Welcome to Gaia! ::

Naruto: The Way of the Ninja

Back to Guilds

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

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

Reply Guild Archive
Kirigakure Shinobi Scroll Goto Page: [] [<] 1 2 3

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Goodnight Gravity

PostPosted: Wed Aug 19, 2009 9:21 am


Goodnight Gravity

Not Updated For Beta Release

User-name: Goodnight Gravity
Posting: At least 1-2 a week. Ideally every day.
Time zone:PST


~Character Data~


Name: Momokichi
Village: Kirigakure Gypsy
Clan/ Bloodline: Mokkun Bloodline
Element Affinity: Unknown
Age: 13
Gender: Male
Rank: No Rank


~Appearance~

User Image
Headband: None
Height: 152.1 cm
Weight: 41.5 kg
Hair: Shaved
Eyes: Jaded Amber
Physical Description: Momo is underweight and frail, despite having spent a great deal of time farming, hunting, and doing other physical chores. His skin has a rather dark complexion and his head is shaved, making him seem rather exotic and extravagant to most. Even furthering his odd nature, Momo covers his body with blue body paints.
Clothing: Momo wears precious little. An azure waistcloth covers his nether-regions and upper thighs, while the rest of his body is entirely nude. He wears a massive amount of jewel-encrusted jewelry, such as his heavy necklace and chestpiece. Momo also wears large hoop-earrings.
Background: Momokichi was a boy born in the Hidden Village of the Sun, a secret village full of extravagant folk with dark complexions. He came from a well-respected and wealthy family there. Just before Momokichi's eighth birthday, his older brother was returning to King Mutato's Dwelling, the endpoint of the journey to manhood in the Sun Village. Momokichi's family travelled to King Mutato's Dwelling in order to meet their son and conclude his rite of passage. On the journey to the legendary site, Momokichi's parents were accidentally killed by a man fleeing a village that he'd stolen from, leaving Momokichi alone. Distraught, he wandered about, trying to return home for three days before collapsing from exhaustion. He was found by a Kirigakure kunoichi not but a few hours later and was taken back to the Hidden Village in the Mist.
When he and the ninja returned to Kirigakure, the Kirikage forbid Momokichi's rescuer from having anything more to do with him. She was ordered to take the boy back to where he was found, however the kind-hearted woman could not do that and instead took him to a nearby Gypsy caravan. She left Momokichi in the care of Gomaru, a renowned fuuinjutsu user from the Hidden Sand.
It wasn't until the anniversary of Momkichi's arrival that Gomaru recognized his potential. Gomaru set Momokichi about a rigorous chore-schedule designed to showcase the boy's latent power. Momokichi exceeded all of his expectations and, finally having a pupil that could carry on his legacy, Gomaru began training the boy.
Momokichi proved to be an outstanding student, as he quickly grasped concepts and mastered academy-level jutsus swiftly-- not to mention his high chakra level and profound skill for chakra control (both of these being unrefined attributes of Sun Village Warriors).
Unfortunately, while Momokichi was still in begginer's training, Gomaru died in a house-fire. Although he was upset, the 12 year old Momokichi avowed to honor Gomaru's wishes and become a Fuuinjutsu master. However, lacking a teacher, Momokichi went about training himself. After three months with no recognizable growth, Momokichi visited Gomaru's daughter. She was never fond of Momokichi, but she did have words that Gomaru had left for him. "Seek the Misty Lake Where the Golden Seraph is Immortally Absent." Momokichi left with a heavy heart and a mind full of unanswered questions. Where he would this misty lake, he just did not know.
Other: Due to Momokichi's extravagant nature and appearance, he often scares others. This has led him to become a social outcast of sorts. Because of this, Momokichi's social skills are underdeveloped which bring about many misunderstandings. Also, because of Momokichi's highly specialized and incomplete training, he is lacking many components to basic ninja knowledge and skill.

Special Bonuses: [Very Rough Draft {Not Updated for Beta}]
+ ? Chakra [Innate Abilities]
+ ? Chakra Control [Innate Abilities]
+ 0.5x Training Days for Medical Jutsu and Fuuinjutsu [Bonus for Specialized Training]
- n to Charisma Checks (n is equal to current level) [Due to Being a Social Outcast]
- 1.5x Training Days for Offensive Ninjutsu and Taijutsu [Drawback to Specialized Training]

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-


Genjutsu-


Taijutsu-


Summoning Contract-

No Contract.


~Stats~

LV.
Experience:
Hp:
Cp:
MHp:

Strength:
Str Mod:
Dexterity:
Dex Mod:
Constitution:
Cons Mod:
Intelligence:
Int Mod:
Wisdom:
Wis Mod:
Charisma:
Cha Mod:
Chakra:
Chk Mod:
Dodge Bonus:

Base Attack Bonus:
Attack Melee:
Attack Ranged:

Base Save Bonus:
Fort:
Rex:
Will:

Damage:
Taijutsu:

~Skills~


Strength Modifier:
Swim:
Taijutsu:

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

Constitution Modifier:
Concentration:

Intelligence Modifier:
Chakra Control:
Craft {Art}:
Disable Device:
Forgery:
Knowledge:
Repair:
Research:
Search:
Genjutsu:
Fuuin Jutsu:

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

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

Chakra Modifier:
Ninjutsu:

Total Skill Points:

~Possessions~


Money:

Ryo: 0000

Equipment:

Plain Body Paint
Body-Paint made by Momokichi from the leaves of the Gil plant. It is infused with chakra, but it looks kinda creepy. If you put it on, people will think you're a freak.
+ x Chakra
- 2(x) Charisma


Valuables

Father's Legacy
A large, heavy necklace belonging to Momokichi's late father. If you wear it, people will think you're weird.
- y Charisma

Extravagant Jewelry
Large and innocuous jewelry passed down from the Hidden Village of Sun. If you wear it, people will think you're weird.
- y Charisma


PostPosted: Sun Sep 20, 2009 1:03 am


User-name: La Muffin Lord
Posting: At least once or twice a day. Usually more.
Time zone: UTC +8

~Character Data~


Name: Triskal Mizuri
Village: Only the greatest one ever! Kirigakure!
Clan/Bloodline: Unknown.
Element Affinity: Lightning
Age: 11
Gender: Male
Rank: Academy Student

~Appearance~



User Image


Headband: Triskal would wear his headband at his neck, so that it does not get in the way of his fighting. That and it looks really cool.
Height: Barely 5.1 feet tall.
Weight: 112.21 lb.
Hair: Dark semi-brown, partially black slick hair that sticks down awkwardly. It is frustrating because it always get in the way.
Eyes: Also a mix of brownish black. Rumors say that its because it was in his blood clan to be like that. But that's just a rumor... right?
Physical Description: Not very impressive looking. He looks tall, but thin and weak as well. Another advantage for him, because people don't expect him to be a match for them. Actually, he is quite scrawny, but that has never stopped him from doing anything.
Clothing: He prefers the tranditional black apparel to anything else. It gives the sense of mystery that Triskal has learned to enjoy.
Background: Triskal's story begins with two shinobi, whose lives crossed paths in a way they could have never imagined. First, there was the boy, a young ambitious Genin with his head in the clouds, dreaming of the day he would be strong enough to become an ANBU black-op.

And then there was the stranger.

Many people debate when she really arrived. Some say she was just a kid, and others believe she was already a teenager. It doesn't matter, the only important thing is what we do know. We know that she came from somewhere far away, stowing on board a ship head for Kirigakure. We know that in exchange for a room, she joined the Academy. And we are almost certain that she became at least Jounin. The records are there to prove it. She also was special though. All of her teachers could sense it. They could tell she had fled from a dangerous place, and decided not to ask any questions. But they could tell she was special.

Then the information flow stops. Some argue that the stranger left because she felt betrayed by her squad after some mission or accident. Some say she feared the Masters for some reason. Some say she had been tracked down by her former antagonist, and had to flee for fear of capture. But no matter what happened, she had decided to leave without notice or warning. With little choice left to them, the council sent out a Hunter-nin to capture her.

Remember the boy I had mentioned? Well, he did follow his dream, and he was sent to capture the Missing-nin. After much searching, he found her hiding out in the middle of nowhere. In a surprisingly fierce battle, he finally defeated the Missing-nin, only to find something small hiding under a pile of clothing. A tiny baby boy.

The first few years of Triskal's life was spent quite a distance away from Kirigakure, in a little village that absolutely no one has heard of before. His family lived on the outskirt of it, and as you had probably guessed, he lived a sheltered life, away from most interaction with others. The other village kids had grown afraid of him, spinning tales of the "horrors of the Outcast". Triskal didn't honestly mind; he had a great family, and, with his father gone on to "work" most of the week, he would run off and play by himself or just sit and read under an old oak tree.

Then everything changed. Triskal had picked up rumors, of course, of "Masters" and fighting going on. He heard of an "invasion", and then one day, his mother picked up his stuff and together they left for Kirigakure, a city his father now proclaimed as "safe" for his family, now that the Mistress was gone. And so now Triskal studies under Mokujin and the other sensai in the academy, struggling to keep up with his rapidly moving class.
Personality: Triskal had originally despised being looked being left out, and having rumors being spread around about him. Now he uses it to his advantage. He continues to be mysterious and though he is not afraid to speak out, he prefers to keep his intentions unknown. He would rather bide his time studying and reading.
Other: Triskal had never been to Kirigakure until he came to the academy. The sheer thought of such a huge city being in existence is a shock to him.

Missions:

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

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: 9
Cp: 2
MHp: 10

Strength: 8
Dexterity: 8
Constitution: 8
Intelligence: 8
Wisdom: 10
Charisma: 11
Chakra: 9

Dodge Bonus: 9

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

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

~Skills~


Strength Modifier: [-1]
Swim:
Taijutsu:

Dexterity Modifier: [-1]
Balance:
Escape Artist:
Hide:
Move Silently:
Sleight of Hand:
Tumble:
Use Rope:
Perform (Puppet Play):

Constitution Modifier: [-1]
Concentration:

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

Wisdom Modifier: [+0]
Alchemy:
Listen:
Read Lips:
Sense Motive:
Spot:
Survival:
Treat Injury:

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

Chakra Modifier: [-1]
Ninjutsu:

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

No Modifiers:
Sneak Attack:
Kawarimi:

~Possessions~


Money: 0

Ryo: 0

Equipment: None.


Valuables None.

La Muffin Lord


Dark angel Mikaro

PostPosted: Wed Sep 23, 2009 5:44 pm


User-name: Master Sasori of the sand
Posting: every day
Time zone: east coast (u.s)

~Character Data~


Name: Mikaro Maboroshi
Village: Kiri (mist)
Clan/Bloodline: Maboroshi
Element Affinity: water
Age: 12
Gender: male
Rank: academy student

~Appearance~


Headband: none
Height: 4.6”
Weight: 100lbs
Hair: Black and falling straight around his head, about shoulder length, cleanly laired
Eyes: his eyes are purple with a hint of black, the eyelashes are normal length for a 12 year old and when you look deep into the center of his eye, you get an overwhelming flow of hatred for life
Physical Description: Mikaro has long black hair falling around his shoulders; he is very attractive in an unknown way to women and his skin is as white as orochimaru. He has perfect teeth and is not too muscular. But don’t misunderstand his evil intentions, most of the time they are too benefit the world (sometimes)

Clothing: Wears a black cloth shirt like Saske and black ninja pants, usually wears all of his clothes very tight fitting and wears black shoes the color of twilight.

Background: as a young boy, Mikaro always wanted to become a ninja, he had an unknown power that seemed like a genjutsu and at the age of 7 he killed his 10 year old brother in a playground fight. Now, others fear him for he is a murderer. The only thing he ever wanted was a true friend. Throughout his life, he had hatred towards all others and he had trouble showing emotions in front of others. This complicated his friendships and thus, he had no friends. He hopes in his ninja training he will regain the respect of the village.

Personality: is a person who has trouble with emotion and finding friends

Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: 16
Cp: 14
MHp: 21

Strength: 6
Dexterity: 6
Constitution: 6
Intelligence: 11
Wisdom: 11
Charisma: 11
Chakra: 11
Dodge Bonus: 8




Base Attack Bonus:
Attack Melee:
Attack Ranged:

Base Save Bonus:
Fort:
Rex:
Will:

~Skills~


Strength Modifier: [str mod here]
Swim: -2
Taijutsu: -2

Dexterity Modifier:
Balance: -2
Escape Artist:-2
Hide: -2
Move Silently: -2
Sleight of Hand: -2
Tumble: -2
Use Rope: -2
Perform (Puppet Play): -2

Constitution Modifier:
Concentration: -2

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

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

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

Chakra Modifier:
Ninjutsu: -1

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

No Modifiers:
Sneak Attack:
Kawarimi:

~Possessions~


Money:

Ryo: 0000

Equipment: none


Valuables none
PostPosted: Sun Sep 27, 2009 7:12 am


User-name: Epileptic Rave Party (Formally known as Kyoji Kun)
Posting: As often as possible
Time zone: Mountain Standard Time (GMT -7:00)

~Character Data~


Name: Kenta Shiikyoku
Village: Kirigakure
Clan/Bloodline: Shiikyoku
Element Affinity: Water
Age: 14
Gender: Male
Rank: Academy Student

~Appearance~


Headband: Once received, will be sewn into his jacket on his left arm.
Height: 5'3"
Weight: 93lbs
Hair: Platinum blonde medium length all around with a patch of hair longer on the left in which he braids each morning.
Eyes: Ice Blue
Physical Description: Just under the category of being tan, he is slender with a light build in his torso with slightly broad shoulders
Clothing: He wears a white collar jacket-esque shirt the is in a v-cut to his belly button with strings across the chest holding the shirt on the front from falling off his shoulders and black baggy pants. When not training or in class he also wears a white baggy billed beanie that has an odd assortment of buttons on it that change every time he wears it.
Background: Kenta grew up surprisingly in a very peaceful home, even with all the cruelty in the ninja world, his parents did their best to give him a proper upbringing and show him that even with all the hate that there can still be good in those who've strayed. (I'm too lazy to put more right now gonk I'll probably work on this later but I just don't think he needs much of a history right now)
Personality: Kenta has a friendly demeanor about him, and gets embarrassed easily. He is very loyal to those he grows fond of, and can be quite excitable.
Other:
User Image

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: 8
Cp: 5
MHp: 8


-Level Points +x- -Training Points ()- -Final Score []- -Ability Mod {}-
Strength:
6 +0 (0) [6] {-2}
Dexterity:
6 +6 (0) [12] {+1}
Constitution:
6 +0 (0) [6] {-2}
Intelligence:
6 +6 (0) [12] {+1}
Wisdom:
6 +0 (0) [6] {-2}
Charisma:
6 +0 (0) [6] {-2}
Chakra:
6 +8 (0) [14] {+2}
Dodge Bonus: 10+(-2)+1 = 9

Base Attack Bonus:
Attack Melee:
Attack Ranged:

Base Save Bonus:
Fort:
Rex:
Will:

~Skills~


Strength Modifier: [str mod here]
Swim:
Taijutsu:

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

Constitution Modifier:
Concentration:

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

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

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

Chakra Modifier:
Ninjutsu:

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

No Modifiers:
Sneak Attack:
Kawarimi:

~Possessions~


Money:

Ryo:

Equipment:


Valuables

Epileptic Rave Party


Adrianna_Naveen

PostPosted: Tue Oct 20, 2009 9:19 pm


User-name: Adrianna_Naveen
Posting: Daily
Time zone: Eastern Standard Time

~Character Data~


Name: Kirimononoko Adrianna
Village: Kirigakure
Clan/Bloodline: None
Element Affinity: Water
Age: 10 Years Old
Gender: Female
Rank: Academy Student

~Appearance~

User Image

Headband: Neck
Height: 5'2
Weight: 95 lbs
Hair: Light brown hair, waist length. Curly and Shiny.
Eyes: Pink Iris with Blue Pupils, Centered and Round. Long Lashes and maintained eyebrows.
Physical Description: Adrianna's upper body is quite petite while her lower half, reasonably thick for a 10 year old due to lower body exercises. Her skin tone during warm days takes on a light glowing color, a apricot tone if you will, and during days where the temperature is cool, her skin tone is a porcelain pale. Her hair is waste length with long full curls, and her skin is a soft texture, seemingly fragile. In the lower small of her back she has a round birthmark, the color of copper right in alignment with her spine. Adrianna has a adorable button nose with full lips and her cheeks are a rose color with a natural blush.

Clothing: Black and brown sports hoodie with black sweats. Brown Boots for kicking and leg offenses.

Background: Adrianna was born in a small village outside of Konoha. Her parents, a Mother a practitioner of healing herbs and medicines, and her Father a farmer and a cattle breeder. Adrianna like most kids in that small village liked to play with other kids, but even more, enjoyed reading, writing and studying books, upon books, upon books! When it came to that they knew Adrianna would never be able to attend school, being that one didn't really exist in this small civility, they went on a trip to Kirigakure. On this trip they discovered a ninja academy where students not only learn academics, but also they art and style of the shinobi. Adrianna was extremely ecstatic to see other children and what they were kind of capable of. So she agreed to stay in this village in this academy to learn the ways of the ninja and make her parents proud. She knew she never belonged to that small populated area and was glad to be where she was at. Now the only thing is, how will she learn these techniques and abilities that these students seem to know? Being determined more than ever to study physiology of these shinboi, she decided she would love to be just like them one day and she will work her best to do so.

Personality: Adrianna's attitude toward life and every aspect of it is very optimistic and enthusiastic. She's a very happy child and well to get along with. Adrianna's sensitivity to the needs of others and the empathic nature she has to share sympathy and comfort makes her a very warm person at heart to be around. She's a bookworm. Always reading to herself and studying. Her polite manner and adorable smile gives her the ability to make others happy. Adrianna is a very opinionated individual and proves her "Theory's" as she calls, using calculations, assumptions and basic common sense. Overall she's a bubbly girl.

Other: She LOVES Chocolate

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

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

Strength: 12
-Mod: +1
Dexterity: 7
-Mod: -2
Constitution: 9
-Mod: -1
Intelligence: 10
-Mod: +0
Wisdom: 8
-Mod: -1
Charisma: 7
-Mod: -2
Chakra: 6
-Mod: -2
Dodge Bonus: 9
-Mod: -1

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

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

~Skills~

Strength Modifier:
Swim: 1
Taijutsu:1

Dexterity Modifier:
Balance: -2
Escape Artist: -2
Hide: -2
Move Silently: -2
Sleight of Hand: -2
Tumble: -2
Use Rope: -2
Perform (Puppet Play): -2

Constitution Modifier:
Concentration: -1

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

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

Charisma Modifier:
Bluff: -2
Diplomacy: -2
Disguise: -2
Gather Information: -2
Handle Animal: -2
Intimidate: -2
Innuendo: -2
Perform: -2
Seduction: -2

Chakra Modifier:
Ninjutsu: -2

Weapons:

Kunai:
-Offense: 1
-Defense: -2

Shuriken:
-Offense: 1
-Defense: -2

Ninja Weapons:
-Offense: 1
-Defense: -2

No Modifiers:
Sneak Attack:
Kawarimi:

~Possessions~


Money:

Ryo: $0

Equipment:


Valuables  
PostPosted: Wed Nov 11, 2009 4:43 pm


User-name: Kugutsu Mokujin (Mule of Burn)
Posting: Frequent, mostly during week days
Time zone: ET

~Character Data~


Name: Kugutsu Mokujin
Village: Village hidden in the Mist
Clan/Bloodline: Kugutsu
Element Affinity: Earth, Wind
Age: 23
Gender: Male
Rank: Jounin

~Appearance~



User Image

Headband: Nailed directly to his forehead.
Height: 6’1’’
Weight: 248 lbs
Hair: Black
Eyes: Puppet eyes
Physical Description: Regular Kugutsu individual, who looks like a puppet. Body is made of chakra infused white pine, a light and sturdy material often used for ship making. The nature of the material generated his earth/air affinity.
Clothing: Wears the regular Kiri jounin uniform (khakis and grey vest) although the sleeves from his shirt and the shins from his pants have been ripped off (see avatar).
Background: After the invasion, given the lack of shinobis in Kiri, an order was placed for a jounin that would join the ranks of the Village Hidden in the Mist. The Kugutsu Village therefore delivered Mokujin, ready for multiple functions, including teaching.
Personality: Mokujin is a pretty relaxed individual who is very passionate about teaching. He has been know to show signs of light schizophrenia as he tends to believe, and act as if, his puppets are part of him and have independent personalities. This is mostly visible in the fact that all of his puppets share his face and and hairstyle, and yet have their own personalities and speech patterns when released.
Other:

Missions:

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

~Jutsus~


Ninjutsu:

E-Rank :

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

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

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

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


D-Rank:

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

Ito Kinubari (Needle and Thread)
User attaches a chakra thread to a Kunai, needle or other projectile and throws it at his target, enemy or enemy’s puppet. Using the puppet technique, the user can guide the projectiles in mid air to make contact more easily. If the projectile hits the target, whether blocked or not, it attaches to it. User cannot get free of them once attached until the puppeteer tightens them to use a jutsu.
Cp: 1 cp per projectile
Damage: n/a
Requirement: Kugutsu no jutsu, Kinubari Attachi, chakra control 5
Special: Add 1 to [Ranged attack bonus] in rolls for every ten levels in [Perform puppet play] .
Training: 2 days

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.

Wana Kugutsu Kawarimi no jutsu (Trap Puppet replacement technique)
After using regular Kawarimi and replacing his body with a bondage type puppet, user takes adavantage of the momentum to trap his opponent in his bondage type puppet.
Cp: 2 cp
Damage: n/a
Requirement: Mastered Kugutsu no jutsu and Kawarimi no jutsu, puppet play 5.
Special: Can be used immediately after the Kawarimi. Bondage roll made immediately following the jutsu has DC increased by 1.5.
Training: 1 day


C-Rank:

Kugutsu no Jutsu (Puppet Technique) [Kugutsu are “born” knowing this jutsu]
Just like a marionette, the user controls a puppet using strings of chakra from his fingers. This skill is often prepared in coordination with Kawarimi no Jutsu (Change of Body Technique), so the user can quickly replace their body with the puppet when they feel the need to activate it. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extendable blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets.
Cp cost: 2 cp per round the puppets are used.
Damage: Depends on puppet power.
Requirements: Puppet users only, Chakra Control 5, Perform Puppet Play 1.
Training: 2 days
Special: Must master this jutsu before attempting to fight with puppets.

Kugutsuken (Puppet Fist)
A technique developed by the Kugutsu Clan over the years, although not necessarily for combat. Using his unique physiognomy, the user manipulates his body as he would his puppet. Therefore, he pulls his limb with his chakra instead of pushing with his strength to increase power and uses his puppeteering skills rather than his agility to move. It is, obviously, not the most graceful combat style.
Cp: 3 cp per post.
Damage: Same principle as regular combat
Requirement : Kugutsu Clan, mastered Kugutsu no jutsu, perform puppet play 10
Special : Replaces [dex mod] in rolls by [perform puppet play], [str mod] by [chk mod], and [taijutsu skill] by [perform puppet play skill]. Can be used for attacking, dodging, or everyday uses.
Training : 2 days


B-Rank:

Kugutsujin no jutsu: Shien (Human puppet technique: Support)
By placing chakra threads on a friendly target, the puppeteer uses his puppet play skills to assist him in battle.
Cp: Same as manipulating a puppet.
Damage: n/a
Requirement: Mastered Kugutsu no jutsu, perform puppet play 15, target is willing to be controlled.
Special: Convert target’s [dex mod] to user's [perform puppet play], target's [taijutsu] to user's [perform puppet play], and target’s [str mod] to user's [chk mod].
Training: 3 days

Kugutsujin no jutsu: Chuubuu (Human puppet technique: Paralysis)
User uses the chakra threads on his enemy to prevent any movement, leaving him open to attacks from the puppeteer’s puppets or allies.
Cp: 30 cp to to initiate the jutsu, 8 cp to maintain for additional posts
Damage: n/a
Requirement: Mastered Kugutsu no jutsu, perform puppet play 20, chakra control 20.
Special: Can only be used if a minimum of 5 chakra threads are tied to the enemy. Every turn, the enemy rolls a strength check and the puppeteer rolls a control check (D20 chk mod) in return. If the control check is superior to the strength check, the enemy remains paralyzed. For every thread attached to the enemy counting up from 5, add 20% to control check.
Training: 4 days


A-Rank:

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 40 + 2 per round held
Damage: N/A
Requirements: Chakra Control 55
Training days: 15 days
Roll: d20 + Chakra Control vs d20 + Spot or Listen

Physical Chakra Recomposition
Physical Recomposition is a chakra control technique in which one gathers and compresses their chakra so much so to where it ca be seen by the naked eye. This is more commonly seem in just about every Ninjutsu know but to learn the individual process of gathering and focusing ones chakra is a great feat indeed, classified as an A rank difficulty task.
Cp Cost: 0
Damage: Add half chakra damage to all melee attacks, including weapons.
Requirements: 100+ chakra control
Special: cp usage -10%. If user holds item close to nearby elements (fire, water, earth, ect), the compressed chakra will attract the element and full chakra mod can be added to damage.

Kugutsujin no justsu: Soujuu (Human puppet technique: Manipulation)
User uses the chakra threads on his enemy to control him against his will, as a human puppet.
Cp: 50 cp to intiate the jutsu, 10 cp to maintain for additional posts
Damage: n/a
Requirement: Mastered Kugutsu no jutsu, mastered Kugutsujin no jutsu: Chuubu, perform puppet play 30, chakra control 30.
Special: Can only be used if a minimum of 5 chakra threads are tied to the enemy. Every turn, the enemy rolls a strength check. The Puppeteer rolls a control check (D20 chk mod) in return. If the control check is superior to the strength check, the puppeteer can do one action using the enemy as though he was his puppet. For every thread attached to the enemy counting up from 5, add 10% to control check.
Training: 7 days

Kugutsu Bunshin no jutsu (Puppet Clone Technique)
Developed by the Kugutsu Clan, this jutsu allows the Kugutsu to channel their chakra and a part of their consciousness through their chakra threads and to their puppets. This way, the puppet gains autonomous consciousness identical to the user's, much like a kage bunshin or mizu bunshin. It can therefore move and fight, use jutsus or control other puppets just like their user, without their puppeteer having to use the kugutsu no jutsu on them.
Cp: 8 cp per puppet for connection.
Damage: n/a
Requirement: Kugutsu Clan, Kugutsu no jutsu, Kugutsuken, Chakra 25, Chakra control 20. One additonal connection possible for every additional 10 points in chakra control.
Special: While under the effects of this technique, the puppets take on an identical personality and the same basic stats as the user. Since the puppet's internal structure is far simpler than its user's, it relies solely on the kugutsuken technique for complex movement such as running or attacking. Puppets must at all times be linked to the user by a chakra thread through which they channel the chakra necessary for their techniques. They must therefore remain within relatively close vicinity of the user. Jutsu is immediately cancelled when puppet reaches 25% health.
Training: 5 days


S-Rank:

Aka Higi: Hyakki no Soen (Red Secret Technique: Performance of a Hundred Puppets)
This jutsu summons exactly 100 puppets. Sasori had once used it to defeat an entire country. He can only control this many puppets with the hundreds of Chakra threads he casts out from a hatch in his own chest. It is unknown what country he defeated with this Jutsu.
Cp cost: 600 (3 per puppet)
Damage: Puppet damage"
Requirements: Perform "Puppet play" 100 Ranks"
Training days: 60 Days.

Chakura no Tate (Shield of Chakra)
A technique used by puppet masters, this shield is created when chakra is emitted in the form of a disk from panels which are released from the puppet's arms. This chakra shield can protect the user from several hazardous attacks but, however, enough clotting force (such as Satetsu) can clog up the puppet's arm joints and, additionally, render the arms useless.
Cp cost: 60
Damage: N/A
Requirements: Perform "Puppet play" 80 Ranks, Must have preconstructed panels in puppet, Chakra Control 60
Training days: 20 days + Length of time to craft panels.
Special: Negates all attacks on puppet for one turn as long as the user's d20 + chakra control beats the opponent's attack roll


Genjutsu:

D-Rank:

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:

Kinubariken (Thread fist)
This technique is used in conjunction with any fist melee attack. User launches a melee attack at his enemy not with the intention of damaging him but of placing chakra threads on his body for control jutsus. User cannot get free of them once attached until the puppeteer tightens them to use a jutsu.
Cp: 2 cp
Damage: ½ regular attack damage.
Requirement: Kugutsu no jutsu
Special: If physical attack hits or direct contact is made, roll 1d5 to determine how many threads attach. If roll is 1, no threads attach, otherwise, the number of threads that attach is equal to DC.
Training: 2 days


Summoning Contract:

~Stats~


LV: 30
Experience: 0
Hp: [10 + constitution modifier] x level = (10 + 12) x 30 = 660
Cp: [3 + chakra modifier] x level = (3 + 34) x 30 = 1110
MHp: [10 + wisdom modifier] x level = (10 + 5) x 30 = 450

Attribute:......Base | Distribute | Level | Training | Clan | Total

Strength:...........12 | 4 | 0 | 0 | ------ | 16 mod = 3
Dexterity:..........12 | 40 | 0 | 0 | ----- | 52 mod = 21
Constitution:......12 | 16 | 0 | 0 | +20% | 34 mod = 12
Intelligence:...... 12 | 28 | 0 | 0 | ----- | 40 mod = 15
Wisdom:........... 12 | 14 | 0 | 0 | -20% | 21 mod = 5
Charisma:......... 12 | 5 | 0 | 0 | -30% | 12 mod = 1
Chakra:............ 12 | 40 | 0 | 0 | +50% | 78 mod = 34

Dodge Bonus:

Normal: [10 + wis mod + dex mod] = 10 + 5 + 21 = 36
Kugutsuken: [10 + wis mod + ppp skill] = 10 + 5 + 171 = 186

Base Attack Bonus: [level] = 30
Attack Melee:

Normal: [str mod + bab] = 3 + 30 = 33
Kugutsuken: [chk mod + bab] = 34 + 30 = 64

Attack Ranged:

Normal: [dex mod + bab] = 21 + 30 = 51
Kugutsuken: [ppp skill + bab] = 171 + 30 = 201

Base Save Bonus: [level/2 (down)] = 30/2 (down) = 15
Fort: [con mod + bsb] = 12 + 15= 27
Rex:

Normal: [dex mod + bsb] = 21 + 15 = 36
Kugutsuken: [ppp skill + bsb] = 171 + 15 = 186

Will: [wis mod + bsb] = 5 + 15 = 20

Damage:

Taijutsu: [(1-6) + str mod + 2 x (tai jutsu level/10)] = (1-6) + 3 + 0 = ( 4 - 9 )
Kugutsuken: [(1-6) + chk mod + 2 x (ppp skill/10)] = (1-6) + 34 + 34 = ( 69-74 )


~Puppets~


Mokujin's core puppets:

User Image

General description: Mokujin's core puppets are those he will usually summon either individually or as a group, depending on the gravity of the situation. He built all of these puppets with his face on them, even though the material varies from puppet to puppet. Even though they are only puppets, Mokujin's slight mental disorder makes it so that they all have various personalities once he controls them, even adopting individual speech patterns. All of them were built with a custom slot in their arm to include a special chakra disc for the Chakra Shield jutsu.

Puppet Name: Kenchi

User Image

Description: Kenchi is Mokujin's first line of offense, the quickest and deadliest of his five core puppets. He is light, equipped with two straight katana blades implanted into his forearms and made of black oak from the marshes of Kirigakure, giving him his dark appearance. Personality wise, Kenchi is ruthless, on the verge of being sadistic. He barely ever utters a word, letting his blades speak for him on the battlefield.

Owner: Mokujin Kugutsu
Owner's Puppet Play Skill: 171
Owner's Puppet Craft Skill: 50

Puppet Type: Attacker
Base Health: 3
Attack Bonus Multiplier: 1.5
Dodge Penalty: 1
Type Damage: 5

Puppet HP: (Base Health + Material Strength) x (1 / 10 points in Craft Skill: Puppetry) = ( 3 + 10 ) x 5 = 65

Material: Wood
Material Strength: 10
Attack Boost: 3
Weight Penalty: 0

Attack Bonus Base Attack: (Attack Bonus Multiplier) x (1 / 10 points in Puppet Play Skill) = 1.5 x 17 = 25
Melee Attack Bonus: Attack Bonus Base Attack - Weight Penalty = 25 - 0 = 25
Ranged Attack Bonus: Attack Bonus Base Attack + Dex modifier + Launcher Enhancement = (none yet)
Dodge Bonus: Owner's Dodge Bonus + (1 / in Puppet Play) - (Dodge Penalty x Weight Penalty) = 36 + 17 - ( 1 x 0 ) = 53

Reflex Save: User's reflex = 36

Melee Damage: 1 - [(Type Damage) + (Material Strength) + (1 / 10 points in the Puppet Play Skill)] = ( 1 - [ 5 + 10 + 17 ] )= ( 1 - 32 )
Weapon Damage: 1 - [(Type Damage) + (Weapon Damage) + (1 / 10 points in the Puppet Play Skill)] = ( 1 - [ 5 + 15 + 17 ] )= ( 1 - 37 )
Ranged Damage: 1 - [(Weapon Damage) + (Projectile Enhancement from devices built into the puppet, such as spring-launchers)] = (none yet)

Weapons: Straight katana blades implanted into its forearms.

If under the effect of Kugutsu Bunshin no jutsu (Puppet Clone Technique) and Kugutsuken (Puppet Fist):

Reflex Save: [ppp skill + bsb] = 171 + 15 = 186
Dodge Bonus: [10 + wis mod + ppp skill] = 10 + 5 + 171 = 186

Attack Melee: [chk mod + bab] = 34 + 30 = 64
Attack Ranged: [ppp skill + bab] = 171 + 30 = 201

Melee Damage: Kugutsuken: [(1-6) + chk mod + 2 x (ppp skill/10)] = (1-6) + 34 + 34 = ( 69-74 )



Puppet Name: Kanchen

User Image

Description: Kanchen is a heavier but a lot more durable attack option than his brother, Kenchi. They are usually operated in tandem, Kanchen distracting opponents while Kenchi slices through them. Like his brohter, Kanchen is equipped with two blades implanted into his forearms. However, Kanchen is made of aluminium, sacrificing mobility for armor. Personality wise, he's a wise a**, cracking constant witty (or at least he thinks) remarks during combat. This, however, does not affect his performance in combat, Kanchen usually reaching levels of efficiency on par with his brother's.

Owner: Mokujin Kugutsu
Owner's Puppet Play Skill: 171
Owner's Puppet Craft Skill: 50

Puppet Type: Attacker
Base Health: 3
Attack Bonus Multiplier: 1.5
Dodge Penalty: 1
Type Damage: 5

Puppet HP: (Base Health + Material Strength) x (1 / 10 points in Craft Skill: Puppetry) = ( 3 + 15 ) x 5 = 90

Material: Aluminium
Material Strength: 15
Attack Boost: 7
Weight Penalty: 3

Attack Bonus Base Attack: (Attack Bonus Multiplier) x (1 / 10 points in Puppet Play Skill) = 1.5 x 17 = 25
Melee Attack Bonus: Attack Bonus Base Attack - Weight Penalty = 25 - 3 = 22
Ranged Attack Bonus: Attack Bonus Base Attack + Dex modifier + Launcher Enhancement = (none yet)
Dodge Bonus: Owner's Dodge Bonus + (1 / 10 ranks in Puppet Play) - (Dodge Penalty x Weight Penalty) = 36 + 17 - ( 1 x 3 ) = 50

Reflex Save: User's reflex = 36

Melee Damage: 1 - [(Type Damage) + (Material Strength) + (1 / 10 points in the Puppet Play Skill)] = ( 1 - [ 5 + 15 + 17 ] )= ( 1 - 37 )
Weapon Damage: 1 - [(Type Damage) + (Weapon Damage) + (1 / 10 points in the Puppet Play Skill)] = ( 1 - [ 5 + 15 + 17 ] )= ( 1 - 37 )
Ranged Damage: 1 - [(Weapon Damage) + (Projectile Enhancement from devices built into the puppet, such as spring-launchers)] = (none yet)

Weapons: Straight katana blades implanted into its forearms.

If under the effect of Kugutsu Bunshin no jutsu (Puppet Clone Technique) and Kugutsuken (Puppet Fist):

Reflex Save: [ppp skill + bsb] = 171 + 15 = 186
Dodge Bonus: [10 + wis mod + ppp skill] = 10 + 5 + 171 = 186

Attack Melee: [chk mod + bab] = 34 + 30 = 64
Attack Ranged: [ppp skill + bab] = 171 + 30 = 201

Melee Damage: Kugutsuken: [(1-6) + chk mod + 2 x (ppp skill/10)] = (1-6) + 34 + 34 = ( 69-74 )



Puppet Name: Kanejin

User Image

Description: Kanejin is the heaviest of Mokujin's attack puppets. Made of pure steel and devoid of blades, he uses only his weight and pure power as a weapon. Personality wise, Kanejin is the righteous of Mokujin's core puppets, as can be seen from his neat and conform to regulations Kiri uniform. He likes to be called upon to help Mokujin teach, but, sadly, rarely gets the occasion.

Owner: Mokujin Kugutsu
Owner's Puppet Play Skill: 171
Owner's Puppet Craft Skill: 50

Puppet Type: Attacker
Base Health: 3
Attack Bonus Multiplier: 1.5
Dodge Penalty: 1
Type Damage: 5

Puppet HP: (Base Health + Material Strength) x (1 / 10 points in Craft Skill: Puppetry) = ( 3 + 30 ) x 5 = 165

Material: Steel
Material Strength: 30
Attack Boost: 10
Weight Penalty: 10

Attack Bonus Base Attack: (Attack Bonus Multiplier) x (1 / 10 points in Puppet Play Skill) = 1.5 x 17 = 25
Melee Attack Bonus: Attack Bonus Base Attack - Weight Penalty = 25 - 10 = 15
Ranged Attack Bonus: Attack Bonus Base Attack + Dex modifier + Launcher Enhancement = (none yet)
Dodge Bonus: Owner's Dodge Bonus + (1 / 10 ranks in Puppet Play) - (Dodge Penalty x Weight Penalty) = 36 + 17 - ( 1 x 10 ) = 43

Reflex Save: User's reflex = 36

Melee Damage: 1 - [(Type Damage) + (Material Strength) + (1 / 10 points in the Puppet Play Skill)] = ( 1 - [ 5 + 30 + 17 ] )= ( 1 - 52 )
Weapon Damage: 1 - [(Type Damage) + (Weapon Damage) + (1 / 10 points in the Puppet Play Skill)] = ( none yet )
Ranged Damage: 1 - [(Weapon Damage) + (Projectile Enhancement from devices built into the puppet, such as spring-launchers)] = (none yet)

If under the effect of Kugutsu Bunshin no jutsu (Puppet Clone Technique) and Kugutsuken (Puppet Fist):

Reflex Save: [ppp skill + bsb] = 171 + 15 = 186
Dodge Bonus: [10 + wis mod + ppp skill] = 10 + 5 + 171 = 186

Attack Melee: [chk mod + bab] = 34 + 30 = 64
Attack Ranged: [ppp skill + bab] = 171 + 30 = 201

Melee Damage: Kugutsuken: [(1-6) + chk mod + 2 x (ppp skill/10)] = (1-6) + 34 + 34 = ( 69-74 )



Puppet Name: Tetsute

User Image

Description: Tetsute is Mokujin's only tank puppet. Made completely of steel, he asked to have his body (except his fists) covered with a wood finish only for aesthetic reasons. Extremely strong and durable, Testsute usually stands back from combat and protects Mokujin and other shinobis, attacking from a distance with his spiked puppet fist launcher. He is an adventurer and bit of a brawler nevertheless, and likes to get down and dirty if there is no one vulnerable to protect.

Owner: Mokujin Kugutsu
Owner's Puppet Play Skill: 171
Owner's Puppet Craft Skill: 50

Puppet Type: Tank
Base Health: 10
Attack Bonus Multiplier: 0.7
Dodge Penalty: 1.5
Type Damage: 10

Puppet HP: (Base Health + Material Strength) x (1 / 10 points in Craft Skill: Puppetry) = ( 10 + 30 ) x 5 = 200

Material: Steel (wood plated for aesthetic reasons)
Material Strength: 30
Attack Boost: 10
Weight Penalty: 10

Attack Bonus Base Attack: (Attack Bonus Multiplier) x (1 / 10 points in Puppet Play Skill) = 0.7 x 17 = 12
Melee Attack Bonus: Attack Bonus Base Attack - Weight Penalty = 12 - 10 = 2
Ranged Attack Bonus: Attack Bonus Base Attack + Dex modifier + Launcher Enhancement = 12 + 21 + 5 = 38
Dodge Bonus: Owner's Dodge Bonus + (1 / 10 ranks in Puppet Play) - (Dodge Penalty x Weight Penalty) = 36 + 17 - ( 1.5 x 10 ) = 38

Reflex Save: User's reflex = 36

Melee Damage: 1 - [(Type Damage) + (Material Strength) + (1 / 10 points in the Puppet Play Skill)] = ( 1 - [ 10 + 30 + 17 ] )= ( 1 - 57 )
Weapon Damage: 1 - [(Type Damage) + (Weapon Damage) + (1 / 10 points in the Puppet Play Skill)] = ( none )
Ranged Damage: [(Weapon Damage) + (Projectile Enhancement (spiked fist))] = ( 5 - 11 ) + 2 = ( 7 - 13 )

Weapons: Spiked Puppet Fist: Same as above, with metalic spikes on each knuckle. Requires Launcher Grade C- or above. Weapon Damage 1 - 7 + (0 for wood, 2 for aluminum, 4 for steel). DC = 30.

If under the effect of Kugutsu Bunshin no jutsu (Puppet Clone Technique) and Kugutsuken (Puppet Fist):

Reflex Save: [ppp skill + bsb] = 171 + 15 = 186
Dodge Bonus: [10 + wis mod + ppp skill] = 10 + 5 + 171 = 186

Attack Melee: [chk mod + bab] = 34 + 30 = 64
Attack Ranged: [ppp skill + bab] = 171 + 30 = 201

Melee Damage: Kugutsuken: [(1-6) + chk mod + 2 x (ppp skill/10)] = (1-6) + 34 + 34 = ( 69-74 )



Puppet Name: Tokuori

User Image

Description: Tokuori is the last and most tactical of Mokujin's core puppets. Made of sugar maple form the bear country, he uses his speed to find openings in combat to make profit of his advanced bondage mechanism. Given his function and despite his appearance, Tokuori is the tactical mind of Mokujin's group, usually only called upon in more complex situations. Nevertheless he does know how to loosen up when the situation calls for it and enjoys teaching to the younger students (he tends to be a bit of a big teddybear). He is built with 4 slots in his back the exact width of Kenchi and Kanchen's blades, enabling execution techniques if a shinobi is trapped inside.

Owner: Mokujin Kugutsu
Owner's Puppet Play Skill: 171
Owner's Puppet Craft Skill: 50

Puppet Type: Bondage (restraint)
Base Health: 8
Attack Bonus Multiplier: 1
Dodge Penalty: 3
Type Damage: 8

Puppet HP: (Base Health + Material Strength) x (1 / 10 points in Craft Skill: Puppetry) = ( 8 + 10 ) x 5 = 90

Material: Wood
Material Strength: 10
Attack Boost: 3
Weight Penalty: 0

Attack Bonus Base Attack: (Attack Bonus Multiplier) x (1 / 10 points in Puppet Play Skill) = 1 x 17 = 17
Melee Attack Bonus: Attack Bonus Base Attack - Weight Penalty = 17 - 0 = 17
Ranged Attack Bonus: Attack Bonus Base Attack + Dex modifier + Launcher Enhancement = (none yet)
Dodge Bonus: Owner's Dodge Bonus + (1 / 10 ranks in Puppet Play) - (Dodge Penalty x Weight Penalty) = 36 + 17 - ( 0 x 1 ) = 53

Reflex Save: User's reflex = 36

Melee Damage: 1 - [(Type Damage) + (Material Strength) + (1 / 10 points in the Puppet Play Skill)] = ( 1 - [ 8 + 10 + 17 ] )= ( 1 - 35 )
Weapon Damage: 1 - [(Type Damage) + (Weapon Damage) + (1 / 10 points in the Puppet Play Skill)] = = ( none yet )
Ranged Damage: 1 - [(Weapon Damage) + (Projectile Enhancement from devices built into the puppet, such as spring-launchers)] = (none yet)

Weapons: Serrated Multi-arm Grasp: A multi-arm grasp with sawblades attached to the insides. In addition to being grabbed, the victim is also stabbed by the blades, doing 1 - 2 + (1 point for every 10 in puppet skill) + 1d20 for each turn until the victim is able to be freed. Bondage Augmentation = 0. DC = 30

If under the effect of Kugutsu Bunshin no jutsu (Puppet Clone Technique) and Kugutsuken (Puppet Fist):

Reflex Save: [ppp skill + bsb] = 171 + 15 = 186
Dodge Bonus: [10 + wis mod + ppp skill] = 10 + 5 + 171 = 186

Attack Melee: [chk mod + bab] = 34 + 30 = 64
Attack Ranged: [ppp skill + bab] = 171 + 30 = 201

Melee Damage: Kugutsuken: [(1-6) + chk mod + 2 x (ppp skill/10)] = (1-6) + 34 + 34 = ( 69-74 )



Mokujin's 100 Kugutsujins

User Image

General description: Mokujin's ultimate weapon and final resort. Used in his 100 puppets summoning, these 100 serve a dual purpose: confuse and destroy. Confuse because they are almost identical copies of Mokujin, allowing him to dissapear in the crowd if needed, and destroy since these 100 attack in group wielding kunais, leaving little to be rescued once they are done with their target.


Puppet Name: Kugutsujin

User Image

Description: Very basic wooden puppet built to look like Mokujin. All of them wield kunais. It is hard to say if all of them would have independant personalities or a group consciousness as Mokujin has yet to use this technique.

Owner: Mokujin Kugutsu
Owner's Puppet Play Skill: 171
Owner's Puppet Craft Skill: 50

Puppet Type: Attacker
Base Health: 3
Attack Bonus Multiplier: 1.5
Dodge Penalty: 1
Type Damage: 5

Puppet HP: (Base Health + Material Strength) x (1 / 10 points in Craft Skill: Puppetry) = ( 3 + 10 ) x 5 = 65

Material: Wood
Material Strength: 10
Attack Boost: 3
Weight Penalty: 0

Attack Bonus Base Attack: (Attack Bonus Multiplier) x (1 / 10 points in Puppet Play Skill) = 1.5 x 17 = 25
Melee Attack Bonus: Attack Bonus Base Attack - Weight Penalty = 25 - 0 = 25
Ranged Attack Bonus: Attack Bonus Base Attack + Dex modifier + Launcher Enhancement = (none yet)
Dodge Bonus: Owner's Dodge Bonus + (1 / 10 points in Puppet Play) - (Dodge Penalty x Weight Penalty) = 36 + 17 - ( 1 x 0 ) = 53

Reflex Save: User's reflex = 36

Melee Damage: 1 - [(Type Damage) + (Material Strength) + (1 / 10 points in the Puppet Play Skill)] = ( 1 - [ 5 + 10 + 17 ] )= ( 1 - 32 )
Weapon Damage: 1 - [(Type Damage) + (Weapon Damage) + (1 / 10 points in the Puppet Play Skill)] = ( none )
Ranged Damage: 1 - [(Weapon Damage) + (Projectile Enhancement from devices built into the puppet, such as spring-launchers)] = (none)



~Skills~



Skill: (Mod) | Distribute | Level | Training | Clan | Total

Strength modifier: 3

Swim: ....................(Str) | 0 | 0 | 0 | ---- | 3
Taijutsu: ................(Str) | 0 | 0 | 0 | -25% | 2

Dexterity modifier: 21

Balance: .................(Dex) | 0 | 0 | 0 | ------ | 21
Escape Artist: ..........(Dex) | 0 | 0 | 0 | ------ | 21
Hide: .....................(Dex) | 0 | 0 | 0 | ------ | 21
Move Silently: .........(Dex) | 0 | 0 | 0 | ------ | 21
Sleight of Hand:. ......(Dex) | 0 | 0 | 0 | ------ | 21
Tumble: ..................(Dex) | 0 | 0 | 0 | ------ | 21
Use Rope: ...............(Dex) | 0 | 0 | 0 | ------ | 21
Puppet Play: ............(Dex) | 60 | 0 | 0 | 3/level | 171

Constitution modifier: 12

Concentration: ........(Con) | 0 | 0 | 0 | ------ | 12

Intelligence modifier: 15

Chakra Control: ......(Int) | 25 | 0 | 0 | 2/level | 100
Craft: ....................(Int) | 35 | 0 | 0 | ------ | 50
Disable Device: .........(Int) | 0 | 0 | 0 | ------ | 15
Forgery: ..................(Int) | 0 | 0 | 0 | ------ | 15
Knowledge: ..............(Int) | 0 | 0 | 0 | ------ | 15
Repair: ...................(Int) | 30 | 0 | 0 | ------ | 45
Research: ................(Int) | 0 | 0 | 0 | ------ | 15
Search: ...................(Int) | 0 | 0 | 0 | ------ | 15
Genjutsu: ................(Int) | 0 | 0 | 0 | ------ | 15
Fuuin Jutsu: .............(Int) | 0 | 0 | 0 | ------ | 15

Wisdom modifier: 5

Alchemy: ...............(Wis) | 0 | 0 | 0 | ------ | 5
Listen: ...................(Wis) | 0 | 0 | 0 | ------ | 5
Read Lips: ..............(Wis) | 0 | 0 | 0 | ------ | 5
Sense Motive: .........(Wis) | 0 | 0 | 0 | ------ | 5
Spot: ....................(Wis) | 8 | 0 | 0 | ------ | 13
Survival: ................(Wis) | 0 | 0 | 0 | ------ | 5
Treat Injury: ...........(Wis) | 0 | 0 | 0 | ------ | 5

Charisma modifier: 1

Bluff: ......................(Cha) | 0 | 0 | 0 | ------ | 1
Diplomacy: ..............(Cha) | 0 | 0 | 0 | ------ | 1
Disguise: .................(Cha) | 0 | 0 | 0 | ------ | 1
Gather Information: ...(Cha) | 0 | 0 | 0 | ------ | 1
Handle Animal: .........(Cha) | 0 | 0 | 0 | ------ | 1
Intimidate: ..............(Cha) | 0 | 0 | 0 | ------ | 1
Innuendo: ...............(Cha) | 0 | 0 | 0 | ------ | 1
Perform: .................(Cha) | 0 | 0 | 0 | ------ | 1
Seduction: ..............(Cha) | 0 | 0 | 0 | ------ | 1

Chakra modifier: 34

Ninjutsu: .............(Chk) | 0 | 0 | 0 | ------ | 34

Ninja Weapons:

Kunai: ..................(---) | 0 | 0 | 0 | ------ | 0
Shuriken: ..............(---) | 0 | 0 | 0 | ------ | 0

No modifier:

Kawarimi: ..............(---) | 0 | 0 | 0 | ------ | 0
Sneak Attack: ........(---) | 0 | 0 | 0 | ------ | 0

~Possessions~


Money:

Ryo: 300

Equipment:

Clothes

Valuables

None



User Image

Kugutsu Mokujin


Lady Marena

PostPosted: Wed Nov 25, 2009 6:56 pm


User-name: Lady Marena
Posting: Most of the time everyday.
Time zone: UTC +8

~Character Data~


Name: Inari Shechi
Village: Kirigakure
Clan/Bloodline: No clan
Element Affinity: Water
Age: 11
Gender: Female
Rank: Academy Student

~Appearance~


Headband: She wears it as a belt with black cloth.
Height: 55 in.
Weight: 72 lbs.
Hair: Strait black hair, normally in a messy bun.
Eyes: Bright blue eyes with long eye lashes.
Physical Description: Inari is a very pretty little girl. She has pale skin from living in the north and is fit, ready for training.
Clothing: She wears a white sleeveless shirt, and a white skirt down to her ankles with cuts down the sides. Black around the edges and some black swirls on the sides. Her black belt is were she keeps her knives and a bag of treats.
Background: Inari and her family used to live in snowy mountains up north. Her father was the local doctor in the vilage, and her mother was a teacher. The life was boring in the frozon wasteland for Inari, untill her father came home one day with a baby polar bear cub.

Then with the tragedy of her mother dieing, Inari's father decided that they should move away from the frozen wasteland and have a new start. So they got their stuff and moved to the warmer climate of Kirigakure.
Personality: Inari can be very talkative. She has a short temper and can become very violent at times. She is quick to attack and dosn't like to wait for anything.
Other: Inari has a pet polar bear named Poka!

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: [10 + -1 {constitution modifier}] x 1 {level} = 9
Cp: [3 + -1 {chakra modifier}] x 1 {level} = 2
MHp: [10 + 0 {wisdom modifier}] x 1 {level} = 10

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

Strength: 7
Dexterity: 11
Constitution: 9
Intelligence: 8
Wisdom: 10
Charisma: 9
Chakra: 8
Dodge Bonus: [10 + 0 {wisdom modifier} + 0 {dexterity modifier}] = 10

Base Attack Bonus: 1
Attack Melee: [1 {Base Attack Bonus} + -2 {strength modifier}] = -1
Attack Ranged: [1 {Base Attack Bonus} + 0 {dexterity modifier}] = 1

Base Save Bonus: [1 {level} / 2] = 0
Fort: [0 {Base Save Bonus} + -1 {constitution modifier}] = -1
Rex: [0 {Base Save Bonus} + 0 {dexterity modifier}] = 0
Will: [0 {Base Save Bonus} + 0 {wisdom modifer}] = 0

~Skills~


Strength Modifier: -2
Swim:
Taijutsu:

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

Constitution Modifier: -1
Concentration:

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

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

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

Chakra Modifier: -1
Ninjutsu:

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

No Modifiers:
Sneak Attack:
Kawarimi:

~Possessions~


Money:

Ryo: 0

Equipment: None


Valuables None




~Pet Data~


Name: Poka
Species: Polar Bear
Size: Large
Element Affinity: Water
Age: 3
Gender: Male

~Appearance~


Height: .91 m to shoulder

Weight: 112 kg
Fur: White
Eyes: black
Physical Description: Big and round with big paws and sharp teeth. He has a black and silver collar, which he has grown used to wearing constantly.
Background: Poka was taken from his mother by poachers when he was just a cub. Then one day after Inari's father healed a family's son, as payment they gave him a small cub. He in turned gave it to his daughter. From then on the two have been inseparable.
Personality: Poka is a very lazy bear who loves to eat cookies, muffins, cakes, and bacon. When he is not eating, he likes to sleep. He hates to be alone and craves the company of Inari or any other human.
Other: He has an odd fascination with bacon and baked goods.


Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

~Stats~

LV. 1
Experience: 0/100
Hp: 8
Cp: 1
MHp: 5


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


Formula: {Base} + {Level} + {Training}

Strength: 12 + 0 + 0 = 12 | mod = +1
Dexterity: 10 + 0 + 0 = 10 | mod = 0
Constitution: 6 + 0 + 0 = 6 | mod = -2
Intelligence: 6 + 0 + 0 = 6| mod = -2
Wisdom: 8 + 0 + 0 = 8| mod = -1
Charisma: 6 + 0 + 0 = 6| mod = -2
Chakra: 6 + 0 + 0 = 6 | mod = -2
Dodge Bonus: 9 - 2 {Large Animal Weakness}

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

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

Damage: 2 - 9



~Skills~


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

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) +3

Perform: (Cha)

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

~Possessions~


Equipment: none

Valuables A black collar with silver lining.
PostPosted: Wed Jul 06, 2011 4:54 am


User-name: Carlos Ralfer
Posting: 2 or 3 times a day
Time zone: Eastern Standard

~Character Data~

Name: Mirid Star
Village: Sunagakura
Clan/Bloodline: Rialto Clan
Element Affinity: Wind / Water
Age: 23
Gender: Female
Rank: Jounin

~Appearance~

Headband: Affixed as a belt buckle across her bra/shirt.
Height: 5'7"
Weight: 125lb
Hair: Naturally multi-colored(or so she says) With streaks of blond, red, blue and white, not in that order.
Eyes: Inverted black with red iris (meaning the part thats normally white is black)
Physical Description: A somewhat veloptuous woman but mostly due to athletics and staying constantly on the move (You'd swear she had ADD or something). She has a tanish skin due to the heat of the Suna sun and full lips. She has a nice stomach and cut arms. And a lovely tattoo of some sort of symbol on the small of her back.
Clothing: Her most noticible piece of clothing is the belt bra/shirt she wears. It has an oversized black band that covers the unmentionables well enough and she had her headband specially altered to fit atop the belt as a belt buckle. She wears no bra for her belt works as a bra and a shirt. Her pants are of an arabian making, pure white, to keep her legs cool and give her plenty of running capability and flexibilitiy. Her hands are covered in thick, black craftsmen gloves though at all times.
Background: Her's is probably a story best left unspoken to those who adore love. Her's is a tragic tale that has driveen her to the depths of insanity and back. As a young girl, she lived and played with her grandparents and a few of her cousins. They were all of a ninja family, a proud family of the Suna village. Long time members of the villages elite guard but there was always something very strange about the family. Star course, learned the secrets of her family and crafting at a young age although she was always thought ot be a very low class user of the abilities and almost innept at crafting. As she grew older, she poured her heart into the abilitie becoming almost on par with her Grandparents who were masters of creating some of the most beautiful puppets with some of the most deadly abilities. Her skills, however, were constantly put to the test as she had a bitter rivalry with an enemy ninja. She met this nin on one of her earlier missions to escort a messenger to one of the smaller villages. They all believed that things were smooth sailing as this was only marked a C rank mission. They were wrong and her entire team was wipped out when the messenger turned out to be under the control of enemy ninja. It was at this point that she was 'saved' by one of the enemies. They released her and ever since she has held a bitter grudge toward that nin for showing her mercy just because she was the only girl in the group they slaughtered. At that point, she became consumed with revenge and, as many emotions do, this revenge began to mutate to something...more. The more the two met, the more vicious their combats became, even getting to the point to where their ranking officers began to fear the two and the amount of destruction they'd cause. In the end, it became a game of cat and mouse although who was what is still unknown. They're meetings became more frequent as each took on missions they thought the other would be sure to take on and sometimes even ventured out simply in search of the other to do combat. The enemy's name was Lorin Kage, a powerful ninja from the unnamed village. It was a tale of the times, constant battle florishing into a twisted love. Each enjoying putting the other in pain so that they may secretly nurse them back to health in their own way. However...the fates ahve a way of twisting people, playing with them only to release them and laugh at the results. A silent night fell upon the village but this night was deft only to those who cared not for the Rialto family. That night, the screams of every member of the family could be heard. The family had been slaughtered by Kage's own team without his knowledge. They had taken Kage under a genjutsu spell and forced him to reveal all he knew about the family and their home and used this knowledge to destroy them. All that was left, was the girl they had left alive all those years ago. That girl...had become stronger...far moreso than before. And with this newfound strength and her rage fueling every cell in her body, she killed all that she saw, including her love. She was too blind to notice the Genjutsu over Kage and by the time she realized it, his body had drawn it's last breath. Such a peaceful, happy life drawn to such a tragic event...so very sad. But within all evil, their lies a bit of good. Using her absolute maxximum skill and working long into the night without rest, she crafted her first complete Crow doll in Kage's image and, using the families 'Confinement' jutsu, sealed his soul into the puppet so that he may live again, always by her side.
Personality: Obviously, if you read all that, you realize she's not a very sane individual. She doesn't go on killing sprees or anything but she is known to go into spats of random events for no odd reason. Manytimes the events result in massive destruction in or around the village. However, due to her eeriee personality, only the Kage and a few ANBU dare go near her to make her pay. She is free as the wind and does as she pleases to whatever and whoever she pleases.
Other:

Missions:

S:
A: 1
B:
C:
D:

Jutsu:

Clan Jutsu-

[[Ninjutsu]]
Ningyou no Shiiru (Seal of Puppets)
Description of Jutsu: Much like the Tobidogu (Projectile Weapons), this jutsu is used to seal up items for easier carriage and storage. However, this jutsu varies from that one as it is meant only for the sealing and carrying of puppets. The user prepares a large scroll (like a summoning contract scroll) and puts the names of each doll being sealed within. Along with this, the user can opt to create an image of a Doll House upon the scroll for use in a later jutsu. Several puppets can be carried around at once with this scroll.
Rank: D
Cp Cost: 4Cp per puppet sealed
Damage: N/A
Requirements: Member of Rialto Family, Scroll, Intelligence 25+
Training: Training 2 Days
Special: Number of Puppets sealable varies by size of scroll:
Normal Scroll(Hand Held like Kakashi's Dog Summoning scroll) = 20, Large Scroll(Like a wall scroll for Ink Paintings only longer)=50, Summoning Contract Size(Like Juriya's contract)=100


Chakra no Chuuzou Butsu [[Chakra Molding Technique]]
Description of Jutsu: This is a special process that involves one planting their chakra into the material being used to make the puppet. If done correctly, this increases the strength of the overall puppet in terms of its ability to take damage. This cannot be applied to the weapons made for the puppet.
Rank: D
Cp Cost: 10-20CP constantly applied with each post when making the puppets parts
Damage: N/A
Requirements: Rialto Family, Chakra Control 25+, Craft(Puppet) 15+, Chakra Absorbing Wood
Training: 5 days
Special: -Once you pick an amount of chakra to pump into the doll for that day, it must stay that constant amount for every post afterward (whether you succeed in the doll making or not). You cannot recover CP until after you've finished for the day.
-The amount of increase to the puppets HP is determined by taking the total amount of the Chakra used (in all after the doll is finished) and dividing it by the number of days it takes to make the doll.


Ningyou no Himitsu : Soukou no Bodi (Secret of the Puppet: Body of Armor Technique)
Description of Jutsu: This is a special crafting technique that only the Rialto family fully perfected. By crafting an increasingly hallow center, the puppeteer is able to use the puppet as a body armor. The puppet breaks apart at the puppeteers command and applies itself to the user as a large suit of armor. The reason this is difficult to do is because the puppet has to be crafted with the puppeteer’s safety in mind so the weapons do not harm the puppeteer once they are inside the puppet.
Rank: C
Cp Cost: N/A
Damage: N/A
Requirements: Rialto Family, Craft(Puppet)50+, Chakra Molding Technique
Training: 5 days
Special: -User's speed reduces -5 Dex
-Puppets armor defense is merely their HP.
-Puppet weapons and tools can still be used without chakra strings needed when puppeteer is in the puppet.


Ningyou no Shinri Sen (Mind Games of the Dolls)
Description of Jutsu: This is a jutsu perfected for dual combat by the puppeteer and the puppet. Using a special tool placed inside the torso of the puppet, the puppeteer is able to control the puppet without chakra strings. Instead, the user is able to implant battle commands before hand and only needs to reapply the commands every so often. The tool used is also filled with chakra that is disbursed throughout the doll to give the doll mobility to perform its tasks. This was created to prevent people from finding a puppeteer in hiding via the chakra strings. More chakra must be supplied every 5 posts. [[or if puppet uses all chakra via jutsu first]]
Rank: A
Cp Cost: 200 CP and 100+CP for each additional 5 posts
Damage: N/A
Requirements: Rialto Family, Chakra Control 100+, Chakra Tool(kunai, stone, anything really)
Training: 15 days
Special: -During the time this is activated, the doll is treated as a separate person and has it's own turns and attacks and such, separate from the puppeteer.
-Puppet can use all the skills it knows. If a soul is sealed within, it can use the jutsu of the soul and subtracts the CP from the CP being used to keep it going [20 cp per turn]

Fuushigi Yugi no Jutsu [[The Mysterious Play]]
Description of Jutsu: The product of a twisted mind and way too many lonely nights. This is a jutsu that uses the 'Doll House' portrayed within the Ningyou no Shiiru Scroll and makes it a physical manifestation. The target is trapped within the house while all of the dolls and tools sealed within the scroll chase after the target with the intent to kill. To be more exact, the user is actually summoned INTO the scroll itself so its better to think of this as a reverse summon scroll. It is not a very pretty sight to see someone who comes to the 'Play'. It takes a high level of concentration and the user is usually left wide open while the 'Play' is conducted. Usually, they conduct the jutsu from the safety of a barrier jutsu or with allies around. The range of the jutsu is defined by 4 sealing tags placed in a square formation. Anyone that steps within that area is immediately subjugated to the jutsu and are summoned to the house. The range of the tags is no more than 500 meters from each other.
Rank: S
Cp Cost: 300 CP + 20 per turn
Damage: Varies by what attacks are used.
Requirements: Rialto Family, Ningyou no Shiiru, Chakra Control 100+, Concentration 100+, 4 Seal Tags
Training: 20 Days
Special: -Puppets of the user cannot be destroyed completely while used in this jutsu
-all Puppets sealed in this scroll are available for use but can NOT be used all at once. The user can only use as many puppets as they have attack turns and each puppet can only do one attack per turn.
-To escape, the target must roll a 100 sided die and see if they can land in any of the ‘exit’ rooms of the house. Exit rooms are defined by a roll that lands on any number ending in any digit 0-9 as defined by the user.
-Anyone who steps within the confines of the jutsu, even those who just escaped, will be placed into the scroll. Since the layout of the house changes randomly, the user redefines what the exit room ending number is.

[[Fuuinjutsu]]
Fuuinjutsu: seishin no shiiringu (Sealing Technique: Sealing of Souls)
Description of Jutsu: This is the family’s most prized jutsu. Using an inanimate object already prepared with the proper sutras, the user takes their chakra and forces a link between the body of the target and the object being used. This can come in two forms;

Form1:
Temporary Sealment: The user creates a powerful seal using their own chakra. They push their chakra into an unconscious or restrained foe and force a chain to be made between them and the object. The Soul is carried along that link and implanted into the object. If the object is destroyed, the soul is forcibly dragged back into the body by the chain. Also, additional chakra is required to prolong the sealing.
Rank: B
Cp Cost: 100CP+
Damage: N/A
Requirements: Rialto Family, Chakra Control 80+, Inanimate Object, Unconcious or target being held in a grapple, restrained by rope or some other complete motion restriction device[cage/dome traps/jutsu are not sufficient. Target cannot be able to move above a struggle].
Training: 10 Days
Special: -For every 20 CP past what is required, the target is sealed into the object for 1 more post.
-The user can apply chakra threads to the object after sealing the soul in it and control the object.

Form2:
Confinement of Souls: This is the form that is most noticeable for the family. The seal placed upon the soul is permanent and cannot be undone even if the user wanted to undo it. This seal is usually performed upon the freshly dead or those who are on the verge of death. The seal captures the soul as it is leaving the body and confines it to any object that the user so wishes. In the case of the family, it's usually the body of the puppets. Through this method, the family achieves a sense of immortality. Although, if the puppet is complete destroyed then the soul is lost forever, not even permitted to enter the after life. It is for this reason that puppets made using this method are usually not of the combat variety. Once a soul is placed within an object, the object takes on qualities of the soul, in the case of puppets, the puppet may even gain the ability to speak and move on its own, although limited. Puppeteers are still needed for complex movements beyond walking and basic gestures.
Rank: S
Cp Cost: 300 CP +20CP per post
Damage: N/A
Requirements: Rialto Family, Object to seal in, Dying/Dead Person
Training: 20 Days
Special: -Puppets created like this are still considered tools in battle unless moving on their own by expelling chakra.
-Puppets made with this can move freely so long as it's outside a battle environment.

[Basic Jutsu]
Ninjutsu-

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.
Very Special: This jutsu is currently being hotly debated on and may change.

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.

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

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

Suna Bunshin no Jutsu
The user creates sand bunshin...
Cp Cost: 2 per bunshin
Damage: Each clone has half your stats
Requirements: Sand/dirt around, knows Bunshin no Jutsu
Training: With Wind Affinity 1 day, without Wind Affinity 2 days.

Futon: Suna Kabe no Jutsu [Sand Wall Technique]
Description of Jutsu: The user sticks his hand into the ground [sandy ground] and packs the sand closely together whilst making it rise up, creating a large sand wall that is almost impenetrable.
Cp Cost: 20
Damage: -
Requirements: Sand/dirt around, chakra control 20.
Training: With Wind Affinity: 5 days, without Wind Affinity: 8 days. [Or maybe I will just make like steps for learning]
Special: Full cover.

Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area. It is known that a variation of the technique involves a smaller blast of wind which gets ignited with flame, making it stronger and more damaging to the target.
Cp cost: 25
Damage: 25 - 60
Requeriments: Level 7+, Wind Affinity, must know at least one flame jutsu before learning the flame combination
Training days: 5 days for basic technique / 1 day for flame combination.
Special: If combined with a flame jutsu, add 35 damage to the result.

Kugutsu no Jutsu (Puppet Technique)
Just like a marionette, the user controls a puppet using strings of chakra from his fingers. This skill is often prepared in coordination with Kawarimi no Jutsu (Change of Body Technique), so the user can quickly replace their body with the puppet when they feel the need to activate it. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extendable blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets.
Cp cost: 2 cp per round the puppets are used.
Damage: Depends on puppet power.
Requirements: Puppet users only, Chakra Control 5, Perform Puppet Play 1.
Training: 2 days
Special: Must master this jutsu before attempting to fight with puppets.

Kansei: Mizu no Kyuutai (Trap: Orb of Water)- The victim of watery traps has an unkind fate to come to. 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: 25 - 40 + Chakra Mod + Ninjutsu Bonus
Requirements: Water Affinity
Training: 20 days
Special: 1d20 + Fort Save vs. 1d20 + Chakra Control

Aka Higi: Hyakki no Soen (Red Secret Technique: Performance of a Hundred Puppets)
This jutsu summons exactly 100 puppets. Sasori had once used it to defeat an entire country. He can only control this many puppets with the hundreds of Chakra threads he casts out from a hatch in his own chest. It is unknown what country he defeated with this Jutsu.
Cp cost: 400 "2 per puppet"
Damage: Pupper own damage"
Requeriments: Perform "Puppet play" 100 Ranks"
Training days: 60 Days.





Genjutsu-
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: The Int DC to see through a bunshin is 10 + 1/2 of the jutsu user's Chakra mod + 1/2 of the user's Int 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.

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
Kokoni Arazu no Jutsu is a rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 10
Requeriments: Genjutsu 15 Ranks
Training days: 5
Save: Will 10 + chatacter level + charisma mod.
Intelligence check DC "Same as above"

Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
Type: Unknown, probably: B-rank, Supplementary, All ranges
A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 25
Requeriments: Genjutsu 10 Ranks
Training days: 5 days.
Will save: 15 + character level + charisma mod.

Taijutsu-

Summoning Contract-

~Stats~
LV. 32
Experience: 80/4000
Hp: 544
Cp: 864
Mhp: 544
Strength: 12+[2] = 14 | mod = 2
Dexterity: 12+30+[4] = 46 | mod = 18
Constitution: 12+[2] = 14 | mod = 7
Intelligence: 12+50+[4] = 66 | mod = 28
Wisdom: 12+10+[2] = 24 | mod = 7
Charisma: 12+20+[2] = 34 | mod = 12
Chakra: 12+38+[8] = 58 | mod = 24
Dodge Bonus: 35

Base Attack Bonus: 32/27/22/17/12/7/2
Attack Melee: 34/29/24/17/14/9/4
Attack Ranged: 50/45/40/35/30/25/20

Base Save Bonus: 16
Fort: 23
Rex: 34
Will: 23

Damage:
Taijutsu: 3-8
[any other weapon you use]

~Skills~
Skills: 38
Skill Points: 896

Strength Modifier: [2]
Swim:
Taijutsu:

Dexterity Modifier: [18]
Balance:
Escape Artist:
Hide:
Move Silently:
Sleight of Hand:
Tumble:
Use Rope:
Perform (Puppet Play): 18+302=320

Constitution Modifier: [7]
Concentration:

Intelligence Modifier: [28]
Chakra Control: 28+82+[20]=130
Craft: 28+62=90
Disable Device:
Forgery:
Knowledge: 28+20=48
Repair: 28+20=48
Research:
Search:
Genjutsu: 28+102=130
Fuuin Jutsu: 28+102=130

Wisdom Modifier: [7]
Alchemy:
Listen:
Read Lips:
Sense Motive:
Spot:
Survival:
Treat Injury:

Charisma Modifier: [12]
Bluff: -
Diplomacy:
Disguise:
Gather Information:
Handle Animal:
Intimidate:
Innuendo:
Perform: [20]
Seduction: -

Chakra Modifier: [24]
Ninjutsu: 24+206+[20]=250

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

No Modifiers:
Sneak Attack:
Kawarimi:

~Possessions~

Money:

¥en:
Ryo:

Equipment: 5x Kunai, 10xShuriken, 1x'Kage' Puppet, 90xMundane Combat Puppets, 10xComplex Puppets, 1xDetailed Puppet, 1xGargantuan Puppet




~Puppet Character Data~

Name: Lorin Kage
Village: Unknown/Sunagakura
Clan/Bloodline: None
Element Affinity: Wind/Fire
Age: Unknown / 23 at Age of Death
Gender: Male
Rank: Jounin

~Appearance~

Headband: Doesn't wear it (even when alive) but has it in his back pocket. It has a black band and the metal part was painted a slightly lighter color of black.
Height: 5'11
Weight: 195lb (when alive)/ 310lb (Puppet)
Hair: Colbolt
Eyes: Crimson
Physical Description: A somewhat tall man with long, spicky black hair almost as dark as night. When alive, he was one of the strongest ninja in his clan, usually compared to Hanzo Hattori. His build was only slightly muscular which hid his true strength and combat ability. He has an odd trait of his eye glowing when he gets angrey. Not much is known about the exact look of his body because he almost always wears a black cloak that covers everything.
Clothing: A black cloak that covers everything from the neck down. He also wears a pair of solid black shades that shows nothing except his eyes when they glow blood red. Underneith his cloak is solid black clothing, acording to Star.
Background: One of the strongest nin from a small village near the edge of the Land of Lightning. He grew up to become an important member of the clan and even got assignments specially sent to him from the actually Hidden Village of Lightning. He met Star shortly after becoming a Genin and the rest is history. He was sadly brought to an untimely death by his lover in a rage at the thought that he had killed her family. He now resides with her as her caretaker and watcher...and puppet.
Personality: Usually very cold and would rather kill you rather than look at you. Has a really soft spot for kids and tends to love taking care of them. He can be very respectful or very hateful, depending on his mood.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Kakuremino no Jutsu (Cloak of Invisibility Technique)


Kawarimi no Jutsu (Replacement Technique.)


Nawanuke no Jutsu (Rope Escape Technique)


Suna Bunshin no Jutsu
The user creates sand bunshin...
Cp Cost: 2 per bunshin
Damage: Each clone has half your stats
Requirements: Sand/dirt around, knows Bunshin no Jutsu
Training: With Wind Affinity 1 day, without Wind Affinity 2 days.

Futon: Suna Kabe no Jutsu [Sand Wall Technique]
Description of Jutsu: The user sticks his hand into the ground [sandy ground] and packs the sand closely together whilst making it rise up, creating a large sand wall that is almost impenetrable.
Cp Cost: 20
Damage: -
Requirements: Sand/dirt around, chakra control 20.
Training: With Wind Affinity: 5 days, without Wind Affinity: 8 days. [Or maybe I will just make like steps for learning]
Special: Full cover.

Kugutsu no Jutsu (Puppet Technique)
Just like a marionette, the user controls a puppet using strings of chakra from his fingers. This skill is often prepared in coordination with Kawarimi no Jutsu (Change of Body Technique), so the user can quickly replace their body with the puppet when they feel the need to activate it. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extendable blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets.
Cp cost: 2 cp per round the puppets are used.
Damage: Depends on puppet power.
Requirements: Puppet users only, Chakra Control 5, Perform Puppet Play 1.
Training: 2 days
Special: Must master this jutsu before attempting to fight with puppets.


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.

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.
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.


Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet)
Shoots an enormous ball of flame in the shape of a dragon from the user's mouth.
Cp cost: 80
Damage: 120 - 250 + chakra mod.
Requeriments: Fire affinity. Chakra 50+
Training days: 20 days.

Bunshin Daibakuha (Clone Great Explosion)
This jutsu works in combination with the Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), and creates a Shadow Clone that will explode on command, potentially killing or injuring those caught in the blast.
Cp cost: 20 "To make explode"
Damage: 50 - 80 + chakra mod.
Requeriments: Kage bushin no jutsu. Ninjutsu knowledge 50.
Training days: 30 days.

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 10 + 1 per round the jutsu is holded.
Training days: 20

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.
Cp cost: 10
Damage: Normal Taijutsu hit damage.
Requeriments: Knowledge anatomy 50 ranks.
Training days: 20 days



Genjutsu-

Bunshin no Jutsu:

Henge no Jutsu (Transformation Technique)


Taijutsu-

Goken (Strong Fist)
Goken 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 - 16
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.

Konoha Daisenpu (Leaf Great Whirlwind)
A powerful leap forward, using the extra momentum to perform a powerful spinning kick with both legs in mid air, the second kick often being aimed lower in case the intended target ducks. The technique is most effective at ranges of 2-3 meters, because if you miss or they dodge, you have at least made it past them and have a chance to react before they can mount a significant counter-attack.
Damage: double taijutsu damage per kick.
Requeriments: Gouken Taijutsu, Taijutsu 30 ranks.
Training days: 10 days.

Opening (Initial)
Releases the brain's limit on the total strain on the muscles, giving the user five times their normal strength.
Hp Cost: 30
Damage: -
Requirements: Taijutsu 30 ranks, Gouken
Training: 30 days
Special: Opening the first gate gives the user +6 strength and dexterity but -20 from the Cp [chakra is expelled from the body making it wasted]. User loses 10 Hp per round.

Summoning Contract-

~Stats~
LV. 32
Experience: 80/4000
Hp: 992
Cp: 640
Mhp: 672
Strength: 12 + 30 = 42 | mod = 16
Dexterity: 12 + 10 = 22| mod = 6
Constitution: 12 + 38 + [2]= 52| mod = 21
Intelligence: 12 + 20 = 32| mod = 11
Wisdom: 12 + 20 = 32| mod = 11
Charisma: 12 +0 = 12| mod = 1
Chakra: 12 + 30 + [2]= 44| mod = 17
Dodge Bonus: 22

Base Attack Bonus: 32/22/22/12/12/7/2
Attack Melee: 38/33/28/23/18/13/8
Attack Ranged: 48/43/38/33/28/23/18

Base Save Bonus: 16
Fort: 37
Rex: 22
Will: 27

Damage:
Taijutsu: 21-60
[any other weapon you use]

~Skills~
Skill: 21
Skill Point: 352


Swim: (Str) 16

Balance: (Dex) 6
Escape Artist: (Dex)
Hide: (Dex) 6+50=56
Move Silently: (Dex) 6+2=8
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)

Concentration: (Con) 21

Chakra Control: (Int) 11+20=31
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge(History): (Int) 11
Repair: (Int)
Research: (Int) 11
Search: (Int) 11

Listen: (Wis) 11
Read Lips: (Wis) 11
Sense Motive: (Wis) 11
Spot: (Wis) 11
Survival: (Wis)
Treat Injury: (Wis)

Bluff: (Cha)
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha) 1
Handle Animal: (Cha)
Intimidate: (Cha) 1 + 50 =51
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha)

Ninjutsu: (Chk) 17+100=117
Genjutsu: (Int)
Taijutsu: (Str) 16+130=146
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:

~Possessions~

Money:

¥en:
Ryo:

Equipment: 10x Kunai, 10xShuriken, Scythe

Hoshigaki Hiru
Crew


Black n White_07

Interesting Sex Symbol

6,350 Points
  • Ultimate Player 200
  • Flatterer 200
  • Entrepreneur 150
PostPosted: Mon Dec 31, 2012 10:37 pm


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

~Character Data~


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

~Appearance~


User Image

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

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

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

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

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

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

~Background~


Birth & Early Life


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

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

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

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

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

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

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

Academy & Genin Years


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

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

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

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

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

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

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

Chūnin Years


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

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

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

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

Jōnin and Present Years


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

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

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

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

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

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

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

Other:

Missions:

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

Jutsu:

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

Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Clone), these illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per point in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.
The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.

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

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

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

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

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

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10
Training: 30 posts
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Genjutsu Kai (Genjutsu Release)
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else.
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu.
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.

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

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

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

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

Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm)
This technique allows the ninja to control nearby rocks and stones that surround the enemy and will begin to hit and spin about crushing all those trapped within it.
Cp cost: 20 + 10 per rock
Dice Rolls: 3
Damage: 20 + 5 – 15 per rock used + chk mod.
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 23, Ninjutsu 21
Training: 3 stages
Stage I: Chakra Control DC 33 Levitate rocks and stones.
Stage II: Chakra DC 18 {d20 + chk mod} Work on the spin and speed the rocks travel at.
Stage III: Ninjutsu DC 33 Combine the previously learned elements.
Special: Maximum amount of rocks you can control is equivalent to your chakra mod.

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

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

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

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

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

Genjutsu-

Taijutsu-

Summoning Contract-

Kuchiyose no Jutsu (Summoning Technique)
This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the being can be summoned with a blood sacrifice to perform a task or help the user in battle.
The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices.
Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread.
Cp cost: Varies.
Dice Rolls: 4 Rolls
Damage: Depending on summon's power.
Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25
Training: 3 stages
Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply.
Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along.
Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it!

~Stats~

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

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

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

Base Taijutsu Damage: 10-18

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

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

~Skills~


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

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

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


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

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

~Possessions~


Money:

Ryo:

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


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

~Trained points~
Reply
Guild Archive

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