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

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Reclaimer9213

PostPosted: Mon Apr 28, 2008 4:09 pm





User-name: Reclaimer9213 aka Zanza
Posting: yeah, we do this somethimes when we want to say something
Time zone: Eastern

~Character Data~


Name: Souzou, Seta
Village: Otogakure
Clan/Bloodline: None
Element Affinity: Fire
Age: 25
Gender: Male
Rank: Jounin/Medical ninja
Characteres Theme Song: http://www.youtube.com/watch?v=StD_Q8ZnU0w
Characteres Battle song: http://www.youtube.com/watch?v=QQuLl7MhO_o


~Appearance~


User Image

Headband: Forehead or Bandana on missions, Black, Custom symbal (Seta wanted to stand out as a proud member or the medical core, so he customised his headband with a circle around the inital sound symbal, and is planing to present the idea of it becomeing customary at a village gathering.)
Height: 5'11
Weight: 139
Hair: Blue, spikey
Eyes: Blue
Physical Description: Slim
Clothing: Commonly found in loose fitted T'shirts
Background: Seta was born to a crule father, and a careing mother here in otogakure. Luckily, his father was a common shinobi and was often sent on long missions. When he was a teenager, his mother became ill and passed away, leaveing him to his fathers care. Seta began to follow in his fathers footsteps, but with a different goal in mind. He had a dream of finding a cure for his mothers illness, so other chilldren wouldn't need to go through the same torment he did. His father thought this was foolish and weak of him, and atempted to persuad him out of joining the medical core. This didn't stop Seta from doing what he dreamed of however. He became a chunin medical core assistant at age 16. At the same time, his father began cutting off ties with him out of " shame ". Seta carried on though, and by the time he was 18, his father had nothing to do with him. At 19 he became an offical officer of the medical core, and at age 21, he developed the cure, or sugery rather, for stages one through four of the "heavy lung " syndrom that killed his mother. With one major acomplishment under his belt, he moved on to improve the medical core further, but the cure was his last well known acomplishment.

Personality: Seta isn't shy to speak his mind, but he is typicly quiet. He tends to think before he speaks, but normaly has to be spoken to in order to get a responce from. He is very proud of the acomplishments of the medical core, and most of his goals are linked with it. Seta is a careing person and often fails to hide his feelings, despite his emotional training.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

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

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

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

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

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

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

Kanashibari no Jutsu (Temporary Paralysis Technique)
A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu.
Cp cost: 30
Damage: N/A
Requirements: Chakra 20+ Level 15+
Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation.
Training days: 10 days
Special: This jutsu is broken upon impact.

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 bones can be repaired by this technique.]
Cp Cost: 10 per round
Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal.
Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12)
Training: 8 days

Chikatsu Saisei no Jutsu (Healing Resuscitation Regeneration Technique)
A very advanced healing technique. Chikatsu Saisei uses a part of the casualty's body as a medium to heal the casualty's wounds. It requires an almost room-wide seal, and a lot of time. Unfortunately, this treatment's success rate isn't very high.
Cp cost: 50 per person, minimum 3 people
Damage: N/A
Requirements: Treat Injury 80 Ranks, Chakra Control 80
Training days: 25 days
Special: Revives a person who has been Dead (-10 Hp) for half an RP day or under

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 + 10 per turn held
Damage: N/A
Requirements: Treat Injury 80 Ranks, Chakra Control 50+
Training days: 15 Days
Special: Heals 50 + user's chk mod + 2 per 10 ranks user has in Chakra Control.

Shosen Jutsu
By concentrating chakra to the hand, the user is able to cure wounds by focusing their own chakra to where the critical injuries lie, healing them in the process. This jutsu, however, uses up a high amount of chakra. This may also be utilized as the Chakra Enjintou and Chakra no Mesu, or the chakra scalpel for that matter - in order to sever the opponent's muscle fibers at the point of contact.
Cp cost: 60 + 10 per 20 Hp healed
Damage: N/A
*Combat scalpel: Same as common taijutsu damage but adds chakra modifier instead of str modifier. Affected victim must roll a reflex save (DC: your attack roll) to avoid inner bleeding, should the inner bleeding check fail the victim shall lose 3 Hp per round per time hit. Also depending on the area you are hit you might receive extra penalties. Such as -10 attack roll and damage for arm and leg wounds.
Requirements: Treat Injury 50 ranks, Chakra Control 70
Training days: 15 days.
Special: If used as a combat Scalpel, user must beat defendants’ Dodge Bonus by at least 10 points to cut muscle fibers in area hit. Defender cannot use affected area until healed or for 10 turns.


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: 120
Damage: 80-185 + chakra mod.
Requeriments: Fire affinity. Chakra 45+, Chakra Control 60
Training days:15 days

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: 30
Damage: 20 - 40 + chakra modifier.
Reflex DC: 10 + Character level + chakra mod for half damage. Neutral 20 or surpassing the save by 10 means no damage.
Requirements: Fire Affinity, Chakra 20+, Chakra Control 12
Training days: 7 days/ if Uchiha teaches you, 4 days
Special: Uchihas learn this at young age. This does not mean that Uchiha starting out will have this jutsu.

Katon: Haisekishō, (Fire Release: Ash Product Burning)
Unlike other fire-based jutsu, this jutsu allows the user to breathe out a cloud of superheated ash capable of causing third-degree burns. 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: 50
Damage: 50 - 80, then 20 per turn (for two turns)
Requirements: Fire Affinity
Training: 7 days
Special: Due to the cloud of ash its effects linger for 3 rounds (same as smoke bomb)

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 30
Experience: 0/3000
Hp: 900
Cp: 870
MHp: 630

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

Strength: 12 + 6 + 0 = mod = 4
Dexterity: 12 + 20 + 0 = mod = 11
Constitution: 12 + 38 + 0 = mod = 20
Intelligence: 12 + 12 + 0 = mod = 7
Wisdom: 12 + 20 + 0 = mod = 11
Charisma: 12 + 2 + 0 = mod = 2
Chakra: 12 + 50 + 0 = mod = 26
Dodge Bonus:

Base Attack Bonus: 30
Attack Melee: 34
Attack Ranged: 41

Base Save Bonus: 15
Fort: 35
Rex: 26
Will: 26

Damage:
Taijutsu:


~Skills~


>>>PLEASE INCLUDE ONLY THE ONES YOU ARE SUPPOSED TO HAVE AS YOU HAVE A LIMITED AMOUNT OF SKILLS. FOR MORE INFORMATION CHECK THE 'SKILLS' SECTION OF THE STEP BY STEP THREAD. ALSO PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<

Str: 4
Swim: (Str)

Dex: 11
Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)
Perform Puppet Play: (Dex)

Con: 20
Concentration: (Con)

Int: 7
Chakra Control: 80(Int)
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: Life Sciences: 5(Int)
Knowledge: Anatomy: 65(Int)
Repair: (Int)
Research: (Int)
Search: (Int)

Wis: 11
Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury: 80(Wis)

Cha: 26
Bluff: (Cha)
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha)
Handle Animal: (Cha)
Intimidate: (Cha)
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha)

Ninjutsu: 5(Chk)
Genjutsu: (Int)
Taijutsu: (Str)
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken: 5
Senbon: 5
Jitte: 5
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:

Jitte: The jitte is a small piercing weapon that was barely ever used as an attacking weapon, the jitte main use is to disarm the opponent as well as break bone with it by catching the enemy arm in the jitte opened part and twisting it with ease.
Damage: 1 - 2 or 1 - 2 + Dex. mod.
Range: Melee or 10 feet
Special: Can be used to make disarm checks with +2 in the check total.
Amount: 1, sheathed on right hip

Senbon: 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: 1 - 2 + Dex. mod.
Range: 30 ft.
Special:
Amount: 12, three in either outside sleeve pocket, 6 on left hip.

Shuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal.
Damage: 1 - 2 + Dex. mod.
Range: 40 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."
Amount: 6, on left hip.

Blank Scrolls: Scrolls remain one of the most important pieces of equipment in a ninja's arsenal. Because of their size, multiple scrolls can be carried into battle in the front pouches of a flak jacket or in a pouch. This will save space and not sacrifice a much needed piece of equipment which may be required later. The scroll allows the ninja to summon creatures, people and items to their aid.
Amount: 2

Medical scroll: a rather long, skinny scroll by Seta's design. It has several different parts containing his medical supplise and each can be activated seperately or all a once to release supplise for treating one or many at the same time.

-Remedys for: Common colds, Heart burn, Diareia, Common ache's and pains, Allergys, Etc.
-Bandages for small, medium, and large wounds
-Plastic boards of verying sizes and shapes, used to secure different parts of the body (ex: a small peice of wood to secure a broken finger or a large one to secure a broeken arm)
-Two stretchers with secureing straps made of light weight plastic for high speed emergency travel. May be used by 2 or more people.
-Herbs:

Aloe: Stimulates healing, Hp recovers +2 each turn for the next 15 turns ONLY if it is a burn wound. Cannot treat conventional wounds.
Coffee Beans: Stimulates nervous system, keeps you awake, Dodge Bonus +2, Move Silently -1, Hide -1 for 50 turns.
Ginkgo: Knowledge (all fields) +5, Concentration +3 for 30 turns
Coriander: Will, Rex Save -2, all skills -3 for the next RP hour
Special: Must be at least 5 Coriander ingested at the same time to work.
Holly: MHp +10 for 10 turns
Plantain: Hp recovers +1 each turn for 10 turns
Squirting Cucumber: Induces vomiting
Valerian: Rex Save -1

Zouketsugan: (Blood Formation Pill) A special pill, which is used to create more blood when it is lost from a wound or injury
Amount: 3

Hyourougan: (Soldier Pill) A special medicine that allows an individual to fight for three days and three nights without resting. It is full of protein and contains a special stimulant.
Effect: Hp increases by 10% for 100 rounds (10 minutes)
Amount: 4

Valuables

HardCover edition of " Modern Medical Techniques & Procedures "

 
PostPosted: Sun Jun 01, 2008 11:47 am


~Character Data~


Name:Tekkenseisai Raine:
Village: Sound:
Clan/bloodline: Tekkenseisai:
in game Stats:
-+2 Constitution per 5 levels.
-Damage received from Taijutsu and weapons is reduced by Con Mod.
-Normal Taijutsu damage dealt is raised to 3-9 instead of 1-6.
-Cannot use any kicking techniques, or learn any other fighting styles until Chunnin rank.
-Chakra used during Ninjutsus and Genjutsus is doubled.
-Training days to learn Ninjutsus and Genjutsus is doubled.
-Max Constitution is raised from 100 to 140.

Element Affinity: Earth
Age: 8
Gender: Male:
Rank: Academy student:

~Appearance~

headband:none
height: 4’3”:
weight:80lbs:
Hair: Raine's bright red hair is cut into a small mohawk that gradually gets longer towards the front of his head.
Eyes :Raine’s eye’s are bright blue with a tiny speck of gold next to his pupil.
Physical Description: Raine’s upper body is very built, he has naturally large hands and his shoulder are wide, these features will become more obvious as he grows up.
Clothing: Raine wears a black t-shirt with a hood which has about an inch of a white trim. His punkish style equips him with baggy shorts that cut off at his knees, they are covered with pockets that have abnormally large zippers. He also wears small metal bands around his wrists both the bands have a gold circle symbol resembling a fist(the tekkenseisai symbol)
Background: Raine lives a happy life with his mother and, the only grief he has had in his life is the death of his older brother. Whom was found after a mission five swords in his stomach, a tear in his eye, and a smile on his face. Raine was proud of his brothers honorable death. And has never known his father.
Personality: courage and reliability come with his family’s name but Raine is also very open-minded. His attitude is often cheerful, but he does find himself feeling lonely. Raine is all ways the first own to jump into action, unfortunately he doesn’t all ways think before he speaks. And gets into many unexpected fights with people that more than out-level him.
Other: Raine likes to sit in large grassy field on sunny days. Or lay next to the rice fields and watch animals.
His Birthday is October 8

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV.2
Experience:18/110
Hp:20
Cp:8
MHp:20


Strength:6+6=12 | mod = 1
Dexterity:6+6=12 | mod = 1
Constitution:6+7=13 | mod = 1
Intelligence:6+3=9 | mod = -1
Wisdom:6+4=10 | mod = 0
Charisma:6+1=7 | mod = -1
Chakra:6+7=13 | mod = 1
Dodge Bonus:11

Base Attack Bonus:2
Attack Melee:3
Attack Ranged:3

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

Damage:
Taijutsu:3-9

~Skills~


Chakra Control: (Int) 3-1=2
Ninjutsu: (Chk) 0+0=0
Genjutsu: (Int) 0+0=0
Taijutsu: (Str) 0+0=0

Swim: (Str) 0+0=0
Balance: (Dex) 1+1=0
Escape Artist: (Dex) 0+0=0
Hide: (Dex) 1+1=2
Move Silently: (Dex) 0+0=0
Sleight of Hand: (Dex) 0+0=0
Tumble: (Dex) 1+1=2
Use Rope: (Dex) 0+0=0

Concentration: (Con) 0+0=0
Craft: (Int) 0+0=0
Disable Device: (Int) 0+0=0
Forgery: (Int) 0+0=0
Knowledge: (Int) 0+0=0
Repair: (Int) 0+0=0
Research: (Int) 0+0=0
Search: (Int) 1+0=0

Listen: (Wis) 0+0=0
Read Lips: (Wis) 0+0=0
Sense Motive: (Wis) 0+0=0
Spot: (Wis) 1+0=1
Survival: (Wis) 0+0=0
Treat Injury: (Wis) 0+0=0

Bluff: (Cha) 0+0=0
Diplomacy: (Cha) 0+0=0
Disguise: (Cha) 0+0=0
Gather Information: (Cha) 0+0=0
Handle Animal: (Cha) 0+0=0
Intimidate: (Cha) 0+0=0
Innuendo: (Cha) 0+0=0
Perform: (Cha) 0+0=0
Seduction: (Cha) 0+0=0

Fuuin Jutsu: (Int) 0+0=0
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapons: 0
Sneak Attack: 0


~Possessions~


Money:

Ryo: 00

Equipment:

Valuables: His brothers leather necklace that is fashioned with two white beads and a small copper clover.

cheerios18


Eifer

Sparkly Lunatic

PostPosted: Sun Jun 15, 2008 7:23 pm


User-name: Eifer
Posting: Don’t wait up or anything. =l
Time zone: GMT +10

~Character Data~


Name: Sumisu Aoi
Village: Originally from Sunakagure now wondering the land.
Clan/Bloodline: None
Element Affinity: Air, fire
Age: 17
Gender: Male
Rank: Jounin

~Appearance~


Headband: None
Height: 6’’3
Weight: 135
Hair: A dark brown scruffy longish mop… Messy hair, the closest thing it could be called would be “sex hair” He has a bit of fluff, on his chin that looks like he hasn’t shaved for a few days.
Eyes: Boyish, mischievous blue eyes. Although most of the time he was a very tired bored look.
Physical Description: Although a young man he still carries that boyish charm look He has a very scruffy, definitely not clean cut look. Quite tall and very thin there isn’t much of him and the laid back stance he usually has doesn’t help much with this look that makes him look like he wouldn’t be much of a fighter. However he does have quite a bit of muscle on him, although he isn’t the type to show it off so one would never figure it.
Clothing: A grey, black striped long sleeved shirt covered by a hooded navy jumper without any sleeves, quite often seen with the hood up. A simple pair of baggy grey pants mostly covers a pair of old thick traveling boots.
Background: Originally from the village hidden in the sand. He had been a student there but ran away before his training was complete, he wasn’t keen on the life of a shinobi but his father, a veteran ANBU who’s time was long since passed after a wound on a mission that left him crippled, had wanted him to follow in his foot steps and trained him just as much outside of the academy before Aoi finally had enough and fled the village. Having no money to get himself started he ended up taking his fathers old blade with him. Planning to sell the old weapon for whatever it was worth to get him started. As it turned out, running away was a sheer stroke of luck. The village was attacked and captured by the Fifth Dawn less than a month after he left. He heard about the attack while trying to sell off his fathers old sword, still being unable to sell it. But after hearing about the possibility of his fathers death he decided to keep the weapon, for it would be all he had to remember him if he was infact gone. Still the possibility off death was not enough. Aoi was far away from the village, but that would not stop him searching for his father. Too dangerous to return to the village which was now under Fifth Dawn control he instead followed the refugees in an attempt to find his father. After almost three years of searching for his father he had lost hope. Old man Sumisu was either long dead or still in the village, either way he had little chance of ever seeing him again. It was decided best to continue on his plans of traveling the world and exploring, besides what else was there he could do? For years afterwards he became a backpacker, traveling far and never staying long. Working for a bed, food and whatever else he needed to keep him going. His travels now bring him standing outside of the gates of Otogakure…
Personality: A playful person with a mischievous streak , he can be quite charming when he isn’t drunk or high… He has a tendency to keep to himself and be a bit of a loner, but he’s a sucker for a pretty girl and that will completely change his demeanor.
Other: Has taken a liking to weed.

Missions:

S:
A:
B:
C:
D:

Jutsu:


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

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

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

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save
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: 30
Damage: 20 - 40 + chakra modifier.
Reflex DC: 10 + Character level + chakra mod for half damage. Neutral 20 or surpassing the save by 10 means no damage.
Requirements: Fire Affinity, Chakra 20+, Chakra Control 12
Training days: 7 days/ if Uchiha teaches you, 4 days

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 bones can be repaired by this technique.]
Cp Cost: 10 per round
Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal.
Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12)
Training: 8 days

Katon: Haisekishō, (Fire Release: Ash Product Burning)
Unlike other fire-based jutsu, this jutsu allows the user to breathe out a cloud of superheated ash capable of causing third-degree burns. 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: 50
Damage: 50 - 80, then 20 per turn (for two turns)
Requirements: Fire Affinity
Training: 7 days
Special: Due to the cloud of ash its effects linger for 3 rounds (same as smoke bomb)



Genjutsu-



Taijutsu-
Gouken (Strong Fist)
Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage.
Damage: Increases normal taijutsu damage to 5-12
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.


Dainamikku-Entori (Dynamic Entry)
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Damage: Double Taijutsu damage.
Requirements: Taijutsu 15 ranks, Tumble 10, Must be first attack of battle or Sneak Attack only.
Training days: 3 days.

Konoha Senpu (Konoha Hurricane)
This Jutsu is mainly a set-up one, and consists of kicking the opponent high into the air, thus leaving them vulnerable to a subsequent more powerful attack (usually Kage Buyō, Shadow of the Dancing Leaf).
Damage: 20-40 + Taijutsu Damage
Requirements: Str 25, Taijutsu 25, Dex 10, Gouken
Training days: 3 days
Special: This technique reduces the opponent's Dodge bonus by -5.


Tsutenkyaku (Painful Sky Leg)
This is basically just a kick down from the air, where the user uses their marvelous strength to create a gigantic crater and an earth-quake like effect to the surrounding area.
Damage: Double taijutsu damage.
Requirements: Taijutsu 35 Ranks
Training days: 6 days.
Special: Unless the opponent can pass a Tumble check of the attacker's attack roll, he is winded for the next turn.


Konoha Daisenpu (Leaf Great Whirlwind)
A powerful leap forward, using the extra momentum to perform a powerful spinning kick with both legs in mid air, the second kick often being aimed lower in case the intended target ducks. The technique is most effective at ranges of 2-3 meters, because if you miss or they dodge, you have at least made it past them and have a chance to react before they can mount a significant counter-attack.
Damage: Taijutsu damage x 1.5 per kick
Requirements: Gouken Taijutsu, Taijutsu 30 ranks.
Training days: 8 days.
Special: *Cannot be countered.
*The first kick is determined under normal Taijutsu roll rules. The second one does not connect if the first one does. If the first attack is dodged, the defender's Dodge Bonus is reduced by 10 for the next attack.


Suiken (Drunken Fist)
An unusual style of taijutsu combat where the user takes in enough alcohol to become intoxicated (hence the name), causing them to become unpredictable and highly dangerous. Suiken is not a fighting style that one can learn or train in, nor is it a bloodline limit, but more of a natural talent that one is born with. However, you still have to find a Suiken master to learn it from, which will be hard as they are very rare.
Damage: Increase taijutsu damage by 2 - 10.
Requirements: Gouken. Appropriate age or irresponsible sensei, alcohol, Wis 15+ (to keep your wits about you), level 5+
Training days: 10 days , Or born with ability.
Special: +10 to DB, attack roll, Reflex Save.
-15 to Will Save, and all skill checks.



Summoning Contract-









Level:30
Experence:0/3000
Hp: 690
Cp: 390
MHp: 480
Strength: 12+40+0=52=+21
Dexterity: 12+36+0=48=+19
Constitution: 12+24+0=36=+13
Intelligence: 12+10+0=32=+6
Wisdom: 12+10+0=32=+6
Charisma: 12+10+0=32=+6
Chakra:12+18=30=+10

Dodge Bonus: 35

Base attack Bonus: 30
Attack Melee: +51
Attack ranged:+49

Damage: 21-33

Base save Bonus: 15
Fortitude: 28
Will save: 21
______________________________________________________________________________________
STATS

Swim: (Str) 21+5+0=26

Balance: (Dex) 19+0+0=19
Escape Artist: (Dex) 19+0+0=19
Hide: (Dex) 19+10+0=29
Move Silently: (Dex) 19+5+0=24
Sleight of Hand: (Dex) 19+0+0=19
Tumble: (Dex) 19+10+0=29
Use Rope: (Dex) 19+0+0=19
Perform Puppet Play: (Dex) 19+0+0=19

Concentration: (Con) 13+0+0=13

Chakra Control: (Int) 6+12+0=18
Craft: (Int) 6+0+0=6
Disable Device: (Int) 6+0+0=6
Forgery: (Int) 6+0+0=6

Concentration: (Con) 13+0+0=13

Chakra Control: (Int) 6+12+0=18
Craft: (Int) 6+0+0=6
Disable Device: (Int) 6+0+0=6
Forgery: (Int) 6+0+0=6
Knowledge: (Int) 6+0+0=6
Knowledge humman anotomy: 6+0+0=6
Repair: (Int) 6+0+0=6
Research: (Int) 6+5+0=11
Search: (Int) 6+5+0=11

Alchemy: (Wis) 6+0+0=6
Listen: (Wis) 6+0+0=6
Read Lips: (Wis) 6+0+0=6
Sense Motive: (Wis) 6+2+0=8
Spot: (Wis) 6+5+0=11
Survival: (Wis) 6+5+0=11
Treat Injury: (Wis) 6+10+0=16

Bluff: (Cha) 6+0+0=6
Diplomacy: (Cha) 6+1+0=7
Disguise: (Cha) 6+0+0=6
Gather Information: (Cha) 6+0+0=6
Handle Animal: (Cha) 6+0+0=6
Intimidate: (Cha) 6+10+0=16
Innuendo: (Cha) 6+0+0=6
Perform: (Cha) 6+0+0=6
Seduction: (Cha) 6+0+0=6

Ninjutsu: (Chk) 10+15+0=25
Genjutsu: (Int) 6+0+0=6
Taijutsu: (Str) 21+40+0=61
Fuuin Jutsu: (Int) 6+0+0=6
Kawarimi: 19+0+0=19
Kunai: 19+10+0=29
Shuriken: 19+10+0=29
Ninja Weapons: 19+20+0=39
Sneak Attack: 19+0+0=19

~Possessions~


Money:

Ryo:

Equipment:

Katana: The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at 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. Unfortunately it is large and so is cumbersome to fight with in small rooms.
Damage: 1 - 10 + str. mod.
Range: Melee.


Valuables His fathers old sword which can barely still be considered a sword, a club maybe but not a sword. Eaten away by the sands of time the blade is dull and is starting to rust. It still has some use as a blunt weapon though. There are several charms hanging from thin strips of leather attached to the hilt of the weapon. Most of these charms are various wards to keep the user out of harm, grant them luck etc… But these obviously didn’t work for his father.

His mother’s necklace is quite valuable to him, she passed away when he was very young. His father gave it to him after her death and he has worn it wrapped around his left wrist ever since. It is a simple silver necklace, lacking of any pendant or the likes.
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