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cheerios18

PostPosted: Sat Dec 05, 2009 2:32 pm


Anyone visiting oto, whether friend or foe, please post your profile here for everyone's convenience.
PostPosted: Sat Dec 05, 2009 10:04 pm


User-name:Hiro Knight-Ieviathan
Posting:quite a bit
Time zone razz acific

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~Character Data~
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Name:Hiro
Village:Sunagakure
Takigakure
Clan/Bloodline:Knight
In Game stats:
+5 Craft:Armor every five levels.
+1 Dex every five levels.
All members of the clan suffer a decrease in mobility,the Reinji branch suffer -1 to all DB/reflex,the Amari suffer -2,and the Tanku suffer -3.
User Image
Element Affinity:Earth and Water
Age:15
Gender:Male
Rank:Genin

Hiro Knight
Hiro Knight (Armor Activated)


User Image
User Image
-[Background]-
~Academy~
Hiro comes from an average-income family that had lived in Sunagakure for many years,he is an only child but is not spoiled as many would think. Although his family was ok on money, he was poor when it came to friends.His parents passed away when he was 10,leaving him a house when he became a gennin. Of course, Hiro did not know this at the time, he was just kicked out to live alone in a small apartment.Hiro wanted to be a puppeteer ever since watching a great battle outside the village walls that involved an unknown shinobi and an experienced puppet user. This goal is what drove him through the academy, and the academy is what gave Hiro an enemy, and then a best friend, Itazuki. Upon entering the exams, Hiro had found his new friend had underwent a transformation, in attitude and name. He was now named Tobi, and he was part of the Uchiha clan. The exams ended in a tie, and they were rewarded with a headband and the official title of genin.
~Genin~
His days in Suna after graduating were not long. Hiro first went to the old man in the puppet shop and earned his first puppet; Eden. Hiro was overjoyed. He learned that same day that he was left with a house, everything seemed to look good until he found that his best friend became a missin-nin. Hiro packed all he could carry and left his birthplace, all for his one and only friend. Hiro searched and searched, and almost died. But finally found a near-death Tobi. Upon finding Tobi in the desert,he followed him to Iwa where they met and were betrayed by Yamato,a former companion. Yamato disappeared with information on their whereabouts, and Tobi did not stay to find out what would happen. Hiro was again abandoned by Tobi,who had this time left without goodbye.Hiro was filled with anger. Tobi was only thinking of himself. He pulled him from his home, and then left him for dead by the hands of the Suna hunter-nins. He went in search for Tobi,this time to kill him.Tobi had used Hiro as a tool so he wanted revenge,but upon finding him in Takigakure,Hiro did not have the heart to kill his best, and only friend. He watched Tobi speak with Amadeus, the leader of the Fifth Dawn. Hiro was planning on returning to Suna,but he was caught spying by Amadeus,who assigned him a mission and made him a Takigakure Shinobi. The mission was to clean up a mess Hiro and Tobi made in a fight. The looks flew back and forth between them. Any friendship they once had was gone. Hiro was without a friend; and Tobi did not even need him, because of the appearance of Shiran, Tobi's brother. Hiro was alone in the world, and was ready to give it all up. He left into the forest, probably to walk until he died, or got picked off by some animal or ninja. An interesting thing, the Book of Knight. It was a book that described a secret, hidden clan called the Knight clan. Hiro had a new purpose, to find this clan. The book had a strange attraction that led him deeper into the forest, until he found a little pool of water. This pool of water looked no bigger than a puddle, and had no differences. Hiro was skeptical, but he found that this puddle was deep. It was about 20 feet deep, and at the very bottom was the hidden entrance to the Knight Village, hidden under Takigakure. Hiro entered the village, and met the only surviving member. Hiro listened to him tell him of the Knight clan, and how it came to be, and almost not to be. Hiro took the challenge of reviving the clan. He was a new person. The old Hiro died in the forest, and the new one was born when he met his god; the leader of his chosen branch of clan. The Tanku god. The old man helped him craft his armor and his second puppet; Anima. He returned to Taki, confident. He learned when he got back that Shiran had killed Tobi, and Shiran was killed by Nakamura's wolven disciples. Hiro felt a twinge of guilt. If he were there, he would have maybe been able to save him. He buried his body, and to this day keeps the sword that he had crafted for him as a memory of what used to be. After he had said goodbye to the old, he met two very interesting people. Hikaru and Kaoru. He talked to them, and he began to get attached. Without anyone to call a friend, they were a god-send. He liked them, and he actually loved Hikaru for what he did next. Hiro slipped into a deep sleep, and became the victim of the Tanku god. Little did Hiro know, but by accepting the offer to revive the Tanku clan and its branch, he offered part of his mind to the Tanku god. The Tanku god, who had named himself Gomankeii, tested Hiro's strength, while Hikaru helped him through it. Hiro awoke to find himself being held by Hikaru, and had realized; he loved him. Although fast, Hiro's love was quite true. Hikaru had helped him when he had no friends, and he helped him when he was facing hell. Hiro grew close to Hikaru, very close. Hikaru gave him someone to live for, and someone to die for. Hikaru was all Hiro needed in his weary, curve ball of a life. That is, until Hiro left Takigakure on a mission to Otogakure. Hiro hadn't made it to the gates when he had fallen behind the rest of the group. Something happened to him that he has yet to find out that caused him to lose all memory of his past. He entered Oto, trying to find things out. He ended up in the middle of a conflict between Otogakure and Takigakure. He met Some new people, Xenon and Kimiko. Xenon and Hiro were on their way to Mount Oto when they found three ninja, each trying to loot houses. This was where Hiro met Lag. Not long after his victory over a Chuunin level ninja, Gomankeii divulged all information to Hiro about his past. All but two very important things- his time in Sunagakure (Which Gomankeii couldn't answer) and his first love, Hikaru. Little does Hiro know that Gomankeii staged Hiro's amnesia to weed out certain memories. Hiro is always trying to get stronger and become the ultimate ninja in terms of the three tier attack, which is what he names his fighting style. The three tier attack starts with Hiro fighting in Taijutsu combat, using his clan techniques and taijutsu taught to him by Hikaru. The second tier is his two puppets, Anima and Eden, which are his very prized possessions. The third tier has not yet been revealed, because Hiro hopes he will never have to use it.

Personality:Hiro is very polite and kind to people,older or younger.Usually other people mistake this kindness and take Hiro for a flirt.Hiro is almost always happy,and when he is not,he still has hints of happiness.He is very bright and loves to meet people.But in battle,he sometimes falls into a more serious, hardened state.

Other:Hiro HATES sympathy and drives him to try even harder in everyday things.He does not like to be alone,and he must constantly be with someone. He hates to be underestimated, and if anyone puts him down, he makes it his goal to prove them wrong.

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Missions:
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S:
A:
B:
C:1
D:

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Jutsu:
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Ninjutsu-

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.

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 themselve and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.

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.
Very Special: This jutsu is currently being hotly debated on and may change.

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.

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

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.

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

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

Jutsu Name:Forty-two eyes of the Puppeteer
Description of Jutsu:Hiro carries a scroll that houses forty very small puppets that are armed with only a very small camera.They attach themselves to various positions in the battlefield and allow Hiro to see the battlefield from forty different angles.
Rank:
Cp Cost:N/A
Damage:N/A
Requirements:Tobidigou, forty very small puppets, 30 int, and 15 wis to keep track of all camera frames.
Training:N/A
Special:Hiro can see the battle field from forty angles,so spot checks are increased by 20,he can not be hit by sneak attacks.The angles also increase his dodge bonus by five.
Owner:Ieviathan

Jutsu Name:Craft Armor
Description of Jutsu:This is a passive skill among the knight clan,upon reaching the necessary requirements for the desired tier of armor,the user must craft the suit of armor,then offer a sacrifice depending on armor tier to the clan gods,which in turn seal an extra chakra reserve within the armor,and give it almost "Magical" properties.
Rank:
Cp cost:None
Damage:N/A
Requirements:
*Sacrificial Requirements:
-Tier one armor:Gennin,oath of loyalty to the clan gods.
-Tier two armor:Chuunin,sacrifice of most prized possession.
-Tier three armor:The blood of your closest friend,taken forcibly.
*Crafting Requirements:
-Tier 1 Requirements: Craft(blacksmith) 20+, Proper material for armor(must purchase or obtain in RP), Dex 5+
-Tier 2 Requirements: Craft(blacksmith) 50+, Proper material for armor(must be purchased or obtained in RP), Tier 1 armor crafting learned. Dex 20+
-Tier 3 Requirements: Craft(blacksmith) 100+, Proper material for armor(must be purchased or obtained in RP), Tier 2 armor crafting learned, Vial of Friends Blood, Dex 50+

Training:
-Tier 1:5 days to learn, 2 days to craft any new armor of this tier after
-Tier 2:10 days to learn, 4 days to craft any new armor of this tier.
-Tier 3:20 days to learn, 5 days to craft any new armor of this tier after, 2 days to craft any Tier 2 armor, 1 day to craft any Tier 1 armor.

Special:The user is suited with a suit of armor of their branch that shares the users soul,making the armor "part" of the user.

Jutsu Name:Armor activation
Description:This jutsu allows the user to activate the power of the armor and the bonuses of their selected Branch/Armor.
Rank:
Cp cost:30 Cp for activation and 2 Cp per turn this jutsu is used.
Damage:N/A
Requirements: Chakra Control 10+(increase by 15 for each tier past 1), Chakra 20+(increase by 10 per tier), Cannot be used on other members
Training: 5 days(1st)/8 days(2nd)/10 days(3rd)
Special:

-Heavy armor
*add half of your total health to your base health upon activation.
*Increase strength by 2 per 5 levels
*You can not use ranged weaponry
*The activation of this armor leaves the user with decreased mobility,You can not initiate an attack at a distance,but all damage taken is reduced 1/4.
*Mobility is decreased,therefore dodge bonus and reflex checks are halved ON TOP of the -3 DB/Reflex
*Piercing attacks received are multiplied by 1.5

Genjutsu-

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

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.

Puppetry Combinations-

*Note,these are not jutsu,just combinations made by Hiro.They do no extra damage then what the attacks would really do. These are on my profile for safe keeping, and have not been officially learned. Yet.*

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Heavenly Veil:Blind Spot Destroyer
Hiro has developed a technique that can be applied quickly in which Anima shoots two hikari dama and then Eden unleashes kunai from every direction of the light.

Rolls:Hiro rolls 16D20,the rolls are increased by 10.
Opponent Rolls:16 rolls for dodging kunai

Opponent Penalties:-30 to all attack rolls,and dex is reduced to 0.

Damage:1-4xnumber of hits landed,then dex mod x number of hits landed.

Weapons used in this combination:
-Hikari Dama: A ball which emits a tremendous flash of light that can temporarily blind an opponent. It will also extend any shadows, which can be beneficial for techniques such as the Shadow Copy Skill (Kage Mane no Jutsu).
Effects: First round:
Blind: character attack roll is reduced by -30, character loses all dex bonus to his dodge bonus also attacker receives a +10 bonus on his attack rolls.
Next 10 rounds:
Blurry vision: Character penalty is reduced to -10 attack roll for 10 rounds, however this penalty acts like a count down that is reduced -1 every round. His dodge bonus suffers the same penalty however he can adds half of his dex modifier to his dodge.

-Kunai: "Read description in melee weapons"
Damage: 1 - 4 + Dex. mod.
Range: 30 ft.
Special:
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Heavenly Veil Perfection:Blind Spot Eliminator
Hiro has perfected his "Heavenly Veil: Blind Spot Destroyer" and made a much more powerful version.Anima shoots a hikari dama and Eden unleashes a wide variety of weapons from every direction of the light.

Rolls:Hiro rolls 8D20-Kunai,8D20-Shuriken,1D20-Fuuma Shuriken,3D20-Exploding tag Kunai.Attack rolls are increased by 10.
Opponent Rolls:20D20 for dodge,order is 8-8-1-3

Opponent Penalties:-30 to all attack rolls,and dex is reduced to 0.

Damage1-4x Number of first eight rolls landed and dex mod x number of hits landed,1-2x Number of second eight rolls landed and dex mod x number of hits landed,1-8+dex mod if 17th roll lands,and finally 10-20xnumber of last four hits landed.

Weapons used in this Combination:
-Hikari Dama: A ball which emits a tremendous flash of light that can temporarily blind an opponent. It will also extend any shadows, which can be beneficial for techniques such as the Shadow Copy Skill (Kage Mane no Jutsu).
Effects: First round:
Blind: character attack roll is reduced by -30, character loses all dex bonus to his dodge bonus also attacker receives a +10 bonus on his attack rolls.
Next 10 rounds:
Blurry vision: Character penalty is reduced to -10 attack roll for 10 rounds, however this penalty acts like a count down that is reduced -1 every round. His dodge bonus suffers the same penalty however he can adds half of his dex modifier to his dodge.

-Kunai: "Read description in melee weapons"
Damage: 1 - 4 + Dex. mod.
Range: 30 ft.
Special:

-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."

-Fuuma Shuriken: The fuma shuriken is a bigger version of a nirmal shuriken that normally has 4 sides to balance its rotating speed. People normally carry these shuriken in summoning scrolls.
Damage: 1 - 8 + Dex. mod.
Range: 50 ft.
Special: Can be used with the shadow shuriken no jutsu.

-Kibaku Fuda: [exploding tag] A piece of paper marked with the character "Explode" (Baku). The tag can be placed on various objects and will detonate after a certain amount of time.
Damage: 10 - 20
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Summoning Contract-
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~Stats~
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Dark blue represents when armor is activated.

LV. 13
Experience:236/350
Armor Hp (Hp taken before real Hp): 130
Hp:260,Damage taken is reduced by 1/4.
Cp:221
MHp:143

((Base+distribution+level+train+Clan bonus))

Strength:8+2+15+17+4 | mod = 16 18
Dexterity:8+2+0+9+2 | mod = 5
Constitution:8+3+15+5 | mod=10
Intelligence:8+5+0+21 | mod =12
Wisdom:8+3+0+1 | mod =1
Charisma:8+4+0+6 | mod =4
Chakra:8+18+7+10 | mod =16
Dodge Bonus:16 6

Base Attack Bonus:13
Attack Melee:29 30
Attack Ranged:18

Base Save Bonus:6
Fort:17
Rex:10 2
Will:70

Taijutsu Damage:
-Normal: 16-21 18-23
-Goken: 20-31 22-33
[any other weapon you use]
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~Skills~
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Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide:10 (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)

Concentration: (Con)

Chakra Control:26 (Int)

Craft:
-Blacksmith 31
-Puppet 71(Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge:
-Life science-5(Int)
Repair:16 (Int)
Research:2 (Int)
Search: (Int)
Alchemy:9 (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury:12 (Wis)

Bluff: (Cha)
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha)
Handle Animal: (Cha)
Intimidate: (Cha)
Innuendo: (Cha)
Perform:puppet play:73(Cha)
Seduction: (Cha)

Ninjutsu: 41 (Chk)
Genjutsu:1(Int)
Taijutsu:52(Str)
Fuuin Jutsu:30 (Int)
Kawarimi:4
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:

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~Possessions~
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Money:

Ryo:40

Equipment:
Membrane sheet x20

Glass container x4
x2 filled with boomslang venom

two medium sized scrolls containing Eden and Anima.

Valuables:
His favorite family picture, and his gift to Tobi, a personally crafted katana.

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Puppet Info.
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~Eden~

User Image
Puppet Name:Eden
Owner:Hiro
Owner's Puppet Play Skill:71
Owner's Puppet Craft Skull:71

Puppet Type:Attacker
Puppet HP:91
Material:Wood

Base Health:3
Attack Bonus Multiplier:1.5
Dodge Penalty:1
Type Damage:5

Attack Bonus Base Attack:10
Melee Attack Bonus:10
Ranged Attack Bonus:19
Dodge Bonus:21

Reflex Save:10

Melee Damage:1-22
Weapon Damage:1-12+Weapon damage
Ranged Damage:1-2+weapon damage

Weapons:
x35 Shuriken
x30 Kunai
x4 Explosive Tag Kunai
x1 Fuuma Shuriken
x1 eye mounted camera


~Anima~

User Image
Puppet Name:Anima
Owner:Hiro
Owner's Puppet Play Skill:71
Owner's Puppet Craft Skull:71

Puppet Type biggrin efender
Puppet HP:385
Material:Steel

Base Health:25
Attack Bonus Multiplier:N/A
Dodge Penalty:N/A
Type Damage:N/A

Attack Bonus Base Attack:N/A
Melee Attack Bonus:N/A
Ranged Attack Bonus:N/A
Dodge Bonus:N/A

Reflex Save:N/A (Same as owner's)

Melee Damage:N/A
Weapon Damage:N/A
Ranged Damage:N/A

Weapons:
x10 Hikari Dama
x10 Poison Smoke Bombs
x10 Smoke Bombs
x1 eye mounted camera
x2 monitors for camera angles

Hiro Knight Kansei


Rachel Genova

9,450 Points
  • Way Too Many Pies 300
  • Team Jacob 100
  • Invisibility 100
PostPosted: Sun Dec 06, 2009 9:58 am


**History deleted IE: Over 50k in characters/ Needs to be updated for Timeskip**


User-name: Rachel Genova
Posting: Within 3 days of each other.
Time zone: Pacific ((California))

~Character Data~

Name: Nakamura Michiyo
Village: Takigakure fromerly from Yukigakure
Clan/Bloodline: Michiyo
Element Affinity: Ice
Age: 18
Gender: Female
Rank: Takikage

~Appearance~
http://www.gaiaonline.com/journal/journal.php?mode=viewarchive&post_id=25480705&u=3306451


Headband:
On her right shoulder
Height: 5'7
Weight: 118
Hair: White
Eyes: Teal
Physical Description:
Her hair is always tied in a ponytail, propped up to keep it out of her way when sparring. Her clothes are skin tight and are white, showing pride amidst the snow. Her top comes down past her stomach. The arms are cut at the shoulder, giving her hands free movement to her hidden weapons amidst her clothes. Her eye brows are also white. Her lips are a pale off white, showing a small hint of color amidst the white in her lips. Her legs are exposed, up to her thigh. She wears the Snow Village Ensignia upon her right shoulder, covering the scar from her past.

Personality:
She is the shy silent type. She keeps to herself most of the time and doesn't really fit in with the other Shinobi that are around her. Being one of the more advanced students, her skills in Ninjutsu are well known in her village. It takes an effort to get her to warm up to people, given her past. Her spirit is practically unbreakable, striving to be looked at as a person, besides the girl with the white hair. When speaking to her, she keeps her voice low, as to show her aspiration. She has yet to meet someone that is like her, and therefore belives that she is alone in the world, trying desperatly to fit in, but be unnoticed while doing so. Ever since fighting in the Tournament of Ninja, things have looked up for Nakamura, for she has gained confidence and is no longer as shy as she used to be. Upon her return, she met a boy named Dai, who was similar to her, and therefor, she knows that she is not alone. From experiencing the Chuunin Exams, Nakamura has allowed herself to open up more to people. She is pure, in the fact that she will do everything in her power not to kill.

Other:
Her senses are more acute and atune to her surroundings. Her hearing can match that of a wolf's as well as her sense of smell. Nakamura can hear the slightest sound and change of wind speed thanks to her wolves. Over time, Nakamura has noticed that her night vision has become acute as well. When light hits her eyes in the dark, her eyes can reflect some of the light, causing her eyes to appear silver.

Nakamura's Kekkai Genkai has branched out over her years of training.She has the ability to absorb heat from external sources and transmute it into waves of cold. Using these powers Nakamura can create an ice-sheen across her entire body, and generate objects composed completely of ice.

(touketsu biimu no jutsu) Freezing Beam Jutsu- Using Chakra deep within her body, she can send out from her hand an artic blast that will freeze anything it touches. With her Kekkai Genkai, Nakamura is immune to cold. Meaning, she doesn't get cold and her body is void of cold temperatures.
Rank: S
CP: 150 Cp
Damage: 330-390 + 2 per 10 Ninjutsu Skill,
Requirements: Member of Michiyo clan, +60 Chakra Control
Training: 20 Days
Special: Target must roll a D8 dice. If they roll an 8, they are frozen and loose a turn on top of taking damage.

(koori no kabe) Ice Wall Jutsu- Using Chakra from her feet, a sheet of ice rises up in front of her, blocking weapons, jutsu, and Taijutsu attacks.
Rank: C
CP: 25 Cp + 5 per turn
Damage: N/A
Requirements: Member of Michiyo clan, +20 Chakra Control
Training: 10 Days
Special: Wall will be forcibly destroyed if hit with damage greater than 270. If forcibly destroyed, wall can’t be recreated for one turn


(koori no dokuhebi no jutsu) Ice Viper Jutsu- This is a memento left behind by Nakamura's parents. The jutsu was left in an umarked scroll that Nakamura stumbled upon one evening at her home. This jutsu acts as part of her Kekkai Genkai, using the same freezing technique to do. When this jutsu is activated, all Nakamura has to do is think of her target while firing the beam into the ground. It follows the target untill it hit's it's mark. As the target runs, ice spikes shoot up from the ice.
Rank: B
CP: 60 Cp + 10 per turn
Damage: 200-310 + 48 per turn untill the victim succeeds in a Reflex save. Justu wears off in 5 turns.
Requirements: Member of Michiyo clan, +40 Chakra Control, +10 Spot Skill
Training: 24 Days

(touketsu suru kokyuu no jutsu) Frozen Breath Jutsu- Nakamura has finally been able to fully utilize her breath to it's full extent. With each exhale of her breath, chakra shows that its flowing through her body by the amount of frost upon her breath. After much practice, Nakamura is able to exhale a cloud of freezing vapors that freeze on impact. It starts with a layer of frost, which then turns to snow, and finally freezes all together. This is based off of the amount of chakra she has in her body. It's a mid-range attack that could potentially stop wind and fire related jutsu. It holds no affects on projectiles, other than coating them with ice. To activate this jutsu, Nakamura merely needs to breath out while focusing the chakra flow into her mouth. A clear sign of her readying to utilize this jutsu, is that her lips will turn blue.
Rank: B
CP: 70 Cp, add 5 for each additional yard
Damage: N/A
Requirements: Member of Michiyo clan, +30 Chakra Control
Training: 15 Days
Special: After calculating the Ninjutsu DC, if it hits the opponent, their dodge roll gets cut in half. After that, the target must roll a D8 to see if they roll and 8 which will mean they are completely frozen and loose a turn.

(touketsu suru shi no jutsu) Frozen Death Jutsu- When Nakamura performs this jutsu, she must be in contact range for it to work. She places either hand upon any part of the victims skin, and immediatly , they feel as if they are being frozen. Blood chilling within thier bodies, they begin to see thier breath. This is meant to knock out her opponent for a quick get-away. Upon activation of this jutsu, she can remove contact with the victim in order to escape.
Rank: S
CP: 70 Cp per turn
Damage: 484 Mhp initial, 117 Mhp damage per turn untill either the jutsu is broken, or the opponent looses all Mhp.
Requirements: Member of Michiyo clan, +40 Chakra Control
Training: 14 Days
Will Save: 15 + Will Save + Int Mod


(touketsu suru sesshoku no jutsu) Frozen Touch- Nakamura has grown so attuned with her Kekkai Genkai, that she is able to freeze on contact if she chooses. She has complete and total control over this ability and only uses it if she has to. Usually, she uses it simply to entertain those that are not from her village.
Rank: S
CP: 150 cp
Damage: N/A
Requirements: Member of Michiyo clan, +60 Chakra Control
Training: 20 Days
Fort Save: 15 + Fort Save + Con Mod
Special: Victim must do Fort Save after touching user of this jutsu. If the Fort Save beats the DC for this jutsu, they are not frozen. If they do not, they must do Fort Saves each turn until they beat the DC. Add 10 to the Fort Save after the first Fort Save Check (not compounding)

Missions:

S:
A:
B:
C:
D:

Jutsu:
All Takigakure Academy Jutsu

Ninjutsu-
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.

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 themselve and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.

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.
Very Special: This jutsu is currently being hotly debated on and may change.

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

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

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.

Leech All Creation: Attack Prevention Technique
The user merges with or within a nearby object, taking on its properties, and avoiding any damage.
Cp cost: 50

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.

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 jutsu.
Cp Cost: 75 + 10 per holding post
Damage: 60 - 80 + Chakra Mod + 2 per 10 points in Ninjutsu to Max Damage
Requirements: Water Affinity, Chakra Control 30
Training: 20 days
Special: Roll (Defender)1d20 + melee attack bonus vs. (User)1d20 + chakra control to escape from this jutsu.
If you fail to escape, Roll a Fortitude check per turn of DC 20. The DC increases by 5 per roll. Upon failure, receive a -15 penalty to all checks made.

Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique)
A powerful attack that creates a huge current of water, usually in the form of a dragon, sent towards the target.
Cp cost: 200 without water source, 120 with.
Damage: 150 - 250+ chakra mod.
Requirements: Water Affinity. chakra 40+, Large source of water, Chakra Control 85+
Training days: 20 Days.

Hyoro no Jutsu (Ice Prison Technique)
The user creates a series of ice crystals which home in on the opponent and trap him in ice. Unlike Suirō no Jutsu (Water Prison Technique), no further action seems to be required to maintain the prison once the victim is caught. This jutsu may also be used defensively, as a wall of ice.
Cp cost: 80
Damage: N/A
Requirements: Must be from Land of Snow OR any ice clan, Chakra Control 70+
Training days: 10 days.
Special: Melts in 10 turns in which user must pay 20 Cp to maintain the jutsu.
*The opponent can try to break the jutsu in various ways.
Break out with strength: [d20 + melee attack bonus] vs [d20 + chakra control]
Break out with a fire jutsu: The user's Chakra Control check has to beat double the opponent jutsu's Reflex DC. For example, if the Reflex DC for dodging the opponent's fire jutsu is 45, the user's Chakra Control has to be 90 or more.

Arctic Insurrection- Similar to the hidden mist jutsu, it hides the user in an icy fog. The victim within the foggy area will slowly freezes to death if they do not escape from this icy jutsu.
Rank: S
CP: 30 Cp per turn
Damage: 117 Hp damage per turn untill either the jutsu is broken, or the opponent looses all Hp. If victim cannot escape the fog within 5 turns, the victim must follow the rules of Frostbite.
Requirements: Hyouton chakra, Must be taught by Nakamura, +50 Chakra Control
Training: 12 Days
Will Save: 15 + Will Save + 1/2 Int Mod

Hyoton: Kokuryubo Fusetsu (Ice Release: Black Dragon Outburst Snowstorm)
The user creates a black dragon stream with red eyes that is sent towards the opponent.
Cp cost: 250
Damage: 200 - 500 + chk mod
Requirements: Chakra Control 190, Ninjutsu 150. Must be from Land of Ice or any Ice Clan
Training days: 25 days

Suiton: Suijinheki (Water Release: Water Encampment Wall)
This jutsu creates a water barrier to protect the user from any offensive attacks. The water rises from the ground or is created by the jutsu user.
Cp cost: 50 "With body of water nearby", 120 Without it.
Damage: N/A
Requirements: Water Affinity, Level 40+
Training days: 10 days.
Special: Wall is completely encompassing and fully blocks any attack once and one time only. The user will have to use it again to block any other attacks.
*Jutsu can only block up to 6 Taijutsu attacks, 1 Ninjutsu or lasts for one of the users turns, whichever comes first.

(hokkyoku hakai no jutsu) Arctic Destruction- If Nakamura becomes trapped in a Genjutsu or wants to appear to be trapped she can disperse into a shower of snow flakes. With this technique these flakes will fly around and consume her targets, dissolving their bodies.
CP: 80
Damage: 400-600 if caught by the flakes
Requirements: Member of Michiyo Clan, Genjutsu 70, Ninjutsu 50, Ice Affinity
Training: 48 days

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.

(Suiton: mizu hebi no kami) Water Release: Water Snake Bite
Type: B-Rank, Offensive, Long Range (10-15m)
A water snake is produced from a source, unless the user is capable of making the water themselves. The water snake has to actually deliver a bite to it's foe in order for this to work. From the point of the bite…a frost spreads on the skin and quickly turns to ice…the limb or area of flesh is seriously incapacitated for quite some time. Attempted use of it can only cause further harm and, sometimes, irreparable damage to the affected area.
CP: 40 cp +5 for every 10m of snake size
Damage: 100-120hp
Requirements: Water Source, Chakra control 30, Ninjutsu 30, Water Affinity
Training: 5 days
Special: Victim must roll a Fortitude save and compare it to this Ninjutsu DC to see if they get their limb frozen.

(Suiton: hashira daraku no jutsu) Water Release: Pillar Corruption
Type: S-Rank, Offensive, Short-Long Range (0-30m)
Sends a large spinning pillar of water towards the opponent. Can only be performed when near a moderately large water source, and uses a large amount of chakra. It's a devastating jutsu that not only destroys the terrain, but will hone in on a chakra source. If the user is not carefull, it can back-fire and attack the user if the opponent manages to dodge it.
CP: 300 cp
Damage: 600-800 + 5 per 10 points in Ninjutsu
Requirements: Water Source, Ninjutsu +60, Chakra Control +80, Spot + 50, Water Affinity
Training: 50 Days
Special: Must be near Water Source. Roll 1 d20. If it lands on 1, the jutsu backfires.

Mizukuri no Yaiba - Sword of Draining
A Ninjutsu technique that utilizes water to create a sword. The sword can be wielded in the normal fashion, allowing the ninja to cut and stab like a normal blade. There is no need for a hilt, because the user's arm is consumed by the water, elongating their arm into the blade itself. While the water wears like a glove, the blade on the end of the hand is four feet long in addition to the length of the user's arm.
Rank: S
Cp cost: 135 to activate and wield sword. 20 per turn afterwards to maintain.
Damage: 60-120 + Chakra mod
Requirements: Water affinity, 80 Chakra Control, 80 Ninjutsu, 60 Concentration
Training: 10 Days
Special: If struck by the blade, victim looses 80 Cp per strike. Damage calculates normally after each successfull strike.

Suitenhoufutsu - Sky and Water Convergence
The shinobi first does a string of hand seals, which causes water to rise from the ground and surround the target. One can then use this water to drown his target or as a medium to call forth other attacks from their allies. Because one uses groundwater to create the jutsu, if one is in a rocky area, they will have difficulty utilizing this technique.
Rank: S
Cp cost: 120
Damage: N/A
Requirements: Water Affinity, Must have mastered the Water Release: Water Shockwave technique, Chakra Control 100, Ninjutsu 80
Training: 17 Days
Special: This jutsu provides a water source for any and all water based jutsu the user may use of this jutsu may use. The source is ONLY useable by the user of this jutsu.

(kiri yusou no jutsu) Transporting Mist Jutsu- This is a teleportation jutsu. The user *in this case Nakamura* needs to have been to the place in which she would like to teleport and visualize it in her mind. By channeling the chakra through a series of seals, she can teleport herself to the destination at hand. However, if she is not concentrating on her destination, fatal errors could occur such as a limb being transported into a wall or a tree.
CP: 60
Rank- A-Rank
Requirements: Ninjutsu +50
Owner: Nakamura Michiyo

((kiri yugami no jutsu) Mist Warp Jutsu- This is a more powerfull version of the Transporting Mist Jutsu. Instead of only transporting Nakamura, she is able to create a mist portal, that is able to carry a multitude of people through it. The strength of the portal is determined solely by Nakamura, allowing her to choose who can go through and who can't.
CP: 90
Rank: S-Rank
Requirements: Ninjutsu +55
Special: This jutsu costs Nakamura an additional 20 CP per person that goes through the Mist Portal.
Owner: Nakamura Michyo

Physical Chakra Recomposition
Physical Recomposition is a chakra control technique in which one gathers and compresses their chakra so much so to where it ca be seen by the naked eye. This is more commonly seem in just about every Ninjutsu know but to learn the individual process of gathering and focusing ones chakra is a great feat indeed, classified as an A rank difficulty task.
Rank: A
Cp Cost: 0
Damage: Add half chakra damage to all melee attacks, including weapons.
Requirements: 100+ chakra control
Special: *cp usage -10%
*If user holds item close to nearby elements (fire, water, earth, ect), the compressed chakra will attract the element and full chakra mod can be added to damage.


Genjutsu-

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 20
Training: 5 days
Special: Add chakra mod to Will Save

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

(yuki no hirogari no jutsu) Profusing of Snow- Nakamura casts an illusion that paralyzes the enemy, causing them to see a flurry of snowflakes.
Cp: 40
Damage: N/A
Fort Save DC: 10 + [level] + [chk mod] + [skill]
Requirements: Chakra 30+ Level 20+
Specials: If jutsu is successfull, the victim is paralyzed.
Owner: Nakamura Michiyo

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

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
Intelligence check DC "Same as above"
Specials: Add +20 to Sneak Attack if Genjutsu is successful AND the user attacks next turn.

Demonic Illusion: Double False Surroundings Technique- Nakamura learned this from a scroll that she had found within the barrings of her home. This Genjutsu is pretty simplistic. It's a Genjutsu, in a Genjutsu. If the first one is broken, the victim will not be able to tell that the second is actually Genjutsu.
Cp: 25
Will Save DC: 15 + [level] + [cha mod] + [genjutsu skill] = 90
Requirements: Genjutsu 10 Ranks
Specials: Add +20 to Sneak Attack if Genjutsu is successful AND the user attacks next turn.

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.

(sen no ha no dansu) Dance of One Thousand Blades- Nakamura creates a genjutsu so powerful, that it makes the victim believe he/she is being stabbed one thousand times, and it all happens in a split second while the trapped ones think it takes days
Cp: 280
Damage: 656 MHp initial, 120 per turn untill dispelled or the victim looses all remaining MHp
Will Save DC: 25 + [cha mod] + [half user level]
Requirements: Genjutsu 80 Ranks
Owner: Nakamura Michiyo

(karui haibun) Light Distribution- Nakamura makes a genjutsu that the person caught in it, is surrounded by a massive light, and they think they have gone blind afterwards.
Cp cost: 50
Will save: 20 + charisma mod.
Requeriments: Genjutsu 60 Ranks
Specials: Opponent recieves -6 to all rolls if jutsu is succesfull
Owner: Nakamura Michiyo

(hokkyoku chuudan no jutsu) Arctic Disruption: This light snow flake technique is a Genjutsu escape trick. If Nakamura comes under attack, she can use this technique to cover her escape. After forming the needed hand seals, Nakamura's body will disperse into a shower of snow flakes. These flakes will confuse and distract her opponent while she escapes or hides.
Cp Cost: 40
Requirements: Spot +60, Genjutsu +50
Owner: Nakamura Michiyo

(Magen: todoroku kawa no jutsu) Demonic Illusion: Roaring River Jutsu-Water comes crashing through trees, buildings, rocks, and through people like a river that comes and sweeps the opponent away. The opponent will feel the illusion of being sweeped away by a raging river. Those that are foolish enough to stand their ground, and haven't dispelled the Genjutsu, have their mind take over as if they are being swept away in the torrent.
Rank: B-rank
CP: 80 cp + 4 per turn after
Damage: 160 Mhp initial strike, 45 Mhp per turn afterwards untill the jutsu is dispelled.
Requirements: Genjutsu +35
Training: 10 days
Will Save: 10 + 2 per 5 in Genjutsu + half user level

(Magen: Mizugaarasu) Demonic Illusion: Water's Glass- The victim is encased in a small bubble, one that is just big enough for them to be able to stand, but be unable to really move around. Slowly, water leaks inside from the top, even though there is no way out. As the bubble fills with water, the victim would usually panic, knowing that they could very well drown in this water tomb.
Rank: A-Rank
CP: 100 cp + 10 per turn after
Damage: 230 MHp intial strike, 55 Mhp per turn afterwards untill the jutsu is dispelled.
Requirements: Genjutsu +60
Training: 20 days
Will Save: 10 + 2 per 5 in Genjutsu + half user level
Specials: If the jutsu is not dispelled within four turns the victim receives a -5 penalty to all saving throws

Whispering Winds- This Genjutsu is merely an aid to others, while normal Genjutsu is used for opponents. This one can create an illusion to someone, thinking they are talking to someone within their mind. Nakamura can use this technique as a trick to send her voice long distances to the people in other villages. The voice in his or her head can either call for help or merely say an answer to someone. Although this Genjutsu can help others, the person will not know the user actually sent the message. This jutsu can be used to confuse an opponent or aid a partner.
CP: 80 + 20 per mile
Rank: D- Rank
Damage: N/A
Requirements: Genjutsu +47
Owner: Nakamura Michiyo

Summoning Contract-
Summoning Jutsu: Artic Ice Wolves- The procedure for such a Summoning, is quite unique. She snaps her fingers ((right hand)) then brings Chakra into her fingertips ((right hand)) and places them upon the ground. The stronger she becomes, the more the chakra will show to those watching her. The chakra that goes into her fingertips looks like fireballs. Two wolves in particular are connected to Nakamura, and they are Zenjin and Hyousetsu. Since they are connected to her, they can use any jutsu that she knows. Little else is known about the two wolves abilities. Not even Nakamura knows the full extent of their power. Not only does Nakamura have access to Zenjin and Hyousetsu, but thier pack of wolves as well. She only brings out the rest of the pack if it's absolutely necessary.

Stats increased by Heightened Senses:
Listen +20
Spot +20
Dodge +20
Search +20
Sense Motive +15

~Stats~
LV. 60
Experience: 18000/18500
Hp: 2760
MHp: 3720
Cp: 2580


Strength: 25
mod = +7
Dexterity: 100
mod =+45
Constitution: 80
mod = +35
Intelligence: 44
mod = +17
Wisdom: 100
mod = +45
Charisma: 82
mod = +36
Chakra: 100
mod = +45
Dodge Bonus: 127

Base Attack Bonus:
60/55/50/45/40/35/30/25/20/15/10
Attack Melee:
67/62/57/52/47/42/37/32/27/22/17
Attack Ranged:
105/100/95/90/85/80/75/70/65/60/55

Base Save Bonus: 30
Fort: 65
Rex: 75
Will: 82

Damage:
Nakamura uses a combination of Hapkido and Dragon styles of martial arts. She uses these if she has to. She only uses her fighting styles if her opponents happen to either come in to attack her, or if she knows that they are weak against hand-to-hand combat.

~Skills~

Balance: 45 + 5 = 50 (Dex)
Escape Artist: 45 + 55 = 100 (Dex)
Hide: 45 + 60 = 105 (Dex)
Move Silently: 45 + 65 = 110 (Dex)
Sleight of Hand: 45 + 66 = 111 (Dex)
Tumble: 45 + 66 = 111 (Dex)
Use Rope: 45 + 5 = 50 (Dex)

Concentration: 35 + 70 = 105 (Con)

Chakra Control: 17 + 203 = 220 (Int)
Search: 17 + 37 +20 = 64 (Int)

Listen: 45 + 80 +20 = 145 (Wis)
Sense Motive: 45 + 21 +15= 81 (Wis)
Spot: 45 + 45 +20= 110 (Wis)
Survival: 45 + 45 = 90 (Wis)


Diplomacy: 45 + 17 = 62 (Cha)
Innuendo: 45 + 5 = 50 (Cha)
Seduction: 45 + 55 = 100 (Cha)

Ninjutsu: 45 + 105 = 150 (Chk)
Genjutsu: 17 + 83 =100 (Int)
Shurikan: 40
Kunai: 20
Sneak Attack: 20

~Possessions~

Money:

Ryo:

Equipment:
8 Aisu Kemuridama
6 Shuriken
4 Kunai
2 Windmill Shuriken
Metal Wire X200 feet **Recieved from Zenjin**

Valuables
Water Orbs of various numbers ((See History for details))
Yukigakure Morning Lillys ((Sentimental Value))
Sunglasses
PostPosted: Sun Dec 06, 2009 9:59 am


~Pet Data~

Name: Zenjin
Species: Arctic Ice Wolf
Size: Medium to Large
Element Affinity: Ice
Age: 426
Gender: Male

~Appearance~

Height: 4'11
Weight: 120lbs
Fur: White with blue highlights all throughout his fur
Eyes: Gold
Physical Description: Zenjin is on the left, Hyousetsu is on the right.
http://www.collectiblestoday.com/ct/product/prdid-48279.jsp?_Bradford+Wolf/_prod/_/_/_60/_/_/_Y&endeca=true&abbr=brad#

Background: **See Nakamura's History for Details**
Personality: Zenjin has taken on the role of the Guardian. When one looks upon Zenjin, he doesn't seem all that aggressive. He only fights if he has to protect Nakamura or if she calls for his aid. He is always watching over Nakamura, keeping her safe if he thinks there is danger nearby and is almost always by her side.
Other: Zenjin is the Alpha Male of the Arctic Ice Wolves; having become the strongest of them all; are defined by the visible misty aura that radiates from thier paws up to their bodies. They are completely intangible to those they don't trust, making physical attacks upon them impossible. The only one that is able to contact them is Nakamura. With this ability, it gives the Arctic Ice Wolves the ability to use any jutsu they know without meeting the environmental status by adding half of the Chakra Cost to summon the elements from the Etherial Plane. The Etherial Plane, is where the Arctic Ice Wolves are summoned from, and thus is the sole reason for Nakamura's affinity for her Transporting Mist Jutsu. Zenjin knows more than he lets on about Nakamura and her past. Secrets, that not even she knows about. Zenjin, is able to track chakra. His sence of smell is keen enough to pin point chakra. He can not track blood or other sences with the exception of tracking Nakamura. All three wolves are able to take on a temporary possession of Nakamura if their will is strong enough. A sign of a possession would be that Nakamura's voice will become that of her wolf's if they could speak in human form, as well as her eyes changing to the designated wolf's eye color. Zenjin's will can be overpowering enough to force Nakamura's Kekkai Genkai into a fritz, forcing watery wings to appear on her back. They are mostly for display, but are able to protect her back from Fire jutsu. The wings dissappear inside of her body from her shoulderblades the moment she gets hold of her body.

Missions:

S:
A:
B:
C:
D:

Jutsu:
Any and all of Nakamura's Jutsu.

Ninjutsu-
Hyoton: Ikkaku Hakugei (Ice Release: One-Horned White Whale)
The user creates a large one-horned whale that is shot at the opponent.
Cp cost: 240
Damage: 100 - 300 + chakra mod
Requeriments: Chakra Control 140, Ninjutsu 120, Must be from Land of Ice or any Ice Clan
Training days: 20 days

Hyoton: Kokuryubo Fusetsu (Ice Release: Black Dragon Outburst Snowstorm)
The user creates a black dragon stream with red eyes that is sent towards the opponent.
Cp cost: 250
Damage: 200 - 500 + chk mod
Requeriments: Chakra Control 190, Ninjutsu 150.Must be from Land of Ice or any Ice Clan
Training days: 25 days

Hyoton: Tsubame Fubuki (Ice Release: Swallow Snow Storm)
The user launches a bunch of ice needles that are in the shape of mini-swallows. These needles can change direction in the air.
Cp cost: 15 CP per needle
Damage: 10 - 25 per hit
Requirements: Must be from Land of Snow OR any ice clan, Hyoton kekkai genkai, Chakra Control 70
Training days: 10 days.
Special: Add +25 to your attack roll.

Hyoton: Haryu Muuko (Ice Release: Piercing Dragon Fierce Tiger)
The user creates a large tiger out of nearby ice. Due to being so cold, it can freeze nearby water around it while attacking its target.
Cp cost: 200 CP
Damage: 100 – 300 + chakra mod
Requirements: Hyoton bloodline/be from Yukigakure, Chakra Control 60+, Chakra 40+
Training days: 20 days.
Special: Freezes all nearby water sources for 2 minutes aka 20 turns

Hyoton: Roga Nadare no Jutsu (Ice Release: Wolf Fang Avalanche Technique)
The user creates an avalanche of snow wolves that run towards the opponent. The wolf attack like wild animals dealing damage with their bites.
Cp cost: 40 + 5 per wolf
Damage: 10 - 25 + chk mod per wolf
Requeriments: Must be from Land of Snow or from Ice speciality clan, Chakra 30+, You can make any number up to 1 per 5 points in chakra control
Training days: 17 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.

Genjutsu
Wolven Destruction
This jutsu is much like the Temporary Paralysis Technique. Wolves surround the opponent, only their eyes visible to the victim. Slowly, one by one, wolves come and leap upon the victim, rendering any flesh they can get their maws and paws upon. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
Cp cost: 120
Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter
Requirements: Genjutsu 40, may only be taught to Arctic Ice Wolves
Training: 18 days
Will Save: 20 + half Character Level + half Int Mod + half Wis Mod
Special: -10 to all checks


~Stats~

LV. 80
Experience: 0/28000
Hp: 3600
Cp: 3840
MHp: 4400

Strength: 100
mod = + 45
Dexterity: 100
mod = + 45
Constitution: 80
mod = + 35
Intelligence: 100
mod = +45
Wisdom: 100
mod = + 45
Charisma: 80
mod = +35
Chakra: 100
mod = +45
Dodge Bonus: 100

Base Attack Bonus:
80/75/70/65/60/55/50/45/40/35/30/25
Attack Melee:
125/120/115/110/105/100/95/90/85/80/75/70
Attack Ranged:
125/120/115/110/105/100/95/90/85/80/75/70

Base Save Bonus: 40
Fort: 75
Rex: 85
Will: 85

Damage:
46-142

~Skills~

Hide: 45 + 255 =300 (Dex)
Move Silently: 45 + 155 = 200 (Dex)

Concentration: 35 + 165 =200 (Con)

Chakra Control: 45 + 155 =200 (Int)

Listen: 45 + 155 = 200(Wis)
Sense: 45 + 155 =200(Wis)
Spot: 45 + 155 = 200 (Wis)
Survival: 45 + 155 200 (Wis)
Track: 45 + 255= 300 (Wis)

Diplomacy: 35 + 115 =150 (Cha)
Intimidate: 35 + 515 = 550 (Cha)

Ninjutsu: 45 + 455 = 500 (Chk)
Genjutsu: 45 + 240 = 285 (Int)
Taijutsu: 45 + 555 = 600 (Str)
Sneak Attack: 600



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


~Pet Data~

Name: Hyousetsu
Species: Arctic Ice Wolf
Size: Medium to Large
Element Affinity: Water
Age: 418
Gender: Male

~Appearance~

Height: 4'7 **On all four paws**
Weight: 112 lbs
Fur: Pitch Black, enabling him to hide in the shadows
Eyes: Red
Physical Description: **See picture under Zenjin**
Background: **See Nakamura's History for Details**
Personality: Hyousetsu has taken on the role of the Fighter. Strong willed and very opinionated, he feels that no-one is worthy to speak to Nakamura as an equal. He will fight anyone to his last breath, untill he returns to the Etherial Plane to recover. Currently, he isn't with Nakamura, but can easily get to her by the mental link they share.
Other: Hyousetsu will only back down to one other authority, Zenjin. As strong as Hyousetsu is, he is merely the Beta Male of the pack. A unique feature to Hyousetsu, is that he tracks like normal wolves, except that he can only track by blood. Scents do not work for his tracking ability unless it is blood. Hyousetsu is almost always seen with his hackels up. He doesn't like strangers, and it's clear in his manuerisms towards them.

Missions:

S:
A:
B:
C:
D:

Jutsu:
Any and all of Nakamura's jutsu

Ninjutsu-
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.

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.


Genjutsu-
Wolven Destruction
This jutsu is much like the Temporary Paralysis Technique. Wolves surround the opponent, only their eyes visible to the victim. Slowly, one by one, wolves come and leap upon the victim, rendering any flesh they can get their maws and paws upon. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
Cp cost: 120
Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter
Requirements: Genjutsu 40, may only be taught to Arctic Ice Wolves
Training: 18 days
Will Save: 20 + half Character Level + half Int Mod + half Wis Mod
Special: -10 to all checks

~Stats~
LV. 70
Experience: 0/23000
Hp: 2800
Cp: 1960
MHp: 3850


Strength: 70
mod = + 30
Dexterity: 100
mod = + 45
Constitution: 70
mod = + 30
Intelligence: 100
mod = + 45
Wisdom: 100
mod = + 45
Charisma: 52
mod = + 21
Chakra: 60
mod = + 25
Dodge Bonus: 100

Base Attack Bonus:
70/65/60/55/50/45/40/35/30/25/20/15/10/5
Attack Melee:
100/95/90/85/80/75/70/65/60/55/50/45/40
Attack Ranged:
115/110/105/100/95/90/85/80/75/70/65/60


Base Save Bonus: 35
Fort: 65
Rex: 80
Will: 80

Damage:
31-131


~Skills~

Hide: 45 + 305 = 350 (Dex)
Move Silently: 45 + 305 = 350 (Dex)
Tumble: 45 + 105 = 150(Dex)

Concentration: 30 + 90 = 120 (Con)

Chakra Control: 45 + 105 = 150 (Int)

Listen: 45 + 55 =100 (Wis)
Sense: 45 + 61 = 101 (Wis)
Track: 45 + 205 = 250 (Wis)

Intimidate: 21 + 429=450 (Cha)

Ninjutsu: 25 + 375 = 400 (Chk)
Genjutsu: 45 + 325 = 370 (Int)
Taijutsu 30 + 500 = 530 (Str)
Sneak Attack: 500



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



~Pet Data~

Name: Ayala
Species: Arctic Ice Wolf
Size: Medium
Element Affinity: Wind
Age: 416
Gender: Female

~Appearance~

Height: 4'0 **On all four paws**
Weight: 106lbs
Fur: Brown with splashes of white and red highlights all throughout her body
Eyes: Deep Green
Physical Description: http://api.ning.com/files/9qNZKzksbC6gorqYkotcQwB16nB9lUO-iXJ71Y5zEMA_/PatienceWolfL5B15D.jpg
Background: **See Nakamura's History for Details**
Personality: Ayala is kind and gentle, never wishing to fight or bring about bloodshed. It is obvious of her Femininity by the way she carries herself. Light, dainty, and soft, Ayala has taken on the role of Advisor and Healer. She keeps watch over those she cares about. If anything goes awrye, she will summon Hyousetsu while she goes for aid.
Other: Ayala is Zenjin's soul mate, being the Alpha Female of their pack. She has learned many healing jutsu, for her comrades and fellow pack members were constantly being brutalized. Even if they had won their fights, it would take them longer to recover their injuries if it hadn't been for her. Her relationship with Nakamura is that of a sisterly role. Ayala is extremely playfull as well as trusting. She looks to find a better role for people than constant deciet. However, if you ever cross her, she won't hesitate to remove you of your throat.

Missions:

S:
A:
B:
C:
D:

Jutsu:
Any and all of Nakamura's jutsu

Ninjutsu-
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.

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.

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.

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: 20 per hit
Damage: Normal Taijutsu hit damage.
Requirements: 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.
*Effect lasts for 2 rounds. If user continues to hit with this jutsu, rounds compound.

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.

Fukumikuchi Hari (Hidden Mouth Needles)
The user is able to summon forth needles into the mouth and then spit them out at their opponent with precise accuracy.
Cp cost: 2 per needle
Damage: Needle "Senbon" damage + chk mod instead of dex mod
Requeriments: Dexterity 20+, Fuuin Jutsu 1
Training days: 5 days
Special: You can only spit out an amount of needles equivalent to your level. Eg. you are level 7, so you can only spit out 7 needles.

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.

Genjutsu
Wolven Destruction
This jutsu is much like the Temporary Paralysis Technique. Wolves surround the opponent, only their eyes visible to the victim. Slowly, one by one, wolves come and leap upon the victim, rendering any flesh they can get their maws and paws upon. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
Cp cost: 120
Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter
Requirements: Genjutsu 40, may only be taught to Arctic Ice Wolves
Training: 18 days
Will Save: 20 + half Character Level + half Int Mod + half Wis Mod
Special: -10 to all checks

~Stats~
LV. 60
Experience: 0/18000
Hp: 1560
Cp: 2880
MHp: 3300


Strength: 26
mod = + 8
Dexterity: 100
mod = + 45
Constitution: 42
mod = + 16
Intelligence: 58
mod = + 24
Wisdom: 100
mod = + 45
Charisma: 26
mod = + 8
Chakra: 100
mod = + 45
Dodge Bonus: 100

Base Attack Bonus:
60/55/50/45/40/35/30/25/20/15/10/5
Attack Melee:
68/63/58/53/48/43/38/33/28/23/18/13/8/3
Attack Ranged:
105/100/95/90/85/80/75/70/65/60/55/50/45/40

Base Save Bonus: 30
Fort: 46
Rex: 75
Will: 75

Damage:
8-10

~Skills~

Escape Artist: 45 + 55 = 100 (Dex)
Hide: 45 + 255 = 300 (Dex)
Move Silently: 45 + 255 = 300 (Dex)

Concentration: 16 + 184 = 200 (Con)

Chakra Control:24 + 56 = 80 (Int)
Knowledge: 24 + 80 = 104 (Int)

Listen: 45 + 105 = 150(Wis)
Sense: 45 + 105 = 150 (Wis)
Track: 45 + 155 = 200 (Wis)
Treat Injury: 45 + 35 = 80(Wis)

Diplomacy: 8 + 672 = 680 (Cha)

Ninjutsu: 45 + 455= 500 (Chk)
Genjutsu: 24 + 10 = 34 (Int)
Taijutsu: 8 + 10 = 18 (Str)
Fuuin Jutsu:24 + 1 = 25(Int)
Sneak Attack: 87

Rachel Genova

9,450 Points
  • Way Too Many Pies 300
  • Team Jacob 100
  • Invisibility 100

Carlos Ralfer

PostPosted: Mon Dec 07, 2009 7:01 am


User-name: Carlos Ralfer
Posting: 2 or 3 times a day
Time zone: Eastern Standard

~Character Data~

Name: Mirid Star
Village: Sunagakura
Clan/Bloodline: Rialto Clan
Element Affinity: Wind / Water
Age: 23
Gender: Female
Rank: Jounin

~Appearance~

Headband: Affixed as a belt buckle across her bra/shirt.
Height: 5'7"
Weight: 125lb
Hair: Naturally multi-colored(or so she says) With streaks of blond, red, blue and white, not in that order.
Eyes: Inverted black with red iris (meaning the part thats normally white is black)
Physical Description: A somewhat veloptuous woman but mostly due to athletics and staying constantly on the move (You'd swear she had ADD or something). She has a tanish skin due to the heat of the Suna sun and full lips. She has a nice stomach and cut arms. And a lovely tattoo of some sort of symbol on the small of her back.
Clothing: Her most noticible piece of clothing is the belt bra/shirt she wears. It has an oversized black band that covers the unmentionables well enough and she had her headband specially altered to fit atop the belt as a belt buckle. She wears no bra for her belt works as a bra and a shirt. Her pants are of an arabian making, pure white, to keep her legs cool and give her plenty of running capability and flexibilitiy. Her hands are covered in thick, black craftsmen gloves though at all times.
Background: Her's is probably a story best left unspoken to those who adore love. Her's is a tragic tale that has driveen her to the depths of insanity and back. As a young girl, she lived and played with her grandparents and a few of her cousins. They were all of a ninja family, a proud family of the Suna village. Long time members of the villages elite guard but there was always something very strange about the family. Star course, learned the secrets of her family and crafting at a young age although she was always thought ot be a very low class user of the abilities and almost innept at crafting. As she grew older, she poured her heart into the abilitie becoming almost on par with her Grandparents who were masters of creating some of the most beautiful puppets with some of the most deadly abilities. Her skills, however, were constantly put to the test as she had a bitter rivalry with an enemy ninja. She met this nin on one of her earlier missions to escort a messenger to one of the smaller villages. They all believed that things were smooth sailing as this was only marked a C rank mission. They were wrong and her entire team was wipped out when the messenger turned out to be under the control of enemy ninja. It was at this point that she was 'saved' by one of the enemies. They released her and ever since she has held a bitter grudge toward that nin for showing her mercy just because she was the only girl in the group they slaughtered. At that point, she became consumed with revenge and, as many emotions do, this revenge began to mutate to something...more. The more the two met, the more vicious their combats became, even getting to the point to where their ranking officers began to fear the two and the amount of destruction they'd cause. In the end, it became a game of cat and mouse although who was what is still unknown. They're meetings became more frequent as each took on missions they thought the other would be sure to take on and sometimes even ventured out simply in search of the other to do combat. The enemy's name was Lorin Kage, a powerful ninja from the unnamed village. It was a tale of the times, constant battle florishing into a twisted love. Each enjoying putting the other in pain so that they may secretly nurse them back to health in their own way. However...the fates ahve a way of twisting people, playing with them only to release them and laugh at the results. A silent night fell upon the village but this night was deft only to those who cared not for the Rialto family. That night, the screams of every member of the family could be heard. The family had been slaughtered by Kage's own team without his knowledge. They had taken Kage under a genjutsu spell and forced him to reveal all he knew about the family and their home and used this knowledge to destroy them. All that was left, was the girl they had left alive all those years ago. That girl...had become stronger...far moreso than before. And with this newfound strength and her rage fueling every cell in her body, she killed all that she saw, including her love. She was too blind to notice the Genjutsu over Kage and by the time she realized it, his body had drawn it's last breath. Such a peaceful, happy life drawn to such a tragic event...so very sad. But within all evil, their lies a bit of good. Using her absolute maxximum skill and working long into the night without rest, she crafted her first complete Crow doll in Kage's image and, using the families 'Confinement' jutsu, sealed his soul into the puppet so that he may live again, always by her side.
Personality: Obviously, if you read all that, you realize she's not a very sane individual. She doesn't go on killing sprees or anything but she is known to go into spats of random events for no odd reason. Manytimes the events result in massive destruction in or around the village. However, due to her eeriee personality, only the Kage and a few ANBU dare go near her to make her pay. She is free as the wind and does as she pleases to whatever and whoever she pleases.
Other:

Missions:

S:
A: 1
B:
C:
D:

Jutsu:

Clan Jutsu-

[[Ninjutsu]]
Ningyou no Shiiru (Seal of Puppets)
Description of Jutsu: Much like the Tobidogu (Projectile Weapons), this jutsu is used to seal up items for easier carriage and storage. However, this jutsu varies from that one as it is meant only for the sealing and carrying of puppets. The user prepares a large scroll (like a summoning contract scroll) and puts the names of each doll being sealed within. Along with this, the user can opt to create an image of a Doll House upon the scroll for use in a later jutsu. Several puppets can be carried around at once with this scroll.
Rank: D
Cp Cost: 4Cp per puppet sealed
Damage: N/A
Requirements: Member of Rialto Family, Scroll, Intelligence 25+
Training: Training 2 Days
Special: Number of Puppets sealable varies by size of scroll:
Normal Scroll(Hand Held like Kakashi's Dog Summoning scroll) = 20, Large Scroll(Like a wall scroll for Ink Paintings only longer)=50, Summoning Contract Size(Like Juriya's contract)=100


Chakra no Chuuzou Butsu [[Chakra Molding Technique]]
Description of Jutsu: This is a special process that involves one planting their chakra into the material being used to make the puppet. If done correctly, this increases the strength of the overall puppet in terms of its ability to take damage. This cannot be applied to the weapons made for the puppet.
Rank: D
Cp Cost: 10-20CP constantly applied with each post when making the puppets parts
Damage: N/A
Requirements: Rialto Family, Chakra Control 25+, Craft(Puppet) 15+, Chakra Absorbing Wood
Training: 5 days
Special: -Once you pick an amount of chakra to pump into the doll for that day, it must stay that constant amount for every post afterward (whether you succeed in the doll making or not). You cannot recover CP until after you've finished for the day.
-The amount of increase to the puppets HP is determined by taking the total amount of the Chakra used (in all after the doll is finished) and dividing it by the number of days it takes to make the doll.


Ningyou no Himitsu : Soukou no Bodi (Secret of the Puppet: Body of Armor Technique)
Description of Jutsu: This is a special crafting technique that only the Rialto family fully perfected. By crafting an increasingly hallow center, the puppeteer is able to use the puppet as a body armor. The puppet breaks apart at the puppeteers command and applies itself to the user as a large suit of armor. The reason this is difficult to do is because the puppet has to be crafted with the puppeteer’s safety in mind so the weapons do not harm the puppeteer once they are inside the puppet.
Rank: C
Cp Cost: N/A
Damage: N/A
Requirements: Rialto Family, Craft(Puppet)50+, Chakra Molding Technique
Training: 5 days
Special: -User's speed reduces -5 Dex
-Puppets armor defense is merely their HP.
-Puppet weapons and tools can still be used without chakra strings needed when puppeteer is in the puppet.


Ningyou no Shinri Sen (Mind Games of the Dolls)
Description of Jutsu: This is a jutsu perfected for dual combat by the puppeteer and the puppet. Using a special tool placed inside the torso of the puppet, the puppeteer is able to control the puppet without chakra strings. Instead, the user is able to implant battle commands before hand and only needs to reapply the commands every so often. The tool used is also filled with chakra that is disbursed throughout the doll to give the doll mobility to perform its tasks. This was created to prevent people from finding a puppeteer in hiding via the chakra strings. More chakra must be supplied every 5 posts. [[or if puppet uses all chakra via jutsu first]]
Rank: A
Cp Cost: 200 CP and 100+CP for each additional 5 posts
Damage: N/A
Requirements: Rialto Family, Chakra Control 100+, Chakra Tool(kunai, stone, anything really)
Training: 15 days
Special: -During the time this is activated, the doll is treated as a separate person and has it's own turns and attacks and such, separate from the puppeteer.
-Puppet can use all the skills it knows. If a soul is sealed within, it can use the jutsu of the soul and subtracts the CP from the CP being used to keep it going [20 cp per turn]

Fuushigi Yugi no Jutsu [[The Mysterious Play]]
Description of Jutsu: The product of a twisted mind and way too many lonely nights. This is a jutsu that uses the 'Doll House' portrayed within the Ningyou no Shiiru Scroll and makes it a physical manifestation. The target is trapped within the house while all of the dolls and tools sealed within the scroll chase after the target with the intent to kill. To be more exact, the user is actually summoned INTO the scroll itself so its better to think of this as a reverse summon scroll. It is not a very pretty sight to see someone who comes to the 'Play'. It takes a high level of concentration and the user is usually left wide open while the 'Play' is conducted. Usually, they conduct the jutsu from the safety of a barrier jutsu or with allies around. The range of the jutsu is defined by 4 sealing tags placed in a square formation. Anyone that steps within that area is immediately subjugated to the jutsu and are summoned to the house. The range of the tags is no more than 500 meters from each other.
Rank: S
Cp Cost: 300 CP + 20 per turn
Damage: Varies by what attacks are used.
Requirements: Rialto Family, Ningyou no Shiiru, Chakra Control 100+, Concentration 100+, 4 Seal Tags
Training: 20 Days
Special: -Puppets of the user cannot be destroyed completely while used in this jutsu
-all Puppets sealed in this scroll are available for use but can NOT be used all at once. The user can only use as many puppets as they have attack turns and each puppet can only do one attack per turn.
-To escape, the target must roll a 100 sided die and see if they can land in any of the ‘exit’ rooms of the house. Exit rooms are defined by a roll that lands on any number ending in any digit 0-9 as defined by the user.
-Anyone who steps within the confines of the jutsu, even those who just escaped, will be placed into the scroll. Since the layout of the house changes randomly, the user redefines what the exit room ending number is.

[[Fuuinjutsu]]
Fuuinjutsu: seishin no shiiringu (Sealing Technique: Sealing of Souls)
Description of Jutsu: This is the family’s most prized jutsu. Using an inanimate object already prepared with the proper sutras, the user takes their chakra and forces a link between the body of the target and the object being used. This can come in two forms;

Form1:
Temporary Sealment: The user creates a powerful seal using their own chakra. They push their chakra into an unconscious or restrained foe and force a chain to be made between them and the object. The Soul is carried along that link and implanted into the object. If the object is destroyed, the soul is forcibly dragged back into the body by the chain. Also, additional chakra is required to prolong the sealing.
Rank: B
Cp Cost: 100CP+
Damage: N/A
Requirements: Rialto Family, Chakra Control 80+, Inanimate Object, Unconcious or target being held in a grapple, restrained by rope or some other complete motion restriction device[cage/dome traps/jutsu are not sufficient. Target cannot be able to move above a struggle].
Training: 10 Days
Special: -For every 20 CP past what is required, the target is sealed into the object for 1 more post.
-The user can apply chakra threads to the object after sealing the soul in it and control the object.

Form2:
Confinement of Souls: This is the form that is most noticeable for the family. The seal placed upon the soul is permanent and cannot be undone even if the user wanted to undo it. This seal is usually performed upon the freshly dead or those who are on the verge of death. The seal captures the soul as it is leaving the body and confines it to any object that the user so wishes. In the case of the family, it's usually the body of the puppets. Through this method, the family achieves a sense of immortality. Although, if the puppet is complete destroyed then the soul is lost forever, not even permitted to enter the after life. It is for this reason that puppets made using this method are usually not of the combat variety. Once a soul is placed within an object, the object takes on qualities of the soul, in the case of puppets, the puppet may even gain the ability to speak and move on its own, although limited. Puppeteers are still needed for complex movements beyond walking and basic gestures.
Rank: S
Cp Cost: 300 CP +20CP per post
Damage: N/A
Requirements: Rialto Family, Object to seal in, Dying/Dead Person
Training: 20 Days
Special: -Puppets created like this are still considered tools in battle unless moving on their own by expelling chakra.
-Puppets made with this can move freely so long as it's outside a battle environment.

[Basic Jutsu]
Ninjutsu-

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

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

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

Genjutsu 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

Suna Bunshin no Jutsu
The user creates sand bunshin...
Cp Cost: 2 per bunshin
Damage: Each clone has half your stats
Requirements: Sand/dirt around, knows Bunshin no Jutsu
Training: With Wind Affinity 1 day, without Wind Affinity 2 days.

Futon: Suna Kabe no Jutsu [Sand Wall Technique]
Description of Jutsu: The user sticks his hand into the ground [sandy ground] and packs the sand closely together whilst making it rise up, creating a large sand wall that is almost impenetrable.
Cp Cost: 20
Damage: -
Requirements: Sand/dirt around, chakra control 20.
Training: With Wind Affinity: 5 days, without Wind Affinity: 8 days. [Or maybe I will just make like steps for learning]
Special: Full cover.

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.

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.

Kansei: Mizu no Kyuutai (Trap: Orb of Water)- The victim of watery traps has an unkind fate to come to. 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 jutsu.
Cp Cost: 75 + 10 per holding post
Damage: 25 - 40 + Chakra Mod + Ninjutsu Bonus
Requirements: Water Affinity
Training: 20 days
Special: 1d20 + Fort Save vs. 1d20 + Chakra Control

Aka Higi: Hyakki no Soen (Red Secret Technique: Performance of a Hundred Puppets)
This jutsu summons exactly 100 puppets. Sasori had once used it to defeat an entire country. He can only control this many puppets with the hundreds of Chakra threads he casts out from a hatch in his own chest. It is unknown what country he defeated with this Jutsu.
Cp cost: 400 "2 per puppet"
Damage: Pupper own damage"
Requeriments: Perform "Puppet play" 100 Ranks"
Training days: 60 Days.





Genjutsu-
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: The Int DC to see through a bunshin is 10 + 1/2 of the jutsu user's Chakra mod + 1/2 of the user's Int 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.

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: 10
Requeriments: Genjutsu 15 Ranks
Training days: 5
Save: Will 10 + chatacter level + charisma mod.
Intelligence check DC "Same as above"

Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
Type: Unknown, probably: B-rank, Supplementary, All ranges
A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 25
Requeriments: Genjutsu 10 Ranks
Training days: 5 days.
Will save: 15 + character level + charisma mod.

Taijutsu-

Summoning Contract-

~Stats~
LV. 32
Experience: 80/4000
Hp: 544
Cp: 864
Mhp: 544
Strength: 12+[2] = 14 | mod = 2
Dexterity: 12+30+[4] = 46 | mod = 18
Constitution: 12+[2] = 14 | mod = 7
Intelligence: 12+50+[4] = 66 | mod = 28
Wisdom: 12+10+[2] = 24 | mod = 7
Charisma: 12+20+[2] = 34 | mod = 12
Chakra: 12+38+[8] = 58 | mod = 24
Dodge Bonus: 35

Base Attack Bonus: 32/27/22/17/12/7/2
Attack Melee: 34/29/24/17/14/9/4
Attack Ranged: 50/45/40/35/30/25/20

Base Save Bonus: 16
Fort: 23
Rex: 34
Will: 23

Damage:
Taijutsu: 3-8
[any other weapon you use]

~Skills~
Skills: 38
Skill Points: 896

Strength Modifier: [2]
Swim:
Taijutsu:

Dexterity Modifier: [18]
Balance:
Escape Artist:
Hide:
Move Silently:
Sleight of Hand:
Tumble:
Use Rope:
Perform (Puppet Play): 18+302=320

Constitution Modifier: [7]
Concentration:

Intelligence Modifier: [28]
Chakra Control: 28+82+[20]=130
Craft: 28+62=90
Disable Device:
Forgery:
Knowledge: 28+20=48
Repair: 28+20=48
Research:
Search:
Genjutsu: 28+102=130
Fuuin Jutsu: 28+102=130

Wisdom Modifier: [7]
Alchemy:
Listen:
Read Lips:
Sense Motive:
Spot:
Survival:
Treat Injury:

Charisma Modifier: [12]
Bluff: -
Diplomacy:
Disguise:
Gather Information:
Handle Animal:
Intimidate:
Innuendo:
Perform: [20]
Seduction: -

Chakra Modifier: [24]
Ninjutsu: 24+206+[20]=250

Weapons: [add Strength or Dexterity modifier depending on circumstances]
Kunai:
Shuriken:
Ninja Weapons:

No Modifiers:
Sneak Attack:
Kawarimi:

~Possessions~

Money:

¥en:
Ryo:

Equipment: 5x Kunai, 10xShuriken, 1x'Kage' Puppet, 90xMundane Combat Puppets, 10xComplex Puppets, 1xDetailed Puppet, 1xGargantuan Puppet




~Puppet Character Data~

Name: Lorin Kage
Village: Unknown/Sunagakura
Clan/Bloodline: None
Element Affinity: Wind/Fire
Age: Unknown / 23 at Age of Death
Gender: Male
Rank: Jounin

~Appearance~

Headband: Doesn't wear it (even when alive) but has it in his back pocket. It has a black band and the metal part was painted a slightly lighter color of black.
Height: 5'11
Weight: 195lb (when alive)/ 310lb (Puppet)
Hair: Colbolt
Eyes: Crimson
Physical Description: A somewhat tall man with long, spicky black hair almost as dark as night. When alive, he was one of the strongest ninja in his clan, usually compared to Hanzo Hattori. His build was only slightly muscular which hid his true strength and combat ability. He has an odd trait of his eye glowing when he gets angrey. Not much is known about the exact look of his body because he almost always wears a black cloak that covers everything.
Clothing: A black cloak that covers everything from the neck down. He also wears a pair of solid black shades that shows nothing except his eyes when they glow blood red. Underneith his cloak is solid black clothing, acording to Star.
Background: One of the strongest nin from a small village near the edge of the Land of Lightning. He grew up to become an important member of the clan and even got assignments specially sent to him from the actually Hidden Village of Lightning. He met Star shortly after becoming a Genin and the rest is history. He was sadly brought to an untimely death by his lover in a rage at the thought that he had killed her family. He now resides with her as her caretaker and watcher...and puppet.
Personality: Usually very cold and would rather kill you rather than look at you. Has a really soft spot for kids and tends to love taking care of them. He can be very respectful or very hateful, depending on his mood.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Kakuremino no Jutsu (Cloak of Invisibility Technique)


Kawarimi no Jutsu (Replacement Technique.)


Nawanuke no Jutsu (Rope Escape Technique)


Suna Bunshin no Jutsu
The user creates sand bunshin...
Cp Cost: 2 per bunshin
Damage: Each clone has half your stats
Requirements: Sand/dirt around, knows Bunshin no Jutsu
Training: With Wind Affinity 1 day, without Wind Affinity 2 days.

Futon: Suna Kabe no Jutsu [Sand Wall Technique]
Description of Jutsu: The user sticks his hand into the ground [sandy ground] and packs the sand closely together whilst making it rise up, creating a large sand wall that is almost impenetrable.
Cp Cost: 20
Damage: -
Requirements: Sand/dirt around, chakra control 20.
Training: With Wind Affinity: 5 days, without Wind Affinity: 8 days. [Or maybe I will just make like steps for learning]
Special: Full cover.

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.


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.

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.


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: 80
Damage: 120 - 250 + chakra mod.
Requeriments: Fire affinity. Chakra 50+
Training days: 20 days.

Bunshin Daibakuha (Clone Great Explosion)
This jutsu works in combination with the Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), and creates a Shadow Clone that will explode on command, potentially killing or injuring those caught in the blast.
Cp cost: 20 "To make explode"
Damage: 50 - 80 + chakra mod.
Requeriments: Kage bushin no jutsu. Ninjutsu knowledge 50.
Training days: 30 days.

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

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: 10
Damage: Normal Taijutsu hit damage.
Requeriments: Knowledge anatomy 50 ranks.
Training days: 20 days



Genjutsu-

Bunshin no Jutsu:

Henge no Jutsu (Transformation Technique)


Taijutsu-

Goken (Strong Fist)
Goken 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.

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: double taijutsu damage per kick.
Requeriments: Gouken Taijutsu, Taijutsu 30 ranks.
Training days: 10 days.

Opening (Initial)
Releases the brain's limit on the total strain on the muscles, giving the user five times their normal strength.
Hp Cost: 30
Damage: -
Requirements: Taijutsu 30 ranks, Gouken
Training: 30 days
Special: Opening the first gate gives the user +6 strength and dexterity but -20 from the Cp [chakra is expelled from the body making it wasted]. User loses 10 Hp per round.

Summoning Contract-

~Stats~
LV. 32
Experience: 80/4000
Hp: 992
Cp: 640
Mhp: 672
Strength: 12 + 30 = 42 | mod = 16
Dexterity: 12 + 10 = 22| mod = 6
Constitution: 12 + 38 + [2]= 52| mod = 21
Intelligence: 12 + 20 = 32| mod = 11
Wisdom: 12 + 20 = 32| mod = 11
Charisma: 12 +0 = 12| mod = 1
Chakra: 12 + 30 + [2]= 44| mod = 17
Dodge Bonus: 22

Base Attack Bonus: 32/22/22/12/12/7/2
Attack Melee: 38/33/28/23/18/13/8
Attack Ranged: 48/43/38/33/28/23/18

Base Save Bonus: 16
Fort: 37
Rex: 22
Will: 27

Damage:
Taijutsu: 21-60
[any other weapon you use]

~Skills~
Skill: 21
Skill Point: 352


Swim: (Str) 16

Balance: (Dex) 6
Escape Artist: (Dex)
Hide: (Dex) 6+50=56
Move Silently: (Dex) 6+2=8
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)

Concentration: (Con) 21

Chakra Control: (Int) 11+20=31
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge(History): (Int) 11
Repair: (Int)
Research: (Int) 11
Search: (Int) 11

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

Bluff: (Cha)
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha) 1
Handle Animal: (Cha)
Intimidate: (Cha) 1 + 50 =51
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha)

Ninjutsu: (Chk) 17+100=117
Genjutsu: (Int)
Taijutsu: (Str) 16+130=146
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:

~Possessions~

Money:

¥en:
Ryo:

Equipment: 10x Kunai, 10xShuriken, Scythe
PostPosted: Wed Dec 16, 2009 12:32 pm


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

~Character Data~


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

~Appearance~


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

Missions:

S:
A:
B:
C:
D:

Jutsu:

Clan Jutsu-

Hanekae no jutsu
Description of Jutsu: The highest form of the bloodline. This turns the ground around the user to the consistency of quicksand, effectively making it an area of effect jutsu that will also effect those trying to use trees or other objects in the area to avoid.
Rank: S
Cp Cost: 300 CP + 15 per turn held
Damage: None unless trapped for 5 posts then start gaining suffocation damage equal to 40-60 + chk. mod.
Requirements: 60+ Chk mod, 250+ Chakra Control, 250+ Ninjutsu, Taida Bloodline
Training: 30 days
Special: Opponent: Dodge bonus is -10 for that turn. Fort Save vs Ninjutsu Bonus + Level + Chakra Mod
*First turn, all effected have their Dodge Bonus and Reflex Save cut in half.
*Each following turn cuts the users Dodge and Reflex by 10% till it reaches 0 at the 5th turn where they begin to suffer suffocation damage.
*Freeing one’s self from the sand requires a Str Check vs. the users Chk Check.
*Anyone who is using an object to avoid this jutsu or simply dodges it must still perform a Balance Check verses Half the Ninjutsu DC.
*While this jutsu is in effect, everyone but the user and other Taida must perform a Balance Check vs. Half the Ninjutsu DC to do melee attacks

Tadaikae no jutsu
Description of Jutsu: This hardens stone slightly. This jutsu is typically used when an opponent has been thrown in the air and is about to land or when the user has grappled the opponent and is about to throw them into the ground.
Rank: C
Cp Cost: 60 CP
Damage:Increases damage from all applicable attacks (throws, sweeps, ect) by 15%
Requirements: Chakra +50, Ninjutsu +40, Taida Bloodline
Training: 8 days
Special: If any earth jutsu are used after this jutsu, increases damage of earth jutsu by 10% to be calculated with the Taida line natural earth jutsu increase.

Ranpukae no jutsu
Description of Jutsu: This is specific to changing stone to be spongy and springy. It is the second highest level of jutsu. The user can use the jutsu to make it harder to walk, or to dodge attacks easier. Due to the consistency of the ground, it takes a bit of training for a Taida to get use to walking on this but because of their training, they receive no drawbacks when using this jutsu.
Rank: A
Cp Cost: 110 Cp + 10 cp for every turn held
Damage: N/A
Requirements: Chakra 150+, Taida bloodline
Training: 12 days
Special: *Opponent must perform a Balance Check each turn to stay standing. If they fail the Balance Check, they fall over and loose that turn and the next turn to get up.
*Jumping up on items will not save them as the item will also be affected by the ground being wobbly and thus be unstable.
*Balance DC: Opponents Balance Check vs. Half Users Ninjutsu DC
*Any Earth Jutsu used after this jutsu has 10% damage decrease to be calculated with the Taida line natural earth jutsu increase

Koutetsukae no jutsu
Description of Jutsu: This is the hardest level to achieve through chakra molding. This turns the rock into a density resembling steel, causing little traction and much damage if landing wrong on it. The rock underneath the person's feet shifts suddenly as the minerals are enhanced through the molding chakra causing them to fall. This jutsu can be used for a variety of things from making throws cause more damage to increasing the overall damage of Earth Jutsu.
Rank: A
Cp Cost: 140 +10 cp for every turn held
Damage: Increases damage from all applicable attacks (throws, sweeps, ect) by 25%
Requirements: Chakra 20 Ranks, Ninjutsu 25 ranks, Knowledge: Physics/Science 20 ranks, Taida bloodline Chakra 60+, Ninjutsu 250+, Knowledge: Earth Science 50+, Chakra Control 300+, Ranpukae no Jutsu Learned, Tadaikae no Jutsu Learned
Training: 20
Special: *Any Earth Jutsu used after this jutsu has an increased damage of 25% to be calculated with the Taida line natural earth jutsu increase.
*Due to slickness of ground from smoothing by this jutsu, user gains +10 to DB and Reflex while this jutsu is in effect. Opponent must perform a balance check to stay standing. If they fail, they slip and/or slide a bit loosing half their attack turns.
-Balance DC: Opponents balance Check vs. 1/4 users Ninjutsu DC

Ninjutsu-

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

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

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

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

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

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

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

Doton: Doryudan (Earth Release: Earth Dragon Bullet)
Used in conjunction with Doton: Doryu 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.

Kuchiyose no Jutsu (Summoning Technique)
This Jutsu, using a contract, Seal, and the user's blood, binds an animal to the user. The type of animal is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the animal can be summoned to perform a task or help the user in battle.

The summon usually is subservient to the summoner. However, the more powerful summons, for instance Gamabunta, or Manda, demand respect and loyalty from their summoners. Manda even demands hundreds of live human sacrifices.

Other types of summonings include even powerful objects, such as the Rashōmon gates.
Cp cost: 50 Cp per rank.
Example: Gamabunta would cost 200 chakra points while a small frog would cost 50 [There are four ranks. For more information check the Summonings Thread]
Damage: Depending on summon's power.
Requeriments: Chakra 30+
Training days: Depends on the quest.

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

Bunshin no Jutsu:

Henge no Jutsu (Transformation Technique)

Kakuremino no Jutsu (Cloak of Invisibility Technique)

Kawarimi no Jutsu (Replacement Technique)

Nawanuke no Jutsu (Rope Escape Technique)

Genjutsu-

SHOWTIME!
This is an incredibly odd jutsu originally meant to embarrass and enrage ones elders but it has since evolved into a rather effective combat jutsu. Using the wind to carry the sound of the music playing in their earphones to the opponent, the user can cast a genjutsu upon the opponent that forces them to dance. SHOW ME YOUR BEST STEPS BABY!
Rank: A
Cp Cost: 100 cp and 10 per turn held
Damage: 150 MHP and 10 per turn / 5 HP per turn for being tired from dancing
Requirements: Wind Affinity, Chakra Control 70+, Genjutsu Rank 70+, Ninjutsu Rank 40
Training: 10 days
Special: *Opponents caught by this genjutsu are forced to dance and cannot attack while under this genjutsu. However, the user of this jutsu is free to attack as long as they keep one hand up in the Tiger Hand Seal.
*If the defender has a Perform: Dance skill equal to at least half the genjutsu dc for this attack, this jutsu does not tire them and they can still perform half their attacks per turn. Meaning if they have 6 attacks per turn they can only perform 3.
*At the end of the jutsu, the defendant must perform a balance check against the DC of this attack.
*Every 4 posts of the user, defendents can try again to escape the jutsu so long as the user is paying the approriate CP to keep it going.
Will Save: 20 + half user level + half wis mod + half int mod

Elemental Chakra Recomposition
Elemental Recomposition is a chakra control technique in which one gathers their chakra and grants it the abilities of the element which their chakra naturally favors.
Rank: A
Cp Cost: 0
Damage: damage for -element name- jutsu's are increased to x1.2 damage
Requirements: affinity, 100+ Chakra Control
Special: -elemental name- jutsu's cp usage is increased by 10%

Physical Chakra Recomposition
Physical Recomposition is a chakra control technique in which one gathers and compresses their chakra so much so to where it ca be seen by the naked eye. This is more commonly seem in just about every Ninjutsu know but to learn the individual process of gathering and focusing ones chakra is a great feat indeed, classified as an A rank difficulty task.
Rank: A
Cp Cost: 0
Damage: Add half chakra damage to all melee attacks, including weapons.
Requirements: 100+ chakra control
Special: *cp usage -10%
*If user holds item close to nearby elements (fire, water, earth, ect), the compressed chakra will attract the element and full chakra mod can be added to damage.

Taijutsu-

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



Summoning Contract-

Species: Horses

Basic description of summons: The four horsemen of the apocolpse...these ain't. There exists a large meadow somewhere in the realm of the summon monsters where these proud creatures roam. Ruled by the steed of the Lord of Asgard, they ride free and proud.

Acquisition mission: The user must gain permission from Taida Marcus to actually speak with the head of the summon clan. Once they do that, they must earn the respect of the summon lord by perform 5 tests he sets before them. Completions of some of these tests may net the person the right to summon the lower stages but only by completing all 5 tests with distinction will they earn the right to summon the head himself.

Stage 1

Name: Red
Size: Size of a few month old pony
Element Affinity: Wind
Age: ???
Gender: Female

Height: 2.5 ft
Weight: ???
Physical Description: A small horse that is primarily red. She has beautiful golden eyes and wishes to grow up to be like her older relatives such as Pegasus and Kirin.
Background: The runt of the newest pack of colts. She smiles a lot and tends to take a liking to her current master so long as they are nice enough. She is in training to be the first Shinobi Horserider. It's...not going so well.
Personality: Bubbly and happy, she can usually be seen prancing around and smiling. She finds a way to be in the action even if not summoned. No one knows how she does it just yet.

Other: Using this horse, a person can subtract 1 day off travel to any part of the world due to her enhanced speed.

Jutsu
Body Flicker Jutsu

Stats

LV. 10
Experience:
Hp: 140
Cp: 80
MHp: 100
Strength:10+6=16 | mod = 3
Dexterity:10+20=30 | mod = 10
Constitution:10+8=18 | mod = 4
Intelligence:10+4=14 | mod = 2
Wisdom:10 | mod = 0
Charisma:10+20=30 | mod = 10
Chakra:10+10=20 | mod = 5
Dodge Bonus: 20

Base Attack Bonus: 10/5
Attack Melee: 13/8
Attack Ranged: 20/15

Base Save Bonus: 5
Fort: 9
Rex: 15
Will: 5

Skills

Skills: 12
Skills Points: 20

Balance: (Dex) 10
Escape Artist: (Dex) 10
Hide: (Dex) 10
Tumble: (Dex) 10

Concentration: (Con) 4

Chakra Control: (Int) 2

Sense: (Wis) 18

Seduction: (Cha) 10+2=12

Ninjutsu: (Chk) 5


Stage 2

Name: Pegasus
Size: Full Grown horse(large)
Element Affinity: Wind
Age: 100 years old
Gender: Male

Height: 5'11"
Weight: ???
Physical Description: A black horse drapped with long, shadowy wings. He is able to fly at amazing speeds and loves to carry folks around, specially children. His eyes are a shade of gold like his little sister Red.
Background: The first Pegasus that was black. Due to this, he has had a somewhat hard life since he was young but, after being noticed by the head of the clan, he was been trained personally by the leader and is one of the fastest flying members of the clan.
Personality: He can be cold to those he doesn't know nor like. As far as the current owner of the contract is concerned, he wishes he would be a bit more serious about things but he trusts him fully. His golden eyes can often be seen glaring at those he doesn't like. The worst part about it is that, he will give a ride to anyone. Now, if he lets you stay on after reaching 1000 feet above ground is a different question.
Other: Due to flight, he is able to cut travel times between villages down by 50%.

Jutsu

Bunshin no Jutsu
Kawarimi no Jutsu
Body Flicker Jutsu
Wind Release: Great Breakthrough
Great Cutting Whirlwind Technique
Blade of Wind

Special Jutsu

Jutsu Name:Wind Tunnel

Description of Jutsu: An upgrade jutsu to the Body Flicker Jutsu. Using a straight dash and streamlining oneself, the user cuts through the air and does a body bash into the opponent. They do take a bit of damage to themselves but its negligible.
Cp Cost: 10 CP
Damage: 50-100 + str mod + dex mod / 5-10 + half str + half dex mod to self
Requirements: Dex 60+, Wind Affinity, Horse Summon Contract
Training: 5 Days
Special: *This attack is treated as a taijutsu.
*Damage to horse is only applied if the attack connects. If rider is on at time, they can use their own attacks to suppliment the damage.
*If natural attack is used then the horse takes half the amount of damage done to the user.
*If melee weapon is used, then success roll will be a combination of the riders natural taijutsu attack roll and half horse attack melee bonus
*If melee weapon is used the damage formula is as such [weapon damage + riders str mod + 2 per 10 points in riders weapon skill to max damage + half horse dex mod to max damage.
*If rider uses taijutsu, they gain an additional damage boost with this equation [taijutsu damage + half horse dex mod to max]. HOWEVER, the rider will take half the damage back on themselves if the attack connects.


Stats

LV. 25
Experience:
Hp: 550
Cp: 225
MHp: 275
Strength:13+27 = 40 | mod = 15
Dexterity:13+49 = 62 | mod = 26
Constitution:13+21 = 34 | mod = 12
Intelligence:13+10 = 23 | mod = 6
Wisdom:13 | mod = 1
Charisma:13 | mod = 1
Chakra:13+11 = 24 | mod = 6
Dodge Bonus: 37

Base Attack Bonus: 25/20/15/10/5
Attack Melee: 40/35/30/25/20
Attack Ranged: 51/46/41/36/31

Base Save Bonus: 12
Fort: 24
Rex: 38
Will: 13

Skills
Skills: 16
Skill Points: 150

Balance: (Dex) 26+10=36
Tumble: (Dex) 26+20=46

Concentration: (Con) 12+30=42

Chakra Control: (Int) 11+40=51

Sense: (Wis)1+20=21 [see Pets skill]

Intimidate: (Cha) 1+30=31

Ninjutsu: (Chk) 6

Stage 3

Name: Kirin
Size: Large
Element Affinity: Wind
Age: ???
Gender: Female

Height: 5'10"
Weight: ???
Physical Description: A unicorn of multiple colors. Her main coat is a pale white while her tail and mane are rainbow colored. Her horn is strong and pronounced and a solid pearl white.
Background: The psudo mother of the clan. She is a master of healing techniques and lends her abilities to those in need. Her relationship with the leader of the clan is unknown as there are few Unicorns in the clan to begin with. It's belived she is his lover but no one knows for sure.
Personality: A soft, motherly personality and will not hesitate to heal even enemies after a long battle. She wants to see any and all people in good health and prosperity.
Other:

Jutsu
Kai: Release
Temporary Paralysis Technique
Medical Technique: Minor Chakra Heal
Poison Mist
Healing Resuscitation Regeneration Technique
Secret Healing Wound Destruction
Hiding Camouflage Technique
Important Body Points Disturbance
Shosen Jutsu

Special Jutsu

Jutsu Name:Regeneration Jutsu

Description of Jutsu: By setting all her healing abilities to work, Kirin can force the body of the receipent of this jutsu to go into a rapid healing spree at the moment of injury. The user's body will automatically respond to any injury the person receieves for the remainder of the battle and heal the wound up to so much HP. In exchange for doing this, Kirin spends all her current CP and must leave the battle field after using this.
Cp Cost: All remaining CP
Damage: Recovers up to 1.5x the amont of CP used.
Requirements: Treat Injury 100+, Chakra Control 50+, Horse Summon Contract
Training: 15 days
Special: In exchange for leaving the battle and spending all her remaining cp, Kirin can set the persons body to recover constantly till they reach or exceed 3x the amount of CP used. In other words, the maxximum amount of HP recovery allowed is 2x the CP used.

Stats

LV. 45
Experience:
Hp: 1035
Cp: 1350
MHp: 2475
Strength:17 | mod = 3
Dexterity:17+18=35 | mod = 12
Constitution:17+20=37 | mod = 13
Intelligence:17+40=57 | mod = 23
Wisdom:17+83=100 | mod = 45
Charisma:17 | mod = 3
Chakra:17+47=64 | mod = 27
Dodge Bonus: 67

Base Attack Bonus: 45/40/35/30/25/20/15/10/5
Attack Melee: 48/43/38/33/28/23/18/13/8
Attack Ranged: 57/52/47/42/37/32/27/22/17

Base Save Bonus: 22
Fort: 35
Rex: 34
Will: 67

Skills
Skill Points: 1035

Balance: (Dex) 12+25=37
Hide: (Dex) 12+25=37

Concentration: (Con) 13+50=63

Chakra Control: (Int) 23+200=223

Sense: (Wis) 45+35=80
Treat Injury: (Wis) 45+500=545

Ninjutsu: (Chk) 27+200=227


Stage 4
Name: Sleipnir
Size: Gargantian
Element Affinity: Wind
Age: 500+
Gender: Male

Height: 8'+
Weight: ???
Physical Description: A large, black horse who's fur seems to shine like metal. He wears several pieces of armor that blend in to his fur so its hard to tell where the armor starts and where his fur ends. He has deep red eyes and 8 legs that trounce along the ground.
Background: The leader of the Horse Summon clan and quite possibly the largest in terms of power although there are several of his brothers and sisters that are far larger than him in stature. He was born the runt of his family and that is why he connects with Red so well. He tends to be quiet and very solum. In reality, he has a slight power of telepathy that he shares only with a few members of the clan and the owner of the contract. Nothing more than talking through the minds though. He finds the current owner of the contract very...odd but at the same time, he likes that about the Tsuchikage.
Personality: Very calm and collected. He speaks only when neccesary. However, the current owner of the contract, the Tsuchikage, tends to know how to get him to open up quiet easily...but its usually to chastise and b***h at him.
Other:

Jutsu
Kai: Release
Body Flicker Jutsu
Wind Release: Great Breakthrough
Temporary Paralysis Technique
Medical Technique: Minor Chakra Heal
Chakra Absorption Technique
Poison Mist

Demonic Illusion: Hell Viewing Technique
Bringer-of-Darkness Technique
Death Foreseeing Technique

Special Jutsu

Jutsu Name:Time Slip

Description of Jutsu: Moving like the demon most see him as, Slephnir closes the gap between him and his opponenets in what seems like no time at all. In reality, he uses the same type of power and chakra uses in summoning to desummon himself and resummon himself near the opponenet. The proceedure takes so little time that it seems like he is moving instantaniously.

Cp Cost: 200 CP
Damage: Adds chk mod x2 to damage if physical attack is done immediatly after exiting.
Requirements: Chakra Control 150+, Chakra 70+
Training: 30 days
Special: Can move virtually anywhere he wishes with this technique so long as he's seen it before. He cannot take a passenger with him.

Stats

LV. 75
Experience:
Hp: 3825
Cp: 3300
MHp: 2700
Strength:23+50=73 | mod =31
Dexterity:23+50=73 | mod =31
Constitution:23+70=93 | mod =41
Intelligence:23+40=63 | mod =26
Wisdom:23+40=63 | mod =26
Charisma:23+8=31 | mod =10
Chakra:23+70=93 | mod =41
Dodge Bonus: 67

Base Attack Bonus: 75/70/65/60/55/50/45/40/35/30/25/20/15/10/5
Attack Melee: 106/101/96/91/86/81/76/71/66/61/56/51/46/41/36
Attack Ranged: 106/101/96/91/86/81/76/71/66/61/56/51/46/41/36

Base Save Bonus: 37
Fort: 78
Rex: 78
Will: 63

Skills
Skill Points: 1950

Balance: (Dex) 31+50=81
Escape Artist: (Dex) 31+50=81
Hide: (Dex) 31+50=81
Move Silently: (Dex) 31+50=81
Tumble: (Dex) 31+50=81

Concentration: (Con) 41+100=141

Chakra Control: (Int) 26+100=126

Listen: (Wis) 26+50=76
Sense: (Wis) 26+250=276
Spot: (Wis) 26+50=76
Survival: (Wis) 26+50=76
Track: (Wis) 26+50=76
Treat Injury: (Wis) 26+50=76

Intimidate: (Cha) 10+200=210


Ninjutsu: (Chk) 41+500=541
Genjutsu: (Int) 26+400=426
Sneak Attack: 100

~Stats~

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


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

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

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

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

~Skills~

Skill Points: 7440

Swim: (Str)

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

Concentration: (Con) 10+80=90

Chakra Control: (Int) 29+400=429
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int) 29+200=229
Repair: (Int)
Research: (Int)
Search: (Int)

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

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

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

~Possessions~


Money:

Ryo:

Equipment:
Name: Fooly Cooly
Type: Guitar/projectile launcher
History: A weapon crafted in the bowls of the Guitar God's Realm...Ok, not really. No one knows where the hell this thing came from or even who the hell designed it. All thats known is that the current weilder of it is one hell of a weirdo.
Discription: A steel plated guitar that plays completly well despite its obvious oddness and complete lack of playbility. The guitar itself is painted black and embroidered with red flames although the embroidering can be removed at the users whim. At the head of the guitar is a small hole that is usually covered. When a certain string is plucked, it can extend out and fire off small projectiles no larger than kunai.

In-Game Stats: All projectiles gain an additional 5 points to min and max damage as well as allowing the addition of dex to the max damage.

Damage: Straight hits by the guitar: 10-25 + str mod / Hit with guitar after reving it up: 15-30 + str mod due to heat from engine / Projectile shot(only capable after reving up): Dependent on projectile launched. Add 5 points and int mod to damage.

Requirements: Str 50+, Int 50+
Special: Plays a mean Aerosmith solo.
Owner: Taida Marcus


Valuables

Carlos Ralfer


The Ghost of Xmas Awesome

PostPosted: Wed Jan 12, 2011 10:39 am


Name:Kyojin Kotei (aka. The Last Laugh)
Village:Village Hidden in the MIst Missing Nin
Clan/Bloodline:N/A
Element Affinity:Water
Age:17
Gender:Male
Rank:Jounin Level A-class Missing Nin

~Appearance~

User Image

Headband: N/A
Height:6"2 feet
Weight:130
Hair:A Dull blonde, Kyojin's hair actually adds much to his Persona. His bangs are long and often cover his eyes and most of his nose, concealing much of his face save for his mouth, which is more often then not a Trickster's smile.
Eyes: An Icy blue Though often hidden, on the rare occasion they are revealed they give a interesting impression. His eyes are in contrast with his smile, stern, calculating and full of guile.

Physical Description:While slightly tall for his age, he is also reasonably slim. His face is actually moderately handsome behind his ]curtain of blonde hair, but this is often put off by his broad leer.

Clothing:Usaully sporting his thin black long coat, he'll generally top this off with a pair of dress pants and horizontally striped T-shirt below that.
Background:Very little is known about Kyojin Kotei's past, but it is clear that his Parents were murdered when he was very young, the boy's own life being spared by their sacrifice. Driven by this harrowing past, Kyojin, from a young age, seemed to lose all faith in true Justice and heroism, the cold hard truth of the world bareing down on him at a young age. As he went through the Ninja Academy of Kiri, he began to realize his unnatural talent, as well as to form his own opinions of the world at large, as well as heroes. After learning that his trusted Sensei, someone he'd looked up to, had been the one to kill his parents, Kyojin murdered him, laughing madly. When cornered he explained it wasn't out of vengeance, but necessity. His sensei had become a risk to himself, even if he HAD shown him the truth of the world. Kyojin fled the Mist that night, evading the hunter nin and quickly adapting to life a Missing Ninja, his ruthless and business like reputation spreading fast among interested parties. Kyojin would accept any job, any task, so long as it paid, and promised to test his skills...that was to say, was interesting.

Eventually his prodigal mind became lost to the game, the Cheshire grin cementing itself in place upon his visage. He became the one many people called Kyojin the Last Laugh, and marked for his heedless ability to take life despite his age, aswell as his brilliant mind for tactics and predicting his foes. He was eventually contracted by Itskani, an influential crime lord from the land of Fire to join the Missing Nin band Shi no Saakasu, or Circus of death, as their knife thrower, for which he had a particular skill. Their second most powerful member, Kyojin was still possibly the most dangerous due to his cunning and guile, and he garnered even more of a reputation amidst the Shinobi underworld. It was in Shi no Saakasu that he met the twins, Roulette and 21. Placed under his direct command, the twins were members of a clan exclusively of twins, and though they seemed almost entirely self absorbed with one another, determined not to join Shi no Saakasu due to Itskani murdering their family, they fell victim to the strange charisma of Kyojin, his words somehow drawing them to him, and forever swearing them to his service, both falling into a strange dark passion for the young rogue genius.

Kyojin's life changed however, when he met one Xenon Maboroshi. Xenon was so similar to Kyojin, yet so different, and a match for him in fighting style and mind. As Kyojin battled against Xenon, put in charge of hunting down and destroying Xenon and his allies, they clashed several times, each always inconclusive yet each time the two talking about the ways of the world, of humans, and of Heroes. In the end Kyojin and Xenon settled on how they were different, and in the end though they had no hate for one another, battled one an other in a climatic showdown while Xenon's allies went ahead to deal with rest of Circus.

Kyojin and Xenon battled even to the point where their Genjutsu broke into Xenon's mind, the two clashing in a battle of philosphy as they made their way deeper and deeper into Xenon's consciousness. Finally, Kyojin was defeated, Xenon besting him utterly, and forcing the young boy to face true defeat for the first time in his life. Yet Xenon spared his life, judgeing him worthy to keep living, despite verything he'd done.

Kyojin emerged from this event changed, if only slightly. He still didn't agree entirely with Xenon's methods, yet he himself seems to once again be able to truly look himself in the eye, no longer lost to killing to hide from himself. He follows his own heart, his own desires, and encourages and respects others for doing the same. Even so, this causes him to think people who are weak of heart, who are in his eyes not worthy of living, are fair game to kill, as well as anyone who gets in his way. He is still Kyojin of the last laugh, even if he's now slightly...slightly, seen a sliver of light.
Personality: Kyojin's a very strange customer. His near omnipresent Cheshire grin gives him the impression of a mad man, and indeed, this may or may not be an act. Regardless, if it isn't an act, it's certain that it's merely because Kyojin enjoys himself so thoroughly. He'll kill those that are a direct threat to his interests without a hint of any conscious, but at the same time he might just turn around and grant an act of benevolence. Unpredictable, the only people he seems to consistently care about are the twins, and perhaps his friend/nemesis Xenon Maboroshi. He is not unlike the great Trickster Loki of old. Serving his own will above all else, and causing a little mischief now wherver he goes, he wishes to stand and bear witness to this grand stage of history, and see where it goes...
b]Other:He likes observing conflict, though of the heart and mind, rather than physical violence. For this reason he also enjoys manipulating people for fun, albeit light-heartedly. He holds a certain interest philosophy as well.


Missions:

S:
A:2
B:6
C:16
D:3

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.
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, utilising your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.

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

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

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

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 practise 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 practise 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.

Suiton: Mizu Kassou (Water Release: Water Gliding)
The technique is an improved version of water walking. The user condenses a thin layer of water under his feet and uses it to propel himself with bursts of speed in any direction and ignore terrain difficulties. Instead of moving his feet, the user moves the water he generates to initiate movement before he even moves a muscle. The technique is usually used on the ground, but can also be used on water for a reduced chrakra cost.
Cp: 2 cp per post on water or in a water field, 8 initial cp + 4 cp per post on land
Dice Rolls: 2 to initiate
Damage: Add chakra mod charging attacks (started from a distance)
Reflex DC: N/A
Requirement: Chakra control 15, water walking, Ninjutsu 10.
Special: Add your chakra mod to dodge rating and any chasing, racing, or charging roll while this mode is active. Ignore any terrain penalties to these rolls.
Training: 2 stages
Stage I: Chakra Control DC 25 Propulsion on water.
Stage II: Ninjutsu DC 20 Maintaining propulsion on dry land.
Owner: Hoshigaki Hiru

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.

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, Suirou no jutsu.
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 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: Suitenhōfutsu (Water Release: Water Sky Convergence)
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This technique enables the user to control water and moisture. The air becomes saturated with water bubbles and the combat field becomes a water source for use of water techniques. Allows water-based summons that would normally need water to move around to fight in on land in the area by either trapping the target in the same water or maneuvering the water to allow the summing to chase the target. It is able to extract and utilize groundwater, and is very effective in most areas but rocky areas.
Cp cost: 70
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30
Training: 4 stages
Stage I: Chakra DC 20 Sucking out water from the ground
Stage II: Chakra Control DC 45 Vaporizing the water into the air.
Stage III: Ninjutsu DC 40 Condensing the vaporized water into balls of water in suspension in the air.
Stage IV: Ninjutsu + Chakra Control DC 75 Condensing the water around specific areas or targets.
Special: Creates a body of water only usable by the user and his summons. Allows water based summons to move on the ground. Techniques that must usually be done underwater can now be done on the ground in the area. Techniques that have special effects if underwater now have these effects on the ground in the combat area.

Kanashibari no Jutsu (Temporary Paralysis Technique)
http://images3.wikia.nocookie.net/__cb20100627194449/naruto/images/thumb/8/82/Temporary_Paralysis_Technique.JPG/300px-Temporary_Paralysis_Technique.JPG
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.

Suiton: Suigadan (Water Release: Water Fang Bullet)
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This technique creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block.
Cp cost: 70
Dice Rolls: 4
Damage: 60 – 95 + chk mod
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25
Training: 4 stages
Stage I: Chakra Control DC 40 Forming water into a tentacle.
Stage II: Chakra control DC 42 Rotating the tentacles into a drill.
Stage III: Ninjutsu DC 35 Projecting the spinning tentacle at a target with concussive force.
Stage IV: Ninjutsu + Chakra Control DC 65 Making multiple water tentacles attack simultaneously.
Special: Reflex DC required to dodge is increased by 5 if target is on or under water.

Suiton: Bakusui Shōha (Water Release: Exploding Water Shockwave)
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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 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 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, targets must flee or get caught in the blast. Creates a water source. User can launch an attack in the same turn as he uses this technique, if the victim fails the Reflex save, his dodge rating will be 0.

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.

Genjutsu-

Kuro Ikkou no Jutsu (Black Thought Technique)
This Jutsu, while simplistic, can also act as a reflection of a Genjutsu user's talent. The aim of this genjutsu is primitive, but the effects can be devastating in the hands of a master. While not showing any horrible visions or disrupting the person’s perception directly, it causes the person to think things he or she would normally find unthinkable; murdering their own family, killing their closest friend, betraying their lover. The stronger the user of this jutsu is the more the person is consumed by this terrible thought, and the more it damages their psyche.
Cp Cost: 15 + 5 per turn the technique is continued.
Dice Rolls: 2
Damage: 15 - 30 + int mod
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 14, Chakra Control 18
Training: 2 stages
Stage I: Chakra Control DC 24
Stage II: Genjutsu DC 22
Owner: The Ghost of Xmas Awesome

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

Kori Shinchu no Jutsu (Sly Mind Affect Technique)

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

Taijutsu-


Summoning Contract-



~Stats~

LV. 28
Experience: 000/1450
Hp: 392
Cp: 532
MHp: 448


Strength: 6+12 18(total) Mod:4
Dexterity: 6+33 39(Total) Mod:14
Constitution:6+12 18(total) Mod:4
Intelligence:6+32 38(Total) Mod:14
Wisdom: 6+17 23 (total) Mod:6
Charisma:6+24 30(total) Mod:10
Chakra:6+37 43(total) Mod:16
Dodge Bonus: 30
Base Attack Bonus:28/23/18/13/8/3
Attack Melee:32/27/22/17/12/7
Attack Ranged:42/37/32/27/22/17

Base Save Bonus:14
Fort:18
Rex:28
Will:20

~Skills~


Ninja Skills [Mundane] ((Modified By)):
Total Skill points 290


Strength+4
Athletics (Str):5

Dexterity:+14
Acrobatics (Dex):10
Escape Artist (Dex):0
Sleight of Hand (Dex):0
Stealth (Dex): 27

Constitution: +4
Concentration (Con):6

Intelligence: +14
Alchemy (Int):0
Chakra Control (Int):40
Craft (Int):0
Treat Injury (Int):0

Wisdom: +6
Awareness (Wis):15
Read Lips (Wis):0
Sense Motive (Wis):13
Survival (Wis):5

Charisma:+10
Diplomacy (Cha):19
Handle Animal (Cha):0
Innuendo (Cha):0
Intimidate (Cha): 30
Perform (Cha):0
Seduction (Cha):3

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

Ninja Weapons (Melee):0
Ninja Weapons (Ranged)(Kozuka):20(total)
Taijutsu:0
Ninjutsu: 40(total)
Medical Ninjutsu: 0 (total)
Genjutsu: 40(total)
Fuuin Jutsu:1
Sneak Attack:15
Puppet Play:0

~Possessions~


Money:

Ryo: 500

Equipment:

65 x Kozuka
Radio: The short range radio is capable of keeping ninja in contact across several miles. The radio can accept multiple frequencies and is activated to talk by pushing a button on the neck attachment.


Valuables

A picture of himself and the twins

A small poker chip, which he usually seems to have in his coat pocket, though he rarely takes it out. This Chip is actually an item picked up during on of his discussion/battles with Xenon, the two saying it's their wager for the fate of humanity.
PostPosted: Tue Feb 22, 2011 11:36 am


Otobe Soldiers------------------------------------------------------------User Image



Name: Mercenary
Village: N/A
Clan/Bloodline: N/A
Element Affinity: N/A
Age: Varies
Gender: Varies
Rank: (Roughly Genin)

~Appearance~


Headband: N/A
Height: Varies
Weight: Varies
Hair: Varies
Eyes: Varies
Physical Description: As a standard Genin equivilant, this individual is built as one might expect from the time they’ve spent honing their skills towards becoming the equal of a rookie Ninja.
Clothing: Varies, however all are unmistakable bearing the Symbol of the mysterious Otobe Clan, so as to distinguish them from their foes...
Background: Mercenaries hired under the leader ship of Kyojin Kotei to serve in the Otobe's latest plot...they will do anything for the payment they've been promised, mere muscle for hire in every sense of the world...
Personality: N/A
Other: N/A

Missions:

S:
A:
B:
C: 1
D: 8

Jutsu:

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

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

Nawanuke no Jutsu (Rope Escape Technique)
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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.
Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 5
Experience: 0/250
Hp: 55
Cp: 25
MHp: 55

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

Strength: 8+5 13 Mod: +1
Dexterity: 8+5 13 Mod: +1
Constitution: 8+5 13 Mod: +1
Intelligence: 8+5 13 Mod: +1
Wisdom: 8+5 13 Mod: +1
Charisma: 8+5 13 Mod: +1
Chakra: 8+6 14 Mod: +2
Dodge Bonus: 12

Base Attack Bonus: 5
Attack Melee: 6
Attack Ranged: 6

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

~Skills~


Ninja Skills [Mundane] ((Modified By)):
Skill cap: 25
70

Acrobatics (Dex): 3
Alchemy (Int): 2
Awareness (Wis): 3
Athletics (Str): 2
Chakra Control (Int): 3
Concentration (Con): 2
Craft (Int): 3
Diplomacy (Cha): 2
Escape Artist (Dex): 3
Handle Animal (Cha): 2
Innuendo (Cha): 3
Intimidate (Cha): 2
Perform (Cha): 2
Read Lips (Wis): 3
Seduction (Cha): 2
Sense Motive (Wis): 3
Sleight of Hand (Dex): 3
Stealth (Dex): 2
Survival (Wis): 2
Treat Injury (Int): 3


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


Ninja Weapons (Melee): 3
Ninja Weapons (Ranged): 2
Taijutsu: 3
Ninjutsu: 2
Medical Ninjutsu: 1
Genjutsu: 3
Fuuin Jutsu: 1
Sneak Attack: -
Puppet Play: -

~Possessions~


Money:

Ryo: 30 ryo

Equipment:
15 Kunai
10 Shuriken
Valuables




Name: Rogue Nin
Village: N/A
Clan/Bloodline: N/A
Element Affinity: Fire/Wind
Age: Varies
Gender: Varies
Rank: Chuunin

~Appearance~

Headband: Standard, worn about their forehead, and slashed.
Height: Varies
Weight: Varies
Hair: Varies
Eyes: Varies
Physical Description: As a standard Chuunin, this individual is built as one might expect from the years they’ve spent honing their skills to reach the level of a fully fledged Ninja…
Clothing: Though they all vary, these rogue ninja all wear the sign of the Otobe, so as to distinguish friend from foe.
Background: These Rogue Nin should not be mistaken for the common mercenary scum which have swelled the Otobe's ranks. These former Ninja are fully trained in the ninja arts, and are more then ready to use their skills to earn their blood soaked reward.
Personality: N/A
Other: N/A

Missions:

S: 0
A: 0
B: 1
C: 3
D: 15

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.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.

Henge no Jutsu (Transformation Technique)

The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.

Kakuremino no Jutsu (Cloak of Invisibility Technique)

This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.

Kawarimi no Jutsu (Replacement Technique)

This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)

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

Nawanuke no Jutsu (Rope Escape Technique)

A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.

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.

Katon: Bakukadan (Fire Release: Exploding Flame Shot)

By creating a spark of fire release chakra from their hands, this jutsu allows the user to throw multiple balls of orange flame from their hands, which are able to cause fiery explosions on impact. The shots can also light the opponent on fire.
Cp Cost: 25
Dice Rolls: 3
Damage: (15 - 20) + dex mod + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 20, Ninjutsu 18, Dexterity 20
Training: 3 stages.
Stage I: Chakra Control DC 30 Generating fire in your hands from your chakra.
Stage II: Ninjutsu DC 28 Giving the flames physical form and spherical shape.
Stage III: Dexterity DC 15 {d20 + dex mod} Chucking fireballs at a target.
Special: User can create 2 fireballs + 1 per 10 levels in chakra control.


Medical Ninjutsu-

Genjutsu-

Taijutsu-

Kage Shuriken no Jutsu (Shadow Shuriken Technique)

The user of this technique throws multiple large shuriken in such a way that the first shuriken hides the subsequent ones by blocking the line of sight. To the target, it would look like only one shuriken was thrown.
Cp cost: ---
Dice Rolls: 2
Damage: Damage for all Shurikens.
Requirements: Shuriken 6.
Training: 2 stages.
Stage I: Shuriken DC 18. Study the flight of a shuriken.
Stage II: Shruiken DC 20. Throw multiple shuriken in such a way that only the first one is visible.
Special: d20 + Awareness vs attack roll. If fail, hidden shuriken are considered Sneak Attacks.


Summoning Contract-
N/A

~Stats~

LV. 10
Experience: 0/500
Hp: 150
Cp: 80
MHp: 150

Strength: 10+10 20 Mod: 5
Dexterity: 10+10 20 Mod: 5
Constitution: 10+10 20 Mod: 5
Intelligence: 10+9 19 Mod: 4
Wisdom: 10+10 20 Mod: 5
Charisma: 10+9 20 Mod: 4
Chakra: 10+10 20 Mod: 5
Dodge Bonus: 20

Base Attack Bonus: 10/4
Attack Melee: 15/9
Attack Ranged: 15/9

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

~Skills~


Ninja Skills [Mundane] ((Modified By)):
120
Acrobatics (Dex): 4
Alchemy (Int): 4
Awareness (Wis): 2
Athletics (Str): 4
Chakra Control (Int): 20
Concentration (Con): 2
Craft (Int): 0
Diplomacy (Cha): 2
Escape Artist (Dex): 4
Handle Animal (Cha): 4
Innuendo (Cha): 4
Intimidate (Cha): 4
Perform (Cha): 4
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis): 2
Sleight of Hand (Dex):
Stealth (Dex): 4
Survival (Wis): 2
Treat Injury (Int):


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

Ninja Weapons (Melee): 4
Ninja Weapons (Ranged): 9
Taijutsu: 10
Ninjutsu: 18
Medical Ninjutsu: 4
Genjutsu: 4
Fuuin Jutsu: 2
Sneak Attack: 4
Puppet Play:

~Possessions~


Money:

Ryo: 70 ryo

Equipment:
20x Kunai
25x Shuriken
Valuables




Name: Otobe Soldier
Village: Hidden Sound? (New Regime)
Clan/Bloodline: Otobe

Second self is under control
+2 Awareness and Chakra Control per 5 lvls
+1 to Musical related preform skils per 5 lvls

Synchronization (Cp cost 30 per turn)
+10 Awareness
+10 Chakra control
+4 Ninjutsu
+4 Genjustsu
- 4 constitution

Element Affinity: Fire/Wind
Age: Varies
Gender: Varies
Rank: Officer (Anbu/Special Jounin)

~Appearance~

Headband: N/A
Height: Varies
Weight: Varies
Hair: Varies
Eyes: Varies
Physical Description: As a standard Anbu equivalant, this individual is built as one might expect from the years they’ve spent honing their skills to reach the level of a Adept Ninja…
Clothing: They all wear the colors of the Otobe clan, bearing the official uniforms of their rank as the Clan's warriors...
Background: Trained from birth as the wrathful hand of the Otobe Clan, they will stop at nothing to see the Clan's goals fulfilled. They are efficient, ruthless Shinobi and Kunoichi bred for a single purpose... war.
Personality: N/A
Other: N/A

Missions:

S: 0
A: 1
B: 5
C: 8
D: 20

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.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.

Henge no Jutsu (Transformation Technique)

The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.

Kakuremino no Jutsu (Cloak of Invisibility Technique)

This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.

Kawarimi no Jutsu (Replacement Technique)

This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)

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

Nawanuke no Jutsu (Rope Escape Technique)

A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.

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.

Futon: Daitoppa (Wind Release: Great Breakthrough)

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

Name: Minor Vibration
Description: +10 Chk Cont, +8 Nin (15 for both in order to be used in conjucture with other techniques without hand signs.)
Rank: D
Cp Cost: 12
Attack Turns: 2 (0, but can only use as such once per 5 possible attack rolls and must meet requirements, in addition to preforming extra training stage)
Reflex Save: N/A Unavoidable if used for physical damage
Will Save: 10+half user's level+user Chakra control (If attack is aimed for mind)
Damage:5-10 either MHp of Hp depending on the use of low or high frequencies.
Requirements:Otobe,+10 Chk Cont, +8 Nin (15 for both in order to be used in conjucture with other techniques without hand signs.)
Training: 2 stages (3 if preform extra)
Stage I: DC: Chakra control DC of 20, focus the sound waves in the air around you, use your chakra to guide manipulate them.
Stage II: DC: Constitution DC 15 Control the sound waves within one's own body and emit the proper frequency into the air, finally working out the proper technique for both low and high frequencies. A failed roll here will result in 5 mhp or hp damage.
Stage III(Extra): DC:40 Chakra Control. Fully master the technique, till emitting the sound waves becomes nearly second nature to you, allowing you to preform it without hand signs, or indeed any real effort.
Special: Anyone in the area besides the user -5 to all listen and balance checks for 5 turns. (This effect does not stack when used multiple times.
Owner: Oto

Name: Great Silence
Description: Using their advanced second self, the Otobe are able to completely silence the vibration in their immediate area.
Rank: B
Cp Cost:50+10 per turn
Attack Turns: 4
Reflex DC: N/A
Damage: N/A
Requirements: 25 Chakra Control, 25 Ninjutsu
Training: 4 stages
Stage I: DC:35. Focus your chakra to quiet something small that makes near constant noise. The capture fly, a clock, clicking pendulums, etc.
Stage II: DC: 40 Now silence the sounds of your own body. Breath, heart beat, till it's as though you aren't standing there at all...
Stage III: DC: 35 Ninjutsu Focus on moving around while maintaining the state achieved in stage two, practice basic maneuvers
Stage IIII: DC: 45 Now silence a wide area, everything within it regardless of size or contents.
Special: Allows sound to be removed from the equation when sneaking about, while the technique is shattered by any large sound based attacks, it's still effective as a precursor to assassination. Add half of users Chakra control to Stealth rolls

Name: Shock Wave
Description: One of the Otobe's favored attacks. Using high frequency vibrations, the user emits a potentially powerful thrust of force into the air,
Rank:C
Cp Cost: 45
Attack Turns: 3
Reflex DC: 12+ half user's level+ Ninjutsu skill bonus
Damage: 30-70 -hp
Requirements: 15 chakra 15 chakra control
Training: 3
Stage I : DC: 25 Chakra excercise, build up the pressure of the sound waves, force your chakra to amplify the disruption.
Stage II: DC: 25 Chakra Control. Control the disruption, bend it to your will.
Stage III: DC 30 Chakra. Now release the pressure, practice firing the shock wave until you've finally mastered it.
Special: All victims of the technique must preform a Balance check, or they suffer a -3 to all checks their next turn.

Katon: Hosenka no Jutsu (Fire Release: Phoenix Immortal Fire Technique)

Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack.
Cp cost: 30 + 12 per ball
Dice Rolls: 3
Damage: 12 – 30 + chk mod per ball that lands.
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu. Roll a Reflex check for each fireball.
Requirements: Fire Affinity, Chakra Control 25, Ninjutsu 22
Training: 3 stages.
Stage I: Chakra Control DC 35 Generate the fireballs with a focus on speed and accuracy. Aim for 2-3 in quick succession.
Stage II: Chakra Control DC 37 Work on making the fireballs hotter. Aim for 4-5 in quick succession.
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special: Maximum amount of fireballs created is 3 + 1 per 10 ranks in Chakra Control

Medical Ninjutsu-

Genjutsu-

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)

This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great.
Cp cost: 12
Dice Rolls: 2
Damage: 10 - 25 + int mod
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 8, Chakra Control 10
Training days: 2 stages
Stage I: Chakra Control DC 20
Stage II: Genjutsu DC 18

Taijutsu-


Summoning Contract-

~Stats~

LV. 20
Experience:
Hp: 360
Cp: 220
MHp: 360

Strength: 11 +16 27 Mod: 8
Dexterity: 11 +16 27 Mod: 8
Constitution: 11 +15 26 Mod: 8
Intelligence: 11 +15 26 Mod: 8
Wisdom: 11 +15 26 Mod: 8
Charisma: 11 +15 26 Mod: 8
Chakra: 11 +16 26 Mod: 8
Dodge Bonus: 26

Base Attack Bonus: 20/15/10/5
Attack Melee: 28/23/18/13
Attack Ranged: 28/23/18/13

Base Save Bonus: 10
Fort: 18
Rex:18
Will:18

~Skills~


Ninja Skills [Mundane] ((Modified By)):
220
Acrobatics (Dex): 7
Alchemy (Int): 7
Awareness (Wis): 7 (+ cool
Athletics (Str): 7
Chakra Control (Int): 30
Concentration (Con): 7
Craft (Int): 7
Diplomacy (Cha): 7
Escape Artist (Dex): 5
Handle Animal (Cha): 7
Innuendo (Cha): 7
Intimidate (Cha): 7
Perform (Cha): 7(+4)
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis): 7
Sleight of Hand (Dex):
Stealth (Dex): 7
Survival (Wis): 7
Treat Injury (Int):


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

Ninja Weapons (Melee): 7
Ninja Weapons (Ranged): 14
Taijutsu: 15
Ninjutsu: 25
Medical Ninjutsu: 7
Genjutsu: 12
Fuuin Jutsu: 1
Sneak Attack: 7
Puppet Play:

~Possessions~


Money:

Ryo: 80

Equipment:

30x Shuriken
30x Kunai


Valuables





Name: Otobe Knight
Village: Hidden Sound? (New Regime)
Clan/Bloodline: Otobe

Second self is under control
+2 Awareness and Chakra Control per 5 lvls
+1 to Musical related preform skils per 5 lvls

Synchronization (Cp cost 30 per turn)
+10 Awareness
+10 Chakra control
+4 Ninjutsu
+4 Genjustsu
- 4 constitution

Element Affinity: Fire/Wind
Age: Varied
Gender: Varied
Rank: Knight (Jounin/Elite Ninja)

~Appearance~

Headband: N/A
Height: Varies
Weight: Varies
Hair: Varies
Eyes: Varies
Physical Description: As the equivilant of a Jounin, this individual is built as one might expect from the years they’ve spent honing their skills to reach the level of a Elite Ninja…
Clothing: Wearing the exaulted uniform of an otobe Knight, these elite warriors are an intimadating sight...
Background: A Knight of the Otobe Clan, and an Elite of their warriors. While they wear no armor, the title is merely their rank. They are the most powerful Warriors the Clan commands under the Knights of Forte and the Clan Elder, and are feared as such. They will stop it nothing to complete their mission, and serve the clan till their dying breath...
Personality: N/A
Other: N/A

Missions:

S: 0
A: 3
B: 8
C: 12
D: 20

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.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.

Henge no Jutsu (Transformation Technique)

The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.

Kakuremino no Jutsu (Cloak of Invisibility Technique)

This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.

Kawarimi no Jutsu (Replacement Technique)

This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)

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

Nawanuke no Jutsu (Rope Escape Technique)

A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.

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.

Name: Great Silence
Description: Using their advanced second self, the Otobe are able to completely silence the vibration in their immediate area.
Rank: B
Cp Cost:50+10 per turn
Attack Turns: 4
Reflex DC: N/A
Damage: N/A
Requirements: 25 Chakra Control, 25 Ninjutsu
Training: 4 stages
Stage I: DC:35. Focus your chakra to quiet something small that makes near constant noise. The capture fly, a clock, clicking pendulums, etc.
Stage II: DC: 40 Now silence the sounds of your own body. Breath, heart beat, till it's as though you aren't standing there at all...
Stage III: DC: 35 Ninjutsu Focus on moving around while maintaining the state achieved in stage two, practice basic maneuvers
Stage IIII: DC: 45 Now silence a wide area, everything within it regardless of size or contents.
Special: Allows sound to be removed from the equation when sneaking about, while the technique is shattered by any large sound based attacks, it's still effective as a precursor to assassination. Add half of users Chakra control to Stealth rolls

Name: Shock Wave
Description: One of the Otobe's favored attacks. Using high frequency vibrations, the user emits a potentially powerful thrust of force into the air,
Rank:C
Cp Cost: 45
Attack Turns: 3
Reflex DC: 12+ half user's level+ Ninjutsu skill bonus
Damage: 30-70 -hp
Requirements: 15 chakra 15 chakra control
Training: 3
Stage I : DC: 25 Chakra excercise, build up the pressure of the sound waves, force your chakra to amplify the disruption.
Stage II: DC: 25 Chakra Control. Control the disruption, bend it to your will.
Stage III: DC 30 Chakra. Now release the pressure, practice firing the shock wave until you've finally mastered it.
Special: All victims of the technique must preform a Balance check, or they suffer a -3 to all checks their next turn.

Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique)

Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth.
Cp cost: 45
Dice Rolls: 3
Damage: 35 - 50 + chk mod
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Generate the flame from within you by molding your Fire Affinity chakra.
Stage II: Chakra DC 18 {d20 + chk mod} Slowly increase the ball of flame in size and temperature and thus lethality.
Stage III: Ninjutsu DC 30 Combine the previously learned elements. Work on speed and smoothness of delivery.

Name: Musical Inclination
Description:The user creates an intricate display of vibrations to recreate musical melodies and the illusion of instruments. This is often used as a tool for amusement in the Otobe compound, and allows an Otobe to play without a real instrument, in addition to adding to a bit of flare to any performance they give.
Rank: D
Cp Cost: 15 per post
Attack Turns: N/A
Reflex DC: N/A
Damage: N/A
Requirements: 15 Chakra Control, 10 Ninjutsu Otobe
Training: 2
Stage I: DC: 25 Chakra Control. Simply listen to music, intently however, using one's second self to fully attune to the motion of the sounds waves, and work with one's chakra to think at how to imitate the effect.
Stage II: DC: 25 Ninjutsu Put your work to practice now as you initiate replicating the sound of an instrument, a song, or other work of music.
Special: Allows an Otobe to add their Chakra Control roll to any Music Based Performance.


Fūton: Reppūshō (Wind Release: Violent Wind Palm)

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



Medical Ninjutsu-

Genjutsu-


Name: Lullaby of Sleeping Souls
Description: Combining their affinity for sound with Genjutsu, the Otobe play a potent melody, one which lulls the victim into a pleasant dream like vision which will not break until the Jutsu is lifted. The vision is formed by the victims own mind, as their ideal world... This Jutsu was originally developed to calm Otobe children as they underwent the sufferance of controlling their second self, but it can also be used to trap an enemy without harming them, though they are fully prepared for battle as soon as the Jutsu is broken. It will also be broken should any violent action fall unto it's victim, or user.
Rank: B
Cp Cost: 60+20 per turn
Attack Turns: 5
Reflex DC:N/A
Will DC: 15+Half user's level+Genjutsu Bonus
Damage: Heals 40-80 MHP per turn
Requirements: 30 Chakra Control, 25 Genjutsu, Musical inclination
Training: 4 Stages
Stage I: DC: DC: 20 Concentration, Focus on playing a soft, soothing melody, calm your own mind
Stage II: DC: 40 Chakra control, Now, mix in your chakra with the waves composing the song. This is difficult, requiring you pinpoint those waves specifically.
Stage III: DC: 35 Genjutsu Now, mix in your intent with the song, control the illusion, remain calm and serene while doing so.
Stage IIII: DC: 40 Genjutsu Combine all elements, master the technique, and place someone, or an animal, into their perfect world, even if it's only a dream...
Special: The Victim falls into a sort of trance, even a deep sleep, and does not wake until the Jutsu is ended or broken, or they make the will save. If either the victim or the user is attacked, the jutsu is automatically broken.

Kori Shinchu no Jutsu (Sly Mind Affect Technique)

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

Taijutsu-

Kage Shuriken no Jutsu (Shadow Shuriken Technique)

The user of this technique throws multiple large shuriken in such a way that the first shuriken hides the subsequent ones by blocking the line of sight. To the target, it would look like only one shuriken was thrown.
Cp cost: ---
Dice Rolls: 2
Damage: Damage for all Shurikens.
Requirements: Shuriken 6.
Training: 2 stages.
Stage I: Shuriken DC 18. Study the flight of a shuriken.
Stage II: Shruiken DC 20. Throw multiple shuriken in such a way that only the first one is visible.
Special: d20 + Awareness vs attack roll. If fail, hidden shuriken are considered Sneak Attacks.
Summoning Contract-

~Stats~

LV. 30
Experience:
Hp: 400
Cp: 260
MHp: 400

Strength: 12 +21 Mod: 10
Dexterity: 12+21 Mod: 10
Constitution: 12+21 Mod: 10
Intelligence: 12+21 Mod: 10
Wisdom: 12+21 Mod: 10
Charisma: 12+21 Mod: 10
Chakra: 12+22 Mod: 11
Dodge Bonus: 30

Base Attack Bonus:30/25/20/15/10/5
Attack Melee: 40/35/30/25/20/15
Attack Ranged: 40/35/30/25/20/15

Base Save Bonus: 15
Fort: 25
Rex: 25
Will: 25

~Skills~


Ninja Skills [Mundane] ((Modified By)):
190
Acrobatics (Dex): 8
Alchemy (Int): 8
Awareness (Wis): 8 (+12)
Athletics (Str): 8
Chakra Control (Int): 30
Concentration (Con): 8
Craft (Int): 8
Diplomacy (Cha): 8
Escape Artist (Dex): 8
Handle Animal (Cha): 8
Innuendo (Cha): 8
Intimidate (Cha): 8
Perform (Cha): 8 (+6)
Read Lips (Wis): 8
Seduction (Cha): 8
Sense Motive (Wis): 8
Sleight of Hand (Dex): 8
Stealth (Dex): 8
Survival (Wis): 8
Treat Injury (Int): 8


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

Ninja Weapons (Melee): 8
Ninja Weapons (Ranged): 8
Taijutsu: 20
Ninjutsu: 30
Medical Ninjutsu: 25
Genjutsu: 25
Fuuin Jutsu: 8
Sneak Attack: 8
Puppet Play:

~Possessions~


Money:

Ryo: 200

Equipment:
40x Kunai
40x Shuriken
Valuables
Bingo Book

The Ghost of Xmas Awesome


The Ghost of Xmas Awesome

PostPosted: Mon Jun 04, 2012 11:22 pm


Potential new Otokage under the Otobe regime....

~Character Data~


Name: Orikami Otobe, more commonly uses his more western alias, Orion
Village: Village Hidden in the Sound (Otobe Regime)
Clan/Bloodline: Otobe

Element Affinity: Fire
Age: 34
Gender: Male
Rank: Newly appointed Head of the Otobe clan, and Otokage under their regime.

~Appearance~


Headband: Orion has a custom made headband that is slightly smaller than usual and cast in a black metal alloy. The metal band is sewn into a fine red, satin band. He keeps this band folded and tucked in a pocket if he can’t find a place to wear it that agrees with him.
Height: 6'2
b]Weight: 190
Hair: Kept in almost perfect maintenance his silk like black hair is kept fashionably short. Combined with just a dab of gel and styled in a slightly disheveled look.
Eyes: Though a bright and exotic blue, Orion’s eyes always seem much darker in their very depths, a distant hint at the man's more veiled intentions.
Physical Description: Orion is a man of uncommonly good looks, and he knows it. He is always seen with the bearing of a superior human being, his very presence seeming to mark him above all those around him. He has the lofty presence of an emperor on his throne, and most people find themselves overwhelmed in his presence... he is truly one with a bearing of a king... even if he bears the heart of a devil.
Clothing: He wears the traditional robes of the Kage of Oto, save the Otobe clan emblazoned across his back.
Background: Orion was raised in a position of wealth and authority—even more than a usual Otobe—being the son of the Clan Leader. However long before he had reached his second self, his mother committed suicide due to her own mental problems and seeing her son terribly tormented as a child. This is a forbidden action and was therefore never acknowledged and is not to be spoken of by both Orion’s father and the clan elders, leaving Orion with many questions and insecurities after attaining enlightenment.

Like many others he was plagued with mental relapses, yet his father refused to acknowledge these either and punished him for showing “weakness” as he called it. From an early age Orion learned to hide his emotions and be a perfect elite, this is when he began to resent his father. Orion, however, found that the more he heard of the clan's teachings, and the more he understood of his father's supposed... "truth", the more he was convinced that his hatred of his father was justified.

The old man was weak. He was feeble, foolish, and all the things he'd ever accused Orion of being. He was not worthy to lead their people...or any people, for that matter. Only the strongest, the most superior, could rule. And truly, who other than he, could hold such a title? Because people liked Orion. They trusted him, they followed him. Even when brief glimpses of his self important and malevolent nature shone through, still they followed and trusted in him. His skill as a shinobi was also second to none. He rose through the ranks and soon became the the leader of the knights of forte themselves, gaining the trust and loyalty of each of them, and holding their undying fealty in his hands.

As it came to be that the Knights of Forte, and indeed many within the standard Otobe ranks, began to follow Orion, rather than the clan, the ambitious thoughts of his plan began to take hold... The knights of Forte were his to command... and with them at his side and his own skills...it would be child's play to take the rule of the clan from his weak father... But no. when you stole something, you spent your whole life, fighting to keep it. But if he waited...waited until their home was back in their hands... waited until Otogakure was theirs, striking his father down amidst the chaos of battle, subsequently winning the day... then NO ONE could contest his rule. He would reign over the clan and the Hidden village uncontested... and Oto itself would come to accept him as well, eventually... merely a warrior under his father's influence who'd fought for his clan, but also a man willing to lead Oto to a new era... and era unlike anything it had ever known...

Because that...would only be the beginning...

Personality: Orion is a man of terrible power and cunning, all under the mask of the charismatic and noble leader. He seems to be able to effortlessly speak to anyone on any social level, making others feel as though he is their friend and savior. It has earned him the trust a loyalty of many...but behind all that is a rather calculating and ambitious man. His the sort to smile pleasantly even as he leads a slaughter of innocents, a man who knows no bounds to his actions so long as they serve his ends. Despite his power he prefers to use other as his weapons...merely because it demonstrates his influence over them...his own superiority. His is driven by this urge to prove himself grater than any other... and will see it done no matter how many lives must be sacrificed...


Missions:

S: 1
A: 30
B: 25
C: 10
D: 10

Jutsu:

Ninjutsu-

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

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

Nawanuke no Jutsu (Rope Escape Technique)
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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.


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.

Utsusemi no Jutsu (Projection Technique)
In order to hide their location and not disclose their posture, the user projects their voice by resonating everything they say from all possible directions with this technique.
Dice Rolls: N/A
Cp cost: N/A
Damage: N/A
Awareness DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Perform 30, Chakra Control 28, Ninjutsu 25
Training: 3 stages
Stage I: Perform DC 40 Ventriloquism, practice it!
Stage II: Chakra Control DC 40 Use your chakra to create and enhance the echoing effect when using this technique.
Stage III: Ninjutsu DC 35 Combine the previously learned elements.
Special: Able to speak without disclosing your position.

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.

Hiru Banshō: Bōka no Jutsu (Leech All Creation: Attack Prevention Technique)
Description: With this technique, the user can combine with another object and take its properties to avoid damage. The user can also move unseen through the object and attack from behind.
Rank: A
Cp Cost: 90
Attack Turns: 5, Can be used as a reaction (During your opponent's turn)
Reflex DC: n/a
Awareness DC: 18 + Stealth + 2 per 10 in ninjutsu
Damage: n/a
Requirements: Ninjutsu 40, Charka Control 40, Stealth 25, Sneak Attack 20, Proximity to large, solid object.
Training: 5 stages
Stage I: Chakra Control DC 50, Imbuing a solid object with chakra and entering it seemlessly.
Stage II: Ninjutsu DC 50, Taking on the object's aspect and specific traits.
Stage III: Stealth DC 35, Moving through the object unnoticed towards a target.
Stage IV: Sneak Attack DC 30, Launching an effective attack at a target without giving away your position until contact.
Stage V: Ninjutsu DC 52, Activating the technique effectively while under pressure.
Special:
*Cannot be used to phase into the ground. Only into buildings/trees/rocks.
*When used as a reaction, user's dodge rating is calculated by [level + wis mod + ninjutsu] and reflex by [base save bonus + ninjutsu].
*If used succesfully as a reaction, prevents all damage from incoming Ninjutsu or Taijutsu attacks.
*When this jutsu is used, opponent must roll an awareness check. If it fails, user's first attack of his next turn will count as a sneak attack.

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This technique renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 40 + 10 per round held.
Dice Rolls: 5 Rolls
Damage: N/A
Requirements: Chakra Control 38, Ninjutsu 35, Stealth 30
Training: 5 stages
Stage I: Awareness DC 30 Pay attention to your surroundings. It's the very thing that you will be attempting to replicate when using this technique.
Stage II: Stealth DC 40 Now work on your concealment techniques. Keep your body absolutely still and your breathing inaudible. Don't disturb the environment at all costs!
Stage III: Chakra Control DC 48 Create a thin layer of chakra around now. Now, with the same principles as the Henge no Jutsu (Clone Technique), alter the chakra layer to look exactly like your surroundings.
Stage IV: Chakra Control DC 53 Refine the thin chakra layer even more. For example, work to rid the layer of the shimmer effect, react quickly to changes in the environment and so on.
Stage V: Ninjutsu DC 50 Combine the previously learned elements.
Special:
*Allows the user to go into hiding.
*Add [Chakra Control / 2] to Stealth rolls.
*Any damage sustained cancels the jutsu.

Name: Minor Vibration
Description: +10 Chk Cont, +8 Nin (15 for both in order to be used in conjucture with other techniques without hand signs.)
Rank: D
Cp Cost: 12
Attack Turns: 2 (0, but can only use as such once per 5 possible attack rolls and must meet requirements, in addition to preforming extra training stage)
Reflex Save: N/A Unavoidable if used for physical damage
Will Save: 10+half user's level+user Chakra control (If attack is aimed for mind)
Damage:5-10 either MHp of Hp depending on the use of low or high frequencies.
Requirements:Otobe,+10 Chk Cont, +8 Nin (15 for both in order to be used in conjucture with other techniques without hand signs.)
Training: 2 stages (3 if preform extra)
Stage I: DC: Chakra control DC of 20, focus the sound waves in the air around you, use your chakra to guide manipulate them.
Stage II: DC: Constitution DC 15 Control the sound waves within one's own body and emit the proper frequency into the air, finally working out the proper technique for both low and high frequencies. A failed roll here will result in 5 mhp or hp damage.
Stage III(Extra): DC:40 Chakra Control. Fully master the technique, till emitting the sound waves becomes nearly second nature to you, allowing you to preform it without hand signs, or indeed any real effort.
Special: Anyone in the area besides the user -5 to all listen and balance checks for 5 turns. (This effect does not stack when used multiple times.
Owner: Oto

Name: Great Silence
Description: Using their advanced second self, the Otobe are able to completely silence the vibration in their immediate area.
Rank: B
Cp Cost:50+10 per turn
Attack Turns: 4
Reflex DC: N/A
Damage: N/A
Requirements: 25 Chakra Control, 25 Ninjutsu
Training: 4 stages
Stage I: DC:35. Focus your chakra to quiet something small that makes near constant noise. The capture fly, a clock, clicking pendulums, etc.
Stage II: DC: 40 Now silence the sounds of your own body. Breath, heart beat, till it's as though you aren't standing there at all...
Stage III: DC: 35 Ninjutsu Focus on moving around while maintaining the state achieved in stage two, practice basic maneuvers
Stage IIII: DC: 45 Now silence a wide area, everything within it regardless of size or contents.
Special: Allows sound to be removed from the equation when sneaking about, while the technique is shattered by any large sound based attacks, it's still effective as a precursor to assassination. Add half of users Chakra control to Stealth rolls

Name: Black Screech
Description: This is a devastating attack favored by the otobe's most powerful warriors. The Otobe lets out an unearthly frequency from their mouth, imbued with chakra and fortified with their own wrath. The Sound waves appear black, actually visible to the naked eye, and cause ruin comparable with a harrowing explosion over a wide area, the sound waves literally ripping at anything and everything within it's area of effect, which is about 30 meters from around the user. The Otobe themselves are unharmed by their own chakra.
Rank: A
Cp Cost: 180
Attack Turns: 6
Reflex DC: 18+half users level+Ninjutsu Bonus
Will DC: N/A
Damage: 80-135hp
Requirements: 42 Chakra Control 40 Ninjutsu, Otobe
Training: 6
Stage I: DC: 52 Chakra Control
Stage II: DC: 50 Ninjutsu
Stage III: DC: 55 Ninjutsu
Stage IV: DC: 55 Chakra Control
Stage V: DC: 60 Chakra Control
Special: This attack, while it's range is limited enough to avoid, has devastating effects on the body's systems, causing dire internal damage. -10 to all checks next turn, removing -2 per turn after until recovered. (Does not stack, if used multiple times, full -10 is merely reinstated)

Name: Oblivion Frequency
Description:The user manipulates high frequency sound waves onto a person or object to displace their particles, as all atoms are separate, this enables the user to pass through their intended subject. However, without some effects on the user themselves. Used as an attack simply to displace an opponents atoms, without actually entering the opponent no damage is received.
Rank: S
Cp Cost: 200
Attack Turns: 7
Reflex DC:20+ Half User's level+ Ninjutsu bonus
Will DC:N/A
Damage: 250 hp, -100 mhp/ Damage to user: 150 hp, -35 mhp.
Requirements: 60 chakra control, 55 Ninjutsu, 40 Constitution
Training: 7
Stage I: DC: 70 Chakra control
Stage II: DC: 65 Ninjutsu
Stage III: DC: 50 Constitution
Stage IV: DC: 67 Ninjutsu
Stage V: DC: 72 Chakra control
Stage VI: DC: 75 Chakra control
Stage VII: DC: 55 Constitution
Special: May be used to avoid an attack, if used directly on one's self, however one suffers the full damage. If the opposing attack comes from a solid object or person directly, it may be used on said object instead for the reduced damage. (Note a solid object is defined as something with definite mass. Fire, lightning, and wind do not count) Any living organism, user included, targeted directly by this attack suffers internal damage. -10 to all checks next turn, removing -2 per turn after until recovered. (Does not stack, if used multiple times, full -10 is merely reinstated)


Medical Ninjutsu-

Genjutsu-

Kuro Ikkou no Jutsu (Black Thought Technique)
This Jutsu, while simplistic, can also act as a reflection of a Genjutsu user's talent. The aim of this genjutsu is primitive, but the effects can be devastating in the hands of a master. While not showing any horrible visions or disrupting the person’s perception directly, it causes the person to think things he or she would normally find unthinkable; murdering their own family, killing their closest friend, betraying their lover. The stronger the user of this jutsu is the more the person is consumed by this terrible thought, and the more it damages their psyche.
Cp Cost: 15 + 5 per turn the technique is continued.
Dice Rolls: 2
Damage: 15 - 30 + int mod per turn.
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 14, Chakra Control 18
Training: 2 stages
Stage I: Chakra Control DC 24
Stage II: Genjutsu DC 22
Special: If jutsu is maintained for more than 3 turns, the opponent becomes Frightened (-2 to all rolls).
Owner: The Ghost of Xmas Awesome

Kori Shinchu no Jutsu (Sly Mind Affect Technique)
This causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over.
Cp cost: 30 + 5 per turn
Dice Rolls: 3
Damage: 5 - 10 + int mod
Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 25, Chakra Control 28
Training: 3 stages
Stage I: Chakra Control DC 38
Stage II: Chakra Control DC 40
Stage III: Genjutsu DC 35
Special: -1 to target's checks every 2 turns under the jutsu.

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
A rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 35 + 8 per turn
Dice Rolls: 3
Damage: N/A
Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 30, Chakra Control 30
Training: 3 stages
Stage I: Chakra Control DC 40
Stage II: Chakra Control DC 42
Stage III: Genjutsu DC 43
Special: Maximum to +8 to certain checks. Effect of jutsu depends upon usage. Consult Crew.

Magen: Jubaku Satsu (Demonic Illusion: Tree Bind Death)
With this jutsu, the user can make themselves disappear so that they can approach their opponent unnoticed. Once near the desired target, a tree will grow at the target's feet and branches from an illusory tree will bind them from behind so that they are unable to even move or use hand seals. Once the opponent believes that they are captured, the user can then reappear from above the tree and attack.
Cp cost: 60
Dice Rolls: 4
Damage: 100 - 150 + int mod
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 33, Chakra Control 35
Training: 4 stages
Stage I: Chakra Control DC 45
Stage II: Intelligence DC 25 {d20 + int mod}
Stage III: Chakra Control DC 47
Stage IV: Genjutsu DC 43
Special: Captured opponents are considered Helpless.

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

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

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

Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique)
User Image - Blocked by "Display Image" Settings. click to show.
This technique 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: 160
Dice Rolls: 6
Damage: 200 - 400 + int mod
Will Save DC: 20 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 55, Chakra Control 57
Training: 6 stages.
Stage I: Chakra Control DC 67
Stage II: Genjutsu DC 65
Stage III: Chakra Control DC 69
Stage IV: Chakra Control DC 72
Stage V: Genjutsu DC 58
Stage VI: Genjutsu DC 70
Special: If Genjutsu DC is more than 10 points over Will Save check, target is put in a state of Panic.


Taijutsu-

Summoning Contract-

~Stats~

LV. 60
Experience: 0/4050
Hp: 2100
Cp: 2340
MHp: 1740


Strength: 20+20=40 Mod: +15
Dexterity: 20+40=60 Mod: +25
Constitution: 20+40=60 Mod:+25
Intelligence: 20+60=80 Mod:+35
Wisdom: 20+28=40 Mod:+19
Charisma: 20+40=60 Mod:+25
Chakra: 20+60=80 Mod:+35
Dodge Bonus: 54

Base Attack Bonus: 60/55/50/45/40/35/30/25/20/15/10/5
Attack Melee: 75/70/65/60/55/50/45/40/35/30/25/20
Attack Ranged: 85/80/75/70/65/60/55/50/45/40/35/30

Base Save Bonus: 60
Fort: 85
Rex: 85
Will: 79

~Skills~


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


Strength Mod: 15
Athletics (Str): 20

Constitution Mod: 25
Concentration (Con): 30

Intellegence Mod: 35
Craft (Int): 10
Alchemy (Int):0
Chakra Control (Int): 60
Treat Injury (Int): 10

Dex Mod: 25
Acrobatics (Dex): 20
Escape Artist (Dex): 20
Sleight of Hand (Dex): 10
Stealth (Dex): 40

Charisma Mod: 25
Innuendo (Cha): 20
Diplomacy (Cha): 40
Intimidate (Cha): 40
Perform (Cha): 30
Handle Animal (Cha): 0
Seduction (Cha): 20

Wisdom Mod: 19
Awareness (Wis): 40
Sense Motive (Wis): 40
Read Lips (Wis):0
Survival (Wis): 10



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

Ninja Weapons:
Taijutsu: 20
Ninjutsu: 55
Medical Ninjutsu: 0
Genjutsu: 55
Fuuin Jutsu:
Sneak Attack: 20
Puppet Play: 0

~Possessions~


Money:

Ryo: Otobe Clan Funds

Equipment:


Valuables

The uniform given to the one who leads the knights of Forte

Sigil of the Main Otobe House

Documents detailing the Otobe's true History

Vague reports which details concerning the first Otokage's research...
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