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Posted: Tue Mar 30, 2010 8:51 am
Post your converted characters here! (Wow, every time I type/Think/Hear the word converted, it reminds me of religions. XD )
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Posted: Tue Mar 30, 2010 10:08 am
User-name: Black n White_07 Posting: 2-3 times a day Time zone: GMT
~Character Data~
Name: Battōsai Hitokiri Village: Kirigakure no Sato Clan/Bloodline: none Element Affinity: Earth Age: 15 Gender: Male Rank: Chūnin
~Appearance~
Headband: black cloth, tied around his upper right arm Height: 5' 9" Weight: 140lbs Hair: Short straight brown hair Eyes: Small blood red eyes. They at times look intimidating from the distance but up close they give off this beauty as the moon light glares on them. Physical Description: Battōsai stands at 5' 9" and weights 140lbs, majority of it is in muscles. Unlike his previous child like appearance upon entering the academy, he grew in muscle. But its more toned than built. He still has a farmer's tan. This sudden change in his apperance is most likely due to the grueling training Andou placed upon him. He has a vertical scar over his left eye from the Chūnin exams.
Clothing: He has many variety of attires ranging from clothes for training to clothes for formal occasions: Missions: Regular Kiri chūnin uniform. A grey uniform with a distinctive gray flak jacket with the variation of having a zipper and one pouch on the higher right chest.
Formal Parties and Festivals: Semi-formal attire that consists in two layers. First, a white robe top and long white pants with the black pao underneath. Above it was split at the sides into a skirt with a golden dragon embroidered there as it was curling to the back side with a sash of pure white in the middle.
Regular Day Out: Usually just a t-shirt or a sweater (Whether if its a V-neck or a regular shirt. The color depends on his mood) and a pair of jeans. It usually varies on what Battōsai feels like wearing.
Training: A dark blue, longsleeve shirt thats worn tightly around his chest. Along with long, slightly loose black shorts. This is usually worn to help conserve heat on chilly days.
Background:
Birth & Early Life
Battōsai was born in the land of water 15 years ago in a small, poor village. He never had a father, there is no known information about him or his whereabouts. The only information was rumors. Some said he was a ninja who died in war. Some said that he was a business man who abandoned him and his mother. Some said that he had no father to begin with. So Battōsai was raised by only his mother. Within the years of raising him, she actually never really mentioned or talked about his father. Battōsai never really cared for his father anyway. To him his father was just a man, nothing more, nothing less.
His mother was a gentle woman with a lot of spirt in her heart. Battōsai was more quiet and to himself then all the other children were, but yet his mother still loved him for who he was. Also unlike his mother, Battōsai never really showed that he loved her, when she showed it like he was her entire world. Even if he never showed that he loved her, she was only thing important to him. Cause of this he sworn he would be strong and protect his mother from everything. This oath kinda brought them closer. So after all of those years of raising Battōsai she never showed concerned about Batosai having a father figured since he showed such strength as a child.
He was raised by his mother for 8 years before his mother died. There was war at the time, and it unfortunatly came to Battōsai's home. Battōsai can remember that night like it happened yesterday. All the death and destruction around as the fires rised high into the sky, as he was on his knees over his dead mother.
As of that day he decided not to get close to anyone for as long as he lived. This promise to himself wasn't hard for keep as he had no one else left in the world. He was all alone without no one to help him throught all of this pain he had. He also lost his home in the fighting as it raged on all through the night. So not only his was alone but he had nowhere to call home.
So thats was the day when Battōsai left his village, which was laid to ruins. He began to travel a great distance throughout the land, discovering a vast world for him to call home. He met so many people and see so many places. It just amazed him that their was all of this outside of his old home. He didn't try to think about his home as he wanted to forget the fires, destruction, and death all around him, especially his mother. This and the lonliness he had made him cold and emotionless.
It didn't take long for him to find a place to live as he found a temple of scholars and monks. He was accepted as a member of their family. As two years progressed Batosai was able to read scrolls in just about every subject. He gained so much knowledge that it impressed the scholars. He also began to meditate with the monks as he was trying to learn their ways and culture. Battōsai, a ten year old child, found a place called home. But even though he found home, he never could forget what happen a year ago in his village. It haunted him like a leech attached on your skin that won't let go.
As time progressed, he started to read scrolls of the history of ninja. He was astonish on how ninjas went through so much and lived on to this very day. So he began to learn about their ninja way. He started to channel his chakra, learn hand to hand combat from some of the monks. and trying to learn jutsus with the help of the scholars. The scholars and monks were very supportive in what Battōsai was trying to accomplish. But as Battōsai tried harder, the more he had fail. But within time Battōsai learned basic hand to hand combat, learned to channel his chakra correctly. This is when Battōsai decided to become a ninja. But he knew that he couldn't do it alone, but he couldn't have help from the scholars and monks either. So he packed up what he had left and set out to the village in the mist, so that he could accomplish his goal.
Academy & Genin Years
Within the first three months of his training to become a shinobi, Battōsai realized that this wasn't as easy as he anticipated. Those three month were by far the hardest and most painful experience he had to ever experienced since the death of his mother. At first he was looked upon as a failure and a lost cause. As all the other students surpassed him, especially Hiru his rival, Battōsai kept falling behind. He just didn't have that one thing needed to succeed. Although he wanted to feel some accomplishment, he never was able to experience it first hand. But after the invasion, when he was the only thing to prevent the deaths of everyone one at the hospital at the hands of a bomber. Even before help came, in those breif moments of battle, he finally understood what it meant to become a true shinobi.
Ever since then, Battōsai had put his heart into his training. But as he grew in skill, he also grew in arrogance. He lacked a lot of disclipline as he continued to show no sign of respect for his superiors or his classmates. It wasn't that he didn't admire them, Battōsai just didn't trust them. He never really trusted anyone since the night his mother died. This strained his connection with other students. But after a little "discussion" from Andou, Battōsai learned what it meant of respect.
Soon after their little talk, Andou took Battōsai under his wing. So Andou became Battōsai's mentor and trainer. Battōsai took in everything he learned. With hard work and discipline, he joined Hiru in acheiving the highest performance grades and also the highest in the written tests. With their scores, Battōsai and Hiru graduated the academy at the top of their class in their very first year of the academy. Upon graduating, people looked at them as geniuses. Usually someone would use that to show off, particularly Hiru, but Battōsai rather didn't care much about it. All that was to him is just a title that people gave him so they would have something to talk about. Even on his graduation day, with everyone there acknowledging his existence, he felt lonely. He had no family there to hug him and congraulate him. It felt good to have someone like Andou there for him, or Battōsai wouldn't know what to do or even how his life would turn out. By the end of the year, he began to look at the world with a differnet point of view.
Upon becoming genin, he was placed into a three man genin cell. Battōsai was rather pleased on who was now his personal instructor. His instructor happened to be Andou, since after two invasions the shinobi force was diminished and was in need of genin instructors. Battōsai was a little disappointed that Hiru was in his genin team too, which didn't make much sense to him. But whether the situation, Battōsai made the best of what he could do. On the bright side, he got to learn more from his mentor who actually grew to become like a father to him, the one he never had in his life.
A life of a genin was just like another day. The first six months were full of very hard and grueling training that went on day after day. It grew so intense that by the end of every day Battōsai could barely walk himself home. But with the Chūnin exams soon to come, Battōsai worked hard like there wasn't a moment to waste. There came times were Hiru would make their training a competition. Battōsai didn''t have much care for games and sports, but he went along to push them through their training. But trainig wasn't the only thing they ever did. If they weren't training they were on missions. Although there was always training or missions to do Battōsai and Andou always made time to spend relaxing and enjoying the company of others. Battōsai slowly understood the meaning of friendship as he bonded with other shinobi and kunochi. Battōsai finally put the past behind him and befriended Hiru. Rather pleased, it all seemed like Battōsai actually found the place where he belong in the world.
After a year and a half of training, the Chūnin exams started. It seemed easy to Battōsai. With all the training he went through, he felt like it will be a piece of cake. Yeah the Chūnin exams places you to the hardest places of yourself both mentally and physically, but that was all that training was for, to prepare him for the hardest tests imaginable. As the exams passed by, Battōsai realized that these weren't just tests to become Chūnin. But rather it showed what was a daily life of a shinobi.
The exams grew to be very difficult, he even witnessed other genin die, even had to kill a couple of them, while he tried to keep his team alive. But with Hiru on his side, everything seemed to be a glimpse of hope of making out of this in once peace. Unfortunately that wasn't the case. They came under attack by other genin cells constantly. Under stress without any rest or food, it put the team on the verge of loosing their minds. But Battōsai was able to keep his cool to keep Hiru from suffering insanity. He did what ever he could to keep his teamates alive, resulting in constant injuries. Even receiving a vertical scar over his right eye from saving Hiru from a explosive tag placed by an enemy squad. With everything stack against him, it would have droven a child insane, but Battōsai kept his cool and lead his broken team to the end. Unfortunately, Battōsai was the only one promoted to Chūnin.
Chūnin Years
Battōsai's promotion to Chūnin affected others as well. This made things a little tense between Hiru and Battōsai's friendship. Andou couldn't have been more proud of Battōsai. When Battōsai asked what he should do about Hiru, Andou told him he would stayed out of tension between Hiru and Battōsai, hoping that they could work it out. People also started acting differently around him. They all seemed proud to be in his presence, and the idea of him as a genius grew once more as it did when Battōsai graduated from the academy. But like before, Battōsai didn't care on what other people think. All that matter was what was important now, which was to heal his wounds and start out his duties. But his injuries were nearly severe. Majority of Battōsai's ribs were broken. His left hand was stabbed by a kunai. He suffered multiple hits by kunai and shurikens all around his body. The wound he received near his throat from the Earth Master's invasion opened up. His left eye receiving a vertical cut, but luckly didn't damage his eyesight. And finally his left forearm suffered a hair-line fracture. So unfortunately for Battōsai, the doctor ordered that he had to spend the next year in thearpy to recover from his injuries. But like Battōsai, he was a quick healer and was out and completing his duties as a shinobi in just three months. Andou and the others weren't pleased with Battōsai's choice. They rather him stay and rest for a while. But with Battōsai as a shinobi, he couldn't sit around all day. That wasn't in his nature and he proved that he was ready to continue on. As another three months pasted, Battōsai completed every mission assigned to him with little difficulty, mainly because Andou was usually tagging along. Now with Battōsai achieving his dream to become a shinobi, but he has grew to have many other dreams as well. But to make those dreams come true will be up to Battōsai.
Personality: Battōsai matured drastically over the three years. He now a little more cheerful and has a lot of concern over his comrades, although he doesn't like to show it. But he on the best terms with his mentor, Andou. But like his old self, he has a habit to speak bluntly out of line to anyone whether if its concerning strategic to personal matters.
Battōsai's intelligence grew as well upon reading about anything he could get his hands on, ranging from history to scroll of jutsu. Battōsai occassionally "borrowed" Andou's books and scrolls just to read something over the night. His reading sort of became one of his many hobbies, besides training and stargazing.
Unlike before, he no longer shows any sign of arrogance, and is rather modest about his ablilites. Battōsai is now more calm and solitary attitude. Since he more calm, he can maintain his composure and stay focused on the situation at hand. This allows him to make quick and thought-out decisions in the heat of battle.
Other:
Missions:
S: A: B: 2 C: 7 D: 25
Jutsu:
Ninjutsu-
Bunshin no Jutsu (Clone Technique) 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 Clone), these illusory clones will simply disappear if come into contact, 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: Academy. Chakra control check DC: 5 per bunshin. Special: Can create 1 per point in Chakra control. Up to 5 bunshin can be created. *The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit. The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.
Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique. Cp cost: 2 +1 per post Damage: N/A Requirements: Learn in the Academy. Training: Academy time. Chakra control check DC: 10
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, making oneself appear invisible. Cp cost: 1 Damage: N/A Requirements: Learn in the academy. Training: Academy time. Special: +2 to your Stealth check when hiding.
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: Academy time. Special: +2 to your roll when escaping from rope.
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 2 Training: 10 posts or Learn in the academy.
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, Chakra Control 10 Training: 30 posts Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.
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 only effective on younger ninjas. Cp cost: 30 Damage: ---- Reflex DC: 12 + chk mod Requirements: Earth Affinity/ Chakra control: 10 Ninjutsu: 8 Training: 40 posts Special: Enemy is considered Unaware when victim of this jutsu. Escape Artist DC is 12 + chk mod.
Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Technique) The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own. Cp cost: 30 / +4 chakra per post underground/ must maintain a concentration check DC 18 to stay underground. Damage: ---- Reflex DC: N/A Requirements: Earth Affinity/ Chakra control: 16 Ninjutsu: 14 Training: 40 posts. Special: Enemy is considered Unaware when victim of this jutsu.
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~ LV. 10 Experience: 0/10,000 Hp: [5x10] + [10x10]= 150+10= 160Hp Cp: [6+3) x (10-1)]= 81+10]= 91Cp MHp/SP: [6x10] + [10x10]= 160+10= 170MHp Stat Points: ([6x(10-1)]= 54+18= 72 points Cap: (10+12)= 22
Strength: 8+8= 16 l mod= +3 Dexterity: 8+12= 20 l mod= +5 Constitution: 8+12= 20 l mod= +5 Wisdom: 8+14= 22 l mod= +6 Intelligence 8+8= 16 l mod= +3 Charisma: 8+4= 12 l mod= +1 Chakra: 8+14= 22 l mod= +6 Dodge: (10+4+6)= 20
Base Attack Bonus: [(1/2x10)+(3)]= 8+[1]= 9 Attack Melee: [(1/2x10) + (3)]= 8+ [1]= 11 Attack Ranged: [(1/2x10) + (5)]= 10+[1]= 11
Base Save Bonus: ([(10 - 1)/2]= 4.5+2)= 6.5 Fort: 6.5+5= 11.5 Rex: 6.5+4= 10.5 Will: 6.5+6= 12.5
~Skills~
Skill Points: [(10x10)= 100+10]= 110 points Cap: (10+8 )= 18 Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): 6 Alchemy (Int): 3 Awareness (Wis): 10 Athletics (Str): 8 Concentration (Con): 10 Craft (Int): 3 Chakra Control (Int): 16 Diplomacy (Cha): 5 Escape Artist (Dex): 5 Handle Animal (Cha): 2 Innuendo (Cha): 6 Intimidate (Cha): 7 Perform (Cha): 2 Read Lips (Wis): 6 Stealth (Dex): 8 Sense Motive (Wis): 9 Seduction (Cha): 2 Survival (Wis): 7 Sleight of Hand (Dex): 6 Treat Injury (Int): 6
Ninja Skills [Combat] ((No Modifiers)):
Ninja Weapons (Melee): 10 Ninja Weapons (Ranged): 10 Taijutsu: 10 Ninjutsu: 14 iryō- Ninjutsu: Genjutsu: 4 Fuuin Jutsu: Sneak Attack: 5 Puppet Play:
~Possessions~
Money:
Ryo:
Equipment: 25x Kunai 25x Shuriken 15x Explosive Tags 5x Bandages 1x Radio
Valuables 1x Scroll 1x Book
~Trained points~
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Posted: Wed Mar 31, 2010 12:24 pm
User-name: Armads the Doom Bringer Posting: When I have time. Time zone: EST. ~Character Data~ Name: Taiju Senju Village: Konohagakure Clan/Bloodline: Senju Element Affinity: Earth Age: 17 Gender: Male Rank: Chuunin ~Appearance~ Headband: One around each hand. Height: 6’0” Weight: 210 lbs. Hair: Black. Eyes: Green. Physical Description: A large, stocky man, whose body seems to be well toned from years of intense physical training. His hands and feet are calloused and rough from all of the fights he’s been in over the years. Clothing: Standard ninja wear for the leaf. He doesn’t much care for it, preferring instead to forgo any armor because it restricts his movement. He does however cover his face, since he feels that anyone who can defeat him has the right to see who he or she has defeated. Background: They say blood is thicker than water. Considering the body is mostly water, it only made sense that Taiju would spend his days covered in other people’s blood. The Senju have always been hated, and the only reason they are still among the major clans is because they are feared. Yet the times have not been good to the Senju; the original bloodline was lost, and those that remain are little more than a shadow of their forefathers. They have become complacent, decadent, and corrupt. While the more powerful clan members are sitting on their laurels, Taiju is often considered an upstart by his fellow clan members. They claim that restraint is a necessary part of the clan’s bloodline, since they were endowed with superior strength. What do they know? What good is strength if you refuse to use it? Taiju was always reprimanded for being overly violent and brutish, but yet they never backed up their words. Not being the mission type he took to being a security ninja, where he could be as extreme as he wanted. After a rather serious incident where his face was sliced open and two innocents were killed, he was relieved of duty. With nothing to focus his anger on, he now moves on to improve himself and take back the control that his clan deserves. Unpopular as his tactics make him both in and out of his clan, Taiju will defend the all the Senju means even if it leads to his death. Personality: Cocky, arrogant, and prone to confrontation. In a fight between hawks and doves, he always picks the hawks, if only to annoy his clan mates whom he considers stiff and weak. He plans to walk the less followed paths of the Senju. Unfortunatly this makes him prone to violent outbursts and often offends people with his crude speech. Taiju would rather be in a fight than discussing politics, and it shows in almost everything he does. Other: Clan Stats: In Game Stats: +4 Strength +1.5 Chakra (half more than the average shinobi) +2 Chakra control per 10 levels +2 Taijutsu per 10 levels +2 Ninjutsu per 10 levels -2 Genjutsu per 5 levels -2 Concentration per 10 levels ((Clan has not been fixed yet, these are just from the old ones.)) Missions: S: 0 A: 0 B: 0 C: 1 D: 3 Jutsu: Ninjutsu- Bunshin no Jutsu (Clone Technique) 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 Clone), these illusory clones will simply disappear if come into contact, 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: Academy. Chakra control check DC: 5 per bunshin. Special: Can create 1 per point in Chakra control. Up to 5 bunshin can be created. *The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit. The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod. Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique. Cp cost: 2 +1 per post Damage: N/A Requirements: Learn in the Academy. Training: Academy time. Chakra control check DC: 10 Genjutsu- Taijutsu- Hasn't been updated yet. Summoning Contract- ~Stats~ LV. 20 Experience: 0/20000 Hp: ([13 x 20] + [10 x 20] + 10) = 470/470 Cp: [(7 + 3) x (20 -1)] + 10] = 200/200 MHp/SP: 470/470 Cap: 36 Strength: 36 mod +13 Dexterity: 36 mod +13 Constitution: 36 mod +13 Wisdom: 36 mod +13 Intelligence 10 mod +0 Charisma: 10 mod +0 Chakra: 24 mod +7 Dodge: (10+13+13) = 36 Base Attack Bonus: [(1/2 x 20) + (13)] + [3] = 26 Attack Melee: 26 Attack Ranged: 23 Base Save Bonus: ([(20-1)/2]+2) = 11.5 Fort: 11+13 = +24 Rex: 11+13 = +24 Will: 11+13 = +24 ~Skills~ To find your total skills points to distribute among the following skills, use the formula: [(20 x 10) + 10] = 210 Skill Points: 210. CAP: 20+12 = 32. Ninja Skills [Mundane] ((Modified By)): Acrobatics (Dex): 0+13 = +13 Alchemy (Int): 0+0 = +0 Awareness (Wis): 0+13 = +13 Athletics (Str): 32+13 = +45 Concentration (Con): 0+13 = +13 Craft (Int): 0+0 = +0 Chakra Control (Int): 32+0 = +32 Diplomacy (Cha): 0+0 = +0 Escape Artist (Dex): 0+13 = +13 Handle Animal (Cha): 0+0 = +0 Innuendo (Cha): 0+0 = +0 Intimidate (Cha): 32+0 = +32 Perform (Cha): 0+0 = +0 Read Lips (Wis): 0+13 = +13 Stealth (Dex): 0+13 = +13 Sense Motive (Wis): 32+13 = +45 Seduction (Cha): 0+0 = +0 Survival (Wis): 32+13 = +45 Sleight of Hand (Dex): 0+13 = +13 Treat Injury (Int): 0+0 = +0 Ninja Skills [Combat] ((No Modifiers)): Ninja Weapons (Melee): 0+32 = +32 Ninja Weapons (Ranged): 0 Taijutsu: 0+32 = +32 Ninjutsu: 0+18 = +18 iryō- Ninjutsu: 0 Genjutsu: 0 Fuuin Jutsu: 0 Sneak Attack: 0 Puppet Play: 0 ~Possessions~ Money: Ryo: 500 Equipment: Valuables
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Posted: Sat May 08, 2010 10:32 am
User-name: Black n White_07 Posting: whenever I want Time zone: GMT
~Character Data~
Name: Kisuke Kyōraku Village: Kohonagakure Clan/Bloodline: none Element Affinity: Fire, Earth Age: 24 Gender: Male Rank: Jounin
~Appearance~

Headband: black cloth, worn loosely around the neck Height: 6' 1" Weight: 180lbs Hair: Short black hair. Its always messy and filled with split ends. Eyes: Dark blue eyes with an unusual shade of grey. Physical Description: Kisuke is very muscular. Very defined and built. People usually fine that suprising that he that strong due to his personality and his attitude. Clothing: look at avi Background: Kisuke Kyōraku was born in Kohonagakure to a middle class family. His father was a businessman while his mother was a stay at home mom. Kisuke life was a quiet one as a child. The only thing wrong with his familiy was that they were both came from a long line of alcoholics. His father seemed to follow in his family's footsteps while his mother vowed never to drink as long as she should live. But his father's drinking took a toll on his parent's marriage until his mother filed for divorce and left her husband. Hoping to save her son from his father, she enrolled him into the academy in order to give a successful career that didn't tolerate drinking. Kisuke was only eight when he was enrolled in the academy.
His academy days were also quiet. He always did the assignments half way and then quit without putting much effort. This was aggravating to his mother and his teachers. But in some way, he graduated from the academy. He had the lowest grades in the class, but he managed to slip by to graduate to everyone's suprise. As a genin he relied on his teamates more than his skills. But he managed to learn many things along the way. It was also during these times, where Kisuke started to drink. Things were pretty good for Kisuke, that was until the genin exams. Kisuke had to rely on strength he never knew he had. This made him mentally strong to lead his team through the exams and become chunnin at age fourteen.
Kisuke was a natural leader, but he never gave a damn about becoming a leader. All he wanted was to live a quiet life and drink. But as a shinobi, that life was nearly impossible. For the next ten years, Kisuke would lead missions in impossible odds and come out the victor. With his known leadership, he was promoted to jounin on his twenty-first birthday. Now a new chapter lies ahead of Kisuke's life. What it holds is a mystery for only him to find out. Personality: He has two sides of his personality. One appears when he drunk, and the other when he sober. Both are very different, which makes Kisuke very unpredictable. Sober: He is calm, lazy, and loves to read whatever doesn't bore him (usually inapporiate books). He perfers not to fight, but will if its nessessary and finishes his opponent quickly so he could continue drinking like before. Drunk: He a even more lazy than he is sober. As a drunk he gets emotional at times. The worst thing about Kisuke being drunk is that Kisuke becomes a bit of a peeping tom when wasted. (thought I would put some humor in lol xp ) Other: He is a born leader. Kisuke doesn't like being the leader, but takes the roll when its necessary.
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
Bunshin no Jutsu (Clone Technique) 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 Clone), these illusory clones will simply disappear if come into contact, 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: Academy. Chakra control check DC: 5 per bunshin. Special: Can create 1 per point in Chakra control. Up to 5 bunshin can be created. *The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit. The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.
Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique. Cp cost: 2 +1 per post Damage: N/A Requirements: Learn in the Academy. Training: Academy time. Chakra control check DC: 10
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, making oneself appear invisible. Cp cost: 1 Damage: N/A Requirements: Learn in the academy. Training: Academy time. Special: +2 to your Stealth check when hiding.
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: Academy time. Special: +2 to your roll when escaping from rope.
Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' 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, Chakra Control 10 Training: 30 posts Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.
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 2 Training: 10 posts or Learn in the academy.
Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness) Traps the victims inside a self-repairing dome of earth. Cp cost: 100 + 10 per turn. Damage: ---- Reflex DC: 18 + chk mod. Requirements: Earth Affinity/ Chakra control: 40 Ninjutsu: 40 Training: 70 posts Special: User must keep constant physical contact with dome. Victim may break loose using lightning or wind ninjutsu or another doton to escape.
Katon: Haisekishō, (Fire Release: Ash Product Burning) Unlike other fire-based jutsu, this jutsu allows the user to breathe out a cloud of superheated ash capable of causing third-degree burns. Because it is ash and not flame, the ash remains in the air around the target, and therefore remains potent for a longer period. Cp cost: 160 Damage: 75 – 100 + 20 + chk mod damage every round the victim stays in the area. Reflex DC: 18 + ChK modifier Requirements: Fire Affinity/ Chakra control: 45 Ninjutsu: 40 Training: 85 posts Special: Ashes remind for a number of rounds equal to the user’s chakra modifier.
Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Technique) The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own. Cp cost: 30 / +4 chakra per post underground/ must maintain a concentration check DC 18 to stay underground. Damage: ---- Reflex DC: N/A Requirements: Earth Affinity/ Chakra control: 16 Ninjutsu: 14 Training: 40 posts. Special: Enemy is considered Unaware when victim of this jutsu.
Katon: Hosenka no Jutsu (Fire Release: Mythical Fire Phoenix Technique) Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack. Cp cost: 40 Damage: 12 – 30 Per ball that lands. Reflex DC: 12 + ChK modifier Requirements: Fire Affinity/ Chakra control: 25 Ninjutsu: 22 Training: 50 posts Special: Maximum amount of fireballs creatable is equal to chakra modifier.
Katon: Karyudan (Fire Release: Fire Dragon Missile) A huge blaze is blown to ignite the mud balls launched from Doton: Doryūdan (Earth Release: Earth Dragon Bullet), making it more devastating. Cp cost: 40 Damage: Read special. Reflex DC: 16 + ChK modifier Requirements: Fire Affinity/ Chakra control: 35 Ninjutsu: 30, Doton: Doryuudan. Training: 20 posts Special: Increases Doton: Doryudan damage by 50%.
Doton: Doryudan (Earth Release: Earth Dragon Bullet) Used in conjunction with Doton: Doryū Taiga (Earth Release: Earth Flowing River), this jutsu creates a likeness of a dragon's head that launches mud balls from its mouth onto the opponent. Cp cost: 180 Damage: 52 – 190 Requirements: Earth Affinity/ Chakra control: 50 Ninjutsu: 42 Training: 90 posts Special: Can be combined with Katon: Karyuudan for extra damage.
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: 120 Damage: ---- Requirements: Earth Affinity/ Chakra control: 40 Ninjutsu: 38 Training: 65 posts Special: Opponent’s reflex save roll is decreased -20 points.
Genjutsu-
Taijutsu-
Gouken (Strong Fist) Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage. Damage: Increases normal taijutsu damage to 5-12 Requirements: Taijutsu 20 ranks. Training days: Must keep training all the time.
Suiken (Drunken Fist) An unusual style of taijutsu combat where the user takes in enough alcohol to become intoxicated (hence the name), causing them to become unpredictable and highly dangerous. Suiken is not a fighting style that one can learn or train in, nor is it a bloodline limit, but more of a natural talent that one is born with. However, you still have to find a Suiken master to learn it from, which will be hard as they are very rare. Damage: Increase taijutsu damage by 2 - 10. Requirements: Gouken. Appropriate age or irresponsible sensei, alcohol, Wis 15+ (to keep your wits about you), level 5+ Training days: 10 days , Or born with ability. Special: +10 to DB, attack roll, Reflex Save. -15 to Will Save, and all skill checks.
Summoning Contract-
~Stats~ LV. 35 Experience: 0/35,000 Hp: [12x35]+[10x35]= +10= Hp Cp: [21+3)x(35-1)]= +10]= Cp MHp/SP: [15x35]+[10x35]= +10= MHp
Stat Points: 6x(35-1)= 204+18= 222 Cap: 35+18= 53
Strength: 8+36= 44 l mod= +17 Dexterity: 8+28= 38 l mod= +14 Constitution: 8+26= 34 l mod= +12 Wisdom: 8+32= 40 l mod= +15 Intelligence 8+30= 38 l mod= +14 Charisma: 8+24= 32 mod= +11 Chakra: 8+44= 52 l mod= +21 Dodge: (10+15+14)= 39
Base Attack Bonus: [(1/2x35)+(17)]= +[3] = Attack Melee: [(1/2x35)+(17)]= +[2] = Attack Ranged: [(1/2x35)+(14)]= 32.5+[1] = 33.5
Base Save Bonus: ([(35-1)= 34/2]= 17+2)= 19 Fort: 19+12= 28 Rex: 19+14= 30 Will: 19+15= 31
~Skills~
Skill Points: [(35 x 10) + 10]= 360 points Cap: 35+14= 50 Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): 25 Alchemy (Int): 12 Awareness (Wis): 35 Athletics (Str): 25 Concentration (Con): 12 Craft (Int): 12 Chakra Control (Int): 50 Diplomacy (Cha): 19 Escape Artist (Dex): 20 Handle Animal (Cha): 9 Innuendo (Cha): 24 Intimidate (Cha): 14 Perform (Cha): 20 Read Lips (Wis): 18 Stealth (Dex): 35 Sense Motive (Wis): 35 Seduction (Cha): 12 Survival (Wis): 32 Sleight of Hand (Dex): 25 Treat Injury (Int): 17
Ninja Skills [Combat] ((No Modifiers)):
Ninja Weapons (Melee): 20 Ninja Weapons (Ranged): 15 Taijutsu: 30 Ninjutsu: 45 iryō- Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: 20 Puppet Play:
~Possessions~
Money:
Ryo:
Equipment: 25x Kunai 15x Shuriken 10x Explosive tags 1 Katana 1x Radio 3x Bandages
Valuables 2 Bottles of Sake 2 Magazines
~Trained points~
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Posted: Sat May 08, 2010 10:33 am
User-name: Black n White_07 Posting: whenever I can Time zone: GMT
~Character Data~
Name: Isshin Sado Village: Otogakure Clan/Bloodline: none Element Affinity: Earth, Wind Age: 28 Gender: Male Rank: Jounin
~Appearance~

Headband: Wrapped around his eyes Height: 5' 9-1/2" Weight: 155lbs Hair: medium lenght dark hair. Very shaggy since it hardly ever combed, his bangs flow down over his headband that covers his eyes. Eyes: white (he is blind) Physical Description: In great shape. Has very defined muscles and is very tan then usual. Clothing: see avi above Background: Isshin was born unlike any other children in his home. He was born to very poor farmers out in the rice fields that bordered Otogakure and Kohonagakure. But his life was to become a lot more challenging and filled with grief. At age four, his father died in a fire. Soon after that, Isshin slowly began to go blind. His mother tried everything she could to save her son's sight, but nothing worked. Instead, she began to teach him how to use his memory, instead of his sight. Within two months, Isshin sight faded and all he could see now was darkness. But because of his mother, he learned and remember where everything was at plus how to survive in a cruel world that made him blind.
As the years past, Isshin began to master his hearing and touch. At age eight, he enrolled into the academy to make a better future for him and his mother. He might have not been the strongest or smartest in his class, but he had what the other didn't. That was the heart to work on your goals in order to succeed. Upon graduation he was placed into a genin squad right away. As a genin it was a quiet life, nothing to do but mission that seemed to be challenging but too easy. That all changed at the chunin exams. There Isshins abilities were put to the test, as the other genin particiapating. But Isshin was the only one in his squad to pass the exams.
After the exams, life returned to becoming quiet once more. That was until the FIfth Dawn and the Master's appeared. Then things became hectic around the world. But unlike his peers, Isshin was calm under pressure. Within time, they all disappeared. As time grew by, Isshin was offered a jounin position to teach the next generation of genin. He accepted hoping that he could train the children into fine shinobi. Personality: Very kind and spiritual man. Belives in god and that everything happens for a reason, whether if its destiny or a higher power. Other: He is not afraid to admit his weaknessess. He is also not afraid to die, and is willing to die for his beliefs.
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
Bunshin no Jutsu (Clone Technique) 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 Clone), these illusory clones will simply disappear if come into contact, 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: Academy. Chakra control check DC: 5 per bunshin. Special: Can create 1 per point in Chakra control. Up to 5 bunshin can be created. *The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit. The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.
Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique. Cp cost: 2 +1 per post Damage: N/A Requirements: Learn in the Academy. Training: Academy time. Chakra control check DC: 10
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.
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, Chakra Control 10 Training: 30 posts Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.
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: 50 Damage: 55 – 80 + chk mod Requirements: Wind Affinity/ Chakra control: 25 Ninjutsu: 20 Training: 45 posts. Special: Opponents might be pushed back provoking an attack of opportunity from the user. To prevent this the target must succeed a strength check DC 16 + user Chk modifier.
Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Technique) The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own. Cp cost: 30 / +4 chakra per post underground/ must maintain a concentration check DC 18 to stay underground. Damage: ---- Reflex DC: N/A Requirements: Earth Affinity/ Chakra control: 16 Ninjutsu: 14 Training: 40 posts. Special: Enemy is considered Unaware when victim of this jutsu.
Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness) Traps the victims inside a self-repairing dome of earth. Cp cost: 100 + 10 per turn. Damage: ---- Reflex DC: 18 + chk mod. Requirements: Earth Affinity/ Chakra control: 40 Ninjutsu: 40 Training: 70 posts Special: User must keep constant physical contact with dome. Victim may break loose using lightning or wind ninjutsu or another doton to escape.
Doton: Doryuheki (Earth Release: Earth Style Wall) The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall. Cp cost: 155 Damage: ---- Reflex DC: N/A Requirements: Earth Affinity/ Chakra control: 45 Ninjutsu: 42 Training: 75 posts Special: Completely avoids area effects that strike the user head on, the wall remains in place for a number of rounds equal to the user’s chakra modifier + 10. 1 post = 1 round. Kamaitachi no Jutsu (Cutting Whirlwind Technique) A technique 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: 35 – 55 + chk mod Requirements: Wind Affinity/ Chakra control: 20 Ninjutsu: 18 Training : 40 posts Special: Knocks back throwing weapons.
Daikamaitachi no Jutsu (Great Cutting Whirlwind Technique) A more powerful version of the Kamaitachi no Jutsu. Cp cost: 80 Damage: 100 – 150 + chk mod Requirements: Wind Affinity/ Chakra control: 35 Ninjutsu: 32 Training: 70 posts
Doton: Doryudan (Earth Release: Earth Dragon Bullet) Used in conjunction with Doton: Doryū Taiga (Earth Release: Earth Flowing River), this jutsu creates a likeness of a dragon's head that launches mud balls from its mouth onto the opponent. Cp cost: 180 Damage: 52 – 190 Requirements: Earth Affinity/ Chakra control: 50 Ninjutsu: 42 Training: 90 posts Special: Can be combined with Katon: Karyuudan for extra damage.
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: 120 Damage: ---- Requirements: Earth Affinity/ Chakra control: 40 Ninjutsu: 38 Training: 65 posts Special: Opponent’s reflex save roll is decreased -20 points.
Kaze no Yaiba (Blade of Wind) This technique creates a blade out of wind which, being wind, makes it impossible to block. However, unlike the Kamaitachi no Jutsu, this technique requires no tool. Cp cost: 150 Damage: 100 – 300 + chk mod Requirements: Chakra control: 45 Ninjutsu: 37 Training : 100 post
Genjutsu- (INCOMPLETE!!)
10 Sou no Genjutsu (Ten Layer Genjutsu) This genjutsu sends the victim through a scenario of several alternate realities, tortures, and worlds that test and strain the mind by working through complicated puzzles. These puzzles come in the form of many things, and some that test the user to actually give up their life in the genjutsu in order to pass on to the next layer. The tests and warped realities bend the laws of physics, and twist all which is known as true and false, and right and wrong. The tests and worlds vary from person to person, but for sure, those that leave this genjutsu alive, are changed forever. Cp Cost: 100 (10 per Layer) Damage: 20 per Fail (See Special) Requirements: 50 Genjutsu Training: 8 Days Special: The Victim of this jutsu rolls 10 20-sided die at once. Each die is calculated separately. If a roll fails to pass the DC set by the genjutsu, the victim receives 20 damage to their MHp. A roll of a natural 20 breaks the genjutsu and cancels all damage after it, however, damage before the 20 is still calculated. Will Save: 15 + half character level + half int mod + half wis mod Owner: RhikoDemson
Kokuangyo no Jutsu (Bringer-of-Darkness Technique) Forming the tiger hand seal, this powerful Genjutsu creates an ambiance of complete darkness around the surrounding background, enabling the user to attack without being seen. Cp cost: 100 + 10 per post Damage: 8 MHP per post Training days: 12 days. Will save: 20 + half character level + half int mod + half wis mod Special: User cannot see, and he loses half of his dodge bonus/Reflex Save.
Taijutsu-
Summoning Contract-
~Stats~ LV. 35 Experience: 0/35,000 Hp: (Found by using the formula: [16x35] + [10x35]= 910+10= 920Hp Cp: [20+3) x (35-1)]= 782+10]= 792Cp MHp/SP: [10x35] + [10x35]= 700+10= 710MHp Stat Points: 6x(35-1)= 204+18= 222 Cap: 35+18= 53 Strength: 8+30= 38 l mod= +14 Dexterity: 8+32= 40 l mod= +15 Constitution: 8+34= 42 l mod= +16 Wisdom: 8+22= 30 l mod= +10 Intelligence 8+26= 34 l mod= +12 Charisma: 8+36= 44 l mod= +17 Chakra: 8+42= 50 l mod= +20 Dodge: 10+15+10= 35
Base Attack Bonus: [(1/2x35) + (14)]= 31.5+[3]= 34.5 Attack Melee: [(1/2x35) + (14)]= 31.5+[2]= 33.5 Attack Ranged: [(1/2x35) + (15)]= 32.5+[2]= 34.5
Base Save Bonus: ([(35-1)/2]= 17+2)= 19 Fort: 19+16= 35 Rex: 19+15= 34 Will: 19+10= 29
~Skills~
Skill Points: [(35x10)= 350+10]= 360 Cap: 35+14= 49
Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): 30 Alchemy (Int): 12 Awareness (Wis): 40 Athletics (Str): 24 Concentration (Con): 21 Craft (Int): 12 Chakra Control (Int): 37 Diplomacy (Cha): 35 Escape Artist (Dex): 15 Handle Animal (Cha): 17 Innuendo (Cha): 20 Intimidate (Cha): 24 Perform (Cha): 17 Read Lips (Wis): 10 Stealth (Dex): 30 Sense Motive (Wis): 40 Seduction (Cha): 17 Survival (Wis): 22 Sleight of Hand (Dex): 25 Treat Injury (Int): 22
Ninja Skills [Combat] ((No Modifiers)):
Ninja Weapons (Melee): 20 Ninja Weapons (Ranged): 20 Taijutsu: 30 Ninjutsu: 45 iryō- Ninjutsu: 0 Genjutsu: 45 Fuuin Jutsu: 0 Sneak Attack: 10 Puppet Play: 0
[~Possessions~
Money:
Ryo:
Equipment: 25x Kunai 25x Shuriken 15x Explosive Tags 1x Radio 1x Katana 3x Bandages
Valuables 1x Bible
~Trained points~
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Posted: Sat May 08, 2010 10:34 am
User-name: Black n White_07 Posting: Whenever I can Time zone: GMT
~Character Data~
Name: Rain Kuriyama Village: Amegakure Clan/Bloodline: none Element Affinity: Wind Age: 13 Gender: Female Rank: Genin
~Appearance~

Headband: Tied over her torso in white cloth Height: 5' 4" Weight: 100lbs Hair: Very long black hair. Usually wrapped in either a ponytail or traditional Japanese style hair of women. Eyes: Smokey gray eyes. They should a little blue in them during the winter season. Physical Description: She is very skinny for her age. She is completely healthy, and her slightly defined muscles prove that. Clothing: see avi above Background: Rain was like your typical girl. She was born and raised in Amegakure as her family has been for over five generations. But unlike them who were shop owners or busniness workers, Rain wanted to be something more different. Something with more meaning, more of a purpose in the world. She discovered that purpose was as a shinobi. So she had her parents enroll her there, with their support of course. There she learned to be more independent and yet reliable in others. Rain grauduated third in her class (she was very intelligent, but she wasn't very athletic). Her family was so proud of her as much as she was of herself. Now the next chapter of her life has begun. Personality: She is rather bright for her age. But she is very insecure in herself, which isn't a good quality as a shinobi. She just can't seem to be comfortable in her own body, like its a shell. She is very shy, and completely timid. A little rat could make her freak out. Other: She just loves animals, except the ones that can kill you (Lions, tigers, and bears). But when it comes to anyother animal, she just can't get enough of them.
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
Bunshin no Jutsu: This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent. Cp cost: 1 pt. per bunshin. Damage: N/A Requirements: Academy students learn it on the academy as a basic jutsu. Training days: Academy. Chakra control check DC: 5 per bunshin. Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created. *The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit. The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.
Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique. Cp cost: 2 "+1 per minute the jutsu is maintained" Damage: N/A Requirements: Learn in the Academy. Training days: Academy time. Chakra control check DC: 10 Special: Add chakra mod to your Disguise check.
Kawarimi no Jutsu (Replacement Technique) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 1 Damage: N/A Requirements: Must have something to replace with. Training days: Academy time. Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~ LV. 5 Experience: 0/5000 Hp: [2 x 5] + [10 x 5] + 10= 60 Cp: [3 + 5) x (5 -1)]+ 10= 42 MHp/SP: [1 x 5] + [10 x 5] + 10= 65 Stat Points: 6x(5-1)+18= 30 points Cap: 5+12= 17
Strength: 8+2= 12l mod= +1 Dexterity: 8+4= 14 l mod= +2 Constitution: 8+2= 14 l mod= +2 Wisdom: 8+4= 12 l mod= +1 Intelligence 8+7=16l mod= +3 Charisma: 8+4=12 l mod= +1 Chakra: 8+6= 16 l mod= +3 Dodge: 10+2+1= 13
Base Attack Bonus: 3 Attack Melee: 3 Attack Ranged: 4
Base Save Bonus: (5- 1) / 2 + 2= 4 Fort: 6 Rex: 6 Will: 5
~Skills~
Skill Points: (5 x 10) + 10= 60 points Cap: (5 + cool = 13
Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): 3 Alchemy (Int): 5 Awareness (Wis): 6 Athletics (Str): 3 Concentration (Con): 5 Craft (Int): 3 Chakra Control (Int): 6 Diplomacy (Cha): 5 Escape Artist (Dex): 2 Handle Animal (Cha): 6 Innuendo (Cha): 3 Intimidate (Cha): 1 Perform (Cha): 2 Read Lips (Wis): 2 Stealth (Dex): 2 Sense Motive (Wis): 3 Seduction (Cha): 2 Survival (Wis): 1 Sleight of Hand (Dex): 3 Treat Injury (Int): 8
Ninja Skills [Combat] ((No Modifiers)):
Ninja Weapons (Melee): 1 Ninja Weapons (Ranged): 3 Taijutsu: 2 Ninjutsu: 5 iryō- Ninjutsu: 8 Genjutsu: 3 Fuuin Jutsu: Sneak Attack: Puppet Play:
~Possessions~
Money:
Ryo:
Equipment:
Valuables
~Trained points~
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Posted: Tue May 11, 2010 8:11 am
Ok profile still has a lot of problems to iron out, guess another problem with the transfer are the complications with characters that were significantly develloped under 2.0. However, for the time being let's keep the cap flexible just so we can test combat with the system a bit.
Again this profile should be significantly different once the time skipeffect has been applied to it.
User-name: Hoshigaki Hiru (Mule of Burn) Posting: Frequent, mostly during week days Time zone: ET
~Character Data~
Name: Hoshigaki Hiru Village: Village hidden in the Mist Clan/Bloodline: Hoshigaki Element Affinity: Water Age: 13 Gender: Male Rank: Student
~Appearance~

Headband: None yet Height: 5’3’’ Weight: 149 lbs Hair: Dark blue Eyes: Shark eyes Physical Description: A bit short for a Hoshigaki but still taller than normal humans his age. His skin is of a silverish gray, just like a shark’s. Teeth are pointy and he has two rows of them, new ones push all of the old ones away should one break or fall. Clothing: Simple, dominance of blue, (see avatar). Background: Comes from a typical Hoshigaki family, strength, power and killing. Has recently run away to join the academy against his clan’s wishes having been deemed too soft for a ninja’s life and a possible shame to the clan. Personality: Lacks confidence, somewhat shy yet still very friendly. Would not hurt a fly if he did not have to. Tends to get somewhat aggressive when riled nevertheless. Other:
Missions:
S: 0 A: 0 B: 0 C: 0 D: 1
Jutsu:
Ninjutsu:
E-Rank :
Bunshin no Jutsu (Clone Technique) 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 Clone), these illusory clones will simply disappear if come into contact, 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: Academy. Chakra control check DC: 5 per bunshin. Special: Can create 1 per point in Chakra control. Up to 5 bunshin can be created. *The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit. The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.
Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique. Cp cost: 2 +1 per post Damage: N/A Requirements: Learn in the Academy. Training: Academy time. Chakra control check DC: 10
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, making oneself appear invisible. Cp cost: 1 Damage: N/A Requirements: Learn in the academy. Training: Academy time. Special: +2 to your Stealth check when hiding.
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: Academy time. Special: +2 to your roll when escaping from rope.
D-Rank:
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 8, Genjutsu 4 Training:45 posts 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 2 Training: 10 posts or Learn in the academy.
Mizu Kassou (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. Rank: D Cp: 20 + 5 per post to maintain (dry environment: desert, tundra) 12 + 3 per post to maintain (moist environment: most villages, plains) 8 + 2 per post to maintain (humid environment: forest, jungle, marsh) 4 +1 per post to maintain (on water) Double initial cp cost if no water source nearby. Damage: n/a Requirement: Chakra control 15, water walking. Special: Add chakra mod to dodge rating and any fleeing, chasing, racing, or charging roll while this mode is active. Ignore any terrain penalties to these rolls. Training: 30 posts Owner: Hoshigaki Hiru
C-Rank:
Mizu Bunshin no Jutsu (Water Doppelganger Technique) Creates one or more identical copies of the user out of water. More similar to Kage Bunshin no Jutsu (Art of the Shadow Doppelganger) than to a normal Bunshin no Jutsu (Doppelganger Technique), these clones are capable of attacking, except for the fact that each clone's power is only half of the user. Also, the clones can only be controlled within a certain radius of the user. That is the technique's weakness. This is considered to be the Water Style equivalent to the Leaf Village's "Kage Bushin no Jutsu" (Shadow Doppelganger Technique) mainly because it divides up the user's attention and chakra to an extent. Rank: C Cp cost: 15 per clone Damage: Each clone has half of most of your stats Requirements: Be from Mizu or Taki or have Water Affinity and be taught by a shinobi from there. Training days: 30 posts. Special: *Mizu Bunshin can only perform water jutsus and taijutsu. Reflex and Dodge Bonus increased by half compared to user's base stats. Clones have to stay within same thread as user and within eye or ear shot of them as well HP: 10 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP
B-Rank:
Chakra Kyūin Jutsu (Chakra Absorption Technique) This jutsu allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media, as Jirobo did with his Earth Release Barrier: Dungeon Chamber of Nothingness. The only necessary condition is some medium through which chakra can be channeled. Cp cost: 1/3 amount of chakra taken Damage: User can drain from 1 cp to (chk mod * 1.5) cp per usage Requirements: Chakra Control 30 Training: 70 posts Special: Regain Cp.
Genjutsu:
Taijutsu:
Summoning Contract-
~Stats~
LV. 7 Experience: 1225 / 7000 Hp: [Con. Mod. x Level] + [10 x Level] + 10 = [4 x 7] + [10 x 7] + 10 = 108 Cp: [Chk. Mod. + 3) x (level -1)] + 10] = (11 + 3) x (7-1) + 10 = 94 MHp/SP: [Wis Mod x Level] + [10 x Level] + 10 = [4 x 7] + [10 x 7] + 10 = 108
Stat cap: [Level + 12] = 7 + 12 = 19
Attribute:......Base | Distribute | Level | Training | Clan | Total
Strength:.........8 | 6 | 0 | 8 | 20% | 22 -> 26 mod = 8 (cap broken by 3 pts) Dexterity:.......8 | 4 | 0 | 9 | ------- | 21 mod = 5 (cap broken by 2 pts) Constitution:....8 | 4 | 0 | 6 | ------- | 18 mod = 4 Intelligence:....8 | 7 | 0 | 10 | -30% | 25 -> 17 mod = 3 (cap broken by 6 pts) Wisdom:..........8 | 4 | 0 | 6 | ------- | 18 mod = 4 Charisma:.......8 | 2 | 0 | 0 | -20% | 10 -> 8 mod = -1 Chakra:...........8 | 8 | 0 | 11 | 20% | 27 -> 32 mod = 11 (cap broken by 8 pts) Dodge: Dodge is: [10 + dex mod + wis mod] = 10 + 5 + 4 = 19
Base Attack Bonus: [(1/2 x Level) + (Str Mod)] + [1 for every 10 points of Tajutsu] = (7/2) + 8 + 0 = 11 Attack Melee: [(1/2 x Level) + (Str Mod)] + [1 for every 10 points in Bo staff] = (7/2) + 8 + 1 = 12 Attack Ranged: [(1/2 x Level) + (Dex Mod)] + [1 for every 10 points in Ranged Weapon] = (7/2) + 5 + 1 = 9
Base Save Bonus: ([ (Level - 1) / 2 ] + 2) = 3 + 2 = 5 Fort: Base Save + Con Mod = 5 + 4 = 9 Rex: Base Save + Dex Mod = 5 + 5 = 10 Will: Base Save + Wis Mod = 5 + 4 = 9
~Skills~
To find your total skills points to distribute among the following skills, use the formula: [(Level x 10) + 10]
Note: MODS ARE ADDED AFTER CAP
Skill cap: [Level + 8] + 2 x [level / 10 (rounded down)] = 7 + 8 + 0= 15
Skill: (Mod) | Distribute | Level | Training | Clan | Total
Acrobatics:................(Dex) | 0 | 0 | 5 | ------ | 10 Alchemy: ..................(Int) | 0 | 0 | 0 | ------ | 3 Awareness: ..............(Wis) | 0 | 0 | 2 | ------ | 6 Athletics: .................(Str) | 0 | 0 | 6 | 100% | 14 Concentration: .........(Con) | 0 | 0 | 2 | ------ | 6 Chakra Control: .........(Int) | 0 | 11 | 23 | ------ | 37 (cap brolen by 19 pts) Diplomacy: ...............(Cha) | 0 | 0 | 0 | ------ | -1 Escape Artist: ...........(Dex) | 0 | 0 | 2 | ------ | 7 Handle Animal: ..........(Cha) | 0 | 0 | 0 | ------ | -1 Intimidate: ...............(Cha) | 0 | 0 | 0 | ------ | -1 Innuendo: ................(Cha) | 0 | 0 | 0 | ------ | -1 Perform: ..................(Cha) | 0 | 0 | 0 | ------ | -1 Read Lips: ................(Wis) | 0 | 0 | 0 | ------ | 4 Stealth:....................(Dex) | 0 | 0 | 1 | ------ | 6 Sense Motive: ..........(Wis) | 0 | 0 | 0 | ------ | 4 Seduction: ..............(Cha) | 0 | 0 | 0 | ------ | -1 Survival: .................(Wis) | 0 | 0 | 1 | ------ | 5 Sleight of Hand:. ......(Dex) | 0 | 0 | 1 | ------ | 6 Treat Injury: ............(Int) | 0 | 0 | 1 | ------ | 4
Ninja Skills [Combat] ((No Modifiers)):
Taijutsu: ................(---) | 0 | 0 | 1 | ------- | 1 Ninjutsu: .............(---) | 0 | 0 | 16 | ------ | 16 (cap broken by 1 pt) Genjutsu: ...............(---) | 0 | 0 | 0 | ------ | 0 Fuuin Jutsu: ............(---) | 0 | 0 | 0 | ------ | 0 Sneak Attack: ........(---) | 0 | 0 | 0 | ------ | 0 Puppet Play: ............(---) | 0 | 0 | 0 | ------ | 0 Ninja Weapons (Melee): Bo Staff: ................(---) | 0 | 10 | 0 | ------ | 10 Ninja Weapons (Ranged): Kunai: ..................(---) | 0 | 0 | 0 | ------ | 0 Shuriken: .............(---) | 0 | 0 | 1 | ------ | 1
~Possessions~
Money: 0
Ryo: 15
Equipment:
Clothes Shuriken x6 Kunais w/ Explosive tags x10
Valuables
None
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