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

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Reply Otogakure ((Hidden Village of Sound)) [Rice Country]
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Qyp
Crew

Manly Lunatic

PostPosted: Wed Feb 23, 2011 10:35 pm


Uh, stuff that was made before the system update can be placed in Approvals for updating o _o

...if you haven't already...
PostPosted: Wed Feb 23, 2011 10:49 pm


Proto said it was a no-no < sad

cheerios18


Qyp
Crew

Manly Lunatic

PostPosted: Wed Feb 23, 2011 11:00 pm


Weird... it should be okay if it already exists...
PostPosted: Thu Feb 24, 2011 3:54 am


Post it here and finish it when I am back from the nether-realms...

User-name: Qyp
Posting: Frequent
Time zone: New Zealand

~Character Data~


Name: Sainan Uchiha
Village: Otogakure
Clan/Bloodline: Uchiha
Element Affinity: Fire, Wind
Age: 15
Gender: Male
Rank: Jounin

~Appearance~


Headband: Same as Zabuza's style, black.
Height: 5'10"
Weight: 130lbs
Hair: Black
Eyes: brown-black
Physical Description: Fit and healthy, well built, but not that noticeable. Lightly tanned skin, fair, and spiky hair. Scar from under chin to above right n****e.
Clothing:Usual jounin uniform, but with a black long coat over the top with the Uchiha crest on the back.
Background: Sainan grew up in what is left of the Uchiha, with a large amount of pressure upon his shoulders. He was trained from the day he could walk, and when he was old enough, placed into the academy. But he walked in and not long after, completed all the requirements due to his parents hounding him constantly. He never had time for friends, so he was pretty antisocial, even to his own team. He wasn't at all mean, he was shy, and possibly depressed. He liked the girl on his team, he found her quite pretty and fun to be around, though he never really showed much emotion himself. His parents wanted him to be on the toughest missions, which his Jounin-sensei thought was crazy.
He was then placed into the chuunin exams with his team mates. He defended them, almost killing everyone who threatened his team. But never liked killing, and actually said it out loud after beating down a young genin into the ground. After pretty much beating all his opponents mainly with smarts, he became a chuunin along with his team mates. They then began doing a lot of B rank and A rank missions, and on the rare occasion a S rank mission. Through this, Sainan gained the rank of jounin pretty fast, and his team mates followed not long afterward. The team eventually separated and went their own ways, though he still had that crush on his female team mate he never pursued it. he just did his job as a Jounin.
Personality: Pretty stubborn, bland, short tempered. He doesn't seem to onow how to have fun, due to never growing up to do so.
Other:

Missions:

S: 3
A: 35
B: 38
C: 19
D: 2

Jutsu:

E-Rank

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

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

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

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

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Learn in the academy. Chakra Control 2.
Training: 1 stage
Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.

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

D-Rank

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

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

C-Rank

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.
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.

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.

Soshuha (Manipulating Attack Blades)
Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target.
Cp cost: 6 per blade per turn
Dice Rolls: 3 Rolls
Damage: weapon damage + chk mod
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 15, Ninjutsu 13, the weapons..
Training: 3 stages
Stage I: Ninja Weapons DC 20 {any weapon/mix of weapons} Weapon familiarization.
Stage II: Chakra Control DC 25 Create chakra threads that are connected to your weapons so you can control them, and practice moving them around and attacking.
Stage III: Ninjutsu DC 26 Combine the previously trained elements.
Special: Can control up to 2 blades + 2 more for every 10 ranks in Chakra Control



Ninjutsu-

Fire

C-Rank

Katon: Hibashiri (Fire Release: Running Fire)
This jutsu will create jets of fire that can be manipulated into several forms before striking the target. It can also be used in combination with Wind Release technique to add it's damage and burn to them.
Cp Cost: 25 + 10 per turn held
Dice Rolls: 3 to initiate, 1 per turn held
Damage: 15 - 40 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 22, Ninjutsu 13, Concentration 18
Training: 3 stages.
Stage I: Chakra Control DC 32 Generate the flame from within you by molding your Fire Affinity chakra.
Stage II: Ninjutsu DC 30 Spit out the flame and direct it towards your opponent.
Stage III: Concentration DC 28 Chasing a moving target with the flame.
Special: This technique can be maintained and used in succession at the cost of 1 attack roll per attack. Target must roll 1 reflex save per dice roll from the user's turn to avoid getting hit by the running flame. Any taijutsu attack or jutsu used by the user will cancel this technique. Can be added to a wind technique used in the same turn to add its damage and effect to it.

Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique)
Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth.
Cp cost: 45
Dice Rolls: 3
Damage: 35 - 50 + chk mod
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Generate the flame from within you by molding your Fire Affinity chakra.
Stage II: Chakra DC 18 {d20 + chk mod} Slowly increase the ball of flame in size and temperature and thus lethality.
Stage III: Ninjutsu DC 30 Combine the previously learned elements. Work on speed and smoothness of delivery.


Katon: Hosenka no Jutsu (Fire Release: Phoenix Immortal Fire Technique)
Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack.
Cp cost: 30 + 12 per ball
Dice Rolls: 3
Damage: 12 – 30 + chk mod per ball that lands.
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu. Roll a Reflex check for each fireball.
Requirements: Fire Affinity, Chakra Control 25, Ninjutsu 22
Training: 3 stages.
Stage I: Chakra Control DC 35 Generate the fireballs with a focus on speed and accuracy. Aim for 2-3 in quick succession.
Stage II: Chakra Control DC 37 Work on making the fireballs hotter. Aim for 4-5 in quick succession.
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special: Maximum amount of fireballs created is 3 + 1 per 10 ranks in Chakra Control

B-Rank

Katon: Karyudan (Fire Release: Fire Dragon Missile)
A huge blaze is blown to ignite the mud balls launched from Doton: Doryūdan (Earth Release: Earth Dragon Bullet), making it more devastating.
Cp cost: 65
Dice Rolls: 4
Damage: Read special.
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 42, Ninjutsu 40, Doton: Doryuudan (Earth Release: Earth Dragon Bullet).
Training: 3 stages
Stage I: Chakra Control DC 52 Generate the flame from within you. This time the focus is not on accuracy or control but on sheer power.
Stage II: Chakra Control DC 55 Make sure the flame is hot and potent enough to ignite the mud balls launched by Doton: Doryuudan.
Stage III: Ninjutsu DC 55 Combine the previously learned elements.
Special: Increases Doton: Doryuudan damage by 50%.

Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet)
Shoots an enormous ball of flame in the shape of a dragon from the user's mouth.
Cp cost: 170
Dice Rolls: 4
Damage: 120 - 180 + chk mod
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 40, Ninjutsu 35
Training: 4 stages
Stage I: Chakra Control DC 50 Generate the flame from within you focusing on surface area.
Stage II: Chakra DC 25 {d20 + chk mod} Make the flame more lethal, for example by make it flicker more, making it hotter, or having a larger surface area.
Stage III: Chakra Control DC 52 Shape the flame into the shape of a dragon and increase the size of the fireball more.
Stage IV: Ninjutsu DC 47 Combine the previously learned elements.

Katon: Ryuka no Jutsu (Fire Release: Dragon Fire Technique)

After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object.
Cp cost: 150
Dice Rolls: 5
Damage: 100 - 160 + chk mod
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 35, Ninjutsu 30
Training: 4 stages.
Stage I: Chakra Control DC 45 Careful control of the flame is needed to ensure it travels as quickly along the thin object as possible.
Stage II: Chakra DC 22 {d20 + chk mod} Increase the potency of the flame.
Stage III: Chakra Control DC 47 After mastering control of a small flame, move to make the flame larger.
Stage IV: Ninjutsu DC 42 Combine the previously learned elements.
Special: If the enemy is trapped by any line of wire or any kind of solid item that might conduct the fire the victim loses the ability to make a reflex save.

A-Rank

Katon: Gōryūka no Jutsu (Fire Release: Great Dragon Fire Technique)

The user compresses a large amount of chakra built up inside their body and changes its shape into a dragon-shaped fireball. The user then skillfully manipulates that great fire, and attacks their opponent. Even outside of the attack range, its power and reliability are stressed. The flames have a high temperature, as they can create an updraft which in turn can give rise to thunder clouds. A master of this technique can fire off several flames in succession. Anyone caught in the technique could potentially be reduced to ashes.
Cp Cost: 170
Dice Rolls: 6
Damage: (50 - 60) + chk mod + 2 per 10 ranks in Ninjutsu per dragon
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 45, Ninjutsu 38, Chakra 30.
Training: 5 stages.
Stage I: Chakra DC 20 {d20 + chk mod} Building up fire chakra inside your body.
Stage II: Ninjutsu DC 48 Superheating the chakra at its maximum temperature without hurting yourself.
Stage III: Chakra Control DC 55 Spitting out the fire in as many dragons as you can.
Stage IV: Chakra Control DC 57 Animating the dragons individually.
Stage V: Ninjutsu DC 50 Launching the dragons in succession at one or various targets with maximum power.
Special: User can create 1 dragon per 15 ranks in Chakra Control. Target must roll 1 reflex save per dragon. Dragons can be aimed at various targets.

Katon: Haisekishō, (Fire Release: Burning Ash)
Unlike other fire-based techniques, this technique allows the user to breathe out a cloud of superheated ash. Because it is ash and not flame, the ash remains in the air around the target, and therefore remains potent for a longer period.
Cp cost: 160
Dice Rolls: 5
Damage: 75 – 100 + chk mod, +(20 + chk mod) damage every round the victim stays in the area.
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 45, Ninjutsu 40
Training: 5 stages.
Stage I: Chakra Control DC 55 Practise generating superheated ash. Focus on making the ash super light so it disperses well in the air.
Stage II: Chakra DC 25 {d20 + chk mod} Work on making the ash even hotter than you've managed before.
Stage III: Chakra Control DC 57 Improve your dispersing skills. Use your chakra to ensure the ash is widely spread.
Stage IV: Constitution DC 22 {d20 + con. mod} The ash will do a runner to your lungs. You just have to get used to it.
Stage V: Ninjutsu DC 55 Combine all the previously trained elements together.
Special: Ashes remain for a number of rounds equal to the user’s chakra modifier. Ashes damage ALL people in the area.

Wind

C-Rank

Fusajin no Jutsu (Dust Wind Technique)
This technique produces a strong wind current which will cover the surrounding area in dust, which in fact serves to completely loosen the footing for any nearby opponent.
Cp cost: 40
Dice Rolls: 3
Damage: ----
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Manipulate your chakra to affect the air currents around you to produce light gusts of wind.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power of your gusts until you reach a strong current.
Stage III: Ninjutsu DC 30 Combine the previously learned elements not forgetting to work also on speed of delivery.
Special: Opponent must succeed a balance check {DC: 14 + opponents chk. modifier} or they are automatically knocked to the floor, prone and blinded by the dust suffering a -10 penalty on attacks and losing their wisdom mod bonus to their Dodge Bonus.

Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area.
Cp cost: 50
Dice Rolls: 3
Damage: 55 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 25, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 35 Use your chakra to change and manipulate the air currents around you, causing powerful gusts of wind to blow in any direction you choose.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power and scale of your wind gusts even more. Aim to level a tree or two or ten. Well if your village has trees...
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special: Opponents may be pushed back provoking an attack of opportunity from the user. To prevent this the target must succeed a strength check {DC: 16 + user's Chk modifier}

B-Rank

Daikamaitachi no Jutsu (Great Cutting Whirlwind Technique)
A more powerful version of the Kamaitachi no Jutsu.
Cp cost: 90
Dice Rolls: 4
Damage: 100 – 150 + chk mod + 2 per 10 in Ninjutsu
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 35, Ninjutsu 32
Training: 4 stages
Special: Knocks back throwing weapons.
Stage I: Chakra DC 25 {d20 + chk mod} Increase the strength of the wind from your previous Kamaitachi no Jutsu.
Stage II: Chakra Control DC 45 Increase the scale of the gusts of wind.
Stage III: Chakra Control DC 48 Work on directing the wind towards the targets and improving your control.
Stage IV: Ninjutsu DC 45 Combine the previously trained elements.

Fūton: Reppūshō (Wind Release: Violent Wind Palm)
A simple technique that when the users hands are clapped together, wind is compressed and transformed into a powerful gale. The jutsu used as an isolated attack has the power to easily knock over a human. Though the true value comes from using it together with projectile weapons like shuriken or kunai. Their speed, power, and ability to wound or even kill are all increased several times.
Rank: B
Dice Rolls: 4
Cp cost: 80
Damage: Gust of wind: (80 - 100) + chk mod + 1 per 5 levels in Ninjutsu. Reflected projectiles: Regular projectile damage + 3 x chakra mod + 2 per 10 in ninjutsu.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 26, Ninjutsu 30.
Training: 4 stages.
Stage I: Chakra Control DC 36 Flood the Surrounding wind with your chakra.
Stage II: Chakra Control DC 38 Increase the scale of the gusts of wind.
Stage III: Ninjutsu DC 40 Work on directing the wind towards the targets and improving your control.
Stage IV: Ninjutsu DC 42 Aim the wind to reflect incoming projectiles.
Special: When technique is used, target must roll 1 Reflex check to get clear of the blast. If he fails, he takes damage and must roll an Acrobatics check to see if he manages to stay on his feet. If target fails the acrobatics check, he loses his first 2 attacks from his next attack turn. Can be used to reflect projectiles if user's d20 + Ninjutsu beats attacker's d20 + Ranged Attack. If projectiles are returned, in addition to having to roll Reflex DC for the gust of wind, attacker must roll 1 Reflex save per projectile.

Fūton: Kazekiri (Wind Release: Wind Cutter )
This technique creates a blade of wind which will cut through the enemy with ease. Unlike most other wind techniques it does not require blowing out the wind.
Rank: B
Cp cost: 100
Dice Rolls: 4
Damage: (125 - 200) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 30, Ninjutsu 36, Chakra 22.
Training: 4 stages.
Stage I: Chakra Control DC 40 Infusing chakra in the ambient winds.
Stage II: Ninjutsu DC 46 Directing chakra infused wind in the target's vicinity.
Stage III: Chakra Control DC 42 Focusing the chakra infused in a thin blade on the target.
Stage IV: Chakra DC 16 Forcing as much chakra into the blade as possible to increase its power.
Special: Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.

A-Rank

Fūton: Kamikaze (Wind Release: Divine Wind)
The user releases a gust of wind that forms several small tornadoes.
Rank: A
Cp cost: 125 + 50 per turn maintained
Dice Rolls: 6
Damage: (100 - 150) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 45, Ninjutsu 40, Chakra 30, Concentration 25.
Training: 5 stages.
Stage I: Chakra DC 20 Infusing massive amounts chakra in the ambient winds.
Stage II: Chakra Control DC 55 Creating tornados across the combat field.
Stage III: Ninjutsu DC 50 Moving the tornados towards a target.
Stage IV: Ninjutsu DC 52 Increasing tornado velocity to maximize damage.
Stage V: Concentration DC 35 Maintaining the tornados while fighting or doing other activities.
Special: Every turn this technique is active the target must roll a Reflex check or take damage. Awareness of every character on the field is reduced by 20 because of the noise and flying debris.

Fūton: Shinkūha (Wind Release: Vacuum Wave )
The user takes a deep breath and spins his body around while exhaling a large blade of wind so that it covers an angle of about 180 degrees around the user. The resulting blast is large enough to slice through multiple targets, causing great damage. While more than sufficient to cause crippling, if not fatal, damage, it is incapable of cutting all the way through human flesh.
Rank: A
Cp cost: 160
Dice Rolls: 5
Damage: (175 - 250) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 40, Ninjutsu 40, Chakra 35.
Training: 5 stages
Stage I: Chakra DC 22 Infusing the ambiant air with your chakra.
Stage II:Chakra Control DC 50 Using the wind to quickly rotate your body on itself.
Stage III: Chakra Control DC 52 Exhaling chakra from your mouth in the air as you turn.
Stage IV: Ninjutsu DC 50 Condensing the air you exhale into a thin blade.
Stage V: Ninjutsu DC 52 Using rotation and chakra to greatly increase the velocity of the wind blade.
Special: Every shinobi in the area must roll a reflex save or will suffer damage from this technique, friend or foe. Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.

Kaze no Yaiba (Blade of Wind)
This technique creates a blade out of wind which, being wind, makes it impossible to block.
Cp cost: 150
Dice Rolls: 5
Damage: 120 – 300 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 45, Ninjutsu 37
Training: 5 stages
Stage I: Chakra Control DC 55 Form the wind blade taking care to make the edges very sharp.
Stage II: Chakra DC 28 {d20 + chk mod} Make the blade more lethal. Make the wind more abrasive, sharper, more powerful.
Stage III: Chakra Control DC 57 Increase your control over the wind. Make sure it goes for and cuts through your opponent's vital areas.
Stage IV: Ninjutsu DC 47 Practise expelling the wind blade with an emphasis on technique and speed.
Stage V: Ninjutsu DC 52 Combine the previously trained elements.

Genjutsu-

D-Rank

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great.
Cp cost: 12
Dice Rolls: 2
Damage: 10 - 25 + int mod
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 8, Chakra Control 10
Training days: 2 stages
Stage I: Chakra Control DC 20
Stage II: Genjutsu DC 18

C-Rank

Kori Shinchu no Jutsu (Sly Mind Affect Technique)

This causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over.
Cp cost: 30 + 5 per turn
Dice Rolls: 3
Damage: 5 - 10 + int mod
Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 25, Chakra Control 28
Training: 3 stages
Stage I: Chakra Control DC 38
Stage II: Chakra Control DC 40
Stage III: Genjutsu DC 35
Special: -1 to target's checks every 2 turns under the jutsu.

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)

A rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
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
Training: 3 stages
Stage I: Chakra Control DC 40
Stage II: Chakra Control DC 42
Stage III: Genjutsu DC 43
Special: Maximum to +8 to certain checks. Effect of jutsu depends upon usage. Consult Crew.


B-Rank

Magen: Jubaku Satsu (Demonic Illusion: Tree Bind Death)
With this jutsu, the user can make themselves disappear so that they can approach their opponent unnoticed. Once near the desired target, a tree will grow at the target's feet and branches from an illusory tree will bind them from behind so that they are unable to even move or use hand seals. Once the opponent believes that they are captured, the user can then reappear from above the tree and attack.
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
Training: 4 stages
Stage I: Chakra Control DC 45
Stage II: Intelligence DC 25 {d20 + int mod}
Stage III: Chakra Control DC 47
Stage IV: Genjutsu DC 43

Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 60 + 10 per turn
Dice Rolls: 4
Damage: N/A
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 34, Chakra Control 36
Training: 4 stages
Stage I: Awareness DC 30
Stage II: Chakra Control DC 46
Stage III: Chakra Control DC 48
Stage IV: Genjutsu DC 44
Special: This layer must be broken before the first genjutsu layer can be broken.

Cyclopean Curse
This genjutsu blinds one of the victim's eyes, rendering them incapable of depth perception. Results in the inability to judge distances.
Cp Cost: 50
Dice Rolls: 4
Damage: N/A
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 35, Chakra Control 37
Training: 4 stages
Stage I: Intelligence DC 25 {d20 + int mod}
Stage II: Treat Injury DC 28
Stage III: Chakra Control DC 52
Stage IV: Genjutsu DC 48
Special: -3 to attack rolls, Dodge Bonus, sight- and Dex-related checks. Blindness remains in effect for [user's chk mod] amount of turns.
Owner: MiniMidget

Jishou yori Omoi (Mind over Matter)
This is a part of a dual technique that was created... kind of by accident. It was made when the originator of the technique made a mistake and put himself under a genjutsu by looking at his reflection. Using this concept, he began to study the processes of the mind and began to realize what could be done. The general concept of this genjutsu is trick the mind into releasing the First and Second Gates associated with Taijutsu. The user tricks the mind into releasing the restraints on the muscles and adding more stamina to the body giving the effects of boosts of power and recovery associated with the first two gates. Unfortunately, the user can go mad from being under this genjutsu for too long. They must break it before long.
Cp Cost: 30 per turn
Dice Rolls: 4
Damage: Same damage as opening the Second Celestial Gate would do to MHp and Hp.
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 40, Chakra Control 40, Reflective surface
Training: 5 stages
Stage I: Intelligence DC 28 {d20 + int mod}
Stage II: Wisdom DC 28 {d20 + wis mod}
Stage III: Chakra Control DC 52
Stage IV: Chakra Control DC 55
Stage V: Genjutsu DC 52
Special: The benefits allowed by the 2 gates are given by this jutsu. User must beat own Will DC to break themselves out of the genjutsu. MHp and Hp damage stops after genjutsu is broken.

Demonic Illusion: Shackling Stakes
Description: The genjutsu requires the use of the Sharingan. The opponent is caught in the mind world created by the user, and the victim will be tormented with the sensation of having spikes driven through their limbs, completely taking away their body's freedom. At the same time, the physical pain accompanying the illusion reveals the great use this technique has for primarily torture and such.
Rank: B
Cp Cost: 95 + chk mod
Attack Turns: 4
Will DC: 15
Damage: 90 + Int mod Mhp
Requirements: Sharingan. 28 Wisdom, 32 Genjutsu, 32 Chakra Control.
Training: 4 stages.
Stage I: Chakra Control DC 42
Stage II: Wisdom DC 38
Stage III: Chakra Control DC 44
Stage IV: Genjutsu DC 42


A-Rank

Demonic Illusion: Mirror Heaven and Earth Change
Description: The user decrypts a genjutsu that has been applied onto them, and casts back a technique with identical effects onto the opponent. It's a form of illusion reversal, but in order to instantly read through a technique and cast it in return, the Sharingan's power is necessary. As genjutsu is initially used to confuse the enemy, this technique which sends it right back to its caster deals a high amount of mental damage, more than anything else.
Rank: A
Cp Cost: 125 + chk mod
Attack Turns: 5
Will DC: 18
Damage: Damage of reversed Genjutsu to Mhp.
Requirements: Sharingan. 38 Wisdom, 42 Genjutsu, 42 Chakra Control.
Training: 5 stages.
Stage I: Chakra Control DC 52
Stage II: Wisdom DC 48
Stage III: Wisdom DC 50
Stage IV: Chakra Control DC 54
Stage V: Genjutsu DC 52

Demonic Illusion: Burning Paper Body
Description: This genjutsu requires the Sharingan and eye contact to be activated. The illusion traps the victim in a dark empty space where their body is made of paper that burns from toe to head while the user is watching. The technique will make it harder for the target to move properly.
Rank: A
Cp Cost: 120 + Chk Mod
Attack Turns: 6
Will DC: 18
Damage: 115 + Int Mod Mhp
Requirements: Sharingan. 39 Wisdom, 42 Genjutsu, 41 Chakra Control.
Training: 4 stages.
Stage I: Chakra Control DC 51
Stage II: Wisdom DC 49
Stage III: Chakra Control DC 53
Stage IV: Wisdom DC 52
Stage V: Genjutsu DC 52

Extrasensory Pulse
A genjutsu that works directly on the mind. Instead of working on a single sense, the genjutsu uses the chakra to alter the brain's commands and sends all 5 senses into hyperdrive. The sense of smell is increased to well beyond even what a dog can have, the sense of sight becomes extremely sensitive to light, the sense of hearing exceeds even that of a dog or bat, the sense of touch is accelerated to and attached to nothing but the pain center of the brain and heightened beyond any known limit and the sense of taste is heightened as well. This all occurs far too fast for one not accustomed to these things to utilise. Due to the extra electricity being produced by the brain while under this genjutsu, the brain will eventually reach a state where it tries to protect itself and resets itself, instantly breaking the genjutsu. So this is only good for one turn but it goes a long way to give you a good free shot.
Cp Cost: 130
Dice Rolls: 5
Damage: 180 - 300 + int mod
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 48, Chakra Control 50
Training: 6 stages
Stage I: Intelligence DC 30 {d20 + int mod}
Stage II: Chakra Control DC 62
Stage III: Treat Injury DC 30
Stage IV: Chakra Control DC 65
Stage V: Genjutsu DC 60
Stage VI: Genjutsu DC 63
Special: -15 to all checks with the penalty decreasing by 1 per subsequent round. So -15 on the first round, -14 on the second round and so on.

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
A genjutsu which exerts an hallucinatory effect upon the eyesight, stealing all light away. A world of darkness, as if a thick, jet-black curtain had been dropped. No matter how skilled someone is, they have no option besides turning into sitting ducks. This effect allows the user to attack unseen. Although it negates sight, it does not stop the other senses. In essence, the opponent can sense, hear and smell out the user of the technique and break its effects by landing one hit.
Cp cost: 80 + 15 per post
Dice Rolls: 5
Damage: N/A
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 40, Chakra Control 42
Training: 5 stages.
Stage I: Chakra Control DC 52
Stage II: Chakra Control DC 55
Stage III: Genjutsu DC 50
Stage IV: Intelligence DC 30 {d20 + int mod}
Stage V: Genjutsu DC 52
Special: Target is considered Blind.

Nehan Shoja no Jutsu (Temple of Nirvana Technique)
This jutsu causes everyone within a specific area to fall into a deep sleep. From the target's point of view, it seems as if feathers are falling from the sky, which serves as a distraction to allow the jutsu to take effect. The downside, however, is that any experienced ninja have more than enough time to dispel it.
Cp cost: 140
Dice Rolls: 5
Damage: N/A
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 42, Chakra Control 45
Training: 5 stages
Stage I: Chakra Control DC 55
Stage II: Chakra Control DC 57
Stage III: Concentration DC 35
Stage IV: Intelligence DC 30 {d20 + int mod}
Stage V: Genjutsu DC 54
Note: Victims can only be woken by breaking the genjutsu.

Shi no Kumi no Jutsu (Death Foreseeing Technique)
This jutsu is much like Kanashibari no Jutsu (Temporary Paralysis Technique), but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
Cp cost: 120
Dice Rolls: 6
Damage: 200 - 300 + int mod
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 44, Chakra Control 47
Training: 5 stages
Stage I: Intelligence DC 28 {d20 + int mod}
Stage II: Chakra Control DC 57
Stage III: Genjutsu DC 54
Stage IV: Chakra Control DC 60
Stage V: Genjutsu DC 56
Special: If Genjutsu DC is more than 10 points over Will Save check, target is put in a state of Panic.

Taijutsu-

D-Rank

Style: Gouken (Strong Fist)
Gouken aims at inflicting external damage and breaking bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
Cp cost: ----
Dice Rolls: n/a
Damage: Basic Taijutsu Damage increases to 5 - 12.
Requirements: Taijutsu 5, Strength 12.
Training: 2 stages.
Stage I: Strength DC 12. Punch hard surfaces with weights strapped around your arms.
Stage II: Taijutsu DC 17. Punch through less hard surfaces without the weights.

Dynamic Entry
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Cp cost: ---
Dice Rolls: 1
Damage: Add 3 - 8 to Taijutsu dmg
Requirements: Taijutsu 6.
Training: 2 stages.
Stage I: Taijutsu DC 18. Train jump kick from standing.
Stage II: Taijutsu DC 20. Train jump kick from a running start.

Reppū (Gale)
Using their quickness and agility, the user performs a spinning kick to sweep their opponent off their feet. This technique is a good example of how even simple taijutsu can become a preeminently destructive, lethal technique. The move here is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Cp cost: -----
Dice Rolls: 2
Damage: Taijutsu damage.
Requirements: Style: Gouken, Taijutsu 9 ranks.
Training: 2 stages.
Stage I: Taijutsu DC 19. Practice spinning on one leg while keeping your kicking leg straight.
Stage II: Taijutsu DC 22. Add more speed and power to "Stage I"
Special: Enemy is flat footed after the attack and loses the Dex mod to his Dodge Bonus unless he succeeds a Acrobatics check {DC: half the damage}.

Senpū (Whirlwind)
A taijutsu technique where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint.
Cp cost: -----
Dice Rolls: 2
Damage: Double taijutsu damage.
Requirements: Style: Gouken, Taijutsu 11.
Training: 2 stages.
Stage I: Taijutsu DC 21. Practice arriving in a position capable of performing Senpu - in a brief moment.
Stage II: Taijutsu DC 23. Send heavy objects flying using the Senpu.
Special:


C-Rank
Style: Capoeira
Capoeira is a style that combines elements of martial arts, music, and dance. The style is marked by fluid acrobatic play, feints, and extensive use of sweeps, kicks, and headbutts. Less frequently used techniques include elbow strikes, slaps, punches, and body throws. Lastly, striking with the hands is often seen as inelegant and disruptive to the flow of movement. Elbow strikes are commonly used in place of hand strikes. Capoeira also uses acrobatic and athletic movements to maneuver around the opponent. Cartwheels, handstands, headspins, hand-spins, handsprings, sitting movements, turns, jumps etc. are all very common in capoeira though vary greatly depending on the form and rhythm. Fakes and feints are also an extremely important element in capoeira and the setting of traps or illusory movements are very common. Capoeira defenses consists of evasive moves and rolls which allow the defensive players to quickly evade an attack and position themselves around the aggressor in order to lay up for an attack. Other evasive moves allow the capoeirista to move away or dangerously close in an attempt to trip up the aggressor in the briefest moment of vulnerability (usually in a mid-kick.)
Cp cost: ---
Dice Rolls: n/a
Damage: 8 - 14 + dex mod per hit
Requirements: Dex 20, Taijutsu 16, Acrobatics 9.
Training: 3 stages.
Stage I: Acrobatics DC 19. Use acrobatic moves (flips, cartwheels, handstands etc.) in a small radius.
Stage II: Taijutsu DC 26. Shadowbox using capoeira. Meaning; adding kicks, slaps, elbows, knees to Stage I.
Stage III: Taijutsu DC 28. Repeat Stage II in a narrow space.
Special: +2 to maximum damage per 5 ranks in Acrobatics when using this style. Immune to attacks of opportunity.

Hayabusa Otoshi (Peregrine Falcon Drop)
The user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground.
Cp cost: ---
Dice Rolls: 3
Damage: Taijutsu damage x 2 + 10 – 15 damage per 10 feet of falling.
Requirements: Taijutsu 23, height to perform the move from (Konoha Senpu, a ledge, a crate etc.).
Training: 3 stages.
Stage I: Taijutsu DC 33. Dive from a high ledge and save yourself with a big log or some other kind of substitute for a person.
Stage II: Taijutsu DC 35. Dive from a higher ledge.
Stage III: Taijutsu DC 38. Jump together with your training object and then use the technique.

Kage Buyō (Shadow of the Dancing Leaf)
A technique where one follows the opponent, closely matching their body's movement, just like a leaf that dances in the air is followed by its shadow. The technique begins with a swift upper kick that will launch their target into the air. While the target is airborne, the user jumps in such a way as to appear below the target while following a similar trajectory through the air. Since the victim is airborne, he is in a vulnerable position to a more damaging attack.
Cp cost: ----
Dice Rolls: 3
Damage: ----
Requirements: Taijutsu 18, Tumble 10.
Training:
Stage I: Tumble DC 20. Jump really, really, really high.
Stage II: Strength DC 14. Jump really, really, really high with weights.
Stage III: Tumble DC 24. Jump really, really, really high while throwing an object to then follow in mid-air.
Special: Opponent must succeed a Fortitude save DC 12 + str mod of the user. If succeeded the technique fails. The next attack done to the target does 50% more damage {must be done while airborne}.

Daisenpū (Great Whirlwind)
A series of kicking attacks, starting from a low kick and linking into a middle kick and high kick then finishing off with a heel drop. As the rotation speed picks up the user gains buoyancy, which they use to shift into gradually higher attacks.
Cp cost: ----
Dice Rolls: 3
Damage: Triple taijutsu damage.
Requirements: Taijutsu 24, Strength 18, Dexterity 24
Training: 3 stages
Stage I: Taijutsu DC 34 Link kicking attacks without giving a pause for counterattack.
Stage II: Strength DC 16 Practice launching kicks hard enough and in a proper angle to propel a target upwards each time.
Stage III: Dexterity DC 17 Follow the target's trajectory as he is kicked higher in the air each time to complete your combo.


B-Rank

Gōriki Senpū (Strong Whirlwind)
A taijutsu technique using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that not a single person can follow the user's movement, smashing his enemy with overwhelming strength.
Cp cost: ----
Dice Rolls: 4
Damage: Four times taijutsu damage.
Fort DC: 15 + str mod + 2 per 10 points in Taijutsu
Requirements: Taijutsu 35, Strength 28, Dexterity 22
Training: 4 stages
Stage I: Taijutsu DC 45 Getting the feel of the technique, the movement.
Stage II: Dexterity DC 16 Increase speed of the kick through flexibility and technique.
Stage III: Strength DC 19 Adding as much strength to the movement as possible.
Stage IV: Taijutsu DC 47 Using the technique effectively on various targets.
Special: If target fails Fortitude check, cause disorientation effect for one round, causing a -4 penalty on attack, damage and dodge.

Shofu (Rising Wind)
This jump uses the entire body as a spring by amassing power in the legs before kicking upwards. Because the power of the kick from the ground is instantly converted into a blow, the enemy hit with this attack will be launched high into the sky. Can also be used to disarm an enemy of his weapon.
Cp cost: ----
Dice Rolls: 4
Damage: Double Taijutsu damage. If disarming, damage is only normal taijutsu damage.
Requirements: Taijutsu 30, Strength 22, Dexterity 26
Training: 4 stages
Stage I: Dexterity DC 18 Getting under an opponent's guard and kicking in a vertical strike.
Stage II: Strength DC 16 Using the ground as a push to increase upwards strength.
Stage III: Taijutsu DC 40 Aiming for the opponent's chin to send him flying.
Stage IV: Taijutsu DC 45 Aiming for an opponent's weapon correctly to favor disarming.
Special:
*If used to disarm: Add value of [dex mod] + [str mod] to regular disarm check.
*If used as a hit, target loses his first attack turn from his next turn to land from the hit and get back to his feet.
*Cannot use twice in a row.

Summoning Contract-

~Stats~

LV. 30
Experience:
Hp: 570
Cp: 480
MHp: 870


[Base]...[Distribute]...[Level]...[Training]...[Total]

Strength:........[12]...[22]...[--]...[--]...[----]...[34] Mod: 12
Dexterity:.......[12]...[23]...[--]...[--]...[----]...[35] Mod: 12
Constitution:....[12]...[24]...[--]...[--]...[x0.8]...[28] Mod: 9
Intelligence:....[12]...[21]...[--]...[--]...[----]...[33] Mod: 11
Wisdom:.........[12]...[23]...[--]...[--]...[x1.4]...[49] Mod: 19
Charisma:.......[12]...[10]...[--]...[--]...[x0.8]...[17] Mod: 3
Chakra:..........[12]...[25]...[--]...[--]...[----]...[37] Mod: 13
Dodge Bonus: (12 + 19 + 10) x 1.3 = 53

Base Attack Bonus: 30
Attack Melee: 42
Attack Ranged: 42

Base Save Bonus: 15
Fort: 24
Rex: 27
Will: 34

~Skills~


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

Acrobatics (Dex):
Alchemy (Int):
Awareness (Wis): 10
Athletics (Str):
Chakra Control (Int): 45
Concentration (Con): 10
Craft (Int):
Diplomacy (Cha):
Escape Artist (Dex): 10
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha):
Perform (Cha):
Read Lips (Wis): 10
Seduction (Cha):
Sense Motive (Wis): 10 x 1.3 = 13.
Sleight of Hand (Dex):
Stealth (Dex): 10
Survival (Wis): 10
Treat Injury (Int):


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

Katana: 30
Taijutsu: 35
Ninjutsu: 45
Medical Ninjutsu:
Genjutsu: 45
Fuuin Jutsu:
Sneak Attack: 30
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:


Valuables

Qyp
Crew

Manly Lunatic


The Ghost of Xmas Awesome

PostPosted: Thu Feb 24, 2011 8:36 am


Qyp
Weird... it should be okay if it already exists...
Does she know that? She might think It's new if no one has told her.
PostPosted: Thu Feb 24, 2011 11:13 am


The Ghost of Xmas Awesome
Qyp
Weird... it should be okay if it already exists...
Does she know that? She might think It's new if no one has told her.

Well, Cheer should say "can I put this clan in the approvals for a system update?" or what ever...

Qyp
Crew

Manly Lunatic


cheerios18

PostPosted: Thu Feb 24, 2011 11:25 am


I'm confused, is that not what I'm asking? I hadn't seen the thread before, so I figured proto had made it a while ago and edited it.
PostPosted: Thu Feb 24, 2011 12:31 pm


uuummm... i'm kinda confused by my leveling stuff... i thought lvl 1 was 1000xp? i'm not lvl 20 already am i? O.o

If so can i have people check my posts in both the academy and training grounds to make sure i did my training right... because and 8 yr old shouldn't be lvl 20 already.... nor should it be that easy to lvl :S

Meat Vegetable


cheerios18

PostPosted: Thu Feb 24, 2011 12:37 pm


it's 100 exp for a level 1. Any exp you received in the grading thread should be correct, so it probably was easy to level. I'll check though.

Edit: Well I guess the issue is that you haven't posted for rewards. If you have been giving yourself exp it's probably not quite correct, but that's no biggy, just follow the guide and put up each of your trainings in the exp and rewards thread. Ghost or I will grade them, and I'm sure everything will be fine.
PostPosted: Thu Feb 24, 2011 3:12 pm


umm alright... >_< that means i'm going to have an insane amount of points to allocate then sweatdrop

Meat Vegetable


The Ghost of Xmas Awesome

PostPosted: Thu Feb 24, 2011 4:27 pm


neutral Hmm... you know, I don;t think you quite get how training works...


Okay, look, the number Train 0/10, is the number of rolls you have to beat the DC before the exercise is complete. For every exercise you complete, you put it in the EXP thread so we can grade it. Understand? Looking at your training, I don't know if you even finished one exercise...
PostPosted: Thu Feb 24, 2011 5:10 pm


Ghost is right, you've basically got it thought, the Train 0/10 isn't the overall amount of rolls is the amount of successful rolls. So once your success rate is 10/10 you're done. You had it right at first, although the minimum number is lines for each post or each roll is 4 lines. To complete the training you've started, make sure that each roll has the minimum lines, which would be just an easy edit, and then continue rolling and posting until you succeed twice more.

cheerios18


ellreka

Dapper Browser

1,650 Points
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PostPosted: Thu Feb 24, 2011 5:30 pm


note: bear grills just told me that i can filter piss green water with a straw and its perfectly safe to drink....even though the plant-straw he used did nothing to filter the water...and its still piss green poison water...Im sorry....i just like commenting on his "mastery of survival".....oh look...now he's using like...twine...to swing across a dangerous gorge....AMAZING MISTER GRILLS AMAZING!
PostPosted: Thu Feb 24, 2011 5:49 pm


okay, so lemme get it right, i understand some posts i gotta put more into it, butI only counted the /10 training as successes i was certain of that unless it restarts every time i fail and goes back to zero?

Meat Vegetable


ellreka

Dapper Browser

1,650 Points
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PostPosted: Thu Feb 24, 2011 5:56 pm


Nezul
okay, so lemme get it right, i understand some posts i gotta put more into it, butI only counted the /10 training as successes i was certain of that unless it restarts every time i fail and goes back to zero?


no, it doesnt reset....

but the process is like this

roll->if beat DC-> success!1/10->post paragraph of training

roll->if did not beat DC ->epic failz!0/10 -> post paragraph full of woe,angst,and foul language etc. etc.
Reply
Otogakure ((Hidden Village of Sound)) [Rice Country]

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