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Posted: Thu Jul 26, 2012 12:36 am
User-name: The Winged Guardian Posting: daily Time zone: Central ~Character Data~ Name: Toshi, Kai, Okazai Village: Otogakure Clan/Bloodline: Okazai Element Affinity: Wind Age: 14 Gender: Male Rank: Academy In game Stats: +1.3x Chakra Control. -0.8x Strength All wind affinity jutsu do not require a large fan. +3 bonus when learning wind based jutsu. +2 per 10 ranks in concentration to fortitude checks when holding breath ~Appearance~ Headband: Around the neck hanging. N/A Height: 5'5'' Weight: 110 Hair: Blond tips gradually getting dark towards the roots. Soft, and naturally spiky. Eyes: Endlessly deep and equally dark blue eyes Physical Description: Lean, tanned skin from the being so high up in the mountains. (Just like picture minus the tattoo.) Clothing: Everything is Black. zip up vest without arms. Elbow guards with steel plates for extra protection. No fingered gloves with steel backing. Tight pants, and open-toed ninja shoes. A strap wrapped around him to hold his Fuuma Shuriken (2 slots) as well as Senbon (Can hold up to 40). Background: Toshi grew up in the village of Okazai over looking the surrounding lands. Ever since Toshi was little he always remembered how important his cousin was to the village of Okazai AND Otogakure. Little Toshi aspired to be like him. To be important to his clan and his fellow people of Otogakure. When Toshi was growing up he was amazed by how cool it was to be a ninja. He also wanted to learn as much as he could about them, although if it was about anything other then ninjas... or, the recently occurring, occasional cute girl, he would lose interest. Which means he never really got to play with the other kids. They saw him as "weird" since he always wore a smile on his face. The fact that he was extremely blunt about things never occurred to him. Eventually the other children just ignored him all together, if they couldn't run and hide in time. The only person he ever looked up to or played with was his cousin. Ever since then hes wanted to become a ninja and protect the people of both Okazai and Otogakure just like his cousin did. He still see him from time to time but not as much anymore since his cousin has become the Otokage. Shortly after he begged his mother to let him go. He left the village of Okazai for the first time and headed to Otogakure to begin his training in the ninja arts. The days spent in the academy were fun and peaceful. He got to feel the air in a drifting setting. He enjoyed his time with his cousin. He worked hard and trained hard as well. On the day of the invasion... everything went down hill... Personality: Always smiling even if hes sad or serious. Only time he doesn't is when hes upset, angry or afraid. Hes kind hearted and caring, passionate and misunderstood, blunt and all around will do anything to protect the ones he cares about, as well as the villages. Intuitive, sometimes reckless and rash but usually level headed and thinks things through. Missions: S: A: B: C: D: Jutsu: E-Rank *Wall walking. *Water walking. Bunshin no Jutsu: This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent. Cp cost: 1 pt. per clone. Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Training: 1 stage Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart. Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit. To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones. Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Cp cost: 2 +1 per post Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the Academy. Training: 1 stage. Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose. Special: +intelligence modifier to disguise (Craft) checks. Kakuremino no Jutsu (Cloak of Invisibility Technique) This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible. Cp cost: 1 Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Training: 1 stage. Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilising your chakra to enhance the effect. Special: +2 to your Stealth check when hiding. Kawarimi no Jutsu (Replacement Technique) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 4 Dice Rolls: n/a Damage: n/a Requirements: Learn in the academy. Chakra Control 3 Training: 1 stage Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack! Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack. Nawanuke no Jutsu (Rope Escape Technique) A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu. Cp cost: 1 Dice Rolls: n/a Damage: N/A Requirements: Learn in the Academy. Training: 1 stage Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practise wriggling out of it. Special: +2 to your Escape Artist 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 Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Learn in the academy. Chakra Control 2. Training: 1 stage Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practise activating them. Ninjutsu- D-rank Name: Oshimasu Kaze no Jutsu (Wind Push) Description: The user pushes air away from their body to force back incoming attacks and opponents. Cp Cost: 15 Attack Turns: 2 Reflex DC: 10 + Chakra Mod + 2 per 10 ranks in Ninjutsu Damage: n/a Requirements: 15 Chakra Con, 12 Ninjutsu Training: 2 stages. Stage I: [Chakra Con] DC 30, Practice building up wind chakra and expelling it outward. Stage II: [Ninjutsu] DC 30, With the help of dummies or bunshin push all incoming attack away. Special: Add Chakra mod to dodge bonus. Minues user's level from the attack bonus of any small ranged weapon (Ex. kunai, shuriken), any earth element jutsu that fit this description are void as well. This jutsu can not push away long ranged elemental effects, and if attempted with a fire jutsu adds a +1.2 damage to said fire jutsu. C-Rank Fūton: Suiran Reppū (Wind Release: Verdant Mountain's Violent Wind) By using wind-based chakra, the user can infuse their bladed weapons from a distance and manipulate them. Rank: C Dice Rolls: 3 Cp cost: 6 per blade Damage: Weapon damage + chk mod + 2 per 10 ranks in Ninjutsu. Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Wind Affinity, Chakra Control 18, Ninjutsu 17. Training: 3 stages. Stage I: Chakra Control DC 28 Weapon familiarisation, study of how each individual reacts in wind. Stage II: Ninjutsu DC 17 Create gusts of wind around your weapons so you can control them, and practise moving them around and attacking. Stage III: Ninjutsu DC 25 Infuse the chakra inside the blades to further stabilize their movements. Special: User can manipulate 4 small to medium sized weapons + 2 per 5 ranks in Chakra Control. Medical Ninjutsu- Genjutsu- D-Rank 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 practise 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. Taijutsu- Summoning Contract- ~Stats~ LV. 5 Experience: 210/300 Hp: 45 Cp: 85 MHp: 50 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< Base/Distributed/Trained.Strength:-------6+4+0= 10 ( 8 )---Mod: -1 Dexterity:------6+6+0= 12---------Mod: 1 Constitution:--6+2+0= 8-----------Mod: -1 Intelligence:---6+6+0= 12--------Mod: 1 Wisdom:-------6+5+0= 11---------Mod: 0 Charisma:-----6+2+0= 8-----------Mod: -1 Chakra:---------6+18+0= 24-------Mod: 7 Dodge Bonus: 6 Base Attack Bonus: 5 Attack Melee: 5 Attack Ranged: 6 Base Save Bonus: 2 Fort: 1 Rex: 3 Will: 2 ~Skills~ Ninja Skills [Mundane] ((Modified By)): Distributed/trained/Modifier/Clan -1 Athletics (Str):-------------0+0+ -1= -1 1 Acrobatics (Dex):---------4+0+1=5 Sleight of Hand (Dex):---0+0+1=1 Stealth (Dex):-------------4+0+1=5 Escape Artist (Dex):------0+0+1=1 -1 Concentration (Con):----0+0+ -1= -1 1 Alchemy (Int):-------------0+0+1=0 Chakra Control (Int):----20+2+1+ 6=29 Craft (Int):-----------------3+0+1=3 Treat Injury (Int):--------0+0+1=0 0 Awareness (Wis):-------1+0+0=1 Sense Motive (Wis):----0+0+0=0 Survival (Wis):-----------0+0+0=0 Read Lips (Wis):---------0+0+0=0 -1 Diplomacy (Cha):--------0+0+ -1= -1 Handle Animal (Cha):--0+0+ -1= -1 Innuendo (Cha):--------0+0+ -1= -1 Intimidate (Cha):-------0+0+ -1= -1 Perform (Cha):----------0+0+ -1= -1 Seduction (Cha):--------0+0+ -1= -1 Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons (Melee): Ninja Weapons (Ranged): --> Senbon: 2 --> Fuuma: 2 Taijutsu: Ninjutsu: 20 Medical Ninjutsu: Genjutsu: 4 Fuuin Jutsu: Sneak Attack: Puppet Play: ~Possessions~ Okazai Outfit. (only worn when going to the Okazai Village.) Money: Ryo: 40 Valuables: Cats Eye fanged necklace, Okazai Traditional Uniform. Equipment: 2 xFuuma Shuriken: The fuma shuriken is a bigger version of a nirmal shuriken that normally has 4 sides to balance its rotating speed. People normally carry these shuriken in summoning scrolls. Damage: 1 - 8 + Dex. mod. (+2-4 damage) Range: 50 ft. Special: Can be used with the shadow shuriken no jutsu. 40xSenbon: The senbon was first used by doctors in acupuncture, it was then adopted by ninja and Hunter-nins to hit points on the body to cause death, deaden limbs or cause their target to fall unconscious. Damage: 1 - 2 + Dex. mod. (+3-6 damage +dex mod.(1)) Range: 30 ft. Special: Can throw six senbon per turn. "In other words 3 from each hand." ~Pet Data~ Name: Lunar Species: Feline Size: Small Element Affinity: Fire Age: 2 Gender: Female ~Appearance~ Height: 10" Weight: 8 Lbs Fur: Pitch Black Eyes: Yellow Physical Description: Normal cat appearance with a crescent shape scar above her right eye, probably from a fight. Background: Not much is known about her background other than that she obviously fought with others and was a stray but hand good grooming. Personality: Fiery at moments but seems to be warming up to Toshi. Other: Loves shrimp. Missions: S: A: B: C: D: Jutsu: Ninjutsu- Genjutsu- Taijutsu- ~Stats~ LV. 4 Experience: 0/250 Hp: 37 Cp: 10 MHp: 24 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP.<<< Base/Distributed/Trained Strength:---------6+0+0=6 | mod = -2 Dexterity:-------6+6+0=12 | mod = 1 Constitution:----6+2+0=8 | mod = -1 Intelligence:----6+4|+0=10 mod = 0 Wisdom:---------6+4+0=10 | mod = 0 Charisma:-------6+4+0=10 | mod = 0 Chakra:----------6+4+0=10 | mod = 0 Dodge Bonus: 5+2(size)=7 Base Attack Bonus: 4 Attack Melee: 2 Attack Ranged: Base Save Bonus: 2 Fort: 1 Rex: 3 Will: 2 Damage: 1-3+(str mod.) ~Skills~ >>>PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<< Distributed/trained/mod. Mundane Skills Athletics: (Str)----------4+0+(-2)=2 Acrobatics: (Dex)------5+0+1=6 Stealth: (Dex)----------3+0+1=4 Concentration: (Con)--10+0+(-1)=9 Chakra Control: (Int)--5+0+0=5 Awareness: (Wis)------3+0+0=3 Sense: (Wis)------------7+0+0=7 Survival: (Wis)----------2+0+0=2 Track: (Wis)-------------0+0+0=0 Diplomacy: (Cha)-------0+0+0=0 Intimidate: (Cha)------0+0+0=0 Perform: (Cha)---------0+0+0=0 Ninja Skills Ninjutsu: Genjutsu: Taijutsu: Fuuin Jutsu: Medical Jutsu: Sneak Attack: 3 ~Possessions~ Equipment: Valuables_________________________________________________________________________________________________________________________ User-name: The Winged Guardian Posting: daily or weekly Time zone: Mountain ~Character Data~ Name: Mazakou, Hibiku Village: Otogakure Clan/Bloodline: Mazakou Element Affinity: Fire Age: 2 1/2 months. Gender: Male Rank: Student. ~Appearance~   Tail Headband: N/A Height: 3' 10" Weight: 29 Lbs Hair: Black Eyes: Red Physical Description: Hibiku is very pale and has a long fluffy tail that he can use to distract as well as grab and latch on to things. It is black on the top with a tan coat on the bottom. He has scales that start on the base of his tail that covers all of his back and wraps over his shoulders that encase his arm all the way around till just above the elbow. His scales wrap around his waist and go up to about an inch or two below his belly button. The scales then wrap around his legs to just above the kneecaps. He has two white horns that are hidden by his hair. His eyes have trails of red that lead down his cheeks. Run off from when they dyed his irises and stained his cheek. His teeth have slight points at the end that will become more pronounced the older he gets. Clothing: A black hoodie that drops to his knees . Shorts that go to his shin, they are also black. Under the hoodie he has a black sleeveless vest. Background: After he was created he always was the hyper one. He jumped around and broke the plates of the people he lived with. He tripped people with his tail and made a ruckus where ever he stayed. He never got attached to anyone really. Well not enough to call them mommy or daddy. The people he stayed with got irked when he didn't call them by the right name or acknowledged them. Other than that his life since being created hasn't been very long. Personality: Silly. Mischievous. Playful. Hyper active. Sometimes klutzy. Other: Don't step on his tail. Missions: S: A: B: C: D: Jutsu: Ninjutsu- Medical Ninjutsu- Genjutsu- Taijutsu- Summoning Contract- ~Stats~ LV. 3 Experience: 70/200 Hp: 33 Cp: 27 MHp: 30 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< Base/Distributed/Trained/Clan Strength: 6+0+6= 12 ------------- Mod: 1 Dexterity: 6+5+0=11--------------Mod: 0 Constitution: 6+6+0=12 -------------Mod: 1 Intelligence: 6+4+0=10x0.7= 7 --Mod: -2 Wisdom: 6+4+0=10 -------------Mod: 0 Charisma: 6+4+0=10 -------------Mod: 0 Chakra: 6+3+0= 9 --------------Mod: -1 Dodge Bonus: 3 Base Attack Bonus: 3 Attack Melee: 4 Attack Ranged: 3 Base Save Bonus: 1 Fort: 2 Rex: 1 Will: 1 ~Skills~ Ninja Skills [Mundane] ((Modified By)): Distributed/Trained/Mod. Athletics (Str):------------0+0+2=2 Acrobatics (Dex): --------3+0+0=3 Escape Artist (Dex):-----0+0+0=0 Sleight of Hand (Dex):---0+0+0=0 Stealth (Dex):-------------3+0+0=3 Concentration (Con):----0+0+1=1 Alchemy (Int):-------------0+0-2= -2 Chakra Control (Int):----3+0-2= 1 Craft (Int):-----------------0+0-2= -2 Treat Injury (Int):---------0+0-2= -2 Awareness (Wis):--------3+0+0=3 Read Lips (Wis):----------0+0+0=0 Sense Motive (Wis):-----2+0+0=2 Survival (Wis):------------3+0+0=3 Diplomacy (Cha):---------0+0+0= 0 Handle Animal (Cha):----5+0+0= 0 Innuendo (Cha):----------0+0+0= 0 Intimidate (Cha):---------0+0+0= 0 Perform (Cha):------------0+0+0= 0 Seduction (Cha):----------5+0+0= 0 Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons: Taijutsu: 5 Ninjutsu: 1 Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: 4 Puppet Play: ~Possessions~ Money: Ryo: Equipment: Valuables
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Posted: Sat Jul 28, 2012 8:18 pm
User-name: Ellreka Posting: Semi-often Time zone: CST ~Character Data~ Name: Rolant Estoqueur Village: Otogakure Clan/Bloodline: Estoqueur Element Affinity: Wind + Earth Age: 10 Gender: Male Rank: Student ~Appearance~ Headband: not earned yet Height: 5 ft 0 in Weight: 160 lbs Hair: short cut blonde Eyes: light green Physical Description: Stout and muscular (refer to picture) Clothing: refer to picture Background: Rolant is the only child in a small family branch of the Estoueur Clan. As a child growing up he always wanted to be a shinobi and live up to his families legacy.He would soon realize that the shinobi way wouldn’t be all of the amazing things that he would have thought it would be.Rolant was amazingly accurate when he decided that the shinobi way was nt going to be what he expected.In fact, it was VASTLY different from what he had expected. On his first day he met his instructor and shenanigans insued that included a torture bot, man eating sharks, and an ominous hand seal book. His great power is welling up inside of him. Would he be able to handle the shinobi way for much longer? Personality: oftenly is very tactical even in casual conversations Missions: S: A: B: C: D: Jutsu: Bunshin no Jutsu (Clone Technique) This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent. Cp cost: 1 pt. per clone. Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Training: 1 stage Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart. Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit. To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones. Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Cp cost: 2 +1 per post Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the Academy. Training: 1 stage. Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose. Special: +intelligence modifier to disguise (Craft) checks. Kakuremino no Jutsu (Cloak of Invisibility Technique) This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible. Cp cost: 1 Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Training: 1 stage. Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect. Special: +2 to your Stealth check when hiding. 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. ~Stats~ LV. 4 Experience: 92/250 Hp: 44 Cp: 48 MHp: 44 Base + distributed + clan + trained + level up = Stat Strength: 6+0+0+2+0=8 Mod:-1 Dexterity: 6+0+0+0+0=6 Mod:-2 Constitution: 6+6+0+1+0=13 Mod:1 Intelligence:6+0+0+2+5=13 Mod:1 Wisdom: 6+6+0+1+1=13 Mod:1 Charisma: 6+0+0+0+0=6 Mod:-2 Chakra: 6+8-2+0+3=15 Mod: 2 Dodge Bonus:3 Base Attack Bonus:4 Attack Melee:3 Attack Ranged:2 Base Save Bonus:2 Fort:3 Rex:0 Will:3 ~Skills~ Base + Clan + Trained+ level up= skill Genjutsu:10+3+0+7= 20 Chakra Control: 5+0+3+8=16 Treat Injury: 5+0+0+15=20 Stealth:0+0+1+0=1 ~Possessions~ Money: Ryo: Equipment: Estoqueur family traditional clothing Valuables
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The Ghost of Xmas Awesome
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Posted: Sun Jul 29, 2012 3:22 am
~Character Data~ Name: 27, aka. Tsuniyoshi Mazakou Village: The Hidden Sound Clan/Bloodline: Mazakou Element Affinity: Fire Age: 5 and half months old Gender: Female Rank: Genin ~Appearance~ Headband: While in her human form, she wears it around her waist. True FormHeight: Roughly 9 feet including her tail, her actual body is barely 4 feet tall. Weight: Rather alot in her true form, given all her extra appendages...but don't mention it, she's very sensitive. Hair: A dark purplish grey, which she wears bobbed save on either side of her face, which she allows to hang down. Eyes: Red Physical Description: She's a rather...interesting sight. Her True Form has numerous extra appendages coming out of her back, and tiny little red horns atop her head. She has various yellow eye like gems all over her form, which apparently serve no real purpose, and she has a rather large tail which she often uses to stand or slither on, rather than actually walking. Human FormHeight: 5'5 Weight: Tsuni supposes it's normal for a human teenage girl... Hair: Brown, tied back into two rather long streams of hair. Eyes: A reddish brown Physical Description: In her human form, Tsuni appears to be around 15 or 16. Her voice is even rather normal, giving her rather unorthodox manner of behavior an even more comic quality on occasion. She's actually fairly pretty for a human, in this form...making it all the more awkward when one considers that she's only five and a half months old. Clothing: She likes to assume her human form wearing a rather large odd hat that vaguely resembles a bird of some kind, and her coat, which she often wears with a large cravat....because cravats are "impressive". Background: 27 was born as all her kind, in a test tube in the Otobe labs deep under Oto. She has the rare honor of being the first successful Mazakou to survive and thrive outside of her test tube, and all the following Mazakou were based off of her. If the Mazakou were sophisticated enough to HAVE a clan head, she would likely be it. However this "honor" has given the girl a rather large head. She considers her fellow Mazakou to be "cheap knock offs" whereas her brethren often feel that they are the newer more improved versions, calling her "Old Hag", and she often goes out of her way to prove herself superior. She believes that she is destined to be Oto's greatest "super weapon" as dictated by "the creator", whom was apparently merely one of the scientists who taught her when she was first developing. She has taken to the conditioning to be a weapon very seriously, and has very little concept of right and wrong beyond "The people of Oto are your family", "Obey the Otokage", and "Destroy everything as is proper of a Super Weapon". This often leads her to be capable of horrific things, but she doesn't really understand what it is she's doing. She was removed from the lab recently, and promoted to Genin under a trial basis assuming that she could preform adequately. She was deployed with the Mercenaries while they cleaned out the southern border, and has seen some combat there under Wolfgang's supervision. She seems to hold a heavy respect of Wolfgang, to point where she has declared him "Biggest Bro", rather than her traditional "Big bro." Personality: Tsuni is very childish and easily angered when one makes light of how amazing she believes herself to be. She hates being called adorable, and will occasionally throw a fit if undermined too extensively. While she attempts to maintain a stoic, intimidating, demeanor, she doesn't do this very well, considering her adorable higher pitched voice and chibish appearance when in her true form. The fact she refers to herself in the third person does not help matters. She can be very affectionate and excitable when praised, always seeking the approval of other Oto citizens, the Otobe in particular. A complimentary remark will often cause her to blush contentedly. She would easily give her all to protect any of her "Big Bro's and Big Sis's" and flys off the handle very quickly when she believes one of them is in danger. She often tries to behave in a manner she thinks a super weapon would, taking pleasure at the chance to destroy things, even if they are inconsequential, such as rocks, or empty cups of ramen. Other: She doesn't quite grasp the concept of Personal space just yet. Missions: S: A: B: C: 3 D: 10 Jutsu:Ninjutsu- Bunshin no Jutsu (Clone Technique) User Image - Blocked by "Display Image" Settings. click to show. 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) User Image - Blocked by "Display Image" Settings. click to show.User Image - Blocked by "Display Image" Settings. click to show. 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) User Image - Blocked by "Display Image" Settings. click to show. 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) User Image - Blocked by "Display Image" Settings. click to show. 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. Jibaku Fuda: Kassei, (Exploding Tag: Activate) User Image - Blocked by "Display Image" Settings. click to show. Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag. Cp cost: 3 per tag Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Learn in the academy. Chakra Control 2. Training: 1 stage Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them. Nawanuke no Jutsu (Rope Escape Technique) User Image - Blocked by "Display Image" Settings. click to show. 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. 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. Medical Ninjutsu- Genjutsu- Taijutsu-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. Requirements: Taijutsu 5, Strength 12. Training: 2 stages. Stage I: Strength DC 12. Punch hard surfaces with weights strapped around your arms. Stage II: Taijutsu DC 17. Punch through less hard surfaces without the weights. Name: Sprout/Utilize Tentacle Description: ore of a maneuver than a technique for these odd Shinobi, using their chakra they can either spout, or manipulate an already existing tentacle, to grapple someone while leaving their hands free, meaning the User can still use jutsu while Grappling. Rank: C-rank Cp Cost: 75 (to constrict in Combat) 0 (to use for RP purposes in a nonviolent manner) Attack Turns: 3 (0 when used outside of battle to pick things up or grab things) Reflex DC: 15+(str Mod)+ 2 per 10 in Taijutsu Requirements: Taijutsu 20, (In true form), Str 20, Chakra 20 Training: 3 stages. Stage I: [Chakra ] DC 15, Practice using chakra to either manifest, or extend, your tentacles Stage I: [Str ] DC 15, Practice constricting things with your tentacles… Oh myyy. Stage I: [Taijutsu ] DC 30, Adapt the previous maneuver into your fighting style. Special: Grapples opponent while allowing the User to still make Hand signs for jutsu. May also be used outside of battle for no chakra cost to get things off high shelves…convenient! Hachimon (The Eight Celestial Gates) The eight chakra gates are eight specific points on a person's chakra circulatory system. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By opening these gates, the user can surpass their own physical limits at the cost of extreme damage to their own bodies. Obviously, gates must be opened in order. The gates and what they release are listed below. The Gates each have a Hp cost with the exception of the eighth which kills the user at the end. This is so that the eight gates do not get spammed the hell out of. The effects of the gates last for 10 user Rounds for Gates 1-5 and until death for Gates 5-8. However the Hp loss is constant. The effects of the gate opening can be healed up to the opening of the 6th gate. The strain placed on the body from opening the 7th and 8th gate is too much for anyone to heal. You can recover from opening the 7th gate, but you probably won't be ninja-ing around any more. The effects of the gates past the 4th gate come with a permanent lost of constitution; this represents the damage placed upon the body when the gates are open so be VERY careful when you use this power surge. Finally, the effects of the gates don't stack, so when you open the 2nd gate the +10 strength/dex is replaced by +16 str/dex. However the cost does stack. For example to open the 2nd gate you must first pay 50 hp to open the 1st gate, then 80 hp to open the 2nd. Opening each gate takes up one attack turn as well, so if you only have 4 attack turns per round but know 5 gates, you have to wait for your next round to open the 5th gate. 1. Opening (Initial) releases the brain's limit on the total strain on the muscles. Hp Cost: 50 + 10 damage per round. Dice Rolls: 2 Requirements: Taijutsu 20, Chakra Control 20 Training: 3 stages. Stage I: Chakra Control DC: 30 Locating and opening the first gate. Stage II: Taijutsu DC: 30 Familiarise self with punching and kicking with the power surge that comes with opening the first gate. Stage III: Taijutsu DC: 32 Start dealing some serious damage either on a dummy or another person. Special: +10 Str / Dex Summoning Contract-~Stats~ True FormLV. 10 Experience: 250/550 Hp: 200 Cp: 150 MHp: 100 Strength: 10+30+2 (Tr) 32 Mod: 11 Dexterity: 10 Mod: 0 Constitution: 10+10 30 Mod: 10 Intelligence: 10 x.7= 7 Mod: -2 Wisdom: 10 Mod: 0 Charisma: 10+8 18 Mod: 4 Chakra: 10+10 20 Mod: 5 Dodge Bonus: 10 Base Attack Bonus: 10/5 Attack Melee: 25/20 Attack Ranged: 10/5 Base Save Bonus: 5 Fort: 20 Rex: 5 Will: 5 Human FormLV. 5 Hp: 55 Cp: 65 MHp: 45 Strength: 6+6= 12+2 (tr) 14 Mod: 2 Dexterity: 6+4 10 Mod: 0 Constitution: 6+6 12 Mod: 1 Intelligence: 6+2=9x .7= 6 Mod: -2 Wisdom: 6+2=8 Mod: -1 Charisma: 6+6= 12 Mod: 1 Chakra: 6 +10= 16 Mod: 3 Dodge Bonus: 4 Base Attack Bonus: 5 Attack Melee: 6 Attack Ranged: 5 Base Save Bonus: 2 Fort: 3 Rex: 2 Will: 1 ~Skills~ Ninja Skills [Mundane] ((Modified By)):60 Strength +15 Athletics (Str): 5 Dexterity:+0 Acrobatics (Dex): 5 Escape Artist (Dex):0 Sleight of Hand (Dex):0 Stealth (Dex): Constitution: +15 Concentration (Con): 0 Intelligence: -2 Alchemy (Int):0 Chakra Control (Int): 20 Craft (Int): 0 Treat Injury (Int): 0 Wisdom: +0 Awareness (Wis): 10 Read Lips (Wis): 0 Sense Motive (Wis): 10 Survival (Wis): 10 Charisma:+4 Diplomacy (Cha): 0 Handle Animal (Cha):0 Innuendo (Cha):0 Intimidate (Cha): 0 Perform (Cha):0 Seduction (Cha): 10 Ninja Skills [Passive] ((No Modifiers)):Ninja Weapons (Melee): 10 (Nodachi) Ninja Weapons (Ranged): Taijutsu: 20 Ninjutsu: 20 Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: Puppet Play: ~Possessions~ Money:Ryo: Equipment:1 x Nodachi The Nodachi is a really big and long katana mostly used to deal with cavalry in open ground combat, however the sword can be also used for normal combat by skilled people. Damage: 5 - 16 + 1.5x str. mod. Range: Melee + 5 ft. Special: +2 to Dodge Bonus and blocking checks. Can be used while mounted on a horse. Causes Bleeding upon a critical hit. Dual Wield: No. ValuablesMister Deathmeistersnugglekins: The name of the Nodachi given to her as a present by Wolfgang for killing her first ten opponents. She loves it very much.
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Posted: Wed Aug 01, 2012 10:20 pm
User-name: Gideon Commando Posting: As often as I can manage Time zone: Central ~Character Data~ Name: Kotaro Yagyu Village: Otogakure Clan/Bloodline: N/A Element Affinity: Earth Age: 13 Gender: Male Rank: Academy Student ~Appearance~ Headband: None Height: 5’6” Weight: 105lbs Hair: Brown Eyes: Blue Physical Description: Thin is a bit of an understatement when it comes to Kotaro. Unable to get much food throughout his life Kotaro hasn’t been able to gain very much weight. When that is combined with his frequent high speed escapes from angry shopkeepers makes for a rather lanky individual. His hair is sort of long and rather unruly as he can’t do much for it, unlike most everything about him, this is actually do to his genetics, he’s always had hair like that. Clothing:Background: Kotaro was, to be frank, a street rat his whole life. He had to steal and sneak just to eat from day to day. Exactly what happened to his parents is a mystery to Kotaro, he has vague memories of a once happy home and caring mother and father. He doesn’t believe the memories are true however, thinking instead that he made them up to comfort himself when he was younger and homeless. In reality his memories are fully correct, and he was, in fact, the son of two prominent Shinobi, who were assassinated. When his parents were killed Kotaro ran from the house, and just kept going until he was completely lost in the village. The investigators who went to crime scene the next day were unable to find the young boy, and assumed that he had been kidnapped. As he in fact was not, no leads came of it, and eventually the search was abandoned. No one noticed the new homeless boy who swiped bread from the bakery when no one was looking. This brings us to present day Kotaro, new Academy Student. The director of the secret police, Hisoka, runs a particular program designed to seek out and retrieve viable candidates for Geniniship, and the silent boy who lived in the villages shadow for so long was able to escape the ever alert Otobe officers for only so long. He was deemed a prime candidate, and the Director had him brought in for a temptng offer. Join the Oto Shinobi force, develop his skills for the hidden sound, and he would be given a knew life. A home, food rations, and status as an adult of the village...and all he had to do was swear himself into service as Shinobi. He sees it as his ticket out of the streets, and, hopefully, on to something much greater. He is unsure about what he is about to do, but sticks to his apparent emotionlessness that has gotten him thus far. Personality: Kotaro can be cold, calculating and otherwise completely emotionless at times. This developed as a defense mechanism against being the lowest of the low his whole life. This doesn’t mean he won’t open up to someone who manages to get close to him, but as no one has ever bothered to get close to him, it is both difficult and incredibly awkward for him. Other:Missions: S: A: B: C: D: Jutsu: Ninjutsu- Medical Ninjutsu- Genjutsu- Taijutsu-Summoning Contract-~Stats~ LV. 3 Experience: 50/200 Hp: 24 Cp: 27 MHp: 36 Base + Distributed + Training Strength: 6 + 1 = 7 Mod: -2 Dexterity: 6 + 10 = 16 Mod: 3 Constitution: 6 + 1 = 7 Mod: -2 Intelligence: 6 + 1 + 1 = 8 Mod: -1 Wisdom: 6 + 8 = 14 Mod: 2 Charisma: 6 + 1 = 7 Mod: -2 Chakra: 6 + 4 = 8 Mod: -1 Dodge Bonus: Wis Mod (2) + Dex Mod (3) + Lvl (3) = 8 Base Attack Bonus: 3 Attack Melee: 1 Attack Ranged: 6 Base Save Bonus: 1 Fort: -1 Rex: 4 Will: 3 ~Skills~ Ninja Skills [Mundane] ((Modified By)):Acrobatics (Dex):0 + 3 = 3 Alchemy (Int):0 - 1 = -1 Awareness (Wis):0 + 2 = 2 Athletics (Str):0 + 2 = 2 Chakra Control (Int):0 - 1 = -1 Concentration (Con):0 - 2 = -2 Craft (Int):0 - 1 = -1 Diplomacy (Cha):0 - 2 = -2 Escape Artist (Dex):0 + 3 = 3 Handle Animal (Cha):0 - 2 = -2 Innuendo (Cha):0 - 2 = -2 Intimidate (Cha):0 - 2 = -2 Perform (Cha):0 - 2 = -2 Read Lips (Wis): 6 + 2 = 8 Seduction (Cha):0 - 2 = -2 Sense Motive (Wis):0 + 2 = 2 Sleight of Hand (Dex): 4 + 3 = 7 Stealth (Dex): 16 + 3 = 19 Survival (Wis):0 + 2 = 2 Treat Injury (Int):0 - 1 = -1 Ninja Skills [Passive] ((No Modifiers)):Ninja Weapons: -Kunai: 4 -Bow: 12 Taijutsu: Ninjutsu: Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: Puppet Play: ~Possessions~ Money:Ryo: 50 Equipment:Bow x 1 Arrows x x Valuables
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Posted: Mon Aug 06, 2012 12:53 am
User-name: Ib The Goblin Tactician Posting: When and then where and why. is How I post. (all the time) Time zone: Eastern coastal time ( FL ) ~Character Data~ Name:Charles L. Hogans ( English ) Village: Oto [Sound village] Clan/Bloodline: None Element Affinity: Fire Age: 11 Gender: Male Rank: Academy student ~Appearance~ Headband: Around Right Arm [once obtain] Height:4'8'' Weight:110lb Hair:Brown Eyes:Green Physical Description:Kinda tall for his age during kid of the same age. He is kinda lanky but under his baggy clothing he has muscle to be strong enough or average. Clothing:The normal clothing is as seen in image above, the only changes are color or a jacket for when it gets cold. Background:Charles was born in the land of Honey near the rock village there his faimly owned a medical shop where they took care of the sick when the lands leaders would not, there he learned early on medical skills and the importance of them. His father one day handed him a bag of a base herbs for healing.the father said to him to go make a name for himself. Personality:Charles personality is very key in his life from a young age. He is very down to earth kind of person who can keep calm even in the worst of moment. Most to all the time he is very sweet to the people around him , he seems to be that guy with a lot of friends or well known amongst his community. being so down to earth he can take a lot of mental stress due to his natural resistance to it , but at times a thing like a head will cause him some problems. Charles has a very long fuse when it comes to stress but be warn , if one pushes him to car he can snap on even those near him. Other:Missions: S:000 A:000 B:000 C:000 D:000 Jutsu:Ninjutsu- Medical Ninjutsu- Genjutsu- Taijutsu-Summoning Contract-~Stats~ LV. 1 Experience: 26 / 100 Hp:8 Cp:11 MHp:11 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< Strength:6+0 Mod:-2 Dexterity:6+5 Mod:+1 Constitution:6+0 Mod:-2 Intelligence:6+5 Mod:+1 Wisdom:6+5 Mod:+1 Charisma:6+0 Mod:-2 Chakra:6+5 Mod:+1 Dodge Bonus: 3 Base Attack Bonus:1 Attack Melee:Attack Ranged:1 Base Save Bonus:1 Fort:Rex:1 Will:~Skills~ Ninja Skills [Mundane] ((Modified By)):Acrobatics (Dex):0 Alchemy (Int):2 Awareness (Wis):0 Athletics (Str):0 Chakra Control (Int):3+1=4 ( Train:seals:+1) Concentration (Con):0 Craft (Int):0 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):2 Sleight of Hand (Dex):0 Stealth (Dex):0 Survival (Wis):0 Treat Injury (Int):6 Ninja Skills [Passive] ((No Modifiers)):Ninja Weapons:0 Taijutsu:0 Ninjutsu:0 Medical Ninjutsu:7 Genjutsu:0 Fuuin Jutsu:0 Sneak Attack:0 Puppet Play:0 ~Possessions~ Money:Ryo:000,000,00 Equipment:Brass Water container (1quart)x1 Basic medical kit.x1 Valuables
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Posted: Thu Aug 09, 2012 9:35 pm
User-name: Hedpefan Posting: As much as I can. Time zone: Pacific ~Character Data~
Name: Jiro Soma Village: Otogakure Clan/Bloodline: Soma No Ko Element Affinity: Fire Age: 25 Gender: Male Rank: Jounin/Academy Instructor/ Kage Council ~Appearance~
Headband: He wears it in the nomal shinobi fashion of around his forhead. Height: 6'2 Weight: 175 Hair: Long, blonde hair. It is straight with no curls or waves. Eyes: Light blue. A more oval shape. Physical Description: A little thin. His face often shows little emotion. His arms hang down past his waist. Clothing: Common shinobi clothing. Background: As a child Jiro trained hard, he always wanted to be a jounin and his hardwork proved that he could do it. When he became a jounin he was extremely proud of himself, he was even prouder when his twin became a jounin aswell. Jiro mainly does missions for the village but, sometimes he'll help his brother teach classes and he is part of the council that rules Otogakure. Personality: More outspoken.He isn't afraid of a challenge, often he embraces them with open arms. He is respectful of his clan leader and the kage but, sometimes he can be disrespectful to other people. He is more strong then his twin. Other:
Missions:
S: ?? A: ?? B: ?? C: ?? D: ??
Jutsu:
Ninjutsu- **All Academy Ninjustsu.** Oto Bunshin no Jutsu (Sound Doppelganger Technique) Based off the Kage Bunshin no Jutsu created by the original leader of Oto, this jutsu also uses no direct element to create itself and has a chakra system all it’s own. The difference between this clone and the original is that once this clone is destroyed, instead of just vanishing in a puff of smoke, a loud burst of air shoots forth to push the opponent back as well as firing at a high pitch to damage the user’s eardrums. When combined with the explosive clone jutsu, this can be a very deadly clone to have. Rank: B Cp cost: 20 per bunshin and resulting CP divided by number of Clones created Damage: *Damage dealt by clones reduced by 25%. *Popping damage = 30 - 50 + chk mod + 2 per 10 points in ninjutsu Reflex DC: (versus user triggered pop) 14 + chk mod. Requirements: Otogakure, Chakra 30, Chakra Control 25, Ninjutsu 30. Training: 4 stages Stage 1: Chakra DC: 20, Forming physical forms from chakra and air waves. Stage 2: Chakra Control DC: 35, Building a working chakra system in each clone. Stage 3: Ninjutsu DC: 40, Animating the clones. Stage 4: Ninjutsu + Chakra Control DC: 65, Loading the clones with resounding air waves to cause sound explosion upon destruction of the bunshin. Special: *Clones can use any jutsu the user can so long as they have the CP. *Any cutting/piercing will damage the integrity of the bunshin causing the unstable airwaves inside the clone to automatically trigger popping effect. *Clone’s ‘popping’ is treated as a Ninjutsu attack and can be forcibly ‘popped’ but will only do half damage DC if they do hit. *Clone HP: 50 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP To See Through Clones: 15 + d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones. Katon: Hibashiri (Fire Release: Running Fire) This jutsu will create jets of fire that can be manipulated into several forms before striking the target. It can also be used in combination with Wind Release technique to add it's damage and burn to them. Cp Cost: 25 + 10 per turn held Dice Rolls: 3 to initiate, 1 per turn held Damage: 15 - 40 + chk mod + 2 per 10 ranks in Ninjutsu Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu Requirements: Fire Affinity, Chakra Control 22, Ninjutsu 13, Concentration 18 Training: 3 stages. Stage I: Chakra Control DC 32 Generate the flame from within you by molding your Fire Affinity chakra. Stage II: Ninjutsu DC 30 Spit out the flame and direct it towards your opponent. Stage III: Concentration DC 28 Chasing a moving target with the flame. Special: This technique can be maintained and used in succession at the cost of 1 attack roll per attack. Target must roll 1 reflex save per dice roll from the user's turn to avoid getting hit by the running flame. Any taijutsu attack or jutsu used by the user will cancel this technique. Can be added to a wind technique used in the same turn to add its damage and effect to it.
Katon: Bakukadan (Fire Release: Exploding Flame Shot) By creating a spark of fire release chakra from their hands, this jutsu allows the user to throw multiple balls of orange flame from their hands, which are able to cause fiery explosions on impact. The shots can also light the opponent on fire. Cp Cost: 25 per fireball Dice Rolls: 3 Damage: (15 - 20) + dex mod + chk mod + 2 per 10 ranks in Ninjutsu per fireball Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu Requirements: Fire Affinity, Chakra Control 20, Ninjutsu 18, Dexterity 20 Training: 3 stages. Stage I: Chakra Control DC 30 Generating fire in your hands from your chakra. Stage II: Ninjutsu DC 28 Giving the flames physical form and spherical shape. Stage III: Dexterity DC 15 {d20 + dex mod} Chucking fireballs at a target. Special: User can create 2 fireballs + 1 per 10 levels in chakra control.
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.
Katon: Hosenka no Jutsu (Fire Release: Phoenix Immortal Fire Technique) Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack. Cp cost: 30 + 12 per ball Dice Rolls: 3 Damage: 12 – 30 + chk mod per ball that lands. Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu. Roll a Reflex check for each fireball. Requirements: Fire Affinity, Chakra Control 25, Ninjutsu 22 Training: 3 stages. Stage I: Chakra Control DC 35 Generate the fireballs with a focus on speed and accuracy. Aim for 2-3 in quick succession. Stage II: Chakra Control DC 37 Work on making the fireballs hotter. Aim for 4-5 in quick succession. Stage III: Ninjutsu DC 32 Combine the previously learned elements. Special: Maximum amount of fireballs created is 3 + 1 per 10 ranks in Chakra Control
Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet) Shoots an enormous ball of flame in the shape of a dragon from the user's mouth. Cp cost: 170 Dice Rolls: 4 Damage: 120 - 180 + chk mod Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu Requirements: Fire Affinity, Chakra Control 40, Ninjutsu 35 Training: 4 stages Stage I: Chakra Control DC 50 Generate the flame from within you focusing on surface area. Stage II: Chakra DC 25 {d20 + chk mod} Make the flame more lethal, for example by make it flicker more, making it hotter, or having a larger surface area. Stage III: Chakra Control DC 52 Shape the flame into the shape of a dragon and increase the size of the fireball more. Stage IV: Ninjutsu DC 47 Combine the previously learned elements.
Katon: Ryuka no Jutsu (Fire Release: Dragon Fire Technique) After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object. Cp cost: 150 Dice Rolls: 5 Damage: 100 - 160 + chk mod Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu Requirements: Fire Affinity, Chakra Control 35, Ninjutsu 30 Training: 4 stages. Stage I: Chakra Control DC 45 Careful control of the flame is needed to ensure it travels as quickly along the thin object as possible. Stage II: Chakra DC 22 {d20 + chk mod} Increase the potency of the flame. Stage III: Chakra Control DC 47 After mastering control of a small flame, move to make the flame larger. Stage IV: Ninjutsu DC 42 Combine the previously learned elements. Special: If the enemy is trapped by any line of wire or any kind of solid item that might conduct the fire the victim loses the ability to make a reflex save. Katon: Gōryūka no Jutsu (Fire Release: Great Dragon Fire Technique) The user compresses a large amount of chakra built up inside their body and changes its shape into a dragon-shaped fireball. The user then skillfully manipulates that great fire, and attacks their opponent. Even outside of the attack range, its power and reliability are stressed. The flames have a high temperature, as they can create an updraft which in turn can give rise to thunder clouds. A master of this technique can fire off several flames in succession. Anyone caught in the technique could potentially be reduced to ashes. Cp Cost: 170 Dice Rolls: 6 Damage: (50 - 60) + chk mod + 2 per 10 ranks in Ninjutsu per dragon Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu Requirements: Fire Affinity, Chakra Control 45, Ninjutsu 38, Chakra 30. Training: 5 stages. Stage I: Chakra DC 20 {d20 + chk mod} Building up fire chakra inside your body. Stage II: Ninjutsu DC 48 Superheating the chakra at its maximum temperature without hurting yourself. Stage III: Chakra Control DC 55 Spitting out the fire in as many dragons as you can. Stage IV: Chakra Control DC 57 Animating the dragons individually. Stage V: Ninjutsu DC 50 Launching the dragons in succession at one or various targets with maximum power. Special: User can create 1 dragon per 15 ranks in Chakra Control. Target must roll 1 reflex save per dragon. Dragons can be aimed at various targets. Medical Ninjutsu-
Genjutsu-
Taijutsu-
Jutsu Name: Taren (多連) Description: Ukon's legs or arms sprout from one of Sakon's and they kick or punch the opponent, tripling the usual damage. Rank: B-Rank Cp Cost: None Damage: Normal Damage x 3 Requirements: Taijutsu 15 Ranks (Strong) 10 Ranks (Weak), Dex Modifier greater than +4 Training: 3 Stages Stage I : User Practices quick use of extra limbs. 15 post DC 20 Roll +Dex Modifier Stage II: User Adds in on extra limb. 25 post DC 25 Taijutsu attack roll to hit target with both legs. Stage III: User adds in third leg or arm. 20 post DC 30 Taijutsu attack. Special: Remember that the damage done depends on, which twin lands the hits, and how many of them they landed. Owner: PupSage and Soma Clan
Jutsu Name: Kisei Kikai no Jutsu (寄生鬼壊の術) Description: A parasitic assassination technique done by Ukon that disassembles his body down to a molecular level, and enter the enemy's flesh. This cruel jutsu gradually corrodes the inner bodily cells of those he merges with, and death ensues. Rank: B-Rank Attack Turns: 4 to use, 1 to maintain. Cp Cost: 60 if used by one twin (40 per twin if both) Damage: 2-20 dmg + 2-4 per 4 ranks in Ninjutsu + 1-4 CON dmg for 1 twin ( 6-40 + 2-4 per 4 ranks in ninjutsu +2-6 CON dmg if both) Reflex/Fort: 15 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: INT 20, CHAKRA 18, CONSTITUTION 22, Chakra control +24 Training: 4 Stages Stage I: [CHAKRA DC 19] User performs Chakra molding to prepare for breaking down their molecular structure. Stage II: [Chakra Control DC 34]User Breaks down molecular structure for in order to prepare for bodily entry. Stage III: [INT DC 20] Attack the enemies organs from the inside Stage IV: [Escape Artist DC 25] User performs an Escape artist check To exit the host body and return to their normal form Special: Any damage received by the host that does not come from the parasitic per turn damage is received by the infecting body. *Use the higher ninjutsu bonus of the 2 twins if combined. *Use the high chakra bonus of the 2 twins if combined *Victim recovers 1 CON per resting post after twins are removed up to their max. *Can be used for 10 cp to enter the body of a willing person without causing damage (RP purposes only) Owner: PupSage and Soma Clan
Jutsu Name: Soma no Esei Description: Should any injury befall either Sakon or Ukon, they can merge with each other to heal. (only the dormant of the two heals) This way, their healing rate is much faster than that of a normal human's, though it depletes a large amount of chakra. Rank: B-Rank Cp Cost: Depends Damage: Recover 1.5 hp for every 1 cp used, quantities of fifty or more require multiple rounds of healing per 50 hp. Requirements: Constitution Modifier +2, Treat injury +10, Chakra control +10, Hp greater than 110 Training: Stages 2 Stage I: Chakra Molding While joined. (Each twin 20 post DC 25) Stage II: Both twins make Treat Injury (DC30) and Survival (25) checks for 25 post. Special: Owner: PupSage and Soma Clan 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. Requirements: Taijutsu 5, Strength 12. Training: 2 stages. Stage I: Strength DC 12. Punch hard surfaces with weights strapped around your arms. Stage II: Taijutsu DC 17. Punch through less hard surfaces without the weights
Summoning Contract- ~Stats~
LV. 40 Experience: 113/2050 Hp: [10 +10] x 40 = 800 Cp: [10 + 24] x 40 = 1360 MHp: [10 + 10] x 40= 800
Attribute: Base |Distribute| Training | Clan | Total Strength: 16 | 34 | 1 | x1.3 | 62 Mod: +26 Dexterity: 16 | 30 | 0 | x1.2 | 58 Mod: +24 Constitution: 16 | 20 | 0 | x.8 | 30 Mod: +10 Intelligence: 16 | 32 | 0 | x1 | 48 Mod: +19 Wisdom: 16 | 20 | 1 | x.8 | 30 Mod: +10 Charisma: 16 | 20 | 1 | x.8 | 30 Mod: +10 Chakra: 16 | 32 | 1 | x1.2 | 59 Mod: +24 Dodge Bonus: 40 + 24 + 10 = +74
Base Attack Bonus: +40 Attack Melee: 40 + 26= 66 Attack Ranged: 40 + 24= 64
Base Save Bonus: 20 Fort: 20 + 10 + 20 (Clan)= 42 Rex: 20 + 24=44 Will: 20 + 10= 30
~Skills~
Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): 20 Alchemy (Int): Awareness (Wis): 20 Athletics (Str): 20 Chakra Control (Int): 45 Concentration (Con): 15 Craft (Int): Diplomacy (Cha): Escape Artist (Dex): 20 Handle Animal (Cha): Innuendo (Cha): 20 Intimidate (Cha): 20 Perform (Cha): Read Lips (Wis): Seduction (Cha): Sense Motive (Wis): 20 Sleight of Hand (Dex): 20 Stealth (Dex): 20 Survival (Wis): 20 Treat Injury (Int): 10
Ninja Skills [Passive] ((No Modifiers)): Level|Clan|training|total Ninja Weapons: Fuuma Shuriken 1 Taijutsu: 50 | 10 | 0 | 60 Ninjutsu: 50 | 0 | 0 | 50 Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: 30 | 0 | 0 | 30 Puppet Play: ~Possessions~
Money: 400
Ryo: 100
Equipment: 10x Kunai 10x Shuriken 10x Explosive tags 1x Fuuma Shuriken
Valuables 1x leather bound atlas 1x travel pack
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Posted: Thu Aug 09, 2012 9:36 pm
User-name: Hedpefan Posting: As much as I can. Time zone: Pacific ~Character Data~
Name: Aki Soma Village: Otogakure Clan/Bloodline: Soma No Ko Element Affinity: Water Age: 25 Gender: Male Rank: Jounin/Academy Instructor/Kage Council ~Appearance~
Headband: Wears it around his head. Height: 6'2 Weight: 175 Hair: Long, blonde hair. Eyes: Light Blue. A more oval shape. Physical Description: A little thin. He often is smiling. His arms hand down past his waist. Clothing: Common casual clothes for a jounin. Background: Even as a child Aki was a quite person. He trained hard as a child and it shows as he is now not only a lesser twin but, even a equal to his brother. Aki always is scene hanging off of his brothers neck, being the lesser twin he still has to stay with his brother for most of his life. During the revolution Aki was only a chunnin but, he fought along the rebels and helped overthrow the hypocritical throne of Otobe. He is now a teacher and does missions everyonce in a while for the village. After the overthrow of the Otobe he became part of the council that rules over Otogakure. Personality: He is quiet and will never speak unless spoken to or unless if his brother encourages him to talk to people. He tends to be more shy then his brother. He is slightly more intlligent then his brother. He tends to smile a lot. Other:
Missions:
S: ?? A: ?? B: ?? C: ?? D: ??
Jutsu:
Ninjutsu- **All academy Jutsus** Oto Bunshin no Jutsu (Sound Doppelganger Technique) Based off the Kage Bunshin no Jutsu created by the original leader of Oto, this jutsu also uses no direct element to create itself and has a chakra system all it’s own. The difference between this clone and the original is that once this clone is destroyed, instead of just vanishing in a puff of smoke, a loud burst of air shoots forth to push the opponent back as well as firing at a high pitch to damage the user’s eardrums. When combined with the explosive clone jutsu, this can be a very deadly clone to have. Rank: B Cp cost: 20 per bunshin and resulting CP divided by number of Clones created Damage: *Damage dealt by clones reduced by 25%. *Popping damage = 30 - 50 + chk mod + 2 per 10 points in ninjutsu Reflex DC: (versus user triggered pop) 14 + chk mod. Requirements: Otogakure, Chakra 30, Chakra Control 25, Ninjutsu 30. Training: 4 stages Stage 1: Chakra DC: 20, Forming physical forms from chakra and air waves. Stage 2: Chakra Control DC: 35, Building a working chakra system in each clone. Stage 3: Ninjutsu DC: 40, Animating the clones. Stage 4: Ninjutsu + Chakra Control DC: 65, Loading the clones with resounding air waves to cause sound explosion upon destruction of the bunshin. Special: *Clones can use any jutsu the user can so long as they have the CP. *Any cutting/piercing will damage the integrity of the bunshin causing the unstable airwaves inside the clone to automatically trigger popping effect. *Clone’s ‘popping’ is treated as a Ninjutsu attack and can be forcibly ‘popped’ but will only do half damage DC if they do hit. *Clone HP: 50 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP To See Through Clones: 15 + d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones. 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. Kansei: Mizu no Kyuutai (Trap: Orb of Water) The victim of watery traps has an unkind fate to come. Water spreads up around the poor soul and they begin to drown. The lucky can break loose, but then they still have to face the caster of the technique. Cp cost: 45 + 20 per turn Dice Rolls: 4 Damage: 40 – 80 + chk mod per turn Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu Escape Artist DC: 20 + user’s chakra mod Requirements: Water Affinity, Chakra Control 30, Ninjutsu 30. Training: 4 stages Stage I: Chakra Control DC 40 Forming a water sphere not connected to your arm. Stage II: Chakra Control DC 42 Maintaining the sphere's shape and consistency. Stage III: Chakra DC 20 {d20 + chk mod} Keeping a trapped object from escaping Stage IV: Ninjutsu DC 40 Keeping the sphere active while doing other activities. Special: Can only be used if target is on or underwater. Victim is completely immobilized until she can break free and is considered drowning. Victim must roll a Fortitude check of 5 + 5 per round or otherwise take the full damage from the technique. 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. 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. 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. Suiton: Suijinheki (Water Release: Water Encampment Wall) This defensive technique creates a wall of water around the user. Enemy attacks are completely intercepted by a fence of water blown out from the mouth, and is raised from below with tremendous might. The water is blown out is in the form of a circle around the user, and it makes for a defense without openings. It is also possible for the user to control the amount of water and duration at will. The wall's strength and resistance change following the quantity of chakra poured down into the water, so a skillful shinobi will be able to build a sturdy one. Cp cost: 90 Dice Rolls: 4 Damage: N/A Reflex DC: N/A Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25, Chakra 32, Concentration 20 Training: 4 stages Stage I: Chakra Control DC 40 Raising water into a wall. Stage II: Ninjutsu DC 35 Spreading the wall in a circle around the user. Stage III: Chakra DC 21 {d20 + chk mod} Generating a strong current to block attacks. Stage IV: Concentration DC 30 Maintaining the barrier while fighting or doing other attention demanding activities. 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). Suiton: Bakusui Shōha (Water Release: Exploding Water Shockwave) The user generates a great volume of water, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks. The amount of water created is proportional to the amount of chakra used; when used with an enormous chakra, even a dry wasteland can become a small ocean. 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 Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30, Dexterity 20 Training: 4 stages Stage I: Chakra DC 20 {d20 + chk mod} Creating or gathering extremely large quantities of water for a technique. Stage II: Chakra Control DC 45 Launching the water into a wave. Stage III: Dexterity DC 15 {d20 + chk mod} Riding the wave while maintaining balance. Stage IV: Ninjutsu DC 40 Launching an attack while the wave hits. 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. 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 Requirements: Water Affinity, Chakra Control 40, Ninjutsu 45, Chakra 35 Training: 5 stages Stage I: Chakra DC 22 {d20 + chk mod} Gathering large quantities of water for a jutsu. Stage II: Chakra Control DC 50 Forming the water in the shape of a dragon. Stage III: Chakra Control DC 52 Animating the dragon. Stage IV: Ninjutsu DC 55 Aiming the dragon for an attack. Stage V: Ninjutsu DC 57 Adding concussive force to the attack.
Medical Ninjutsu-
Genjutsu-
Taijutsu- Jutsu Name: Taren (多連) Description: Ukon's legs or arms sprout from one of Sakon's and they kick or punch the opponent, tripling the usual damage. Rank: B-Rank Cp Cost: None Damage: Normal Damage x 3 Requirements: Taijutsu 15 Ranks (Strong) 10 Ranks (Weak), Dex Modifier greater than +4 Training: 3 Stages Stage I : User Practices quick use of extra limbs. 15 post DC 20 Roll +Dex Modifier Stage II: User Adds in on extra limb. 25 post DC 25 Taijutsu attack roll to hit target with both legs. Stage III: User adds in third leg or arm. 20 post DC 30 Taijutsu attack. Special: Remember that the damage done depends on, which twin lands the hits, and how many of them they landed. Owner: PupSage and Soma Clan
Jutsu Name: Kisei Kikai no Jutsu (寄生鬼壊の術) Description: A parasitic assassination technique done by Ukon that disassembles his body down to a molecular level, and enter the enemy's flesh. This cruel jutsu gradually corrodes the inner bodily cells of those he merges with, and death ensues. Rank: B-Rank Attack Turns: 4 to use, 1 to maintain. Cp Cost: 60 if used by one twin (40 per twin if both) Damage: 2-20 dmg + 2-4 per 4 ranks in Ninjutsu + 1-4 CON dmg for 1 twin ( 6-40 + 2-4 per 4 ranks in ninjutsu +2-6 CON dmg if both) Reflex/Fort: 15 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: INT 20, CHAKRA 18, CONSTITUTION 22, Chakra control +24 Training: 4 Stages Stage I: [CHAKRA DC 19] User performs Chakra molding to prepare for breaking down their molecular structure. Stage II: [Chakra Control DC 34]User Breaks down molecular structure for in order to prepare for bodily entry. Stage III: [INT DC 20] Attack the enemies organs from the inside Stage IV: [Escape Artist DC 25] User performs an Escape artist check To exit the host body and return to their normal form Special: Any damage received by the host that does not come from the parasitic per turn damage is received by the infecting body. *Use the higher ninjutsu bonus of the 2 twins if combined. *Use the high chakra bonus of the 2 twins if combined *Victim recovers 1 CON per resting post after twins are removed up to their max. *Can be used for 10 cp to enter the body of a willing person without causing damage (RP purposes only) Owner: PupSage and Soma Clan
Jutsu Name: Soma no Esei Description: Should any injury befall either Sakon or Ukon, they can merge with each other to heal. (only the dormant of the two heals) This way, their healing rate is much faster than that of a normal human's, though it depletes a large amount of chakra. Rank: B-Rank Cp Cost: Depends Damage: Recover 1.5 hp for every 1 cp used, quantities of fifty or more require multiple rounds of healing per 50 hp. Requirements: Constitution Modifier +2, Treat injury +10, Chakra control +10, Hp greater than 110 Training: Stages 2 Stage I: Chakra Molding While joined. (Each twin 20 post DC 25) Stage II: Both twins make Treat Injury (DC30) and Survival (25) checks for 25 post. Special: Owner: PupSage and Soma Clan
Summoning Contract- ~Stats~
LV. 40 Experience: 117/2050 Hp: [10+9] x 40=760 Cp: [10+22] x 40=1280 MHp: [10+9] x 40=760
Attribute: Base | Distribute| Training | Clan | Total Strength: 16 | 36 | 0 | x1.3 | 68 Mod: + 29 Dexterity: 16 | 36 | 0 | x1.2 | 62 Mod: +16 Constitution: 16 | 20 | 0 | x.8 | 29 Mod: +9 Intelligence: 16 | 26 | x1 | 42 Mod: +16 Wisdom: 16 | 20 | 0 | x.8 | 29 Mod: +9 Charisma: 16 | 20 | 0 | x.8 | 29 Mod: +9 Chakra: 16 | 30 | 0 | x1.2 | 55 Mod: +22 Dodge Bonus: 40 + 14 + 31= +85
Base Attack Bonus: +40 Attack Melee: 40 + 29= 69 Attack Ranged: 40 + 16 = 56
Base Save Bonus: +20 Fort: 20 + 20(Clan) =1 Rex: 20 + 31 = 1 Will: 20 – 3 = -2 ~Skills~
Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): 20 Alchemy (Int): Awareness (Wis): 20 Athletics (Str): 20 Chakra Control (Int): 50 Concentration (Con): 20 Craft (Int): Diplomacy (Cha): 20 Escape Artist (Dex): 20 Handle Animal (Cha): Innuendo (Cha): 20 Intimidate (Cha): 10 Perform (Cha): Read Lips (Wis): Seduction (Cha): Sense Motive (Wis): 20 Sleight of Hand (Dex): 20 Stealth (Dex): 20 Survival (Wis): 20 Treat Injury (Int): 20
Ninja Skills [Passive] ((No Modifiers)): Level | Clan | training | total Ninja Weapons: Taijutsu: 30 | 10 | 0 | 40 Ninjutsu: 50 Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: 20 Puppet Play: ~Possessions~
Money: 400
Ryo: 100
Equipment: 10x Kunai 10x Shuriken 10x Explosive tags
Valuables
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Posted: Tue Aug 28, 2012 1:10 pm
User-name:SimplyAWesternGirl Posting: When Able Time zone: US Central time ~Character Data~ Name: Aki Yakut Kagutachi ( A-ki Ya-ku-t Ka-gu-ta-chi.) (Last+first=Japanese:: Middle=Hungarian) Village: Sound Clan/Bloodline: None Element Affinity: Lighting Age: 12 Gender: Female Rank: Academy Student. (Rank-E) ~Appearance~ Headband: Hips Height:4'4'' Weight:104lbs Hair: Red head Eyes: Green Physical Description:Aki`s body is very youthful and slim, her hips ,shoulders, legs ,chest, and buttox. are all curvy for her age. With curly red hair , green eyes, and a soft personality she is a real eye candy for both guys and girls. Clothing:The normal appearance of clothing is a black pare of short shorts, knee high socks , Black or white short sleeve shirt, and some times a jacket to keep warm. Background:Aki was born in the Waterfall village while the mother and father where visiting the mothers parents. after the visit and birth of aki the mother and father returned to the village hidden in the leaf where they started to raise her. As years passed aki slowly took shape in a image of the mother , the idea of a little version of the mother was surprising to the friends of the mother and father. By a young age she was not confrontational person that learned that manipulation is just as strong as weapons and jutsu. While she reached the age of eleven her father placed her in the academy in the sound village so she could learn how to defend her self. Shortly after she was moved to the sound village and there she would start training as he father wished, Personality:Aki a young girl who if very much into boys. With a strong mind and a way with words she has found that manipulating others is a easier way to deal with problems or setbacks. Her personality dose not reflect this as she is a very sweet young girl who is willing to try and help those in need over her own needs. From a young age she was very skilled in gymnastics but has yet to gloat about her accomplishments to others, this gives her a mysterious feel to her. For most of the time she is talkative and very social with people around her, on several notes she failed a combat test by making friends with her said enemy. Other:Tho so young she has founded she is attracted to guys , but will do what is needed to get things done when involving a girl. Missions: S mad x A mad x B mad x C mad x D mad x Jutsu:Ninjutsu- Medical Ninjutsu- Genjutsu- Taijutsu-Summoning Contract-~Stats~ LV. 1 Experience:0-100 Hp:8 Cp:9 MHp:10 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< Strength:6+0 Mod:-2 Dexterity:6+6 Mod:+1 Constitution:6+0 Mod:-2 Intelligence:6+2 Mod:-1 Wisdom:6+4 Mod:+0 Charisma:6+6 Mod:+1 Chakra:6+2 Mod:-1 Dodge Bonus:3 Base Attack Bonus:1 Attack Melee:1 Attack Ranged:Base Save Bonus:1 Fort:1 Rex:Will:~Skills~ Ninja Skills [Mundane] ((Modified By)):Acrobatics (Dex):2 Alchemy (Int):0 Awareness (Wis):2 Athletics (Str):0 Chakra Control (Int):0 Concentration (Con):0 Craft (Int):0 Diplomacy (Cha):2 Escape Artist (Dex): Handle Animal (Cha):0 Innuendo (Cha): Intimidate (Cha):0 Perform (Cha):0 Read Lips (Wis):0 Seduction (Cha):5 Sense Motive (Wis):2 Sleight of Hand (Dex):3 Stealth (Dex):2 Survival (Wis):0 Treat Injury (Int):0 Ninja Skills [Passive] ((No Modifiers)):Ninja Weapons: Taijutsu:1 Ninjutsu:0 Medical Ninjutsu:0 Genjutsu:0 Fuuin Jutsu:0 Sneak Attack:1 Puppet Play:0 ~Possessions~ Money:Ryo:000000 Equipment:Basic medical kit x1 Messenger bag x1 Blanket x1 Small pillow x1 Water can x1 ( 16oz ) Bag of Salt x1 (10oz) ValuablesHair clips. Family. Friends. Home(place of living)
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Fashionable Businesswoman
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Posted: Sat Sep 29, 2012 1:40 pm
User-name: ExodusRevel Posting: On almost all the time... Time zone: CST
~Character Data~
Name: Satoru Miyamoto (Otobe) Village: Otogakure 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: Katon/Suiton Age: 21 Gender: Male Rank: Jounin (ANBU)
~Appearance~
Headband: The symbol of Oto, the eighth note engraved in steel, is on black cloth and tied around his left bicep. Height: 6'2" Weight: 186 lbs. Hair: He has cropped black hair that likes to stick out in many different ways. The few longest strands reach to his chin, but not beyond that. The tips of his hair however are white. Eyes: These tend to creep people out. With his pale skin and black hair, his eyes are a sky blue. They seem to peer at you and look into your soul, tearing you apart from the inside out. Physical Description: He is tall and medium built. There isn't much else about him that stand out other than his head. His lightly colored eyes and dark hair... and the scar on his face under his right eye. He doesn't like to talk about it, and if you ask, he'll just walk away and maybe ignore you for a few days. Clothing: While on missions he wears the basic ANBU armor. He has two separate masks. One was given him when he first joined the ANBU, a white mask, shaped like a fox, with a light blue eighth note in the center of the forehead and dark navy blue ripples moving away from it. His second mask, given to him by the Otobe, is a plain mask, decorated with purple crescents in various directions. He wears his original mask when doing undercover missions for the resistance, along with a black hood to hide his hair. His normal clothes consists of a black sleeveless turtleneck that unzips to about the chest. He wears tight black pants with various pouches attached around the belt line and one strapped to his left thigh. He also sports black gloves that are missing the fingers, and his two ninja-to on his back in an 'X' shape with the hilts facing down. Background:
♩ The First Years ♩
TABHis beginning years were fairly simple. He wasn't always the way he was. It is hard to believe he was a happy child. Not many were fearful of his eyes. He didn't care so much for the academy, and would rather have fun playing around with his friends, Hiro and Rayne. Hiro was a Yakushi, very dominant and enjoyed fighting. Rayne was Anzan, wanting to train all the time and read books. Somehow they managed to click and become friends. They shared fond memories together, a few involving raids at the Dokueki Bar and stealing a few bowls of ramen and plates of sushi. Even to this day the owner watches him carefully. The next thing he knew, he was standing beside his friends as they each received their headbands.
♪ The Story Starts ♪
As they all suspected and hoped, he was placed on a team with his friends. Their sensei was Kaisuke Kenkomishi. It wasn't terrible, other than the fact that all they did was practice their stealth and reconnaissance. He had trained all his life to be in the ANBU squads, but was instead told to lead a bunch of kids, which he never let them forget, since he had a tendency to show up late. Their first big mission came up rather quickly. Sure they did a bunch of delivery missions, which all three wished never happened, and were happy to actually move forward. They were to go to Mizuoh and disband a group of pirates who had been terrorizing the waterfront.
After a long travel they had reached Mizuoh and went straight to work. Satoru was recon, Rayne was the muscle, and Hiro the brains. They made quick work of their mission, though a few pirates managed to escape, they had heard very little rumors of their return, and so left the small village and returned to Oto. The harder missions came and went, and they made their way up the ladder of recognization.
♫ Ante Up ♫
A few years passed and missions came and went. Some failed, some successful, though they got better and learned from their mistakes. Just before becoming a chunin, his parents had died. His mother was sick in bed and it eventually took her. His father, being distraught over the loss of his wife, killed himself while at work in the mines. Luckily he was doing well in his missions to be able to afford his own housing as well as food and other necessities... as well as other things. He turned for the worse, taking up lots of gambling and almost lost his home. His friends, though now taking a lot of missions with others, still had time to stick closer together. Santoru, now took up genjutsu and people began to fear him, especially on one of his mood swings; his eyes not helping the situation.
It took several months before Rayne had enough and went over to his house and slapped him out of it. By that point, Rayne was the only friend he had, for Hiro had seemed to separate himself from him. She had to show him his ways and that he was hurting more than just himself. From then on, he worked to repay the damage he had done to other people. He tried to rework his relationship with Hiro and Rayne. Rayne and him became much closer, though Hiro was beyond repair. There were several threats and a few nasty words, so Hiro left it alone.
♬ Out of the Frying Pan, Into the Burrow ♬
He didn't lose every card game he played. There was one he had won... though he couldn't remember the name of the guy. It was a scroll, and upon opening it he was transported to the Forsaken Burrow. At first he was startled, wondering where the hell he was, until someone stepped up to him. It was the man who had played against him, until he removed his hood to reveal a fox. He called himself 'Patchfoot' and was known by the other foxes as Mentor. He spoke if their ways and how they would use any means necessary to aid in the betterment of the world. Satoru, having recently gained this same respect on his own, had convinced them to lend him their aid. Patchfoot had other things in mind. He wouldn't let just anyone sign their name in blood on the contracted scroll. Not without a test...
The first of his trials he had already finished when he bested Patchfoot in the card game, using his bluffs and lies. Now he had to show his loyalty. Patchfoot handed him a scroll, and looking at it as he opened it, it showed a patrol log of a group of resistance soldiers. He was told to bring it to the Fire Damiyo's forces to eliminate the rebellious group. It took a lot of willpower and convincing, but he managed to get the job done.
When he asked Patchfoot why he had to hand over the log, essentially killing the group of loyalists, the fox looked at him with a smile and uttered a phrase, 'The greatest harm can result from the best intentions.' The order of the foxes had a system of rules they followed. Throughout his trials he would learn each of these rules. Yes, the group was resisting the fire damiyo, but in doing so, they were pillaging villages and destroying innocent lives.Yes they were destroying the damiyo's forces, but the way they were doing it was injust. After a month of training and trials, it was time for him to sign his name in blood on the contracted scroll. He returned to his home to find a surprise waiting for him: Rayne.
♭ A New Beginning ♭
His sudden disappearance had caused Rayne, his only friend, to worry and stop by his house every day for the past few weeks. His disappearance and his new self had brought them closer together than either of them thought. He gives all the credit to her for turning his life around. Working together they became stronger and closer and soon made it to the rank of Tokubetsu Jounin. Rayne had taken her talents and became a part-time academy instructor and Satoru had joined the ANBU, as his sensei wanted to do. Hiro, who had removed himself entirely from his friends, turned missing. Fearing that he was fleeing the village and holding Otogakure secrets, it was the ANBU's job to hunt him down, and Satoru, knowing him the longest, was put in charge. Weeks of searching passed and no sign of Hiro was found.
♯ Rise of a New Power ♯
It happened suddenly, no one expecting ti to come. The Otobe, escaping their exile, swarmed over Otogakure to take it for themselves. Most everyone knew why they wanted the village, the secret was told with their first attempt that put them in exile in the first place. Satoru and Rayne took up the fight along with others to protect their village. Satoru donned his mask and ANBU gear and set about defending the village. That was when he found Hiro, however, he was fighting with the Otobe. Saturo removed his mask to face his friend, his enemy.
The fight ensued, Hiro seeming to tell the truth about avoiding Satoru, one reason being his eyes... It wasn't the first time he was told that, but it hurt to hear it from his friend. Threats were made to cut out his eyes, and it almost happened when Hiro grappled him to the ground and cut under his right eye, giving him the scar. The fight ended with Hiro dead on the ground, and Satoru on top of him. With his last breaths Hiro held up a small black box, telling him it would unlock the secrets and the truth. Only an Otobe could decipher it and Hiro had found out the Hisoka was one of them. He knew there was something about his past that didn't make sense, but he couldn't believe it yet. With his final words Hiro said, 'Protect Rayne. Protect Oto. Protect yourself...' That day, Satoru lost a friend, but gained much more.
He returned home to Rayne, finding her safe, but refused to tell her what had happened to Hiro. He hid his mask and ANBU gear, and surrendered himself. He told them how he was an Otobe whose parents managed to escape the exile and live lives in Oto. He didn't quite believe it himself but it was the only way to keep his position. Him and Rayne were able to keep their positions and move on with their lives, though Satoru wasn't quite finished...
Rayne, needing some time alone, left the safety of the village, and entered the wild. Reports were found that she didn't leave the country's borders, so no target was placed on her head. Satoru managed to meet her several times, but she would not return. In the meantime, he managed to join a rebel group and is currently spying on the Otobe's moves for them, though no action has taken place as of yet.
Personality: He is rather calm and collected, not letting much get to him or masking his feelings rather well. He is also a loyal person, to those close to him and the village as a whole. He would do almost anything for the betterment of the village, though right now he must serve the beast. For now he tells himself that it is for the better of the village. Other:
Missions:
S: ??? A: ??? B: ??? C: ??? D: ???
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.
Kakuremino no Jutsu (Cloak of Invisibility Technique) This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible. Cp cost: 1 Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Training: 1 stage. Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect. Special: +2 to your Stealth check when hiding.
Kawarimi no Jutsu (Replacement Technique) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 4 Dice Rolls: n/a Damage: n/a Requirements: Learn in the academy. Chakra Control 3 Training: 1 stage Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack! Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Jibaku Fuda: Kassei, (Exploding Tag: Activate) Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag. Cp cost: 3 per tag Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Learn in the academy. Chakra Control 2. Training: 1 stage Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.
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.
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!
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.
Katon: Bakukadan (Fire Release: Exploding Flame Shot) By creating a spark of fire release chakra from their hands, this jutsu allows the user to throw multiple balls of orange flame from their hands, which are able to cause fiery explosions on impact. The shots can also light the opponent on fire. Cp Cost: 25 per fireball Dice Rolls: 3 Damage: (15 - 20) + dex mod + chk mod + 2 per 10 ranks in Ninjutsu per fireball Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu Requirements: Fire Affinity, Chakra Control 20, Ninjutsu 18, Dexterity 20 Training: 3 stages. Stage I: Chakra Control DC 30 Generating fire in your hands from your chakra. Stage II: Ninjutsu DC 28 Giving the flames physical form and spherical shape. Stage III: Dexterity DC 15 {d20 + dex mod} Chucking fireballs at a target. Special: User can create 2 fireballs + 1 per 10 levels in chakra control.
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. 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.
Medical Ninjutsu-
Genjutsu-
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. 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
Suzu Senbon no Genkaku (Illusion Bell Needles) Technique which uses special bells attached to throwing needles {senbon}. The bells ring at a certain frequency and the sound directly affects the brain. This is able to disorient the opponent and create various illusions that hinder the opponent's ability to attack and defend. Cp cost: 15 + 4 per post. Dice Rolls: 2 Damage: See Special. Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu Requirements: Senbon, Crafted bells {Only available in Otogakure or Craft DC 20}, Genjutsu 16, Chakra Control 20 Training: 2 stages Stage I: Chakra Control DC 30 Stage II: Genjutsu DC 26 Special: -2 compounding to all rolls per turn trapped in the Genjutsu, max is -8
Taijutsu-
Blocking (Ninja-to) Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. Obviously the techniques for blocking with a kunai are not the same as blocking with a spear. The size categories are Small(kunai and smaller)/Medium(katana and smaller)/Large(Kusarigama and smaller/Huge(15 feet or 25 pounds and smaller). Cp cost: --- Dice Rolls: 2 Rolls Damage: N/A Requirements: Strength 12/14/16/18, Dexterity 12/14/16/18, Associated Weapon Skill 5 Training: 1 stage Stage I: Associated Weapon Skill DC 17 Stop weapons from hitting you with a melee weapon. 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. 20 Experience: 0/1050 Hp: 360/360 Cp: 400/400 MHp: 400/400
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Strength: 11+19= 30 Mod: 10 Dexterity: 11+13= 24 Mod: 7 Constitution: 11+15= 26 Mod: 8 Intelligence: 11+11= 22 Mod: 6 Wisdom: 11+19= 30 Mod: 10 Charisma: 11+12= 23 Mod: 6 Chakra: 11+19= 30 Mod: 10 Dodge Bonus: 20+7+10= 37
Base Attack Bonus: 20/15/10/5 Attack Melee: 20+10= 30 Attack Ranged: 20+7= 27
Base Save Bonus: 10 Fort: 10+8= 18 Rex: 10+7= 17 Will: 10+10= 20
~Skills~
Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): Alchemy (Int): Awareness (Wis): 20 + 8 Athletics (Str): Chakra Control (Int): 26 + 8 Concentration (Con): 20 Craft (Int): 10 Diplomacy (Cha): Escape Artist (Dex): Handle Animal (Cha): Innuendo (Cha): Intimidate (Cha): 5 Perform (Cha): 4 Read Lips (Wis): Seduction (Cha): Sense Motive (Wis): 10 Sleight of Hand (Dex): Stealth (Dex): 10 Survival (Wis): 5 Treat Injury (Int):
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons: TABNinja-to: 40 TABSenbon: 10 Taijutsu: Ninjutsu: 25 Medical Ninjutsu: Genjutsu: 19 Fuuin Jutsu: Sneak Attack: 10 Puppet Play:
~Possessions~
Money:
Ryo: 2,000
Equipment:
Ninja to (x2) The ninja to {also known as "shinobigatana"} was the sword of the ninja. It was not as well crafted as the Katana but was just as useful in combat. The ninja to is 6 inches shorter than the katana and possesses a straight blade instead of a curved one. It is the sword carried by ANBU squads. 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.
Senbon (x200) The senbon was first used by doctors in acupuncture, it was then adopted by ninja and Hunter-nins to hit points on the body to cause death, deaden limbs or cause their target to fall unconscious. Damage: 2 - 4 + dex. mod. Range: 30 ft. Special: +2 - 6 damage if used in Sneak Attack. Causes a Critical Wound upon a critical hit.
Metal wire (1 spool; 500 ft.) Wire can be used in several situations. It can allow the ninja to create trip wire explosive traps, it can be used in grappling, or as a method to tie down and restrict the movement of an opponent.
Smoke bombs (x5) An item which creates a dense cloud of smoke that can provide an opportunity to attack. Effects: Increases Stealth roll by +6.
Valuables
1 x photo of his former squad. From left to right: Hiro, Rayne, Kaisuke (back), and Satoru.
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...
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Posted: Thu Oct 04, 2012 12:50 am
User-name: ExodusRevel Posting: On almost all the time... Time zone: CST
~Character Data~
Name: Rayne Anzan Village: Otogakure Clan/Bloodline: Anzan
wisdom-2 every 4 lvls intelligence+2 every 5 lvls strength -3 every 7 lvls chakra +3 every 8 lvl
Element Affinity: Suiton/Doton Age: 20 Gender: Female Rank: Jounin (Part-time Academy Instructor)
~Appearance~
Headband: The headband is on black cloth, strapped across her right thigh. Height: 5'11" Weight: 182 lbs. Hair: She has the clan's long, shiny, smooth, black hair, which reaches to about her mid back. She usually wears it down, but if needed she can quickly tie it up. Eyes: She has green, predator eyes. This is the main mark of the clan, and often times intimidates others. Physical Description: Her skin, smooth, and fair, is naturally tan. She has a slim build with no ounce of fat on her. All she has is skin, bone, and muscle. Her breasts aren't very large, being at a small B-cup, which doesn't bother her at all. Any bigger and she feels they would get in the way. She has one birthmark above her right breast which is usually covered up by her clothing. Clothing: Tight black clothing. Her thick steel toed boots, go up to her knees where they overlap a pair of black pants. She has pouch across her thigh as well as a few belts for knives. Around her waist is a circle-linked golden belt, simply for decoration. Her top is usually the only thing that noticeably changes. On hot days she will wear a black strapped tube top with the mid-section removed. As it gets colder she wears a spandex shirt, spandex long-sleeved shirt, and a long-sleeved thermal top with a cloak, respectively. She also wears black gloves that almost go up to her shoulder. Background:
♩ The First Years ♩
TABRayne had lived a wild life, with lots of trips into the countryside. Wanting to broaden her horizons, he asked her parents to join the academy. Without any hesitation, they gave her permission, hoping to learn about the ninja world. The Anzan, though very aggressive, love to learn about the world around them, and so joined the school. She wasn't very popular, especially after one of the kids thought it funny to pick on her. This caused her to be thrown into one of the Anzan rages, and the kid learned quick... well not just the one, but all. She wasn't very popular with her predator eyes, but she found another with strange eyes. This is how she became friends with Satoru and Hiro.
♪ The Story Starts ♪
As they all suspected and hoped, she was placed on a team with her friends. Their sensei was Kaisuke Kenkomishi. It wasn't terrible, other than the fact that all they did was practice their stealth and reconnaissance. He had trained all his life to be in the ANBU squads, but was instead told to lead a bunch of kids, which he never let them forget, since he had a tendency to show up late. Their first big mission came up rather quickly. Sure they did a bunch of delivery missions, which all three wished never happened, and were happy to actually move forward. They were to go to Mizuoh and disband a group of pirates who had been terrorizing the waterfront.
After a long travel they had reached Mizuoh and went straight to work. Satoru was recon, Rayne was the muscle, and Hiro the brains. They made quick work of their mission, though a few pirates managed to escape, they had heard very little rumors of their return, and so left the small village and returned to Oto. The harder missions came and went, and they made their way up the ladder of recognization.
♫ The First Cut is the Deepest ♫
This was one of her hardet times. Before taking the chunin exams, Satoru's parents had died. As expected he went into grief and pushed himself away from everyone. Rayne expected as much, though she didn't expect him to not get better. He took a turn to the worse and began gambling.They didn't spend as much time together, though they still managed to get together every now and then.
Hiro, however, had seemed to drift away till Rayne never saw him anymore. She was sick of Satoru's moping around and wanted him back to his old self. She went to his home and slapped him. She went into a frenzy with lots of yelling with intense emotions. It seemed to work, as within the next few days, he returned to normal, though he and Hiro had gotten into a fight.
♬ What the Hell? ♬
No sooner than he had gotten better, he went up and disappeared. No one seemed to know where he went, and she hadn't seen any warrants to capture or kill him, so she knew he was alright. She side-tracked herself with missions, though she couldn't get him off her mind, stopping by his house everyday after a week had passed. Still no sign of him. She had gone into training to become an academy instructor, which in a way didn't seem like her. She didn't love kids, but she wanted to teach the new generation something important.
♭ A New Beginning, A New Power ♭
Until one day, he just appeared back in his home, and not much longer the Otobe had decided to take over. Satoru went off to help defend the village, Rayne went off to help protect the kids. Luckily the Otobe had the brains to keep away from the children and so Rayne had little to do. When Satoru returned she relayed the information what had happened with the Otobe and that he was one of them. There was no denying it, she knew, but the heart is stronger than blood.
Personality: She may look tough, which she is, underneath she is a very caring person. She doesn't show that side often, as her blood tells her not to, but she knows when to be there for someone. However, if you decide to cross her and constantly aggravate her, she will go into a rage and unleash her inner beast. At this point only two things can calm her down: Justice, and Satoru. Other: -
Missions:
S: ??? A: ??? B: ??? C: ??? D: ???
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.
Kakuremino no Jutsu (Cloak of Invisibility Technique) This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible. Cp cost: 1 Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Training: 1 stage. Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect. Special: +2 to your Stealth check when hiding.
Kawarimi no Jutsu (Replacement Technique) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 4 Dice Rolls: n/a Damage: n/a Requirements: Learn in the academy. Chakra Control 3 Training: 1 stage Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack! Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Jibaku Fuda: Kassei, (Exploding Tag: Activate) Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag. Cp cost: 3 per tag Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Learn in the academy. Chakra Control 2. Training: 1 stage Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.
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: Zenith Art: Camoflauge Blend Description: zenith art learned from chameleons. much like kakuremino no jutsu the user disapears and blends into the environment but the user can augment the appearance of their clothing,appearance, and little details such as eye color aswell. Rank: E Cp Cost: 40+5 per round held Attack Turns: 1 Reflex DC: 8 Damage: n/a Requirements: Anzan clan,Intelligence 25 Training: 2 stages. Stage I: [Intelligence] DC 35, Study the Chameleon and its ability to blend in with its environment. Stage II: [Intelligence] DC 45, Train your body to blend in with its environment. Special: allow you to add 1.5 x your chakra mod to your hide check Owner: Anzan Clan
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: 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.
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.
Oto Bunshin no Jutsu (Sound Doppelganger Technique) Based off the Kage Bunshin no Jutsu created by the original leader of Oto, this jutsu also uses no direct element to create itself and has a chakra system all it’s own. The difference between this clone and the original is that once this clone is destroyed, instead of just vanishing in a puff of smoke, a loud burst of air shoots forth to push the opponent back as well as firing at a high pitch to damage the user’s eardrums. When combined with the explosive clone jutsu, this can be a very deadly clone to have. Rank: B Cp cost: 20 per bunshin and resulting CP divided by number of Clones created Damage: *Damage dealt by clones reduced by 25%. *Popping damage = 30 - 50 + chk mod + 2 per 10 points in ninjutsu Reflex DC: (versus user triggered pop) 14 + chk mod. Requirements: Otogakure, Chakra 30, Chakra Control 25, Ninjutsu 30. Training: 4 stages Stage 1: Chakra DC: 20, Forming physical forms from chakra and air waves. Stage 2: Chakra Control DC: 35, Building a working chakra system in each clone. Stage 3: Ninjutsu DC: 40, Animating the clones. Stage 4: Ninjutsu + Chakra Control DC: 65, Loading the clones with resounding air waves to cause sound explosion upon destruction of the bunshin. Special: *Clones can use any jutsu the user can so long as they have the CP. *Any cutting/piercing will damage the integrity of the bunshin causing the unstable airwaves inside the clone to automatically trigger popping effect. *Clone’s ‘popping’ is treated as a Ninjutsu attack and can be forcibly ‘popped’ but will only do half damage DC if they do hit. *Clone HP: 50 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP To See Through Clones: 15 + d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
Medical Ninjutsu-
Genjutsu-
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.
Taijutsu-
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. Requirements: Taijutsu 5, Strength 12. Training: 2 stages. Stage I: Strength DC 12. Punch hard surfaces with weights strapped around your arms. Stage II: Taijutsu DC 17. Punch through less hard surfaces without the weights.
Summoning Contract-
~Stats~ LV. 20 Experience: 0/1050 Hp: 360/360 Cp: 440/40 MHp: 260/260
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Strength: 11+18-6= 23 Mod: 6 Dexterity: 11+15= 26 Mod: 8 Constitution: 11+15= 26 Mod: 8 Intelligence: 11+17+8= 36 Mod: 13 Wisdom: 11+15-10= 16 Mod: 3 Charisma: 11+11= 22 Mod: 6 Chakra: 11+17+6= 34 Mod: 12 Dodge Bonus: 20+8+3= 31
Base Attack Bonus: 20/15/10/5 Attack Melee: 20+6= 26 Attack Ranged: 20+8= 28
Base Save Bonus: 10 Fort: 10+8= 18 Rex: 10+8= 18 Will: 10+3= 13
~Skills~
Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): Alchemy (Int): Awareness (Wis): 10 Athletics (Str): Chakra Control (Int): 36 Concentration (Con): Craft (Int): Diplomacy (Cha): Escape Artist (Dex): Handle Animal (Cha): Innuendo (Cha): Intimidate (Cha): Perform (Cha): Read Lips (Wis): Seduction (Cha): Sense Motive (Wis): 15 Sleight of Hand (Dex): Stealth (Dex): 15 Survival (Wis): Treat Injury (Int): 10
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons: TABTekagi: 40 TABKozuka: 30 Taijutsu: 10 Ninjutsu: 30 Medical Ninjutsu: Genjutsu: 4 Fuuin Jutsu: Sneak Attack: 10 Puppet Play:
~Possessions~
Money:
Ryo: 2,000
Equipment:
Kozuka (x12) The kozuka is a really small throwing knife (~7 inches) that can be used to deal heavy damage if used correctly or along a sneak attack. They were usually mounted on the sheath of larger swords that the shinobi carried. In addition the kozuka can be used for many things including preparing meals. Basically they are your shinobi's utility knife. Damage: 1 - 3 + dex. mod. Range: 50 ft. Special: +2 - 6 damage is used in a Sneak Attack. Causes a Bleeding Wound upon a critical hit.
Tekagi (Hands and Feet) There are two types of tekagi, the more well-known knuckle claws and the more effective neko-de (cat's claws). The knuckle claws are four blades connected to gloves by each knuckle while the neko-de claws are claws concealed inside the fist, curved to resemble tiger claws. These deadly claws are often used in surprise melee attacks to attack someone when they are off-guard since the claws are easy to conceal in a kimono (with Sleight of Hand). Damage: 1 - 5 + str mod per weapon. Range: Melee. Special: Causes a Bleeding Wound upon a critical hit. +4 when disarming. Dual Wield: N/A Made for dual wielding.
Valuables
1 x photo of his former squad. From left to right: Hiro, Rayne, Kaisuke (back), and Satoru.
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Posted: Fri Oct 12, 2012 1:06 pm
User-name: Croco_D_Isle Posting: Fairly Often Time zone: Eastern ~Character Data~ Name: Harashima Ue (Oo-ay) General Alias’: Shima, Ue, “Phantom Arms Shima” Village: The Village Hidden in the Sound Clan/Bloodline: N/A Element Affinity: Fire Age: 15 Gender: Male Rank: N/A ~Appearance~ Headband: N/A Height: 5’11 Weight: 130 Hair: Brown, often wild Eyes: Dark Blueish purple, much like his hair, often wild and feral. Physical Description: Lean and handsome behind his often shown devil may fancy smirk, Shima has a large scar across his face that he received from what he describes as “a deal that went wrong” that gives him a tad more rugged appearance. He is known to very closely resemble his father, who was apparently a rather infamous con man before his disappearance some years ago. Clothing: He wears black coat with silver and white trim, decorated with rather large zippers. The most defining aspect of his ensemble is by far, however, the large dark purple scarf that he wears about his neck. The ends of the scarf resemble, while he’s running at full speed, like a pair of large phantasmal arms, which led to his nickname with his street contacts. Background: Shima’s birth name is Harashima Ue, though he hasn’t gone by that name in some time, and though he’s well known in several unsavory circles, few would be able to recognize him by it. He was the child of an Unknown woman and a Con man, and raised by a friend of his father’s from the time he was very small, his father disappearing not long after his third birthday. His father’s friend was not necessarily cruel to Harashima, but he was most certainly harsh. He seemed completely determined to make sure that the young man would be able to survive in this harsh world, and drilled the cruelty and cold nature of the world at large into the boy’s head, involving him in his many underhanded business dealings, and even making sure that the boy developed the skills and mentality he would need to persist on his own. This had a profound effect on the young man, and bit by bit any trace of gentle nature or hope was squeezed from him when he was very young, blending him into the world of under the table dealings and a criminal activity. This drove most capacity for moral decency and honor from him, but he DID seem to keep a rather strong and idealistic view of “business” as he seemed to consider it. This results in what seems to be a very strong sense of professionalism. He got caught up in running shipments for a few smuggling rings, and this led up to him murdering a merchant who attempting to interfere. He shows no sign of lament over this act, but it was the fact that he was caught soon after that made it such a turning point in his life. He was offered a deal by the Village Council, a chance for him to be exonerated for his crimes in return for serving the village as a shinobi. While he might have preferred otherwise, it seemed to suit his purposes. He was now merely under contract, an…”official” mercenary, if one preferred the term. In his mind, there was no difference between what he was getting into now, and what he had been doing before. He doesn’t have any particular loyalty to his homeland, but he doesn’t EVER break a deal. So long as Oto keeps their end of the bargain and keeps paying him, he’ll be as loyal to them as they like. Personality: Rather bunt and often prone to jeering and mocking others when they stout to spout out about lofty ideals, Shima can come off as rude and heartless, his sneering smirks and condescending manners tending more than not to make people immediately antagonistic towards him, but he himself tends to take such things in good stride. He’ll never break a deal once struck and will follow a contract so long as the other person holds up their end of the bargain. He also seems to suffer from a huge case of denial whenever he DOES do something selfless or good natured, which seems to happen more often then he would like to admit. He’ll ardently deny and reject any accusations of doing a good deed, even if it was completely apparent to everyone else involved, almost to the point where it can become humorous if you learn how to read him. There is indeed a good kid underneath all his bravado and snark… but even if it manages to make itself known, Shima will still completely ignore any allegations as to it’s existence. He’s often accused of being a letch, his tendency to objectify women doing him no favors for others impression of him, but it seems that this is merely the result of how he views people in general. He objectifies ALL people, and he just happens to heterosexual, thus leading to his behavior. His overall priorities, of course, consist of: Proper Business Ethic, Expensive Things, Money, his own type of people, Women, his favorite scarf, things that generally don’t interest him, tree’s, dirt, and other men that don’t qualify as his type of people, in that order. He often charges money for even the smallest favors, and blows any and all illbegotten funds almost at once on expensive things and a high flying lifestyle. He’s as such possessed of a fair few high quality items, but is almost always completely skint broken. Other: There are two rather odd quirks that seem plague this young man, and one of them seems to be his almost supernatural ability to be in possession of large novelty cigar’s that he constantly keeps in his teeth no matter the occasion. Even if one takes the one he currently has away, he SOMEHOW seems to be able to locate and put in another the second that no one’s paying any attention. A few who know him seem to consider this one of the greater mysteries of the universe. He also manages to talk completely unhindered, even while he has the fake cigars in his mouth. Another thing to note is that the cigar is purely because he is under the impression that “big bosses” always have cigars in their mouth… Missions: S: 0? A: 0? B: 0? C: 0? D: 0? Jutsu: None Yet Ninjutsu- None Yet Medical Ninjutsu- None Yet Genjutsu- None Yet Taijutsu- None Yet Summoning Contract- N/A ~Stats~ LV. 1 Experience: 25/100 Hp: 10 Cp: 8 MHp: 9 Training in blueStrength: 6+4 +1 11 Mod: 0 Dexterity: 6+4 10 Mod: 0 Constitution: 6+2 8 Mod: -1 Intelligence: 6+4 10 Mod: 0 Wisdom: 6+2 8 Mod: -1 Charisma: 6+4 10 Mod: 0 Chakra: 6 Mod: -2 Dodge Bonus: 1 Base Attack Bonus: 1 Attack Melee: 1 Attack Ranged: 1 Base Save Bonus: 0? Fort: -1 Rex: 0 Will: -1 ~Skills~ Ninja Skills [Mundane] ((Modified By)): Total Skill Points: 20 Acrobatics (Dex): 2 Alchemy (Int): -1 Awareness (Wis): -1 Athletics (Str): 2 Chakra Control (Int): 4-1 Concentration (Con): 0 Craft (Int): -1 Diplomacy (Cha): 4 Escape Artist (Dex): 1 Handle Animal (Cha): 0 Innuendo (Cha): 0 Intimidate (Cha): 2 Perform (Cha): 0 Read Lips (Wis): -1 Seduction (Cha): 0 Sense Motive (Wis): 1-1 Sleight of Hand (Dex): 1 Stealth (Dex): 2 Survival (Wis): -1 Treat Injury (Int): -1 Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons (Melee): Ninja Weapons (Ranged): Taijutsu: 1 Ninjutsu: Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: Puppet Play: ~Possessions~ Money: Ryo: Skint Broke Equipment: N/A Valuables1x A very expensive fur coat 1x A pair of finely hewn statues that resemble a fallen angel about to stab a human offering him help in the back, which he keeps in the center of his small home 1x A small paid for home on the “bad side of town”. (I don’t actually know if Oto has one as such, Ex, let me known if there’s anything specific.) While it’s run down and dark from the outside, he’s had the inside well finished and furnished despite it’s small size, and keeps it near immaculate. ?????x Novelty Cigars…?
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Posted: Sat Nov 03, 2012 1:39 pm
 ~Character Data~ Name: Hoshi Maboroshi Village: Otogakure/Nomadic (Born in Hoshigakure.) Clan/Bloodline: Maboroshi Element Affinity: Fire (Second affinity to be discovered later.) Age: 12 Gender: Female Rank: Genin ~Appearance~ Headband: None Height: 5'5 Weight: 80 Hair: A light purple. Eyes: purple eyes. Physical Description: She is smaller then most of the children but, not the smallest of the pack. She always tries to be as pretty as possible to try and get boys to notice her but, it doesn't always work. Clothing: She wears a dress most of the time but, when she is training she'll wear normal clothes for a kid. Background: She was originally born in Hoshigakure but, later moved. She was however named after the village, Hoshi which means star. As a kid she was always ignored, her parents were killed off when she was young. She was always left alone and she would be left to begging or working as hard as possible for even one ryo. No one took her in and she didn't expect them to. One day while she was begging for money on one of the corners and a man named Dyluno came up to her and gave her a choice to come with him and live with him and a group of children. She didn't really have to think about it all that long before she said yes. However she didn't know that this man was the leader of a secret organization call Nishi no Yunyu (West Imports). The man gave her all she needed, clothes, protection, shelter, food, etc. She stayed with him since she was 8. The man helped her train to be a ninja, something that she never thought she would be able to become. She would train with the other students of his and then he told her that she had her first mission from him. The mission was to go bother a boy named Alucard and she accepted. He told her to be as much of a challenge to him as possible. She really didn't know why but, it was her first mission and she accepted. He promised that he would check in on her from time to time and then he and some kids dropped her off at Otogakure, with everything she needed. Personality: She is always smiling, smiling at everything, danger, fun, etc. Her smile never fades and it can be creepy at times. She also tends to be a little mean and scold everyone around her. She also, likes to be the top dog so she tries and train as hard as possible. Other: She never wears make up, her beauty is natural. On her back she has a tattoo given to her by Dyluno. It is the symbol of the Nishi no Yunyu. 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: 1d20 + user's Chakra Control skill vs 1d20 + opponent's Intelligence mod. + opponent's Awareness skill. Opponent will target the real ninja among the clones. Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Cp cost: 2 +1 per post Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the Academy. Training: 1 stage. Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose. Special: +intelligence modifier to disguise (Craft) checks. Kakuremino no Jutsu (Cloak of Invisibility Technique) This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible. Cp cost: 1 Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Training: 1 stage. Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect. Special: +2 to your Stealth check when hiding. Kawarimi no Jutsu (Replacement Technique) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 4 Dice Rolls: n/a Damage: n/a Requirements: Learn in the academy. Chakra Control 3 Training: 1 stage Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack! Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack. Jibaku Fuda: Kassei, (Exploding Tag: Activate) Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag. Cp cost: 3 per tag Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Learn in the academy. Chakra Control 2. Training: 1 stage Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them. 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. Medical Ninjutsu- 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). Owner: The Ghost of Xmas Awesome 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 Suzu Senbon no Genkaku (Illusion Bell Needles) Technique which uses special bells attached to throwing needles {senbon}. The bells ring at a certain frequency and the sound directly affects the brain. This is able to disorient the opponent and create various illusions that hinder the opponent's ability to attack and defend. Cp cost: 15 + 4 per post. Dice Rolls: 2 Damage: See Special. Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu Requirements: Senbon, Crafted bells {Only available in Otogakure or Craft DC 20}, Genjutsu 16, Chakra Control 20 Training: 2 stages Stage I: Chakra Control DC 30 Stage II: Genjutsu DC 26 Special: -2 compounding to all rolls per turn trapped in the Genjutsu, max is -8 Decoy Projectile Technique This genjutsu can be willed into manifesting in the form of a kunai, a shuriken, an arrow, some ninjutsu missile or even a pebble. It can be used to trick someone into thinking that the user's position is somewhere else. Or mislead the affected person to believe there is another person present, yet hiding. It can be used a set up for the real projectile in the form of a sneak attack. Cp Cost: 20 Dice Rolls: 3 Damage: N/A Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu Requirements: Stealth 10, Genjutsu 22, Chakra Control 24 Training: 3 stages Stage I: Chakra Control DC 32 Stage II: Chakra Control DC 34 Stage III: Genjutsu DC 30 Special: +6 to Stealth check. Taijutsu- Summoning Contract- ~Stats~ LV. 9 Experience: 15/500 Hp: [10+2]*9=108 Cp: [10+5]*9=135 MHp: [10+4]*9=126 Attribute: Distribute | Level | Training | Clan | total | Mod: Strength: 10 | 0 | 1 | x.8 | 9 | Mod: -1 Dexterity: 10 | 2 | 2 | x1 | 14 | Mod: +2 Constitution: 14 | 1 | 0 | x.9 | 14 | Mod: +2 Intelligence: 16 | 2 | 2 | x1.2 | 24 | Mod: +7 Wisdom: 14 | 2 | 0 | x1.1 | 18 | Mod: +4 Charisma: 14 | 0 | 0 | x1 | 14 | Mod: +2 Chakra: 14 | 5 | 1 | x1 | 16 | Mod: +5 Dodge Bonus: +14 Base Attack Bonus: +9 / 4 Attack Melee: 9 - 1=8 / 3 Attack Ranged: 9 + 2=11 / 6 Base Save Bonus: 4 Fort: 4+2=6 Rex: 4+1=5 Will: 4+4=8 (+8 against genjutsu) ~Skills~ Ninja Skills [Mundane] ((Modified By)):Distribute + Training + Level + Stat = Total Dexterity:Acrobatics: 0 + 0 + 0 + 1 = 1 Escape Artist: 0 + 0 + 0 + 1 = 1 Sleight of Hand: 0 + 0 + 0 + 1 =1 Stealth: 10 + 0 + 0 + 1 = 11 Charisma:Diplomacy: 0 + 0 + 0 + 2 = 2 Handle Animal: 0 + 0 + 0 + 2 = 2 Innuendo: 0 + 0 + 0 + 2 = 2 Intimidate: 0 + 0 + 0 + 2 = 2 Perform: 0 + 0 + 0 + 2 = 2 Seduction : 4 + 0 + 0 + 2 = 6 Constitution:Concentration: 0 + 0 + 0 + 2 = 2 Intelligence:Alchemy: 0 + 0 + 0 + 7 = 7 Chakra Control: 20 + 11 + 0 + 7 = 38 Craft: 0 + 0 + 0 + 7 = 7 Treat Injury: 4 + 0 + 0 + 7 = 11 Strength:Athletics: 0 + 0 + 0 + -1 = -1 Wisdom:Awareness: 0 + 0 + 0 + 4 = 4 Read Lips: 0 + 0 + 0 + 4 = 4 Sense Motive: 0 + 0 + 0 + 4 = 4 Survival: 0 + 0 + 0 + 4 = 4 Ninja Skills [Passive] ((No Modifiers)):Distribute + Training + Level x Clan = Total Ninja Weapons: (Melee: None): 0 + 0 + 0 = 0 (Range: Bow): 3 + 5 + 0 = 8 Taijutsu: 0 + 0 + 0 x .7 = 0 Ninjutsu: 8 + 0 + 10 = 18 Medical Ninjutsu: 0 + 0 + 0 = 0 Genjutsu: 16 + 19 + 0 x 1.3 = 46 Fuuin Jutsu: 0 + 0 + 0 = 0 Sneak Attack: 0 + 0 + 0 = 0 Puppet Play: 0 + 0 + 0 = 0 ~Possessions~ Money: Ryo: Equipment: 10x Senbon 1x crafted bell 2x Kunai 1x Bow 10x Arrows Valuables Her dress given to her by Dyluno.
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Posted: Sat Nov 03, 2012 11:14 pm
Raine Tekkenseisai The Unfallen Threat Ranking: BB Known Associates: Kaori Tekkenseisai, "Blazing Flash" Dash. The current whereabouts of Raine Tekkenseisai are unknown, but should he be encountered, the use of conventional attacks are highly ill advised, Genjutsu and Ninjutsu are the only viable means of attack. As master of his clan's jutsu, Raine is not to be underestimated under any circumstances. During the reclamation it's said he withstood endless assault, unmoving, and unrelenting. Despite the fearsome siege that laid in around him, it's said that he never once gave an inch until the capture of the civilians was declared, like a wall of Iron against his opponents. It should be noted that rumor places him in the potential company of his Mother, Kaori Tekkenseisai, and more alarmingly "Blazing Flash" Dash, his teacher, who responsible for training two other dangerous criminals, Kimiko Momoe and Xenon Maboroshi. It is entirely possible that Raine is working in league with his old teammate's, any such information should be reported immediately the Secret Police, so as to accommodate an update to the Bingo book. DO NOT ENGAGE UNDER THESE CIRCUMSTANCES. +Character Data+ Name: Raine Tekkenseisai Village: Otogakure Clan/Bloodline: Tekkenseisai in game Stats: x1.3 Constitution x.8 Intel Damage received from physical attacks is reduced by Con Mod. (During chakra damage based physical attacks (Hien, Gentle Fist, Chakra scalpel) only half of the con modifier is reduced from damage.) Normal Taijutsu damage dealt is raised to 3-9 instead of 1-6. Cannot use any kicking techniques, or learn any other fighting styles until level 10. Chakra used during Ninjutsus and Genjutsus is doubled. Training days to learn Ninjutsus and Genjutsus is doubled. Max Cap for Constitution is raised to Level+30 Element Affinity: Earth Age: 15 Gender: Male Rank: Chunnin ~Appearance~ Headband: A black headband usually hidden on his person or left behind. Height: 5’9” Weight: 155 lbs Hair: A disheveled and overgrown white. It is obvious that his hair was cut by himself, with telltale tips of red in some places and a slightly longer middle section that was once his signature Mohawk. Eyes: Bright blue, with a golden flick. Physical Description: Raine is as thin as he has ever been, yet his structure is still wide and broad. He has defined muscles on his upper body and though his legs are trim they are not built. On his shoulders he carries many tiny scars received from Rock-spike-thrust. And though he would show no-one except his team, his chest is mutilated with three massive scars, one vertical spanning a bit more than a foot down his torso, and two horizontal across and just below his chest. Clothing: Raine blends in with the farmers of the rice by taking on their garb. He wears a rundown rust-red cloth shirt with no sleeves, often covered by his neutral blue, long sleeve tunic that is thicker for warmth and tied with an old rope at the waist. He wears old black farmers pants taped at his ankles with sandals. When Raine is on a mission or out of the public eye, he is fashioned with a ninja pack at his thigh, a leather belt/holster that holds his Aian Nakurru behind his back, and his sand cloak (a traditional garment of sunagakure to protect from the desert nights and help blend into the landscape). On his wrists Raine wears to metal hexagonal bracelets that have the golden fist of the Tekkenseisai printed on them. Background: Raine was born in Otogakure, to a non-Tekkenseisai mother, Kaori, and a Tekkenseisai father. His father died in battle shortly after he was born and Raine never really knew his father. Instead his older brother Heisei, became his main role-model in life, a shinobi who was adept and honored among his peers. Yet when Raine was just seven Heisei too died in battle, a true tekkenseisai death, in which Heisei sacrificed himself to save the lives of his teammates who were attacked by fire country bandits. Raine was left devastated and alone, with only a broken-hearted mother to care for him. Raine joined the academy believing that it was his duty as a Tekkenseisai to die in battle. Academy- Raine joined the academy late in the year, he didn't fit in quite well with his classmates do to the fact that he was unusually younger than many of them, and he was very loud and outspoken. He made one friend, Mashida, who is no-longer a shinobi. On his first day in the academy the village was attacked and the academy was destroyed, while the students who were in Kumo forest at the time were forced to hide for their lives as enemies battled their teacher. This day was truly devastating for Raine because the fear he experienced went against everything he believed in. However, later that night Raine met his future mentor, the legendary sennin Isamu Hatchi, a man with a bright and brilliant personality, who instantly inspired Raine with his wise words and a song that he played to the terrified villagers. Soon Raine found himself clinging to the man in attempt to learn everything he could. Hatchi gladly accepted the young boy and pushed him to his limits. Hatchi received orders to travel the world on an information gaining S rank mission, and his young apprentice had his heart set on going with. The two departed with an anbu Shif. Eventually, the three travelers made their way to Takigakure. Where Raine who had been left by himself, promptly challenged a Taki Jounin, who shattered the eight-year-old's every bone. Raine was taken to a secret healing spring by sympathetic takigakurians and shif, where they were met by the Kage Nakamura, a powerful, beautiful and wrathful young woman. Raine and Shif were then cast in a powerful genjutsu by the Takikage to erase any memory of secret healing springs. The two returned to Oto in fits of madness without Hatchi. Who during the action went missing and was assumed dead. Yet again Raine was left abandoned by his idol. Hatchi's abandonment haunted Raine’s thoughts, yet his preparation for the gennin exams held him strong. The young boy was invited to Sunagakure to train at his clan compound and with his clan head, Tsuyosa. He and his new made friend Lavi traveled through the desert to the massive stone house of the Tekkenseisai. Tsuyosa was a massive and forceful man who beat Raine into a respectable heir of the clan name. While Raine trained, Tsuyosa found a respect for the boy in his persistence and strength of will. Yet it was time for the two to return home and Raine to take the gennin exam. On their way through the desert Raine found the baby Ajolote that would become his companion Pi. Raine passed the genin exams with flying colors, and was assigned to team four with Xenon Maraboshi, Kimiko Momoe and the famous Dash. At first Raine fought with Xen, jealous of his ever improving powers and frustrated at his inability to stand up to Xen’s genjutsu. Yet Dash taught the three to always work together, that together they could even defeat their teacher, where alone they were almost useless. The team gained renown among the village for their achievements in missions and were recognized by most of the villagers. During Raine’s time as a genin he met the mysterious shinobi Ashido, who appeared to Raine and undermined all confidence he had in himself as a shinobi. He showed Raine that for all his accomplishments he was still just a weak little boy. Because of this Raine agreed to train under him, and take a mission on his behalf—alone. This was Raine first encountered true battle, where his idea of fighting for game turned to the reality of fighting for life. He was severely injured by his opponents massive sword and beaten to the brink of death before he took the man’s life. And shed blood by his own hand. The boy was almost broken mentally by this experience, leaving Ashido forever and never speaking of his encounter but to Dash. After years of training and missions, the young team had to branch out to find their own way and resolve their pasts. Raine was once again invited back to the clan compound in Suna to train, yet the questions of his beloved Hatchi’s disappearance plagued Raine’s mind ever since Xen, Kimiko and he found their way into the Hatchi’s old house and found his scrolls. The boy knew somewhere in his heart that a man that great could not have been defeated. He had to be alive. Raine had taken Hatchi’s Heartbreaker technique and vowed to learn it in honor of his sensai. So bid Tsuyosa farewell and headed to Iwagakure the land of stone, in search of the ever illusive Isamu clan. The Isamu were legendary for being able to blend into any culture and any people. They were chameleons and Raine was trying to find them. He was on the verge of desperation, finding nothing but emptiness. His hair grew out of his famous Mohawk and Raine cut away the red dye. He became quieter and more contemplative in his journey. Yet his dedication and persistence never gave in, and he found that the Isamu had taken refuge underground to preserve their dying clan. The boy was met by the elders of the clan, happy to welcome the student of Hatchi, the last heir of the clan. They showed him the scrolls of Personality: Raine is outgoing and loud. He speaks his mind, and is a die-hard for idealism. Always kind and hopeful, though easily pushed to fighting, simply do to his love of battle. When alone, he is very quite and thoughtful, often letting his thoughts turn to past events that make him sad yet ever determined to defend those is loves and all that he stands for! Other: He has a fear of drowning, unaware that this stems from the genjutsu cast on him by Nakamura. His favorite candy is rock candy. Missions: S: 1 A: B: 2 C: 1 D: 4 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. Kakuremino no Jutsu (Cloak of Invisibility Technique) This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible. Cp cost: 1 Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Training: 1 stage. Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect. Special: +2 to your Stealth check when hiding. Kawarimi no Jutsu (Replacement Technique) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 4 Dice Rolls: n/a Damage: n/a Requirements: Learn in the academy. Chakra Control 3 Training: 1 stage Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack! Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack. Jibaku Fuda: Kassei, (Exploding Tag: Activate) Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag. Cp cost: 3 per tag Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Learn in the academy. Chakra Control 2. Training: 1 stage Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them. 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. Genjutsu Kai (Genjutsu Release) The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else. Cp cost: 10 Dice Rolls: 2 Rolls Damage: N/A Requirements: Chakra Control 8, Genjutsu 4 Training: 2 stages Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it. Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu. Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added. Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. Cp cost: 15 or 1 per ft Dice Rolls: 2 Rolls Damage: N/A Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8 Training: 2 stages Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie! Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects. Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks. 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. Medical Ninjutsu- Genjutsu- Taijutsu- Name: By a Step Description: The user moves INTO the opponent's attack, reducing momentum gained and therefore damage dealt. This is one of the most basic Tekkenseisai techniques. Rank: D Cp Cost: 0 Attack Turns: 2 Damage: n/a Requirements: 10 Taijutsu, 12 Dexterity, suicidal tendencies? Training: 2 stages. Stage I: Dexterity DC 25 User must practice quick, agile, close-quarter movements. Stage II: Taijutsu DC 10 Using a bunshin the user must work on maneuvering themselves into an attack to minimize damage. Special: The damage dealt by bash-trait and cut-trait attacks are reduced by 1/5, stab-trait is normal. The technique opens up the opponent to an attack of opportunity. The technique is initiated instead of dodging. Name: Juuryou no Kihaku "Soul of the Boxer" Description: Description of Jutsu: The user quickens their footwork and sharpens their reflexes by jogging on the spot and slapping themselves to induce the nerves to work better, causing them to be able to sense attack more easily Rank: D Cp Cost: 0 Attack Turns: 1 Damage: 20 hp to self Requirements: 12 constitution Training: 2 stages. Stage I: [Constitution] DC 25, The user runs in place hitting themselves. Stage II: DC 15 The user attempts to utilize the effects gained in a mock spar with bunshin. Special: Raises the user's Dexterity by 2 points and Awareness by 4 points each time this technique is used, with a maximum usage of 3 times. The effects last 10 turns. Name: Iwa-Supaiku Suiryoku "Rock Spike Thrust" Description: The user picks up a large rock, and throws it up above their heads. When it falls down, the user punches it with his Aian Nakkuru, and large rock spikes are shot everywhere with great force. Rank: C Cp Cost: 0 Attack Turns: 4 Reflex DC: 12? Damage: 15-25+ Str Mod (+Chk mod) Requirements: 20 Str, 20 Tai, 1 square foot rock, (20 Chk) Training: 3 stages. Stage I: [Strength] DC 35, The user must practice throwing up the large stone, as well as breaking stones with their punches. Stage II: [Strength, Constitution] Str DC 30, Con DC 10 User must combine their skills, to throw up a rock and shatter it with two consecutive rolls in one turn. This is by far the hardest part of training. Stage III: DC 15 At this point the user must simply perfect the technique until it is usable in battle. Special: Area effecting, 40 foot range. 20-30 damage to self. Name: Toushin Shouaku "Blade Grasp" Description: The user grabs the opponents weapon in hand and using tension, with the aid of the hardened Tekkenseisai grasp, the user twists the blade away from the hilt to snap a weapon at its base. This is most commonly used on bladed weapons, but can also be used on wooden weapons. Rank: C Cp Cost: 0 Attack Turns: 3 Damage: Breaks opponent’s weapon. Requirements: 25 Strength, 20 Constitution Training: 4 stages. Stage I: [Strength] DC 40, The user practices breaking varying blades simply by holding and snapping the metal.[ i] Stage II: [Constitution] DC 30 The user, with the help of a bunshin or partner, practices catching an bladed attack in the correct position. Stage III: [Taijutsu] DC: 40 The user must catch and snap a bladed attack Stage IV: {Strength, Con, Tai] (Use all previous DC’s The user must, in one turn, consecutively beat the three dice checks, starting with Taijutsu, then Constitution and Strength. If beaten the user will have successfully perform the feat in battle. Special: User still takes the weapon's damage. This technique is initiated instead of dodging. Make a strength check to see if it actually breaks. DC's: 10+ craft guide DC’s for each material. (Effects of Master work and god item difficulty applies to this dc as well. Size dc’s are also taken into account. Ex. Zabuza compared to katana.) http://www.gaiaonline.com/guilds/viewtopic.php?t=6684483 Name: Kossetsu Tsubusu Motsu “Bone Breaking Hold” Description: The user gets their opponent into a Tekkenseisai created grapple, designed to take advantage of the clan’s muscle. This grapple would be the equivalent of being entrapped in metal; which with the proper tension from their hardened appendages the Tekkenseisai can use to break an arm or a leg or their opponent. Rank: B Cp Cost: 0 Attack Turns: 4 Damage: Three times Taijutsu Damage, incapacitate one limb of opponent. Fort DC: 15 + str mod + 2 per 10 points in Taijutsu Requirements: 35 Strength, 30 Taijutsu, 25 Con (Muscle Strength), “Blade Grasp” Training: 4 stages. Stage I: [Taijutsu] DC 40, Practice grappling. Stage II: [Taijutsu] DC 55, Practice getting a person in the correct position for this particular grapple. Stage III: [Strength] DC 45, User practices using tension in their body to force a bunshin’s arm to break. Stage IV: [Strength] Str DC: 50, User combines the techniques to snap the bones in each of the fore limbs. Special: If opponent looses fortitude check they are under the effect of broken bones. http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=19706803#264491413 .
Summoning Contract-
~Stats~
LV. 20 Experience: 140/1050 Hp: 440 Cp: 180 MHp: 340
Strength: 10 + 20 Mod: 10 Dexterity: 10 + 10 Mod: 5 Constitution: 10 + 24 x1.3 Mod: 17 Intelligence: 10 + 9 Mod: 2 Wisdom: 10 + 15 Mod: 7 Charisma: 10 + 7 Mod: 3 Chakra: 10 + 13 Mod: 6 Dodge Bonus: 10 +7 +5 = 22
Damage: 33-39 Aian Nakkuru: 74-80
Base Attack Bonus: 20 Attack Melee: 18+9+6=33/28/22/18 Aian Nakkuru 39/34/29/24 Attack Ranged: 18+5=23/18/13/8
Base Save Bonus: 10 Fort: 10+17=27 Rex: 10+5=15 Will: 10+7=17
~Skills~
Ninja Skills [Mundane] ((Modified By)):
Athletics (Str): 9+4 Acrobatics (Dex): 5+6 Escape Artist (Dex): 5+8 Sleight of Hand (Dex): 5+4 Stealth (Dex): 5+10 Concentration (Con): 12+2 Alchemy (Int): 4+3 Chakra Control (Int): 2+6 Treat Injury (Int): 2+8 Craft (Int): 2+4 Awareness (Wis): 7+7 Read Lips (Wis): 7+3 Sense Motive (Wis): 7+9 Survival (Wis): 7+4 Diplomacy (Cha): 3+8 Handle Animal (Cha): 3+5 Innuendo (Cha): 3+0 Intimidate (Cha): 3+5 Perform (Cha): 3+4 Seduction (Cha): 3+5
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons (Melee): Aian Nakkuru-30 Ninja Weapons (Ranged): Kunai-4 Taijutsu: 30 Ninjutsu: 15 Medical Ninjutsu: 15 Genjutsu: 4 Fuuin Jutsu: Sneak Attack: 7 Puppet Play:
~Possessions~
Money:
Ryo: 0
Equipment: Aian Nakkuru: 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: 1 - 4 + Str. Mod. Added to your normal taijutsu damage. Range: Melee Special: Chakra can be added to the ends of the small blades to cause more damage and have a range increment. Valuables His brothers leather necklace that is fashioned with two white beads and a small copper clover. An ancient Isamu clan scroll
~Pet Data~
Name: Petra or Pi Species: Ajolote or Mexican Mole Lizard Size: 3’ Element Affinity: Earth Age: 3 Gender: Male
~Appearance~
Height: 2” Weight: 30 lbs Fur: n/a Eyes: Small and black Physical Description: A long worm like body, that is actually covered in scales. The Ajolote have two small legs with sharp claws. Background: Pi was found by Raine on his trip to Suna as a baby ajolote, being only about 3 inches long. His whole life he has lived with Raine, often hiding somewhere on his body to accompany on his journeys. Personality: Pi is a loud-mouthed little pistol, ready to fire out his thoughts and ready to go down swinging. His feelings are easily hurt though, and he cares very much about Raine, who is his only friend. Other:
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu- Jutsu Name: External ear Description of Jutsu: The Ajolote are species of worm-lizard that live underground and can be kept as pets. They have an enhanced sense of hearing enabled by a sensitive layer of scales located under their jaw. This layer of scales picks up the smallest vibrations caused by sound waves and vibrations caused by movement. These vibration, like humans ears, are converted into electric signals in the brain, allowing the Ajolote to "hear" through their scales. Rank: n/a Cp Cost: 5 Damage: n/a Requirements: Ajolote species, must be on solid earth Training: n/a Special: User gets 2xlevel addition to a Listen check against an opponents stealth skill. Genjutsu-
Taijutsu-
~Stats~
LV. 7 Experience: 0/400 Hp: 12 Cp: 6 MHp: 6
Strength: 6+1 | mod = -1 Dexterity: 6+0 | mod = -3 Constitution: 6+8 | mod = 2 Intelligence: 6+4| mod = 0 Wisdom: 6+4 | mod = 0 Charisma: 6+3 | mod = -1 Chakra: 6+11 | mod = 3 Dodge Bonus: 7
Base Attack Bonus: 7 Attack Melee: 7-1= 6/1 Attack Ranged: n/a
Base Save Bonus: 3 Fort: 3+2=5 Rex: 3-3=0 Will: 3+0=3
Damage: 1-5
~Skills~
Mundane Skills
Athletics: (Str) -1+2
Acrobatics: (Dex) -3+ Stealth: (Dex) -3+10
Concentration: (Con) 2+2
Chakra Control: (Int) 0+2
Awareness: (Wis) 0+3 Sense: (Wis) 0+15 Survival: (Wis) 0+7 Track: (Wis) 0+10
Diplomacy: (Cha) -1+8 Intimidate: (Cha) -1+3 Perform: (Cha) -1+4
Ninja Skills
Ninjutsu: Genjutsu: Taijutsu: Fuuin Jutsu: Medical Jutsu: Sneak Attack:
~Character Data~
Name: Dash (real name unknown) Village: Otogakure Clan/Bloodline: n/a Element Affinity: Lightning, earth, fire Age: 35 Gender: Male Rank: Jounin
~Appearance~
 Headband: Sewn into the left arm on his jacket Height: 6’2 Weight: 185 Hair: bleached a brilliant white, and cut ruggedly short. Eyes: brown. Physical Description: Tightly toned and lean, he focuses more on the technique and form of his weapon craft than physical energy. He has several small jagged scars in his stomach and arms from his years as a street-fighter. Clothing: Dash wears a black tank top separated into vertical sections making a pattern. On top of that he has a black jacket, made with leather, that buttons at the neck and zips up front. On the bottom of the jacket light grey and white tribal patterns decorate the trim. He wears a loose belt over average black pants and orange sandals. Always at some proximity to him are his white sunglasses with bright orange lenses. He only wears his two katanas on missions but when he does, they are strapped across his back, crossing on either side of his shoulders with a leather holster that is similar to a backpack. Background: : Dash comes from the streets of the city, a much larger industrious village on the coast of the rice. Dash was an orphaned nameless child abandoned and living as a street rat. Steeling, fighting, and killing small animals to survive for as long as he could remember. He ran into many misfortunes and struggles as a small child including being kidnapped and exploited. He was strong though and persevered, earning the name Dasher or Dash among other homeless orphan boys for his cunning and agility. He mastered the art of the katana to defend himself, and ended up growing up as a champion street fighter. When he was just 15 he was employed as a bodyguard for rich crime bosses. Dash had entered the high life but never really belonged to it. He was suddenly surrounded by money but at what cost? He was hired not only to defend clients but as an assassin. Realizing the dirt and wickedness of the crime world, Dash packed a bag and headed to the hidden village hoping that he could make a name for himself in some form of righteousness. Finding himself in oto as a young boy he quickly joined the ninja ranks and found himself a new home.
Firsthand account of his first killing: Dash struggled with something to say. "........ I was.... nine." he was quiet for a while. Raine perked up his head. "I had seen it before but I'd never done it until then." He looked to the other side of the room remembering. "I was living on the street and one night, when I was sleeping, they just grabbed me. They kicked me in the head until I passed out and then they took me to this camp. I don't know where the ******** it was. Some idiot rebels, or some stupid s**t like that, and they had a whole bunch of us there. They put us up in cages even. And then they came for you, gave you a knife and threw you into a ******** ring. Where people could watch you fight." he paused, "We fought to the death." he still hadn't looked over to the boy, but Raine had pulled himself up and the tears had dried on his cheeks. "I still remember that kid....He didn't have any clue what the hell we were doing. He didn't want to hurt me. But we looked at each other, and we thought of those cages, and we stabbed each other until he died." he looked down and pushed away his jacket, then pulled up his tank top a few inches to reveal jagged scars in his gut. There were three in the few inches Raine could see. "Hah, God damn this world sometimes." he looked up at Raine. "I broke part of the blade from my knife and stabbed myself with it.... When they took me back I pulled it out and picked my lock with it. When they slept I cut their throats and ran." A silence followed that was so deep and thick. The two could have said everything that needed to be said and it would have been the same.
Jounin years: Dash had grown a reputation for a fearless shinobi and fierce friend. As a young man he had many friends and yet spent the majority of his time alone, living with no one and never committing to anyone. The only commitment in his life was the job, and he found it enthralling. There was a fire that lived in Dash’s heart for action and adventure, he worked and studied countlessly to better himself in battle. Though he never let the truth evade him: every battle was his first or his last. Every enemy was that boy staring into him, every death his price for life. He was grounded and valued everyday he lived, only hoping to rid the grime and scum that he knew from his world.
Team 4: As unwillingly as Dash first was introduced to his genin team Raine, Kimiko, and Xen, he grew to admire the kids and everything that they stood for. He hoped that he could better them, but truly doubted that he was worthy for the job. He loved them as younger siblings, and for the first time became truly attached and committed to people. Though, with love comes worry, and with Dash’s susceptibility to post-traumatic stresses, he became somewhat ill with nightmares depicting their deaths. He, of course, hid this from all but his longtime friend, Dr.Grey.
With his team split up Dash tried to stay away of larger missions and focused his energies on training and working on the building of the new academy, which the majority of the shinobi force were rebuilding. His mental illness weakened him and began to show through his devilishly good looks. He seemed tired constantly and his signature “quickness” seemed to slow a little. Dash became an insomniac and realized that his problems not only stemmed from his new found ability to love, but that a the damn of sturdiness had broken inside of him because he was finally safe-- finally able to be happy and free. He had stopped to take a breath and his past had caught up with him. When his team returned Dash was comforted in some ways but he had no time to reap the benefits of having his young team with him again. That night after a long watch with Raine the Otobe came.
Sperated from Xen and Kimiko, Raine fought to the brink of death, never falling only tiring. Dash and his young student were spent and with the last of his strength beat Raine to unconsciousness to get him to yield from battle. He carried the boy to safety escaping from the village. The two hid out together in the mountains, resolving to go back to the village in secret to observe the horror that would have become Oto. Yet they found only a complacent people. Dash could barely understand what had happened, knowing that his longtime friend Kasuke had no doubt been killed or captured and all in wake of the horrific battle he and the other shinobi had just come from. Blood stained the streets from where he had fought and killed for a home that seemed to accept that meant nothing. Feeling betrayed and cast out, the two were bent on finding Xen and Kimiko, then the truth about this new regime. Other:
Missions:
S: A: B: 1 C: D:
Jutsu:
Bunshin no Jutsu (Clone Technique) This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent. Cp cost: 1 pt. per clone. Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Training: 1 stage Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart. Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit. To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Cp cost: 2 +1 per post Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the Academy. Training: 1 stage. Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose. Special: +intelligence modifier to disguise (Craft) checks.
Kakuremino no Jutsu (Cloak of Invisibility Technique) This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible. Cp cost: 1 Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Training: 1 stage. Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect. Special: +2 to your Stealth check when hiding.
Kawarimi no Jutsu (Replacement Technique) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 4 Dice Rolls: n/a Damage: n/a Requirements: Learn in the academy. Chakra Control 3 Training: 1 stage Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack! Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Nawanuke no Jutsu (Rope Escape Technique) A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu. Cp cost: 1 Dice Rolls: n/a Damage: N/A Requirements: Learn in the Academy. Training: 1 stage Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it. Special: +2 to your Escape Artist roll when escaping from rope.
Ninjutsu-
Jibaku Fuda: Kassei, (Exploding Tag: Activate) Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag. Cp cost: 3 per tag Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Learn in the academy. Chakra Control 2. Training: 1 stage Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.
Genjutsu Kai (Genjutsu Release) The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else. Cp cost: 10 Dice Rolls: 2 Rolls Damage: N/A Requirements: Chakra Control 8, Genjutsu 4 Training: 2 stages Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it. Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu. Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. Cp cost: 15 or 1 per ft Dice Rolls: 2 Rolls Damage: N/A Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8 Training: 2 stages Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie! Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects. Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.
Chakra Kyūin Jutsu (Chakra Absorption Technique) This technique allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media such as earth or water. The only necessary condition is some medium through which chakra can be channeled. Cp cost: 1/4 of chakra drained. Dice Rolls: 4 Rolls Damage: User can drain from (chk mod) to (chk mod x 3) cp per usage Will DC: 15 + user's chakra mod + 2 per 10 ranks in user's Ninjutsu Requirements: Chakra Control 30, Ninjutsu 28 Training: 4 stages Stage 1: Chakra Control DC: 40, Creating a vacuum to your chakra system. Stage 2: Ninjutsu DC: 38, Draining chakra from another living organism through direct contact. Stage 3: Ninjutsu DC: 40, Draining chakra from another living organism through an object or element. Stage 4: Chakra Control DC: 42, Assimilating the stolen chakra to your chakra system. Special: A successful Will check prevents any chakra from being drained. A natural 1 on Will check doubles it. The user gains the Cp drained from the target. Can be used while grappling.
Hien (Flying Swallow) This technique requires a bladed weapon. By feeding chakra into the weapon, the ninja will increase the length and density of his blade to strike an enemy from several feet out of the physical blade's range. This is accomplished by creating an invisible extension of chakra that shapes into an edge that functions like the normal blade itself. Seeing the blade, the opponent may misjudge how far they need to move to avoid an incoming strike and thereby still be cut even if they manage to avoid the metal portion of the blade. Cp cost: 30 + 2 chakra points per round the blade is maintained this way. Dice Rolls: 4 Rolls Damage: Add [chk mod] to [attack melee] with the weapon. Reflex DC: n/a Awareness DC: 15 + user's chakra mod + 2 per 10 level in user's ninjutsu Requirements: Bladed weapon skill 25, Ninjutsu 30, Chakra Control 30, Sneak Attack 20 Training: 4 stages Stage 1: Chakra Control DC: 40, Infusing blades with chakra flow. Stage 2: Ninjutsu DC: 40, Extending the chakra flowing through the blade passed its tip. Stage 3: Sneak Attack DC: 30, Concealing the extension of the blade to keep the opponent guessing. Stage 4: Bladed weapon skill DC: 35, Adapting to fighting with the weapon without cutting yourself. Special: As long as Awareness DC is not matched by opponent, all attacks are considered Sneak Attacks.
Katon: Karyudan (Fire Release: Fire Dragon Missile) A huge blaze is blown to ignite the mud balls launched from Doton: Doryūdan (Earth Release: Earth Dragon Bullet), making it more devastating. Cp cost: 65 Dice Rolls: 4 Damage: Read special. Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu Requirements: Fire Affinity, Chakra Control 42, Ninjutsu 40, Doton: Doryuudan (Earth Release: Earth Dragon Bullet). Training: 3 stages Stage I: Chakra Control DC 52 Generate the flame from within you. This time the focus is not on accuracy or control but on sheer power. Stage II: Chakra Control DC 55 Make sure the flame is hot and potent enough to ignite the mud balls launched by Doton: Doryuudan. Stage III: Ninjutsu DC 55 Combine the previously learned elements. Special: Increases Doton: Doryuudan damage by 50%.
Katon: Haisekishō, (Fire Release: Burning Ash) Unlike other fire-based techniques, this technique allows the user to breathe out a cloud of superheated ash. Because it is ash and not flame, the ash remains in the air around the target, and therefore remains potent for a longer period. Cp cost: 160 Dice Rolls: 5 Damage: 75 – 100 + chk mod, +(20 + chk mod) damage every round the victim stays in the area. Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu Requirements: Fire Affinity, Chakra Control 45, Ninjutsu 40 Training: 5 stages. Stage I: Chakra Control DC 55 Practise generating superheated ash. Focus on making the ash super light so it disperses well in the air. Stage II: Chakra DC 25 {d20 + chk mod} Work on making the ash even hotter than you've managed before. Stage III: Chakra Control DC 57 Improve your dispersing skills. Use your chakra to ensure the ash is widely spread. Stage IV: Constitution DC 22 {d20 + con. mod} The ash will do a runner to your lungs. You just have to get used to it. Stage V: Ninjutsu DC 55 Combine all the previously trained elements together. Special: Ashes remain for a number of rounds equal to the user’s chakra modifier. Ashes damage ALL people in the area.
Doton: Doroku Gaeshi (Earth Release: Earth Shore Return) After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall. Cp cost: 45 Dice Rolls: 3 Damage: ---- Reflex DC: N/A Requirements: Earth Affinity, Chakra Control 20, Ninjutsu 18 Training: 3 stages Stage I: Chakra Control DC 30 Pack large quantities of earth together to create a sturdy wall. Stage II: Chakra DC 20 {d20 + chk mod} Reinforce with chakra. Stage III: Ninjutsu DC 30 Draw the earth wall up from the ground focusing on speed. Special: Grants +10 reflex bonus and halves area effect ninjutsu damage for [user's chk mod / 2] turns, unless the area is bigger than the wall can cover. Of course the user must be behind the wall to enjoy the benefits.
Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm) This technique allows the ninja to control nearby rocks and stones that surround the enemy and will begin to hit and spin about crushing all those trapped within it. Cp cost: 20 + 10 per rock Dice Rolls: 3 Damage: 20 + 5 – 15 per rock used + chk mod. Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu Requirements: Earth Affinity, Chakra Control 23, Ninjutsu 21 Training: 3 stages Stage I: Chakra Control DC 33 Levitate rocks and stones. Stage II: Chakra DC 18 {d20 + chk mod} Work on the spin and speed the rocks travel at. Stage III: Ninjutsu DC 33 Combine the previously learned elements. Special: Maximum amount of rocks you can control is equivalent to your chakra mod.
Raiton: Raidendou (Lightning Release: Lightning Conduction) The user channels his lightning chakra through his weapon for added damage. Only weapons made with Kumo steel can conduct lightning chakra. Cp cost: 10 per attack Dice Rolls: 2 (to activate) Damage: See Special. Reflex DC: N/A Requirements: Lightning Affinity, Kumo steel weapon, Chakra Control 10, Ninjutsu 6 Training: 2 stages Stage I: Ninja Weapons DC 12 Weapon familiarisation. Stage II: Chakra Control DC 22 Practise conducting the chakra through the weapon. The weapon should be like an extension of your own hand. Special: Add chakra mod. to damage. Melee weapons only.
Raiton: Hiraishin (Lightning Release: Electric Needle Spark) After coming into physical contact with the opponent, the user raises their arm into the air, generating a powerful bolt of electricity which will travel through their body into the body of the opponent. Cp Cost: 80 Cp Dice Rolls: 3 Damage: 65 – 80 + chk mod + 2 per 10 ranks in Ninjutsu Reflex DC: n/a Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Lightning Affinity, Chakra Control 20, Ninjutsu 25, Chakra 28 Training: 3 stages Stage I: Chakra Control DC 30 Wrapping a limb with electric chakra. Stage II: Chakra DC 19 {d20 + chk mod} Forcing your electric chakra inside the target. Stage III: Ninjutsu DC 35 Not electrocuting yourself with your own jutsu despite contact. Special: Used after a succesful melee or weapon attack or during a grapple. There is no reflex save for this technique, it is an auto-hit through direct contact. Victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next tur
Medical Ninjutsu-
Medical Technique: Minor Chakra Heal By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. [no bones can be repaired by this technique.] Cp Cost: 12 per usage Dice Rolls: 2 Heals: 1 - 10 + Chakra Mod. Requirements: Medical Ninjutsu 15, Chakra Control 20 Training: Stage I: Chakra Control DC 30 Heal a wound of a lesser life form (flower, insect, tiny animal...). Stage II: Chakra Control DC 32 Increase the radius of a wound and repeat stage I. Stage III: Medical Ninjutsu DC 27 Heal a wound of a fellow human being. Special: Heals a small amount of HP on a desired target.
Genjutsu-
Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique) This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great. Cp cost: 12 Dice Rolls: 2 Damage: 10 - 25 + int mod Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 8, Chakra Control 10 Training days: 2 stages Stage I: Chakra Control DC 20 Stage II: Genjutsu DC 18
Suzu Senbon no Genkaku (Illusion Bell Needles) Technique which uses special bells attached to throwing needles {senbon}. The bells ring at a certain frequency and the sound directly affects the brain. This is able to disorient the opponent and create various illusions that hinder the opponent's ability to attack and defend. Cp cost: 15 + 4 per post. Dice Rolls: 2 Damage: See Special. Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu Requirements: Senbon, Crafted bells {Only available in Otogakure or Craft DC 20}, Genjutsu 16, Chakra Control 20 Training: 2 stages Stage I: Chakra Control DC 30 Stage II: Genjutsu DC 26 Special: -2 compounding to all rolls per turn trapped in the Genjutsu, max is -8
Mateki: Mugen'onsa (Demonic Flute: Dream Sound Chain) The recipient will feel like they are tied with numerous wires, restricting their movement. Then, their flesh will begin to melt away from their bones, causing great pain and horror to the person receiving the jutsu. Cp cost: 70 + 20 per subsequent turn Dice Rolls: 4 Damage: 70 - 90 + int mod per turn Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 38, Chakra Control 40 Training: 4 stages Stage I: Chakra Control DC 50 Stage II: Intelligence DC 25 {d20 + int mod} Stage III: Chakra Control DC 52 Stage IV: Genjutsu DC 48 Special: If Genjutsu DC is more than 10 points over the target's Will Save check, the target is put in a state of Panic.
Taijutsu-
Hayabusa Otoshi (Peregrine Falcon Drop) The user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground. Cp cost: --- Dice Rolls: 3 Damage: Taijutsu damage x 2 + 10 – 15 damage per 10 feet of falling. Requirements: Taijutsu 23, height to perform the move from (Konoha Senpu, a ledge, a crate etc.). Training: 3 stages. Stage I: Taijutsu DC 33. Dive from a high ledge and save yourself with a big log or some other kind of substitute for a person. Stage II: Taijutsu DC 35. Dive from a higher ledge. Stage III: Taijutsu DC 38. Jump together with your training object and then use the technique.
Summoning Contract-
~Stats~ LV. 35 Experience: 0/1800 Hp: 805 Cp: 630 MHp: 805
Strength: 12 + 26 Mod: 14 Dexterity: 12 + 22 Mod: 12 Constitution: 12 + 24 Mod: 13 Intelligence: 12 + 20 Mod: 11 Wisdom: 12 + 24 Mod: 13 Charisma: 12 + 19 Mod: 10 Chakra: 12 + 28 Mod: 15 Dodge Bonus: 10+12+13= 35
Damage: 38-43 Katana: 93-102
Base Attack Bonus: 35 Attack Melee: 51/46/41/36/31/26 Attack Melee with Katana: 61/56/51/46/41/36/(31* Duel wielding) Attack Ranged: 47/42/37/32/27/22
Base Save Bonus: 17 Fort: 30 Rex: 29 Will: 30
~Skills~
Ninja Skills [Mundane] ((Modified By)):
Athletics (Str): 14+0=14 Acrobatics (Dex): 12+3=15 Escape Artist (Dex): 12+2=14 Sleight of Hand (Dex): 12+0=12 Stealth (Dex): 12 + 23=35 Concentration (Con): 13+10=23 Alchemy (Int): 11+0=11 Chakra Control (Int): 11+34 =45 Craft (Int): 11+3=14 Treat Injury (Int): 11+9=20 Awareness (Wis): 13+ 25=38 Read Lips (Wis): 13+0=13 Sense Motive (Wis): 13+15=28 Survival (Wis): 13+4=17 Diplomacy (Cha): 10+5=15 Handle Animal (Cha): 10+0=10 Innuendo (Cha): 10+0=10 Intimidate (Cha): 10+8=18 Perform (Cha): 10 +10=20 Seduction (Cha): 10+18=28
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons (Melee): 55 (Katana) Ninja Weapons (Ranged): Taijutsu: 23 Ninjutsu: 40 Medical Ninjutsu: 15 Genjutsu: 38 Fuuin Jutsu: Sneak Attack: 20 Puppet Play:
~Possessions~
Money:
Ryo: 500
Equipment: 2xKatana: The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at faster speed than any other sword created by man, the sword itself is both hard and light and can cut through almost anything with ease. Unfortunately it is large and so is cumbersome to fight with in small rooms. Damage: 1 - 10 + str. mod. Range: Melee.
Fue: A musical instrument used in conjuction with techniques. By using a special chakra, the user is able to create melodies that can control ogres or even create powerful illusions. The flute itself, is quite durable and can withstand attacks from an opponent's weapon.
5xKibaku Fuda: (exploding tag) A piece of paper marked with the character "Explode" (Baku). The tag can be placed on various objects and will detonate after a certain amount of time. Damage: 10 – 20
Radio: The short range radio is capable of keeping ninja in contact across several miles. The radio can accept multiple frequencies and is activated to talk by pushing a button on the neck attachment.
5xSuzu: A basic bell used to test the abilities of a ninja, such as Genin.
5xKunai: "Read description in melee weapons" Damage: 1 - 4 + Dex. mod. Range: 30 ft. Special:
10xShuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal. Damage: 1 - 2 + Dex. mod. Range: 40 ft. Special: Can throw six shuriken per turn. "In other words 3 from each hand."
Valuables A small cheap looking seashell souvenir.
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Posted: Tue Nov 06, 2012 3:36 pm
User-name: Dai the fang Posting: daily Time zone: Mountain ~Character Data~ Name: Toshi, Kai, Okazai Village: Otogakure Clan/Bloodline: OkazaiElement Affinity: Wind Age: 14 Gender: Male Rank: Genin In game Stats: +1.3x Chakra Control. -0.8x Strength All wind affinity jutsu do not require a large fan. +3 bonus when learning wind based jutsu. +2 per 10 ranks in concentration to fortitude checks when holding breath ~Appearance~ Headband: Around the neck, hanging. Height: 5'5'' Weight: 110 Hair: Blond tips gradually going to a darker blonde towards the roots. Soft, and naturally spiky. Eyes: Deep and equally dark blue eyes Physical Description: Lean, tanned skin from the being so high up in the mountains. (Just like picture minus the tattoo.) Clothing: Everything is Black. zip up vest without arms. Elbow guards with steel plates for extra protection. No fingered gloves with steel backing. Tight pants, and open-toed ninja shoes. A strap wrapped around him to hold his Fuuma Shuriken (2 slots) as well as Senbon (Can hold up to 40). Background: Toshi grew up in the village of Okazai over looking the surrounding lands. Ever since Toshi was little he always remembered how important his cousin was to the village of Okazai AND Otogakure. Little Toshi aspired to be like him. To be important to his clan and his fellow people of Otogakure. When Toshi was growing up he was amazed by how cool it was to be a ninja. He also wanted to learn as much as he could about them, although if it was about anything other then ninjas... or, the recently occurring, occasional cute girl, he would lose interest. Which means he never really got to play with the other kids. They saw him as "weird" since he always wore a smile on his face. The fact that he was extremely blunt about things never occurred to him. Eventually the other children just ignored him all together, if they couldn't run and hide in time. The only person he ever looked up to or played with was his cousin. Ever since then hes wanted to become a ninja and protect the people of both Okazai and Otogakure just like his cousin did. He still see him from time to time but not as much anymore since his cousin has become the Otokage. Shortly after he begged his mother to let him go. He left the village of Okazai for the first time and headed to Otogakure to begin his training in the ninja arts. The days spent in the academy were fun and peaceful. He got to feel the air in a drifting setting. He enjoyed his time with his cousin. He worked hard and trained hard as well. On the day of the invasion... everything went down hill... A few weeks after that he ran into a caravan that was traveling with the New Otokage. Foolishly, Toshi rushed in ready for to make an assault on the Otokage to avenge his fallen family member... Somehow he got roped into being a part of the caravan and went back to Oto with the rest of them. Along the ways there was a few snags but nothing the couldn't have over come. In the port city before they left he found a pleasant cat that Toshi named Lunar. They've had their fights and bickers but they are friends nonetheless. It was only just before the Genin exam did Toshi actually find out that Lunar was a girl. Toshi passed the Genin exam only to be beaten by Urza a few moments after as an extra credit. He was sore for a little while but was still eager to go on any missions the team and him were able to go on. Personality: Always smiling even if hes sad or serious. Only time he doesn't is when hes upset, angry or afraid. Hes kind hearted and caring, passionate and misunderstood, blunt and all around will do anything to protect the ones he cares about, as well as the villages. Intuitive, sometimes reckless and rash but usually level headed and thinks things through. Missions: S: A: B: C: D: Jutsu: E-Rank *Wall walking. *Water walking. Bunshin no Jutsu (Clone Image Technique) Henge no Jutsu (Transformation Technique) Kakuremino no Jutsu (Cloak of Invisibility Technique) Kawarimi no Jutsu (Replacement Technique) Nawanuke no Jutsu (Rope Escape Technique) Jibaku Fuda: Kassei, (Exploding Tag: Activate) D-Rank Genjutsu Kai (Genjutsu Release) The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else. Cp cost: 10 Dice Rolls: 2 Rolls Damage: N/A Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added. 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. 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. Ninjutsu- D-rank Name: Oshimasu Kaze no Jutsu (Wind Push) Description: The user pushes air away from their body to force back incoming attacks and opponents. Cp Cost: 15 Attack Turns: 2 Reflex DC: 10 + Chakra Mod + 2 per 10 ranks in Ninjutsu Damage: n/a Special: Add Chakra mod to dodge bonus. Minues user's level from the attack bonus of any small ranged weapon (Ex. kunai, shuriken), any earth element jutsu that fit this description are void as well. This jutsu can not push away long ranged elemental effects, and if attempted with a fire jutsu adds a +1.2 damage to said fire jutsu. C-Rank Fūton: Suiran Reppū (Wind Release: Verdant Mountain's Violent Wind) By using wind-based chakra, the user can infuse their bladed weapons from a distance and manipulate them. Rank: C Dice Rolls: 3 Cp cost: 6 per blade Damage: Weapon damage + chk mod + 2 per 10 ranks in Ninjutsu. Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Special: User can manipulate 4 small to medium sized weapons + 2 per 5 ranks in Chakra Control. Fūton: Kaze Dama (Wind Release: Spiraling Wind Ball) This technique allows the user to breathe wind-infused chakra into the palm of their hand, shaping it into a small, whirlwind-like ball. Then the user will shoot it at their opponent. Given the light weight of the ball and it's nature, the user can easily adjust it's trajectory in mid air to close in on the target. This technique seems to be very fast and powerful, as it is capable of smashing through thick rock. Rank: C Dice Rolls: 3 Cp cost: 40 Damage: (40 - 60) + chk mod + 2 per 10 ranks in Ninjutsu. Reflex DC: 12 + 2 x chk mod + 2 per 10 ranks in Ninjutsu Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 12. Training: 3 stages. Stage I: Chakra Control DC 30 Gathering wind chakra in the palm of your hand. Stage II: Ninjutsu DC 22 Adding rotation to the wind ball to increase power. Stage III: Ninjutsu DC 24 Throwing the ball at high speeds at the opponent while maintaining ball integrity and curving trajectory. Medical Ninjutsu- Genjutsu- Taijutsu- Summoning Contract- ~Stats~ LV. 6 Experience: 215/350 Hp: 54 Cp: 102 MHp: 60 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< Base/Distributed/Trained.Strength:-------6+6+0= 12 ( 9.6 )---Mod: -1 Dexterity:------6+6+1= 13---------Mod: 1 Constitution:--6+2+0= 8-----------Mod: -1 Intelligence:---6+7+0= 13--------Mod: 1 Wisdom:-------6+5+0= 11---------Mod: 0 Charisma:-----6+2+0= 8-----------Mod: -1 Chakra:---------6+18+0= 24-------Mod: 7 Dodge Bonus: 7 Base Attack Bonus: 6/1 Attack Melee: 5/0 Attack Ranged: 7/2 Base Save Bonus: 3 Fort: 2 Rex: 4 Will: 3 ~Skills~ Ninja Skills [Mundane] ((Modified By)): Distributed/trained/Modifier/Clan -1 Athletics (Str):-------------0+0+-1= -1 1 Acrobatics (Dex):---------6+0+1=7 Sleight of Hand (Dex):---0+0+1=1 Stealth (Dex):-------------4+0+1=5 Escape Artist (Dex):------0+0+1=1 -1 Concentration (Con):----0+0+-1= -1 1 Alchemy (Int):-------------0+0+1=1 Chakra Control (Int):----22+3+1+ 7.5=33(.8 ) Craft (Int):-----------------3+1+1=5 Treat Injury (Int):--------0+0+1=1 0 Awareness (Wis):-------1+0+0=1 Sense Motive (Wis):----0+0+0=0 Survival (Wis):-----------0+0+0=0 Read Lips (Wis):---------0+0+0=0 -1 Diplomacy (Cha):--------0+0+-1=-1 Handle Animal (Cha):--0+0+-1= -1 Innuendo (Cha):--------0+0+-1= -1 Intimidate (Cha):-------0+0+-1= -1 Perform (Cha):----------0+0+-1= -1 Seduction (Cha):--------0+0+-1= -1 Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons (Melee): Ninja Weapons (Ranged): Taijutsu: 6 Ninjutsu: 20+2= 22 Medical Ninjutsu: 5 Genjutsu: 4 Fuuin Jutsu: Sneak Attack: Puppet Play: ~Possessions~ Okazai Outfit. (at home)(only worn when going to the Okazai Village.) Money: Ryo: 40 Valuables: Cats Eye fanged necklace, Okazai Traditional Uniform. Equipment: 2 x Fuuma Shuriken The fuuma shuriken is a bigger version of a normal shuriken that normally has 4 sides to balance its rotating speed. People normally carry these shuriken in summoning scrolls. Damage: 4 - 7 + dex. mod. Range: 40 ft. 40x Senbon The senbon was first used by doctors in acupuncture, it was then adopted by ninja and Hunter-nins to hit points on the body to cause death, deaden limbs or cause their target to fall unconscious. Damage: 2 - 4 + dex. mod. Range: 30 ft. Special: +2 - 6 damage if used in Sneak Attack. Causes a Critical Wound upon a critical hit. ~Pet Data~ Name: Lunar Species: Feline Size: Small Element Affinity: Fire Age: 2 Gender: Female ~Appearance~ Height: 18" Weight: 8 Lbs Fur: Pitch Black Eyes: Yellow Physical Description: Normal cat appearance with a crescent shape scar above her right eye, probably from a fight. Background: Not much is known about her background other than that she obviously fought with others and was a stray but hand good grooming. Personality: Fiery at moments but seems to be warming up to Toshi. Other: Loves shrimp. Missions: S: A: B: C: D: Jutsu: Ninjutsu- Genjutsu- Taijutsu- ~Stats~ LV. 5 Experience: 30/300 Hp: 45 Cp: 20 MHp: 30 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP.<<< Base/Distributed/Trained Strength:---------6+0+0=6 | mod = -2 Dexterity:-------6+6+0=12 | mod = 1 Constitution:----6+2+0=8 | mod = -1 Intelligence:----6+6+0=12 mod = 1 Wisdom:---------6+5+0=11 | mod = 0 Charisma:-------6+4+0=10 | mod = 0 Chakra:----------6+4+0=10 | mod = 0 Dodge Bonus: 6+2(size)=8 Base Attack Bonus: 5 Attack Melee: 3 Attack Ranged: Base Save Bonus: 2 Fort: 1 Rex: 3 Will: 2 Damage: 1-3+(str mod.) ~Skills~ >>>PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<< Distributed/trained/mod. Mundane Skills Athletics: (Str)----------4+0+(-2)=2 Acrobatics: (Dex)------7+0+1=8 Stealth: (Dex)----------4+0+1=5 Concentration: (Con)--10+0+(-1)=9 Chakra Control: (Int)--5+0+1=6 Awareness: (Wis)------5+0+0=5 Sense: (Wis)------------7+0+0=7 Survival: (Wis)----------2+0+0=2 Track: (Wis)-------------3+0+0=3 Diplomacy: (Cha)-------0+0+0=0 Intimidate: (Cha)------0+0+0=0 Perform: (Cha)---------0+0+0=0 Ninja Skills Ninjutsu: Genjutsu: Taijutsu: 2 Fuuin Jutsu: Medical Jutsu: Sneak Attack: 4 ~Possessions~ Equipment: Valuables_________________________________________________________________________________________________________________________ User-name: Dai the fang Posting: Daily Time zone: Mountain ~Character Data~ Name: Mazakou, Hibiku (A.k.a. # 36) Village: Otogakure Clan/Bloodline: MazakouElement Affinity: Fire Age: 4 1/2 months. Gender: Male Rank: Student. ~Appearance~   Tail Headband: N/A Height: 3' 4" Weight: 38 Lbs Hair: Black Eyes: Red Physical Description: Hibiku is very pale and has a long fluffy tail that he can use to distract as well as grab and latch on to things. It is black on the top with a tan coat on the bottom. He has scales that start on the base of his tail that covers all of his back and wraps over his shoulders that encase his arm all the way around till just above the elbow. His scales wrap around his waist and go up to about an inch or two below his belly button. The scales then wrap around his legs to just above the kneecaps. He has two white horns that are hidden by his hair. His eyes have trails of red that lead down his cheeks. Run off from when they dyed his irises and stained his cheek. His teeth have slight points at the end that will become more pronounced the older he gets. Clothing: A black hoodie that drops to his knees . Shorts that go to his shin, they are also black. Under the hoodie he has a black sleeveless vest. Background: After he was created he always was the hyper one. He jumped around and broke the plates of the people he lived with. He tripped people with his tail and made a ruckus where ever he stayed. He never got attached to anyone really. Well not enough to call them mommy or daddy. The people he stayed with got irked when he didn't call them by the right name or acknowledged them. Other than that his life since being created hasn't been very long. Personality: Silly. Mischievous. Playful. Hyper active. Sometimes klutzy. Other: Don't step on his tail. Missions: S: A: B: C: D: Jutsu: (Academy) *Bunshin no Jutsu* Ninjutsu- Medical Ninjutsu- Genjutsu- Taijutsu- Summoning Contract- ~Stats~ LV. 3 Experience: 95/200 Hp: 33 Cp: 27 MHp: 30 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< Base/Distributed/Trained/Clan Strength: 6+0+6= 12 ------------- Mod: 1 Dexterity: 6+5+0=11--------------Mod: 0 Constitution: 6+6+0=12 -------------Mod: 1 Intelligence: 6+4+0=10x0.7= 7 --Mod: -2 Wisdom: 6+4+0=10 -------------Mod: 0 Charisma: 6+4+0=10 -------------Mod: 0 Chakra: 6+3+0= 9 --------------Mod: -1 Dodge Bonus: 3 Base Attack Bonus: 3 Attack Melee: 4 Attack Ranged: 3 Base Save Bonus: 1 Fort: 2 Rex: 1 Will: 1 ~Skills~ Ninja Skills [Mundane] ((Modified By)): Distributed/Trained/Mod. Athletics (Str):------------0+0+2=2 Acrobatics (Dex): --------3+0+0=3 Escape Artist (Dex):-----0+0+0=0 Sleight of Hand (Dex):---0+0+0=0 Stealth (Dex):-------------3+0+0=3 Concentration (Con):----0+0+1=1 Alchemy (Int):-------------0+0-2= -2 Chakra Control (Int):----3+1-2= 2 Craft (Int):-----------------0+0-2= -2 Treat Injury (Int):---------0+0-2= -2 Awareness (Wis):--------3+0+0=3 Read Lips (Wis):----------0+0+0=0 Sense Motive (Wis):-----2+0+0=2 Survival (Wis):------------3+0+0=3 Diplomacy (Cha):---------0+0+0= 0 Handle Animal (Cha):----5+0+0= 5 Innuendo (Cha):----------0+0+0= 0 Intimidate (Cha):---------0+0+0= 0 Perform (Cha):------------0+0+0= 0 Seduction (Cha):----------8+0+0= 8 Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons: Taijutsu: 5 Ninjutsu: 1 Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: 4 Puppet Play: ~Possessions~ Money: Ryo: Equipment: Valuables
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Posted: Mon Feb 25, 2013 6:14 am
User-name: AdiMonster Posting: daily, at the least to pop in and say hey Time zone: EST ~Character Data~ Name: Calvin Durnod Village: Otogakure (awaiting approval) Clan/Bloodline: None Element Affinity: raiton, suiton Age: 11 Gender: M Rank: academy student ~Appearance~ Headband: green, forehead Height: 5'5" Weight: 145 lbs Hair: dark brown, thick, wild and unkempt, curly but not so noticeable when short. currently 3" long. lots of split ends. Eyes: very dark brown. without light and without being close they would look black. his eye brows are slightly bushy, and have a kind of upward spike towards the end of each brow. Physical Description: pecan-colored skin from adventures in the wild, dark-brown body hair that looks golden blonde in the sun, knuckles have small, unnoticeable scars from day-to-day business. knees are also scarred from having fallen often when younger. scars from day-to-day business also riddle his arms and legs, but without actually looking for the scars, you wouldn't notice them. most scars are simply minor scratches and abrasions on their way to healing completely. his body type is slender, not muscular but not exactly weak either. stronger than he looks. his lips are full and even, about 1 inch from top lip to bottom lip. a dark pink color also fills his lips. his nose is slightly larger than average, but it still "fits" his face. his nostrils are what make his nose seem large. ears are small but his hearing is normal. he is teased about his ears a lot unless his hair has grown out in which case his ears are unseen. Clothing: Wears a black tight-fitting tank top and blue camoflauge cargo pants. He always tucks his tank top in. also wears all black running shoes. they are muddy but its not very noticeable since they are black. Background: Calvin has never really been through anything very troublesome in his 11 years of life. His family is still alive and together. All are in great health. His mother and father have retired from their lives of medic-nin and now keep themselves sharp by offering their service free of charge at a clinic named Super Happy Fun Time Clinic! It's mainly for kids. His 23-year old brother has never had any desire to become a ninja and lives in the U.S.A. off of many scholarships. He graduated from high school at age 16 and has always done extremely well in school. He is also studying to be a surgeon. While Calvin's family all have some medical background, Calvin has never had any desire to help save lives. It's not to say that Calvin has a want to hurt people, but his interests are in something his family has never done before: reconnaissance. Calvin understands that being in a recon position could always become an assassination position very well and is perfectly ok with that. Personality: Bright and cheery. Very energetic. Upbeat but not very outgoing. Conservative when meeting someone new, but pretty impulsive when he's around someone he knows well. You could say he lets himself go when around his friends and family. May ask inappropriate questions but is naive and childishly curious at heart. Very loving and caring. Doesn't have much motivation for things he doesn't truly care about, but when he's really, really interested in something, he will usually give his all. Other: Straight, but may think of other males as attractive if they are exceptionally beautiful. Also, if he likes a girl, he will be more willing to do things for her simply because she's pretty. Same for males, but much more rare. The things he would do for people he is sexually interested in could be considered dangerous, morally wrong, and downright disgusting, but he would do these things simply because of the thought of that person liking him more. In his mind, the things he would do for these people aren't so bad since he usually finds a "good reason" to do it and can genuinely feel righteous about something that is absolutely wrong and evil. On the other hand, people who are not so attractive will be less liked by him. And in general, he is more likely to do something for a girl than a guy in pretty much any case. Also, likes to lie about petty things. Missions: S: A: B: C: D: Jutsu: Ninjutsu- Medical Ninjutsu- Genjutsu- Taijutsu- Summoning Contract- ~Stats~ LV. 1 Experience: 0 Hp: 9 Cp: 9 MHp: 10 Strength: 8 Mod: [8-10]/2= -1 Dexterity: 10 Mod: [10-10]/2= 0 Constitution: 8 Mod: [8-10]/2= -1 Intelligence: 8 Mod: [8-10]/2= -1 Wisdom: 10 Mod: [10-10]/2= 0 Charisma: 10 Mod: [10-10]/2= 0 Chakra: 8 Mod: [8-10]/2= -1 Dodge Bonus: 1 Base Attack Bonus: 1 Attack Melee: 0 Attack Ranged: 1 Base Save Bonus: 0 Fort: -1 Rex: 0 Will: 0 ~Skills~ Ninja Skills [Mundane] ((Modified By)): Acrobatics (Dex): Alchemy (Int): Awareness (Wis): Athletics (Str): Chakra Control (Int): Concentration (Con): Craft (Int): Diplomacy (Cha): Escape Artist (Dex): 8 Handle Animal (Cha): Innuendo (Cha): Intimidate (Cha): Perform (Cha): Read Lips (Wis): Seduction (Cha): Sense Motive (Wis): Sleight of Hand (Dex): Stealth (Dex): 6 Survival (Wis): 6 Treat Injury (Int): Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons: Taijutsu: Ninjutsu: Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: Puppet Play: ~Possessions~ Money: Ryo: Equipment: Valuables
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