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

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kouri-chan_xx
Vice Captain

Noob

PostPosted: Tue Jul 24, 2012 3:19 am


User Image
User-name: kouri-chan_xx
Posting: Every 1-2 days
Time zone: GMT +8

~Character Data~


Name: Naru Sakakibara (榊原鳴)
Village: Kirigakure
Clan/Bloodline: N/A
Element Affinity: Water and Wind
Age: 23
Gender: Female
Rank: Intelligence Unit Leader

~Appearance~


Headband: Around her impossibly slender waist.
Height: 5'4"
Weight: 135lbs
Hair: Naru's hair is a warm medium pink and falls in gentle waves past her shoulders down to her chest.
Eyes: Chocolate brown
Physical Description: Naru has a slender build, though with relatively substantial hips for such a build. She credits it to her regular consumption of good quality alcohol, though others curse her for maintaining her figure in spite of it. Naru only has the most basic ear piercings.
Clothing: Naru favours reasonably form-fitting but not tight clothing. When off-duty she normally replaces her shinobi headband with a nice belt to accentuate her figure. Off-duty she is a fan of lace and frills, and ornate patterns, but on duty she will wear the assigned uniform. That doesn't stop her from adding her own flourishes, of course! Especially if the situation calls for it...
Background: It wasn't until Naru entered her teenage years that her abilities really began to flourish and gain the notice of the relevant authorities. As a young teenage girl, Naru quickly became an expert on the various aspects of appearance and first impressions enhancement. She favoured a delicate, refined approach, choosing to play up her strengths instead of crassly shoving them in your face. What set Naru apart from the rest was that she also showed a strong interest in perfumes and fragrances. She would experiment with different mixes in her spare time and was soon the go-to-perfume girl for all her friends and classmates. Naru naturally noticed the more psychological effects certain odours and compounds could cause and happily integrated them into her genjutsu and wind ninjutsu. Being a rather attractive young woman, she was encouraged to join the intelligence gathering unit, but it was her adamance to the more subtle forms of persuasion and her ability to improvise that got her to the top seat.
Personality: Naru is a bit of a romantic and while she's been on many dates, she's saving herself for a special someone. She likes to be herself and can't stand people who are too full of themselves, or who are putting on too much of a persona. Naru is an optimist and believes that like wine, most things improve given time. Her battle skills are decent, but it's her intelligence and flexibility that get her out of most sticky situations.
Other: She's a wino. OK, maybe also a sakeno. She's really big on odours. Naru also loves sushi. Nobody has ever seen Naru drunk - she has an inhuman tolerance level.
ANBU Mask: Angelfish pattern. Codename Angel.


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Missions:

S: 9
A: 55
B: 123 +1
C: 346
D: 340

Jutsu:

Ninjutsu-

Bunshin no Jutsu (Clone Technique)
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.

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

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

Kawarimi no Jutsu (Replacement Technique)
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu

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

Genjutsu Kai (Genjutsu Release)
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Chakra Control 8, Genjutsu 4
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.

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

Learn: Kanashibari
Learn: Chakra Kyuuin (need 28 Ninjutsu)
Learn: Dokugiri (need 30 Chakra, 35 Ninjutsu, 15 Alchemy)
Learn: Hiru Bansho (upgrade all the skills first lol)

Learn: Suirou
Learn: Mizuamenabara

Suiton: Suigadan (Water Release: Water Fang Bullet)
Cp cost: 70
Dice Rolls: 4
Damage: 60 – 95 + chk mod
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25
Special: Reflex DC required to dodge is increased by 5 if target is on or under water.

Learn: Suiton: Kaihoudan (eventually)

Futon: Daitoppa (Wind Release: Great Breakthrough)
Cp cost: 50
Dice Rolls: 3, can be used defensively as a reaction (during opponent's turn).
Damage: (55 - 80) + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 25, Ninjutsu 20
Special:
*If technique connects target must roll an acrobatics check. If victim fails acrobatics check, user may get one attack of opportunity.
*Can be used defensively to deflect projectiles. User may roll 1d20 + Ninjutsu against opponent's ranged attack rolls. All throwing rolls beaten by Ninjutsu roll are deflected.

Learn Futon: Reppusho (eventually)


Kirigakure Hijutsu-

Hijutsu: Kiri Gakure no Jutsu (Hidden Technique: Art of the Hidden Mist)
Rank: C
Dice Rolls: 3
Cp cost: 20 + 10 per turn the jutsu is mantained.
Damage: n/a
Reflex DC: n/a
Awareness DC:
*User: 12 + [Stealth] + [Chakra mod] + 1 per 5 in [Ninjutsu]
*Others: 12 + [Stealth] + User's [Chakra mod]
Requirements: Kirigakure, Water Affinity, Chakra Control 25, Ninjutsu 22
Special: If victims fail awareness check versus a character, they do not know their whereabouts and cannot attack them directly. Even if the user knows the location of the people in the mist, his allies must roll awareness checks versus their opponent's stealth checks also unless they too use the Hidden Mist art. First attack launched against an enemy who does not know your location is considered a Sneak Attack.

Suiton: Mizu Bunshin no Jutsu (Water Release: Water Doppelganger Technique)
Rank: C
Dice Rolls: 3
Cp cost: 15 per clone
Damage: Physical damage caused by clones is cut by half.
Reflex DC: n/a
Requirements: Kirigakure or Amegakure or Takigakure, Water Affinity, Chakra control 20, Ninjutsu 18
Special:
*Mizu Bunshin can only perform water jutsus and normal attacks.
*CP used for clones performing jutsu is 1.1x as much and is taken from the creators cp pool
*Clones have to stay within same thread as user and within eye or ear shot of them as well
*HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP
*Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
*Clones cannot mimic special weapon properties, such as the Samehadamaku's Chakra absorption, or producing wire like Nuibari.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.

Learn: Suika no Jutsu (need 30 Ninjutsu)

Medical Ninjutsu-

Genjutsu-

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

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
Cp cost: 35 + 8 per turn
Dice Rolls: 3
Damage: N/A
Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 30, Chakra Control 30
Special: Maximum to +8 to certain checks. Effect of jutsu depends upon usage. Consult Crew.

Magen: Jubaku Satsu (Demonic Illusion: Tree Bind Death)
Cp cost: 60
Dice Rolls: 4
Damage: 100 - 150 + int mod
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 33, Chakra Control 35
Special: Captured opponents are considered Helpless.

Learn: Mugen'onsa (need 40 Chakra Control)

Taijutsu-

Learn: Capoeira

Passive Abilities-

Kagakuzou Embi (Chemically Enhanced Charisma)
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The user has been injected with a cocktail of unstable chemicals based on a formula developed by a scientist from a rogue organization from Amegakure that significantly increased her charisma and supercharged her pheromones.
Rank: Limit, passive
Requirements: Unstable Chemical Extract and Experimental Catalyst
Special: Permanently grants the subject a 1.2 multiplier to Charisma. This effect stacks with other multipliers and/or effects to the stat.
Note: Reward from the Theoretical Research Library mission.

Summoning Contract-

~Stats~

LV. 20
Experience: 978/1050
Hp: 400
Cp: 380
MHp: 340

Strength: 14 Mod: 2
Dexterity: 20 Mod: 5
Constitution: 30 +2 Mod: 11
Intelligence: 40 Mod: 15
Wisdom: 24 Mod: 7
Charisma: 30 *1.2 = 36 Mod: 13
Chakra: 29 Mod: 9
Dodge Bonus: 32

Base Attack Bonus: 20
Attack Melee: 22/17/12/7
Attack Ranged: 25/20/15/10

Base Save Bonus: 10
Fort: 21
Rex: 15
Will: 17

~Skills~


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

Acrobatics (Dex): 9
Alchemy (Int): 5+1
Awareness (Wis): 10 +1
Athletics (Str): 0
Chakra Control (Int): 35
Concentration (Con): 0
Craft (Int): 0 +1
Diplomacy (Cha): 40
Escape Artist (Dex): 0
Handle Animal (Cha): 0
Innuendo (Cha): 0
Intimidate (Cha): 0
Perform (Cha): 0
Read Lips (Wis): 0 +1
Seduction (Cha): 5
Sense Motive (Wis): 15
Sleight of Hand (Dex): 0
Stealth (Dex): 10 +2
Survival (Wis): 0
Treat Injury (Int): 0


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

Ninja Weapons: 0
Taijutsu: 16
Ninjutsu: 25
Medical Ninjutsu: 0
Genjutsu: 40
Fuuin Jutsu: 0
Sneak Attack: 0
Puppet Play: 0

~Possessions~


Money:

Ryo:

Equipment:

Senbon x20
Kunai x10
Shuriken x15

Valuables
PostPosted: Tue Jul 24, 2012 3:21 am


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~Character Data~


Name: Karina
Village: Kirigakure
Clan/Bloodline: N/A
Element Affinity: Water & Fire
Age: 25
Gender: Female
Rank: Hunter-nin Leader

~Appearance~


Headband: Worn as a hairband to keep the hair out of her eyes. The cloth goes behind her ears and ties at the nape of her neck.
Height: 5'9"
Weight: 160lbs
Hair: Karina has a high ponytail to keep her black and very straight hair in check. The hair is kept in place not just with a band, but also with a few senbon.
Eyes: Grey
Physical Description: Karina is tall and has a muscular build. A variety of tattoos decorate her body, saying all sorts of weird things like "vampire", "manservant", "feast", etc. She has multiple piercings as well. There's a rumour that her eyeliner and eyebrows are tattooed on as well. Maybe even her eyeshadow and lipstick. It certainly doesn't change in colour day by day.
Clothing: Karina likes leather clothing a lot. Hey, she's got the body for it. And it's comfortable, apparently. She also wears pauldrons (armour) on both shoulders. A katana hangs on her left side and a wakizashi on her right.
Background: Rumours about everything from her parentage to her favourite food have dogged Karina since she started at the shinobi academy. And who could blame people for talking? She was after all a tiny, foreign-looking little girl (4'5" tall) with dark hair and dark eyes and a penchant for dark clothing and makeup. In a world full of (possibly impractically, just maybe) bright clothing and warm smiles she was an oddity. Karina never really seeked close relationships, instead deigning to train hard every day with her chosen dual swords, although she managed to attract several acquaintances nonetheless. During her teenage years she shot up, surprising everybody who had been gossiping about her, and with her newfound strength to complement her hard-earned skills she quickly rose to the top of the Hunter-nin division.
Personality: Karina keeps fiercely to herself. She comes off as imperious, distant and calculating. She is certainly unafraid of expressing her disapproval and holds a deep disdain for people who use their charms to get their way. She doesn't do horrible things for fun, but has no deep appreciation for the high moral ground. On the inside she is still confident and married to her work, but she is also incredibly lazy when it comes to anything not related to her dual swords.
Other: She really likes blood. She can sniff you out from the scent of your blood from miles away. She drinks the blood of the missing-nin she disposes of. She carves a tally of all the missing-nin she has caught on her right thigh. All her teeth are sharp, but people only see them when it's too late because she never smiles, talks, or opens her mouth. She doesn't have toenails but deadly sharp claws instead. She can fly. Just kidding!! RIGHT??!! (Somewhat more mundanely, Karina is left-handed.)
ANBU Mask: A bloodsucking lamprey. There must be a troll operating high up in Kirigakure. It does look pretty terrifying though.

Missions:

S: 50
A: 473
B: 225
C: 173
D: 167

Jutsu:

Ninjutsu-

Bunshin no Jutsu (Clone Technique)
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.

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

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

Kawarimi no Jutsu (Replacement Technique)
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu

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

Genjutsu Kai (Genjutsu Release)
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Chakra Control 8, Genjutsu 4
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.

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

Fukumikuchi Hari (Hidden Mouth Needles)
Cp cost: 2 per needle
Dice Rolls: 4 Rolls
Damage: Total Needle "Senbon" damage + chk mod instead of dex mod
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Special: You can only spit out an amount of needles equivalent to your ranks in Chakra Control. Eg. you have 12 in Chakra Control, you can only spit out 12 needles and your technique damage is 24 - 48 + chk mod. Of course, you must have enough needles in your possession.

Kanashibari no Jutsu (Temporary Paralysis Technique)
Cp cost: 40
Dice Rolls: 3 Rolls
Damage: N/A
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Will Save DC: 12 + chk mod + 2 per 10 ranks in Intimidation
Requirements: Chakra 25, Chakra Control 20, Ninjutsu 16
Training: 3 stages
Stage I: Intimidate DC 20 Make yourself as assertive and frightening as possible.
Stage II: Ninjutsu DC 28 Use chakra to enhance the effect, eg. by creating a chakra aura around you.
Stage III: Chakra DC 20 {d20 + chk mod} Combine the previously learned elements.
Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact.

Mikazuki no Mai (Dance of the Crescent Moon)
Cp cost: 25 Cp + Cp for creating bunshin
Dice Rolls: 5 Rolls
Damage: Seven times katana damage. Must make attack roll.
Reflex DC: N/A

Katon: Bakukadan (Fire Release: Exploding Flame Shot)
By creating a spark of fire release chakra from their hands, this jutsu allows the user to throw multiple balls of orange flame from their hands, which are able to cause fiery explosions on impact. The shots can also light the opponent on fire.
Cp Cost: 25
Dice Rolls: 3
Damage: (15 - 20) + dex mod + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Special: User can create 2 fireballs + 1 per 10 levels in chakra control.

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

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

Suiton: Kokū no Jutsu (Water Release: Black Rain Technique)
Cp cost: 50
Dice Rolls: 4
Damage: See Special.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Special: Damage x2 for next fire attack.

Kirigakure Jutsu-

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

Suiton: Mizu Bunshin no Jutsu (Water Release: Water Doppelganger Technique)
Rank: C
Dice Rolls: 3
Cp cost: 15 per clone
Damage: Physical damage caused by clones is cut by half.
Reflex DC: n/a
Special:
*Mizu Bunshin can only perform water jutsus and taijutsu.
*Reflex and Dodge Bonus increased by half compared to user's base stats.
*Clones have to stay within same thread as user and within eye or ear shot of them as well
*HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.

Medical Ninjutsu-

Genjutsu-

Taijutsu-

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

Summoning Contract-

~Stats~

LV. 30
Experience: 0/1550
Hp: 570
Cp: 510
MHp: 840

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

Strength: 44 Mod: 17
Dexterity: 40 Mod: 15
Constitution: 28 Mod: 9
Intelligence: 26 Mod: 8
Wisdom: 46 Mod: 18
Charisma: 22 Mod: 6
Chakra: 26 Mod: 8
Dodge Bonus: 63

Base Attack Bonus: 30
Attack Melee: 47
Attack Ranged: 45

Base Save Bonus: 15
Fort: 25
Rex: 30
Will: 33

~Skills~


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

Acrobatics (Dex): 0
Alchemy (Int): 0
Awareness (Wis): 38
Athletics (Str): 0
Chakra Control (Int): 32
Concentration (Con): 18
Craft (Int): 0
Diplomacy (Cha): 0
Escape Artist (Dex): 0
Handle Animal (Cha): 0
Innuendo (Cha): 0
Intimidate (Cha): 0
Perform (Cha): 0
Read Lips (Wis): 0
Seduction (Cha): 0
Sense Motive (Wis): 30
Sleight of Hand (Dex): 0
Stealth (Dex): 40
Survival (Wis): 0
Treat Injury (Int): 0


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

Ninja Weapons (Katana): 50
Ninja Weapons (Wakizashi): 32
Ninja Weapons (Senbon): 20
Taijutsu: 0
Ninjutsu: 30
Medical Ninjutsu: 0
Genjutsu: 0
Fuuin Jutsu: 0
Sneak Attack: 20
Puppet Play: 0

~Possessions~


Money:

Ryo:

Equipment:

Senbon x25 (5 in her hair, 20 in her pouch)
The senbon was first used by doctors in acupuncture, it was then adopted by ninja and Hunter-nins to hit points on the body to cause death, deaden limbs or cause their target to fall unconscious.
Damage: 2 - 4 + dex. mod.
Range: 30 ft.
Special: +2 - 6 damage if used in Sneak Attack. Causes a Critical Wound upon a critical hit.

Katana x1
The katana is the most artistic and well-crafted sword in the world. The curve of the katana's blade allows the user to draw the sword at a faster speed than any other sword created by man. The sword itself is both hard and light and can cut through almost anything with ease.
Damage: 4 - 12 + 1.5x str. mod.
Range: Melee.
Special: Always a master work item, so +2 to attack roll and damage per roll. Causes a Bleeding Wound upon a critical hit. +4 to blocking checks.
Dual Wield: Yes, -10 to attack roll. Calculate damage with 1x str mod.

Wakizashi x1
The katana's sister and one of the most famous weapons of the ninjas. The sword is smaller than the katana and is normally used as a piercing weapon. It is around 60cm long.
Damage: 2 - 6 + str. mod.
Range: Melee.
Special: Causes a Bleeding Wound upon a critical hit.
Dual Wield: Yes, -7 to attack roll.

Kunai x10
Shuriken x10
Exploding tag x15
Flashbang x3
Metal wire

Valuables
Her pauldrons were given to her by her swordsmanship master.

kouri-chan_xx
Vice Captain

Noob


Talwin Sane Hawkins

Vicious Entrepreneur

8,450 Points
  • Marathon 300
  • Partygoer 500
  • Citizen 200
PostPosted: Mon Jul 30, 2012 6:51 am


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User-name: Reaper Talwin
Posting: -----
Time zone: EST

~Character Data~


Name: Talwin Hawkins
Village: Kirigakure
Clan/Bloodline: Knight Clan
Element Affinity: Earth
Age: 12
Gender: Male
Rank: Academy student

~Appearance~


Headband: Forehead (Once obtained)
Height: 5,9
Weight: 180
Hair: Short, Jet black with streaks of red
Eyes: Light Green
Physical Description: Athletic, Muscular. With a few scars most in the chest, back, thigh area.
Clothing: He prefers to wear loose and light/medium armor for mobility and comfort.
Background: Talwin was born far from the ninja villages in western lands. He was born within a noble family and brought into knighthood and religion from birth. It was not until he learned of ninjas did his curiosity reached a peak where what they called magic was known as jutsus and hand seals were used to create magnificent feats of magic. Within a year Talwin took his first steps towards becoming a Templar. Shortly after he migrated into the ninja lands starting his journey to Takigakure and finally migrating into Kirigakure. After about another year of learning culture and the rich history of the Kiri people. Talwin decided to take part in the Ninja Academy and learn the ways of becoming a ninja. Talwin believed he would be able to achieve a far greater power if he was able to master the power of this so called 'jutsu'.

Personality: Talwin is an honest, straight forward and respectable young men. Though brought into a close minded world he is surprisingly open minded and willing to try new things. Talwin has a mutual respect for all living things and refuses to kill unless he strongly feels it is necessary. Loyal, dependable and courageous all brought together to mold him into the knight he has become today. His honor is his life and if you really wish to tick him off just poke at it.

Other:
Wears a necklace with the symbol of the north star.
Quite experienced in the field of blacksmithing
He often refers to jutsu as ‘magic’

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Bunshin no Jutsu (Clone Technique)

This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 40/100
Hp:10
Cp:7
MHp:7


[Base]+[Distibution]+[Training]
Strength:6 +9+0 = 15 x 1.2= 18 Mod: 4
Dexterity:6 +3+0 = 9 x 1.2 =10.8 Mod: 0
Constitution: 6+4+ = 10 Mod: 0
Intelligence: 6 +0+1 =7 Mod: -1
Wisdom:6+0+0= 6 x .8 =4.8 Mod: -3
Charisma: 6+2+1 = 9 Mod: -1
Chakra: 6 +2+0 = 8 x .8 =4.8 Mod: -3
Dodge Bonus:

Base Attack Bonus:1
Attack Melee: 5
Attack Ranged:1

Base Save Bonus: 0
Fort:0
Rex: 0
Will:-3

~Skills~


Ninja Skills [Mundane] ((Modified By)):
[Distribution]+[Train]
Acrobatics (Dex): 0+0=0
Alchemy (Int): 0+0=0
Awareness (Wis): 0+0=0
Athletics (Str):5 +0=5
Chakra Control (Int): 0+0=0
Concentration (Con):5 +0 =5
Craft (Int): 0+0=0
Diplomacy (Cha):5 +0=5
Escape Artist (Dex):0 +0=0
Handle Animal (Cha): 0+0=0
Innuendo (Cha): 0+0=0
Intimidate (Cha):5+0 =5
Perform (Cha): 0+0=0
Read Lips (Wis): 0+0=0
Seduction (Cha): 0+0=0
Sense Motive (Wis):0 +0=0
Sleight of Hand (Dex): 0+0=0
Stealth (Dex):0 +0=0
Survival (Wis):0 +0=0
Treat Injury (Int):0+0=0


Ninja Skills [Passive] ((No Modifiers)):
Knight Weapons:
Ninja Weapons:
Taijutsu:
Ninjutsu:
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:



Equipment:

Name: Scale Mail
Type: Medium Armor
Description: This armor consists of a coat and leggings of leather covered with overlapping pieces of metal, much like the scales of a fish.
Damage: Armor bonus + 4
Requirements: Str: 10
Special: Armor Check Penalty -4, Max Dex Bonus +10
Owner: YourLittleNarrator

Name: Light Shield
Type: Light Shield
Description: You strap a shield to your forearm and grip it with your hand. A light shield’s weight lets you carry other items in that hand, although you cannot use weapon medium or large weapons with it.
Damage: Shield Bonus +1
Requirements: Str: 15
Special: Armor Check Penalty -1, Attacks made with the shielded hand receive a -5 penalty
Owner: YourLittleNarrator

Name: Longsword
Type: Sword
Description: This classic, straight blade is the weapon of knighthood and valor.
Damage: 2-8 +Str mod
Dual Wield: Yes, -7 for duel wielding.
Owner: YourLittleNarrator


Valuables
PostPosted: Tue Aug 07, 2012 8:51 am


User Image
User-name: System of a Pwn
Posting: Whenever I have a chance, usually earlier in the day.
Time zone: Eastern.

~Character Data~


Name: Kaito Arata.
Village: Village Hidden in the Mist.
Clan/Bloodline: Kugutsu.
Element Affinity: Water/Earth.
Age: Thirteen.
Gender: Male.
Rank: Academy.

~Appearance~


Headband: Forehead, or neck. Black.
Height: 5'10.
Weight: 175 Lbs.
Hair: Black, slightly long. See picture for better description.
Eyes: Blue.
Physical Description: Though being apart of the Kugutsu clan, his body looks completely normal. Skin looks and feels the same, but his insides are completely made from puppet pieces.
Clothing: See picture for regular attire.
Background: The boy's life had been fairly normal to this point. He's been working hard, trying to graduate from the academy, and reach the Genin rank. At a young age, the boy realized he had an affinity for puppetry. Something about the technique he had just fallen in love with. It was to the point where the child was slowly learning how to use the skill himself. Using small strings of chakra to control small dolls and other small things of that sort. His parents began to catch on to this sudden kick of the puppetry skill. They knew what was happening, and they knew it was time to explain to their child the truth. The boy was adopted, and was born amongst a bloodline of puppet users. The scary part, was the fact that the people in this clan weren't just puppet users, they were puppets themselves.
Personality: Kaito is a nice kid, who loves to have fun. He's not scared of an adventure, and when a plan comes together don't expect him to be the one to back out. Not a whole lot bothers him either, minus things like smelly annoying old people, and spiders.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

Experience:
Hp: 10
Cp: 10
MHp: 10


Strength: 6 + 0 = 6 Mod: -2
Dexterity: 6 + 4 = 10 Mod: +0
Constitution: 6 + 4 = 10 Mod: +0
Intelligence: 6 + 4 = 10 Mod: +0
Wisdom: 6 + 4 = 10 Mod: +0
Charisma: 6 + 0 = 6 Mod: -2
Chakra: 6 + 4 = 10 Mod: +0
Dodge Bonus:

Base Attack Bonus: +1
Attack Melee: -1
Attack Ranged: +1
Attack Puppet: +0

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

~Skills~


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

Acrobatics (Dex):
Alchemy (Int):
Awareness (Wis):
Athletics (Str):
Chakra Control (Int): 6
Concentration (Con):
Craft (Int):
Diplomacy (Cha):
Escape Artist (Dex): 6
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha):
Perform (Cha):
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis):
Sleight of Hand (Dex):
Stealth (Dex): 8
Survival (Wis):
Treat Injury (Int):


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

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

~Possessions~


Money:

Ryo:

Equipment:


Valuables


Fat Stax Pet Cats


Aged Millionaire


ProtoXtreme
Vice Captain

Obsessive Gaian

9,900 Points
  • Friendly 100
  • Generous 100
  • Tycoon 200
PostPosted: Sun Aug 19, 2012 7:08 pm


User Image


t s u k i m i y a
I N O R I

Level 3 Exp: 100/200
Academy Student of Kirigakure no Sato


Hp 30/30 MHp 30/30 Cp 30/30
Dodge Bonus 4


( hear ) мε
xxxxxxxxcause the world's gonna киσω this N |
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx A M E
of mine

xxxxxxU N C E R T A I N
xxxxxxxxxxxxstill so uncertain about myself

l i n e a g e
xxxxxxxxxxxxYamanaka Clan

a f f i n i t y
xxxxxxxxxxxxWind

a g e
xxxxxxxxxxxx16

g e n d e r
xxxxxxxxxxxxMale

a p p e a r a n c e
xxxxxxxxxxxx Hair
xxxxxxxxxxxxxxxxxxLike his Yamanaka grandmother, Inori inherited her pale blonde hair. Inori wears his hair short
xxxxxxxxxxxxxxxxxxso that it doesn't get in the way. Most of the time it looks like a complete mess and that he just
xxxxxxxxxxxxxxxxxxcrawled out of bed. When told that he should brush it, which he assures he does, he says that
xxxxxxxxxxxxxxxxxxhe couldn't do anything more because it just grows that way.
xxxxxxxxxxxx Eyes
xxxxxxxxxxxxxxxxxxInori inherited his father's dark green eyes. In certain angles of light, they almost look a bit
xxxxxxxxxxxxxxxxxxbrown and so some people consider his eyes hazel since they sometimes shift color.
xxxxxxxxxxxx Height
xxxxxxxxxxxxxxxxxx5'5'' - tragically called a "midget" for his age
xxxxxxxxxxxx Weight
xxxxxxxxxxxxxxxxxx~118 lbs
xxxxxxxxxxxx Physical
xxxxxxxxxxxxxxxxxxQuite lean and lanky. Clearly being the blueblood from the wealthy family he is, Inori is not
xxxxxxxxxxxxxxxxxxused to doing hard work that requires a lot of physical strength.
xxxxxxxxxxxx Style
xxxxxxxxxxxxxxxxxxHe prefers wearing semi formal clothing and is currently having problems adjusting to the
xxxxxxxxxxxxxxxxxxmore casual shinobi wear.

h e a d b a n d
xxxxxxxxxxxxN/A

xxxxxxJ O U R N E Y
xxxxxxxxxxxxthis long journey unfolding

i n v e n t o r y
xxxxxxxxxxxx x3 Kunai
xxxxxxxxxxxx x6 Shuriken

f u n d s
xxxxxxxxxxxx x0 ryo
xxxxxxxxxxxx x7,000 yen

s e n t i m e n t a l
xxxxxxxxxxxx Heart-shaped Locket
xxxxxxxxxxxxxxxxxxOpens up with a picture of a six-year-old Inori posing with his parents.

xxxxxxY E S T E R D A Y
xxxxxxxxxxxxyesterday is fading away quickly

b a c k g r o u n d

He had a happy, normal childhood complete with loving parents and a house that was never in any ways short of money. After all, his father was a merchant by trade and his mother stayed at home to raise their only child. However, Inori's boundless energy and snarky comments drove many a tutor mad. He would purposely research a topic to exhaustion when a tutor would say that is the next lesson, and then in the lesson itself, make them feel as if they were the pupils. After legions of teachers marched to his mother and handed in their resignation sheets, his mother consoled herself with the task of teaching her unruly son herself. She would have more luck in the process - the boy did respect his mother - and in time she was able to at least make an eligible young gentleman out of her son. Unfortunately, he never did quite lose his rather wry sense of humor.

But one day, the life he knew was completely turned upside down. Now many Kirigakurian citizens - shinobi and civilian - know of the embezzlement issues that have laid the village and national economy under siege. When the tides of political power shifts, it was only inevitable that there would also be the ones to cast their lot in with the wrong side. For his father, that had been agreeing to serve as a trader for the Water Go-ryu Master, Mistress's, regime. After Mistress fell from power, Inori's father was one of the many arrested by the government under accusations of cheating the nation out of money and brought to trail. A heavy fine was placed upon the family, one that drove their once considerable financial assets to bankruptcy. Yet still, it was not enough to pay the whole fine.

When the government came to seize and sell everything, and to place his parents in prison to account for the remainder, Inori tried to stop them from taking his mother. While originally the Kirigakurian government thought of holding the entire family responsible and to take the boy along, once they discovered Inori had an affinity for harnessing chakra, they changed their mind. They made him an offer, a highly tempting one. If he would attend and pass the shinobi Academy, and become a soldier of Kiri, they were willing to relieve his parents of the rest of their debt. Furthermore, as a gesture of good will, the Council was even willing to put his parents on probation in terms of their punishment.

Of course Inori took up the offer. It wasn't one he was in a position to refuse.


p e r s o n a
Clever
xxxxxxxxHe may not seem very cut out to be a shinobi at first, but if one talks to Inori long enough, they would find him to be quite a deeply-thinking conversationalist. Without a doubt, Inori knows what people want to hear, only it depends on whether or not he wants to say what they want to hear. Thus he is in general a very annoying person although he has the potential to become a brilliant strategist.
Generous
xxxxxxxxAs his mother was not from a financially strong family, she had always taught her only child that the small blessings in life he has he should always take care to share with others. She had taught him well that it was no personal loss to be generous, because generous people are shown generosity in turn. Sounds pretty good to him.
Persistent
xxxxxxxxBeing persistent doesn't exactly mean he's hard-working by nature. He'll rather quit something difficult along the way if it doesn't interest him enough. The only way to make him care is to in some manner trigger his interest. He won't give up until a task is brought to completion then.

xxxxxxT O M O R R O W
xxxxxxxxxxxxyet tomorrow keeps on going

m i s s i o n s
xxxxxxxxxxxx S-rank
xxxxxxxxxxxxxxxxxx0
xxxxxxxxxxxx A-rank
xxxxxxxxxxxxxxxxxx0
xxxxxxxxxxxx B-rank
xxxxxxxxxxxxxxxxxx0
xxxxxxxxxxxx C-rank
xxxxxxxxxxxxxxxxxx0
xxxxxxxxxxxx D-rank
xxxxxxxxxxxxxxxxxx0
xxxxxxxxxxxx E-rank
xxxxxxxxxxxxxxxxxx0

xxxxxxC H A N G I N G
xxxxxxxxxxxxstill growing older daily

D I S T R I B U T E D & L A B O R E D


Strength 6 + 4 + 1
xxxxxxxxMod: 0
xxxxxxxxxxxxAthletics
xxxxxx0+0

Dexterity 6 + 4 + 2
xxxxxxxxMod: +1
xxxxxxxxxxxxAcrobatics
xxxxxx0+0
xxxxxxxxxxxxEscape Artist
xxxxxx0+0
xxxxxxxxxxxxSleight of Hand
xxxxxx0+0
xxxxxxxxxxxxStealth
xxxxxx0+0

Constitution 6 + 2 + 2
xxxxxxxxMod: 0
xxxxxxxxxxxxConcentration
xxxxxx3+0

Intelligence 6 + 4 + 2
xxxxxxxxMod: +1
xxxxxxxxxxxxAlchemy
xxxxxx0+0
xxxxxxxxxxxxChakra Control
xxxxxx8+2
xxxxxxxxxxxxCraft (Disguise)
xxxxxx2+0
xxxxxxxxxxxxCraft (Kimono)
xxxxxx2+0
xxxxxxxxxxxxTreat Injury
xxxxxx4+0

Wisdom 6 + 4 + 0
xxxxxxxxMod: 0
xxxxxxxxxxxxAwareness
xxxxxx0+0
xxxxxxxxxxxxRead Lips
xxxxxx0+0
xxxxxxxxxxxxSense Motive
xxxxxx4+0
xxxxxxxxxxxxSurvival
xxxxxx2+0

Charisma 6 + 4 + 0
xxxxxxxxMod: 0
xxxxxxxxxxxxDiplomacy
xxxxxx4+0
xxxxxxxxxxxxHandle Animal
xxxxxx0+0
xxxxxxxxxxxxInnuendo
xxxxxx0+0
xxxxxxxxxxxxIntimidate
xxxxxx0+0
xxxxxxxxxxxxPerform (Flute)
xxxxxx1+0
xxxxxxxxxxxxSeduction
xxxxxx0+0

Chakra 6 + 4 + 0
xxxxxxxxMod: 0

Shinobi Skills
xxxxxxxxxxxxRanged Weapon (Kunai)
xxxxxx0+0
xxxxxxxxxxxxMelee Weapon (Twinsword)
xxxxxx0+4

xxxxxxxxxxxxTaijutsu
xxxxxx0+1
xxxxxxxxxxxxNinjutsu
xxxxxx10+0
xxxxxxxxxxxxEseijutsu
xxxxxx0+0
xxxxxxxxxxxxGenjutsu
xxxxxx0+0
xxxxxxxxxxxxFuuinjutsu
xxxxxx0+0
xxxxxxxxxxxxSneak Attack
xxxxxx0+0
xxxxxxxxxxxxPuppet Play
xxxxxx0+0

Base Attack 3
xxxxxxxxxxxxAttack Melee 3
xxxxxxxxxxxxAttack Ranged 4

Base Save 1
xxxxxxxxxxxxFort 1
xxxxxxxxxxxxRex 2
xxxxxxxxxxxxWill 1

Base Taijutsu
xxxxxxxxxxxx1 - 6

xxxxxxW A L K I N G
xxxxxxxxxxxxyet always pressing forward

Taijutsu
xxxxxxxxxxxxN/A

Kenjutsu
xxxxxxxxxxxxN/A

Ninjutsu
xxxxxxxxxxxx
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Academy.
Rank
E
Cp Cost
2 + 1 per post
Dice Rolls
1
Damage
N/A
Requirements
Learned in the Academy.
Special
+Intelligence mod. to Disguise (Craft) checks.


Genjutsu
xxxxxxxxxxxxN/A

Fuuinjutsu
xxxxxxxxxxxxN/A

Eseijutsu
xxxxxxxxxxxxN/A

Contracted
xxxxxxxxxxxxN/A

ProtoXtreme EST Timezone

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Only the weak are cruel.
Kindness is only expected from the strong.
PostPosted: Mon Aug 20, 2012 7:54 pm


User-name: Rin Kairiu
Posting: As often as I can with school
Time zone: Pacific

~Character Data~


Name: Myaku, Tebiki
Village: Kirigakure
Clan/Bloodline: Myaku
Element Affinity: Lightning
Age: 14
Gender: Female
Rank: Academy

~Appearance~


Headband: None yet
Height: 5’4
Weight: 120 lb
Hair: Waist-length, dark brown hair that is always up in a pony tail. Occasionally stray locks will escape the hairband and get in her way, flopping over her eyes or cheeks.
Eyes: Though they are somewhat clouded over, it is still possible to see that one of her eyes is a dark, stormy grey color, and the other is an equally dark forest green color.
Physical Description: Pale skinned, like the rest of her family, she is also decently toned, as her clan liked to keep in good physical condition. There are exceptions to this, but she is not one of them. Due to this excess in activity, she lacks in the boobage department, but still has a decent waist that proved she is, indeed, female.
Clothing: She tends to prefer the casual shinobi-style clothing, usually in blues or reds. Never pink, though… ew. She tends to keep things simple with pants, shirt, light jacket, and the obvious shoes and under-garments. She also tends to bandage her hands and arms up to her elbows.
Background: Born and raised in Kiri, she is of the first generation of Myaku to start in the land of mist rather than the land of cloud. Because of her family being strangers to the land, they are not as well financed or secured as clans that have been in the area for decades or more. So, she lived a relatively simple life, watching her elder clan mates get involved with the village and prove their loyalty. Doing this was quite difficult when the late Mistress came in and took over. She was quite young then, or so she sees herself as quite young. All she knew was that the Kage had gone missing and a new lady was the leader... and everything was strict and tense. Her family stayed on the down low, not wanting to draw attention to themselves with their abilities. Someone like the water master would make much unwanted useWof them, something they did not want to risk. On occasion, she asked them "Why? Why don't they just rise up and fight back?" They told her she wouldn't understand , being so young and all. When Mistress fell, is was a great day, though she still wasn't sure why. Politics weren't her thing. All she knew was that many were celebrating, so why not join them? Things went more smoothly as time passed on, and her family prepped her for the academy, but around the time of the Umi raid, she grew ill. During the times she was concious, she heard rumors of some family members fighting against some Umi clan, whoever they were... and later that they had a new Kage. Was about time. She was told that one day their clan would be considered a true asset to the village, but they had to make themselves as useful as possible. Fighting in the raid was a good start, and when her health improved, she started prepping for the academy again... that way she could help move her clan forward. They would be a valuable asset, indeed.
Personality: Strong in body and mind, she has excellent focus for tasks at hand. Thing is, she’s not too fond of responsibility, so while she is rather smart, she would rather do her research in secret… showing the public only the side of her that enjoys the destruction of training dummies. After all, what better way to avoid responsibility than to pretend you are too dumb to handle it? Aside from that, she can be rather quick-tempered, almost violent… but when it comes right down to it, she is stubbornly loyal to those she cares deeply about, so that violence can come in handy when facing against those that would harm her friends.
Other: Her goal is to become the best tracker in Kiri. Her version of a friendly greeting is to punch someone in the shoulder.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 46/100
Hp: 9
Cp: 9
MHp: 9

Base + Level Distribution + Training = Total

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

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

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

~Skills~


Ninja Skills [Mundane] ((Modified By)):
Modifier + Distributed + Trained = Total

Acrobatics (Dex): 0+0+0= 0
Alchemy (Int): 0+0+0= 0
Awareness (Wis): -1+4+1= 4
Athletics (Str): 0+2+0= 2
Chakra Control (Int): 0+4+0= 4
Concentration (Con): -1+1+0= 0
Craft (Int): 0+0+0= 0
Diplomacy (Cha): -1+0+0= -1
Escape Artist (Dex): 0+0+0= 0
Handle Animal (Cha): -1+0+0= -1
Innuendo (Cha): -1+0+0= -1
Intimidate (Cha): -1+0+0= -1
Perform (Cha): -1+0+0= -1
Read Lips (Wis): -1+0+0= -1
Seduction (Cha): -1+0+0= -1
Sense Motive (Wis): -1+4+0= 3
Sleight of Hand (Dex): 0+0+0= 0
Stealth (Dex): 0+0+0=0
Survival (Wis): -1+0+0= -1
Treat Injury (Int): 0+0+0=0


Ninja Skills [Passive] ((No Modifiers)):
Distributed + Trained = Total

Ninja Weapons: 0+0=
Taijutsu: 4+0= 4
Ninjutsu: 1+0= 1
Medical Ninjutsu: 0+0= 0
Genjutsu: 0+0= 0
Fuuin Jutsu: 0+0= 0
Sneak Attack: 0+0= 0
Puppet Play: 0+0= 0

~Possessions~


Money:

Ryo: 0

Equipment:


Valuables

Rin Kairiu

Astral Visitor

35,565 Points
  • Comrades in Arms 150
  • Hellraiser 500
  • Seasoned Warrior 250

Natsuhi Fukunaga

4,150 Points
  • Risky Lifestyle 100
  • Hygienic 200
  • Signature Look 250
PostPosted: Sun Sep 09, 2012 12:01 pm


User-name: Hademaru
Posting: 2 - 3 times a day.
Time zone: Ummm...eastern and pacific..o_o

Valuables

User Image

Name: Murakami Genma
Village: Kirigakure no Sato
Clan/Bloodline: ----------
Element Affinity: Fire and Earth
Age: 26
Gender: Male
Rank: Special Jounin / ANBU

~Appearance~


Headband: Forehead
Height: 6' 1"
Weight: 162 pounds
Hair: Brown
Eyes: Blue
Physical Description: Genma is slightly tanned from being out on patrol at the beach (secretly he's been on vacation). He is appropriately proportioned not being too slim or too thick as far as his body goes. He wears olive colored nail polish on all of his fingers.
Clothing: Anbu Attire (mainly), When not in Anbu Attire he is in a regular Kirigakure Hunter Nin outfit plus/minus the mask.
Background: Genma was born off the coast of Kirigakure in a little beach house where his parents lived before their move to the main village. For a few years he lived right next to the waves and water that surround the village learning about the beach, the outside world, and how to survive. Being on the shore left the home prone to attacks by enemy ninja of Kiri so his father decided to move them into the village. While there he became interested in what the other kids where doing every morning and eventually once he found out there was no stopping him.

He got his parents to sign him up for the academy although there were a bit weary on doing so seeing as how they moved to protect themselves and their child not send him to the front lines. He had a hard time starting out having to play catch up but eventually he got it and once he did he started to get better and better.

As the years passed he grew from a simple Genin into a Great Tobuketsu Jounin specializing in Sensory techniques along with Taijutsu. He learned well from his instructor over the years about the way of the shinobi. Eventually he was placed into Anbu and from there he has been out on missions across the ninja world tracking people down, and finding information. When not working (very often) he is at the beach eating a Popsicle, tanning, or swimming.
Personality: Genma is a bit laxed. He tries to find the simplicity in life and to him if the means killing you to make sure you won't bother him again then so be it. He loves the sun and hates the cold. He will often joke about things that others may find serious which at times can really piss off his Anbu comrads when they are out on missions.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.

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

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

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

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

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Learn in the academy. Chakra Control 2.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

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


Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique)
Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth.
Cp cost: 45
Dice Rolls: 3
Damage: 35 - 50 + chk mod
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 18, Ninjutsu 15


Katon: Hosenka no Jutsu (Fire Release: Phoenix Immortal Fire Technique)
Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack.
Cp cost: 30 + 12 per ball
Dice Rolls: 3
Damage: 12 – 30 + chk mod per ball that lands.
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu. Roll a Reflex check for each fireball.
Requirements: Fire Affinity, Chakra Control 25, Ninjutsu 22
Special: Maximum amount of fireballs created is 3 + 1 per 10 ranks in Chakra Control


Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)
After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall.
Cp cost: 45
Dice Rolls: 3
Damage: ----
Reflex DC: N/A
Requirements: Earth Affinity, Chakra Control 20, Ninjutsu 18
Special: Grants +10 reflex bonus and halves area effect ninjutsu damage for [user's chk mod / 2] turns, unless the area is bigger than the wall can cover. Of course the user must be behind the wall to enjoy the benefits.


Medical Ninjutsu-

Genjutsu-
Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else.
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Chakra Control 8, Genjutsu 4
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.

Taijutsu-
Opening (Initial)
Releases the brain's limit on the total strain on the muscles.
Hp Cost: 50 + 10 damage per round.
Dice Rolls: 2
Requirements: Taijutsu 20, Chakra Control 20
Special: +10 Str / Dex

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

Summoning Contract-

~Stats~

LV. 20
Experience:
Hp: 360
Cp: 360
MHp: 340

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

Strength: 11 ll 25 ll o
Mod: 13
Dexterity: 11 ll 15 ll o
Mod: o8
Constitution: 11 ll 15 ll o
Mod: o8
Intelligence: 11 ll 13 ll o
Mod: o7
Wisdom: 11 ll 13 ll o
Mod: o7
Charisma: 11 ll 11 ll o
Mod: o6
Chakra: 11 ll 16 ll o
Mod: o8
Dodge Bonus: 20 + o7 + o8 = 35

Base Attack Bonus: 20
Attack Melee: 20 + 13 = 33 ll 20 - 33
Attack Ranged: 20 + o8 = 28 ll 20 - 28

Base Save Bonus: 10
Fort: 10 + o8 = 18
Rex: 10 + o8 = 18
Will: 10 + o7 = 17

~Skills~


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

Acrobatics (Dex): o8 + o7 = 15
Escape Artist (Dex): o8 + 17 = 25
Sleight of Hand (Dex): o8 + o5 = 13
Stealth (Dex): o8 + 12 = 20

Read Lips (Wis): o7 + o8 = 15
Awareness (Wis): o7 + 18 = 25
Sense Motive (Wis) surprised 7 + 18 = 25
Survival (Wis): o7

Athletics (Str): 13

Alchemy (Int): o7
Chakra Control (Int): o7 + 18 = 25
Craft (Int): o7
Treat Injury (Int): o7

Diplomacy (Cha): o6
Handle Animal (Cha): o6
Innuendo (Cha): o6
Intimidate (Cha): o6
Perform (Cha): o6
Seduction (Cha): o6

Concentration (Con): o8 + 12 = 20


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

Ninja Weapons:
Taijutsu: 35
Ninjutsu: 30
Medical Ninjutsu:
Genjutsu: 15
Fuuin Jutsu:
Sneak Attack:15
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:


Valuables
PostPosted: Sat Sep 15, 2012 3:58 pm


User ImageTAB
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TAB TAB TAB TAB TAB TAB TABSerene Imperturbable Watchful

Another long mission...? You are lying to me, aren't you, Ko-aniue?
- Fubuki Hatsuyuki (to her brother)


Level 30 | Experience 0/1550

TAB TAB▬▬▬▬▬
TABHp MHp Cp
630/630 | 570/570 | 1050/1050
TAB TAB▬▬▬▬▬

Tokubetsu Jounin/ANBU/Hunter's Division Kirigakure no Sato, Mizu no Kuni


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n a m e

Zero (ANBU Mask: white snow fox with blue flame-like markings around the right side of the face)
h a i l i n g

Main Family Janus Sect, Fubuki Ichizoku (Hyouton)
a f f i n i t y

Wind/Ice
g e n d e r

Male
b i r t h d a y

Spring 01
a g e

18
h a i r

Snow-white
e y e s

Pale Lavender
h e i g h t

6'2''
w e i g h t

132 lbs

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Strength 12+8+0
xxxxxxxxMod: +5 +4
xxxxxxxxxxxxAthletics
xxxxxx0+0

Dexterity 12+20+0
xxxxxxxxMod: +11 +12
xxxxxxxxxxxxAcrobatics
xxxxxx0+0
xxxxxxxxxxxxEscape Artist
xxxxxx10+0
xxxxxxxxxxxxSleight of Hand
xxxxxx0+0
xxxxxxxxxxxxStealth
xxxxxx0+0

Constitution 12+20+0
xxxxxxxxMod: +11
xxxxxxxxxxxxConcentration
xxxxxx0+0

Intelligence 12+20+0
xxxxxxxxMod: +11
xxxxxxxxxxxxAlchemy
xxxxxx0+0
xxxxxxxxxxxxChakra Control
xxxxxx40+0
xxxxxxxxxxxxCraft (Disguise)
xxxxxx0+0
xxxxxxxxxxxxTreat Injury
xxxxxx0+0

Wisdom 12+20+0
xxxxxxxxMod: +11 +9
xxxxxxxxxxxxAwareness
xxxxxx20+0
xxxxxxxxxxxxRead Lips
xxxxxx10+0
xxxxxxxxxxxxSense Motive
xxxxxx30+0
xxxxxxxxxxxxSurvival
xxxxxx20+0

Charisma 12+20+0
xxxxxxxxMod: +11
xxxxxxxxxxxxDiplomacy
xxxxxx30+0
xxxxxxxxxxxxHandle Animal
xxxxxx0+0
xxxxxxxxxxxxInnuendo
xxxxxx10+0
xxxxxxxxxxxxIntimidate
xxxxxx0+0
xxxxxxxxxxxxPerform (Guqin)
xxxxxx6+0
xxxxxxxxxxxxSeduction
xxxxxx0+0

Chakra 12+40+0
xxxxxxxxMod: +21 +25

Shinobi Skills
xxxxxxxxxxxxMelee Weapon (Ninjato)
xxxxxx10+0
xxxxxxxxxxxxSneak Attack
xxxxxx30+0
xxxxxxxxxxxxPuppet Play
xxxxxx0+0

xxxxxxxxxxxxTaijutsu
xxxxxx30+0
xxxxxxxxxxxxNinjutsu
xxxxxx50+0
xxxxxxxxxxxxEseijutsu
xxxxxx0+0
xxxxxxxxxxxxGenjutsu
xxxxxx14+0
xxxxxxxxxxxxFuuinjutsu
xxxxxx0+0

Base Attack 30/25/20/15/10/5
xxxxxxxxxxxxDodge Bonus 51
xxxxxxxxxxxxAttack Melee 34/29/24/19/14/9
xxxxxxxxxxxxAttack Ranged 42/37/32/27/22/17

Base Save 15
xxxxxxxxxxxxFort 26
xxxxxxxxxxxxRex 27
xxxxxxxxxxxxWill 24

Base Damage
xxxxxxxxxxxxGamibuyou no Fubuki 5 - 22
xxxxxxxxxxxxGamibuyou no Fubuki (7 Cp per strike) 26 - 43
xxxxxxxxxxxxNinjato 7 - 13

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Doujutsu

    Boushi no Hyouden (Eye of the Eternal Snow Field)
    he clansman’s eye colour fades to a icy silvery-blue and the iris itself takes on a glassy appearance. Ice chakra will emit from their bodies, turning a certain radius of their surroundings into a tundra world. Hyouden is a necessity, in order for the clansmember to see through the heavy weather caused by their own Hyouton techniques.
    Rank
    N/A
    Cp Cost
    3 Cp per round kept activated
    Special
    - Add 3 Fortitude for every 10 ranks in Survival (Only for Enduring Temperature changes)
    - Add 5 Awareness (Only for Sensing those inside the Absolute Tundra. Does not count towards other Fubuki.)


Ninjutsu

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


    Henge no Jutsu (Transformation Technique)
    The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Academy.
    Rank
    E
    Cp Cost
    2 +1 per post
    Dice Rolls
    1
    Damage
    N/A
    Requirements
    Learned in the Academy.
    Special
    +Intelligence mod. to Disguise (Craft) checks.


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


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


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


    Genjutsu: Kai (Genjutsu Release)
    The user attempts to break the chakra circulation flow in his body in order to see through a Genjutsu. You can also use this technique on someone else.
    Rank
    D
    Cp Cost
    10
    Dice Rolls
    2
    Damage
    N/A
    Requirements
    Chakra Control 8, Genjutsu 4
    Special
    Add your Chakra mod. + 2 per 10 Chakra Control to the Will Save. The effect of this technique is stackable, that is if many shinobi use it on one person, all of their bonuses are added.


    Shunshin no Jutsu (Body Flicker Technique)
    A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
    Rank
    D
    Cp Cost
    15 per feet
    Dice Rolls
    2
    Damage
    N/A
    Requirements
    Dexterity 20, Chakra Control 10, Ninjutsu 8
    Special
    When rolling initiation checks or racing, or anything that involves speed, add Chakra mod. to the dice roll. Does not nullify Stealth checks.


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


Ninjutsu (Fuuton)
    Atsui Nanpouboufuu (Warm Southern Gale)
    Due to the unpleasant nature of their Jutsu style, the Fubuki clan had to come up with a way to lower rebounding damage inflicted upon themselves and their comrades, since they technically don’t have control over who their tundra field damages. The Fubuki performing this technique modifies the flow of air patterns around themselves and their comrades with their wind chakra, so it almost seems like a warm southern gale is protecting the clansmember and his/her friends from the cold. This technique may also be used to treat frostbite. The clansmember will breathe onto the injured part of the body and a gentle, warm wind will slowly thaw the frozen blood/veins and gently coax back blood flow.
    Rank
    E
    Attack Turns
    1
    Cp Cost
    15 Cp + 5 per round active + (2 x each additional person protected)
    Requirements
    Fubuki Clan, Chakra Control 15, Ninjutsu 15
    Special
    - This Jutsu cuts rebounding Fubuki Hyouton techniques damage by half. Can be kept active indefinitely.
    - Can be used to cure frostbite.


    Shipuu Kiritsukeru (Hurricane Slash)
    Manipulates air/wind patterns into very fine blades. These wind blades literally wraps itself around the Fubuki’s arms, as it harmonizes with the wind chakra emitted from their hands. The clansmember then uses the wind as if they’re physical blades for slashing techniques. This Jutsu is more powerful when used in combination with any long bladed or chained weapon. In this case, the wind blades wrap around the weapon itself.
    Rank
    B
    Attack Turns
    1
    Cp Cost
    50 Cp per strike
    Damage
    60 + Chakra mod. + Strength mod.
    Requirements
    Fubuki Clan, Chakra Control 30, Ninjutsu 32
    Special
    Treated as normal Taijutsu techniques. If used in conjunction with weapons, add [Chakra Mod.] to weapon damage.


    Bouheki Nanpouboufuu (Protective Southern Gale)
    Manipulates air/wind patterns around the clansmember. Added with wind chakra, it creates a protective sphere. This Jutsu is a much more powerful version of Warm Southern Gale and is strong enough to negate all double-edged Fubuki techniques for a total of 5 minutes (50 rounds). If correctly used, this technique can negate most thrown weapon (small weapons like shuriken/kunai knives/senbon needles with extended version unless the opponent rolls a 20) damage. The extended version may cause medium-sized thrown weapons (unless the opponent rolls a 15 or above) to go off course.
    Rank
    A
    Attack Turns
    2
    Cp Cost
    60 Cp + 10 per round + (5 x each additional person protected)
    Cp Cost (extended version)
    60 Cp + 30 per round + (5 x each additional person protected)
    Requirements
    Fubuki Clan, Chakra control 38, Ninjutsu 43
    Special
    - This wind barrier has no effect on heavy weapons. An example would be a battle ax. Simply combining wind and chakra cannot possibly stop weapons that big and dense.
    - Amount of rounds = Chakra mod. + 10. Once the limit is reached, you cannot use the defense again till after resting 7 posts.


Ninjutsu (Hyouton)
    Reido Tougen (Absolute Tundra)
    The first and all future activations of the Fubuki kekkai genkai is accompanied by their doujutsu. Icy chakra emits from their bodies, freezing their nearby surroundings. The clansmember will be able to sense intruders in their tundra field due to body heat and recognizing a foreign type of chakra in their purely ice chakra-based field. However, if this technique is kept on for too long, rebounding damage will be inflicted on the clansmember as well. It is possible to keep this technique on indefinitely.
    Rank
    D
    Attack Turns
    3
    Cp Cost
    20 Cp + 2 per extended yard, 8 Cp per round
    Damage
    20 - 25 + Chakra mod.
    Awareness DC
    *User: 12 + [Stealth] + [Chakra mod.] + 1 per 5 in [Ninjutsu]
    *Others: 12 + [Stealth] + User's [Chakra mod.]
    Fort DC
    10 + 1 (every 4 rounds after initial 4) + Chakra Mod. + 1 (every 10 ranks in Ninjutsu) [Roll every 2 rounds]
    Requirements
    Fubuki Clan, Chakra Control 22, Ninjutsu 15
    Special
    - From the third round forth, the same amount of damage inflicted on the opponent is done to the Fubuki clansmember as well unless a protective Jutsu is active.
    - After being in the blizzard for four rounds, you must roll to avoid frostbite. Due to remaining in cold weather, the Fort DC increases every four rounds. Sidenote: The first four rounds do NOT count for the Fort DC.
    - First attack launched against an enemy who does not know your location is considered a Sneak Attack.


    Hyoutenka Youkai Rensa (Demonic Freezing Chain)
    The Fubuki performing this technique attempts to encase something or someone in ice using chakra chains. Chains wrap around the forearm and the Fubuki swings at whatever he/she wishes to freeze. The chain wraps around the target and the Fubuki forces the target to the ground as the ice chains harden about their body. Once the attack lands, the opponent must roll Fort saves in order to break free of the ice.
    Rank
    B
    Attack Turns
    1 for small thrown weapon, 3 for medium sized, 5 for large items, and 20 for a person.
    Cp Cost
    50 Cp + 10 per round active
    Damage
    20 + Chakra mod. + 4 inflicted for the first round active + 5 inflicted for the second round active + and so on
    Rex DC
    Small Thrown Objects: User rolls 1d6. 1-3 = Failure to freeze object. 4-6 = Successful attempt.
    Larger Objects: 15 + Chakra Mod + 1 per 10 ranks in Ninjutsu
    Person: 15 + Chakra Mod + 2 per 10 ranks in Ninjutsu
    Fort Save
    1d20 + Fort + Str mod. vs 15 (increases by one every two rounds) + half of attacker’s level + Chakra mod. + 2 per 10 Ninjutsu ranks
    Requirements
    Fubuki Clan, Level 10, Chakra control 30, Ninjutsu 31
    Special
    - Total number of rounds that can be kept frozen = [10 + Chakra Mod]


    Hyoton: Haryu Muuko (Ice Release: Tearing Dragon Fierce Tiger)
    The user creates a large tiger out of ice. Due to being so cold, it can freeze nearby water around it while attacking its target.
    Rank
    A
    Attack Turns
    5
    Cp Cost
    220
    Damage
    125 - 250 + Chakra mod.
    Rex DC
    18 + Chakra mod. + 2 per 10 ranks in Ninjutsu
    Requirements
    Chakra Control 48, Ninjutsu 45


Genjutsu

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


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Contracted
xxxxxxxxxxxxNone -- Yet

Pets
xxxxxxxxxxxxNone -- Yet

ProtoXtreme
Vice Captain

Obsessive Gaian

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

ProtoXtreme
Vice Captain

Obsessive Gaian

9,900 Points
  • Friendly 100
  • Generous 100
  • Tycoon 200
PostPosted: Wed Sep 19, 2012 1:17 pm


User ImageTAB
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TAB
TAB
TAB

TAB TAB TAB TAB TAB TAB TABImperturbable Diplomatic Insightful

Eh, the one from Nero's clan? Yeah, I met her. As pretty as Yuki-onna...
- Tsukimiya Inori (Kiri Academy Student)


Level 10 | Experience 0/550

TAB TAB▬▬▬▬▬
TABHp MHp Cp
140/140 | 190/190 | 160/160
TAB TAB▬▬▬▬▬

Chuunin Kirigakure no Sato, Mizu no Kuni


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n a m e

Fubuki Hatsuyuki (Tsuki-hime)
h a i l i n g

Main Family Janus Sect, Fubuki Ichizoku (currently acting as Head of Family-regent)
a f f i n i t y

Wind/Ice
g e n d e r

Female
b i r t h d a y

Summer 02
a g e

15
h a i r

Black
e y e s

Gray-blue
h e i g h t

5'5''
w e i g h t

117 lbs

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Strength 10+0+0
xxxxxxxxMod: +0 +0
xxxxxxxxxxxxAthletics
xxxxxx0+0

Dexterity 10+10+0
xxxxxxxxMod: +5 +5
xxxxxxxxxxxxAcrobatics
xxxxxx0+0
xxxxxxxxxxxxEscape Artist
xxxxxx0+0
xxxxxxxxxxxxSleight of Hand
xxxxxx0+0
xxxxxxxxxxxxStealth
xxxxxx0+0

Constitution 10+8+0
xxxxxxxxMod: +4
xxxxxxxxxxxxConcentration
xxxxxx0+0

Intelligence 10+10+0
xxxxxxxxMod: +5
xxxxxxxxxxxxAlchemy
xxxxxx0+0
xxxxxxxxxxxxChakra Control
xxxxxx20+0
xxxxxxxxxxxxCraft (Disguise)
xxxxxx0+0
xxxxxxxxxxxxTreat Injury
xxxxxx0+0

Wisdom 10+20+0
xxxxxxxxMod: +10 +9
xxxxxxxxxxxxAwareness
xxxxxx0+0
xxxxxxxxxxxxRead Lips
xxxxxx0+0
xxxxxxxxxxxxSense Motive
xxxxxx25+0
xxxxxxxxxxxxSurvival
xxxxxx0+0

Charisma 10+10+0
xxxxxxxxMod: +5
xxxxxxxxxxxxDiplomacy
xxxxxx30+0
xxxxxxxxxxxxHandle Animal
xxxxxx0+0
xxxxxxxxxxxxInnuendo
xxxxxx0+0
xxxxxxxxxxxxIntimidate
xxxxxx0+0
xxxxxxxxxxxxPerform (Dance)
xxxxxx5+0
xxxxxxxxxxxxSeduction
xxxxxx0+0

Chakra 10+10+0
xxxxxxxxMod: +5 +6

Shinobi Skills
xxxxxxxxxxxxMelee Weapon (Naginata)
xxxxxx5+0
xxxxxxxxxxxxSneak Attack
xxxxxx0+0
xxxxxxxxxxxxPuppet Play
xxxxxx0+0

xxxxxxxxxxxxTaijutsu
xxxxxx5+0
xxxxxxxxxxxxNinjutsu
xxxxxx15+0
xxxxxxxxxxxxEseijutsu
xxxxxx0+0
xxxxxxxxxxxxGenjutsu
xxxxxx5+0
xxxxxxxxxxxxFuuinjutsu
xxxxxx0+0

Base Attack 10/5
xxxxxxxxxxxxDodge Bonus 24
xxxxxxxxxxxxAttack Melee 10/5
xxxxxxxxxxxxAttack Ranged 15/10

Base Save 5
xxxxxxxxxxxxFort 9
xxxxxxxxxxxxRex 10
xxxxxxxxxxxxWill 14

Base Damage
xxxxxxxxxxxxGamibuyou no Fubuki 1 - 11
xxxxxxxxxxxxGamibuyou no Fubuki (7 Cp per strike) 7 - 17
xxxxxxxxxxxxNaginata 4 - 16

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Doujutsu

    Boushi no Hyouden (Eye of the Eternal Snow Field)
    he clansman’s eye colour fades to a icy silvery-blue and the iris itself takes on a glassy appearance. Ice chakra will emit from their bodies, turning a certain radius of their surroundings into a tundra world. Hyouden is a necessity, in order for the clansmember to see through the heavy weather caused by their own Hyouton techniques.
    Rank
    N/A
    Cp Cost
    3 Cp per round kept activated
    Special
    - Add 3 Fortitude for every 10 ranks in Survival (Only for Enduring Temperature changes)
    - Add 5 Awareness (Only for Sensing those inside the Absolute Tundra. Does not count towards other Fubuki.)


Ninjutsu

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


    Henge no Jutsu (Transformation Technique)
    The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Academy.
    Rank
    E
    Cp Cost
    2 +1 per post
    Dice Rolls
    1
    Damage
    N/A
    Requirements
    Learned in the Academy.
    Special
    +Intelligence mod. to Disguise (Craft) checks.


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


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


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


    Genjutsu: Kai (Genjutsu Release)
    The user attempts to break the chakra circulation flow in his body in order to see through a Genjutsu. You can also use this technique on someone else.
    Rank
    D
    Cp Cost
    10
    Dice Rolls
    2
    Damage
    N/A
    Requirements
    Chakra Control 8, Genjutsu 4
    Special
    Add your Chakra mod. + 2 per 10 Chakra Control to the Will Save. The effect of this technique is stackable, that is if many shinobi use it on one person, all of their bonuses are added.


    Shunshin no Jutsu (Body Flicker Technique)
    A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
    Rank
    D
    Cp Cost
    15 per feet
    Dice Rolls
    2
    Damage
    N/A
    Requirements
    Dexterity 20, Chakra Control 10, Ninjutsu 8
    Special
    When rolling initiation checks or racing, or anything that involves speed, add Chakra mod. to the dice roll. Does not nullify Stealth checks.


Ninjutsu (Fuuton)
    Atsui Nanpouboufuu (Warm Southern Gale)
    Due to the unpleasant nature of their Jutsu style, the Fubuki clan had to come up with a way to lower rebounding damage inflicted upon themselves and their comrades, since they technically don’t have control over who their tundra field damages. The Fubuki performing this technique modifies the flow of air patterns around themselves and their comrades with their wind chakra, so it almost seems like a warm southern gale is protecting the clansmember and his/her friends from the cold. This technique may also be used to treat frostbite. The clansmember will breathe onto the injured part of the body and a gentle, warm wind will slowly thaw the frozen blood/veins and gently coax back blood flow.
    Rank
    E
    Attack Turns
    1
    Cp Cost
    15 Cp + 5 per round active + (2 x each additional person protected)
    Requirements
    Fubuki Clan, Chakra Control 15, Ninjutsu 15
    Special
    - This Jutsu cuts rebounding Fubuki Hyouton techniques damage by half. Can be kept active indefinitely.
    - Can be used to cure frostbite.


Ninjutsu (Hyouton)
    Reido Tougen (Absolute Tundra)
    The first and all future activations of the Fubuki kekkai genkai is accompanied by their doujutsu. Icy chakra emits from their bodies, freezing their nearby surroundings. The clansmember will be able to sense intruders in their tundra field due to body heat and recognizing a foreign type of chakra in their purely ice chakra-based field. However, if this technique is kept on for too long, rebounding damage will be inflicted on the clansmember as well. It is possible to keep this technique on indefinitely.
    Rank
    D
    Attack Turns
    3
    Cp Cost
    20 Cp + 2 per extended yard, 8 Cp per round
    Damage
    20 - 25 + Chakra mod.
    Awareness DC
    *User: 12 + [Stealth] + [Chakra mod.] + 1 per 5 in [Ninjutsu]
    *Others: 12 + [Stealth] + User's [Chakra mod.]
    Fort DC
    10 + 1 (every 4 rounds after initial 4) + Chakra Mod. + 1 (every 10 ranks in Ninjutsu) [Roll every 2 rounds]
    Requirements
    Fubuki Clan, Chakra Control 22, Ninjutsu 15
    Special
    - From the third round forth, the same amount of damage inflicted on the opponent is done to the Fubuki clansmember as well unless a protective Jutsu is active.
    - After being in the blizzard for four rounds, you must roll to avoid frostbite. Due to remaining in cold weather, the Fort DC increases every four rounds. Sidenote: The first four rounds do NOT count for the Fort DC.
    - First attack launched against an enemy who does not know your location is considered a Sneak Attack.


Genjutsu
    None -- Yet


Fuuinjutsu
    None -- Yet


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Contracted
xxxxxxxxxxxxNone -- Yet

Pets
xxxxxxxxxxxxNone -- Yet
PostPosted: Sun Dec 09, 2012 9:01 pm


User-name: Gideon Commando
Posting:
Time zone: CST

~Character Data~


Name: Rokku Kaguya
Village: Kirigakure
Clan/Bloodline: Kaguya
Element Affinity: Earth
Age: 25
Gender: Male
Rank: Jounin

~Appearance~


User Image

Headband: Kept at Home
Height: 5'11"
Weight: 145lbs
Hair: White hair that would go to his shoulder, if it wasn't tied in a pony tail, with bangs framing his face.
Eyes: Blue
Physical Description: Keeping with his Clan, Rokku sports bright white hair, and a tall and thin build, that hints at a hidden strength underneath. On his forhead, between his bangs, he has two red dots, the mark of his clan.
Clothing: Rokku sticks to the standard Kirigakure Chuunin/Jonin Uniform, though the sleeves are cut off at the shoulder, so his clothes aren't constantly being ripped by his Kekkie Genkai.
Background: Rokku grew up amongst the chaos that is the Kaguya clan, beating being unfortunately common for even the most basic mistakes. He came though eventually, and was shocked at the gentleness of the Academy. However due to his naturally agressive nature he got in fights almost everyday, which his family actually appluaded. After passing he was assigned to Jounin who put a heavy emphasis on training, which proved to be a calming stable element in the young Kayuga's life. There he could focus his agressiveness, and let it out, without hurting anything. After two years, jsut after he became a jonin, Mistress invaded. During the fighting and utter chaos that resulted, his whole team perished, as did a sizeable portion of the Kayuga family, including his parents. Due to his valiant actions during the invasion Rokku was assigned to the ANBU, and got out only two years before. Now a Jonin he has learned that a new team of Genin will be assigned to him.
Personality: When it comes to training, Rokku is a hardass. He believes training saves lives, plus it helps channel aggressive energy that could otherwise be destructive. When he isn't training he can be a fairly happy person, though he isn't really one for social contact, much prefering to train in the grove. Due to this he can seem cold at times, even though he's just trying to hide his akwardness.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

D-Rank
Tsubaki no Mai (Dance of the Camellia)
Description: The user performs this technique by modifying the humerus (upper arm bone) of either his right or left arm to create a short, hilt-less bone sword. Since the Kaguya can increase and compress the density of his bones, he can make the sword harder than steel. The weapon is then used for combat, the usual combat style for it being quick cuts and thrusts to disable opponents quickly.
Rank: D
Cp Cost: 15 cp + Variable
Dice Rolls: 2
Damage: See weapon description.
Reflex DC: n/a
Fortitude DC: 20 - [Chakra Control / 5]
Special:
*When used, user must pass [Fortitude] check or suffer 10 hp damage.
*Creates the Bone Sword weapon.

C-Rank

Teshi Sendan (Ten-Finger Drilling Bullets)
Description: Hardened bones from the fingertips are shot at the enemy, with a spinning motion added to the skeletal bullets. A direct hit will excavate skin, flesh, and bone. Since the bones of the user can be regenerated, the rate of fire from the user's arsenal is limited only by his chakra reserves.
Rank: C
Cp Cost: 1 cp per bullet fired.
Dice Rolls: 3
Damage: (1 - 2) per bullet + chakra mod.
Reflex DC: 12 + dex mod + 2 per 10 in Chakra Control
Special: User can fire one bullet for each point in Chakra Control.

Karamatsu no Mai (Dance of the Larch)
Description: The user creates a mass of razor-sharp bone spikes all over his body. These spines appear to be branches off his pre-existing skeletal structure rather than completely new bones. In addition to being an unwelcome surprise for opponents, it makes the target practically untouchable at close range without taking damage.
Rank: C
Cp Cost: 25 cp
Dice Rolls: 3
Damage: (5 - 10) + chk mod per hit on the user.
Reflex DC: n/a
Fortitude DC (user): 30 - [Chakra Control / 5]
Fortitude DC (grapple): 10 + 2 Per 20 hp past half hp.
Special:
*When used, user must pass [Fortitude] check or suffer 25 hp damage.
*Can be used when grappled. If so, grappler takes jutsu damage and must pass fortitude check or instantly drop the user.
*For every successful weaponless melee hit on the user, attacker takes jutsu damage.
*Can be used as a blocking weapon for the block technique.
*Reduce damage taken from physical attacks by [chk mod].
*Reduce [Dexterity] by 6.

B-Rank

Yanagi no Mai (Dance of the Willow)
Description: To perform this dance, the user grows several long bone blades from his body for use as weapons. Though he primarily uses two blades grown from the palms of his hands, he also uses several secondary bones grown from his elbows, knees, and shoulders. This dance form is incredibly acrobatic, using spins, charges, and long sweeping slashes to make the strikes more effective and to evade opponents' counter strikes. The user can also extend his bones to attack his opponents without having to adjust his own movement.
Rank: B
Cp Cost: 40 cp to activate. 5 cp per attack to extend reach.
Dice Rolls: 4 to activate or deactivate.
Damage: (15 - 25) + dex mod + (1 - 2) per 4 levels in taijutsu.
Reflex DC: n/a
Fortitude DC: 30 - [Chakra Control / 5]
Special:
*When triggered, user must pass [Fortitude] check or suffer 25 hp damage.
*Formula for attack roll is d20 + base attack bonus + dex mod + 2 per 10 in Acrobatics.
*For every individual attack, user may spend 5 cp to add [chk mod /2] to attack roll.
*Add [Acrobatics / 6] to dodge rating while this mode is active.
*While this mode is active, user cannot use jutsus.
*While this mode is active, user cannot manipulate objects.


Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 30
Experience:
Hp: 780
Cp: 810
MHp: 570

B/D/T
Strength: 12 + 26 + 0 = 40 Mod: 15
Dexterity: 12 + 18 + 0 = 30 Mod: 10
Constitution: 12 + 30 + 0 = 42 Mod: 16
Intelligence: 12 + 14 + 0 = 26 Mod: 8
Wisdom: 12 + 16 + 0 = 28 Mod: 9
Charisma: 12 + 12 + 0 = 24 Mod: 7
Chakra: 12 + 32 + 0 = 34 Mod: 17
Dodge Bonus: Lvl(30) + Wis(9) + Dex(10) = 49

Base Attack Bonus: 30
Attack Melee: 45
Attack Ranged: 40

Base Save Bonus: 15
Fort: 31
Rex: 25
Will: 24

~Skills~


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

Acrobatics (Dex): 35
Alchemy (Int):
Awareness (Wis): 15
Athletics (Str): 10
Chakra Control (Int): 35
Concentration (Con): 10
Craft (Int):
Diplomacy (Cha): 10
Escape Artist (Dex): 15
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha): 10
Perform (Cha):
Read Lips (Wis): 10
Seduction (Cha):
Sense Motive (Wis): 10
Sleight of Hand (Dex):
Stealth (Dex): 20
Survival (Wis): 10
Treat Injury (Int):


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

Ninja Weapons:
-Bone Sword: 40
Taijutsu: 35
Ninjutsu: 35
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack: 20
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:


Valuables

Gideon Commando
Crew


Homicidal Love

Timid Seeker

PostPosted: Sun Dec 09, 2012 9:26 pm


User-name: Homocidal Love
Posting: At least once a day if something is going on.
Time zone: -7 GMT

User Image

[Recoloring image to fit description]

~Character Data~


Name: Tatsuya Kana
Village: Kirigakure
Clan/Bloodline: Medic-nin
Element Affinity: Earth
Age: 10
Gender: Female
Rank: Genin

~Appearance~


Headband: Left bicep on a white sash.
Height: 4’7”
Weight: 70
Hair: Her hair is a deep blonde cut into three distinct layers. The shortest is a set of bangs cut into the middle of her eyes. The middle length is around her face and cut to be just above her shoulders, not quite touching. Her longest layer stops in the middle of her shoulder blades and is always held back by a clear band at the bottom.
Eyes: Her eyes are a bright, shining blue. They are large and childlike, suiting her age, and they are lined with thin black lashes that get gradually thicker as they move to the outer corners.
Physical Description: Kana is a few inches tall for her age and very thin. She looks almost frail but she is actually mostly muscle, though with little definition thanks to her youth. She has yet to hit puberty, so she is lacking in all “womanly” features.
Clothing: Kana wears thick light blue leggings with an oversized blue-white camouflage long sleeved tunic. Over the top of her tunic she wears a white vest reminiscent of the chuunin vests. On her right arm is her father’s old medic band. Her hands are covers in thick dark blue gloves and her feet have similarly colored boots with tall, wide tops. She has carrying pouches with double straps latched onto both thighs just below the hem of her tunic. On her head she always has a pair of goggles to keep her hair out of the way and to protect her eyes when needed.
Background: Kana was born to a family of medic-nins: dad and three older brothers. Her mother left when Kana was only two, so she has had little influence on the girl. So, she was raised by the four men to do as they all do and to become a doctor. However, they have always pushed away from becoming a shinobi.

When the Umi Clan attacked Kirigakure, Kana was shadowing her father at the hospital as a part of an Academy assignment. It was there that she helped save many of the wounded, but it was also there that she had to watch as many suffer and die. This was a turning point for the child. Now, instead of becoming a medic for the sake of her family name, she was becoming on in order to protect those whom she fought alongside with.
Personality: Kana is incredibly protective. She is studious and focused while still being there for everyone at all times. She wants to be the shoulder for everyone around her.
Other: While she wants to be there for everyone she really doesn’t want to burden anyone with her life.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Special: +intelligence modifier to disguise (Craft) checks.
Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
To See Through Clones: 1d20 + user's Chakra Control skill vs 1d20 + opponent's Intelligence mod. + opponent's Awareness skill. Opponent will target the real ninja among the clones.
Nawanuke no Jutsu
Kakuremino no Jutsu (Cloak of Invisibility Technique)
This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Special: +2 to your Stealth check when hiding.

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 5
Experience: 000/300
Hp: 55
Cp: 65
MHp: 55


Strength: 8 + 6 = 14 Mod: +2
Dexterity: 8 + 4 = 12 Mod: +1
Constitution: 8 + 4 = 12 Mod: +1
Intelligence: 8 + 6 = 14 Mod: +2
Wisdom: 8 + 4 = 12 Mod: +1
Charisma: 8 + 4 = 12 Mod: +1
Chakra: 8 + 8 = 16 Mod: +3
Dodge Bonus: 7

Base Attack Bonus: 5/0
Attack Melee: 7/2
Attack Ranged: 6/1

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

~Skills~


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

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


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

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

~Possessions~


Money:

Ryo: 0

Equipment:
- Kunai x20
- Shuriken x20
- Metal Wire
- Gauze
- Cloth Strips
- Sanitation Liquid

Valuables
- Father’s Medic Sleeve
PostPosted: Mon Dec 10, 2012 7:09 am


User-name: Armads the Doom Bringer
Posting: As much as I can.
Time zone: EST.

~Character Data~


Name: Shin Furukami
Village: Kirigakure
Clan/Bloodline: None.
Element Affinity: Water.
Age: 14.
Gender: Male.
Rank: Genin.

~Appearance~


Headband: Forehead.
Height: 5'9".
Weight: 140 lbs.
Hair: Black.
Eyes: Blue.
Physical Description: User Image

A well toned and lithe individual, already entering manhood. He keeps his hair done back so it doesn't get in the way, and does whatever he can to keep himself fit and agile.

Clothing: He wears little clothing so that it doesn't get in the way, aside from the normal ninja garb. He is often seen in a tunic, loosely belted at the waist, with sandals for shoes.
Background: Born to a completely average family of forge workers in Kirigakure, Shin grew up admiring the legendary swordsmen of the mist. He entered the academy as soon as he could, becoming the first person in his family to do so. However, he wanted to go one step beyond the swordsmen of old, and become the greatest weapon master of the mist, able to wield any and all weapons. Granted, he's very far from that goal, but it's what makes him want to continue being a ninja. A master, like a sword, is forged in battle after all.

During the Umi invasion, he displayed personal courage, eagerly taking part in the fight with the teachers. It was his first taste of battle, and he enjoyed it. That love and craving of battle is what spurs him on, and while he wasn't directly involved in the fight for the nation, he vows to be on the front lines when the next phase of the war starts.
Personality: Bombastic and outgoing, he's always eager to get into a fight, even if it means he'll get himself beat up. He does however tend to get focused and quiet during training, blocking out everything else to try and improve. He loves fighting of any kind, and feels that the best way to know someone is to fight them.
Other: Because his parents own a forge, he can "borrow" any single weapon to train with. Of course, he can only use one at a time, and he has to return it. If he wants to own it, he'll have to buy his own!

Missions:

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

Jutsu:

Ninjutsu-

Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.

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.

Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: 1d20 + user's Chakra Control skill vs 1d20 + opponent's Intelligence mod. + opponent's Awareness skill. Opponent will target the real ninja among the clones.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 5
Experience: 0/300
Hp: 60/60
Cp: 60/60
MHp: 55/55

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

Base+Level+Training

Strength: 8+9+0 = 17 Mod: +3
Dexterity: 8+6+0 = 14 Mod: +2
Constitution: 8+6+0 = 14 Mod: +2
Intelligence: 8+2+0 = 10 Mod: +0
Wisdom: 8+5+0 = 13 Mod: +1
Charisma: 8+2+0 = 10 Mod: +0
Chakra: 8+6+0 = 14 Mod +2
Dodge Bonus: 5+2+1 = +8.

Base Attack Bonus: +5
Attack Melee: 5+3 = +8
Attack Ranged: 5+2 = +7

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

~Skills~


Modified+Distributed+Trained

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

Acrobatics (Dex): 2+0+0 = +2
Alchemy (Int): 0+0+0 = +0
Awareness (Wis): 1+0+0 = +1
Athletics (Str): 3+10+0 = +13
Chakra Control (Int): 0+20+0 = +20
Concentration (Con): 2+0+0 = +2
Craft (Int): 0+0+0 = +0
Diplomacy (Cha): 0+0+0 = +0
Escape Artist (Dex): 2+0+0 = +2
Handle Animal (Cha): 0+0+0 = +0
Innuendo (Cha): 0+0+0 = +0
Intimidate (Cha): 0+0+0 = +0
Perform (Cha): 0+0+0 = +0
Read Lips (Wis): 1+0+0 = +1
Seduction (Cha): 0+0+0 = +0
Sense Motive (Wis): 1+0+0 = +1
Sleight of Hand (Dex): 2+0+0 = +2
Stealth (Dex): 2+0+0 = +2
Survival (Wis): 1+0+0 = +1
Treat Injury (Int): 0+0+0 = +0


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

Distributed+Trained

Ninja Weapons: 0+0 = +0
Ninja to: 20+0 = +20
Taijutsu: 10+0 = +10
Ninjutsu: 0+0 = +0
Medical Ninjutsu: 0+0 = +0
Genjutsu: 0+0 = +0
Fuuin Jutsu: 0+0 = +0
Sneak Attack: 0+0 = +0
Puppet Play: 0+0 = +0

~Possessions~


Money:

Ryo: 0

Equipment:
Ninja to
The ninja to {also known as "shinobigatana"} was the sword of the ninja. It was not as well crafted as the Katana but was just as useful in combat. The ninja to is 6 inches shorter than the katana and possesses a straight blade instead of a curved one. It is the sword carried by ANBU squads.
Damage: 8 - 19 + str. mod. +4 to attack.
Range: Melee.
Special: ANBU sword. Causes a Bleeding Wound upon a critical hit. +2 to blocking checks.
Dual Wield: Yes, -7 to attack roll.

Valuables

Armads the Doom Bringer


Black n White_07

Interesting Sex Symbol

6,350 Points
  • Ultimate Player 200
  • Flatterer 200
  • Entrepreneur 150
PostPosted: Mon Dec 31, 2012 10:43 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~
PostPosted: Wed Jan 02, 2013 5:11 am


User-name:Greiztoph
Posting: depends on the day, I work 7 days on and 7 days off and my free time is different depending on the week and my sleep schedules change from 6 am to 6pm and vice versa
Time zone: GMT -700

~Character Data~


Name: Hayaikoetetsu, Ryudo
Village: Kirigakure
Clan/Bloodline: N/A
Element Affinity: Water
Age: 7
Gender: Male
Rank: Academy Student

~Appearance~


Headband: N/A
Height: 4'5"
Weight: 65lbs
Hair: Black and long
Eyes: Brown
Physical Description: Taller and slightly stockier than the average children his age, no unique marks or Scars.
Clothing: Black Hakama with a dark grey Kimono
Background: Born as the Son of a Scholar his was held to slightly higher status and expectations of other families, he wasn't spoiled in his mind but other children would view him as such. He has 2 younger sisters which he cares for and would protect if the need ever arised.
When the Umi attacked the village 6 months his family hid in the Panic room in their cellar and awaited the all clear, when they came out there were several families that were torn apart due to deaths and members who had gone missing, he wanted to become a strong warrior so that he could protect people in a time of need as the Other ninja's of the Village had done.
He enjoys the swordsmanship of Samurais but is also intrigued by the arts of Shinobi, which lead to his wanting of becoming a ninja, with his fathers political pull he was integrated into the Kirigakure ninja academy. He didn't have a hard life nor did he know many of the hardships life could really throw at him so this would be a good awakening and allow him to realize his own path.
Personality: Ryudo is usually quite Naive but his kindness is rarely matched, he has a desire to protect others and walks with a smile on his face.
Other: Straight

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-none

Medical Ninjutsu-none

Genjutsu-none

Taijutsu-none

Summoning Contract-none

~Stats~

LV. 1
Experience: 0
Hp: 11
Cp: 8
MHp: 8

(Base+level+train)

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

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

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

~Skills~


Ninja Skills [Mundane] ((Modified By)):
base+level+train
Acrobatics (Dex):-1+2+0=+1
Alchemy (Int):-1+0+= -1
Awareness (Wis):-2+2+0=0
Athletics (Str):0+2+0=+2
Chakra Control (Int):-1+0+0= -1
Concentration (Con):1+2+0=+3
Craft (Int):-1+0+0= -1
Diplomacy (Cha):-1+4+0=+3
Escape Artist (Dex):-1+0+0= -1
Handle Animal (Cha):-1+0+0= -1
Innuendo (Cha):-1+2+0=+1
Intimidate (Cha):-1+0+0= -1
Perform (Cha):-1+0+0= -1
Read Lips (Wis):-2+0+0= -2
Seduction (Cha):-1+0+0= -1
Sense Motive (Wis):-2+5+0=+3
Sleight of Hand (Dex):-1+0+0= -1
Stealth (Dex):-1+1+0=0
Survival (Wis):-2+0+0= -2
Treat Injury (Int):-1+0+0= -1


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

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

~Possessions~


Money:None

Ryo:none

Equipment:None


ValuablesNone

Greiztoph

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

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