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Overlord9611

PostPosted: Wed Jun 25, 2008 11:00 am


User-name: Overlord9611
Posting: daily…ish
Time zone: Gmt-8

~Character Data~


Name: Danku Kuriyama
Village: Konohagakure
Clan/Bloodline: Hyuuga
Element Affinity: Water/Fire
Age: 17
Gender: Male
Rank: Chuunin

~Appearance~


Headband: Konaha headband worn around his neck.
Height: 6'2”
Weight: 165lbs
Hair: Dark brown and medium length.
Eye: His one good eye is a soothing cool grey of the hyuuga clan.
Physical Description: The tall and slender Danku is easily underestimate-able in a fight due to his slight physique. He can still manage to almost look intimidating when he is towering over someone and delivering his cold glare of anger, that is rarely seen on his face. Usually he walks about with a semi-confident smirk upon his face His dark hair parted in a way where the bang tend to fall in front of the patch covering his missing eye (not in a emo way). He has full lips and his facial structure while clearly male leans towards the softer side rather than harsher corner-like contours of the typical male face.
His skin is on the slightly tanner side though he is paler than his cherished half-sister.

Picture: Tisn't perfect but it works the eye is wrong obviously :p
User Image

Clothing:
Danku wears jeans the denim ninja he is jokingly called by some of the higher ups because of his unusual attire. His jeans are black and the open vest he wears over his shirtless body is a dark red . These colors being chosen because they do not show blood as easily so if he does have to help someone injured he dose not necessarily ruin the clothes he is wearing (this is not for vanity’s sake so much as financial intelligence :p ) On his hands he wears black fingerless leather gloves and he wears sleeves black sleeves without the rest fo a shirt to go with them it is a bit of an odd look but one he has come to like and it goes well with the black eye-patch. He has several studs in his right and left ear.

Background:
Danku was the illegitimate child of the lord Kuriyama. The spawn of an affair with a hyuuga woman already in poor standing with here clan when he was 4 his mother was executed by his fathers secret orders so that “such a wpoman” would not be raising his only child. Despite the Hyuuga clan’s protesting the boy was taken to be with his father after a two year struggle for custody. Father’s little weapon, this was to be Danku’s role. It was for this reason that his own genin teacher was reluctant to teach him. His sensei being a Hyuuga himself he soon learned that Danku harbopred no desire to be as his father wanted of him and instead was an idealist child with hopes and dreams of peace and a better future. This child being so wise and so kind despite his terrible beginning touched his sensei and so against the orders of his clan he taught the secrets of the Hyuuga bloodline to Danku.

Danku lost his eye at the age of 12 as a genin one other young Hyuuga who knew he was being taught the secrets of his clan decided to attempt to take matters into his own hand to stop this abomination from continuing. He managed in the struggle to gouge out Danku’s right eye. Danku turned the fight around and it ended in a position in which he could easily have taken the literal eye for an eye. Danku dropped the Kunai got up and walked away. A permanent tale as a shining testament to his kindness and gentle nature this tale has been remembered by many and told over and over by others to those who ask about his eye.

Danku’s father died while he was already in the chuunin exams he did not shed a tear for the man as he saw it as an end to a reign of cruelty but he was seen crying on that day though Kimiko does not know of this, because he wept for how hard her heart had become. Danku finished the chuunin exams in order to be able to one day be a powerfull medical ninja but also so he could be strong to protect his half-sister and a role-model for her. Danku hopes to become a powerful ninja who can shape a future of peace and kindness.


Personality: Danku is a kinder soul but still harbors wisdom and a sense of justice. He is a protector and a guardian as well as a teacher to others of morality and seeing both sides of things. He believes in kindness as well as self expression. But he also believes that sometimes the hard way is the only way to teach a lesson. Secretly, hidden from everyone else Danku really has a darker side a twisted and angry side. The half of him he has repressed for so long his anger hate and cruelty has developed a personality all on it’s own that is as of yet nameless.

Other:

Bloodline in game stats:
In Game Stats:
• +4 Dex
• +1.5 Chakra (half more than the average shinobi)
• +2 Chakra Control per 10 levels
• +2 Taijutsu per 5 levels

Activated Byakugan Gives the Following Stats:
• +5 Chakra Control
• +1/2Chakra mod. to DB and Reflex (only 1/2 because he has only one eye)
• +1/2Chakra mod. and Character Level to Spot and Search checks (3 Cp activation cost + Character Level for expanding vision)
• +2 per 10 Anatomy ranks and +2 per 5 Character Levels to maxed heal when using medical ninjutsus in accompaniment with the activated Byakugan
• Against Sneak Attack (opponent attempts to hit Hyuuga blind spot from afar)
Lv. 1-15 4d10 / DC 10
Lv. 16-30 2d12 / DC 12
Lv. 31+ 1d20 / DC 20

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

Fort DC: 10 + half of Opponent Level + half of Opponent Dex mod. + half of Opponent Strength mod.
• Special skill: Bloodline limit Hyuuga
• Hyuuga Juuken Kempo Ryuu "Must be learned though"
• Hyuuga Jutsus "Must be learned though"

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

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

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

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

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

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

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

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: 10 per round
Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal.
Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12)
Training: 8 days



Genjutsu-

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion.
Cp cost: 20
Damage: 10 - 25 + int mod + Genjutsu bonus
Requirements: Genjutsu 15 Ranks
Training days: 5 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls

Taijutsu-

Juuken Kempo Ryuu (Gentle Fist)
Description: This is the opposite of the Tekken (Iron Fist) Taijutsu style. The attacks are softer, more open palm, and cause damage by flowing chakra into the opponent's inner coil system of chakra veins and tenketsu (chakra holes). Attacking through the inner coil system allows them to cause damage to their opponent's internal organs, which nobody can train, as the chakra veins surround all the chakra producing organs, most notably the heart.

Also, by sealing the three hundred and sixty-one tenketsu in the human body, the ninja can cut off their opponent's ability to control their chakra, limiting their means to attack, and possibly even killing them. First performed by Hyuuga Neji and Hyuuga Hinata in chapter seventy-nine. Only members of the Hyuuga Clan can use this style, as one must have the Byakugan to see the inner coil system of the human body.
Rank: C
Cp Cost: Byakugan must be activated.
Damage: 4 - 16 + Chakra mod.
Requirements: Hyuuga Clan
Training: 7 days
Special: When performing the Juuken Kempo, you do not add your Strength mod. to your attack bonus, you add your Dexterity mod. instead. Juuken depends on graceful attacks and not on powerful ones. The above is applied to all Hakke techniques. When using Juuken Kempo to break out of certain physical, chakra-based restraints (like the Spider limit's special webs), add Chakra mod. + 2 per 10 Chakra Control ranks to your Escape Artist roll.

Summoning Contract-

~Stats~

LV. 10
Experience: 0/200
Hp: 130
Cp: 105
MHp: 150


Strength: 20 | mod = 5
Dexterity: 20 +4(clan)= 24 mod = 7
Constitution: 16 | mod = 3
Intelligence: 22 | mod = 6
Wisdom: 20 | mod = 5
Charisma: 22 | mod = 6
Chakra: 18 | mod = 4
Dodge Bonus: 22 / (with Byakugan) 24

Base Attack Bonus: 10/5
Attack Melee: 15/10
Attack Ranged: 17/12

Base Save Bonus: 5
Fort: 8
Rex: 12 / (with Byakugan) 14
Will: 10

Damage:
Juuken Kempo Ryu: 4 - 16 + 4 (+2) = 8 - 22
Sai: 1-4+5str= 6-9

~Skills~


Escape Artist: 2+7(Dex) 9
Hide: 3+7(Dex) 10
Move Silently: 3+7(Dex) 10

Concentration: 2+3(Con) 5

Chakra Control: 4+6(Int)+2(Clan) 12
Knowledge: Life Sciences: 1+6(Int)=7
Search: 3+6(int)= 9+2 (1/2chkmod)+ 10 (charlv) (doujutsu)=21

Listen: 3+5(Wis) 8
Sense Motive: 3+5(Wis) 8
Spot: 3+5(wis)=8 +2(1/2chkmod)+10(char lv) (doujutsu)=20
Treat Injury: 5+5(Wis) 10

Diplomacy: 2+6(Cha) 8
Perform: Stringed Instruments: 4+6(Cha) 10

Ninjutsu: 5+4(Chk) 9
Genjutsu: 9+6(Int) 15
Taijutsu: 5+5(Str)+4(clan) 14
Ninja Weapon Sai: 3+5(Str) 8

~Possessions~


Money:

Ryo:

Equipment:
Sai: The sai's utility as a weapon is reflected in its distinctive shape. With skill, it can be used effectively against a long sword by trapping the sword's blade in the sai's tsuba. It has been alleged that skilled users were able to snap a caught blade with a twist of the hand. There are several different ways of wielding the sai in the hands, which give it the versatility to be used both lethally and non-lethally.
Damage: 1 - 4 + str. mod.
Range: Melee
Special: Like the Jitte it can be used for disarming and breaking bones.

50Exploding tags
50Senbon for non battle purposes

Valuables
Guitar
Violin
Harp
PostPosted: Thu Jun 26, 2008 8:33 am


User-name: ProtoXtreme
Posting: Fast, like a forest fire
Time zone: EDT

~Character Data~


Name: Hyuuga Nyame “May” 'Tiger Lily of Konoha’
Village: Hidden Leaf (Konohagakure)
Clan/Bloodline: Hyuuga / Byakugan (3 Cp per turn)
Element Affinity: Wind/Fire
Age: 17
Gender: Female
Rank: Jounin / Clan Elder

~Appearance~


Headband: Doesn’t wear it due to her rank.
Height: 5’6
Weight: 112 Ib
Hair: Dark-blue
Eyes: White-gray, appears pale shades of lavender-violet
Physical Description: Like the rest of her clan, Nyame most certainly inherited the Hyuuga clan’s physical beauty - pale skin, a beautifully alluring figure, lovely features, and extraordinary physical grace. Everything about her appearance screams ‘noblewoman’. Not that quick-tempered personality though. She keeps her long, dark-blue hair tied back into a low flowing ponytail (like Neji’s). Her even, dark bangs cover most of her forehead and her long sidebangs reaches way past her chin, framing her face. But Nyame never uses beauty to her advantage in battle. She is...just not that kind of woman. And besides, there is one to whom she has already given her heart and awaits his return.
Clothing: Nyame’s garb is that of Japan’s Hein-era courtwomen. The first layer is a simple white cotton robe, with a powdery red, short-sleeved kimono embroidered with a splash of sakura petals (on the neckline) worn above. Outside, she wears an elegant, trailing long-sleeved, iridescent flowery kimono which drapes around her waistline like a shawl and trails almost to the ground. Below she wears short cotton socks with the traditional kimono sandals. Nyame does not carry shurikens or kunais, but a single wakisashi blade (short katana) in her right hand. The weapon is easy enough to be kept hidden in her inner kimono’s sleeves without attracting attention. A white jade charm is attached to the weapon’s hilt, held in place by blood-red threads. The sheath is crafted of redwood stained black with a golden phoenix inlaid at the very end of the sheath.

Nyame’s other outfits includes her smithing clothes: a simple beige inner kimono for while she’s working at the furnace. At times, she dons the same traditional outfit as the head of family and clan elders: a simple white inner kimono with an open black kimono-like jacket on top.
User Image
Background: Her background remains shrouded in much mystery. After her father died, she inherited the title of ‘clan elder’. Other Hyuuga members whisper that she was the heiress’s unofficial caretaker.
Personality: Nyame was perhaps the only clan elder whom cared openly for the heiress’s wellbeing, even before the princess had gotten that title after her brother’s death. She loved the little girl very much and had pretty much brought the kid up while Yokou was often absent on clan business. She taught Elruda much of the things the child knew about the world and while she did not like it, tried to not crush the child’s innocent view of the world. The reason was simple - she wanted Elruda to see the beauty of the world, not have it tainted by evil. Nyame would be extremely kind and gentle with the princess and Irihi though her personality public-wise is a cold, hard mask worn by most Hyuuga elders. One wrong move means the whole clan council could turn against you. She generally behaves like the well-refined noble-woman should, suitable for one of her birth and rank. After she inherited the title of clan elder, she was prohibited from taking missions outside the village.
Other: Nyame had practically raised Irihi in her father’s place, who was often out to attend clan business. To Irihi, Nyame was older sister and mother.

Missions:

S: 4
A: 3
B: 2
C: 1
D: 0

Jutsu:

Ninjutsu:

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

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

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

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

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

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Rank: D
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Rank: D
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

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.
Rank: C
Cp cost: 30
Damage: 20 - 40 + chakra modifier.
Reflex DC: 10 + Character level + chakra mod for half damage. Neutral 20 or surpassing the save by 10 means no damage.
Requirements: Fire Affinity, Chakra 20+, Chakra Control 12
Training days: 7 days/ if Uchiha teaches you, 4 days
Special: Uchihas learn this at young age. This does not mean that Uchiha starting out will have this jutsu.

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.
Rank: B
Cp cost: 120
Damage: 80-185 + chakra mod.
Requeriments: Fire affinity. Chakra 45+, Chakra Control 60
Training days:15 days

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.]
Rank: C
Cp Cost: 10 per round
Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal.
Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12)
Training: 8 days

Genjutsu:

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion.
Rank: D
Cp cost: 20
Damage: 10 - 25 + int mod + Genjutsu bonus
Requirements: Genjutsu 15 Ranks
Training days: 5 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls

Magen: Jubaku Satsu (Demonic Illusion: Tree Bind Death)
With this jutsu, the user can make themselves disappear so that they can approach their opponent unnoticed. Once near the desired target, a tree will grow at the target's feet and branches from an illusory tree will bind them from behind so that they are unable to even move or use hand seals. Once the opponent believes that they are captured, the user can then reappear from above the tree and quickly kill the opponent, preferably with a kunai.
Rank: B
Cp cost: 60
Damage: 200 MHp
Requirements: Genjutsu 50 Ranks
Training days: 9 days.
Will save: 15 + half character level + half int mod + half wis mod
Special: If the Genjutsu is completely successful, the Victim passes out for 1 turn, being the mind believes they have been "killed"
To remain conscious, roll a Fortitude Check. If fortitude check is successful, victim remains conscious. The DC for the Fortitude Check is the Genjutsu Attack DC

Taijutsu:

Juuken Kempo Ryuu (Gentle Fist)
Description: This is the opposite of the Tekken (Iron Fist) Taijutsu style. The attacks are softer, more open palm, and cause damage by flowing chakra into the opponent's inner coil system of chakra veins and tenketsu (chakra holes). Attacking through the inner coil system allows them to cause damage to their opponent's internal organs, which nobody can train, as the chakra veins surround all the chakra producing organs, most notably the heart.

Also, by sealing the three hundred and sixty-one tenketsu in the human body, the ninja can cut off their opponent's ability to control their chakra, limiting their means to attack, and possibly even killing them. First performed by Hyuuga Neji and Hyuuga Hinata in chapter seventy-nine. Only members of the Hyuuga Clan can use this style, as one must have the Byakugan to see the inner coil system of the human body.
Rank: C
Cp Cost: Byakugan must be activated.
Damage: 4 - 16 + Chakra mod.
Requirements: Hyuuga Clan
Training: 7 days
Special: When performing the Juuken Kempo, you do not add your Strength mod. to your attack bonus, you add your Dexterity mod. instead. Juuken depends on graceful attacks and not on powerful ones. The above is applied to all Hakke techniques. When using Juuken Kempo to break out of certain physical, chakra-based restraints (like the Spider limit's special webs), add Chakra mod. + 2 per 10 Chakra Control ranks to your Escape Artist roll.

Hakkeshou Kaiten (Eight Divination Palms of the Hand: Heavenly Spin)
Description: Hakkeshou Kaiten is a Taijutsu technique unique to the Hyuuga bloodline using the Jyuuken. Kaiten is a special technique passed down through the main family line. Kaiten takes advantage of several of the unique abilities of the Byakugan eye. Byakugan gives the clan member an almost complete 360 degree view of their surroundings. This technique allows the member to see all angles of attack.

If an attack is near, the clan member will release a large of amount of chakra from their tenketsu. The member then begins to spin like a top, creating a whirling vortex that can nullify almost any attack.
Rank: B
Cp Cost (Offensive): 60 Cp per use + 2 per extended feet
Cp Cost (Defensive): 30 Cp per use + 2 per extended feet
Damage (Offensive): 30 - 60 + Chakra mod. + 1/2 Chakra used (to all surrounding enemies within range) + 2 per 10 Taijutsu ranks
Damage (Defensive): Chakra mod. + 1/2 Chakra used (to all surrounding enemies within range)
Requirements: Hyuuga Clan, Juuken Kempo Ryuu
Training: 12 days
Special: Double damage is dealt to all those in close range to the user. Provides full cover as long as Kaiten is maintained (whether in offensive or defensive combat against taijutsu and ninjutsu techniques), unless the opponent rolled a 20, thus being unable to counter with Juuken in time. Those in range to the Kaiten user are pushed/blown back considerably and are stunned for their following turn.

Hakke Kuushou (Eight Divination Signs: Air Palm)
Description: A long-ranged Juuken technique which relies on both internal and external movement. The user basically extends chakra from his/her body and thrust their palm at the target (rendering the space between the user and the opponent as if it was nothing, allowing the user to strike the opponent as if they’re directly in front), by the bending and straightening of their arm. This will send a wave of chakra (which usually takes the appearance of a cyclone) forcible enough to shatter large rocks. It is unknown whether this technique can collapse tenketsu nodes but probably not, due to Hakke Kuushou not being as precise as the other Hakke techniques.
Rank: B
Cp Cost: 60 Cp per strike
Damage: 30 - 60 + Chakra mod.
Drawback: Takes up two attack turns rather than the usual one. An unfortunately slow technique (unlike the other Hakke techniques) due to how it is performed.
Requirements: Hyuuga Clan, Juuken Kempo Ryuu, Chakra Control 50+, Taijutsu 30+
Training: 15 days
Special: Each hit is treated as Taijutsu. If the opponent is hit by Hakke Kuushou, he/she is sent flying back and is temporarily stunned for their following turn.

Hakke Rokujuuyonshou (Eight Divination Signs: Sixty-Four Palms of the Hand)
Description: Hakke Rokujuuyonshou is a Taijutsu technique unique to the Hyuuga bloodline. Hakke Rokujuuyonshou is a special technique passed down through the main family line. When an opponent is within the clan members divination field of attack, they can quickly begin their assault. The technique allows the clan member to use the Byakugan eye to see the inner chakra coils system. Using the Jyuuken style, they can force their chakra through their hands into the 126 tenketsu of the opponent's body. First the clan member will strike 2 times, then 4, 8, 16, 32 and finally 64. This damage forcibly closes the tenketsu, stopping the chakra flow of the opponent. This then limits their opponents’ ability to use jutsu.
Rank: A
Cp Cost: 64
Damage: 128 + Chakra mod.
Fort DC: 10 + Half of Character Level + Chakra mod. + 1 per 10 Taijutsu ranks
Requirements: Hyuuga Clan, Juuken Kempo Ryuu
Training: 25 days
Special: You must roll an attack roll to see if your attack hits unless you are 5 levels higher than your opponent. Opponent is unable to access chakra for the rest of the battle and suffers internal bleeding (-1 Hp) every turn, no matter what their Hp is. A Fort DC must be made by the opponent every turn to successfully move due to internal injuries. Must have medical attention immediately afterwards.

Hakke Hyakunijuuhachishou (Eight Divination Signs: One-Hundred and Twenty-Eight Palms of the Hand)
Description: Hakke Hyakunijuuhachishou is a Taijutsu technique unique to the Hyuuga bloodline. Hakke Hyakunijuuhachishou is a variation of Hakke Rokujuuyonshou, a technique passed down through the main family line. When an opponent is within the clan members divination field of attack, they can quickly begin their assault. The technique allows the clan member to use the Byakugan eye to make nearly double the normal 126 strikes, striking 254 times against their individual foe or opponents. First the clan member will strike 2 times, then 4, 8, 16, 32, 64 and finally 128 times.
Rank: S
Cp Cost: 128 (+1000 when inflicting lethal damage)
Damage: 256 + Chakra mod. (if intending to kill, this technique aims to destroy internal organs: add to the damage) 2000 - 4000 + Chakra mod.
Fort DC: 10 + Character Level + Chakra mod. (use double Chakra mod. for lethal damage) + 2 per 10 Taijutsu ranks
Requirements: Hyuuga Clan, Juuken Kempo Ryuu, Hakke Rokujuuyonshou
Training: 50 days
Special: You must roll an attack roll to see if your attack hits unless you are 10 levels higher than your opponent. Opponent is unable to access chakra for 3 rp days and suffers heavy internal bleeding (-1 Hp) every turn, no matter what their Hp is. A Fort DC must be made by the opponent every turn to successfully move due to heavy internal injuries. If lethal damage is inflicted, the opponent cannot continue the battle, no matter what their Hp is. Must have medical attention immediately afterwards.

Summoning Contract: None

~Stats~

LV. 45
Experience: 0/10500
Hp: 1035
Cp: 1260 + 630 = 1890
MHp: 1125
Strength: 17 | mod = +3
Dexterity: 83 + 4 | mod = +38
Constitution: 37 | mod = +13
Intelligence: 71 | mod = +30
Wisdom: 41 | mod = +15
Charisma: 17 | mod = +3
Chakra: 61 | mod = +25
Dodge Bonus: 63 / (with Byakugan) 88

Base Attack Bonus: 45/40/35/30/25/20/15/10/5
Attack Melee (Juuken Kempo Ryuu): 83/78/73/68/63/58/53/48/43
Attack Ranged: 83/78/73/68/63/58/53/48/43

Base Save Bonus: 22
Fort: 35
Rex: 60 / (with Byakugan) 85
Will: 37

Damage:
Juuken Kempo Ryuu: 4 - 16 + 25 (+44) = 29 - 85
Wakisashi: 1 - 5 + 3 (+44 Taijutsu) (+6 Ninja Weapon Wakisashi) = 4 - 58 (+3 Attack Roll)

~Skills~

Chakra Control: (Int) 30+30+8+5=68
Ninjutsu: (Chk) 25+180=205
Genjutsu: (Int) 30+50=80
Taijutsu: (Str) 3+200+18 Hyuuga clan=221

Swim: (Str) 3+0=3
Balance: (Dex) 38+0=38
Escape Artist: (Dex) 38+0=38
Hide: (Dex) 38+0=38
Move Silently: (Dex) 38+0=38
Sleight of Hand: (Dex) 38+0=38
Tumble: (Dex) 38+0=38
Use Rope: (Dex) 38+0=38

Concentration: (Con) 13+37=50
Craft Weapons: (Int) 30+210=240
Disable Device: (Int) 30+20=50
Forgery: (Int) 30+0=30
Knowledge (History): (Int) 30+0=30
Knowledge (Life Sciences): (Int) 30+0=30
Knowledge (Anatomy): (Int) 30+0=30
Repair: (Int) 30+0=30
Research: (Int) 30+0=30
Search: (Int) 30+0+70 with Byakugan=30

Listen: (Wis) 15+25=40
Read Lips: (Wis) 15+25=40
Sense Motive: (Wis) 15+200=215
Spot: (Wis) 15+30+70 with Byakugan=45
Survival: (Wis) 15+0=15
Alchemy: (Wis) 15+0=15
Treat Injury: (Wis) 15+25=40

Bluff: (Cha) 3+84=87
Diplomacy: (Cha) 3+0=3
Disguise: (Cha) 3+0=3
Gather Information: (Cha) 3+0=3
Handle Animal: (Cha) 3+0=3
Intimidate: (Cha) 3+150=153
Innuendo: (Cha) 3+0=3
Perform Flute: (Cha) 3+57=60
Perform Song: (Cha) 3+0=3
Perform Dance: (Cha) 3+0=3
Seduction: (Cha) 3+0=3

Fuuin Jutsu: (Int) 30+0=30
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapon (Wakisashi): (Str) 3+27=30
Sneak Attack: 0

~Possessions~


Money:
Ryo: x1000

Equipment:

Wakisashi: The katana's sister and one of the most famous weapons along the ninjas. The sword is smaller than the katana and is normaly used as a piercing weapon. It is around 68cm long.
Damage: 1 - 5 str. mod.
Range: Melee.
Special:
Amount: x1

Possessions: Wooden Flute

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User-name: ProtoXtreme
Posting: Fast, like a forest fire
Time zone: EDT

~Character Data~


Name: Inuzuka-Hyuuga Irihi ‘Noble Fang of Konoha’
Village: Hidden Leaf (Konohagakure)
Clan/Bloodline: Inuzuka / Hyuuga / Byakugan (3 Cp per turn)
Element Affinity: Fire/Earth
Age: 14
Gender: Male
Rank: Chuunin

~Appearance~


Headband: Around his forehead. Where the shinobi headband should’ve been instead is his mother’s momento (Naruto’s Shipuuden headband, except with the kanjis for ‘Bikou’ woven in the center in white).
Height: 5’7
Weight: 120 Ib
Hair: Dark-brown
Eyes: White-gray, appears pale shades of lavender-violet
Physical Description: Irihi’s skin is darker than most Hyuugas, because he also carries Inuzuka blood. His eyes are noticeably darker than most Hyuugas though carries the same characteristically piercing quality.
Clothing: The traditional loose-flowing clothes of Hyuuga. Irihi is probably one of the few in his clan whom chooses to wield weapons and his is the long-bow and arrows. With the Hyuuga clan’s sharp eyes and the Inuzuka clan’s accurate senses, he is looking into a future of mastering archery.
User Image
Background: Irihi was born into a rather interesting situation - a Hyuuga woman of the main family, whom eloped with Inuzuka Bikou. When the Hyuuga clan caught wind of this rumor, they tried to strip the mother of clan protection, and persecute her in the village courts...hoping to banish her from Konoha. If it was some sort of fortune, at least one clan elder was sympathetic and agreed to help. It was no other than the elder Nyame’s father whom saved Irihi’s mother and her newborn child.

An old childhood friend to his mother, Nyame’s father managed to trick the other clan elders and pass off Irihi as a pureblood Hyuuga for the moment. Byakugan was usually a dormant trait, but in Irihi’s case, he had actually inherited the clan’s eyes though carrying foreign blood. However, the council was still suspicious, and even though the case settled with Irihi’s mother staying within the clan; she was not allowed to freely move from the clan compound, always under constant watch. Shortly afterwards, Irihi’s mother fell fatally ill, perhaps from heartbreak of never being able to see her love again, and her toddler son stayed with Nyame’s family. As a result, Irihi would never know either of his parent’s faces - his only memento of his mother being a black headband (like Naruto’s) with the kanji for his father’s first name woven in the center in white. As the truth finally became apparent when the official village records were released, his mother was already dead and the clan elders could do no more.

When he was a child, he often wondered why the clan hated him so and the other Hyuuga children, whom often uttered ‘half-breed’. Perhaps feeling guilty for not being able to do more for the boy, Nyame became quite vicious and overprotective of the boy...going as far as injuring any of the Hyuuga children who dared to hurt Irihi during the elders’ daily Juuken Kempo lessons. One Chuunin kid, whom had beaten the defenseless boy up a day prior, had at least seven chakra points on his body brutally ruptured by the genius rookie kunoichi and sent to the hospital in a coma. When questioned, all she said was ‘his stance was poor’.

But Irihi wasn’t stupid. He wanted the truth. And eventually, Nyame had to tell him the truth in her father’s place. Yet, instead of being unhappy with his lineage, or from the fact his mother was only a second wife to his father; Irihi changed his name to Inuzuka, as it should’ve been. It gradually became evident Irihi may never fully master the Juuken Kempo. It wasn’t a question of talent or ability. It was a question of what he wanted to do. He does not seek either of the two clan’s styles, but rather to find something for himself, a style of his own.
Personality: Open and carefree, Irihi is much easier to talk to than any other Hyuuga. He acts like an Inuzuka most of the time, prone to anger and quick judgement. But he never holds grudges for trifling matters. However, when he’s really pissed, that’s when it becomes a problem. The one thing you never hurt when around him is his precious pet wolf.
Other: Irihi has one older half-brother whom he have never met. Unlike Irihi, Kai is a pureblood Inuzuka. Irihi may somewhat be considered lucky, as even though he was cast from Inuzuka like his brother was (who was born on the unluckiest day of the unluckiest year for the Inuzuka), the Hyuuga clan at least had grudgingly kept him. To him, Nyame is both sister and mother.

Though generally carefree and cheerful like those of the Inuzuka clan, Irihi has a strangely rare condition: when he was born, he was one of two twins. The older, Kokuyoku, however soon fell ill and didn’t make it past infancy. The other’s life, intwined with Irihi, shares the boy’s body. If Irihi represented light of the yin-yang insignia, then Kokuyoku will represent darkness - the polar contrast: violent, sarcastic, and even sadistically cruel.

Missions:

S: 0
A: 1
B: 4
C: 5
D: 0

Jutsu:

Ninjutsu:

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

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

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

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

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

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Rank: D
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Rank: D
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

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.
Rank: C
Cp cost: 30
Damage: 20 - 40 + chakra modifier.
Reflex DC: 10 + Character level + chakra mod for half damage. Neutral 20 or surpassing the save by 10 means no damage.
Requirements: Fire Affinity, Chakra 20+, Chakra Control 12
Training days: 7 days/ if Uchiha teaches you, 4 days
Special: Uchihas learn this at young age. This does not mean that Uchiha starting out will have this jutsu.

Genjutsu:

Taijutsu:

Juuken Kempo Ryuu (Gentle Fist)
Description: This is the opposite of the Tekken (Iron Fist) Taijutsu style. The attacks are softer, more open palm, and cause damage by flowing chakra into the opponent's inner coil system of chakra veins and tenketsu (chakra holes). Attacking through the inner coil system allows them to cause damage to their opponent's internal organs, which nobody can train, as the chakra veins surround all the chakra producing organs, most notably the heart.

Also, by sealing the three hundred and sixty-one tenketsu in the human body, the ninja can cut off their opponent's ability to control their chakra, limiting their means to attack, and possibly even killing them. First performed by Hyuuga Neji and Hyuuga Hinata in chapter seventy-nine. Only members of the Hyuuga Clan can use this style, as one must have the Byakugan to see the inner coil system of the human body.
Rank: C
Cp Cost: Byakugan must be activated.
Damage: 4 - 16 + Chakra mod.
Requirements: Hyuuga Clan
Training: 7 days
Special: When performing the Juuken Kempo, you do not add your Strength mod. to your attack bonus, you add your Dexterity mod. instead. Juuken depends on graceful attacks and not on powerful ones. The above is applied to all Hakke techniques. When using Juuken Kempo to break out of certain physical, chakra-based restraints (like the Spider limit's special webs), add Chakra mod. + 2 per 10 Chakra Control ranks to your Escape Artist roll.

Summoning Contract: None

~Stats~

LV. 10
Experience: 17/200
Hp: 150
Cp: 80 + 20 = 100
MHp: 150
Strength: 10 | mod = +0
Dexterity: 28 +2 | mod = +10
Constitution: 20 | mod = +5
Intelligence: 31 | mod = +10
Wisdom: 20 | mod = +5
Charisma: 10 | mod = +0
Chakra: 20 | mod = +5
Dodge Bonus: 25 / (with Byakugan) 30

Base Attack Bonus: 10/5
Attack Melee (Juuken Kempo Ryuu): 20/15
Attack Ranged: 20/15

Base Save Bonus: 5
Fort: 10
Rex: 15 / (with Byakugan) 20
Will: 10

Damage:
Juuken Kempo Ryuu: 4 - 16 + 5 (+10) = 9 - 31
Composite Long Bow: 1 - 5 + 3 (+10 Taijutsu) (+6 Ninja Weapon Bow) = 4 - 34 (+3 Attack Roll)

~Skills~

Chakra Control: (Int) 10+1+1+5 with Byakugan=12
Ninjutsu: (Chk) 5+20=25
Genjutsu: (Int) 10+0=10
Taijutsu: (Str) 0+50+2=52

Swim: (Str) 0+10=10
Balance: (Dex) 10+0=10
Escape Artist: (Dex) 10+0=10
Hide: (Dex) 10+0=10
Move Silently: (Dex) 10+0=10
Sleight of Hand: (Dex) 10+0=10
Tumble: (Dex) 10+0=10
Use Rope: (Dex) 10+0=10

Concentration: (Con) 5+0=5
Craft: (Int) 10+0=10
Disable Device: (Int) 10+0=10
Forgery: (Int) 10+0=10
Knowledge (History): (Int) 10+0=10
Knowledge (Life Science): (Int) 10+0=10
Knowledge (Anatomy): (Int) 10+0=10
Repair: (Int) 10+0=10
Research: (Int) 10+0=10
Search: (Int) 10+0+2+15=12

Listen: (Wis) 5+0=5
Read Lips: (Wis) 5+0=5
Sense Motive: (Wis) 5+0+1=6
Spot: (Wis) 5+0+2+15=7
Survival: (Wis) 5+0=5
Alchemy: (Wis) 5+0=5
Treat Injury: (Wis) 5+0=5

Bluff: (Cha) 0+0=0
Diplomacy: (Cha) 0+0=0
Disguise: (Cha) 0+0=0
Gather Information: (Cha) 0+0=0
Handle Animal: (Cha) 0+0=0
Intimidate: (Cha) 0+20=20
Innuendo: (Cha) 0+0=0
Perform Flute: (Cha) 0+0=0
Seduction: (Cha) 0+0=0

Fuuin Jutsu: (Int) 10+0=10
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapon (Bow): (Str) 0+30=30
Sneak Attack: 0

~Possessions~


Money:
Ryo: x500

Equipment:

Kunai: The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be throw to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 3 + Str. mod. In melee
Damage (ranged): 1 - 4 + Dex. mod.
Range: Melee or Ranged 50 Ft.
Special: Can be used in both melee and ranged combat.
Amount: x50

Shuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal.
Damage: 1 - 2 + Dex. mod.
Range: 40 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."
Amount: x50

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: 1 - 2 + Dex. mod.
Range: 30 ft.
Special:
Amount: x50

Composite long Bow: A bow with a string that is far harder to pull, this allow the weapon to deal more damage.
Damage: 1 - 8 + Str. modifier
Range: 140 ft. + 5 feet per strength modifier.
Special: Must have arrows to shoot and now they not infinite.
Amount: x1
Arrows: x200

Possessions: Wooden Flute

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~Pet Data~


Name: Lailah “Lily”
Species: Wolf
Size: Small
Element Affinity: Wind
Age: Under a year
Gender: Female

~Appearance~


Height: Under one foot
Weight: 2 Ib
Fur: Pure white
Eyes: Ruby-red
Physical Description: A beautiful albino baby wolf with brilliant ruby eyes.
User Image
Background: Lailah was a gift to Irihi. Nyame, one of the clan elders who was especially fond of Irihi, had brought back a pregnant she-wolf almost year prior...before the Master’s invasion, after the boy was denied one of his clan’s puppies, because he carried Hyuuga blood. Unfortunately, the mother wolf passed away giving birth to two pups. One didn’t make it past the weaning month, but the second did. Nyame named the albino wolf pup ‘Lailah’ and gave her to Irihi.
Personality: Calm/peaceful, Lailah likes Irihi alot. Lailah does not let any other of the Hyuuga clan members get near her, besides Irihi and Nyame.
Other: Favourite food is roasted rabbit meat.

Missions:

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

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

~Stats~

LV. 1
Experience: 0/100
Hp: 8
Cp: 1
MHp: 4

Strength: 6 | mod = -2
Dexterity: 6 | mod = -2
Constitution: 6 | mod = -2
Intelligence: 18 | mod = +4
Wisdom: 6 | mod = -2
Charisma: 6 | mod = -2
Chakra: 6 | mod = -2
Dodge Bonus: 6

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

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

Damage:
Bite: 1 - 2 + -2 = 1 - 1
Claws: 1 - 1 + -2 = 1 - 1
Tear: 1 - 3 + -2 = 1 - 1

~Skills~


Swim: (Str) 0+0=0

Balance: (Dex) 0+0=0
Escape Artist: (Dex) 0+0=0
Hide: (Dex) 0+0=0
Move Silently: (Dex) 0+0=0
Tumble: (Dex) 0+0=0

Concentration: (Con) 0+0=0

Chakra Control: (Int) 0+0=0
Search: (Int) 0+0=0

Listen: (Wis) 0+0=0
Sense: (Wis) 0+0=0
Spot: (Wis) 0+0=0
Survival: (Wis) 0+0=0
Track: (Wis) 0+0=0

Diplomacy: (Cha) 0+0=0
Intimidate: (Cha) 0+0=0
Perform: (Cha) 0+0=0

Taijutsu: (Str) 0+0=0
Sneak Attack: 0+0=0

~Possessions~


Equipment: -----

Valuables: -----

ProtoXtreme
Vice Captain

Obsessive Gaian

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

ProtoXtreme
Vice Captain

Obsessive Gaian

9,900 Points
  • Friendly 100
  • Generous 100
  • Tycoon 200
PostPosted: Thu Jun 26, 2008 1:57 pm


User-name: ProtoXtreme
Posting: Fast, like a forest fire
Time zone: EDT

~Character Data~


Name: Uchiha Akeru “Aki” aka Sento Reimei (Akeru=to dawn, Sento Reimei=first dawn)
Village: Hidden Leaf (Konohagakure); Currently residing in Hidden Sound (Otogakure)
Clan/Bloodline: Uchiha / Sharingan
Element Affinity: Fire (all elements)
Age: 12
Gender: Male
Rank: Academy Student

~Appearance~


Headband: No headband. Not a graduate. =)
Height: 5’2
Weight: 80 Ib
Hair: Raven-haired
Eyes: Hazel (varies colours under different lighting)
Physical Description: Like most Uchihas, Akeru inherited raven-hair, dark eyes, and pale skin. And like most Uchiha males, Akeru is a “pretty boy”. He is fairly tall for his age but with his neat hair, large eyes with long lashes, Akeru’s looks are leaning quite heavily on the feminine side. Teasing him occasionally about his looks is alright but if you overdo it, he’ll get depressed.
Clothing: Usually, he wears a sleeveless, black fishnet shirt with a high-collared black vest above and matching black armguards (at his elbows). Below, Akeru dons loose black shorts. He wears the traditional shinobi sandals. A black leather belt with a pouch for carrying shurikens, kunais, and scrolls is wrapped twice around his waist. The only thing that strangely can’t be found anywhere on his clothing is the Uchiha clan symbol.
User Image
User Image
Background: At first glance, one would not be able to distinguish Akeru as an Uchiha. With his gentle smile and peaceful nature, who would’ve guessed that he was part of that famous, if not somewhat tragic clan from Konoha? And Akeru, despite his born genius, does not wish to be hailed as an Uchiha but rather as a normal, hardworking shinobi. In fact, he even resides in Oto under a different name, Sento Reimei, while begging his cousin and current head of family Saiya to not tell his classmates. Perhaps it was this very reason why he couldn’t activate the Sharingan even if he wanted to.

Akeru had a fairly happy childhood, with his father, mother, and older brother. But his father was an extremely talented shinobi and soon became obsessed with unlocking the Mangkeryou. He went as far to murder his own wife in his greed. He was able to gain the Mangkeryou from killing someone even dearer to him than a close friend but to gain more power, to perfect the Mangkeryou, he had to kill his two children. Akeru’s older brother, who was already a rookie Jounin at that time, died holding his father back and stalling for his little brother’s life. His father was going to kill Akeru but the clan elders were able to arrive on the scene, thus forcing the boy’s father to flee. The event would permanently emotionally scar Akeru and he came to fear the Sharingan, going as far as feeling repulse upon simply seeing the doujutsu.

Even with all the elders’ attempts at helping the boy out of his depression, they were not able to ever recover Akeru’s former fondness of the clan. Hoping it would do him some good, they sent him to Oto, where he would live with his cousins, Saiya and Kira. His happy smile became a way for him to mask his sadness but living under a different name made him feel happier despite being constantly reminded by his family that a lie can never help him heal old scars. Akeru does not know of what had befallen Konoha but he did love the village dearly, so perhaps one day the incentive of helping the rebel forces drive the Fire Master out may impel him to learn to need his bloodlimit (since unlike the Hyuugas, the Uchihas have to need their bloodlimit, not simply wanting).
Personality: Akeru is incredibly intelligent but unfortunately, he rarely puts his genius to good use. In fact, even with the so called Uchiha grace, he’s quite clumsy. He enjoys observing nature and meditating, as well as being fiercely protective of others, especially of his cousins, Saiya and Kira. On the general outlook, he’s not much of a shinobi, considering that he despises killing and destruction. However, when challenged to protect his way of life, a lot like Hector in the Illiad, Akeru would gladly put his life on the line for his village. He misses Konoha but never complains about it. His greatest wish is to become accepted and hailed for his own abilities, not for his clan’s bloodlimit. Personality-wise, Akeru is also not stuck up at all. Kind and soft spoken, he gets along easily with his classmates. In fact, he spends a lot of time worrying if he’ll even pass the Academy. His sweet and kind nature is generally what attracts other to him and perhaps even lessening the severity of the stereotypes generally placed upon his clan.
Other: Akeru is notably quite selfless and even ends up doing stupid things in the effort to help the ones he cares about. He would put himself in danger without another thought, not considering how those whom care for him would feel if he had gotten injured or killed. Most notably, he had come to care a lot for one of his classmates, the blind and death Yubei Rosie and struck up a brotherly friendship with a fellow Uchiha, by the name of Kaisude.

Missions:

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

Jutsu:

Ninjutsu:

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

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

Genjutsu:

Taijutsu:

Summoning Contract: None

~Stats~

LV. 2
Experience: 83/110
Hp: 20
Cp: 12
MHp: 20
Strength: 6 | mod = -2
Dexterity: 11 + 4 | mod = +2
Constitution: 11 | mod = +0
Intelligence: 15 + 6 | mod = +5
Wisdom: 10 | mod = +0
Charisma: 7 | mod = -2
Chakra: 17 | mod = +3
Dodge Bonus: 12

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

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

Damage:
Taijutsu: 1 - 6 + -2 = 1 - 4

~Skills~

Chakra Control: (Int) 5+4+10=19
Ninjutsu: (Chk) 3+0=3
Genjutsu: (Int) 5+2+2=9
Taijutsu: (Str) 0+0=0

Swim: (Str) 0+0=0
Balance: (Dex) 2+0=2
Escape Artist: (Dex) 2+1=3
Hide: (Dex) 2+0=2
Move Silently: (Dex) 2+0=2
Sleight of Hand: (Dex) 2+0=2
Tumble: (Dex) 2+0=2
Use Rope: (Dex) 2+0=2

Concentration: (Con) 0+0=0
Craft: (Int) 5+0=5
Disable Device: (Int) 5+0=5
Forgery: (Int) 5+0=5
Knowledge: (Int) 5+0=5
Repair: (Int) 5+0=5
Research: (Int) 5+1=6
Search: (Int) 5+1=6

Listen: (Wis) 0+0=0
Read Lips: (Wis) 0+0=0
Sense Motive: (Wis) 0+0=0
Spot: (Wis) 0+0=0
Survival: (Wis) 0+0=0
Alchemy: (Wis) 0+0=0
Treat Injury: (Wis) 0+0=0

Bluff: (Cha) 0+0=0
Diplomacy: (Cha) 0+0=0
Disguise: (Cha) 0+0=0
Gather Information: (Cha) 0+0=0
Handle Animal: (Cha) 0+0=0
Intimidate: (Cha) 0+0+10=10
Innuendo: (Cha) 0+0=0
Perform Flute: (Cha) 0+1=1
Perform Dance: (Cha) 0+1=1
Seduction: (Cha) 0+0+10=10

Fuuin Jutsu: (Int) 5+0=5
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapons: 0
Sneak Attack: 0

~Possessions~


Money:
Ryo: x0

Equipment: -----

Possessions: Wooden flute

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User-name: ProtoXtreme
Posting: Fast, like a forest fire
Time zone: EDT

~Character Data~


Name: Nara Shikamori “Shika” (Shikamori=deer forest) ‘Great Stag of Konoha’
Codename: Ran
Village: Hidden Leaf (Konohagakure); Currently holds no attachment to Konoha
Clan/Bloodline: Nara
Element Affinity: Wind/Earth
Age: 30
Gender: Male
Rank: Hunter-nin

~Appearance~


Headband: Around his neck.
Height: 5’9
Weight: 140 Ib
Hair: Dark-brown
Eyes: Dark-brown
Physical Description: Like the rest of his clan, Shikamori inherited the small eyes and laziness. His hair is in the traditional Nara style: a spiky ponytail. His skin is somewhat on the tan side and complements his hair colour quite well. The Konoha ANBU tattoo is carved onto his left arm.
Clothing: Shikamori wears the traditional Konoha ANBU outfit nearly at all times, to signify his rank as a hunter-nin. Usually, he wears a long, dark, hooded cloak above his ANBU armor. His mask is that of a white deer with blood-red, flame-like designs decorating the area near the ink-lined eyes. Blood-red ribbons usually hold the mask in place when it’s shifted to the side of his head.
User Image
Background: As a child, Nara Shikamori seemed to be incredibly untalented and clumsy. He also had a bad temper, rare as it was for a Nara, and was an uncontrollable, wild child. It wasn’t until his late Genin years, after he was finally allowed to learn the Nara techniques due to his parents convincing the other clan elders was he recognized for his inherent Nara intellect.

Nara Shikamori used to have a crush on his Genin teammate, Hyuuga Yokou. She was his first love, but unfortunately, she was also the heiress to Hyuuga, and thus ‘someone unreachable’. Additionally, Yokou used to have a crush on their talented Genin teammate, Uchiha Museifu, her equal, but the latter was quite detached from the world, so the two never got further besides a mutual friendship. Additionally, she could not accept Shikamori, knowing that her father would someday arrange a clan marriage for her...and that she would not have a say. They still became close friends, however, and when Shikamori was finally able to master his clan’s techniques, the duo often worked in a tag-team pair, Shikamori’s shadow-restraining techniques accompanied by Yokou’s Juuken making a most formidable match.

Years passed by and the group nearly always spent their time together, overseeing each other’s growth as they rapidly climbed through Konoha’s shinobi ranks. Yokou had begun studying medical ninjutsus during her late Chuunin years and by her early Jounin years, had mastered that field. Museifu became extremely talented with ninjutsu thanks to his Sharingan and Shikamori was able to combine his talents with his clan’s secret techniques along with genjutsu, to create a sure way to capture and immobilize enemies. Eventually, Yokou would choose to stay as a Jounin (as she had refused to join the ANBU for personal reasons and went to help tutor medical students instead), and the other two advanced to the hunter-nin division.

When news first came that Yokou’s marriage was to be arranged for her 17th birthday, Shikamori and Museifu expressed both surprise and worry. So much worry, that they in fact kidnapped her from her wedding. But eventually, Yokou did return to the wedding with her teammates (after her father sent a good quarter of the clan after the trio) and finished the ceremony. Both Shikamori and Museifu were initially dismayed that she was alright with an arranged marriage and at first worried it was truly the end of their team. But that would not prove so. Even though Yokou now had a family and was reaching towards the age to take responsibility as head of the Hyuuga clan, the trio often worked together, sometimes on the rare missions (as Yokou went on fewer and fewer of them) and with teaching the younger shinobi.

Eventually, Museifu would marry one within his own clan and had two sons of his own, Uchiha Keikoku and Uchiha Akeru. Shikamori was ordered by his father to pick a wife several times, but he bluntly refused. For another twelve years, life would go by smoothly, Museifu and Yokou eventually being hailed as ‘Sannins of Konoha’. Yokou herself had two children of her own - the older being Jurei and the younger, her daughter Elruda. But then things began going terribly wrong. Firstly, Jurei was killed on an ANBU mission, choosing to use Juuken to save his friends instead of himself. Yokou was hard-struck by the tragedy, and it took Shikamori many months to convince her to come out of isolation...reminding her that she still had a little daughter who needed her mother. Additionally, Museifu had learned of the Uchiha clan’s secret - and was determined to do anything to obtain it, going as far as killing his own wife, whom he never had loved despite her faithfulness, and his eldest son. His youngest son, Akeru, was the first to be trapped by the Amaretsu’s flames, but his ANBU brother broke the Tsukiyomi and used a variation of the summoning technique to reverse teleport his brother out (similar to what Sasuke did with Manda).

Initially horrified as the news became crystal-clear the next day, Yokou and Shikamori couldn’t quite believe that Museifu would go nuke-nin, simply for the Mangkeryou Sharingan. But as they confronted their former teammate the next night, their worst fears were confirmed. Museifu...he revealed that he had always loved Yokou but feared the Hyuuga heiress would reject him, as he himself was not the heir to the Uchiha clan. Thus, he had resented Shikamori for his closeness to Yokou but eventually became twisted enough to hate the Hyuuga heiress herself, for marrying another.

A brief but fierce battle ensued. Museifu attempted to kill Shikamori, trapping and weakening the Nara first within the Tsukiyomi and then prepared to use Amaretsu to eliminate his former teammate once and for all. His goal was to kill Shikamori right in front of Yokou’s eyes, but even in his insanity, he promised her that she wouldn’t be hurt. Before he could finish his Jutsu, however, Yokou gathered up enough courage and dealt her own swift blows with the Hakke Hyakunijuuhachishou. But she wasn’t able to, no, she couldn’t bear kill her beloved former teammate...and so she and a barely conscious Shikamori was forced to watch as an injured Museifu flees.

As if Museifu’s betrayal wasn’t bad enough, her husband disappeared in the following week, never having returned from his escort mission. Shikamori and Yokou suspected Museifu of having something to do with his disappearance. Yokou became head of the clan but by that time, Hyuuga’s power was on decline. Even worse, Konoha itself was in chaos. The village was under siege by a mysterious man known as the Fire Master. Minutes after the news came that their Hokage’s battle was lost from Shikamori, Yokou quickly gathered as many Hyuugas as she could, to try and take them out of Konoha. In the panicked flight, the main family’s portion of the compound was accidentally set aflame, and her daughter Elruda disappeared among the flames. Shikamori literally had to restrain the Hyuuga head with his Shadow Imitation technique to prevent her searching for Elruda and dragged Yokou out of Konoha to stop her from delaying the group’s escape plan.

Over the next few months, the pair, along with the few Hyuugas whom did manage to escape, searched for their missing Hokage. It took Yokou several weeks to fully recover from severe mental stress, she would’ve went insane if it wasn’t for Shikamori constantly reminding the Hyuuga head of her duty. But it was later thanks to her talents as an information gatherer that they discovered the new Hokage’s camp. The pair wandered the wilderness until eventually running into the remnants of the Hokage’s army, and was accepted with open arms by the new Hokage: Fukushima Akane, the student of the late Lady Cerbi.

Many trails would follow, and the group would be forced to flee to the abandoned village of Kumo for safety, pursued by Fifth Dawn and Master armies alike. Hunger and disease took many of the already few Hyuugas’ lives, whom were unused to the harshly cold weather of the Lightning Country. Eventually, the group would decide to head to Iwa, one of the only two remaining independent villages - their hope rests on the Tsuchikage in their goal to recapture Konoha.
Personality: Shikamori is very kind and caring, and this side of him constantly wars with the colder side of his personality, as expected for an ANBU hunter-nin. He is very easy-going, expresses boredom frequently, complains a lot, and frets over even the most minor of things. As Yokou’s nephew pointed out, Shikamori talks a lot...too much, in the young Hyuuga’s opinion. He certainly wasn’t pleased with the comment. As one can see, Shikamori does not like the other Hyuugas very much. In his opinion, they’re a radically depressing group...with the fate sermons and all, you would think the world will end. He cares a lot about the people around him and woe to the one whom hurts his precious ones.
Other: In battle, Shikamori is a fiercely formidable opponent. Even though he does not keep on an emotionless mask in battle like his teammate Yokou, when infuriated, an angry Nara is a sure force to be reckoned with. Just like the Nara clan’s famous ancestor, Shikamaru, with their inherent genius as exceptional squad leaders and immobilization techniques, these qualities makes the Naras exceptionally dangerous on the battlefield.

Missions:

S: 8
A: 6
B: 4
C: 2
D: 0

Jutsu:

Ninjutsu:

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

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

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

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

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

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Rank: D
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Rank: D
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

Kage Bunshin no Jutsu (Shadow Doppelganger Technique)
Unlike the normal Bunshin no Jutsu (Art of the Doppelganger), this jutsu does not create illusions, but real bodies of the user. The user's chakra is evenly distributed among every clone. This could be very dangerous if the user is low on chakra or makes too many clones (like with Tajū Kage Bunshin no Jutsu (Multiple Shadow Clone Technique). Kage Bunshin can't be detected by Byakugan. This is because the clones are real bodies with real chakra circulatory systems, identical to the user. The real one also cannot be detected by the Sharingan. Because the clones are basically real, they can perform Jutsu and real damage on their target, and can take some hits themselves, being even able to bleed, although they'll still disappear when enough damage has been done, which is usually after one blow or fatal attack. Since the clones are exact replicas of the user, one can use them in combination with many other techniques.
Rank: B
Cp cost: 10 per bunshin and resulting CP divided by number of Clones created
Damage: Each bunshin deals the same damage as you.
Requirements: Chakra 50+, Must be from Konoha or taught by a Leaf Ninja
Training days: 20 days

Bunshin Daibakuha (Clone Great Explosion)
This jutsu utilises certain village Bunshin no Jutsus and creates a solid clone that will explode upon command, potentially killing or injuring those caught in the blast.
Rank: A
Cp cost: 90 per clone "To make explode"
Damage: 120 - 200 + chakra mod per clone
Requirements: A solid bunshin, defined as being made of sand, water, earth, grass or from Kage Bunshin no Jutsu. Ninjutsu 50, Chakra Control 80
Training days: 15 days

Kanashibari no Jutsu (Temporary Paralysis Technique)
A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu.
Rank: C
Cp cost: 30
Damage: N/A
Requirements: Chakra 20+ Level 15+
Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation.
Training days: 10 days
Special: This jutsu is broken upon impact.

Kagemane no Jutsu (Shadow Bind)
A skill that originally was used as a delaying tactic, the user is able to control an opponent's movement by connecting his shadow to theirs. The user's shadow is able to move, extend and change shape, but it must maintain the same surface area as the original. Any shadows between the user and opponent can be used to increase the total surface area, thus allowing the user's shadow to extend further than normal. The technique is also known as the Shadow Bind Skill (Kage Shibari no Jutsu). This jutsu does not harm the ninja using it when their opponent is harmed, unless they're harmed by an outside force and the movement made could hurt the user, such as an arm breaking or a quick neck jerk.
Cp cost: 20 (+5 per round)
Damage: N/A
Requirements: Be of Nara Decent, Chakra Control 10+
Training Days: 2 Days
Special: Foe's dodge bonus is 0 for that round
1st Turn dodge attempt is done with 1D20 + reflex save vs. users ninjutsu DC.
2nd Turn(if they are caught): Escape attempts are done by foes 1d20+str mod vs users 1d20 +chakra control

Kage Kubishibari no Jutsu (Shadow Neckbind)
An extension of the Shadow Copy Skill (Kage Mane no Jutsu), which allows the user's shadow to apply real pressure on an opponent. By maneuvering the shadow's hands on the opponent's throat, the user is capable of choking the target while they are still binded by the technique.
Cp cost: 30 (+10 per round)
Damage: 25 - 40 + chk mod
Requirements: Be of Nara Decent, Chakra Control 15+
Training Days: 5
Special: Foes dodge bonus is 0 for that round
1st Turn dodge attempt is done with 1D20 + reflex save vs. users ninjutsu DC.
2nd Turn(if they are caught): Escape attempts are done by foes 1d20+str mod vs users 1d20 +chakra control

Shuriken Shadow Imitation Technique
Using shuriken, kunai or any other pointed object, the user can pin the opponent's shadow to the ground, immobilizing the foe. This technique can be combined with Shadow Imitation Technique for an automatic connection.
Cp cost: 25 Cp per object used, then +5 to maintain the link per turn.
Damage: N/A
Requirements: Nara Decent, Sharp Tool
Training Days: 5 days
Special: Read above..

Kage Nui (Shadow Sewing)
The user of this jutsu can extend their shadow and create multiple tangible tendrils for various purposes. Such purposes can include using them as stabbing weapons, rope for binding an opponent, or extra appendages for throwing weapons
Cp cost: 50+10 per turn
Damage: N/A
Requirements: Be of the Nara Clan, Chakra Control 25+
Training: 5
Special: The number of tendrils creatible is 1 per 5 Chakra Control points

Shadow Summoning Technique
After capturing a target with the Shadow Imitation Technique, the user summons shadowy tendrils from their opponent's body, controlling them in the same manner as Shadow Sewing, but from the opponent's body instead of the user's.
Cp cost: 60 cp +10 per round
Damage: Varies depending on action done by tendrils
Requirements: Nara Decent, Chakra Control 20, Shadow Imitation Technique
Training Days: 7 days
Special: If Reflex Save fails, to escape: d20 + str mod vs d20 + Chakra Control. The number of tendrils creatable is 1 per 5 Chakra Control points

Genjutsu:

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
Forming the tiger hand seal, this powerful Genjutsu creates an ambiance of complete darkness around the surrounding background, enabling the user to attack without being seen.
Rank: A
Cp cost: 100 + 10 per post
Damage: 8 MHP per post
Training days: 12 days.
Will save: 20 + half character level + half int mod + half wis mod
Special: User cannot see, and he loses half of his dodge bonus/Reflex Save.

Shi no Kumi no Jutsu (Death Foreseeing Technique)
This jutsu is much like the Temporary Paralysis Technique, but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
Rank: A
Cp cost: 120
Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter
Requirements: Genjutsu 90
Training: 18 days
Will Save: 20 + half Character Level + half Int Mod + half Wis Mod
Special: -10 to all checks

Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique)
Jigoku Kōka no Jutsu is a Genjutsu that causes its opponent to see a vision of a tremendous ball of fire that will descend from the sky to envelope the target. The victims of the jutsu will believe they are being engulfed by a torrent of fire and will flee from their location to safety.
Rank: S
Cp cost: 140
Damage: 160 for those that flee, 530-650 for those that are burned, add an additional continual 60 per turn IF burned
Requirements: Genjutsu 110 Ranks
Training days: 20 days
Will save: 25 + half character level + half int mod + half wis mod
Specials: -4 to all checks if victim is burned

Taijutsu:

Summoning Contract: None

~Stats~

LV. 40
Experience: 0/8000
Hp: 800
Cp: 1120
MHp: 1000
Strength: 30 | mod = +10
Dexterity: 40 | mod = +15
Constitution: 30 | mod = +10
Intelligence: 84 + 3 | mod = +38
Wisdom: 40 | mod = +15
Charisma: 16 | mod = +3
Chakra: 60 | mod = +25
Dodge Bonus: 40

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

Base Save Bonus: 20
Fort: 30
Rex: 35
Will: 35

Damage:
Taijutsu: 1 - 6 + 10 (+18 ) = 11 - 34
Kunai: (stabbing) 1 - 3 + 10 (+0) = 11 - 13 / (throwing) 1 - 4 + 15 (+0) = 16 - 19
Shuriken: 1 - 2 + 15 (+0) = 16 - 17
Senbon: 1 - 2 + 15 (+0) = 16 - 17
Katana: 1 - 10 + 10 (+18 Taijutsu) (+42 Ninja Weapon Katana) = 11 - 80

~Skills~

Chakra Control: (Int) 38+282=320
Ninjutsu: (Chk) 25+450=475
Genjutsu: (Int) 38+400=438
Taijutsu: (Str) 10+80=90
Swim: (Str) 10+0=10
Balance: (Dex) 15+0=15
Escape Artist: (Dex) 15+0=15
Hide: (Dex) 15+0=15
Move Silently: (Dex) 15+0=15
Sleight of Hand: (Dex) 15+0=15
Tumble: (Dex) 15+0=15
Use Rope: (Dex) 15+0=15

Concentration: (Con) 10+0=10
Craft: (Int) 38+0=38
Disable Device: (Int) 38+0=38
Forgery: (Int) 38+0=38
Knowledge (History): (Int) 38+0=38
Knowledge (Anatomy): (Int) 38+0=38
Repair: (Int) 38+0=38
Research: (Int) 38+0=38
Search: (Int) 38+0=38

Listen: (Wis) 15+0=15
Read Lips: (Wis) 15+0=15
Sense Motive: (Wis) 15+0=15
Spot: (Wis) 15+0=15
Survival: (Wis) 15+0=15
Alchemy: (Wis) 15+0=15
Treat Injury: (Wis) 15+0=15

Bluff: (Cha) 3+0=3
Diplomacy: (Cha) 3+0=3
Disguise: (Cha) 3+0=3
Gather Information: (Cha) 3+50=3
Handle Animal: (Cha) 3+0=3
Intimidate: (Cha) 3+0=3
Innuendo: (Cha) 3+0=3
Perform Flute: (Cha) 3+58=61
Seduction: (Cha) 3+0=3

Fuuin Jutsu: (Int) 38+0=38
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapon (Katana): (Str) 10+200=210
Sneak Attack: 0

~Possessions~


Money:
Ryo: x1000

Equipment:

ANBU Armour: The light armour that all ANBU wear. This gives a +2 damage reduction to all piercing attacks to the chest.

Kunai: The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be throw to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 3 + Str. mod. In melee
Damage (ranged): 1 - 4 + Dex. mod.
Range: Melee or Ranged 50 Ft.
Special: Can be used in both melee and ranged combat.
Amount: x50

Shuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal.
Damage: 1 - 2 + Dex. mod.
Range: 40 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."
Amount: x50

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: 1 - 2 + Dex. mod.
Range: 30 ft.
Special:
Amount: x50

Zouketsugan: (Blood Formation Pill) A special pill, which is used to create more blood when it is lost from a wound or injury.
Amount: x25

Hyourougan: (Soldier Pill) A special medicine that allows an individual to fight for three days and three nights without resting. It is full of protein and contains a special stimulant.
Effect: Hp increases by 10% for 100 rounds (10 minutes)
Amount: x25

Katana: The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at faster speed than any other sword created by man, the sword itself is both hard and light and can cut through almost anything with ease. Unfortunately it is large and so is cumbersome to fight with in small rooms.
Damage: 1 - 10 + str. mod.
Range: Melee.
Amount: x1

Possessions: Wooden flute
PostPosted: Thu Jun 26, 2008 3:55 pm


User-name: ProtoXtreme
Posting: Fast, like a forest fire
Time zone: EDT

~Character Data~


Name: Senju Zephyr (Zephyr=gentle breeze) ‘Prowling Tiger of Konoha’
Codename: Zero
Village: Hidden Leaf (Konohagakure); Currently holds no attachment to Konoha
Clan/Bloodline: Senju/Mokouton
Element Affinity: Earth/Water
Age: 35
Gender: Male
Rank: Sannin

~Appearance~


Headband: Zephyr still has his Konoha headband. He used to wear it during the two years he overseered his Genin team but as of now, he no longer does so, to symbolize the privilege which comes with his Sannin rank.
Height: 6’2
Weight: 170 Ib
Hair: Black
Eyes: Hazel (varies colours under different lighting)
Physical Description: Like many of his clan, Zephyr is extremely talented in the medical field. His physical appearance makes him appear somewhat delicate, which is far from the truth considering the insane superhuman strength granted due the Senju clan’s Gouwan style. His skin seems a bit on the pale side, but still considered a normal tone. One of his arms has his old ANBU tattoo, the other has a sealing tattoo keeping his soul-scattering hammer. Zephyr had stopped aging after his nineteenth year.
Clothing: Simple and loose fitting, somewhat on the gothic side. Refer to the picture.
User Image
Background: Zephyr’s background remains shrouded in mystery. When he first took on a Genin team during his early sannin years, sometimes Zephyr would tell them bits and pieces of information about him - making a horrible past seem like a simple trivia game. Even after the team went their separate ways, all Zephyr’s students knew about their teacher was that a) He was from the Senju Mokouton manipulating clan. and b) He contradicts the fact that he has Shodaime’s bloodlimit yet claiming to have ‘no relation at all’ to Konoha’s founding father nor his clan. In short, even his team, whom knew him best, truly knew this particular Sannin not at all.

At first, Zephyr did not like his team since they were especially chosen for their clan and social backgrounds. He was given the expressionless Hyuuga heiress (first comment to Yokou is that a brick wall would be more responsive), the arrogant second son of the Uchiha head (he once lost patience and ensnared Museifu with one of his Mokouton techniques and just left him there for the night), and the idiot son of one of the Nara elders (first comment to Shikamori was an Inuzuka’s dog could be taught to perform more tricks) for a team. Right at the beginning, he saw many problems with teaching such a group with painfully obvious differences. Yet strangely, within their generation, his team became quite famous for their unshakeable bonds. It is unknown as of now what Zephyr plans to do once capturing one of his now missing, nuke-nin students - Uchiha Museifu. What was known, however, was that Zephyr was most disgusted with Museifu’s betrayal...and the selfish reasons behind ruining his own family and another’s (Yokou’s).

Only Zephyr knows the whole truth, that Yokou’s husband is dead - the former Hyuuga head’s murder personally taken care of by Museifu on his final escort mission. And her eldest son...it was one of Museifu’s Uchiha companions whom killed the boy during his ANBU mission. However, Zephyr keeps these two facts secret from her, knowing she still somewhat loves Museifu...even after her former teammate tried to kill Shikamori. To know how else Museifu had hurt her would destroy her emotionally.
Personality: Zephyr may act really offbeat and strange at times but he is a person one can endure being around. Sometimes, he would do or say stupid things just to cheer the people around him up. He seems to always be happy...content being a better term. And no matter how much he suffers, his troubles are never written on his face. However, he could be stern when it’s necessary and to people he decided he doesn’t like, downright arrogant.
Other: The current head of family to the founding Senju clan. Zephyr is one of the majority of the remaining Senju who are not pure-blooded, meaning they descended from lab-born clansmen. The Sannin himself was directly lab-born, thus his powerful immune system and extraordinarily slow aging. His heir is Anzu, the young pure-blooded son of the former clan head, whom Zephyr had taken into his household.

Missions:

S: 12
A: 8
B: 4
C: 2
D: 4

Jutsu:

Ninjutsu:

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

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

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

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

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

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Rank: D
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Rank: D
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

Doton: Doryuheki (Earth Release: Earth Style Wall)
The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall.
Rank: B
Cp cost: 70
Damage: N/A
Requirements: Chakra 35, Earth Affinity, Chakra Control 40+
Training days: 14 days
Special: *Gives full cover bonus to next attack launched at user so long as attack is not an area effect jutsu. If an area effect jutsu is the next attack, you take only half damage.

Tobidogu (Projectile Weapons)
In order to store and use large items or various weapons, the user can unleash them by utilizing summoning scrolls. In this way, the person won't be burdened by carrying weighted artillery when going up against an opponent.
Rank: C
Cp Cost: All numbers are per item stored
2 [small objects, eg, kunai, shuriken]
8 [medium objects, eg. tanto, books]
15 [in between objects like katana]
25 [large objects, eg. human-sized puppets, kusarigama, nodachi]
40 [huge objects]
Damage: N/A
Requeriments: Scroll, intelligence 20+, Fuuinjutsu 2/6/15/30/40 [depending on the size]
Training days: 2/2/3/3/4 days, must be learnt in succession. So huge items would take 2+2+3+3+4 = 14 days to learn.

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.]
Rank: C
Cp Cost: 10 per round
Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal.
Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12)
Training: 8 days

Shikon no Jutsu (Dead Soul Technique)
With this Jutsu, the user can make the dead seem lifelike and allow their bodies to run around a bit as a diversion or decoy. What this skill actually does is cause the dead to temporarily resuscitate, allowing the user to control them and their actions for only a few minutes.
Rank: B
Cp cost: 70 + 10 per turn
Damage: Damage dealt by the body.
Requirements: Chakra 20 + Medic ninja Only. Chakra Control 50+, Treat Injury 50+
Training days: 20 days.

Chikatsu Saisei no Jutsu (Healing Resuscitation Regeneration Technique)
A very advanced healing technique. Chikatsu Saisei uses a part of the casualty's body as a medium to heal the casualty's wounds. It requires an almost room-wide seal, and a lot of time. Unfortunately, this treatment's success rate isn't very high.
Rank: A
Cp cost: 50 per person, minimum 3 people
Damage: N/A
Requirements: Treat Injury 80 Ranks, Chakra Control 80
Training days: 25 days
Special: Revives a person who has been Dead (-10 Hp) for half an RP day or under.

Inyu Shometsu (Secret Healing Wound Destruction)
The user can concentrate their chakra to a prepared area on their body and begin the cell recreation process the very moment the targeted area becomes damaged. This ability activates dead cells and create new ones.
Rank: A
Cp cost: 60 + 10 per turn held
Damage: N/A
Requirements: Treat Injury 80 Ranks, Chakra Control 50+
Training days: 15 Days
Special: Heals 50 + user's chk mod + 2 per 10 ranks user has in Chakra Control.

Ranshinsho (Important Body Points Disturbance)
By attacking the base of the brain stem with chakra converted to electricity, the user is able to flip the brain's movement signals to the arms and legs. For example, if one tried to move their right arm, their left leg would move in the way they wanted their right arm to move.
Rank: A
Cp cost: 20 per hit
Damage: Normal Taijutsu hit damage.
Requirements: Knowledge anatomy 65 ranks.
Training days: 20 days
Special: Opponent must roll 1 d4 per turn. If the result is a 2 the opponent is unable to function for that turn.
*Effect lasts for 2 rounds. If user continues to hit with this jutsu, rounds compound.

Shosen Jutsu
By concentrating chakra to the hand, the user is able to cure wounds by focusing their own chakra to where the critical injuries lie, healing them in the process. This jutsu, however, uses up a high amount of chakra. This may also be utilized as the Chakra Enjintou and Chakra no Mesu, or the chakra scalpel for that matter - in order to sever the opponent's muscle fibers at the point of contact.
Rank: A
Cp cost: 60 + 10 per 20 Hp healed
Damage: N/A
*Combat scalpel: Same as common taijutsu damage but adds chakra modifier instead of str modifier. Affected victim must roll a reflex save (DC: your attack roll) to avoid inner bleeding, should the inner bleeding check fail the victim shall lose 3 Hp per round per time hit. Also depending on the area you are hit you might receive extra penalties. Such as -10 attack roll and damage for arm and leg wounds.
Requirements: Treat Injury 50 ranks, Chakra Control 70
Training days: 15 days.
Special: If used as a combat Scalpel, user must beat defendants’ Dodge Bonus by at least 10 points to cut muscle fibers in area hit. Defender cannot use affected area until healed or for 10 turns.

Infuuin: Kai (Shadow Seal: Release)
This jutsu releases the chakra stored inside a seal on the user's forehead. The user then uses this chakra for Souzou Saisei.
Cp cost: 5
Damage: N/A
Requirements: Fuuin Jutsu 45
Training: 10 days

Souzou Saisei (Creation Rebirth)
By releasing chakra that has been collected for some time (through Infuin: Kai (Shadow Seal: Release)), the user is able to heal all her wounds near-instantaneously, regardless of the severity of injuries.
Rank: S
Cp cost: 15
Damage: N/A
Requirements: Treat Injury 50, Chakra Control 50, Infuin: Kai
Training: 6 days

Moku Bunshin no Jutsu (Wood Clone Technique)
Description of Jutsu: Moku Bunshin no Jutsu is a unique ninjutsu technique used by those of the Senju clan. Using their ability to utilize Mokouton techniques, the user will form handseals and cause beams of wood to emerge from their body. This wood will morph and form a clone of the user, all capable of utilizing the same Mokouton techniques as the original.
Rank: C
Cp Cost: 40 per clone.
Damage: N/A
Drawback: Double damage is taken from fire-based techniques.
Requirements: Senju Clan
Training: 7 days
Special: Clones may utilize Gouwan techniques but the only ninjutsu and fuuinjutsu capable of being performed are those directly related to the Mokouton limit. A clone’s Hp is calculated off of this formula: (10 + Character Level + Chakra mod. + 2 per 10 Ninjutsu ranks). The clones’ chakra is split evenly between how many clones summoned at once (original user also counted, Moku Bunshin is a lot like a Kage Bunshin in power-wise terms except the clones must be controlled within a 50 meter radius). All other stats and skills are split in half.

Mokuton: Moku Joheki (Wood Release: Wood Locking Wall)
Description: Creates a half-dome of wood to shield the user.
Rank: C
Cp cost: 40
Damage: N/A
Requirements: Senju Clan
Training days: 7 days
Special: Blocks most ninjutsu techniques (with the exception of fire-based Jutsus)/most taijutsu techniques (with the exception of Gouwan style: Painful Sky Leg or Concentrated Strike and six or above opened Hachimon gates) for one turn (unless the opponent had rolled a 20).

Mokuton: Shichuka no Jutsu (Wood Release: Four Pillars House Technique)
Description: This technique causes a fully-formed wooden house to grow out of the ground.
Rank: C
Cp cost: 70
Damage: N/A
Requirements: Senju Clan
Training days: 3 days

Wood Release: Fist of Obelisk
Description: From the ground, a colossal wooden fist would erupt, carrying enough violent force to rival that of Gouwan.
Rank: A
Cp Cost: 100
Damage: 155 - 265 + Chakra mod.
Requirements: Senju Clan
Training days: 15 days

Mokuton Hijutsu: Jukai Kotan (Wood Release Secret Technique: Birth of Dense Woodland)
Description: A secret technique where the user utilizes their chakra to create the sapling of a great tree, and then continue to use their chakra to feed the root of the sapling. It grows, twists, and winds through solid obstacles, and wraps around the opponent, trapping them in its branches.
Rank: S
Cp cost: 200
Damage: 200 - 400 caused by wood that lashes you.
Escape Artist: 10 + Character Level + Attacker Chakra mod. + 2 per 10 Ninjutsu ranks vs 1d20 + Escape Artist + Strength mod.
Requirements: Senju Clan
Training days: 25 days

Wood Release: Death by Impaling Spears
Description: An area-based Mokouton technique which summons countless wooden spears, which would erupt from the ground to impale surrounding enemies.
Rank: S
Cp Cost: 355
Damage: 525 - 625 + Chakra mod.
Requirements: Senju Clan
Training days: 35 days
Special: If opponent was previously entrapped in place, this technique is regarded an auto-hit.

Genjutsu:

Taijutsu:

Gouwan (Strong Arm)
Description: Gouwan is a taijutsu technique used by the Godaime Hokage Tsunade and her pupil Haruno Sakura. The user would first build up a high amount of chakra in their fist before releasing all of the chakra in an instant in order to create destructive attacks, capable of cratering an entire area.
Rank: C
Cp Cost: 15 Cp per strike
Damage: 5 - 16 + Chakra mod. (+double Strength mod. to max damage)
Drawback: Though Gouwan is powerful, it is unfortunately slower than other taijutsu styles. Thus, a Gouwan strike would take up two attack turns instead of the usual one.
Requirements: 20 Taijutsu ranks, 20 Strength, 20 Chakra, 25 Chakra Control
Training: 7 days
Special: Once the user has mastered this style of martial art, their taijutsu damage is permanently altered to 5-16 + chakra mod, but only if they use the required chakra cost for Gouwan. Despite utilizing chakra, Gouwan is still seen as a taijutsu style.

Tsutenkyaku (Painful Sky Leg)
Description: This is basically just a kick down from the air, where the user uses their marvelous strength to create a gigantic crater and an earth-quake like effect to the surrounding area.
Rank: C
Damage: Double taijutsu damage.
Requirements: Taijutsu 35 Ranks
Training: 6 days
Special: Unless the opponent can pass a Tumble check of the attacker's attack roll, he is winded for the next turn.

Noushuki Higyou (Concentrated Strike)
Description: Gouwan practitioners could expand damage by combining the basic Gouwan principles but build up much more chakra to create even more devastating damage.
Rank: B
Cp Cost: 60 Cp per strike
Damage: 60 - 100 + Chakra mod. (+double Strength mod. to max damage)
Drawback: This technique must be charged for four attack turns instead of the usual one.
Requirements: Gouwan Style, 60 Taijutsu ranks, 50 Strength, 50 Chakra, 80 Chakra Control
Training: 20 days
Special: Use Attack Ranged instead of Attack Melee. Shatters wooden puppets instantly and stuns opponent for two turns upon contact. If opponent manages to avoid a direct hit but fails a Tumble check of the attacker’s roll, he/she is winded for one turn.

Gekidoku Haji (Deadly Grasp)
Description: Once the opponent is captured in a grapple by a Gouwan user, the performing shinobi could slowly and forcibly squeeze the life out of his/her opponent using amazing strength amplified by the addition of chakra.
Rank: B
Cp Cost: 15 Cp (+2 per additional round held)
Damage: Regular Gouwan damage.
Drawback: Places the user in danger of close proximity attacks from the opponent (unless a ranged item was used for the grapple, e.g. chains), thus the difference between the opponent’s attack melee and your own dodge bonus is subtracted from your dodge bonus the immediate round after the opponent breaks free from the grapple.
Requirements: Gouwan Style, 40 Taijutsu ranks, 40 Strength, 40 Chakra, 50 Chakra Control
Training: 10 days
Special: Increases opponent’s required DC to break free from the grapple by +2 per failed round (after the fifth failed round) at attempting to break out. This technique would affect opponent’s ability to use ninjutsu/genjutsu (cannot concentrate on handseals due to being strangled) beginning on the third round. On the fifth round, executing taijutsu techniques would be affected as well.

Gouintoppa (Forcible Breakthrough)
Description: When a Gouwan user is caught in an opponent’s grapple (chained up or restrained in any way), they may utilize the amplified strength gained from their Gouwan style in attempts to break free.
Rank: B
Cp Cost: 15 Cp (+2 per additional round of failure)
Damage: N/A
Drawback: Puts opponent in danger of close proximity attacks (only in the case that they weren’t trapped by ranged items for the grapple, such as chains) and once breaking free, the difference between the your attack melee and opponent’s dodge bonus is subtracted from your opponent’s dodge bonus, but only for the immediate round following the breakout and if and only if this technique was used when breaking out of the grapple.
Requirements: Gouwan Style, 40 Taijutsu ranks, 40 Strength, 40 Chakra, 50 Chakra Control
Training: 5 days
Special: Add Chakra mod. + 2 per 10 Chakra Control ranks to your DC when attempting to break out of a grapple.

Summoning Contract: None

~Stats~

LV. 60
Experience: 35/18000
Hp: 1200 + 10 = 1210
Cp: 2160 + 1080 + 10 = 3250
MHp: 1200
Strength: 51 + 4 | mod = +22
Dexterity: 100 | mod = +45
Constitution: 31 | mod = +10
Intelligence: 100 | mod = +45
Wisdom: 31 | mod = +10
Charisma: 20 | mod = +5
Chakra: 76 | mod = +33
Dodge Bonus: 65

Base Attack Bonus: 60/55/50/45/40/35/30/25/20/15/10/5
Attack Melee: 82/77/72/67/62/57/52/47/42/37/32/27
Attack Ranged: 105/100/95/90/85/80/75/70/65/60/55/50

Base Save Bonus: 30
Fort: 40
Rex: 75
Will: 40

Damage:
Taijutsu: 1 - 6 + 22 (+70) = 23 - 98
Kunai: (stabbing) 1 - 3 + 22 (+0) = 23 - 25 / (throwing) 1 - 4 + 45 (+0) = 46 - 49
Shuriken: 1 - 2 + 45 (+0) = 46 - 47
Senbon: 1 - 2 + 45 (+0) = 46 - 47
Soul-scattering Hammer: [Hammer]50 - 80 + 22 (+70 Taijutsu) (+52 Morning Star) = 72 - 224 [Chain] 20 - 40 + 22 (+70 Taijutsu) (+52 Morning Star) = 42 - 184

~Skills~

Chakra Control: (Int) 45+55+12=112
Ninjutsu: (Chk) 33+435+12=468
Genjutsu: (Int) 45+100-24=120
Taijutsu: (Str) 22+320+12=354

Swim: (Str) 22+0=22
Balance: (Dex) 45+0=45
Escape Artist: (Dex) 45+0=45
Hide: (Dex) 45+0=45
Move Silently: (Dex) 45+0=45
Sleight of Hand: (Dex) 45+0=45
Tumble: (Dex) 45+0=45
Use Rope: (Dex) 45+0=45

Concentration: (Con) 10+65-12=63
Craft: (Int) 45+0=45
Disable Device: (Int) 45+0=45
Forgery: (Int) 45+0=45
Knowledge (History): (Int) 45+0=45
Knowledge (Life Science): (Int) 45+0=45
Knowledge (Anatomy): (Int) 45+20=65
Repair: (Int) 45+0=45
Research: (Int) 45+0=45
Search: (Int) 45+0=45

Listen: (Wis) 30+450=480
Read Lips: (Wis) 30+0=30
Sense Motive: (Wis) 30+385=415
Spot: (Wis) 30+440=470
Survival: (Wis) 30+0=30
Alchemy: (Wis) 30+0=30
Treat Injury: (Wis) 30+295=325

Bluff: (Cha) 5+0=5
Diplomacy: (Cha) 5+0=5
Disguise: (Cha) 5+0=5
Gather Information: (Cha) 5+40=45
Handle Animal: (Cha) 5+0=5
Intimidate: (Cha) 5+340=345
Innuendo: (Cha) 5+0=5
Perform Flute: (Cha) 5+140=145
Seduction: (Cha) 5+200=205

Fuuin Jutsu: (Int) 45+0=45
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapon (Morning Star): (Str) 22+240=262
Sneak Attack: 0

~Possessions~


Money:
Ryo: x1000

Equipment:

Kunai: The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be throw to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 3 + Str. mod. In melee
Damage (ranged): 1 - 4 + Dex. mod.
Range: Melee or Ranged 50 Ft.
Special: Can be used in both melee and ranged combat.
Amount: x50

Shuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal.
Damage: 1 - 2 + Dex. mod.
Range: 40 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."
Amount: x50

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: 1 - 2 + Dex. mod.
Range: 30 ft.
Special:
Amount: x50

Zouketsugan: (Blood Formation Pill) A special pill, which is used to create more blood when it is lost from a wound or injury.
Amount: x25

Hyourougan: (Soldier Pill) A special medicine that allows an individual to fight for three days and three nights without resting. It is full of protein and contains a special stimulant.
Effect: Hp increases by 10% for 100 rounds (10 minutes)
Amount: x25

Hikari Dama: A ball which emits a tremendous flash of light that can temporarily blind an opponent. It will also extend any shadows, which can be beneficial for techniques such as the Shadow Copy Skill (Kage Mane no Jutsu).
Effects: First round:
Blind: character attack roll is reduced by -30, character loses all dex bonus to his dodge bonus also attacker receives a +10 bonus on his attack rolls.
Next 10 rounds:
Blurry vision: Character penalty is reduced to -10 attack roll for 10 rounds, however this penalty acts like a count down that is reduced -1 every round. His dodge bonus suffers the same penalty however he can adds half of his dex modifier to his dodge.
Amount: x10

ProtoXtreme
Vice Captain

Obsessive Gaian

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

onixdragon

PostPosted: Wed Jul 16, 2008 1:53 pm


User-name: onixdragon
Posting:alot
Time zone:eastern

~Character Data~


Name: Inuzuka, Jinsoku
Village: Konohagakure no Sato
Clan/Bloodline: Inuzuka
Element Affinity: fire/earth
Age: 12
Gender: male
Rank: genin

~Appearance~

Hood up
User Image
Hood down
User Image
Headband: around his neck
Height:5’9”
Weight:97lbs.
Hair: see avi
Eyes: see avi
Physical Description: he, like all inuzuka clan members is in great shape. he is also very toned.(muscular but not huge.)
Clothing: see avi
Background: Jinsoku was born in a small village near Yukigakure. His parents were on an assignment to study Siberian huskies while his mother was still pregnant with him. They were there for quite a while and it went by the same day after day. Things for Jinsoku were a little dull until his sixth birthday. There was a family nearby their camp that Jin’s parents had been watching for quite some time. one of the females was pregnant and was due that day. She finally went into labor and the family rushed over. Jin was too young to help in any serious way but his parents knew he wanted to help so they sent him for fresh towels. Jin returned with the towels and his parents gave him a smile and a pat on the head. Jin then watched, with wide eyes, as he saw the birth of nine little, tiny Siberian huskies eight of them seemed to be doing fine but the last one was not fairing as well. Jin asked his mother what was going on but she just looked at him and said, “I’m not sure but we will do everything we can, I promise.” She gave him a smile then a pat on the head. Jin smiled right back and then he looked at the little puppy. maybe there’s something I can do. Jin thought. He then took his jacket off and wrapped it around the puppy. He then put his ear near the puppy’s chest and noticed he wasn’t breathing. He grabbed the suction and did what he saw his parents do a hundred times. He removed the after birth that was stuck in the puppy’s throat. The puppy then coughed and began breathing normally. He then yipped happily at Jin. His parents then both said at the same time, “HAPPY BIRTHDAY JIN!” at this point a big smile came to Jin’s face. Jin looked at the newborn pup then back to his mother. His mother smiled at him as she said what will you name him. Jin knew exactly what he was going to name him as he said, “Kyoui” (Miracle). Both of his parents smiled as his father said, “That’s a perfect name son.” From then on Jin and Kyoui were always together even when Jin and his family moved back to Konoha Kyoui was right there. Jin was enrolled at the academy at age eight and graduated to a genin on his twelfth birthday (Kyoui’s sixth).
Personality: Jinsoku is a bright boy that would do anything for Kyoui and hates it when people are mean to dogs.
Other:
He has the clan mark on his cheeks
User Image
In-game Stats:
+2 per 5 levels to Spot, Search
+1 per 5 levels to Sense Motive
+1 per 10 levels to Wisdom.

Missions:

S:
A:
B:
C:
D:

Jutsu:
Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this. Add your chakra mod to the check.
Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Cp cost: 1
Damage: N/A
Requirements: Learn in the academy.
Training days: Academy time.
Special: Add chakra mod to your Hide check.
Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.
The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.

Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is maintained"
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.
Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 2
Experience: 40/110
Hp: 22
Cp: 14
MHp:20

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

base+distribute+train+lvl

Strength: 8+5=13
mod. +1
Dexterity: 8+5=13
mod. +1
Constitution: 8+4=12
mod. +1
Intelligence: 8+7=15
mod. +2
Wisdom: 8+3=11
mod. +0
Charisma: 8+3=11
mod. +0
Chakra: 8+10+1=19
mod. +4
Dodge Bonus: 11

Base Attack Bonus:2
Attack Melee: 2+1=3
Attack Ranged: 2+1=3

Base Save Bonus: 1
Fort: 1+1=2
Rex: 1+1=2
Will: 1+0=1

Damage:1-6 +1=2-7
Taijutsu:
[any other weapon you use]

~Skills~



~Skills~


>>>PLEASE INCLUDE ONLY THE ONES YOU ARE SUPPOSED TO HAVE AS YOU HAVE A LIMITED AMOUNT OF SKILLS. FOR MORE INFORMATION CHECK THE 'SKILLS' SECTION OF THE STEP BY STEP THREAD. ALSO PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<

base+mod+train+lvl=score
Swim: (Str)

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

Concentration: (Con)

Chakra Control:2+2+10+0=14 (Int)
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int)
Repair: (Int)
Research: (Int)
Search: (Int)

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

Bluff: (Cha)
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha)
Handle Animal:2+4+0+0=6 (Cha)
Intimidate: (Cha)
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha)

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


Money:

Ryo:

Equipment:


Valuables:


~Pet Data~


Name: Kyoui
Species: Siberian Husky
Size: medium
Element Affinity: Water
Age:6
Gender: male

~Appearance~


puppy

User Image

adult

User Image

Height: see adult pic
Weight: see adult pic
Fur: white with some tan
Eyes: Sky blue
Physical Description: see adult pic
Background: see Jin’s background
Personality: Kyoui is a very spunky and energetic dog that would do anything for Jin.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

~Stats~

LV.2
Experience: 0/110
Hp: 20
Cp: 6
MHp:12

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

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

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

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

Damage: 1-5 +str. mod


~Skills~



Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Tumble: (Dex)

Concentration: (Con)

Chakra Control: (Int)
Search: (Int)

Listen: (Wis)
Sense: (Wis)
Spot: (Wis)
Survival: (Wis)
Track: (Wis)

Diplomacy: (Cha)
Intimidate: (Cha)
Perform: (Cha)

Ninjutsu: (Chk)
Genjutsu: (Int)
Taijutsu: (Str)
Fuuin Jutsu: (Int)
Sneak Attack:

~Possessions~


Equipment:

Valuables
PostPosted: Wed Jul 16, 2008 9:32 pm



User-name: Emily Marneth
Posting: Generally every day all day
Time zone: GMT -7:00 US mountain time

~Character Data~


Name: Matsumoto, Megumi
Village: Konohagakure
Clan/Bloodline:
Element Affinity: earth, fire
Age: 26
Gender: Haku XD (hermaphrodite/intersexual, male-ish from the waist up)
Rank: jounin

~Appearance~


Headband: Black fabric, bearing the mark of Konoha. He/she wears it across his/her waist (the real one, in the middle of the stomach) and it hitches his/her shirt up so that it gives a roundness to the fabric that covers her/his chest.
Height: 4' 9"
Weight: 105
Hair: black, meticulously layered and styled. his bangs are ironed to flare slightly before falling down to frame his face
Eyes: heterochromatic: left eye a deep blue, the right is an intense green
Physical Description:

User Image

Thin and ambiguous in appearance. Intentionally, Megumi doesn't look one way or another. Because Megumi hasn't come to terms with the mutations, she/he doesn't want to grow biased in his/her decision. Megumi still operates under the hope that the answer will reveal itself soon enough.

Clothing: High, full-collared, heavy black trenchcoat, generally worn open. Underneath, Megumi wears the jounin vest open as well. beneath that, a thin black shirt is worn that has been tailored to have a little more fabric near the top, that is given dimension by the headband. Wears thin, tighter pants that are looser around the waist in order to hide the pelvic region while still showing his/her figure. megumi keeps a katana tucked away under the jacket, hidden from all outside view, not even the bulge of the sword is visible.
Background: Megumi was the offspring of a... Frowned upon... Union. Megumi's father was also his/her uncle... The mother also her/his aunt... The product of an incestuous relationship, Megumi was named before any medical examination could be made. The mother died during the birthing, and the father gave the name to what appeared to be a female child that they had agreed upon. He soon took his own life to prevent the shame that he would have to bear alone. Megumi grew up well-liked by many, but confused to the ends of the earth as to which gender to take as his/her own. Instead of pursuing this question, Megumi chose to become a shinobi and avoid the problem entirely.
Personality: Megumi is soft-spoken and split about down the middle in the field of feminine vs. masculine. None save for the friendly jounin, the kage, and his/her doctors know about the condition, and Megumi will not answer any questions on his/her sex or sexual orientation. Megumi realizes that he/she has a female's name, but doesn't wish to choose a new one, as that would require figuring out which sex she/he feels more attached to.
Other: N/A at this point

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

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

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

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

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Kage Bunshin no Jutsu (Shadow Doppelganger Technique)
Unlike the normal Bunshin no Jutsu (Art of the Doppelganger), this jutsu does not create illusions, but real bodies of the user. The user's chakra is evenly distributed among every clone. This could be very dangerous if the user is low on chakra or makes too many clones (like with Tajū Kage Bunshin no Jutsu (Multiple Shadow Clone Technique). Kage Bunshin can't be detected by Byakugan. This is because the clones are real bodies with real chakra circulatory systems, identical to the user. The real one also cannot be detected by the Sharingan. Because the clones are basically real, they can perform Jutsu and real damage on their target, and can take some hits themselves, being even able to bleed, although they'll still disappear when enough damage has been done, which is usually after one blow or fatal attack. Since the clones are exact replicas of the user, one can use them in combination with many other techniques.
Cp cost: 10 per bunshin and resulting CP divided by number of Clones created
Damage: Each bunshin deals the same damage as you.
Requirements: Chakra 50+, Must be from Konoha or taught by a Leaf Ninja
Training days: 20 days

Yoraishin (God of Night Lightning)
An odd jutsu involving nails. The user throws nails into the air. Upon impact on the ground, they dig themselves into the earth. When the opponent walks over the ground where the nails dug themselves in, two nails stab out of the earth through the feet of the attacker, ensuring that they cannot move. Then the user performs the dragon seal, and hundreds of nails shoot out of the ground at the attacker.
Cp cost: 10 per nail stabbed in ground.
Damage: 4 - 8 per nail.
Requirements: Nails ?
Training days: 2 days

Mikazuki no Mai (Dance of the Crescent Moon)
Creates three solid Bunshin of the user, which along with the user attacks in a complicated sword-dancing pattern which confuses the opponent.
Cp cost: 25 CP + Cp for creating bunshin
Damage: double katana damage.
Requirements: A jutsu which produces solid bunshin (Kage bunshin/grass/sand/water/earth), Ninja Weapons (Katana) 50+
Training days: 14 days

Katon: Hosenka no Jutsu (Fire Release: Mythical Fire Phoenix 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: 15 + 3 per ball.
Damage: 6 - 15 per ball that hits.
Training: 7 days
Requirements: Chakra Control 10 + 2 per ball.
Special: If shuriken are hidden inside the fireballs, treat the shuriken attack as a Surprise Attack.

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: 55
Damage: 40 - 70 + chk mod
Requirements: Fire Affinity, Chakra 25+, Chakra Control 30, long thin object.
Training days: 5 days

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 effective on younger ninjas, such as Genins or Chuunins.
Cp cost: 6
Damage: N/A
Requirements: Genin or higher rank. Must be trained to learn the jutsu, ie. you cannot learn it yourself.
Training days: 5 days, 3 days with Earth Affinity
Special: If caught, the Escape Artist DC is 50.

Genjutsu-

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
Forming the tiger hand seal, this powerful Genjutsu creates an ambiance of complete darkness around the surrounding background, enabling the user to attack without being seen.
Cp cost: 100 + 10 per post
Damage: 8 MHP per post
Training days: 12 days.
Will save: 20 + half character level + half int mod + half wis mod
Special: User cannot see, and he loses half of his dodge bonus/Reflex Save.

Taijutsu-

Gouken (Strong Fist)
Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage.
Damage: Increases normal taijutsu damage to 5-12
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.

Fuuinjutsu-

Gogyou Fuuin (Five Elements Seal)
The user forms an elemental seal on each of his fingers, one for each of the following five "elements": water, metal, earth, fire and wood. He uses this odd numbered seal to disrupt the effects of the even numbered Shishou Fuuin. The Gogyou Fuuin disrupts the ninja's ability to control his chakra.
Cp cost: 80
Damage: N/A
Requirements: Fuuin Jutsu 50
Training days: 7 days.
Special: Double the chakra cost is required for using jutsu after being hit with this seal.
*The victim of this seal cannot unseal it themselves.
*The effects of this seal last until someone else unseals them
*To apply seal, user must first activate the seal and then land a Taijutsu hit on the target. Blocking does not stop the seal from working

Gogyou Kaiin (Five Elements Unseal)
This jutsu undoes the Gogyō Fūin, allowing the affected ninja to regain control of his chakra.
Cp cost: 100
Damage: N/A
Requirements: Fuuin Jutsu 60
Training days: (if you know Gogyou Kaiin) 2 days, (if you don't) 7 days.

Summoning Contract-

~Stats~

LV. 30
Experience: 140/3000
Hp: 630
Cp: 540
MHp: 540

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

Strength: 38 | 2 = 40 mod = +15
Dexterity: 38 | 2 = 40 mod = +15
Constitution: 32 | mod = +11
Intelligence: 28 | mod = +9
Wisdom: 26 | mod = +8
Charisma: 34 | mod = +12
Chakra: 36 | 5 = 41 mod = +15
Dodge Bonus: 32

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

Base Save Bonus: 15
Fort: 26
Rex:29
Will:23

Damage:
Taijutsu: 16 - 28
Special: +5 to hit

[any other weapon you use]

Katana: The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at faster speed than any other sword created by man, the sword itself is both hard and light and can cut through almost anything with ease. Unfortunately it is large and so is cumbersome to fight with in small rooms.
Damage: 16 - 46 +2 (mastercrafted)
Range: Melee.
Special: +10 +2 to hit when using mastercrafted katana

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: 15 - 18
16-24
Range: 30 ft.
Special: +3 to hit
Quantity: 100

~Skills~


Balance: (Dex) 1 (+15)
Move Silently: (Dex) 4 (+15)
Tumble: (Dex) 5 (+15)

Chakra Control: (Int) 30 (+9)

Gather Information: (Cha) 5 (+12)
Perform(sing): (cha) 5 (+12)
Seduction: (Cha) 15 (+12)

Ninjutsu: (Chk) 30 +15 (+14)
Genjutsu: (Int) 15 (+9)
Taijutsu: (Str) 30 (+15)
Fuuin Jutsu: (Int) 60 +5 (+9)

Ninja Weapons:
Ninja weapon (katana): 50 +40 (+15)
Ninja weapon (senbon): 10 +10 (+15)
Sneak Attack: 5

~Possessions~


Money:

Ryo: 1000

Equipment:

2 mastercrafted katana. One with a blue laquered saya, and a green hilt,
the other just the opposite. Both have red tsuba (handguards)
100 senbon
10 bomb tags
60 feet of metal wire
two bandages (wraps)
three bells (hidden inside the wraps so as to completely deaden sound)


Valuables

a green ring and a blue ring. the blue ring says 'green' and the green ring says 'blue' Wears the green on left hand wears the blue ring on right.

an amulet that bears the shape of a butterfly. the right wing is blue, the left is green. (opposite of his/her eyes)


Emily Marneth



Reckage

PostPosted: Mon Jul 28, 2008 2:35 pm


User-name: Reckage
Posting: A Lot
Time zone: Eastern

~Character Data~


Name: Yusei Aburame
Village: Konoha
Clan/Bloodline: Aburame Clan
Element Affinity: Lightning/Wind
Age: 12
Gender: Male
Rank: Genin

~Appearance~

User Image

Headband: Around forehaed
Height: 5’2”
Weight: 113 lbs
Hair: Silver
Eyes: Gold
Physical Description: He has a thin figure with little to no muscle at all and pale skin.
Clothing: A gray coat that covers his mouth and has long lose sleeves, a pair of rectangular glasses that you can just see the top of his eyes, Black pants, Black shinobi shoes
Background: Yusei had a slightly lonely childhood as he always seamed to be sick and had a pale complexion. In the academy, he was actually a good student but didn’t really apply himself fully so he stood out as an average student. He was always playing with various bugs in his family’s garden and that seamed to be the only time he was ever happy. After graduation, he had some trouble finding a team that wanted him since he always seamed to be a creepy kid.
Personality: Shy around new people and usually keeps to himself.
Other:

Missions:

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

Jutsu:

Ninjutsu-

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

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

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

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 2
Experience:0/110
Hp: 24
Cp: 10
MHp: 22

Strength: 8+2=10 | mod = 0
Dexterity: 8+8=16 | mod = 3
Constitution: 8+6=14 | mod = 2
Intelligence: 8+10=18 | mod = 4
Wisdom: 8+4=12 | mod = 1
Charisma: 8+0=8 | mod = -1
Chakra: 8+6=14 | mod = 2
Dodge Bonus:

Base Attack Bonus: 2
Attack Melee: 2
Attack Ranged: 5

Base Save Bonus:1
Fort: 3
Rex: 4
Will: 2

Damage:
Taijutsu: 1-6
Kunai (Melee): 1-3
Kunai (Ranged): 4-7
Shuriken: 4-5

~Skills~

Level: 8 points

Swim: (Str)

Balance: (Dex) 3
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)
Perform Puppet Play: (Dex)

Concentration: (Con) 2

Chakra Control: (Int) 6+4=10
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int)
Repair: (Int)
Research: (Int)
Search: (Int)

Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot: (Wis) 1
Survival: (Wis)
Treat Injury: (Wis)

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

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

~Possessions~


Money:

Ryo: 0

Equipment:

Kunai: The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be throw to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Range: Melee or Ranged 50 Ft.
Special: Can be used in both melee and ranged combat.

Shuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal.
Range: 40 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."


Valuables
Custom Sunglasses
PostPosted: Mon Sep 29, 2008 4:34 pm


Posting: all the time
Time zone: GMT -7:00
~Character Data~

Name: Takani, Itonami (Death, Life literally. A pun by her parents. Although they meant it to be their 'life after death,' another play on words, and the reason that she will introduce herself as Takani, Itonami, regardless of the formality of the occasion.)
Village: Konohagakure
Clan/Bloodline: Takani
Element Affinity:
earth,
water
Age: 26
Gender: female
Rank: jounin (medic-nin)

~Appearance~


Headband: wears it on a harness that passes around each shoulder and up under her arms, covering a point both over her heart and just above her breasts.
Height: 5' 5"
Weight: 117 pounds
Hair: long, deep purple, cut straight across her brow, just above her eyes, and her bangs drop sharply, framing her face, the rest of her hair falls straight down, both in front of her shoulders and behind, to her waist.
Eyes: purple
Physical Description:
She has an almost dangerously pale complexion, wears purple lipstick and eyeshadow, and much of her body is covered by an intricate dark purple tribal flower design. The only thing that most people see of this design are the sleeves, the vines wrapped around each of her fingers, and the center of the design, a large flower around centered around a point somewhere under her headband.
Clothing:
User Image
she wears this outfit, except she wears a more formal outfit rather than the kimono designed for battle in the picture.
Background: Like any other Takani, Itonami was born and her fate was decided. She was cut at a point just over her heart, and the seed of the Takani was planted, forever binding itself to her and vice versa. She, however, unlike many other Takani, is one of the direct descendents of Itsuki Takani, the first to form a relationship to the Flower. This meant that her seed had been harvested from the most powerful Takani in existance, the one that only the leader of their clan knew and could deal with. This means that she was looked at to be the next one to master the Takani, and she is pressured to find new uses for its power.

She has progressed through the ranks of the ninja with relatively little difficulty, and has always specialized in medical ninjutsu. She enjoys difficult work, and tends to form lasting bonds with people.
Personality: She has an overwhelming urge to prove that not all Death is bad, and helps as many others as she can in whatever ways she can. Soft-spoken, friendly, loving and caring, she seems to be the last thing that comes to mind when one thinks of death.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

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

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

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

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Kage Bunshin no Jutsu (Shadow Doppelganger Technique)
Unlike the normal Bunshin no Jutsu (Art of the Doppelganger), this jutsu does not create illusions, but real bodies of the user. The user's chakra is evenly distributed among every clone. This could be very dangerous if the user is low on chakra or makes too many clones (like with Tajū Kage Bunshin no Jutsu (Multiple Shadow Clone Technique). Kage Bunshin can't be detected by Byakugan. This is because the clones are real bodies with real chakra circulatory systems, identical to the user. The real one also cannot be detected by the Sharingan. Because the clones are basically real, they can perform Jutsu and real damage on their target, and can take some hits themselves, being even able to bleed, although they'll still disappear when enough damage has been done, which is usually after one blow or fatal attack. Since the clones are exact replicas of the user, one can use them in combination with many other techniques.
Cp cost: 10 per bunshin and resulting CP divided by number of Clones created
Damage: Each bunshin deals the same damage as you.
Requirements: Chakra 50+, Must be from Konoha or taught by a Leaf Ninja
Training days: 20 days

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 jutsu.
Cp Cost: 75 + 10 per holding post
Damage: 60 - 80 + Chakra Mod + 2 per 10 points in Ninjutsu to Max Damage
Requirements: Water Affinity, Chakra Control 30
Training: 20 days
Special: Roll (Defender)1d20 + melee attack bonus vs. (User)1d20 + chakra control to escape from this jutsu.
If you fail to escape, Roll a Fortitude check per turn of DC 20. The DC increases by 5 per roll. Upon failure, receive a -15 penalty to all checks made.


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: 10 per round
Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal.
Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12)
Training: 8 days

Shosen Jutsu
By concentrating chakra to the hand, the user is able to cure wounds by focusing their own chakra to where the critical injuries lie, healing them in the process. This jutsu, however, uses up a high amount of chakra. This may also be utilized as the Chakra Enjintou and Chakra no Mesu, or the chakra scalpel for that matter - in order to sever the opponent's muscle fibers at the point of contact.
Cp cost: 60 + 10 per 20 Hp healed
Damage: N/A
*Combat scalpel: Same as common taijutsu damage but adds chakra modifier instead of str modifier. Affected victim must roll a reflex save (DC: your attack roll) to avoid inner bleeding, should the inner bleeding check fail the victim shall lose 3 Hp per round per time hit. Also depending on the area you are hit you might receive extra penalties. Such as -10 attack roll and damage for arm and leg wounds.
Requirements: Treat Injury 50 ranks, Chakra Control 70
Training days: 15 days.
Special: If used as a combat Scalpel, user must beat defendants’ Dodge Bonus by at least 10 points to cut muscle fibers in area hit. Defender cannot use affected area until healed or for 10 turns.

Chikatsu Saisei no Jutsu (Healing Resuscitation Regeneration Technique)
A very advanced healing technique. Chikatsu Saisei uses a part of the casualty's body as a medium to heal the casualty's wounds. It requires an almost room-wide seal, and a lot of time. Unfortunately, this treatment's success rate isn't very high.
Cp cost: 50 per person, minimum 3 people
Damage: N/A
Requirements: Treat Injury 80 Ranks, Chakra Control 80
Training days: 25 days
Special: Revives a person who has been Dead (-10 Hp) for half an RP day or under.

Jutsu Name: Feeding the beast
Description of Jutsu: This is the most basic jutsu and the first that is taught to the Takani children. It feeds the Flower with either the user's blood or their chakra, resulting in the Flower producing the wastes that will benefit the user.
Rank: E
Cp Cost: optional
Damage: optional (only to user)
Requirements: a pulse? And the Takani having been planted inside you.
Training: 2 days
Special: for every two points of health you sacrifice, you gain one point of temporary chakra that disappears after twenty-four hours if not used for one of the clan's jutsus or another possible jutsu.

for every two points of chakra (temporary or otherwise) you gain one point of health.

Jutsu Name: Leech of the Grim
Description of Jutsu: This jutsu was created to harness an ability of the plant that it would use when it had to act quickly, but had some time for preparation.

this jutsu creates a 'minion' Takani seed. This Minion is not intelligent as the Takani, and is used as a disposable 'doggy bag.' This seed has tiny thorns, (much like a burr) that allow it to painlessly attach to its victim. Once attached, the Minion grows a microscopic root. This root is known as a 'farmer.' Once the Minion plants the farmer, the farmer will maintain a small line of communication with the Minion, and will find a blood vessel to feed from, transmitting the nutrient back to the Minion. The Minion was developed due to its ability to hold vast amounts of nutrients and relay them back to the Takani. Unfortunately, the Minion is only good for one transfer of energy back to the Takani, because it loses the ability to produce farmers after it is attached the first time.

Upon producing the Minion, the user decides how many (up to a maximum of three) farmers the Minion will produce. After being hidden upon the enemy, (skin) the Minion will deploy its farmers and will begin storing its energy to transmit back to the Takani upon recollection.

The user must pull the Minion off or make contact with it with ANY part of the Takani to remove it. The holds that keep it on are only strong enough that no outside influence will remove it. Any force from a person or animal that is strong enough to remove a sticker (those annoying things that get stuck in your feet that look like balls with sharp needles sticking out of them) will be sufficient to remove it.

The minion can retain this energy for twenty-four hours. (time starts when it is removed.) At this point, the Minion dies, and the energy is lost.
Rank: D
Cp Cost: 30 + 3 per extra farmer (up to a maximum of three farmers per Minion)
Hp cost: 4 (producing and expelling the seed)
Damage: 1 (+ 1 per farmer) per turn
Requirements: Possessor of a Takani. 15 constitution
Training: 5 days
Special:

The health stolen from the opponent goes directly into the users temporary chakra.

The Minion must be removed from its food source to transfer the nutrients to the Takani.

sleight of hand skill is used to plant the minion.

(Sleight of Hand: (Dex)
You can lift a wallet and hide it on your person, palm an unattended object, hide a small weapon in your clothing, or perform some feat of adroitness with an object no larger than a hat or a loaf of bread. Sleight of hand can be used to steal small items from a person without the person noticing. The counter skill for this is spot. You might receive a bonus on your check depending on the situation.

Opponent is distracted +5 bonus on your check.
Bluffing the opponent to gain his trust + 2 bonus)

Jutsu Name: armor of thorns
Description of Jutsu: While this technique does nothing in the way of protecting the user, it does have its uses. The user pushes thorns out to cover part of his/her body, causing the Flower to steal life from any who p***k themselves on its thorns.

While the user can push out needles at about a distance of one inch apart from each other, they can double this density for an additional cost of chakra, resulting in more damage put out to both parties.

(please note that a body part as referred to by this jutsu only refers to a distance from joint to joint, e.g. wrist to elbow. For the front or back of the chest, double Cp cost.)
Rank: D
Cp Cost: 20 temporary Cp per body part covered, 40 for high density armor
Damage:10 damage from piercing needles (per body part struck by opponent) (ONLY FOR OPPONENT STRIKING WITH TAIJUTSU)

high density doubles the above statistics,

damage to user from the piercing of the needles through the skin: 10 per body part.
Requirements: 13 constitution, 15 chakra control and 15 ninjutsu
Training: 4 days
Special:

Jutsu Name: Devil's Snare
Description of Jutsu: The user places their hands on the ground and pushes their Flower across the earth, where it binds the opponents legs and arms in its grasp.
Rank: B
Cp Cost: 70 temporary Cp
Damage: 10 Hp stolen per post held.
Requirements: 30 constitution, 50 ninjutsu, 50 chakra control, knows previous jutsu
Training: 9
Special: holds the opponent until released or they roll an escape artist DC of 100
30 damage for pushing Flower out, 20 for pulling it back in

The health stolen from the opponent goes directly into the users temporary chakra


Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 30
Experience:
Hp: 900
Cp: 840
MHp: 420

Strength: 12 | mod = 1
Dexterity: 40 | mod = 15
Constitution: 50 | mod = 20
Intelligence: 40 | mod = 15
Wisdom: 18 | mod = 4
Charisma: 12 | mod = 1
Chakra: 60 | mod = 25
Dodge Bonus: 29

Base Attack Bonus: 30
Attack Melee: 31/26/21/16/11/6
Attack Ranged: 45/40/35/30/25/20

Base Save Bonus: 15
Fort: 30
Rex: 35
Will: 19

Damage:

taijutsu: 2-7

senbon: 16-18

scythe: 2-13


~Skills~
Chakra Control: (Int) 100 +15 = 115
Knowledge (anatomy): (Int) 100 +15 = 115
Knowledge (life science): (Int) 20 +15 = 35
Survival: (Wis) 50 +4 = 54
Treat Injury: (Wis) 100 +4 = 104
Alchemy: (Wis)1

Perform (sing): (Cha) 45 +1 = 46

Ninjutsu: (Chk) 100 +25 = 125
Genjutsu: (Int)1
Taijutsu: (Str)1
Fuuin Jutsu: (Int)1
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons(senbon): 50 +15 = 65
Sneak Attack:


~Possessions~


Money:

Ryo:

Equipment:

Name: Scythe
Type: Scythe? Large weaponized farming tool?
Discription: In appearance, it is a large kama with a smaller handle farther up the main shaft. It is a common belief among some that the reaper of souls uses a scythe to collect his harvest.
Damage: 1-12 + 1.5 str. mod
Special: Alternatively to a reaping slash, one can choose to trip their opponent with the base of the blade and shaft. The damage is reduced to 1-3 +str. mod, but it opens the enemy for an attack, cutting their dodge bonus in half unless they perform a successful tumble of DC of half your attack roll. The counter of the trip is your attack roll vs. your opponent's balance check.

quantity: 100
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: 1 - 2 + Dex. mod.
Range: 30 ft.
Special:


3 doses
Sea Anemone
The unique creatures can be found up and down Kirigakure's coral reef or sometimes buried in the sand in deeper waters. The toxin is normally placed on weapons since the effect is temporary paralysis. The effect is immediate -- within a minute -- and lasts anywhere from 10 - 12 hours.
Effect: Paralysis (1 Post)
Antidote: --
To Extract: Chakra Control DC 20
Fortitude DC: 15

4 doses
Painkiller
Although these pills will not heal your wound, they will at least make you feel better about it.
Ingredients: Plaintain, Turmeric
Effects: Stabilises dying patient.
To Make It: DC 8, 1 Plaintain, 1 Turmeric

2 doses
Red and blue frogs
These frogs are also poisonous, but less poisonous than golden frogs. To extract venom these frogs have to be stressed in order to get them to secrete the useful toxins. Common methods for stressing these amphibians include burning and impaling.
Effect: Hp -50, all checks -10 until cured.
Antidote: --
To Extract: Chakra Control DC 30
Fortitude DC: 30

Valuables:


Emily Marneth


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