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

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Conrade Wulfe

PostPosted: Mon Jul 18, 2011 7:38 am


User-name: Conrade Wulfe
Posting: Eh, often now, probably at night
Time zone: Eastern Standard

~Character Data~


Name: Travis G. Wolfe
Village: Hidden Leaf.
Clan/Bloodline:none (that he knows of)
Element Affinity: Lighting
Age: 11
Gender: MALE
Rank: Academy Student

~Appearance~


Headband: none right now.
Height: 5 6
Weight: 160
Hair: Dark Grey, short and fur-like
Eyes: Golden/Yellow, strong, with a stern look.
Physical Description: A tall, Wiry figure, Noticeable Muscles. Well tanned with scars, some from animal teeth and claws, others from just clumsy mistakes while in the wild . Noticeable scar from a wolf's claws across the left arm and down onto chest. Well-set cheek bones, short but strong nose and slightly sharper than normal teeth, especially the canines.
Clothing: mostly leather, both pants and jacket are leather, cloth shirt, wears a belt with many pouches, and has arm bands made of iron. Has a dark grey hooded cloak for traveling or just nasty weather. Wears heavy metal shod boots for kicking and traction. Toes and heel are also metal. The boots are held on by straps.
Background:Travis G Wolfe was born to shinobi parents. They had immigrated to the village years before he had been born from the north, from the Lighting Nation. He never knew them, as they both died soon after he was born, his father on a mission and his mother from grief a few months later. He was taken to the orphanage where he was raised with the rest of the orphans. It was there he met his friend Felix. His goal is to become a warrior like his father and make a name for himself, and one day, maybe go north to see if he had any family
Personality: Easy going guy, who will speak his mind and is sure of himself. However hes not likely to make light of a serious situation, and has quiet a lot of self control. Has a nasty temper however...
Other: He is straight and doesn't like gay or bi people. He is very logical in his thinking.

Missions:

S:
A: 1
B:
C:
D:

Jutsu:
Bunshin no Jutsu

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 4
Experience: 40/250
Hp: 66
Cp: 16 (+10) = 26
MHp: 44

Strength: 16+4(+2) = 22 Mod: +6
Dexterity: 10 Mod: +0
Constitution: 10 (+2) = 12 Mod:+1
Intelligence: 6+1 = 7 Mod: -2
Wisdom: 8 (+4) = 12 Mod: +1
Charisma: 6 Mod: -2
Chakra: 6+1 (+1) +2 = 10 Mod: +0
Dodge Bonus: 11

Base Attack Bonus: +4
Attack Melee: +10
Attack Ranged: +4

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

~Skills~


Ninja Skills [Mundane] ((Modified By)):
[Training] + Level + Attribute = Total

Strength Mod: 6
Athletics 0 + 10 + 6 = 16

Dexterity Mod: 0
Acrobatics: 0 + 4 + 0 = 4
Escape artist: 0 + 0 + 0 = 1
Sleight of Hand: 0 + 0 0 = 1

Constitution Mod: 1
Concentration 0 + 4 + 1 = 5

Intelligence Mod: -2
Alchemy (Int): 0 + 0 -2 = -2
Chakra Control: 5 + 10 - 2 = 13
Craft: 0 + 0 + -2 = -2
Treat Injury: 0 + 0 + -2 = -2

Wisdom Mod: +1
Awareness: 0 + 7 + 1 = 8
Read Lips 0 + 0 + 1 = 1
Sense motive: 0 + 0 + 1 = 1
Survival: 0 + 8 + 1 = 9

Charisma Mod: -2
Diplomacy 0 + 0 + -2 = -2
Handle Animal: 0 + 8 + -2 = 6
Innuendo 0 + 0 + -2 = -2
Intimidate 0 + 0 + -2 = -2
Preform 0 + 0 + -2 = -2
Seduction 0 + 0 + -2 = -2

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

Ninja Weapons:
Melee:
Ranged:

Taijutsu: [r] 6 [/r]
Ninjutsu: 6
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~



Money:

Ryo:

Equipment: Backpack, a notebook and some pencils. Two pairs of clothes. Academy Syllabus scroll.


Valuables: Fathers wolf tooth good luck charm, worn around neck.
PostPosted: Wed Jul 20, 2011 4:04 pm


User-name: The Winged Guardian
Posting: >10 a day (daily)
Time zone: Mountain

~Character Data~


Name: Hiku Mitashi (first, last)
Village: Takigakure
Clan/Bloodline: None.
Element Affinity: Wind & Lightning.
Age: 19
Gender: Male
Rank: Chunnin

~Appearance~

User Image

Headband: Uses as a belt.
Height: 5'9''
Weight: 145lbs
Hair: Black
Eyes: Blue
Physical Description: Lean, Muscular, Riddled with scares underneath his under shirt.
Clothing: Black fighting gloves, comfy black pants, for rest look at image.
Background: Hiku grew up on the streets of Kiri from a very young age. He had to fight for all the food he could possibly steal. Even the other kids tried to steal food from him. He learned how to use a sword he had stolen from a passerby. He felt confident with it. Though with him gaining a weapon everyone else took up weapons to defend themselves and to steal. Hiku's body is riddled with scars on his back and chest, some still look worse then others. Hiku eventually lead a gang of kids until he got into a fight with a ninja. The Ninja had just toyed with him. Only seeing him as a child. Anyone who calls him a child better hope he knows how to defend himself. While fighting Hiku doesn't know how to show mercy he'd go for the killing blows every chance he could. Which is why after he fought the ninja he decided to go to the Academy and learn how to become a Shinobi. He stayed in where he felt he could be of better use. He was ruthless, because of the way he lived. The way he always went for the killing blows the instructors had to intervene every time. Eventually the other kids just backed off and isolated him. He was fine with that. He eventually learned to open up to people. Not until he passed his genin exam and was put into a squad though. There they made him be kind. Well some what. Any fighting and his happy kind eyes became cold and calculating, that of a Shinobi's. Recently when he was ranked up to Chunnin. He went off on a mission where only he returned alive. People thought he had killed them all and left them there. They were in his way yes but he wouldn't have done that. He was sad when the only girl that had treated him like a human was now dead. His heart hurt and he didn't know why. His head was always around what could happen and what needs to happen to get those results. Due to the way he grew up he hasn't socialize much with other people and they tend to ignore him. He ran away from Kiri and managed to meet up with a man. His name was Amadeus. Amadeus told him about the plight of the world and that the Fifth Dawn was a good place to be if he wanted to stay away from the Mist village. Hiku accepted on the spot. Amadeus told him to go to the Waterfall Village, but this was many years ago. When he arrived however, he was in for a surprise.
Personality: Kind, Misunderstood, Caring, Cold, Ruthless, Eager, and Calm the times when hes not eager.
Other: Doesn't believe in love as well as talks to himself sometimes and or thinks things aloud.

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) 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.
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.

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.

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 esscape 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.

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.

Fūton: Jūha Shō (Wind Release: Beast Wave Palm)
A powerful jutsu that uses large amounts of wind nature chakra that can cut and slash through any material. The user gathers chakra in one hand, and then swipes a slicing chakra wave. The user is able to use this jutsu in rapid succession.
Rank: C
Dice Rolls: 3
Cp cost: 50
Damage: (10 - 25) + chk mod + 2 per 10 ranks in ninjutsu per wave.
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu (must roll one for each wave)
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 15, Chakra 16
Special: User can fire one wave per 5 levels in Chakra Control. 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.

Rai Bunshin no Jutsu (Lightning Clone Technique)
Developed in the halls of Amegakure but used by Lightning Element ninja the world over. This technique gathers the negative ions in the air and binds it with your chakra to form a clone of your likeness. To touch these clones is to get quite the shocking surprise.
Cp cost: 60
Dice Rolls: 3
Damage: 10 – 25 + chk mod
Reflex DC: N/A
Requirements: Lightning Affinity, Chakra Control 18, Ninjutsu 15
Special: Each clone has half your stats and 50 Hp. Clones cannot use ninjutsu or genjutsu and are maintained for [user’s chk mod + 10] turns.

Medical Ninjutsu-

C-Rank
Medical Technique: Minor Chakra Heal
By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. No broken bones can be repaired by this technique.
Cp Cost: 12 per usage
Dice Rolls: 2
Heals: 1 - 10 + Chakra Mod.
Requirements: Medical Ninjutsu 15, Chakra Control 20
Special: Can only heal one target at once. Successful usage of this technique heals wounds, burns, and frostbite, and removes bleeding effects.
Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 10
Experience: 0/550
Hp: 150
Cp: 140
MHp: 130

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Base| Distribution| Training
Strength:-------10+4=14-----Mod: 2
Dexterity:------10+15=25---Mod:7
Constitution:--10+10=20---Mod: 5
Intelligence:--10+7=17-----Mod: 3
Wisdom:--------10+7=17---Mod: 3
Charisma:------10+5=15---Mod: 2
Chakra:---------10+20=30--Mod: 10
Dodge Bonus: 20

Base Attack Bonus: 10
Attack Melee: 12
Attack Ranged: 17

Base Save Bonus: 5
Fort: 10
Rex: 12
Will: 8

~Skills~


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

Athletics (Str):0+2=2

Acrobatics (Dex): 5+7=12
Sleight of Hand (Dex): 0+7=7
Stealth (Dex): 5+7=12
Escape Artist (Dex): 0+7=7

Concentration (Con): 0+5=5

Alchemy (Int): 0+3=3
Chakra Control (Int): 30+3=33 (capped 30)
Craft (Int):0+3=3
Treat Injury (Int):5+3=8

Awareness (Wis): 0+3=3
Read Lips (Wis): 0+3=3
Sense Motive (Wis): 0+3=3
Survival (Wis): 0+3=3

Diplomacy (Cha): 0+3=3
Handle Animal (Cha): 0+3=3
Innuendo (Cha): 0+3=3
Intimidate (Cha): 0+3=3
Perform (Cha): 0+3=3
Seduction (Cha): 2+3=5




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

Ninja Weapons:
Katana 10
Senbon 2
Taijutsu:
Ninjutsu: 30
Medical Ninjutsu: 20
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play: 1

~Possessions~


Money:

Ryo:

Equipment:
1xKatana
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. Causes a Bleeding Wound upon a critical hit. +4 to blocking checks.

40xSenbon
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.

Valuables

The Winged Guardian

Generous Friend

6,200 Points
  • Survivor 150
  • Conversationalist 100
  • Tycoon 200

Jin Shirosin

PostPosted: Thu Oct 06, 2011 1:57 pm


User-name: Jin Shirosin
Posting: When I feel like it
Time zone: CST

~Character Data~


Name: Menboku(honor)
Village: Fifth Dawn(Taki)
Clan/Bloodline: Unknown right nowhttp://www.gaiaonline.com/images/gaia_global/gaia_footer/mail.png
Element Affinity: Water and Wind
Age: Unknown(17-20)
Gender: Male
Rank: He is above the conventional rank of most ninja(no title)

~Appearance~


Headband: None
Height: 5'11
Weight: 165lbs
Hair: Reddish brown. Just long enough to barely spike up or comb back
Eyes: Light brown
Physical Description: Has a toned figure. Few have seen him with even a shirt off to be able to tell how toned though.
Clothing: Thin mobile black clothing almost like silk that is covered in a thin armor plating. The plates are thin enough for him to stay mobile, yet be protected from most projectiles.(Think a thinner version of samurai armor) It ranges from ankles all the way to wrists, to collar. Wears samurai tabis and wooden sandals.
Background:

Not really sure of his younger years, as far as Menboku can remember he has never had a stable home. He had a small group of people that he had traveled with that he called a family. He was the youngest of the four. There were two twins that were slightly old than he was and a leader that was atleast ten years his superior. He was a master in ittoujutsu(bladed arts). And Menboku had learned from him from as young as he could remember.

Along with Shuu and Yuri(twins), Menboku worked to learn the art of the blade from master Jubei. Studying all swords of weapons from the Katana all the way to the Kusarigama, the most complicated and dangerous of weapons. Menboku was the best in the use of the weapons while the twins were best in forging both weapons and armor. Shuu loved making weapons and Yuri with her big heart wanted to protect her friends and companions.

They fought off many attackers, that they could only guess was after their sensei. Collecting scrolls, weapons and other valuables along the way. Many of the scrolls were what was called jutsu. Things that Menboku alone studied while visiting cities in their travels. Just general documented information from libraries. A big part of what he learned being medical jutsu so that he could heal his sensei. Because the enemies that attacked were often too much for Menboku, Shuu and Yuri. They were often their sensei's support.

Until the day they were attacked by several masked ninja. From the information they had learned it was what was called an 'Anbu squad'. They would fight them off for what seemed like hours. Not even sensei was able to land a killing blow on one of them. Sensei holding off two of them and the other three fighting one. The Anbu members eventually backed off and retreated. Too low on chakra to do anything else to this 'samurai cell'. Sensei was all cut up. Shuu all burnt up from fire style jutsus. "Attend to Shuu!" Their sensei beckoned to the other two.

Menboku and Yuri came out uninjured because they had watched each others backs directly. Having grown quite fond of each other. They tended to their burnt friend. But they didn't know any medical ninjutsu yet. And the bandages and salve could only get them so far. They bandaged him up as much as they could. But his very flesh was burnt to the point that it would crack and the salve would just cause more pain then it would help. It was like it was being applied directly to charred muscle. Tears starting form, pooling in Menboku's eyes. He knew he couldn't save his friend. There wasn't any way. That's when he heard something hit the ground behind him. It was a loud thump. He knew right away what it was. It shook him down to his core. His pupils grew small and started to shake violently.

As he turned to look, his fear was realized. Jubei-sama had fallen. The strongest man they had ever known was down. As much as it hurt to leave Shuu's side, Menboku lunged and rushed over to his sensei who had fallen face first in the dirt. Menboku rolled him over. As he did, Jubei didn't scream in anguish like you would expect from being moved with all those injuries. His body was numb. And as Menboku pressed against him, a clear puss would run out of the wounds. His immune system was trying to fight poison.. and failing miserably. With his breathing massively erratic he squeezed out some last words. "Learn...their skills....and" He coughed, spitting up blood that would run from the corners of his mouth and down his cheeks "...and...and.. take care of Yuri...." And with that his erratic breathing stopped cold and his body went limp. Menboku screamed out in fury and anguish. Both his 'father' and his 'brother' were gone in one swoop. Why did this happen?! This world was despicable.

That evening the two buried the bodies. Large stones with a sword stabbed in the top of it. That was a warriors grave. They didn't die honorably. Poisoned and burnt to death. But atleast the two they had known as family could honor them. It was later that night when Menboku got more reason for his new calling in this world. Protecting a girl he had come to admire. Some might say come to love.

They traveled and learned things together. Medical ninjutsu, among other things. Yuri having built Menboku superior armor that could make a difference against the Anbu attacks if they ever happened again. But Menboku didn't know that Yuri never let the pain of losing her brother go. A real pain that Menboku couldn't hope to understand. He didn't know anything about his childhood. Shuu and Yuri were biological twins.

Yuri had poisoned herself to leave this world in her sleep. And Menboku had no one to hate for this but himself. He had heard rumors of a group of people like him. That were always running from the rest of the ninja world for their own reasons. People that wanted to kill these military powers. Even if they were once ninja themselves, they would be brothers in arms. He needed power. He craved a sense of power. One day.. he would bring those anbu bastards to their knees until they begged him to spare their lives. His samurai way was dying. He would get retribution, even if it killed him inside. It was time for vengeance. Welcome... to the Fifth Dawn.

Personality: Angry at the world. Aggressive but has a soft spot somewhere inside.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
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.

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.

Suirō no Jutsu (Water Prison Technique)
A move used to trap the victim inside a virtually inescapable prison of water. The only downside to this technique is that the user must keep one arm inside the water sphere at all times in order for the victim to remain imprisoned.
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.
Requirements: Water Affinity, Chakra Control 26, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 36 Forming a water sphere.
Stage II: Ninjutsu DC 30 Maintaining an object inside the sphere.
Stage III: Chakra Control + Ninjutsu DC 56 Preventing the trapped object from escaping.
Special: If victim is underwater, increase Reflex DC to dodge by 25%. Victim is completely immobilized until he/she can break free.


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, 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
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:
*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.


B-rank
Kansei: Mizu no Kyuutai (Trap: Orb of Water)
The victim of watery traps has an unkind fate to come. Water spreads up around the poor soul and they begin to drown. The lucky can break loose, but then they still have to face the caster of the technique.
Cp cost: 45 + 20 per turn
Dice Rolls: 4
Damage: 40 – 80 + chk mod per turn
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 30.
Training: 4 stages
Stage I: Chakra Control DC 40 Forming a water sphere not connected to your arm.
Stage II: Chakra Control DC 42 Maintaining the sphere's shape and consistency.
Stage III: Chakra DC 20 {d20 + chk mod} Keeping a trapped object from escaping
Stage IV: Ninjutsu DC 40 Keeping the sphere active while doing other activities.
Special: Can only be used if target is on or underwater. Victim is completely immobilized until she can break free and is considered drowning. Victim must roll a Fortitude check of 5 + 5 per round or otherwise take the full damage from the technique.

Suiton: Suijinheki (Water Release: Water Encampment Wall)
This defensive technique creates a wall of water around the user. Enemy attacks are completely intercepted by a fence of water blown out from the mouth, and is raised from below with tremendous might. The water is blown out is in the form of a circle around the user, and it makes for a defense without openings. It is also possible for the user to control the amount of water and duration at will. The wall's strength and resistance change following the quantity of chakra poured down into the water, so a skillful shinobi will be able to build a sturdy one.
Cp cost: 90
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25, Chakra 32, Concentration 20
Training: 4 stages
Stage I: Chakra Control DC 40 Raising water into a wall.
Stage II: Ninjutsu DC 35 Spreading the wall in a circle around the user.
Stage III: Chakra DC 21 {d20 + chk mod} Generating a strong current to block attacks.
Stage IV: Concentration DC 30 Maintaining the barrier while fighting or doing other attention demanding activities.
Special: Completely avoid 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: Bakusui Shōha (Water Release: Exploding Water Shockwave)
The user generates a great volume of water, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks. The amount of water created is proportional to the amount of chakra used; when used with an enormous chakra, even a dry wasteland can become a small ocean.
Cp cost: 130
Dice Rolls: 4
Damage: 130 - 150 + chk mod
Reflex DC: n/a
Athletics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30, Dexterity 20
Training: 4 stages
Stage I: Chakra DC 20 {d20 + chk mod} Creating or gathering extremely large quantities of water for a technique.
Stage II: Chakra Control DC 45 Launching the water into a wave.
Stage III: Dexterity DC 15 {d20 + chk mod} Riding the wave while maintaining balance.
Stage IV: Ninjutsu DC 40 Launching an attack while the wave hits.
Special: Cannot be dodged due to the volume of the attack, all targets in the area must flee (athletics) or get caught in the blast. Creates a water source. Any victim who fails the Athletics has a dodge rating of 0 for the rest of the user's turn.


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
Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique)
This technique shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage.
Cp cost: 170
Dice Rolls: 5
Damage: 175 – 275 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 40, Ninjutsu 45, Chakra 35
Training: 5 stages
Stage I: Chakra DC 22 {d20 + chk mod} Gathering large quantities of water for a jutsu.
Stage II: Chakra Control DC 50 Forming the water in the shape of a dragon.
Stage III: Chakra Control DC 52 Animating the dragon.
Stage IV: Ninjutsu DC 55 Aiming the dragon for an attack.
Stage V: Ninjutsu DC 57 Adding concussive force to the attack.

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.


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.


Medical Ninjutsu-
C-rank
Medical Technique: Minor Chakra Heal
By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. No broken bones can be repaired by this technique.
Cp Cost: 12 per usage
Dice Rolls: 2
Heals: 1 - 10 + Chakra Mod.
Requirements: Medical Ninjutsu 15, Chakra Control 20
Training:
Stage I: Chakra Control DC 30 Heal a wound of a lesser life form (flower, insect, tiny animal...).
Stage II: Chakra Control DC 32 Increase the radius of a wound and repeat stage I.
Stage III: Medical Ninjutsu DC 27 Heal a wound of a fellow human being.
Special: Can only heal one target at once. Successful usage of this technique heals wounds, burns, and frostbite, and removes bleeding effects.


B-rank

A-rank
Inyu Shometsu (Secret Healing Wound Destruction)

The user can concentrate their chakra to a prepared area on their body and begin the cell recreation process the very moment the targeted area becomes damaged. This ability activates dead cells and create new ones.
Cp cost: 60 + 20 per turn held
Dice Rolls: 5
Heals: 30 – 50 + chk mod per turn
Requirements: Medical Ninjutsu 35 Ranks, Chakra Control 30
Training:
Stage I: Medical Ninjutsu DC 45 Maintain a green chakra field at a chosen place on the body then sustain a small amount of damage.
Stage II: Medical Ninjutsu 47 Hold the green chakra for a longer time before some damage is dealt.
Stage III: Chakra Control 40 Increase the number of chakra fields on the body.
Stage IV: Chara Control 42 Sustain a larger amount of damage.
Stage V: Medical Ninjutsu 48 Put the jutsu on another person and let him/her go through the other stages.
Special: Immediately heals damage, wounds, bleeding effects, burns and frostbites after receiving them. {Holding the technique doesn't use up any attack turns.}

S-rank

Genjutsu-
E-rank

D-rank

C-rank

B-rank

A-rank

S-rank

Taijutsu-
E-rank

D-rank

C-rank

B-rank

A-rank

S-rank

Summoning Contract-

~Stats~

LV. 50
Experience: 0
Hp: 1300
Cp: 1200
MHp: 1450

Strength: 18+44+=62(26)
Dexterity: 18+34+=52(21)
Constitution: 18+24+=42(16)
Intelligence: 18+32+=40(15)
Wisdom: 18+22+=40(15)
Charisma: 18+40+=58(24)
Chakra: 18+32+= 50(20)
Dodge Bonus: 46

Base Attack Bonus: 50
Attack Melee: 76
Katana AB: 91
Attack Ranged: 71
Shuriken AB: 73

Damage:
Taijutsu 27-32
Katana 60-85
Shuriken 25-29

Base Save Bonus: 25
Fort: 41
Rex: 46
Will: 40

~Skills~


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

Acrobatics (Dex): 21+10=31
Alchemy (Int): 15+10=25
Awareness (Wis): 15+20=35
Athletics (Str): 26+10=36
Chakra Control (Int): 15+30=45
Concentration (Con): 16+30=46
Craft (Int): 15+10=25
Diplomacy (Cha): 24+10=34
Escape Artist (Dex): 21+10=31
Handle Animal (Cha): 24
Innuendo (Cha): 24+10=34
Intimidate (Cha): 24+30=54
Perform (Cha): 24
Read Lips (Wis): 15+10=25
Seduction (Cha): 24+20=44
Sense Motive (Wis): 15+30=45
Sleight of Hand (Dex): 21
Stealth (Dex): 21
Survival (Wis): 15+30=45
Treat Injury (Int): 15+30=45


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

Ninja Weapons(Katana): 70
Ninja Weapons(Shuriken): 10
Taijutsu: 20
Ninjutsu: 40
Medical Ninjutsu: 35
Genjutsu:20
Fuuin Jutsu: 15
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo: 3600

Equipment:
Master work Katana
Master work Katana with serrated teeth
Shuriken x30


Valuables
Yuri's pendant necklace that has a black onyx stone imbedded.
Shuu's steel hammer used for blacksmithing
Jubei-sensei's gourd. Always filled with a 'mystery drink'.
Reply
Takigakure ((Hidden Village of Waterfall))

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