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RafeRavel

Dangerous Survivor

6,100 Points
  • Member 100
  • Treasure Hunter 100
  • Dressed Up 200
PostPosted: Sat Nov 12, 2011 10:54 pm


User-name: RafeRavel
Posting: Daily
Time zone: Pacific

~Character Data~


Name: Renji Maeda
Village: Sunagakure
Clan/Bloodline: None
Element Affinity: Wind
Age: 12
Gender: Male
Rank: Academy Student

~Appearance~


Headband: None… yet!
Height:5’
Weight: 155
Hair: Black
Eyes: Purple
Physical Description: Renji has a very lean build, and slightly pale complexion. His black hair is shoulder length and brushed back.
Clothing: A long sleeved mesh shirt with a purple short sleeved lightweight hoodie over it. Black shorts that reach to his shins and black ninja sandals. Black leather half gloves and a black belt with a cloth tail/tasset piece. All of this is silver trimmed.
Background: Renji was raised in Sunogakure his entire life, excited about becoming a ninja. It’s what his father and mother had done, and now it was his turn. His whole worled was turned upside-down when his mother came home one day hobbling on one leg and a crutch. Her squad’s mission had almost been compromised, but was completed with great sacrifice. Another member of that squad was Renji’s father… he did not return. In about a year, Renji’s mother was out performing missions again, nearly as effectively as she had been before. This spurred Renji to work even harder in the academy.
Personality: Renji is a hard worker, not always the brightest, but always working to become better. He’s not a quiet boy, but he’s not overly outgoing either. However, he does tend to like being around people, and having a group to call his own. Recklessness is his middle name, as he rarely thinks before acting. This often gets him into trouble, but every now and then is just what the situation calls for.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: 9
Cp: 3
MHp:10

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

Strength: 10 Mod: 0
Dexterity: 12 Mod: +1
Constitution: 8 Mod: -1
Intelligence: 8 Mod: -1
Wisdom: 10 Mod: 0
Charisma: 8 Mod: -1
Chakra: 8 Mod: -1
Dodge Bonus: 11

Base Attack Bonus: 1
Attack Melee: +1
Attack Ranged:+ 2

Base Save Bonus: 0
Fort: -1
Rex: +1
Will: 0

~Skills~


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

Acrobatics (Dex): [3] ((1)) = 4
Alchemy (Int): [0] ((-1)) = -1
Awareness (Wis): [0] ((0)) = 0
Athletics (Str): [2] ((0)) = 2
Chakra Control (Int): [1] ((-1)) = 0
Concentration (Con): [2] ((-1)) = 1
Craft (Int): [0] ((-1)) = -1
Diplomacy (Cha): [0] ((-1)) = -1
Escape Artist (Dex): [0] ((1)) = 1
Handle Animal (Cha): [0] ((-1)) = -1
Innuendo (Cha): [0] ((-1)) = -1
Intimidate (Cha): [3] ((-1)) = 2
Perform (Cha): [0] ((-1)) = -1
Read Lips (Wis): [0] ((0)) = 0
Seduction (Cha): [0] ((-1)) = -1
Sense Motive (Wis): [0] ((0)) = 0
Sleight of Hand (Dex): [0] ((1)) = 1
Stealth (Dex): [2] ((1)) = 3
Survival (Wis): [2] ((0)) = 2
Treat Injury (Int): [0] ((0)) = 0


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

Ninja Weapons: [0]
Taijutsu: [3]
Ninjutsu: [2]
Medical Ninjutsu: [0]
Genjutsu: [0]
Fuuin Jutsu: [0]
Sneak Attack: [0]
Puppet Play: [0]

~Possessions~


Money: 0

Ryo: 0

Equipment: None


Valuables
PostPosted: Fri Dec 30, 2011 12:20 pm


User-name: Reclaimer9213
Posting: Quite often
Time zone: East side

~Character Data~


Name: Kazuma Igochi
Village: Sunagakure
Clan/Bloodline: Igochi
Element Affinity: Wind
Age: 16
Gender: Male
Rank: Chunin

~Appearance~


User Image - Blocked by "Display Image" Settings. Click to show.
Headband: Tied around forehead, black cloth with the Suna symbol ingraved on the metal plate.
Height: 5'5"
Weight: 145 Lb
Hair: Long & black. Tied neatly back.
Eyes: Dark pale black.
Physical Description: Kazuma is pretty well built physically due to his training. He looks stronger than he actually is, and this sometimes leads to over confidence considering how small he is.
Clothing: Kazuma wears blue ninja boots over black tabi, black ninja pants. A black vest with two pockets on top of a solid white long sleeves shirt. He wears black ninja gloves, and a black cloth covers is face. He also wears a loose hood over his head, held on tightly by an elastic band that is well hidden under his hair.
Background: Kazuma's history begins with his clan. The Igochi clan is 4 generations old, and members are still living, the oldest being his great grandfather. The clan is scattered about a little village east of the hidden sand, beyond the land controlled by Amegakure. in this unclaimed land, a small city-state resides. Its people live freely, and they fight to preserve that freedom when duty calls. Kazuma spent the first 12 years of his life with the clan, preparing for when he would do battle. when he turned 13, his parents sent him to the ninja academe in Sunagakure to further his training. He graduated in a short 9 months, and gained the courage he needed to push himself beyond his limits. As a Genin, he served on a three man genin cell for two years and trained under the talented Lieutenant Shigami Wootang. (xD)
After those two years, the jounin decided it was time for his squad to take the Chunin Exam. So he signed them up and their fate was sealed. They struggled through several parts of the exam, but overall they preformed well and the entire squad was promoted to chunin, although one member was required to undergo extra training for 2 months in order to control his kekkei genkai.

Personality: Now Kazuma seeks to train his skills further. He wants to learn his clans style of fighting, but for that; he must forge a katana with his own hands, and that could take years of training. He won't have time to work on that skill for a long time, and he understands this but it frustrates him. He often feels that if he could proceed with his clans training, he would be more valuable on the battle field. His elder chose the Sai as his weapon focus as a youngling, and that has kept him alive in combat so far.

Kazuma is a fairly happy ninja. He enjoys spending extended periods of time exploring forests and deeply hates huge areas of open water(lake, ocean). He believes that a shinobi's strength comes only half from him, and half by the tools he uses, be they jutsu or weapon. May the better prepared shinobi win.
Other: Kazuma often dreams of flying, and wishes he could create a jutsu that would give him this power in the physical world. He wants to study either summoning jutsu or possibly forbidden physical chakra control morphing(green lantern style.)

Missions: As a Genin, Kazuma completed 13 D ranked missions and 4 C ranked missions with his squad.

S: (00)
A: (00)
B: (00)
C: (00)
D: (00)

Jutsu & other attacks

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.

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.

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.

Sakura Fubuki no Jutsu (Sakura Blizzard Technique)

The user hurls several kunai at her opponent, each with a small sack of miniature explosive tags attached. The opponent, while deflecting the kunai, will cause the sacks to break and scatter the tags on themselves and the area around them. The user merely has to throw another kunai with an explosive tag to ignite them, thus catching her opponent in an immense explosion.
Cp cost: Cost to activate any and all tags
Dice Rolls: 5 Rolls
Damage: Depends on kunai and exploding tags used.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Must have the necessary equipment. Kunai/Shuriken 20, Jibaku Fuda: Kassei (Exploding Tag: Activate) learned.
Training: 2 stages
Stage I: Kunai/Shuriken DC 30 Weapon familiarization. If you can, throw the kunai/shuriken against a surface that produces sparks.
Stage II: Ninjutsu DC 35 Infuse your final kunai/shuriken with some of your chakra. Use that chakra to activate all bomb tags in the area to create a beautiful explosion.
Special: Any bag attached to regular kunai can hold up to 5 bomb tags. Shuriken bags can hold up to 2 tags.

Soshuha (Manipulating Attack Blades)

Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target.
Cp cost: 6 per blade per turn
Dice Rolls: 3 Rolls
Damage: weapon damage + chk mod
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 15, Ninjutsu 13, the weapons..
Training: 3 stages
Stage I: Ninja Weapons DC 20 {any weapon/mix of weapons} Weapon familiarization.
Stage II: Chakra Control DC 25 Create chakra threads that are connected to your weapons so you can control them, and practice moving them around and attacking.
Stage III: Ninjutsu DC 26 Combine the previously trained elements.
Special: Can control up to 2 blades + 2 more for every 10 ranks in Chakra Control

Ayame Tori (Murderous Grasp)

This technique uses a metal string strengthened with chakra to make a thread capable of cutting through steel with little difficulty.
Cp cost: 8 per turn
Dice Rolls: 3 Rolls
Damage: 5 - 12 + half chk mod + half str mod
Reflex DC: N/A Use as a melee weapon.
Requirements: Chakra Control 14, Ninjutsu 12, metal wire.
Training: 2 stages
Stage I: Chakra Control DC 24 Create a thin layer of chakra around your metal string. It should be thin enough to be almost unnoticeable until it's too late.
Stage II: Ninjutsu DC 25 Focus on strengthening the chakra layer around your metal wire.

Genjutsu-

Taijutsu-


~Stats~

LV. 10
Experience: 0/550
Hp: 140/140
Cp: 90/90
MHp: 160/160

Attribute: ......Distribute | Level | Training | Clan | Total
Strength: ……….24 | 00 | 00 |x(1.0 )----| 24 mod = +7
Dexterity: ………20 | 00 | 00 |x(1.0 )----| 20 mod = +5
Constitution: ……18 | 00 | 00 |x(1.0 )----| 18 mod = +4
Intelligence: ……18 | 00 | 00 |x(1.0 )----| 18 mod = +4
Wisdom: …………22 | 00 | 00 |x(1.0 )----| 22 mod = +6
Charisma: ……….16 | 00 | 00 |x(1.0 )----| 16 mod = +3
Chakra: …………20 | 00 | 00 |x(1.0 )----| 20 mod = +5
Dodge Bonus: [10 + dex mod + wis mod] = 10 + 5 + 6 = 21


Base Attack Bonus: 10
Attack Melee: 17
Attack Ranged: 15

Base Save Bonus: 5
Fort: 9
Rex: 10
Will: 11

~Skills~


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

Acrobatics: 05(Dex) + 0 + 0 = 05
Alchemy: 04(Int) + 0 + 0 = 04
Awareness: 06(Wis) + 0 + 0 = 06
Athletics: 07(Str) + 0 + 0 = 07
Chakra Control: 04(Int) + 16 + 0 = 20
Concentration: 04(Con) + 6 + 0 = 10
Craft: 04(Int) + 0 + 0 = 04
Diplomacy: 03(Cha) + 4 + 0 = 7
Escape Artist: 05(Dex) + 0 + 0 = 05
Handle Animal: 03(Cha) + 2 + 0 = 05
Innuendo: 03(Cha) + 0 + 0 = 03
Intimidate: 03(Cha) + 0 + 0 = 03
Perform: 03(Cha) + 0 + 0 = 03
Read Lips: 06(Wis) + 0 + 0 = 06
Seduction: 03(Cha) + 0 + 0 = 03
Sense Motive: 06(Wis) + 4 + 0 = 10
Sleight of Hand: 05(Dex) + 0 + 0 = 05
Stealth: 05(Dex) + 14 + 0 = 19
Survival: 06(Wis) + 0 + 0 = 06
Treat Injury: 04(Int) + 1 + 0 = 5


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

Ninja Weapons:
(katana)
(kunia) +20
(sai) +10
Taijutsu:
Ninjutsu: +15
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack: +18
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:

28_Kunai
The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be thrown to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 4 + str. mod. in melee combat. 1 - 4 + dex. mod. in ranged combat.
Range: Melee or Ranged 50 ft.
Special: Causes a Bleeding Wound upon a critical hit.
Dual Wield: Yes, -4 to attack roll.

40_Exploding tag
A piece of paper marked with the character "Explode" (Baku). The tag can be placed on various objects and will either detonate after a certain amount of time, or can be detonated at will using technique Exploding Tag Activate (Jibaku Fuda: Kassei).
Effects: 10 - 20 damage.

2_Sai
Damage: 1 - 3 + str. mod.
Range: Melee.
Special: +6 bonus on disarm, dodge and grapple checks. It can also be used for breaking bones. Can attempt to disarm opponent while blocking his attack.
Dual Wield: Yes, -4 to rolls.

Metal wire
Wire can be used in several situations. It can allow the ninja to create trip wire explosive traps, it can be used in grappling, or as a method to tie down and restrict the movement of an opponent

Kazuma's Belt
Kazuma's custom belt designed to work with specifically with Ayame Tori. It is equipped with nine carabiners that extend up to 40 feet with metal wire attaching it to the belt. It is designed to quickly allow Kazuma to attach up to nine kunia to metal wire without having to tie them.
Valuables

Reclaimer9213


Faithfull Fire

PostPosted: Sat Feb 11, 2012 2:24 am


User-name: Faithfull Fire
Posting: At least once a day
Time zone: GMT

~Character Data~


Name: Fujiwara, Kou
Village: Sunagakure
Clan/Bloodline: Half chakra cost for Sand Manipulation jutsu. (eg. Suna Bunshin, Sabaku Kyu)
Are Illiterate (cannot Research or Forge), until you learn to read. Learning to read involves 5 lessons of 5/5 [d20 + int mod] training.
+ Character Level Chakra Control
+ 5 Wis
- 3 Str
- Character Level Sleight of Hand
- Character Level Bluff
- 10 Fuuin Jutsu
- 5 Genjutsu
Cannot Sneak Attack

------ The below only applies if the clan member spent his childhood travelling in the desert, which better be the case in your profile you PM to me, unless you have a good reason. ------

+ 10 Survival (knowledge of the world gained from a young age due to constant travel, and imitating elders)
+ 10 Handle Animal
+ 10 Kris

------ The clan member must make regular pilgrimages to the Orb to enjoy these bonuses ------

Possibility of being saved by Shukaku, in a dangerous situation or from death.
Element Affinity: Wind
Age: 12
Gender: Male
Rank: Academy Student

~Appearance~


Headband: N/A
Height: 4'5''
Weight: 115lbs
Hair: His hair is shoulder length, though the fringe is kept short enough for it not to get in his eyes. It's straight, and healthy.
Eyes: His eyes are slightly larger than most, with a deep onyx color, and a sad tilt to them.
Physical Description: Kou is wiry and toned, with darkly tanned skin from his life in the desert. He usually wears a white cloak over his clothes, to help himself keep cool. His teeth are white, and perfectly straight. His nose is small.
Clothing: He wears loose, white pants, a white shirt, and a hooded white cloak, all designed to reflect heat and help him regulate his body temperature.
Background: Kou was born to a small Nomadic family, and was raised to worship Shukaku from a young age. When the Orb was stolen, the Nomads enraged, his parents decided that when he was old enough he would be forward to go to Suna and help in the efforts to retrieve the Orb. The day came, and he was presented to the Elders, and chosen to go to Suna. His parents were delighted; this would bring some small prestige to their family, and aid in recovering the Orb.
Personality: The Sand-nin would describe Kou as withdrawn, and quiet, but this simply because of his dislike for them. When with the other Nomads that were sent he is happy, lively and friendly.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: 9
Cp: 3
MHp: 12

20
Strength: 6+2-3=5 Mod: -3
Dexterity: 6+4=10 Mod: 0
Constitution: 6+2=8 Mod: -1
Intelligence: 6+4=10 Mod: 0
Wisdom: 6+4+5=15 Mod: 2
Charisma: 6+3=9 Mod: -1
Chakra: 6+3=9 Mod: -1
Dodge Bonus: 12

Base Attack Bonus: 1
Attack Melee: -2
Attack Ranged: 1

Base Save Bonus: 0
Fort: -1
Rex: 0
Will: 2

~Skills~


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

Acrobatics (Dex): 0
Alchemy (Int): 0
Awareness (Wis): 5
Athletics (Str): -3
Chakra Control (Int): 4
Concentration (Con): 2
Craft (Int): 0
Diplomacy (Cha): -1
Escape Artist (Dex):0
Handle Animal (Cha): 10
Innuendo (Cha): -1
Intimidate (Cha): -1
Perform (Cha): -1
Read Lips (Wis): 2
Seduction (Cha): -1
Sense Motive (Wis): 2
Sleight of Hand (Dex): -1
Stealth (Dex):
Survival (Wis): 13
Treat Injury (Int): 0

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

Ninja Weapons: 3
Taijutsu: 3
Ninjutsu: 3
Medical Ninjutsu:
Genjutsu: -5
Fuuin Jutsu: -10
Sneak Attack: N/A
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:


Valuables
-A silver ring that is an heirloom of his family.
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