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giglamesh
Captain

Beloved Lunatic

PostPosted: Fri Feb 22, 2008 2:32 pm




Name: Kumetae Kaijinbo
Village: Iwagakure
Clan/Bloodline: none
Element Affinity: Earth, Fire
Age: 37
Gender: male
Rank: jounin

~Appearance~


Headband: none, Has the Iwgakure symbol stiched in to his leather apron.
Height: 6' 5"
Weight: 350 (Of pure muscle)
Hair: black buzzcut, with a long braided rat tail as the base of spin wich hangs down to his legs.
Eyes: unknown, Lways wears Black sungless that cover his eyes
Physical Description: Kaijinbo is a extremly phsycial buff man, with a very tan complextion
Clothing: He wears some ragged brown pants with black steel toe bots under them, he wears a brown shirt with the sleeves ripped off over his shirt he wears a large and thick black leather apron with The Iwgakure symbol stiched in to it at his chest. He always had on a pair of black sungless covering his eyes completly.
Background: Not much is known about kaijinbo, execpt one thing he has spent his entire life learning and increasing his black smithing skill he is considered one of the best.
Personality: Kaijinbo is incredibly laid back and as he normaly dosnet due much as he runs his black smithing shop, but since there is not much need for it he normaly spends all day at the desk reading, watching tv, or sleeping.
Other: He always has with him a massive silver maul, which he uses to black smith with, the maul he smithed himself speficly for himself.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu- Ishi Bushin no jutsu- (Stone clone technique)
A jutsu created specificly in Iwagakure, The user literaly channles chakra in to the ground and forms it upwards in to a exact likness of themselves. This clone is as strong as the user and can take same damage but there slower than the actualy user. Ishi bushin can lead in to many other tecniques as it is solid and basicly like making a temperoary clone of the user. Some consider it to be Iwgakure's answer to Kohanagakure's Kage bushin.
Cp cost: 10 per bushin.
Damage: Each bushin deals the same damage as you.
Requeriments: Chakra +30, chakra control 30+, ninjutsu 30+
Training days: Varies.
Special: Stone clone can use all jutsu's the user knows (execpt actualy blood lines), half dodge, Chakra split equaly split between clones, all other stats are same as users curent stats, for technique purposes can be counted as Kage bushin

Kamikaze Bunshin Bakudan-(Divine wind clone bomb)
With a stone clone the user makes the clone charge and usually try to grab on to the target before having its chakra network reverse completly. The reversal of the clones chakra network causes it to becom unstable and explode violently due to its carbon earth composotion.
Cp cost: 30 per exploded clone
Damage: 20-40 + chakra mod 10ft explosion radius
Requeriments: Ishi Bushin no jutsu, ninjutsu 50+
Training days: 20
Special: When clones are made the user can place gunpower in to the clone as there created, for each ounce of added gunpowder add +5 damage, treated as ninjutsu

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

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Damage: Exploding tag damage [10-20]
Requirements: Chakra Control 5
Training: 1 day or Learn in the academy.

Tobidogu (Projectile Weapons)
In order to store and use large items or various weapons, the user can unleash them by utilizing summoning scrolls. In this way, the person won't be burdened by carrying weighted artillery when going up against an opponent.
Cp Cost: All numbers are per item stored
2 [small objects, eg, kunai, shuriken]
8 [medium objects, eg. tanto, books]
15 [in between objects like katana]
25 [large objects, eg. human-sized puppets, kusarigama, nodachi]
40 [huge objects]
Damage: N/A
Requeriments: Scroll, intelligence 20+, Fuuinjutsu 2/6/15/30/40 [depending on the size]
Training days: 2/2/3/3/4 days, must be learnt in succession. So huge items would take 2+2+3+3+4 = 14 days to learn.

Kugutsu no Jutsu (Puppet Technique)
Just like a marionette, the user controls a puppet using strings of chakra from his fingers. This skill is often prepared in coordination with Kawarimi no Jutsu (Change of Body Technique), so the user can quickly replace their body with the puppet when they feel the need to activate it. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extendable blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets.
Cp cost: 2 cp per round the puppets are used.
Damage: Depends on puppet power.
Requirements: Puppet users only, Chakra Control 5, Perform Puppet Play 1.
Training: 2 days
Special: Must master this jutsu before attempting to fight with puppets.


Doton: Doryu Dango (Earth Release: Earth Mausoleum Dumpling)
The user is able to overturn the earth into a large dumpling shape chunk of earth the size of a mausoleum. Using their immense strength, they can lift up the ball and hurl it at his opponent, flattening everything in its path.
Cp cost: 30
Damage: 40 - 80 + str mod
Requirements: Str 30+ Chakra 30+
Training days: 15 days
Special: Cp cost is nulled if user succeeds on a strength check of DC 40

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

Doton: Doryuheki (Earth Release: Earth Style Wall)
The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall.
Cp cost: 70
Damage: N/A
Requeriments: Chakra 35, Earth Affinity, Chakra Control 40+
Training days: 14 days
Special: *Gives full cover bonus to next attack launched at user so long as attack is not an area effect jutsu. If an area effect jutsu is the next attack, you take only half damage.

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

Doton: Shikyo Oberisuku no jutsu -(Earth Release: Death Obelisk technique)
The user channles a great amount of chakra in to there first and would then proceed to impact that fist agint the ground. They then you then impact to make a extrely large obelisk shaped rock jut upwards out of the ground undeneath the target.
Cp cost: 50
Damage: 30-80 + chakra mod
Requirments: Earth affinity, chakra control 50+, str 30+
Traning: 25 days
Special:

Shikyo Oberisuku: Shikyo kanadzuchi -(Death Obelisk: Death hammer)
After performing Doton: Shikyo Oberisuku no jutsu With the large stone obelisk still standing the user then proceed to literaly pick the obelisk up and use it as a weapon to try and smash the oppnent with it as if it was agiant club.
CP cost: n/a
Damage: 20-40 + Str mod (40-80 +str mod)
Requirments: earth affinity, chakra control 30+, str 50+
Training: 15 days
Special: When swinging the sides of the obelisk at target add +5 to attack melee, when trying to smash the oppnent the top -5 to attack melee but double damage, counted as weapon/taijutsu

Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)
After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall.
Cp cost: 35
Damage: N/A
Requeriments: Chakra 15+, Earth Affinity, Chakra Control 12.
Training days: 7 days
Special: Creates full cover, crumbles when hit.


Doton: Doroku Gaeshi Shuriken (Earth Release: Earth Shore Return shuriken)
Once the user user the Earth shore return it the wall is not damaged there use there incredible strenght to lift and throw the wall like a shuriken
Cp cost: n/a
Damage: 10-20 + str mod
Requirments: Doton: Doroku Gaeshi, str 20+
Traning: 5 days
Special: can cancel out protective jutsu (by smashing in to them), +5 to oppnents dodge

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.


Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 30
Hp: 1080
Cp: 570
Mhp: 450
Strength: 12 + 30+8=50 (20)
Dexterity: 12 + 20=32 (11)
Constitution: 12 + 50=62 (26)
Intelligence: 12 + 108=120 (55)
Wisdom: 12 + +8=20 (5)
Charisma: 12 + +8=20 (5)
Chakra: 12 + 30+8=50 (20)
Dodge Bonus: 10 + 11dex + 5wis= 26

Base Attack Bonus: 30
Attack Melee: 30 + 20=50
Attack Ranged: 30 + 11=41

Base Save Bonus: 15
Fort: 15 + 26con= 41
Rex: 15 + 11dex= 26
Will: 15 + 5wis= 20

Damage:
tai: 21-26
Maul: 25-182

~Skills~ 55x30= 1650
Craft (Black smith): (Int) 500+55
Craft (Puppets): (Int) 500+55
Perform: Puppet: (Cha) 500+5
Ninja weapon: Maul: (Str) 70+16
Repair: (Int) 50+55
Chakra control: (Int) +55
Ninjutsu: (chk) 30+20
Fuuin: (Int) +55


~Possessions~
Silver Maul 5-20(Like a sledge hammer) used as a smiths hammer
Kunai x 10
shuriken x 30
Metal wire 100'
Metal puppet "Shippou kamakiri" (silver mantis)
Metal puppet "KuroKurokouchuu" (black beetle)

Money:

¥en:
Ryo:

Equipment:
Silver maul
Kunai
Shuriken
Metal wire
Puppets

PostPosted: Fri Feb 22, 2008 2:35 pm


Name: Sarakai Hyoumaru
Village: Iwagakure
Clan/Bloodline: unknown
Element Affinity: Fire, wind
Age: 32
Gender: Male
Rank: Hunter nin leader

~Appearance~


Headband: Red cloth (no plate) tied around left thigh. Wear a partial anbu mask with opening for his mouth. (close to pick but covering eye and nose)
Height: 6' 3"
Weight: 180
Hair: Somewhat long and very spikey, jet black
Eyes: red pupils (center) black iris (white outside)
Physical Description: The man has many many scars, covering atleast 30% of his body, due to this he usualy covers as much of his body with clothing as possible.
Clothing:
User Image Just like that. His anbu mask covers same area but eye and nose also, his anbu mask is red signifying he is lead hunter nin, the top wear it usualy has animal ears instead extends up and curls like horns.
Background: unknown, he has been a resident of Iwagakure since birth. Hyoumaru durring the war him and his team were away gathering information for the Tsuchikage, him and his team were the one which brought back the information that the other village had fallen to the Go-ryu masters.
Personality: Hyoumaru is usualy a very hot tempered man, which prefers violence over talking. He has a natural habit of getting drunk with his two partners, and when drunk his personality changes completly, as he become a peace loving man unwilling to harm a fly even if his life depended on it, he becomes a incredibly happy and energitic person durring shuch time as well. Durring a mission however he changes completly and act more simular to his blind teamate, he acts by the book and dose everthing possibly to aid his temates, as they do they same.
Other: It unknown where, but he also carries a massive Axe (gutiar that looks and acts like axe.)

Missions:

S: confidential
A: confidential
B: confidential
C: confidential
D: confidential


Jutsu:

Ninjutsu-
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.

Fusajin no Jutsu (Dust Wind Technique)
Using a giant fan or a wind producing object, this Jutsu will blow 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: 10 pts.
Damage: N/A
Requeriments: Wind Affinity. Level 6+.
Training days: 4 days
Special: Opponent loses footing and attack turn. This is an area effect so everybody will have to do a Balance check. The DC is 25.

Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area. It is known that a variation of the technique involves a smaller blast of wind which gets ignited with flame, making it stronger and more damaging to the target.
Cp cost: 25
Damage: 25 - 60
Requeriments: Level 7+, Wind Affinity, must know at least one flame jutsu before learning the flame combination
Training days: 5 days for basic technique / 1 day for flame combination.
Special: If combined with a flame jutsu, add 35 damage to the result.

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

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.

Kyomeisen (Vibrating Sound Drill)
An attack that involves the use of the sound amplifier, a device used to amplify and control the sound waves emitted from it to attack his opponent's sense of hearing. By damaging the victim's inner ear, the victim is rendered off-balance and nauseous.
Cp cost: 4 points per attack.
Damage: 10 - 20 + chk mod
Requeriments: Sound amplifier
Training days: 4 days
Special: Balance -2 and all other checks -1

Katon: Gokakyu 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.

Katon: Hosenka no Jutsu (Fire Release: Mythical Fire Phoenix 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: 15 + 3 per ball.
Damage: 6 - 15 per ball that hits.
Training: 7 days
Requirements: Chakra Control 10 + 2 per ball.
Special: If shuriken are hidden inside the fireballs, treat the shuriken attack as a Surprise Attack.

Daikamaitachi no Jutsu (Great Cutting Whirlwind Technique)
A more powerful version of Kamaitachi no Jutsu.
Cp cost: 65
Damage: 60 - 100 + chakra mod.
Requeriments: Wind Affinity. Chakra 40+, Chakra Control 35+
Training days: 7 days

Dokugiri (Poison Mist)
The user breathes out a toxic gas from their body that can also be used as a handy smokescreen.
Cp cost: 30
Damage: N/A "poison"
Requeriments: Int 30+ Chakra 30+
Training days: 12 days
Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke
Reflex Save: 10 + half character level + half chakra mod. "To avoid"
Fort: 10 + half character level + half chakra mod. To resist the poison.


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: 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: 55
Damage: 40 - 70 + chk mod
Requirements: Fire Affinity, Chakra 25+, Chakra Control 30, long thin object.
Training days: 5 days

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

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-
Akkiereki: Mugen'onsa (Demonic gutiar: Dream Sound Chain)
The recipient will feel like they are tied with numerous wires, restricting their movement. Then, their flesh will begin to melt away from their bones, causing great pain and horror to the person receiving the jutsu. The user must be playing the Gutiar the entire time the Jutsu is being used.
Cp cost: 100
Damage: 232 MHp initial damage, 30 continual damage per turn afterwards.
Requirements: Genjutsu 40 Ranks, Performance: Instrument *Gutiar* 30+
Training days: 8 days
Will Save:15 + half user's level + half int. mod + half wis. mod

Taijutsu-

Summoning Contract-

~Stats~

LV. 55
Hp: 1705
Cp: 1302
MHp: 1265
Strength: 16+70=86 (38 )
Dexterity: 16+60=76 (33
Constitution: 16+36=52 (21)
Intelligence: 16+100=116 (53)
Wisdom: 16+20=36 (13)
Charisma: 16+30=46 (18 )
Chakra: 16+37=53 (21)
Dodge Bonus: 10+33dex+13wis=56

Base Attack Bonus: 55
Attack Melee: 55+38=63 (156/151/146/141/136/131/126/121/116/111/106 with gutiar)
Attack Ranged: 55+18=73

Base Save Bonus: 27
Fort: 27+21con=48
Rex: 27+33dex=60
Will: 27+13wis=40

Damage: (taijutsu and every wepon you use)
Killer axe: 39-239


~Skills~ 53x55=2915
Ninja weapon: Killer axe: (str) 900+38=938
Ninjutsu: (Chk) 500+21=521
Intimidate: (Cha) 500+18=518
Chakra Control: (Int) 315+53=368
Perform: Stringed Instruments: (Cha) 300+18=318
Diplomacy: (Cha) 200+18=218
Concentration: (Con) 200+21=221
Genjutsu: (Int) +53


~Possessions~
Killer axe: User Image
This approiatly named killer axe is just that, a axe (term for gutiar by heavy metal musicians, and a axe) that not only kills the ear drums, but the body as well with its deadly riffs. Ones things for sure if you swing this one around you wont smash the gutiar by hitting something, instead you break the something you swung at.
Weapon damage: 1-15+str
Special: can be used as a muscial intrument.

Amplifier armor: Whats the point of a electric gutiar if you dont have a amp right, Hyoumaru has his amp cleveraly disguised as the armor around his lower torso.
Weapon damage: n/a
Special: acts like a speaker for the electric gutiar.


Money:
Ryo:

Equipment:
Killer axe x1
Amplifier armor x1
100ft of metal wire x3
shuriken x30


Valuables:



--------------------------------------------------------------------------------------




Name: Henka Harumi
Village: Iwagakure
Clan/Bloodline:
Henka (feline branch)
Dexterity (balance)
Jutsu Name: 1st Stage - Kihongenri
Description of Jutsu: Grants the anima a small boost in abilty and skill. Comes with animal ears, tails, or other minor body parts.
Cp Cost: 25
Damage: None
Requirements: Anima must be level 5 and genin.
Training: With the branch leader or elder (who has mastered this level) for 8 days.
Special: +2 mod in the responding skill and ability. (or +3 if there is no ability with the animal)
Owner: Branch Heads and various elders.

Jutsu Name: 2nd Stage - Chuukyuu
Description of Jutsu: Werewolf stage where anima is half animal, half beast.
Cp Cost: 50 + 5 for every two posts.
Damage: None
Requirements: Anima must be level 10 and chuunin.
Training: With the branch leader or elder (who has mastered this level) for 15 days.
Special: +6 mod in the responding skill and ability. (or +8 if there is no ability with the animal)
Owner: Branch Heads and various elders.

Jutsu Name: Final Stage - Kyuukyou
Description of Jutsu: Grants the anima a larger boost in skill, and allows for animal transformation.
Cp Cost: 100 + 10 for every post.
Damage: None
Requirements: Anima must be level 25 and jounin.
Training: With the branch leader or elder (who has mastered this level) for 2 months.
Special: +10 mod in the responding skill and ability. (or +14 if there is no ability with the animal) Because of the painful transformation, it takes 1/6 of your health to transform to animal, and another 1/6 to turn back.
Owner: Branch Heads and various elders.




Element Affinity:
Age: 23 (looks no onlder than 16)
Gender: female
Rank: hunter nin

~Appearance~


Headband: none, wears panda hunter mask to rear of head
Height: 5' 3"
Weight: 135
Hair: soft black, some what long shoulder length
Eyes: unknown (always has the first of the clan jutsu active so eyes appear as slits)
Physical Description: A little girl with a rock hard body, presumably the physcial strongest in the village, despite looking like normal sized teen. She overall small, but her breasts are large and generaly dont fit with the small body type, yet she always uses her belssing to her advantage.
Clothing:
User Image wearing this cloak User Image (she dossent want to wear the cloak but everbody basicly makes her, as if she could she would walk around completly nude.)
Background: unknown. Like hyoumaru durring the war her and the other two teamates were away gathering information for the Tsuchikage, her and the team were the one which broguht back the information that the other village had fallen to the Go-ryu masters.
Personality: Much like a cat. She rapdily changes form a extremly seductive and sexy, to a energetic hyper active child, to a lazy wanting to sit around and do nothing, to a violenty destroying everthing in her way. There is no order to these emotions and due to the wild change some consider her schizophrenic. She usualy wears something very reaveling, but being in a kat state of mind would rather go nude, and some time (when drunk or situations of playing around) she literaly streaks for absoutly no reason.
Other:

Missions:

S: confidential
A: confidential
B: confidential
C: confidential
D: confidential


Jutsu:

Ninjutsu-
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.

Genjutsu- Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique)
Jigoku Kōka no Jutsu is a Genjutsu that causes its opponent to see a vision of a tremendous ball of fire that will descend from the sky to envelope the target. The victims of the jutsu will believe they are being engulfed by a torrent of fire and will flee from their location to safety.
Cp cost: 200
Damage: 160 for those that flee, 530-650 for those that are burned, add an additional continual 60 per turn IF burned
Requirements: Genjutsu 80 Ranks
Training days: 20 days
Will Save:25 + half user's level + half int. mod + half wis. mod
Specials: -4 to all checks if victim is burned

Shi no Kumi no Jutsu (Death Foreseeing Technique)
This jutsu is much like the 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: 170, 15 per turn after to keep it up
Damage: 300- 400MHp, 70 per turn continual damage after initial shock
Requirements: Genjutsu 60
Training: 10 days
Will Save:20 + half user's level + half int. mod + half wis. mod
Special: -5 to fortitude and intellgience checks

Nehan Shoja no Jutsu (Temple of Nirvana Technique)
This technique is an incantation spell that allows the caster to place a large body of people into an intense and unconscious state. The spell, however, can be avoided by forming the tiger hand seal and using the dispel skill, dispersing it away.
Cp cost: 100
Requirements: Genjutsu 80 Ranks
Training days: 15
Will Save:20 + half user's level + half int. mod + half wis. mod

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
Forming the tiger hand seal, this powerful Genjutsu creates an ambiance of complete darkness around the surrounding background, enabling the user to attack without being seen.
Cp cost: 135
Damage: 30 MHp per turn
Requirements: Genjutsu 75 Ranks
Training days: 10
Will Save:20 + half user's level + half int. mod + half wis. mod

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 quickly kill the opponent, preferably with a kunai.
Cp cost: 60
Damage: 200 MHp
Requirements: Genjutsu 50 Ranks
Training days: 5 days.
Will Save:15 + half user's level + half int. mod + half wis. mod
Specials: If the Genjutsu is completely successfull, the Victim passes out for 1 turn, being the mind believes they have been "killed"
To remain consious, roll a Fortitude Check. If fortitude check is succesfull, victim remains concious.

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: 75
Requirements: Genjutsu 45 Ranks
Training days: 5 days.
Will Save:15 + half user's level + half int. mod + half wis. mod

Kori Shinchu no Jutsu (Sly Mind Affect Technique)
Kori Shinchū no Jutsu is a Genjutsu which 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: 40
Requirements: Genjutsu 30 Ranks
Training days: 6 days.
Will Save:10 + half user's level + haf int. mod + half wis. mod
Specials: For every other post that the jutsu remains in effect, subtract 30 MHp and 40 Hp for fatigue

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
Kokoni Arazu no Jutsu is a rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 45
Requirements: Genjutsu 30 Ranks
Training days: 5
Will Save:10 + half user's level + half int. mod + half wis. mod
Intelligence check DC "Same as above"
Specials: Add +20 to Sneak Attack if Genjutsu is successful AND the user attacks next turn.

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

Sennen Goroshi (One Thousand Years of Death)
A very simple Taijutsu technique with a very over-dramatized name. A technique in the one plunges the user's fingers into the vicinity of the victim's rectal regions. However, the true meaning of the jutsu was mainly to use a pointed object (usually a kunai), in order to attack the blind-spot of the enemy. When combined with explosive seals, it can even damage Gaara in his semi transformed mode.
Damage: 10 - 20 + str.
Requirements: "Sick mind ?"
Training days: 0


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: Taijutsu damage + double strength.
Requirements: Taijutsu 20 Ranks.
Training days: 10 days.

Konoha Goriki Senpu (Leaf Strong Whirlwind)
A much more powerful version of the Konoha Daisenpu (Leaf Great Whirlwind).
Damage: As konoha Sempu but deal triple damage.
Requirements: Goukken, Taijutsu 80 Ranks.
Training days: 10 days.

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 to 2 - 10 + str mod.
Requirements: Gouken. Appropriate age or irresponsible sensei, alcohol, Wis 15+ (to keep your wits about you), level 5+
Training days: 10 days.
Special: +15 to dodge bonus and attack roll, +10 to Reflex Save, -5 to Will Save and every skill check when drunk.

Hachimon (The Eight Celestial Gates)
The eight chakra gates are eight specific points on a person's chakra circulatory system. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By opening these gates, the user can surpass their own physical limits at the cost of extreme damage to their own bodies.

Obviously, gates must be opened in order. The gates and what they release are listed below: (Note: The eight gates do not have a CP cost. Instead the each have a HP cost with the exception of the eighth which kills the user at the end. This is so that the eight gates do not get spammed the hell out of.)

The effects of the gates last for 100 rounds (10 minutes) for gates 1-5 and until death for gates 5-8. However the Hp loss is constant. The effects of the gate opening can be healed up to the opening of the 6th gate. The strain placed on the body from opening the 7th and 8th gate is too much for anyone to heal. You can recover from opening the 7th gate, but you probably won't be ninja-ing around any more.

Summoning Contract-

~Stats~
LV. 50
Hp: 2400
Cp: 300
MHp: 1400
Strength: 16+100=116 (53)
Dexterity: 16+38=54 (22)
Constitution: 16+70=86 (38 )
Intelligence: 16+100=116 (53)
Wisdom: 16+30=46 (18 )
Charisma: 16+0=16 (3)
Chakra: 16+0=16 (3)
Dodge Bonus: 10+22dex+18wis=50

Base Attack Bonus: 50
Attack Melee: 50+53=103
Attack Ranged: 50+22=72

Base Save Bonus: 25
Fort: 25+38con=63
Rex: 25+22dex=47
Will: 25+18wis=43

Damage: (taijutsu and every wepon you use)
taijutsu: 54-169
Aian Nakkuru: 54-207
Final taijutsu damage with Aian Nakkuru: 108-376


~Skills~ 53x50=2650
Aian Nakkuru: (str) 650+53=753
Taijutsu: (Str) 500+53=553
Genjutsu: (Int) 500+53=553
Seduction: (Cha) 500+3=503
Move Silently: (Dex) 200+22=222
Escape Artist: (Dex) 200+22=222
Gather Information: (Cha) 100+3=103

~Possessions~


Money:

Ryo:

Equipment:
Aian Nakkuru x2

Valuables:





--------------------------------------------------------------------------------------




Name: Shishimaru
Village: Iwagakure
Clan/Bloodline: unknown
Element Affinity: Earth
Age: unknown
Gender: female
Rank: hunter-nin

~Appearance~


Headband: none, wears the kitsune hunter mask like a necklace's pendant.
Height: 6' 1"
Weight: 160
Hair: blonde short and spikey, with a few incredibly long bangs.
Eyes: unknown (always covered by blind fold)
Physical Description:
Clothing: User Image She also always wear a white blind fold over eyes. Despite the way she acts, she actualy dress quite sexy. Even though she has never shown any sign of prefference to any thing even remotely considerable to even have a likeing to any gender, or even humans for that matter. Arm is always crossed under her breasts as she basicly wear a straight jacket to keep it that way. (there always crossed as she only has one arm and she is self concious about the missing arm.)
Background: Unknown, even less information is avaliable about her. The only thing known about her was she was one of the three hunter shinobi wich acted as reconnaissance during the war and, with Hyoumaru and Harumi brought back the informations that the other villages had fallen to the go-ryu masters.
Personality: Extremly calm and collected at all, ALL, times. Useing her incredibly high grammar, she usualy speaks to many seeming like a machine which is only putting out information, due to this she always seems very very ireugular, because she never show any signs of emotion.
Other: Its unknown if she has even swung a single fist, she keeps her arms crossed that much.

Missions:

S: confidential
A: confidential
B: confidential
C: confidential
D: confidential


Jutsu:

Ninjutsu-
Doton: Isshi Ryuuko no jutsu- (Earth realese: stone dragon jutsu)
The user buils a incredible amount of chakra, usualy distrabuted by touching the ground, and the chakra then literaly creats a serpentine dragon made of the grounds contents. There is always ground and in differnt area the dragon will appear different as well as be stronger and some times faster. The dragon literly burts up out of the ground as it attack and it devastating power smashing nearly anything within it path, even if the dragon misses and hits the ground it will continue in to the gound to come back out agin, it is belived it will continue untill it hits the target or the user stops it. There is always ground but different types with the different types the dragons can have different strengths despit it being the same jutsu, it simply depends on user and the terrain there around.
Chakra: normal/soil 50cp, sand 75cp, rock 100cp
Damage: normal/soil 50-100, sand 75-150, rock 150-300 (all + x2 chakra mod)
Requirements: Earth affinity, ninjutsu 50+, chakra control 50+, chakra 25+
Training: 15 days
Special: with sand +5 to ninjutsu hit, stone -5 to ninjutsu hit

Ishi Bushin no jutsu- (Stone clone technique)
A jutsu created specificly in Iwagakure, The user literaly channles chakra in to the ground and forms it upwards in to a exact likness of themselves. This clone is as strong as the user and can take same damage but there slower than the actualy user. Ishi bushin can lead in to many other tecniques as it is solid and basicly like making a temperoary clone of the user. Some consider it to be Iwgakure's answer to Kohanagakure's Kage bushin.
Cp cost: 10 per bushin.
Damage: Each bushin deals the same damage as you.
Requeriments: Chakra +30, chakra control 30+, ninjutsu 30+
Training days: Varies.
Special: Stone clone can use all jutsu's the user knows (execpt actualy blood lines), half dodge, Chakra split equaly split between clones, all other stats are same as users curent stats, for technique purposes can be counted as Kage bushin

Kamikaze Bunshin Bakudan-(Divine wind clone bomb)
With a stone clone the user makes the clone charge and usually try to grab on to the target before having its chakra network reverse completly. The reversal of the clones chakra network causes it to becom unstable and explode violently due to its carbon earth composotion.
Cp cost: 30 per exploded clone
Damage: 20-40 + chakra mod 10ft explosion radius
Requeriments: Ishi Bushin no jutsu, ninjutsu 50+
Training days: 20
Special: When clones are made the user can place gunpower in to the clone as there created, for each ounce of added gunpowder add +5 damage, treated as ninjutsu


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

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

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

Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Fish Technique)
The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own.
Cp cost: 15
Damage: N/A
Requirements: Earth Affinity, Chakra Control 8
Training: 2 days
Special: +chk mod to Hide roll. If undetected, person can Sneak Attack. User suffers double damage from earth based ninjutsu.

Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)
After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall.
Cp cost: 35
Damage: N/A
Requeriments: Chakra 15+, Earth Affinity, Chakra Control 12.
Training days: 7 days
Special: Creates full cover, crumbles when hit.

Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm)
This technique allows the ninja to control nearby rocks and stones that surround the enemy and will begin to hit and spin about crushing all those trapped within it.
Cp cost: 25 + additional 5 per rock
Damage: 5 - 35 + chakra mod +2 to max per rock used.
Requeriments: Chakra 25+
Training days: 8 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

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

Doton: Doryuheki (Earth Release: Earth Style Wall)
The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall.
Cp cost: 70
Damage: N/A
Requeriments: Chakra 35, Earth Affinity, Chakra Control 40+
Training days: 14 days
Special: *Gives full cover bonus to next attack launched at user so long as attack is not an area effect jutsu. If an area effect jutsu is the next attack, you take only half damage.

Doton: Iwayado Kuzushi (Earth Release: Rock Lodging Destruction)
Rocks are dislodged from above the opponent to crush them.
Cp cost: 65
Damage: 50 - 120 + chk mod
Requeriments: Chakra 30+ Must have some kind of celling over the person. Earth Affinity
Training days: 15 days

Hari Jizo (Needle Guardian)
The user causes their long, spiky hair to wrap around him and harden, in a manner similar to a hedgehog's or porcupine's quills, defending against any physical attacks. This is effective as a method for forcing someone away, or stopping a powerful strike.
Cp cost: 20
Damage: 15 - 25 + chakra mod. Can be used as a form of defense.
Requirements: Long hair
Training days: 12 days.
Special: *This jutsu can be used to counter taijutsu at the expense of all attack turns for the users next turn.
*If the attack DC of the incoming Taijutsu attack is less than the Ninjutsu DC of this jutsu then the attack is nullified. If it is greater than the Ninjutsu DC by 10 points, the defender suffers 1/3 the damage and the attacker only suffers half the damage from the barrier.

Shikon no Jutsu (Dead Soul Technique)
With this Jutsu, the user can make the dead seem lifelike and allow their bodies to run around a bit as a diversion or decoy. What this skill actually does is cause the dead to temporarily resuscitate, allowing the user to control them and their actions for only a few minutes.
Cp cost: 70 + 10 per turn
Damage: Damage dealt by the body.
Requirements: Chakra 20 + Medic ninja Only. Chakra Control 50+, Treat Injury 50+
Training days: 20 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
Requeriments: Treat Injury 80 Ranks, Chakra Control 80
Training days: 60 Days.
Special: Revives a person who has been Dead (-10 Hp) for half an RP day or under.

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

Doton: Doryu Taiga (Earth Release: Earth Flow River)
The user performs a technique that forms a rapid river of mud on the ground beneath the opponent.
Cp cost: 20
Damage: N/A
Requeriments: Earth Affinity.
Training days: 6 days.
Special: Opponent loses his footing unless he meets a Balance check of 10 + attacker's level + attacker's chakra mod + 2 per 10 ranks in attacker's Ninjutsu skill

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

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 to activate dead cells and create new ones.
Cp cost: 50
Damage: N/A
Requeriments: Treat Injury 80 Ranks.
Training days: 50 days.
Special: Heals 50 + user's chk mod + 2 per 10 ranks user has in Chakra Control.

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

Ranshinsho (Important Body Points Disturbance)
By attacking the base of the brain stem with chakra converted to electricity, the user is able to flip the brain's movement signals to the arms and legs. For example, if one tried to move their right arm, their left leg would move in the way they wanted their right arm to move.
Cp cost: 8 per hit
Damage: Normal Taijutsu hit damage.
Requeriments: Knowledge anatomy 65 ranks.
Training days: 20 days
Special: Opponent must roll 1 d4 per turn. If the result is a 2 the opponent is unable to function for that turn. Must be constantly hitting opponent with this technique.

Souzou Saisei (Creation Rebirth)
By releasing chakra that has been collected for some time (through Infuin: Kai (Shadow Seal: Release)), the user is able to heal all her wounds near-instantaneously, regardless of the severity of injuries.
Cp cost: 15
Damage: N/A
Requirements: Treat Injury 50, Chakra Control 50, Infuin: Kai
Training: 6 days
Genjutsu-

Taijutsu-

Fuin jutsu-
Infuuin: Kai (Shadow Seal: Release)
This jutsu releases the chakra stored inside a seal on the user's forehead. The user then uses this chakra for Souzou Saisei.
Cp cost: 5
Damage: N/A
Requirements: Fuuin Jutsu 45
Training: 10 days

Summoning Contract-

~Stats~

LV. 45
Hp: 1260
Cp: 2070
MHp: 2385
Strength: 16+=16 (3)
Dexterity: 16+33=49 (19)
Constitution: 16+30=46 (18 )
Intelligence: 16+100=116 (53)
Wisdom: 16+80=96 (43)
Charisma: 16+=16 (3)
Chakra: 16+80=96 (43)
Dodge Bonus: 10+19dex+43wis=72

Base Attack Bonus: 45
Attack Melee: 45+3=48
Attack Ranged: 45+19=64

Base Save Bonus: 22
Fort: 22+18con=40
Rex: 22+19dex=41
Will: 22+43wis=65

Damage:
4-9 taijutsu

~Skills~ 53x45=2385
Ninjutsu: (Chk) 900+43=943
Treat Injury: (Wis) 400+43=443
Chakra Control: (Int) 400+53=453
Listen: (Wis) 300+43=343
Sense Motive: (Wis) 300+43=343
Knowledge: Anatomy: (Int) 85+53=138
Knowledge: Life Sciences: (Int) +53
Research: (Int) +53
Fuuin Jutsu: (Int) +53

~Possessions~


Money:

Ryo:

Equipment:

Valuables:

giglamesh
Captain

Beloved Lunatic

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