allows water-based summons that would normally need water to move around to fight in on land in the area by either trapping the target in the same water or maneuvering the water to allow the summing to chase the target. It is able to extract and utilize groundwater, and is very effective in most areas but rocky areas.
Cp cost: 70
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30
Training: 4 stages
Stage I: Chakra DC 20 {d20 + chk mod} Sucking out water from the ground
Stage II: Chakra Control DC 45 Vaporizing the water into the air.
Stage III: Ninjutsu DC 40 Condensing the vaporized water into balls of water in suspension in the air.
Stage IV: Ninjutsu + Chakra Control DC 75 Condensing the water around specific areas or targets.
Special: Creates a body of water only usable by the user and his summons. Allows water based summons to move on the ground. Techniques that must usually be done underwater can now be done on the ground in the area. Techniques that have special effects if underwater now have these effects on the ground in the combat area.

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.

Hijutsu: Kiri Gakure no Jutsu (Hidden Technique: Art of the Hidden Mist)
This displacement technique is a specialty of the Ninja from Kirigakure, where one causes a mist to spring forth by lifting up some water, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It cannot fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan-user will see the mist colored by their opponent's chakra, which will effectively hide the user from the dōjutsu.
Rank: C
Dice Rolls: 3
Cp cost: 20 + 10 per turn the jutsu is mantained.
Damage: n/a
Reflex DC: n/a
Awareness DC:
*User: 12 + [Stealth] + [Chakra mod] + 1 per 5 in [Ninjutsu]
*Others: 12 + [Stealth] + User's [Chakra mod]
Requirements: Kirigakure, Water Affinity, Chakra Control 25, Ninjutsu 22
Training: 3 stages
Stage 1: Chakra Control DC: 35, Vaporizing water into the air to form a mist.
Stage 2: Ninjutsu DC: 32, Flooding the mist with chakra to control density.
Stage 3: Ninjutsu + Chakra Control DC: 57, Keeping track of the victim's whereabouts.
Special: If victims fail awareness check versus a character, they do not know their whereabouts and cannot attack them directly. Even if the user knows the location of the people in the mist, his allies must roll awareness checks versus their opponent's stealth checks also unless they too use the Hidden Mist art. First attack launched against an enemy who does not know your location is considered a Sneak Attack.

Doton: Doryuheki (Earth Release: Earth Style Wall)
The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall.
Cp cost: 90
Dice Rolls: 4
Damage: ----
Reflex DC: N/A
Requirements: Earth Affinity, Chakra Control 35, Ninjutsu 32
Training: 4 stages
Stage I: Chakra Control DC 45 Produce chakra enhanced mud out from your mouth.
Stage II: Chakra DC 26 {d20 + chk mod} Strengthen the mud so that it hardens immediately upon exposure to air.
Stage III: Chakra Control DC 48 Create the wall.
Stage IV: Ninjutsu DC 45 Combine all previous elements focusing on speed and finesse.
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 modifier + 10. 1 post = 1 round.

Suiton: Kokū no Jutsu (Water Release: Black Rain Technique)
This technique creates a flammable black mist that forms a small cloud. The user can then move the cloud above their target and disperse it, covering the target in flammable oil.
Cp cost: 50
Dice Rolls: 4
Damage: See Special.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 32, Ninjutsu 28
Training: 4 stages
Stage I: Chakra Control DC 42 Generating mists of water
Stage II: Chakra Control DC 44 Converting water to flammable oil.
Stage III: Ninjutsu DC 38 Making flammable oil into a mist.
Stage IV: Ninjutsu + Chakra Control DC 70 Guiding the mist and condensing it on a target.
Special: Damage x2 for next fire attack.

Doton: Doryu Taiga (Earth Release: Earth Flow River)
The user performs a technique that forms a rapid river of mud on the ground beneath the opponent.
Cp cost: 120
Dice Rolls: 5
Damage: ----
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 40, Ninjutsu 35
Training: 5 stages
Stage I: Chakra Control DC 50 Produce large amounts of mud.
Stage II: Concentration DC 32 Focus on maintaining the flow.
Stage III: Chakra DC 28 {d20 + chk mod} Propel the mud forward at a fast pace, like an uncontrollable current.
Stage IV: Chakra Control DC 55 Infuse the mud with enough chakra to sweep the opponent off his feet.
Stage V: Ninjutsu DC 50 Combine all previously trained elements.
Special: Opponent’s Reflex save roll is decreased -20 points.

Suiton: Kaihodan (Water Release: Pressure Cannon)
A strong jet stream of water is blasted out of the user's mouth. If enough power is put into the blast, this technique can cut through rock and metal pipes.
Cp cost: 100
Dice Rolls: 4
Damage: 100 - 140 + 6 x chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 40, Ninjutsu 38
Training: 5 stages
Stage I: Chakra Control DC 50 Condensing water into user's mouth.
Stage II: Chakra Control DC 52 Spitting out a continuous stream of water.
Stage III: Ninjutsu DC 48 Increasing water pressure while reducing the opening of the mouth.
Stage IV: Ninjutsu DC 50 Aiming the stream at various targets.
Stage V: Ninjutsu + Chakra Control DC 88 Cutting through objects with the stream.

Genjutsu-

Taijutsu-

Summoning Contract-

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
Training: 3 stages
Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply.
Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along.
Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it!

~Stats~

LV. 35
Experience: 0/35,000
Hp: [10+15]= 25x35= 875Hp
Cp: [ 4+22]= 26x35= 910Cp
MHp/SP: [10+11]= 21x35= 735MHp

Stat Points: 168 points
Cap: (35+20)= 55

Strength: 12+16= 28 l mod= +9
Dexterity: 12+26= 38 l mod= +14
Constitution: 12+28= 40 l mod= +15
Wisdom: 12+20= 32 l mod= +11
Intelligence 12+24= 34 l mod= +12
Charisma: 12+12= 24 l mod= +7
Chakra: 12+42= 54 l mod= +22
Dodge: (35+14+11)= 60

Base Taijutsu Damage: 10-18

Base Attack Bonus: 35/30/25/20/15/10/5 (7 Dice rolls)
Attack Melee: [35+9]= 44
Attack Ranged: [35+14]= 49

Base Save Bonus: 17
Fort: 17+15= 32
Rex: 17+14= 31
Will: 17+11= 28

~Skills~


Skill Points: [35x10]= 350+10= 360 skill points
Cap: (35+20 )= 55

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

Acrobatics (Dex): 33
Alchemy (Int): 12
Awareness (Wis): 30
Athletics (Str): 45
Concentration (Con): 31
Craft (Int): 12
Chakra Control (Int): 50
Diplomacy (Cha): 17
Escape Artist (Dex): 14
Handle Animal (Cha): 10
Innuendo (Cha): 18
Intimidate (Cha): 20
Perform (Cha): 7
Read Lips (Wis): 11
Stealth (Dex): 19
Sense Motive (Wis): 30
Seduction (Cha): 7
Survival (Wis): 22
Sleight of Hand (Dex): 14
Treat Injury (Int): 12


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

Ninja Weapons (Melee): 25
Ninja Weapons (Ranged): 15
Taijutsu: 20
Ninjutsu: 50
iryō- Ninjutsu: 15
Genjutsu:
Fuuin Jutsu: 10
Sneak Attack: 15
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:
1x Katana
45x Kunai
25x Shuriken
15x Explosive Tags
10x Bandages
1x Radio
1x Summoning Scroll


Valuables
1x Scroll
1x Book
1x Picture (its a secret)
1x Crystal Snowflake Pendant

~Trained points~

LOL0800

5,100 Points
  • The Perfect Setup 150
  • Forum Sophomore 300
  • Forum Regular 100

Keon Kamori

PostPosted: Sun Feb 12, 2012 4:05 pm


User-name: Keon Kamori
Posting: Usually Daily
Time zone: Eastern

~Character Data~


User Image


Name: Keon Kamori
Village: Kirigakure
Clan/Bloodline: None
Element Affinity: Water, Lightning
Age: 11
Gender: Male
Rank: Academy Student

~Appearance~


Headband: None yet
Height: 4’3”
Weight: 120
Hair: Brown
Eyes: Black
Physical Description: A teen with a muscular build. It is apparent from taking one look at this kid that he either trained hard or has been through some really harsh times. He has a few scars on his back and legs from blade wounds.
Clothing: lose fitting pants and gauntlets often wears boots rather than sandals but almost never wears a shirt.
Background:
Keon was raised by his mother and father to be a great ninja however his lack of talent for ninjutsu left him with only taijutsu and kenjutsu to make up for it. His grandfather was a blacksmith and made Keon’s first sword. He also taught him how to use it. Keon used the mixture of kenjutsu and taijutsu to prove to his father and mother that he would be a good ninja if given the chance. He earned their respect during a spar match where his father broke Keon’s sword in half and the boy managed to cut his father’s arm with the broken half of the blade that was still attached to the hilt. Keon joined the academy but was, and currently is held back by his anger management issues and habit of punching things all the time.


Personality: Violent will fight something past the the point of winning. He hates weakness his or anyone else’s. He will punch random objects if he is bored, angry excited and just about any other time.
Other:

Missions:

S: 0
A: 0
B: 0
C: 1
D: 0

Jutsu:

Ninjutsu-
– E Rank –


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.

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.

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: 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.

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.

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.

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

Water Walking

The user emits a constant stream of chakra from the bottom of the his feet and uses the repellent force to walk across the water's surface. This technique is somewhat difficult to master because the amount of chakra that needs to be emitted changes constantly. Eventually, the user can stand on water without even noticing it or basically even trying.

Effect: User can move on water as he does on ground, suffers no penalty from it.


Medical Ninjutsu-

Genjutsu-


Taijutsu-
– D Rank –


Style: Gouken (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 extremely physically powerful and dominating shinobi.
Cp cost: ----
Dice Rolls: n/a
Damage: Basic Taijutsu Damage increases to 5 - 12.


Summoning Contract-

~Stats~

LV. 6
Experience: 234/350
Hp: 78/78
Cp: 24/24
MHp: 48/48

|Original Stats|+|Trained|+|Level Up|+|Events|=|Total|
Strength: 14+2+4=20
Mod: +5

Dexterity: 10+2+5+2=19
Mod: +4

Constitution: 10+2+4=16
Mod: +3

Intelligence: 6+1+2=9
Mod: -2

Wisdom: 6+0+0=6
Mod: -2

Charisma: 6+0+0=6
Mod: -2

Chakra: 10+0+0=10
Mod: 0
Dodge Bonus: 12

Base Attack Bonus: 6
Attack Melee: 11+6+2
Attack Ranged: 10

Damage: 18-25 (24-31) With Aian Nakkuru

Base Save Bonus: 3
Fort: 6
Rex: 7
Will: 1

~Skills~


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

Acrobatics (Dex): 0
Alchemy (Int): 0
Awareness (Wis): 0
Athletics (Str): 4+2=6
Chakra Control (Int): 4+3+5=12
Concentration (Con): 0
Craft (Int): 6+6=12
Diplomacy (Cha): 0
Escape Artist (Dex):0
Handle Animal (Cha): 0
Innuendo (Cha): 0
Intimidate (Cha): 0
Perform (Cha): 0
Read Lips (Wis):0
Seduction (Cha): 0
Sense Motive (Wis): 0
Sleight of Hand (Dex): 0
Stealth (Dex): 0
Survival (Wis): 0
Treat Injury (Int):0


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

Ninja Weapons
TABAian Nakkuru: 0+16+0=16
TABTegaki: 0
Taijutsu: 6+25+1=32
Ninjutsu: 0+1=1
Medical Ninjutsu:0
Genjutsu: 0+4+1=5
Funinjutsu:0
Sneak Attack: 0
Puppet Play: 0

~Possessions~


Money:

Ryo: 10

Equipment:
Aian Nakkuru x2
A bladed iron knuckle worn on the hand. There is also a sharp blade at the end of the tool. The weapon is very effective for individuals who prefer hand to hand combat.
Damage: Add 2 - 4 to normal taijutsu damage, and change the str. mod bonus to damage to 1.5 str mod.
Range: Melee.
Special: Causes a Bleeding Wound upon a critical hit. +5 to DC required to disarm somebody of this weapon.
Dual Wield: N/A Built to be Dual Wielded. No Dual Wield bonus.

Valuables
PostPosted: Sun Feb 26, 2012 6:25 pm


User-name: Jin Shirosin
Posting: A few times a week
Time zone: CST

~Character Data~


Name: Kaguya Karasu
Village: Kirigakure
Clan/Bloodline: Kaguya
Shikotsumyaku (Dead Bone Pulse)
User Image - Blocked by "Display Image" Settings. Click to show.
Description: Shikotsumyaku (屍骨脈; Literally meaning "Dead Bone Pulse") is the kekkei genkai of the Kaguya clan, which gives them the ability to manipulate their own skeletal structure (their osteoblasts and osteoclasts). By infusing their calcium with chakra, they can manipulate the growth and properties of their bones to their liking. The main capabilities of Shikotsumyaku is allowing the user to manipulate the speed of their bones' growth as well as the location of calcium deposits. This allows them to create weapons of bones that can either protrude from any part of the body, or pulled out and used like hand held weapons. They can even fire pieces of their bones as long-ranged projectiles. Any bone that they remove from the body immediately regenerates, as does the skin that is damaged when the bones are removed. Users can increase the density of the created bones, making them stronger than steel. This not only makes the created weapons very powerful, but also makes their bodies extremely durable.
Rank: Limit
Cp Cost: n/a
Damage: n/a.
Reflex DC: n/a
Requirements: Kaguya Clan
Training: None
Special:
*User can learn bone manipulation jutsus up to B-Rank.
*Immunity from "Bone Breaking" effects and penalties.
Element Affinity: Douton
Age: 12
Gender: Male
Rank: Academy Student

~Appearance~
User Image


Headband: Has it modified to use as a something to keep his hair tied back.
Height: 5'6
Weight: 145lbs
Hair: Chest length, silky black
Eyes: Cobalt blue
Physical Description: Like many Kaguya he is quite slender. But despite that he shows a distinct muscular tone.
Clothing: Wears a black netted shirt with a silky textured pants. He keeps his clothing light for swift movement abilities
Background:

From their birth, the elders of the Kaguya clan ordered that Karasu and Katsuro be separated from their parents. It was believed that being separated they would be able to become raw killing machines. Capable of mastering every aspect of Shikotsumyaku.

But as they grew and started to develop, this was not the case. The boys started to develop a strong connection, depending on each other and despising each other at the same time. The bonds always strengthening. Partially because one got traits that the other didn't, and vice versa. Using then they had to work together since they lived with a poor family. They mostly had to fish and hunt to eat, because they often didn't have money to buy their food unless they sold the spoils of their work.(Furs and hydes)

It wasn't until they became of academy age that they used the furs and things they collected to buy cloths that would help them fit in when they went to class. They were determined to not look poor. But for separate reasons. Karasu like the hardwork because he could feel his personal strength grow. While in Karasu's eyes, his brother was the cool one. The one that got the charisma and he hated that fact.

It was in the academy that his thoughts came to life. Karasu was like the nerd that worked too hard when it wasn't necessary. While his brother was the cool guy that some people feared and others loved. Karasu would fight him at home because Katsuro was disrespectful and violent to everyone that offended him, including women. It set him off because for some reason the girls didn't like Karasu. And it disheartened him. Even hurt him. But his brother was the only one that he would let see it. He was enough of an outcast already...

Personality: Reserved and sometime irritable, young Karasu has a bad temper. Partially from his kekkei genkai giving him high adrenaline levels. He loves to fight. Getting injured sends him into a complete bloodlust mode. Where he just wants to hack away at everything in plain sight. An exception being his twin brother. The only other thing he can decipher is the presence of a woman.
Other:

Missions:

S:
A:
B:
C: 1
D:

Jutsu:

Ninjutsu-
Bunshin no Jutsu (Clone Technique)
Henge no Jutsu (Transformation Technique)
Kakuremino no Jutsu (Cloak of Invisibility Technique)
Kawarimi no Jutsu (Replacement Technique)
Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Nawanuke no Jutsu (Rope Escape Technique)


Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 2
Experience: 18/200
Hp: 39
Cp: 9
MHp: 24

Base+distributed+training=total+clan bonus=total(mod)

Strength: 6+6+0=12(1)
Dexterity: 6+2+2=10(0)
Constitution: 6+6+0=12*1.3=16(3)
Intelligence: 6+4+1=11*.9=10(0)
Wisdom: 6+1+1=8*.8=6(-2)
Charisma: 6+0+0=6(-2)
Chakra: 6+3+0=9(-1)
Dodge Bonus: 8

Base Attack Bonus: 3
Taijutsu AB: 6
Bone sword AB:
Attack Melee: 4
Attack Ranged: 3

Damage:
Taijutsu: 4-11

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

~Skills~


Ninja Skills [Mundane] ((Modified By)):
20 unused
Acrobatics (Dex): -1+0+0=
Alchemy (Int): 0+0+0=
Awareness (Wis): +0+0=
Athletics (Str): 1+0+0=
Chakra Control (Int): 0+10+3=13
Concentration (Con): +0+0=
Craft (Int): 0+0+0=
Diplomacy (Cha): +0+0=
Escape Artist (Dex): -1+0+0=
Handle Animal (Cha): +0+0=
Innuendo (Cha): +0+0=
Intimidate (Cha): +0+0=
Perform (Cha): +0+0=
Read Lips (Wis): +0+0=
Seduction (Cha): +0+0=
Sense Motive (Wis): +0+0=
Sleight of Hand (Dex): -1+0+0=
Stealth (Dex): -1+0+0=
Survival (Wis): +0+0=
Treat Injury (Int): 0+0+0=


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

Ninja Weapons: 0+0=
Taijutsu: 10+0=10
Ninjutsu: 0+0=
Medical Ninjutsu: 0+0=
Genjutsu: 0+0=
Fuuin Jutsu: 0+0=
Sneak Attack: 0+0=
Puppet Play: 0+0=

~Possessions~


Money:

Ryo: 25

Equipment:
Nothing currently


Valuables

Jin Shirosin


Wow_me_2

PostPosted: Sun Mar 18, 2012 8:34 am


User-name: Wow_Me_2
Posting: daily (sometimes weekends are hard)
Time zone: Eastern Time


~Character Data~

Name: Kokoa Tusania
Village: Kirigakure
Clan/Bloodline: none
Element Affinity: Lightning
Age: 10
Gender: Female
Rank: Academy Student


~Appearance~

Headband: doesn't have one yet
Height: 5'
Weight: 100
Hair: Long dark brown hair comes past 2" past sholder length
Eyes: Dark Brown
Physical Description: Skinny, pale skin with two birthmarks, one on left leg left of the knee one on left underpart of her arm. Has a scar on her right arm
Clothing: Wears just normal T-shirts usually with some symbol in the center. Pants are usually ribbed at the knee.
Background razz arents killed when she was 8 during the confusion and chaos of the invasion at Kirigakure. Kokoa has now had to live on here own and provied for herself in order to survive. She lives in the same house as she use to with her family years ago holding onto what ever wasnt burned by her parents murderer. Kokoa only knows some images of her parents, no pictures. But the face that haunts her mind more is the face of her parents killer. She swears to find him someday and put an permanent end to him.
Personality: Shy and has a hard time trusting people. She doenst have any close friends
Missions:

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

Jutsu: none

Ninjutsu-
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.

Name: Kawarimi no Jutsu (Replacement Technique)
Description: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

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.

Genjutsu- ...

Taijutsu- ...

Summoning Contract- none


~Stats~
LV. 2
Experience: 25/150
Hp: 18
Cp: 12
MHp: 40

Strength: 6 | mod = -2
Dexterity: 10 | mod = +0
Constitution: 9 | mod = -1
Intelligence: 12 | mod = +0
Wisdom: 10 | mod = +0
Charisma: 6 | mod = -2
Chakra: 14 | mod = +2
Dodge Bonus: 2

Base Attack Bonus: 2
Attack Melee: 0
Attack Ranged: +2

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


~Skills~

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

Acrobatics (Dex):
Alchemy (Int):
Awareness (Wis): 3
Athletics (Str): 2
Chakra Control (Int): 4
Concentration (Con): 3
Craft (Int):
Diplomacy (Cha):
Escape Artist (Dex): 2
Handle Animal (Cha): 3
Innuendo (Cha):
Intimidate (Cha): 3
Perform (Cha):
Read Lips (Wis): 3
Seduction (Cha): 3
Sense Motive (Wis): 2
Sleight of Hand (Dex):
Stealth (Dex): 2
Survival (Wis): 2
Treat Injury (Int): 2


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

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


~Possessions~
Keeps her father's sword at home but has no skill in using it yet.

Ryo: 0

Equipment: Katana
PostPosted: Mon Mar 26, 2012 6:48 pm


User-name:[/b Shrade
Posting: mostly at mid-evening on weekdays, a lot on weekends
Time zone: East USA

~Character Data~


Name: Ryota Teranishi
Village: Hidden Mist
Clan/Bloodline: none
Element Affinity: water
Age: 10
Gender:Male
Rank: academy student

~Appearance~


Headband: none
Height:5'2
Weight:97
Hair:black
Eyes:light brown
Physical Description: Ryota is a boy, that is in good shape, skinny looking, and has messy hair (not groomed ), under his clothes are small scars from surviving on his own.
Clothing: He wears a black jacket and pants with a purple shirt and a brown robe with a hood
Background: In the first two years of his life. He was able to smile and show joy with his mother and father, who they were both great ninjas in the village. On one of their missions they fought on of the seven swordsman and Royota's parents died, not from battle but poison that supposedly went through their skin and died 2 days after. Ryota picked a lot of fights in the orphanage and was thrown out because of his bad behavior. He was given a decent of mount of money to live off. During his life he did lots of small crimes and since a was always alone and small , he can move quick, take, and get away. A few years after the invasion, the fact that he would be alone was very difficult to survive.He doesn't express most feelings because he rarely given compassion. He did have a way to survive as a child and getting strong became his number one motive. His philosophy was " People that are stronger than their will can survive this world" he got this after the raid from the Umi clan.
Personality:
-Easygoing, rarely frowns and smiles, he is mostly alone most of the time.
-He only fights when necessary and he is shown to be very analytic.
-His actions are only energetic only when it comes to fighting.
-Fighting happens to be his best motive especially after the invasion
Other: User Image - Blocked by "Display Image" Settings. Click to show." />

Missions:

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

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience:0/100
Hp:11
Cp:13
MHp:20

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

Strength:6+4+0=10 Mod:0
Dexterity:6+3+0=9 Mod:-1
Constitution:6+1+0=7 Mod:-2
Intelligence:6+4+0=10 Mod:0
Wisdom:6+2+0=8 Mod:-1
Charisma:6+2+0=8 Mod:-1
Chakra:6+4+0=10 Mod:0
Dodge Bonus:10

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

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

~Skills~


Ninja Skills [Mundane] (()):

Acrobatics (Dex):
Alchemy (Int):
Awareness (Wis): 2
Athletics (Str):2
Chakra Control (Int): 1
Concentration (Con): 2
Craft (Int):
Diplomacy (Cha):
Escape Artist (Dex): 1
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha): 1
Perform (Cha):
Read Lips (Wis): 2
Seduction (Cha):
Sense Motive (Wis):
Sleight of Hand (Dex):1
Stealth (Dex): 3
Survival (Wis): 3
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:0000

Equipment:none


Valuablesnone

Diamond_Angelo


Natsuhi Fukunaga

4,150 Points
  • Risky Lifestyle 100
  • Hygienic 200
  • Signature Look 250
PostPosted: Sun Apr 08, 2012 1:15 pm




User-name: Hademaru
Posting: Should be everyday
Time zone: Due to my work schedule I am on mainly Mon - Friday and Saturday mornings. I will atleast try for 6+ post a day.

~Character Data~


User Image


Name: Murakami Gennosuke
Village: Kirigakure no Sato | Village Hidden in the Mist
Clan/Bloodline: ----------
Element Affinity: Fire
Age: 14
Gender: Male
Rank: Chuunin

~Appearance~


Headband: Right Hand with symbol of Kiri on a metal plate.
Height: 5 feet 6 inch
Weight: 127 pounds
Hair: Brown
Eyes: Blue

Physical Description: Gennosuke has grown over the past couple of years. His skin is a little bit darker than what it use to be. His eyes are a deeper blue and his hair has gotten a bit darker. Also during the past couple of years he has grown his hair in the back longer and has it in a pony tail.

Clothing: He wears a white shirt with his father's jacket still covering him. It now fits a tad bit better and is good for storing things like food or extra weapons. He wears purple pants and on his hip is his kunai holster and across his lower back an empty pouch for extra stuff.

Background:
Year One [1]


Not too long after the graduation ceremony Gennosuke began to try and study harder than before yet still somehow couldn’t get to class on time. This lead to Andou and Mokujin making him do push-ups every time he was late. This might have built him up a little muscle but not much due to his size and stature. Any time he didn’t spend at the academy he was spending at the hospital in hopes of learning how to help heal people. Unfortunately he wasn’t able to learn much as the doctors were way to busy. It seemed as though the civil un-rest and the assassinations caused many of the nurses and doctors to become irritated and unwilling to tell, let alone, teach him anything. So after a month of trying to get one of the hospital staff to teach him he finally gave up.

He continued to study at the academy and learn as much as he could. Eventually he learned Kawarami, Bushin, and Henge no jutsu with help from Andou, Mokujin, and the rest of his classmates. Gennosuke, now without a goal anymore, decided to continue helping out around the house. His parents found it odd for him to be home so early when they were used to him being home at a later time. They sat down and began to ask him questions and he finally explains the situation and told them he would just be a regular ninja. Neither of his parents were happy about his decision and after a week his mom, Kisa, had finally had enough and decided to talk to his teachers.

Kisa explained to them how Gennosuke wanted to become a medical-nin to help people and put smiles on their face and both understood but they in-turn explained the whole situation with Kirigakure. They did promise to talk to Gennosuke about giving up on his dreams which his mother agreed would help.
Gennosuke headed to the Academy the next day and although all of the students were there Mokujin filled in for Andou. Gennosuke just believed Andou was either on a mission or just off for the day but when the day’s turned to weeks and the weeks to months he started trying to figure out where his beloved sempai had gone. He eventually ran into Battosai and questioned him on Andou’s disappearance. Battosai told him of Andou’s exile which made Gennosuke unsure of what he wanted to do anymore. He could still study under Mokujin but it was always more fun with Andou. He went home and told him mom the bad news and she explained that sometimes that’s how life is. People are there one day and gone the next.

It took a couple weeks but eventually Gennosuke was back to his old self. Attending the academy and trying to become a better ninja. He began to grow closer to the rest of the students and they continued to challenge each other every day. Eventually with great friendships come great rivalries. Gennosuke however really didn’t have one. He decided that it was pointless with him still wanting, deep inside, to be a medical-nin. Eventually they all graduated with Gennosuke not so much as being at the top but then again he wasn’t at the bottom of the class either.

Year Two [2]


After graduating he was placed on a team with Shinzu Akara and Battōsai Hitokiri with Batou as their team leader. They have been training, doing missions for the village, and trying to better themselves. When not on missions Gennosuke had been going to the library and researching the human body and different medical related things. While there he runs into a nurse from the hospital named Mayumi. She agrees to teach him about medical skills and so begins Gennosuke on completing his dream.

Gennosuke starts his training by reading up on ailments, poisons, and different effects on the body. This continues for months with him learning how different poisons affect the body, how weapons tear through the flesh, and how genjutsu corrupts the mind. After months and months of readying and studying, when not on missions, Gennosuke finally asked Mayumi why she had not taught him any medical jutsu yet. She replied that sometimes it isn’t necessary to use jutsu and that most of the time the treatment for the body were outside of it. Gennosuke was still disappointed in not learning any jutsu but he still obtained a little knowledge.

His time learning at the hospital began to get shorter and shorter as he started to do more and more missions for the village. He studied less and less often but seemed to retain most of the knowledge. His bond with his team began to grow and grow as each mission made them better and stronger than they were before. Gennosuke finally after a year of being a Genin decided to start training to use his elemental affinity of water and the use of genjutsu. He plans to one day become the Mizukage and take back Kirigakure from the corrupt government and bring peace back to the land. That is with the help of his team and sensei. He is still a long way off but well on his way.

Personality: Gennosuke has matured a lot since his academy days. He is always smiling and laughing. He studies hard when he is inspired but also is easily discouraged causing him to give up quickly. After Andou had been exiled he was depressed for about a month but soon after he was back to his normal self. He still likes to wander off to explore the land but with the government and assassination he has been very careful. He has also grown close to his team mates and the other students.
Other: Like during his younger years he still tends to never be on time.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
Bunshin no Jutsu: (Clone Technique)
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.
The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.

Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is maintained"
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this. Add your chakra mod to the check.

Jibaku Fuda: Kassei (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Damage: Exploding tag damage [10-20]
Requirements: Chakra Control 5
Training: 1 day or Learn in the academy.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Cp cost: 1
Damage: N/A
Requirements: Learn in the academy.
Training days: Academy time.
Special: Add chakra mod to your Hide check.

Jutsu Name: 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.
Rank: D
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: -----
Requirements: Chakra Control 15+, Awareness 15+, Concentration 15+, and Ninjutsu 15+
Training:
Phase One [1]: User learns how to gather chakra in their head. This causes a warming sensation when done correctly. 10 post (DC:12 + Chk. Mod vs. 1d20 + 2 per 10 ranks in Concentration)
Phase Two [2]: After the user learns to gather chakra in their head they then learn how to send off a wave that travels out at a distance based on the amount of chakra gathered. This causes the warming sensation to instantly go away. 10 post (DC:12 + Chk. Mod vs. 1d20 + Wis. Mod.)
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.
Owner:

Jutsu Name: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 broken 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: Can only heal one target at once. Successful usage of this technique heals wounds, burns, and frostbite, and removes bleeding effects.

Jutsu Name:Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique)
Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth.
Cp cost: 45
Dice Rolls: 3
Damage: 35 - 50 + chk mod
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Generate the flame from within you by molding your Fire Affinity chakra.
Stage II: Chakra DC 18 {d20 + chk mod} Slowly increase the ball of flame in size and temperature and thus lethality.
Stage III: Ninjutsu DC 30 Combine the previously learned elements. Work on speed and smoothness of delivery.

Jutsu Name: Fukumikuchi Hari (Hidden Mouth Needles)
The user is able to summon forth needles into the mouth and then spit them out at their opponent with precise accuracy.
Cp cost: 2 per needle
Dice Rolls: 4 Rolls
Damage: Total Needle "Senbon" damage + chk mod instead of dex mod
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Dexterity 20, Chakra Control 12, Ninjutsu 10
Training: 2 stages.
Stage I: Chakra Control DC 22 The technique works by quickly transporting the needles in your pouch or on your body into your mouth. It's hard to get but practice enough and you should do it with negligible injury.
Stage II: Dex DC 18 {d20 + dex mod} Now that you can fill your mouth with needles you'll probably want to get them out. Work on your aim and the speed of your spitting.
Special: You can only spit out an amount of needles equivalent to your ranks in Chakra Control. Eg. you have 12 in Chakra Control, you can only spit out 12 needles and your technique damage is 24 - 48 + chk mod. Of course, you must have enough needles in your possession.

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. o1o
Experience: ooo/55o
Hp: 16o
Cp: 17o
MHp/SP: 14o

Black - Base ll Darkred - Distribute ll Blue - Trained

Strength: 1o ll o8 ll 0
mod || o4
Dexterity: 1o ll 1o ll 0
mod || o5
Constitution: 1o ll 12 ll 0
mod || o6
Wisdom: 1o ll o8 ll 0
mod || o4
Intelligence 1o ll 1o ll 0
mod || o5
Charisma: 1o ll o5 ll 0
mod || o2
Chakra: 1o ll 15 ll 0
mod || o7
Dodge: 1o + 4 + 5 = 19

Base Attack Bonus: 1o
Attack Melee: 1o ll o4 = 14 ll 15 - 2o
Attack Ranged: 1o ll o5 = 15 ll 16 - 21

Base Save Bonus: 2
Fort: o5 + o6 = 11
Rex: o5 + o5 = 1o
Will: o5 + o4 = o9

~Skills~


Ninja Skills [Mundane] ((Modified By)):
Intellect Modifier +o5
Treat Injury (Int): 15 + o5 = 2o
Alchemy (Int): o + o5 = o5
Craft (Int): o + o5 = o5
Knowledge (Int):
Anatomy -
Chakra Control (Int): 15 + o5 + 0 = 2o

Strength Modifier +o4
Athletics (Str): 11 + o4 = 15

Wisdom Modifier +o4
Awareness (Wis): 11 + o4 = 15
Read Lips (Wis): o + o4 = o4
Sense Motive (Wis): 11 + o4 = 15
Survival (Wis): o6 + o4 = 1o

Constitution Modifier +6
Concentration (Con): 1o + o6 = 16

Charisma Modifier +o2
Innuendo (Cha): o + o2 = o2
Intimidate (Cha): o + o2 = o2
Perform (Cha): o + o2 = o2
Diplomacy (Cha): o + o2 = o2
Seduction (Cha): o + o2 = o2

Dexterity Modifier +o5
Escape Artist (Dex): o + o5 = o5
Stealth (Dex): o + o5 = o5
Sleight of Hand (Dex): o + o5 = o5

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

Ninja Weapons (Melee):
Ninja Weapons (Ranged):
Taijutsu:
Ninjutsu: 15
iryō- Ninjutsu: 15
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~

Father's Coat
Money:

Ryo: ----------

Equipment:
Medic Kit (Large pouch on his back)

Valuables



PostPosted: Sat May 05, 2012 10:06 pm


User-name: Noxvayon
Posting: Hopefully once per day, definitely more than once a week.
Time zone: Pacific.

~Character Data~


Name: Yawataru(surname) Masumi 夜渡る真澄
Village: Kirigakure
Clan/Bloodline: N/A
Element Affinity: Wind
Age: 8
Gender: Female
Rank: Academy Student

~Appearance~


Headband: N/A
Height: 1.20 m (~3'11")
Weight: 20 kg (~44 lbs)
Hair: Blonde, waist-length and straight, worn in two ponytails.
Eyes: Black
Physical Description: Slightly shorter and thin for her age, Masumi has spindly limbs and a heart-shaped face. She has large, wide-set eyes set deeply, divided by a thin, rather flat nose. Her thin lips curve up at the edges, even when she is not smiling. Masumi has prominent cheekbones and rather sunken cheeks, giving her a somewhat skeletal appearance. She is currently missing a front tooth, as she is in the process of losing her baby teeth.
Clothing: Masumi wears a deep green tunic, short-sleeved with the hem at the mid-thigh. She wears an additional light lavender wrap around her torso and abdomen, held in place by a simple brown sash.
Background: Masumi has no memory of her parents. They were shinobi of Sunagakure, and the two were killed on mission in a span of two weeks. When this tragedy was relayed to Masumi, she went into shock. She wandered around the village vacantly, until she inadvertantly followed a travelling minstrel out of Sunagakure. The minstrel was rather bemused by the girl traveling at his side, but he saw that she was not quite right. The minstrel took care of her, feeding her and playing his biwa for her when they camped for the night. Eventually, the music drew her out of her shell, and she began to regain some of her liveliness. Masumi's first memories were of this wandering minstrel teaching her to play the biwa. She travelled with him for four years, and the two grew close, becoming each others' surrogate family. However, this was not to last. The minstrel disappeared when they visited the capital of the Land of Fire. The minstrel had told her to look after his biwa when he had to leave her to keep an important appointment. Masumi waited for several days, but the minstrel never returned. Eventually, she caught wind of some rumors that the daimyo had caught several foreign spies. In particular, one rumor told of one of the spies taking the guise of a traveling minstrel. Spooked, Masumi slipped away that night, escaping with the minstrel's biwa.
Masumi wandered for several months, living off of her wits and the skills that the minstrel had taught her. She played the biwa for passersby and at inns in exchange for some food and a place to stay. Eventually, she found her way out of Hi no Kuni, dodging samurai patrols in her flight. However, this was not the end of her troubles on the road. Masumi crossed into the Land of Water as the Umi clan was mounting its raids on the region. With few travelers on the road, Masumi began to starve, unable to find food as she searched for a village that hadn't been looted or chased away by the Umi. Finally, she found some peasants that were just about to sail towards the main island of the Land of Water for protection. The peasants welcomed her aboard their ship, but they were attacked by the Umi two days out from their destination. Fortunately, a patrol boat of Kirigakure, captained by Tom Walker, found the refugees, and were able to drive off the Umi. The shinobi escorted the peasants to the main island, and when they landed, they took Masumi with them back to Kirigakure, as she was in need of medical help after her starvation. Masumi was recovering in the hospital when the Umi attacked Kirigakure, and once she could get up and eat normally again, she helped the iryo-nin in tending to the wounded.
Personality: Once a bright and happy child, Masumi's personality changed drastically following the trauma of her parents' death. She has since become reserved and withdrawn, except when she played her biwa. She is a keen observer of other people, and possessed a vivid imagination, but both of these are tinged with a bit of paranoia and macabre. This causes her to often be Machiavellian, and often uses her cleverness to manipulate others so that she feels safe.
Other: Masumi is a consumate actress. Her observations of people allow her to pinpoint how to play to her audience, in order to elicit the response she wishes to have. She is able to change her personality to suit a variety of situations, and as such can be very charming when she needs to interact with others.

Missions:

S: N/A
A: N/A
B: N/A
C: N/A
D: N/A

Jutsu:

Ninjutsu- N/A

Medical Ninjutsu- N/A

Genjutsu- N/A

Taijutsu- N/A

Summoning Contract- N/A

~Stats~

LV. 1
Experience: 0/100
Hp: 8/8
Cp: 2/2
MHp: 10/10

Strength: 6+0+0 Mod: -2
Dexterity: 6+4+0 Mod: 0
Constitution: 6+0+0 Mod: -2
Intelligence: 6+8+0 Mod: +2
Wisdom: 6+4+0 Mod: 0
Charisma: 6+4+0 Mod: 0
Chakra: 6+0+0 Mod: -2

Dodge Bonus: 10

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

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

~Skills~


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

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


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

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

~Possessions~


Money:

Ryo: 0

Equipment: N/A

Valuables: Weathered Biwa (1)  

Noxvayon


The Ghost of Xmas Awesome

PostPosted: Tue May 15, 2012 4:17 pm


User-name: The Ghost of Xmas Awesome
Posting: Alot. Seriously.

~Character Data~


Name: Byakuran Usotsuki (Otobe)
Village: Village Hidden in the Mist/ Village Hidden in the Sound
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: Water
Age: 14
Gender: Male
Rank: Genin

~Appearance~


User ImageUser ImageUser ImageUser ImageUser Image

Headband: Worn about his waist as a belt
Height: 5'11
Weight: 98 pound weakling might apply at first glance. Though extensive constitution training has made this misleading.
Hair: Charcoal/Dark Grey
Eyes: Pale Blue
Physical Description: Rather slightly built, he takes after his older brother, who he claims passed away when his family was killed, in being somewhat the prototypical definition for ninety eight pound weakling by all outward appearances.
Clothing: Somewhat a portrayal of his origins as an Otobe, he tends to favor more Western Style clothing, and his usual attire reflects this. He's recently changed his look to a more traditional western formal attire, including a white dress shirt, and light black pants, both made from a far sterner material than the normal for shinobi use. He also tends to wear a black light coat draped about his shoulders, resembling a sleeved cape.
Background: Byakuran's past is somewhat of a mystery to almost everyone in the village besides himself. While the common story is that he was found at the tender age of 6, abandoned and destitute, there seems to be a bit more to the tale. He admits at least, to having had a family prior to that time, and even on occasion seems to hint at still having one, keeping the true nature of his origins, ironically enough, shrouded in mist.

He is indeed, as some of the more observant members of the village have discretely observed, an Otobe; an elite clan that was formerly of the Hidden Sound before their banishment, and only recently returned from their exile via hostile take over. However despite this knowledge, many assume he is not aware of his heritage, nor even what belonging to that clan entails. Little enough is known about the Otobe's true abilities to the public at large that it's not immediately obvious, and even when he activates his second self, it's believed to be more an instinctual reaction then anything else.

Despite having been merely found by the village, he was admitted into the Ninja program due to his rather impressive mental capability, as well as his talent in the art of subterfuge. While he's not the most physically fit of specimens, he more then makes up for it in pure skill, and that's not even to mention his talents as an Otobe. All in all he seems to be a rather loyal and diligent member of the hidden mist, always polite, and always courteous, even if his behavior can be a bit strange at times...

Genin:
Byakuran was promoted to Genin not a day before he began a rather intensive training regime, throwing himself into growing stronger and compensating for his weaknesses as best he could, all the while with the soon to occur invasion of the Hidden sound in mind. Once his clan succeeded in taking the village, bringing Rice itself under their control, Byakuran knew he could expect to recieve his new orders, not knowing what they maybe. It appears that despite his position as an agent for his clan, the young man rather dislikes his family, to the point where in order to be free of them loitering over and controlling his life, he would destroy them if he had the power to do so. As such the new training he has been undertaking takes on a chilling new light...

He was involved in an incident where Fire Country soldiers raided the Village, facing down and confronting a brutal fight against one of the invading soldiers. While he survived and was eventually able to confirm the opponents death before they could tell anyone of having seen his Kekke Genkai, it only served to drive him further into his training...as well as inspiring some interest in his "comrades" in mist, who had fought alongside him in the defense of the library...

Byakuran, in...celebration, perhaps, of his new enlightenment as a warrior, took the liberty to change his usual attire to what it is presently. Though oddly, he states that the arrow tattoo on his cheek is in honor of that first opponent he faced, who had given him an idea for a quip he intended to make use of, yet lost it's weight when he did not have an arrow pointing down somewhere on him. The tattoo was apparently his solution to this problem. Yes...it was stated he was a bit odd.

Personality: Byakuran is somewhat of an odd sort, though those who know of his true heritage don't really find this surprising. Due to their Kekke Genaki's rather...extreme side effects before brought under control, many of his Clan are mentally unwell, and for him to have turned out as sane as he is an accomplishment in and of itself. He tends to be airy and pleasant, his smiling attitude broken on occasion by his more inquisitive side, which is often brought forth by phenomenon who's workings elude him. This might sound normal enough, however while things like the workings of the ninja world come easily to him, lying and assassination practically second nature, everyday things like teddy bears might go so far as to bewilder him. He often asks a great many questions when faced with anything new, and often seems to spend a great deal of time pondering over mysteries that most people twice his age would find beyond them.

He seems to have a rather cold side as well, but this may merely be the side effect of his almost absolutely logical mindset. He will show no mercy when carrying out orders, or satisfying his own curiosity, and no amount of pleading will change this, however he could easily be talked down from taking a course of action if one appealed to his logic, as he is not at all against admitting when he was mistaken. He has a strong independent streak in him which he often tries to hide, and actually most of the time when not being pressured, comes off as a rather whimsical individual.

Other: He tends to make trips to a small tea shop on the west side of the residential district once a month.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Bunshin no Jutsu (Clone Technique)
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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)
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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)
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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)
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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)
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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.

*Surface Walking*

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

Shunshin no Jutsu (Body Flicker Technique)
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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.

*Water Walking*

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.

Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)
Using this technique, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught.
Cp cost: 30
Dice Rolls: 3
Damage: N/A
Awareness DC: 12 + sneak attack + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 16, Ninjutsu 14
Training: 3 stages
Stage I: Chakra Control DC 26 Generating syrup from water inside the user's mouth.
Stage II: Chakra Control DC 28 Controlling the spread of the syrup.
Stage III: Ninjutsu DC 24 Increasing stickiness of the syrup to maximum viscosity.
Special: Renders victim immobile for [chk mod] number of turns. Victim can only attack using long-ranged attacks or techniques. If used as a sneak attack, user must roll and pass an awareness check before his reflex DC. If he fails Awareness Check, target cannot dodge the technique.

Suiton: Mizu Bunshin no Jutsu (Water Release: Water Doppelganger Technique)
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The technique creates clones out of water. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. The range of the clone is limited however, as it can not travel very far from the original body without losing control. Additionally, water clones only have a fraction of the original person's power. Like other clone techniques, if the water clones are injured enough they will revert back to normal water.
Rank: C
Dice Rolls: 3
Cp cost: 15 per clone
Damage: Physical damage caused by clones is cut by half.
Reflex DC: n/a
Requirements: Kirigakure or Amegakure or Takigakure, Water Affinity, Chakra control 20, Ninjutsu 18
Training: 3 stages
Stage 1: Ninjutsu DC: 28, Making a solid clone from water.
Stage 2: Chakra Control DC: 30, Animating the water clone.
Stage 3: Ninjutsu + Chakra Control DC: 51, Fighting maneuvers with the clone while making him mimic your combat style.
Special:
*Mizu Bunshin can only perform water jutsus and taijutsu.
*Reflex and Dodge Bonus increased by half compared to user's base stats.
*Clones have to stay within same thread as user and within eye or ear shot of them as well
*HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP
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.

Suirō no Jutsu (Water Prison Technique)
A move used to trap the victim inside a virtually inescapable prison of water. The only downside to this technique is that the user must keep one arm inside the water sphere at all times in order for the victim to remain imprisoned.
Cp cost: 20 + 10 per turn held
Dice Rolls: 3
Damage: n/a
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod + 2 per 10 ranks in Ninjutsu.
Requirements: Water Affinity, Chakra Control 26, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 36 Forming a water sphere.
Stage II: Ninjutsu DC 30 Maintaining an object inside the sphere.
Stage III: Chakra Control + Ninjutsu DC 56 Preventing the trapped object from escaping.
Special: If victim is underwater, increase Reflex DC to dodge by 25%. Victim is completely immobilized until he/she can break free

Suiton: Suigadan (Water Release: Water Fang Bullet)
This technique creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block.
Cp cost: 70
Dice Rolls: 4
Damage: 60 – 95 + chk mod
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25
Training: 4 stages
Stage I: Chakra Control DC 40 Forming water into a tentacle.
Stage II: Chakra Control DC 42 Rotating the tentacles into a drill.
Stage III: Ninjutsu DC 35 Projecting the spinning tentacle at a target with concussive force.
Stage IV: Ninjutsu + Chakra Control DC 65 Making multiple water tentacles attack simultaneously.
Special: Reflex DC required to dodge is increased by 5 if target is on or under water.


Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 10
Experience: 422/550
Hp: 160
Cp: 260
MHp: 130


Strength: 8+2=10 Mod: +0
Dexterity: 8 + 12 +7(tr) =27 Mod: +8
Constitution: 8+ 3+11(tr) =22 Mod: +6
Intelligence: 8+ 10 =18 Mod: +4
Wisdom: 8+ 5+1(tr) =16 Mod: +3
Charisma: 8+ 10=18 Mod: +4
Chakra: 8+ 9+25(tr) = 42 Mod: +16
Dodge Bonus: 21

Base Attack Bonus: 10/5
Attack Melee: 10/5
Attack Ranged: 18/13

Base Save Bonus: 5
Fort: 11
Rex: 13
Will: 8

~Skills~


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

100
Skill Cap: 29

Strength+0
Athletics (Str): 0

Dexterity:+7
Acrobatics (Dex): 0
Escape Artist (Dex): 0
Sleight of Hand (Dex): 0
Stealth (Dex): 9

Constitution: +6
Concentration (Con): 0

Intelligence: +4
Alchemy (Int): 0
Chakra Control (Int): 22 (+4 clan) +4 (Tr) 30
Craft (Int): (Disguise) 11
Treat Injury (Int): 0

Wisdom: +3
Awareness (Wis): 8 (+4 clan)
Read Lips (Wis): 0
Sense Motive (Wis): 8
Survival (Wis): 0

Charisma:+3
Diplomacy (Cha): 1
Handle Animal (Cha): 0
Innuendo (Cha): 0
Intimidate (Cha): 5
Perform (Cha): 5 (+2 Clan)
Seduction (Cha): 5


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

Ninja Weapons: (Tonfa) 4 (Bow) 4
Taijutsu: 0+8 (tr) 10
Ninjutsu: 21+4(tr) 25
Medical Ninjutsu: 0
Genjutsu: 0
Fuuin Jutsu: 0
Sneak Attack: 0
Puppet Play: 0

~Possessions~


Money:

Ryo: 32

Equipment:

1x Tonfa
Name: Tonfa
Type: Tonfa
Description: The Tonfa was made mainly as a defensive weapon. It utilizes blunt force and blocks, coupled with a great deal of finesse, to defeat it's opponents, and out maneuver them in combat. Using this weapon is much more a question of speed, timing, and using the opponents momentum against them, then merely swinging about a normal club. The Weapon was not made to be used as a single unit, and like the oft used Aian Nakkaru, was made to be wielded as a pair.
Damage: 2-3 Additional damage to taijutsu damage, and the Str mod normally applied to taijutsu is converted to Dex mod.
Range: Melee
Special: For every ten in Weapon skill: Tonfa, +2 additional to Weapon checks concerning the Taijutsu: Block. While using, dex mod applied to close range attack roll rather than Str mod. (Taijutsu styles may not be used in conjuncture with this weapon. Style of fighting all it's own.)
Dual Wield: Designed to be dual wielded, no bonus.
Owner: The Ghost of Xmas Awesome

2 x smoke bombs
1x Green Soldier Pill
1x Flashbang
25x Kunai

Valuables

1 x A small black box that seems to have no apparent means of opening. Craft DC 35 to open without already knowing how. It's contents are a mystery...

1 x A roughly carved wooden flute which never the less serves it's purpose as an instrument well.
PostPosted: Sat Jun 09, 2012 4:34 pm


User-name: Armads the Doom Bringer
Posting: As often as possible
Time zone: EST

~Character Data~


Name: Jun Bo
Village: Kiri
Clan/Bloodline: None
Element Affinity: Water
Age: 12
Gender: Male
Rank: Academy Student

~Appearance~


Headband: None
Height: 5’5”
Weight: 110 lbs
Hair: Black
Eyes: Blue
Physical Description: A lanky, long limbed male with piercing eyes and a thin physique.
Clothing: What appears to be a robe and tunic, dyed a dark blue.
Background: Some just seem drawn to the ocean. Bo Jun, whose name means “wave” and “ruler,” seemed taken to the sea from a young age. His limbs, longer than most his age and seeming a bit too long for his body, made him well suited to shipboard life. Seeing an opportunity to do something more than sit aboard a ship and sail, he returned to the Village Hidden in the Mist, where he hopes to become a ninja. After all, there is something powerful about mist slowly obscuring seaside towns…
One might ask why a boy such as this would want to be a ninja. After all, he seemingly has a life that would work for him. But in the end it really comes down to a simple decision: Is it better to be free and roam as a pirate? Or is it better to submit yourself as a ninja and become a privateer? For this boy the answer was obvious; a pirate’s life usually ends quickly at the end of a rope when the ninjas catch up to you. In addition to that, it gives him the chance to attain some real power over the waves… any maybe get a great deal of treasure in the process.

Personality: Sometimes jovial, but often willing to pick at just about everything. Defeat and victory mean little to him, so he often just lets things happen. A free spirit, he usually doesn’t get too attached to anything or take things personally. He does however, had a vicious temper, so when one does manage to arouse his anger, it’s something terrible to behold.
Other:

Missions:

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

Jutsu:

Ninjutsu-

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: 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

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.

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 74/100
Hp: 10/10
Cp: 2/2
MHp: 10/10

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

Strength: 10+0 = 10 Mod: +0
Dexterity: 10+0 = 10 Mod: +0
Constitution:[/b 10+0 = 10 Mod: +0
Intelligence: 10+1 = 10 Mod: +0
Wisdom: 10+0 = 10 Mod: +0
Charisma: 6+0 = 6 Mod: -2
Chakra: 6+0 = 6 Mod: -2
Dodge Bonus: 10+0+0 = 10

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

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

~Skills~


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

Distributed/Base/Trained

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

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

Ninja Weapons: +0
Taijutsu: +0
Ninjutsu: 0+2 = +2
Medical Ninjutsu: +0
Genjutsu: +0
Fuuin Jutsu: +0
Sneak Attack: +0
Puppet Play: +0

~Possessions~


Money:

Ryo: 0

Equipment:
None

Valuables
None

Armads the Doom Bringer


Divinity Luciano

Wealthy Genius

3,250 Points
  • Millionaire 200
  • Tycoon 200
  • Hygienic 200
PostPosted: Sat Jun 30, 2012 8:24 am


User-name: iAnnarrhh
Posting: I reckon it depends on who I'm roleplaying with, but usually it's around 5 times a day or something.. I have a lot of time..
Time zone: UTC/GMT +9:30

~Character Data~


Name: Fubuki Shirome.
Village: Kirigakure/Village Hidden in the Mist.
Clan/Bloodline: Fubuki.

In Game Stats:
(normal)
1.1x Dex
1.2x Chk
0.9x Wis
0.8x Str

+Gamibuyou no Fubuki (normal): 1 - 6 + Str mod. (+Dex mod. to max damage)
+Gamibuyou no Fubuki (7 Cp per strike): 1 - 6 + Chakra mod. (+Dex mod. to max damage)



(activated)
+Fubuki bloodlimit: Boushi no Hyouden (Eye of the Eternal Snow Field, 3 Cp starting activation cost)
+3 Fortitude for every 10 ranks in Survival (Only for Enduring Temperature changes)
+5 Awareness (Only for Sensing those inside the Absolute Tundra. Does not count towards other Fubuki)

Element Affinity: Fuuton and Hyouton.
Age: Ten.
Gender: A Female.
Rank: Academy Student.

~Appearance~


User Image

Headband: Hasn't got one yet.
Height: 4'6"
Weight: 83lbs.
Hair: Shirome had long white hair. It reaches from her head to the floor and is normally worn down, though on mission she will tie her hair up into a high ponytail. Her fringe is quite long, however doesn't cover her eyes.
Eyes: Shirome has pale, icy blue eyes. Quite glassy in appearance which give her the kind of doll-like appearance. Though she doesn't know it, they change to an indigo color when she's either flirtatious, angry, being mature or at random.
Physical Description: Shirome is quite pale in appearance, much so that the first time one would see her that they would think that she were a mere ghost. However because of her incandescent eyes and pale pink lips, she appears to be no more than a doll. Shirome's skin is well kept and soft, her body is slender is slightly more curvaceous than other females of her age and her chest seems to pop out more. She is quite youthful in appearance however can seem quite mature sometimes.
Clothing: She wears a loose, white colored dress. She always wears a pair of shorts underneath it. In winter she may or may not wear a white hooded jumper and a pair of skin colored stockings. Shirome ears the traditional ninja shoes and two special chakra-repressing gauntlets made of black metal on her arms.
Background: I can remember it like yesterday.. my past, it wasn't something I visited often. My memories started at the age of three; it was a cold winter afternoon in Kirigakure. That's where I remember everything from. It was simply like that and nothing else:

Footsteps crunched against the snow; strong, icy winds whipped about. The afternoon sun was high in the sky, yet it was blocked out by the grey clouds which had brought forth the snow that had begun to fall. A small three year old child clutched her mother's hand tightly. The child dressed quite formally, quite elegantly; her fabric, clearly made in high quality. The wind whipped around the child, pulling off her heavy, thick jacket hood. Pure white strands of her hair whipping about in all directions. Her mother stopped in her tracks and placed it back on before she held her daughter's hand again, tightly; ever so scared that the wind would take her up and blow her small, petite daughter away. The young child turned back to look behind her. Her skin was as pure as the snow, if not lighter. The child appeared abnormally pale, as if she were a ghost. What stood out for the small child was her eyes, a pale, icy blue color. The child's lips, they were a vibrant pale pink color, so well kept that it seemed she was merely a doll on a stand.

For such an innocent, pure child to exist in such a world was quite dreadful. This world of the Shionbi, it was full of war, of hate, of evil. After all, good cannot exist if evil doesn't. This child, she seemed so serene, it was almost surprising to find that she was part of the Noble Fubuki family. After all, it was a privelaged family. The young girl's mother led her through to the Fubuki Compound. One they were inside, they took off their heavy jackets. "Shirome," Her mother would call, taking the child's jacket in her arms. Shirome. It was her name, no more no less, it fit her astoudingly. Shirome meant "White of the eye". As time went on in the proud family of the Fubuki, Shirome found that she hadn't had such hardships as many of her other clan members have. At the age of five, she was a blooming, beautiful child with both her parents who loved and cared for her. At the age of Seven, she still had them to support her when she fell. Finally, right now at the age of Ten, they stayed with her, even if it wasn't in person. Shirome's parents, they had died in illness.

Shirome didn't feel she had the right to feel depressed about it, after all, her hardships weren't as much as the others. Shirome found that she was maturing rather quickly than the other girls. She was already experiencing that thing women got once a month. She began to find that her chest popped out a little more than others her age, and finally, she discovered she have developed womanly curves. Even so, Shirome was still actually quite distant, even if she didn't act like it most of the time.
Personality: Shirome is actually quite intelligent, she understand most things far beyond her level of understanding, however she's slightly dense on most subjects. Shirome is a mature person who is actually quite kind and welcoming on the ouside, however she's actually quite distant most of the time, but she'll never show it. When she gets used to someone, she always finds herself terrified because she knows that those important to her disappear faster; meaning, she tries not to feel for everyone and is always not listening on of the time..
Other: Shirome is in fact a Heterosexual and is skilled in much other things rather than just ninja techniques like jutsu.

Missions:

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

Jutsu:

Ninjutsu-

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.

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 95 / 100
Hp: 8
Cp: 5
MHp: 9

Original Points > Distribution Points > Clan > Trained > Total

Strength: 6 + 2 + *0.8 = 6 Mod: - 2
Dexterity: 6 + 2 + 1 + *1.1 = 9 Mod: - 1
Constitution: 6 + 1 = 7 Mod: - 2
Intelligence: 6 + 4 = 10 Mod: 0
Wisdom: 6 + 4 + *0.9 = 9 Mod: - 1
Charisma: 6 + 3 = 9 Mod: - 1
Chakra: 6 + 4 + *1.2 = 12 Mod: 1
Dodge Bonus:

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

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

~Skills~


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

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


Valuables
PostPosted: Wed Jul 18, 2012 3:27 pm


User-name: Nura Tai
Posting: Usually everyday
Time zone: EST

~Character Data~


Name: 椿百合子 (Tsubaki Yuriko)
Village: Kirigakure
Clan/Bloodline: 椿 (Tsubaki) / 晶遁 (Shōton)
Element Affinity: Water, Earth, and Crystal Release
Age: 16
Gender: Female
Rank: Jounin

~Appearance~

User Image
Headband: On top of her head
Height: 5'6"
Weight: 120 lb
Hair: She has long light brown hair.
Eyes: A solid orange-brown color, something which some say is a birth defect. Her blank eyes often lend to the look that she seems to always just be staring blankly at what ever she is looking at.
Physical Description: A young woman of standard of ninja physique. Somewhat curvy but not enough to make her stand her out. She is well kept and is often clean in appearance.
Clothing: Yuriko has two typical outfits which vary only in their shoes and the amount of layers worn on her upper body. She either wears closed boots or the typical open toed boots worn by many a ninja. The decision is usually based on terrain as in very wet environments she prefers the open toed boots so that the water can drain out. No matter what, she always wears a pair of red Capri pants with a shuriken holster strapped to her right thigh. She also wears a pink belt, matching her head band's cloth, which other pouches can be attached to for longer missions On her upper body she wraps her self with a thin cloth from her waist to her armpits. Over the cloth wraps she wears a red flack jacket which looks similar to a sports bra. The jacket also has a mesh armor section which covers the clavicle and neck. For colder weather she wears a sleeveless black hoodie under which she wears a pink t shirt matching her belt. On the back of her hoodie and flak jacket is this image.

Background:
Pre-Academy


Yuriko was born into the Tsubaki family one warm summer night. It was a fairly uneventful night, the birthing was easy, and the baby healthy. The mother was soon able to take her new born daughter home and the family went on with their lives. Roughly the middle child in a family of nine she was often left to her own devices. As a small child she loved flowers, especially the camellia, but always became sad when they wilted. Sometimes her parents were concerned that Yuriko talked to the flowers but thought it was a phase similar to that of an imaginary friend. Around the time she was nine something extraordinary happened to the uneventful child. She had a particular flower which she found to be quite beautiful but it was beginning to wilt. She wanted desperately for the flower not to die and then it happened. She crystallized the flower on accident. In effect preserving its beauty but killing the flower. Yuri didn't know what to think, that flower was forever beautiful but it was no longer alive. Despite her confusion, Yuri's parents knew exactly what they had to do.

Academy


Yuri's parents signed her up for the academy with the hopes that the young girl would learn to control her powers. Yuri met this new stage of life with hope but it wasn't the typical experience. At first she made friends but it soon became apparent during sparing exercises that the girl couldn't control her powers. There were some deaths; a girl named Setsuko and a boy. Soon all of her friends abandoned her and kept their distance. Everyone was afraid that she would accidentally kill them too. She became isolated and alone, except for the flowers which she grew to prefer more than people. Her Academy years went by and she was passed on to a team as a genin.

Genin


During her genin years Yuriko learned to control her kekkei genkai but also learned that her powers came at a great cost. Shouton is indeed powerful but it also consumes a large amount of chakra. So when not carrying out missions she spent her time largely in isolation training to increase he chakra control and become more efficient in the use of chakra. Mostly due to this she never really spent much time with other people. Due to her kekkei genkai It wasn't long before her squad was sent to the Chuunin exams. During the exams she emerged as a leader and kept her squad mates alive throughout the exam. As a result she was promoted to Chuunin and had to leave them behind. If only for a short while.

Chuunin


As a Chuunin Yuriko was bounced around frequently and never spent to much time in anyone position. She began interacting with a multitude of people and for the first time in her life actually began to develop socially. It was also during this time that she learned more about being a Kunoichi and that sometimes a mission could be completed not only without violence but in a way that was fun for her as well. The end result? Yuriko became an effective ninja and got a taste of many different ninja jobs. Giving her the experience required to be promoted to Jounin.

Jounin


Immediately following her promotion to Jounin Yuriko was charged with the training of Hoshigaki Mizuiro, and Fuubiki Tenshi. Soon Usotsuki Byakuran was added to form a complete squad. However this was part of a top secret mission itself. Yuriko was ordered to monitor Byakuran for suspicious activity as he was suspected of being a spy.

Personality: Yuriko is a bit of a strange one. She's been known to have a very odd sense of humor, and usually seems to be oblivious to what normal people would consider funny. She often seems very neutral or aloof and has been known to casually swear. People are never really sure what to think of her as she kind of just does what ever impulse seems to capture her attention. Never loud nor quiet she seems to just to just blend in as being unremarkable.

Other:
*Will casually make flirtatious remarks without meaning behind them
*Likes butterflies

Missions:

S: 4
A: 13
B: 10
C: 22
D: 26

Jutsu:


Name: Shōton (晶遁)
Description: Shōton is a rare and specialised field of elemental ninjutsu that can create crystal as well as manipulate already-existing crystals and crystalline structures. Crystal Release can crystallise any substance, thus, earth, water, and wood techniques are useless against it. Using crystal ninjutsu, the user can crystallise any physical material and even the moisture in the air around them, turning them into a weapon. In the case of human targets, Crystal Release can solidify its targets down to the cellular level, imprisoning and even killing the victim should the crystal ever be struck, reducing the mass of crystal and the victim down to crystalline dust.
Rank: Passive
Requirements: Shōton Kekkei Genkai
Special: After a successful reflex roll on a ninjutsu attack (excluding fire, wind, and lightning) a Shōton user may crystalize and redirect the attack with any Shōton attack less than or equal to the incoming attack. To crystallize costs 1/4 the technique cp cost.


Ninjutsu-

No-Element


Name: Bunshin no Jutsu (Clone Technique)
Description: 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.
Attack Turns: 1
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. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is maintained"
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Cp cost: 1
Damage: N/A
Requirements: Learn in the academy.
Training days: Academy time.
Special: Add chakra mod to your Hide check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.

Nawanuke no Jutsu
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this. Add your chakra mod to the check.

Genjutsu Kai (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.


*Surface walking
*Water walking

Suiton


Hijutsu: Kiri Gakure no Jutsu (Hidden Technique: Art of the Hidden Mist)
This displacement technique is a specialty of the Ninja from Kirigakure, where one causes a mist to spring forth by lifting up some water, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It cannot fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan-user will see the mist colored by their opponent's chakra, which will effectively hide the user from the dōjutsu.
Rank: C
Dice Rolls: 3
Cp cost: 20 + 10 per turn the jutsu is maintained.
Damage: n/a
Reflex DC: n/a
Awareness DC:
*User: 12 + [Stealth] + [Chakra mod] + 1 per 5 in [Ninjutsu]
*Others: 12 + [Stealth] + User's [Chakra mod]
Special: If victims fail awareness check versus a character, they do not know their whereabouts and cannot attack them directly. Even if the user knows the location of the people in the mist, his allies must roll awareness checks versus their opponent's stealth checks also unless they too use the Hidden Mist art. First attack launched against an enemy who does not know your location is considered a Sneak Attack.

Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique)
This technique shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage.
Cp cost: 170
Dice Rolls: 5
Damage: 175 – 275 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu



Doton


Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique)
After performing a series of hand seals and raising his chakra, the ninja is buried underground using his chakra. He can then move freely inside the ground, as if he was outside, due to the chakra which "makes way" for him/her. After the ninja feels he is below his opponent, he just raises his hand and grabs his opponent's feet, then buries him underground, leaving his head on the surface. This leaves a normal Shinobi open for a powerful attack, but a powerful one can use chakra and raise himself up to the ground, preventing the attack. An experienced shinobi can also predict the attack, by sensing the opponent's chakra, so this move is really only effective on younger ninjas.
Cp cost: 25
Damage: ----
Dice Rolls: 2
Reflex DC: 10 + chk modifier + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + chk modifier {No Ninjutsu bonus}
Requirements: Earth Affinity, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Chakra Control DC 20 Bury yourself underground safely and get accustomed to the feeling.
Stage II: Ninjutsu DC 20 Learn to sense presences above you and pull them down with enough force.
Special: Enemy is rendered immobile when victim of this jutsu.



Shouton


Name: Shōton: Kurenai no Kajitsu (晶遁・紅の果実)
Description: The user create a dome of crystal to surround a target. It is highly durable from both external and internal attacks.
Rank: D
Cp Cost: 45
Attack Turns: 2
Reflex DC: 10
Damage: N/A
Requirements: Chakra Control 20, Ninjutsu 20
Training: 2 stages.
Stage I: Chakra Control DC 30, The user must mix together their chakra and form a crystalline structure.
Stage II: Ninjutsu DC 30, The user must practice creating a large dome structure with Shouton to form a protective barrier.
Special: The barrier can withstand up to 1 D20 + chakra control damage. (1/2) that if a lightning based attack is used. The barrier is maintained for user’s [chk mod + 10] turns before it must be recast/repaired for full cost.

Name: Shōton: Kesshō Gokakurō (晶遁・結晶五角牢)
Description: The user completely encases his/her opponents inside a crystal. When the crystal is shattered, the bodies of the victims disintegrate along with the crystal particles.
Rank: B
Cp Cost: 100
Attack Turns: 5
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Damage: 40 – 80 + chk mod per turn
Requirements: Chakra Control 30, Ninjutsu 30
Training: 4 stages.
Stage I: Chakra Control DC 40, The user must practice forming a crystal which envelopes that target.
Stage II: Ninjutsu DC 40, The user must practice creating a crystal which is not easily broken.
Stage III: Chakra Control DC 45, The user must practice crystallizing the target. inside the crystal
Stage IV: Ninjutsu DC 45, The user must combine all aspects of the technique together and use them quickly enough for practical battle.
Special: A critical hit will cause the same effects as frostbite. Victim must roll a Fortitude check of 5 + 5 per round or otherwise take the full damage from the technique. Upon reaching 0 HP the victim is shattered along with the crystal.

Name: Suishō Bunshin no Jutsu (翠晶分身の術)
Description: The user first creates a crystal mirror which is then used to produced bunshin made of crystal. This technique can copy anyone who appears inside the mirror
Rank: C
Cp Cost: 25 per clone
Attack Turns: 3
Reflex DC: N/A
Damage: 75% of attack damage rounded down.
Requirements: Chakra Control 20, Ninjutsu 25
Training: 3 stages.
Stage I: Chakra Control DC 30, The user must create the jade crystal mirror with enough chakra for the desired number of clones.
Stage II: Chakra control DC 35, The user must create clones made of solid crystal.
Stage I: Ninjutsu DC 35, The user must make the clones fight.
Special: *HP: 30 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP

Name: Kesshō: Rokkaku Shuriken
Description: The user creates several crystal shuriken and launches them at the opponent. The shuriken are six-sided with spikes at the sides of each blade, resembling snowflakes.
Rank: B
Cp Cost: 20 per shuriken
Attack Turns: 4
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Damage: Each shuriken deals 12 - 30 damage + chk mod.
Requirements: Chakra 25, Wisdom 25, Ninja Weapons (Shuriken) 10, Chakra Control 25, Ninjutsu 25
Training: X stages.
Stage I: Shuriken DC 20, Pay special attention to the properties of a shuriken and its spin.
Stage II: Chakra Control DC 35, Create shuriken made from crystal.
Stage III: Wisdom DC 35, Learn how to control the shuriken effectively and guide them with chakra.
Stage IV: Ninjutsu DC 35, Combine all of the previous elements.
Special: User can "throw" 2 objects per 10 ranks in Ninjutsu.


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 broken 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: Can only heal one target at once. Successful usage of this technique heals wounds, burns, and frostbite, and removes bleeding effects.


Genjutsu-


Kuro Ikkou no Jutsu (Black Thought Technique)
This Jutsu, while simplistic, can also act as a reflection of a Genjutsu user's talent. The aim of this genjutsu is primitive, but the effects can be devastating in the hands of a master. While not showing any horrible visions or disrupting the person’s perception directly, it causes the person to think things he or she would normally find unthinkable; murdering their own family, killing their closest friend, betraying their lover. The stronger the user of this jutsu is the more the person is consumed by this terrible thought, and the more it damages their psyche.
Cp Cost: 15 + 5 per turn the technique is continued.
Dice Rolls: 2
Damage: 15 - 30 + int mod per turn.
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 14, Chakra Control 18
Training: 2 stages
Stage I: Chakra Control DC 24
Stage II: Genjutsu DC 22
Special: If jutsu is maintained for more than 3 turns, the opponent becomes Frightened (-2 to all rolls).

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: 2 stages
Stage I: Chakra Control DC 20
Stage II: Genjutsu DC 18

Name:Genjutsu: koiwazurai(幻術・恋煩い, Illusionary Technique: Lovesickness)
Description: Created by Tsubaki Yuriko after witnessing an interesting conversation, this genjutsu is designed to trick the target's brain into thinking that they love the user of the genjutsu. This technique causes all the same bodily feelings of love but it is all an illusion. As time passes while under the genjutsu the ability to resist the feelings of love toward the user become harder and harder. Thus much of the mental strain comes from both trying to resist the genjutsu and from trying to do things that would hurt the user, aka the one they think they love. To employ this technique properly the user must have a strong ability in the genjutsu arts and understand the mental effects of seduction.
Rank: C
Cp Cost: 30 + 5 per turn
Attack Turns: 3
Will DC: 12 + int mod + 2 per 10 ranks in Genjutsu
Damage: 5 + int Mod
Requirements: Genjutsu 25, Seduction 25, Chakra Control 28
Training: 3 stages.
Stage I: [Chakra Control] DC 38, The first step to learning many of the world's jutsu is finding the proper chakra proportions to form the technique. To begin learning this genjutsu the user must first find the right mixture of chakra.
Stage II: [Chakra Control] DC 40, Now that you know the necessary ingredients for the technique you must learn to refine them. In doing so you will learn to properly mix the right amounts and ratios of chakra without thinking. Thus producing a faster and more efficient technique
Stage III: [Genjutsu] DC 35, Gain experience with the jutsu in a controlled environment by using it on test subjects. Learn to use it correctly and observe the effects so that you may master the use of the genjutsu and use it properly outside of training.
Special: The target suffers a compounding -1 vs seduction checks up to a maximum of -20.

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.

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
Requirements: Genjutsu 33, Chakra Control 35
Training: 4 stages
Stage I: Chakra Control DC 45
Stage II: Intelligence DC 25 {d20 + int mod}
Stage III: Chakra Control DC 47
Stage IV: Genjutsu DC 43
Special: Captured opponents are considered Helpless.


Taijutsu-

Summoning Contract-

~Stats~


LV. 30
Experience: (500/1550)
Hp: [10 + 11] x 30 = 630
Cp: [10 + 18] x 30 = 840
MHp: [10 + 16] x 30 = 780


Initial/lvl/training

Strength: [12] + [4] + [0] = 16
Mod= [3]
Dexterity: [12] + [20] + [0] = 32
Mod= [11]
Constitution: [12] + [20] + [0] = 32
Mod= [11]
Intelligence: [12] + [30] + [0] = 42
Mod= [16]
Wisdom: [12] + [30] + [0] = 42
Mod= [16]
Charisma: [12] + [10] + [0] = 22
Mod= [6]
Chakra: [12] + [34] + [1] = 47
Mod= [18]
Dodge Bonus: [30] + [11] + [16] = [57]


Base Attack Bonus: 30 / 25 / 20 / 15 / 10 / 5
Attack Melee: 33
Attack Ranged: 41

Base Save Bonus: [15]
Fort: [26]
Rex: [26]
Will: [31]

~Skills~


dist/training/other



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

Strength: 3
Athletics (Str): [0] + [0] | 3

Dexterity: 11
Acrobatics (Dex): [0] + [0] | 11
Escape Artist (Dex): [20] + [0] | 31
Sleight of Hand (Dex): [0] + [0] | 11
Stealth (Dex): [25] + [0] | 36

Constitution: 11
Concentration (Con): [0] + [0] | 11

Intelligence: 16
Alchemy (Int): [0] + [0] | 16
Chakra Control (Int): [50] + [0] | 66
Craft (Int): [0] + [0] | 16
Treat Injury (Int): [0] + [0] | 16

Wisdom: 16
Awareness (Wis): [30] + [0] | 46
Read Lips (Wis): [0] + [0] | 16
Sense Motive (Wis): [20] + [0] | 36
Survival (Wis): [0] + [0] | 16

Charisma: 6
Diplomacy (Cha): [0] + [0] | 6
Handle Animal (Cha): [0] + [0] | 6
Innuendo (Cha): [10] + [0] | 16
Intimidate (Cha): [10] + [0] | 16
Perform (Cha): [0] + [0] | 6
Seduction (Cha): [20] + [0] | 26

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

Ninja Weapons (Melee): [0] + [0] | 0
Ninja Weapons (Shuriken): [10] + [0] | 10
Taijutsu: [0] + [0] | 0
Ninjutsu: [50] + [0] | 50
Medical Ninjutsu: [15] + [0] | 15
Genjutsu: [50] + [0] | 50
Fuuin Jutsu: [0] + [0] | 0
Sneak Attack: [0] + [0] | 0
Puppet Play: [0] + [0] | 0

~Possessions~


Money:

Ryo: 600 (3000 in the bank)

Equipment:
~Standard Ninja Gear
~Scroll from the Mizukage (Contains information and orders on Otobe Byakuran) x1

Valuables:
~none

Over Yandere
Crew

Obsessive Lover

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kouri-chan_xx
Vice Captain

Noob

PostPosted: Tue Jul 24, 2012 3:14 am


User Image
~Character Data~


Name: Tamuramaro "Tamura" Ikina (Or just "Tamu" )
Village: Kirigakure
Clan/Bloodline: N/A
Element Affinity: Water and Earth
Age: 40
Gender: Male
Rank: Military Police Corps Leader

~Appearance~


Headband: Around forehead when on duty
Height: 6'0"
Weight: 200lbs
Hair: Sandy blonde
Eyes: Blue
Physical Description: Tamura is a physically imposing man. His monochrome dress sense makes shorter people think that they are looking at a rather mobile wall. His only notable marking is the scar that cuts across his right eye, sustained almost 20 years ago now.
Clothing: When on duty Tamura wears the police uniform robe. When off duty he wears his own robes. So he doesn't have much of a variation in his wardrobe at all. This means that many people think he's on duty when he's not. This has both positive and negative consequences.
Background: Tamura became the military police corps leader (replacing the former Fubuki) after Mistress, the Water Master, took power of Kirigakure. His first few years at the job have been characterised by extreme conservatism. While he didn't stop the gypsy rebellion that ultimately led to Mistress' fall from power, he didn't support it with his own forces either. If you dig deeper into his history, there might have been some event that happened in his past to explain why he loves rules so much, but he's not about to tell you whether there was or not.
Personality: Tamura is a rather inflexible man. His detractors have described him as having a boner for rules and regulations, and political cartoons have made fun of this aspect of his personality for as long as he has been military police corps leader. Though he can be quite unlikable at times, he cares for his men and does his best to ensure their individual welfare. Tamura is taciturn, but don't let his silence fool you. He's always paying attention to what you do and judges you for the smallest infraction he perceives. Tamura has a rather traditional outlook on gender roles, believing that kunoichis belong in the hospital and, at a stretch, the intelligence services, and are certainly not suited for fieldwork. The flip side of this for kunoichis is that he also has a very strong sense of honour. He never breaks promises to women or to those he perceives as weaker. Not that he makes them very often either. (The last one he made was to his now-wife, when he proposed to her.)
Other: He has a ridiculously long name because his parents were trolls, but he mostly gets by using "Tamura" for formal occasions and just "Tamu" for everyday conversation. Not many people know, or care to remember, his full name. His father, who is well-known among shinobi as a massive troll with his delegations, policies, etc., is on the Kirigakure Council. Tamura tries to keep their relationship on the down low.
Other 2: He's married with 2 children, a boy, 8, and a girl, 5.

Missions:

S: 66
A: 532
B: 515
C: 167
D: 246

Jutsu:

Ninjutsu-

Bunshin no Jutsu (Clone Technique)
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: 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)
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Special: +intelligence modifier to disguise (Craft) checks.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Special: +2 to your Stealth check when hiding.

Kawarimi no Jutsu (Replacement Technique)
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.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
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

Nawanuke no Jutsu (Rope Escape Technique)
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Special: +2 to your Escape Artist roll when escaping from rope.

Genjutsu Kai (Genjutsu Release)
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.

Shunshin no Jutsu (Body Flicker Technique)
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

Kanashibari no Jutsu (Temporary Paralysis 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.

Suirō no Jutsu (Water Prison Technique)
Cp cost: 20 + 10 per turn held
Dice Rolls: 3
Damage: n/a
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod + 2 per 10 ranks in Ninjutsu.
Special: If victim is underwater, increase Reflex DC to dodge by 25%. Victim is completely immobilized until he/she can break free.

Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)
Cp cost: 30
Dice Rolls: 3
Damage: N/A
Awareness DC: 12 + sneak attack + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Special: Renders victim immobile for [chk mod] number of turns. Victim can only attack using long-ranged attacks or techniques. If used as a sneak attack, user must roll and pass an awareness check before his reflex DC. If he fails Awareness Check, target cannot dodge the technique.

Suiton: Suigadan (Water Release: Water Fang Bullet)
Cp cost: 70
Dice Rolls: 4
Damage: 60 – 95 + chk mod
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Special: Reflex DC required to dodge is increased by 5 if target is on or under water.

Suiton: Suijinheki (Water Release: Water Encampment Wall)
Cp cost: 90
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Special: Completely avoid area effects that strike the user head on. The wall remains in place for a number of rounds equal to the user’s chakra modifier + 10 (1 post = 1 round).

Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique)
Cp cost: 25
Damage: ----
Dice Rolls: 2
Reflex DC: 10 + chk modifier + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + chk modifier {No Ninjutsu bonus}
Special: Enemy is rendered immobile when victim of this jutsu.

Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm)
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
Special: Maximum amount of rocks you can control is equivalent to your chakra mod.

Doton: Iwayado Kuzushi (Earth Release: Rock Lodging Destruction)
Cp cost: 100
Dice Rolls: 4
Damage: 80 – 150 + chk mod
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu

Kirigakure Hijutsu-

Hijutsu: Kiri Gakure no Jutsu (Hidden Technique: Art of the Hidden Mist)
Rank: C
Dice Rolls: 3
Cp cost: 20 + 10 per turn the jutsu is mantained.
Damage: n/a
Reflex DC: n/a
Awareness DC:
*User: 12 + [Stealth] + [Chakra mod] + 1 per 5 in [Ninjutsu]
*Others: 12 + [Stealth] + User's [Chakra mod]
Special: If victims fail awareness check versus a character, they do not know their whereabouts and cannot attack them directly. Even if the user knows the location of the people in the mist, his allies must roll awareness checks versus their opponent's stealth checks also unless they too use the Hidden Mist art. First attack launched against an enemy who does not know your location is considered a Sneak Attack.

Suiton: Mizu Bunshin no Jutsu (Water Release: Water Doppelganger Technique)
Rank: C
Dice Rolls: 3
Cp cost: 15 per clone
Damage: Physical damage caused by clones is cut by half.
Reflex DC: n/a
Special:
*Mizu Bunshin can only perform water jutsus and taijutsu.
*Reflex and Dodge Bonus increased by half compared to user's base stats.
*Clones have to stay within same thread as user and within eye or ear shot of them as well
*HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP
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.

Medical Ninjutsu-

Chakra Transferal Technique
Rank: D
CP Cost: 1.5x amount given
Attack Turns: 3
Reflex DC: N/A
Damage: Can give up to a max of [level x 2 + chakra mod +2 for 4 chakra control] (As per medical ninjutsu skill bonus, add +2 per 4 ranks in medical ninjutsu since there is no range.)
Special:
*Allows the user to determine chakra donated to target anywhere between 1 and the max determined by the above formula. Cannot be on unconscious target.

Genjutsu-

Taijutsu-

Style: Gouken (Strong Fist)
Cp cost: ----
Dice Rolls: n/a
Damage: Basic Taijutsu Damage increases to 5 - 12.
Requirements: Taijutsu 5, Strength 12.

Reppū (Gale)
Cp cost: -----
Dice Rolls: 2
Damage: Taijutsu damage.
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}.

Blocking (Large)
Cp cost: ---
Dice Rolls: 2 Rolls
Damage: N/A
Special: Use the formula 1D20+Weapon Skill against attackers attack score. If the Block is higher all damage from the attack is negated.


Summoning Contract-

~Stats~

LV. 40
Experience: 0/2050
Hp: 1080
Cp: 1000
MHp: 1200

>>>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: 40 Mod: 15
Constitution: 44 Mod: 17
Intelligence: 36 Mod: 13
Wisdom: 50 Mod: 20
Charisma: 30 Mod: 10
Chakra: 40 Mod: 15
Dodge Bonus: 75

Base Attack Bonus: 40
Attack Melee: 65
Attack Ranged: 55

Base Save Bonus: 20
Fort: 37
Rex: 35
Will: 40

~Skills~


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

Acrobatics (Dex): 0
Alchemy (Int): 0
Awareness (Wis): 35
Athletics (Str): 25
Chakra Control (Int): 30
Concentration (Con): 20
Craft (Int): 0
Diplomacy (Cha): 40
Escape Artist (Dex): 0
Handle Animal (Cha): 0
Innuendo (Cha): 0
Intimidate (Cha): 30
Perform (Cha): 0
Read Lips (Wis): 0
Seduction (Cha): 0
Sense Motive (Wis): 35
Sleight of Hand (Dex): 0
Stealth (Dex): 30
Survival (Wis): 0
Treat Injury (Int): 0


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

Ninja Weapons (Bo): 54
Ninja Weapons (Jitte): 36
Taijutsu: 20
Ninjutsu: 25
Medical Ninjutsu: 0
Genjutsu: 10
Fuuin Jutsu: 0
Sneak Attack: 20
Puppet Play: 0

~Possessions~


Money:

Ryo:

Equipment:

Bo {Staff} x1
A Bo is normally around 2m long or at the very least 6 inches longer than the person height for purposes of attacking and maneuverability. Bo users typically spin the weapon around to distract the enemy while looking for an opening and then strike using the momentum from the spinning movements.
Damage: 1 - 8 + 1.5x str. mod.
Range: Melee + 5 ft. forward.
Special: Can be used as a defensive weapon, spinning the Bo in front of you gives you +4 in dodge bonus at the cost of your first Dice Roll in your next turn. +4 to trip and blocking checks.
Dual Wield: No.

Jitte x1
The jitte is a small weapon about 30 - 45cm long with a small prong sticking out from about 5cm from the handle, comparable to a police baton. It is mostly unsharpened with only a sharp pointy tip, thus it was barely ever used as an attacking weapon. Instead, its main use was to disarm the opponent by blocking with the main shaft and then catching the blade with the prong. It can also be used to break bones by catching the enemy's arm in the jitte's prong and twisting it with ease.
Damage: 1 - 4 + str. mod.
Range: Melee.
Special: +6 to disarm and grapple checks, +2 to blocking checks.
Dual Wield: Yes, -4 to attack roll.

Kunai x10
Shuriken x15
Senbon x15

Valuables

PostPosted: Tue Jul 24, 2012 3:16 am


User Image
~Character Data~


Name: Mosa
Village: Kirigakure
Clan/Bloodline: N/A
Element Affinity: Water
Age: 32
Gender: Male
Rank: (Newly promoted) ANBU Captain

~Appearance~


Headband: Around his forehead
Height: 5'10"
Weight: 150lbs
Hair: Russet brown with auburn and blonde highlights. Usually tied in a ponytail.
Eyes: Hazel, laughing, calculating, always flickering. Behind a pair of anti-glare glasses.
Physical Description: Mosa has a wiry build.
Clothing: Mosa's base layers are a made from cotton. He has added a cape with a hood and a waist sash of sorts for flavour and well, you never know when you'll need that extra cloth, right? (His cape has a hole at the back for his hair to poke out of. It does look pretty dumb.) He has a katana on his right side and a ninja to on his left. The ninja to is reserved for emergencies; he usually single wields his katana.
Background: Mosa had a pretty typical shinobi career. He worked his butt off in academy and was placed with the resident idiot and resident genius. One of which was the current Mizukage, Takasugi Hadara. (He's not telling which.) Though the team were all promoted to chuunin in their first chuunin exams, Mosa and Taka retained a deep personal bond that persists even in adulthood. They next met in the ANBU forces, though Taka left after a short while. In between missions, Mosa would visit Taka in his more mundane duties and laugh at him good-naturedly about how boring his life was. This decreased as Mosa climbed higher and higher in the ANBU rankings due to time issues until it finally had to stop when Taka became the Mizukage. Even when Mosa was promoted to ANBU captain, he felt like he couldn't really make fun of how boring his friend's job was anymore. (Even if he was right.)
Personality: Mosa is abrasive and abrupt. His deep loyalty, both professional and personal, towards the Mizukage (Taka) goes without saying. He's also quite the playboy. In combat, he throws away his offduty carelessness and enters a zone of concentration. On-duty, he's quite intense.
Other: He is left-handed.
ANBU Mask: His ANBU mask is a sea urchin. Mosa resents his codename (Urchin) quite a bit, but laughs it off most of the time.

Missions:

S: 51
A: 573
B: 547
C: 522
D: 357

Jutsu:

Ninjutsu-

Bunshin no Jutsu (Clone Technique)
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: 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)
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Special: +intelligence modifier to disguise (Craft) checks.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Special: +2 to your Stealth check when hiding.

Kawarimi no Jutsu (Replacement Technique)
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.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
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

Nawanuke no Jutsu (Rope Escape Technique)
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Special: +2 to your Escape Artist roll when escaping from rope.

Genjutsu Kai (Genjutsu Release)
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.

Shunshin no Jutsu (Body Flicker Technique)
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Special: When rolling initiation checks or racing, or anything that involves speed, add chk 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.
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.

Hien (Flying Swallow)
Cp cost: 30 + 15 chakra points per round the blade is maintained this way.
Dice Rolls: 4 Rolls
Damage: n/a
Reflex DC: n/a
Awareness DC: 15 + user's chakra mod + 2 per 10 level in user's ninjutsu
Special:
*Add [chk mod] to [attack melee] with the weapon.
*As long as Awareness DC is not matched by opponent, all attacks are considered Sneak Attacks.

Chakra Kyūin Jutsu (Chakra Absorption Technique)
Cp cost: 1/4 of chakra drained.
Dice Rolls: 4 Rolls
Damage: User can drain from (Chakra Control / 2) to (Chakra Control x 2) cp per usage
Will DC: 15 + user's chakra mod + 2 per 10 ranks in user's Ninjutsu
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.

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
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.

Mikazuki no Mai (Dance of the Crescent Moon)
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

Suirō no Jutsu (Water Prison Technique)
Cp cost: 20 + 10 per turn held
Dice Rolls: 3
Damage: n/a
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod + 2 per 10 ranks in Ninjutsu.
Special: If victim is underwater, increase Reflex DC to dodge by 25%. Victim is completely immobilized until he/she can break free.

Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)
Cp cost: 30
Dice Rolls: 3
Damage: N/A
Awareness DC: 12 + sneak attack + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Special: Renders victim immobile for [chk mod] number of turns. Victim can only attack using long-ranged attacks or techniques. If used as a sneak attack, user must roll and pass an awareness check before his reflex DC. If he fails Awareness Check, target cannot dodge the technique.

Suiton: Bakusui Shōha (Water Release: Exploding Water Shockwave)
Cp cost: 130
Dice Rolls: 4
Damage: 130 - 150 + chk mod
Reflex DC: n/a
Athletics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Special: Cannot be dodged due to the volume of the attack, all targets in the area must flee (athletics) or get caught in the blast. Creates a water source. Any victim who fails the Athletics has a dodge rating of 0 for the rest of the user's turn.

Kirigakure Jutsu

Suiton: Mizu Bunshin no Jutsu (Water Release: Water Doppelganger Technique)
Rank: C
Dice Rolls: 3
Cp cost: 15 per clone
Damage: Physical damage caused by clones is cut by half.
Reflex DC: n/a
Special:
*Mizu Bunshin can only perform water jutsus and taijutsu.
*Reflex and Dodge Bonus increased by half compared to user's base stats.
*Clones have to stay within same thread as user and within eye or ear shot of them as well
*HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP
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.

Hijutsu: Kiri Gakure no Jutsu (Hidden Technique: Art of the Hidden Mist)
Rank: C
Dice Rolls: 3
Cp cost: 20 + 10 per turn the jutsu is mantained.
Damage: n/a
Reflex DC: n/a
Awareness DC:
*User: 12 + [Stealth] + [Chakra mod] + 1 per 5 in [Ninjutsu]
*Others: 12 + [Stealth] + User's [Chakra mod]
Special: If victims fail awareness check versus a character, they do not know their whereabouts and cannot attack them directly. Even if the user knows the location of the people in the mist, his allies must roll awareness checks versus their opponent's stealth checks also unless they too use the Hidden Mist art. First attack launched against an enemy who does not know your location is considered a Sneak Attack.

Medical Ninjutsu-

Chakra Transferal Technique
Rank: D
CP Cost: 1.5x amount given
Attack Turns: 3
Reflex DC: N/A
Damage: Can give up to a max of [level x 2 + chakra mod +2 for 4 chakra control] (As per medical ninjutsu skill bonus, add +2 per 4 ranks in medical ninjutsu since there is no range.)
Special:
*Allows the user to determine chakra donated to target anywhere between 1 and the max determined by the above formula. Cannot be on unconscious target.

Genjutsu-

Taijutsu-

Style: Gouken (Strong Fist)
Cp cost: ----
Dice Rolls: n/a
Damage: Basic Taijutsu Damage increases to 5 - 12.

Blocking (Medium)
Cp cost: ---
Dice Rolls: 2 Rolls
Damage: N/A
Special: Use the formula 1D20+Weapon Skill against attackers attack score. If the Block is higher all damage from the attack is negated.

Summoning Contract-

~Stats~

LV. 40
Experience: 0/2050
Hp: 1000
Cp: 840
MHp: 1160

>>>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: 40 Mod: 15
Wisdom: 48 Mod: 19
Charisma: 30 Mod: 10
Chakra: 32 Mod: 11
Dodge Bonus: 79

Base Attack Bonus: 40
Attack Melee: 65
Attack Ranged: 60

Base Save Bonus: 20
Fort: 35
Rex: 40
Will: 39

~Skills~


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

Acrobatics (Dex): 18
Alchemy (Int): 0
Awareness (Wis): 40
Athletics (Str): 0
Chakra Control (Int): 38
Concentration (Con): 18
Craft (Int): 0
Diplomacy (Cha): 0
Escape Artist (Dex): 10
Handle Animal (Cha): 0
Innuendo (Cha): 0
Intimidate (Cha): 20
Perform (Cha): 0
Read Lips (Wis):
Seduction (Cha): 0
Sense Motive (Wis): 30
Sleight of Hand (Dex): 0
Stealth (Dex): 40
Survival (Wis): 8
Treat Injury (Int): 0


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

Ninja Weapons (Katana): 52
Ninja Weapons (Ninja to): 36
Taijutsu: 20
Ninjutsu: 36
Medical Ninjutsu: 0
Genjutsu: 4
Fuuin Jutsu: 0
Sneak Attack: 40
Puppet Play: 0

~Possessions~


Money:

Ryo:

Equipment:

Ninja to (secondary weapon)
Damage: 3 - 9 + str. mod.
Range: Melee.
Special: ANBU sword. Causes a Bleeding Wound upon a critical hit. +2 to blocking checks.
Dual Wield: Yes, -7 to attack roll.

Katana (primary weapon)
Damage: 4 - 12 + 1.5x str. mod.
Range: Melee.
Special: Always a master work item, so +2 attack roll and damage for every roll. Causes a Bleeding Wound upon a critical hit. +4 to blocking checks.
Dual Wield: Yes, -10 to attack roll. Calculate damage with 1x str mod.

Kunai x10
Shuriken x15
Senbon x10

Valuables

kouri-chan_xx
Vice Captain

Noob

Reply
Kirigakure ((Hidden Village of Mist)) [Water Country]

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