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

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Scrouton

PostPosted: Sun Mar 16, 2008 3:39 pm


User-name: Scrouton
Posting: Frequently
Time zone: ME, United States of America

~Character Data~


Name: Navalie Taida
Village: Iwagaure No Sato
Clan/Bloodline: Taida
Element Affinity: Earth
Age: 13
Gender: Female
Rank: Genin

~Appearance~


Headband: Around the top of her head. Black.
Height: 6’ 3”
Weight: 150lbs
Hair: Black and in two pig tails.
Eyes: Brown and big.
Physical Description: Pale and thin. Skiny and muscular.
Clothing: See pic in name link.
Background: She has had a dark past. Her mother died when she was two years old and she never really had a father because he left the village and never returned. He never new he had a kid. She saw her mother get killed and wondered why she wasn’t. She grew up alone until she entered the academy and made tons of friends who supported her through her tough times. The thoughts of her past always troubled her and made her sad so she grew to forget her past. She became a genin and moved forward to becoming a ninja and soon found the ruins of her old home. After a bit of work she went off to examine the ruins where her mother was assassinated and then soon traveled off to Kiriagakure where she met a kind and young girl who had the easy life. They quickly became friends though forgetting their 'black to white' differences in looks and personalities. In Kiri she also learned the old traditions of taming the mind which helped her with her mood. She isn't aware although that her father is alive and is out there waiting.
Personality: Moody, Energetic, Kind, Dramatic, Sarcastic, Sometimes depressed.
Other: Kinami’s cousin. Carries the Taida bloodline.

Missions:

S:
A:
B:
C: Paranoia Agent- Incomplete
D:

Jutsu:

Ninjutsu-

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

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

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

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

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

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 2
Experience: 0
Hp: 10+1=11x2=22
Cp: 3+1=4x2=8
MHp: 10+1=11x2=22

Strength:8+5=13-10=3/2 | mod = 1
Dexterity:8+5=13-10=3/2 | mod = 1
Constitution:8+5=13-10=3/2 | mod = 1
Intelligence:8+6=14-10=4/2 | mod = 2
Wisdom:8+5=13-10=3/2 | mod = 1
Charisma:8+5=13-10=3/2 | mod = 1
Chakra:8+5=13-10=3/2 | mod = 1
Dodge Bonus: 10+1+1=12

Base Attack Bonus: 2
Attack Melee: 2+1=3
Attack Ranged: 8+1=3

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

Damage:
Taijutsu: 1-6
[any other weapon you use]

~Skills~


10+2=12 skill points
Swim: (Str) 1

Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex) 1
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)
Perform Puppet Play: (Dex)

Concentration: (Con)

Chakra Control: (Int)
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int) 1
Repair: (Int)
Research: (Int)
Search: (Int) 1

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

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

Ninjutsu: (Chk) 1
Genjutsu: (Int) 1
Taijutsu: (Str) 1
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack: 1

~Possessions~


Money:

Ryo: none

Equipment:
none

Valuables
PostPosted: Mon Mar 24, 2008 9:41 pm


User-name: Carlos Ralfer
Posting: Pretty Much Every Day
Time zone: Eastern USA

~Character Data~


Name: Taida Marcus
Village: Iwagakure
Clan/Bloodline: Taida
Element Affinity: Wind / Earth
Age: Unknown (Not really, he just likes tellin people that. He's really 31)
Gender: Male
Rank: Tsuchikage

~Appearance~


Headband: In his back pocket.
Height: 5'9
Weight: 160lb
Hair: Straight and White
Eyes: Blue
Physical Description: User Image
That's him when he's about to bathe.
Clothing: He wears pretty much whatever he feels like. One day it could be a bright flashy hawaiian shirt, the next it could be completly black funeral garb. It just hits him depending on the first song he hears that day. One thing is certain though, usually its all loose fit.
Background: A rather strange individual to be sure. How he even became Tsuchikage is a mystery to most. Many just blame it on the current state of things. They needed a strong individual to lead the village and he never seemed to lead his students wrong so why not? Of course, he was also one of the laziest teachers, usually letting his students do all the work on missions while he sat back and listened to music. His childhood was pretty normal and so was his regular life now. To be honest, no one knows why he's so lazy or so strange. There are a few whispers that he has done some rather...indicent things in his past but no one's certain. Another thing that no one can seem to make sense of is his choice of weapons. On his back, people can normally see a Flame embroadered, gas powered guitar with the Iwagakure symbol on the back. He's never been seen playing it but he loves to bash enemies in the head with the thing. How he got it is a mystery.
Personality: Quite care free and almost fearful of doing any real work. He can usually be found loafing around listening to music with not a trouble in the world. Even during the evacuation of Konoha he was found dancing as he left the village. Of course, there were several of the Fire Master's cronnies in his wake but thats another story.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Clan Jutsu-

Hanekae no jutsu
Description of Jutsu: The highest form of the bloodline. This turns the stone to quicksand, sticking an opponent for a few moments and catching them in the stone.
Cp Cost: 457 Cp + 20 cp for every turn held.
Damage: 40 - 60 + Chakra Mod
Requirements: Jounin or higher, 40+ chakra mod, 50+ Ninjutsu, Taida bloodline
Training: 30 days
Special: Opponent: Dodge bonus is -10 for that turn. Fort Save vs Ninjutsu Bonus + Level + Chakra Mod

Tadaikae no jutsu
Description of Jutsu: This hardens stone slightly. This jutsu is typically used when an opponent has been thrown in the air and is about to land or when the user has grappled the opponent and is about to throw them into the ground.
Cp Cost: 90 Cp
Damage: 10 - 30 + Chk mod
Requirements: Chakra 30 Ranks, Ninjutsu 30 Ranks Taida bloodline,
Training: 15 days.
Special: Reflex Save vs Ninjutsu Bonus + Chakra Mod + Level

Ranpukae no jutsu
Description of Jutsu: This is specific to changing stone to be spongy and springy. It is the second highest level of jutsu. The user can use the jutsu to make it harder to walk, or to dodge attacks easier. (If it's softer, like sand, would that work? It wouldn't be quicksand, so it'd still hold up, but the clan can have an ability to be able to learn to run on sand through the badlands. It would slow other people down.)
Cp Cost: 110 Cp + 10 cp for every turn held
Damage: N/A
Requirements: Chakra 150+, Taida bloodline, Jounin or higher
Training: 45 days
Special: Dodge bonus +6

Koutetsukae no jutsu
This is the hardest level to achieve through chakra molding. This turns the rock into a density resembling steel, causing little traction and much damage if landing wrong on it. The rock underneath the person's feet shifts suddenly as the minerals are enhanced through the molding chakra causing them to fall. The user of this technique is rather smart and calculates a perfect fall in order to make the opponent fall at just the right angle where a broken bone or concussion would result in falling. They are well educated in the way of Physics.
Cp Cost: 140
Damage: 60 - 80 + Chakra Mod
Requirements: Chakra 20 Ranks, Ninjutsu 25 ranks, Knowledge: Physics/Science 20 ranks, Taida bloodline
Training: 15 days.
Special: Reflex Save vs Ninjutsu Bonus + Chakra Mod + Level


Ninjutsu-

Sound of Music
This is a rather odd jutsu that no one is quite sure how it works except the owner. By taking off his earphones, the owner of this jutsu can do one of two things. He can either magnify the sound waves coming off the earphones through manipulation of the wind and cause a huge shock wave of sound to hit the oppoenent and knock them off balance. OR he can focus the sound into the oppoenents ears causing the volume and vibration to increase dramatically and harm the opponents hearing and balance.
Rank: B
Cp Cost: 60(for shock wave) / 80(for focused shot)
Damage: 70-100 for shock wave / 100 - 130 for focused shot
Requirements: Wind Affinity, Chakra Control 60+, Earphones, Must be taught by me
Training: 10 Days
Special: *The shock wave version of the attack will still do half damage even if you dodge it. It also strikes all in an area in front of the user. If it does hit dead on, the defender is knocked back and off their feet and looses half their attack turns for their next turn.
*The focused shot is used on one opponenet and runs the risk of rupturing the ear drums. If the opponenet dodges, they take no damage. If they are hit, they must perform a balance check for the next 3 turns to see if they stay on their feet. The DC for the balance check is the the Attack DC of this ninjutsu.

Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique)
After performing a series of hand seals and raising his chakra, the ninja is buried underground using his chakra. He can then move freely inside the ground, as if he was outside, due to the chakra which "makes way" for him/her. After the ninja feels he is below his opponent, he just raises his hand and grabs his opponent's feet, then buries him underground, leaving his head on the surface. This leaves a normal Shinobi open for a powerful attack, but a powerful one can use Chakra and raise himself up to the ground, preventing the attack. An experienced shinobi can also predict the attack, by sensing the opponent's chakra, so this move is really effective on younger ninjas, such as Genins or Chuunins.
Cp cost: 6
Damage: N/A
Requirements: Genin or higher rank. Must be trained to learn the jutsu, ie. you cannot learn it yourself.
Training days: 5 days, 3 days with Earth Affinity
Special: If caught, the Escape Artist DC is 50.

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

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

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: 35
Damage: N/A
Requeriments: Chakra 15+, Earth Affinity, Chakra Control 12.
Training days: 7 days
Special: Creates full cover, crumbles when hit.

Kamaitachi no Jutsu (Cutting Whirlwind Technique)
A Jutsu that, using a giant fan or similar, creates huge gusts of wind mixed with chakra capable of cutting the target apart. This whirlwind is powerful enough to repel and destroy multiple types of throwing weapons and can even reflect sound waves right back at their original source.
Cp cost: 35
Damage: 40 - 50 + chakra modifier.
Requirements: Wind Affinity, chakra 20+, Kyodai Sensu
Training days: 8 days

Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness)
Traps the victims inside a self-repairing dome of earth.
Cp cost: 60 + 8 per turn
Damage: N/A
Requirements: Earth Affinity, Chakra 25+, Chakra Control 30
Training days: 10 days.
Special: *Must keep contact with wall to keep chakra flowing through it. Once contact is broken, the barrier looses its repairing function and can be destroyed easily.
Escape roll: User's D20 + chakra control vs. target's D20 + melee attack bonus

Doton: Doryudan (Earth Release: Earth Dragon Bullet)
Used in conjunction with Doton: Doryū Taiga (Earth Release: Earth Flowing River), this jutsu creates a likeness of a dragon's head that launches mud balls from its mouth onto the opponent.
Cp cost: 50
Damage: 10 - 30 per bullet.
Requeriments: Earth Affinity. Chakra 50+, used Doton: Doryu Taiga
Training days: 15 days.

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: 20
Damage: N/A
Requeriments: Earth Affinity.
Training days: 6 days.
Special: Opponent loses his footing unless he meets a Balance check of 10 + attacker's level + attacker's chakra mod + 2 per 10 ranks in attacker's Ninjutsu skill

Doton: Yomi Numa (Earth Release: Swamp of the Underworld)
This technique turns a large area of land into a sinking swampland, making it impossible for anyone or anything in that area to move around or escape.
Cp cost: 50
Damage: N/A
Requeriments: Chakra 80+
Training days: 25 days.
Special: Opponent starts to sink and is engulfed in 5 minutes (50 turns). Escape Artist DC is 75.

Kaze no Yaiba (Blade of Wind)
This Jutsu creates a blade out of wind which, being wind, makes it impossible to block. However, unlike the Kamaitachi no Jutsu, this Jutsu requires no tool.
Cp cost: 50
Damage: 100 - 200
Requeriments: Wind Afinity.
Training days: 30 days.

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 10 + 1 per round the jutsu is holded.
Damage: N/A
Requeriments: N/A
Training days: 20
Roll: d20 + Chakra Control vs d20 + Spot

Bunshin no Jutsu:

Henge no Jutsu (Transformation Technique)

Kakuremino no Jutsu (Cloak of Invisibility Technique)

Kawarimi no Jutsu (Replacement Technique)

Nawanuke no Jutsu (Rope Escape Technique)

Genjutsu-

SHOWTIME!
This is an incredibly odd jutsu originally meant to embarrase and enrage ones elders but it has since evolved into a rather effective combat jutsu. Using the wind to carry the sound of the music playing in their earphones to the opponenet, the user can cast a genjutsu upon the opponent that forces them to dance. SHOW ME YOUR BEST STEPS BABY!
Rank: A
Cp Cost: 100 cp and 10 per turn held
Damage: 30 MHP and 10 per turn under jutsu
Requirements: Wind Affinity, Chakra Control 70, Genjutsu Rank 70, Ninjutsu Rank 30,
Training: 10 days
Special: Opponenets caught by this genjutsu are forced to dance and cannot attack while under this genjutsu. However, the user of this jutsu is free to attack as long as they keep one hand up in the Tiger Hand Seal.
*If the user has a Perform: Dance skill of over 50, this jutsu does not tire them and they can still perform half their attacks per turn. Meaning if they have 6 attacks per turn they can only perform 3.
*At the end of the jutsu, the defendant must perform a balance check against the DC of this attack.
Will Save: 20 + half user level + half wis mod + half int mod


Taijutsu-

Goken (Strong Fist)
Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage.
Damage: Increases normal taijutsu damage to 5 - 16
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.


Summoning Contract-

~Stats~

LV. 60
Experience:
Hp: 1200
Cp: 1920
MHp: 1500


Strength:20+52=72 | mod = 31
Dexterity:20+52=72 | mod = 31
Constitution:20+10=30 | mod = 10
Intelligence:20+48=68 | mod =29
Wisdom:20+20=40 | mod = 15
Charisma:20+38=58 | mod = 24
Chakra:20+48=68 | mod = 29
Dodge Bonus: 56

Base Attack Bonus: 60/55/50/45/40/35/30/25/20/15/10/5
Attack Melee: 91/86/81/76/71/66/61/56/51/46/41/36
Attack Ranged: 91/86/81/76/71/66/61/56/51/46/41/36

Base Save Bonus: 30
Fort: 40
Rex: 61
Will: 45

Damage:
Taijutsu: 32-37
[any other weapon you use]

~Skills~

Skill Points: 7440

Swim: (Str)

Balance: (Dex) 31+169=200
Escape Artist: (Dex) 31+100=131
Hide: (Dex) 31+200=231
Move Silently: (Dex) 31+200=231
Sleight of Hand: (Dex)
Tumble: (Dex) 31+200=231
Use Rope: (Dex)
Perform Puppet Play: (Dex)

Concentration: (Con) 10+80=90

Chakra Control: (Int) 29+300=329
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int) 29+200=229
Repair: (Int)
Research: (Int)
Search: (Int)

Alchemy: (Wis)
Listen: (Wis) 15+100=115
Read Lips: (Wis)
Sense Motive: (Wis) 15+400=415
Spot: (Wis)
Survival: (Wis)
Treat Injury: (Wis)

Bluff: (Cha) 24+300=324
Diplomacy: (Cha) 24+100=124
Disguise: (Cha)
Gather Information: (Cha)
Handle Animal: (Cha)
Intimidate: (Cha)
Innuendo: (Cha)
Perform: (Cha) 24+200=224
Seduction: (Cha)

Ninjutsu: (Chk) 29+1171=1200
Genjutsu: (Int) 29+1171=1200
Taijutsu: (Str) 31+1169=1200
Fuuin Jutsu: (Int) 29+200=229
Kawarimi: 100
Kunai: 300
Shuriken: 300
Ninja Weapons: 480
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment: Gas Powered Guitar w/ hidden katana


Valuables

Carlos Ralfer

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