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The Bingo Book (Otogakure Missing Nin)

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The Ghost of Xmas Awesome

PostPosted: Sun Jun 10, 2012 7:07 pm


The Bingo Book

Below are some of Oto's fiercest traitors, be wary if you intend to go after them. Many are criminals and loyalists to the old regime, and are not to be underestimated.
PostPosted: Sun Jun 10, 2012 7:25 pm


Wanted Dead or Alive

User Image

Kimiko Momoe
The Blazing Requiem


Threat Ranking: A

Bounty: Available upon capture.

Crimes: Treason, Murder, and abandonment of duty.

Known Associate's: Xenon Maboroshi

Kimiko Momoe is to be considered armed and dangerous. Her escape from Oto during the reclamation left 78 soldiers dead, 2 of whom were knights. She is a known and skilled user of Kohnoha's "Kage Bushin" though how she obtained it is a mystery. She is also believed to be the Student and daughter of the Master sword maiden "Broken Lotus", be aware of this when engaging close quarters, though close quarters is preferable even so, given the girl's talent for lethal Fire Ninjutsu. She is most famous for her invention and use of the Technique "Te No Tenshou" which she utilizes to fly. It is this feat which has earned her the title of Blazing Requiem. It has also come under recent information that she is the Leader of the Newly emerged Missing Nin Group "4". Further information regarding this should be turned over over to the secret Police.



~Character Data~


Name:Kimiko Momoe
Village: Otogakure
Clan/Bloodline:Masuta
+1 Int every 8 levels
No item under medium rank difficulty can be made (because it would be a disgrace to their art to make something so simple. It would be like a lord dirtying his hands tilling the earth)

+ 1 to Craft: Blacksmith every 2 levels
+ 2 to desired ninja weapon skill every 5 levels
Element Affinity:Fire
Age:15
Gender:Female
Rank: A-rank Missing Nin

~Appearance~


User Image

Headband: About her waist, sewn into the side of her belt.
Height:5'10
Weight:110
Hair: While not as curled at the ends as it once was, Kimiko's Hair is very full, and where in her younger years streak of crimson adorned it, now only her natural raven like coloring remains. She usually can be seen wearing an ornament given to her by a friend in parting, which makes it seem she's sporting two white diamond shaped figures above her left eye.
Eyes: Dark green
Physical Description:Kimiko's naturally fair tan skin and arduous training have certainly allowed her to blossom into her own, but oddly enough she spends very little time on her appearance. It seems as though anything she has with her on a regular basis is not for it's fashion, but rather its meaning to her. Blissfully unaware of trivial things like how she looks, Kimiko's appearance is often completely unplanned, this leading to some surprisingly bad hair days early in the morning before it settles...
Clothing: Kimiko's outfit usually consists of burgundy sleeveless top, and white shorts which allow her to move quickly, compensating for her general lack of coordination when she doesn't have a sword in her hand. Aside from the belts she wears heavily at her waist, her locket, and her hair Ornament, the only other article she wears consistently is her coat, which was, like most of the former, a gift with sentimental value.

Background: Kimiko Momoe's parents adopted her when she was brought to Otogakure by a close friend of their's after being rescued from the massacre of her old one. She was just a new born baby then, and recalls nothing of her previous parents. Both she and her adopted parents, Sanako and Keisuke, consider her their daughter and they've never acted any differently.

Growing up in a somewhat sheltered life thanks to the efforts of her doting father, Kimiko was raised to have a deep passion for heroes, and to always speak her mind with the utmost passion. Her father's eccentric "Burning Passion!" rubbing off on her, she tends to be overly dramatic, though the influence of her mother has also left it's mark in her ability to be grounded when the situation calls for it. While incredibly naive to the ways of the world, Kimiko was actually rather smart, and thus entered easily into the Shinobi academy, which she bullied her father into letting her enter...rather she informed him she was going, and he was prevented from stopping her by her Mother.

At the Academy, Kimiko Momoe didn't make many friends. She was loud, and didn't seem to have much concept for personal space. While her obviously kind and harmless nature made it difficult to actively dislike her, she was, in a word, rather annoying, and more importantly embarrassing, to hang around for too long. Undaunted by this, Kimiko never once gave up, her goal apparently to be a real Genuine Heroine, just like in her manga. It was perhaps fate that she then met Xenon Maboroshi.

Maboroshi, as she would eternally refer to him as, quickly became a guiding force in Kimiko's life, actually accepting her proposal to be her nemesis, his smug and knowing nature goading the young Kimiko to no end. They clashed throughout the academy, or rather, Kimiko attempted to foil his many non existent evil plots, while Xenon himself was treated to endless entertainment on a daily basis at her expense. As they grew and became Genin Kimiko's maturity seemed to allow her to see that Xenon Maboroshi was far from the wicked nemesis of her story, the boy being quite possibly her closest friend, who when she as last resort asked him for help preparing for the Genin exams, consented without batting an eye. Not even being condescending about it. This transition in her view of her rival was good for her, and decidedly bad for young Xen, Kimiko naming him her Anti-hero, best friend and eternal rival, who she would someday reform into a true Hero, just like she herself intended to be.

While her success in changing Xenon's seemingly unmoving nature seems limited, merely her own vibrant self seems to have had more effect than her efforts themselves, Maboroshi having greatly softened since knowing her.

As She was placed on a Genin team, having passed the Genin test, Kimiko was partnered with her Rival Xenon, and yet another person destined to become her close friend, Raine Tekkenseisai. As another person with a strong heart and firm morals, Kimiko and Raine hit it off immediately, Kimiko often having to act to prevent clashing between Raine and Maboroshi, who's personalities didn't click quite as easily at first.

Her Genin team excelling together, quickly becoming the strongest in the village practically over night, Kimiko herself was learning a great many things. Her Mother it seemed, Sanako, was once Rogue Ninja by the name of Broken Lotus, and unlike Kimiko's father who was a remedial Shinobi at best, Sanako was a master with a sword. Apprenticing herself under her mother, Kimiko's abilities with a sword were nothing less then prodigal, as though she had been born to wield it, her talent with Ninjutsu equally impressive, despite her trouble with it during the academy. Training herself desperately to catch up with her two powerful teammate's, Kimiko was able to train her chakra to incredible levels, mastering even the Kage Bushin, which she found amongst the home of Raine's former master when the team came across it.

Finally having caught up with her impressive teammate's however, her life, and the lives of many in the world, was about to change.

Time Skip
Kimiko's rival, for whom she relied on unconsciously as her drive to grow stronger, left on a training mission with Crow, the very friend of her Mother's who'd rescued her, and brought her to the village all those years ago. In the wake of this, Kimiko might have been expected to slow down, but the idea that somewhere her rival might be surpassing her, seemed to drive her even harder, though, in truth, this was likely just Kimiko's way of dealing with missing her friend. Training with Raine, Dash, and her Mother on a daily basis for many months, Kimiko's skills continued to grow, and when the war broke out in fire country, Kimiko, despite her rank as a Genin, was assigned a Mission close to the border with the Nation at war. Her actually team incomplete, Kimiko was placed on a make shift team compiled under a Chuunin named Mikito Kaito, who was actually a friend of Xenon's. The other two members of the team were actually from another squad which had graduated with them, Kimiko familiar with one of them, Atsuki Saijo, the very personification of man of few words, and another who'd been in a separate class, an eccentric young kunoichi name Yukimaru.

While their mission should have been routine, a merely escorting refugee's crossing over the border, when a group of deserters from the Daimyo's army, led by a young upstart ex officer with delusions of grandeur, attacked, attempting to take the village as their own.

After clashing with the Officer, one Ryousei Edo, who it seemed was trained as Shinobi, the true threat behind him seemed to a female assistant by the name of M, who pushed Kimiko to her limits in a one on one final battle. Claiming victory, Kimiko earned herself something of a reputation with the refugee's, her make shift team patrolling the borders for a few more months before returning to home.

Xenon finally returning himself, Kimiko proved that she had matured over the course of the year, much of her childlike temper gone, her innocent, more naive nature, and her slight serious side, both having grown to eclipse it completely. With a smile on her face, Kimiko faced down Maboroshi with every she had, the two eventually fighting to a draw.

Over the course of the next year, Kimiko continued to train though now it was Raine that off on a journey, Kimiko was content that he too would return, and didn't much it bother her. In the end she was proved correct, her team reunited just in time to take the Chuunin exams, at which they preformed with Distinction.

After the Reclamation: Kimiko was in a bad way shortly after the invasion, but through the close comfort of her comrades, both Mokutan and more keenly Xenon, she was able to pick herself up and rekindle her drive. She now had begun a missing Nin organization, gathering she and Maboroshi's friends and allies from all four corners of the nations under one flag, in hopes that they can force the Otobe to step down from their position as the "rulers" of Oto. She also more recently finely recognized and admitted the fact that she had actually been in a relationship with her friend Xenon for years and merely never acknowledged it... she has since done so, but is still rather easy to fluster over the issue, the girl's more embarrassed nature with it comes to those sorts of things sticking from childhood.

Personality: Kimiko's mixture of Kindness, and Heroism, coupled with her firmly rooted ideals and passionate drive to speak her mind, often leads to a somewhat mixed impression. She's capable of being gentle and innocent, while also cocky and overly dramatic. Her tendency to be overly dramatic sometimes seeming more like a condition handed down by her Father Keisuke.
In many ways she's much like the fire that she wields via her justu, able to burn those who aren’t careful around her, but life giving and warm to those she keeps close.
Other: "Justice and love, will always win!"

Missions:

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

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.

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.


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.


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.

Kage Bunshin no Jutsu (Shadow Doppelganger Technique)
http://images2.wikia.nocookie.net/__cb20100411014043/naruto/images/thumb/0/01/Naruto_shadow_clones.jpg/300px-Naruto_shadow_clones.jpg
Description: Unlike the normal Bunshin no Jutsu (Art of the Doppelganger), this Jutsu does not create illusions, but real bodies of the user. The user's chakra is evenly distributed among every clone. This could be very dangerous if the user is low on chakra or makes too many clones: like with Tajū Kage Bunshin no Jutsu (Multiple Shadow Clone Technique). Kage Bunshin can't be detected by Byakugan. This is because the clones are real bodies with real chakra circulatory systems, identical to the user. Though Uchiha members claim they could tell the difference, the real one also cannot be detected by the Sharingan. However, they can keep track of the original's movements. Because the clones are basically real, they can perform Jutsu and real damage on their target, and can take some hits themselves, being even able to bleed, although they'll still disappear when enough damage has been done, which is usually after one blow or fatal attack. Since the clones are exact replicas of the user, one can use them in combination with many other techniques.
Rank: B
Cp cost: 25 per bunshin and resulting CP divided by number of Clones created
Damage: Clones have same stats as you.
Reflex DC: n/a
Requirements: Konohagakure, Chakra 30, Chakra Control 25, Ninjutsu 30.
Training days: 4 stages
Stage 1: Chakra DC: 20, Forming physical forms from the user's chakra.
Stage 2: Chakra Control DC: 35, Building a working chakra system in each clone.
Stage 3: Ninjutsu DC: 40, Animating the clones.
Stage 4: Ninjutsu + Chakra Control DC: 65, Making clones fight.
Special:
*Clones can use any Jutsu the user can so long as they have the CP.
*Clone HP: 50 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP
To See Through Clones: 15 + 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.


Hien (Flying Swallow)
This technique requires a bladed weapon. By feeding chakra into the weapon, the ninja will increase the length and density of his blade to strike an enemy from several feet out of the physical blade's range. This is accomplished by creating an invisible extension of chakra that shapes into an edge that functions like the normal blade itself. Seeing the blade, the opponent may misjudge how far they need to move to avoid an incoming strike and thereby still be cut even if they manage to avoid the metal portion of the blade.
Cp cost: 30 + 2 chakra points per round the blade is maintained this way.
Dice Rolls: 4 Rolls
Damage: Add [chk mod] to [attack melee] with the weapon.
Reflex DC: n/a
Awareness DC: 15 + user's chakra mod + 2 per 10 level in user's ninjutsu
Requirements: Bladed weapon skill 25, Ninjutsu 30, Chakra Control 30, Sneak Attack 20
Training: 4 stages
Stage 1: Chakra Control DC: 40, Infusing blades with chakra flow.
Stage 2: Ninjutsu DC: 40, Extending the chakra flowing through the blade passed its tip.
Stage 3: Sneak Attack DC: 30, Concealing the extension of the blade to keep the opponent guessing.
Stage 4: Bladed weapon skill DC: 35, Adapting to fighting with the weapon without cutting yourself.
Special: As long as Awareness DC is not matched by opponent, all attacks are considered Sneak Attacks.

Soshuha (Manipulating Attack Blades)
http://images2.wikia.nocookie.net/__cb20100227213509/naruto/images/thumb/9/94/Flying_Kunai.jpg/300px-Flying_Kunai.jpg
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

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: 170
Dice Rolls: 4
Damage: 120 - 180 + chk mod
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 40, Ninjutsu 35
Training: 4 stages
Stage I: Chakra Control DC 50 Generate the flame from within you focusing on surface area.
Stage II: Chakra DC 25 {d20 + chk mod} Make the flame more lethal, for example by make it flicker more, making it hotter, or having a larger surface area.
Stage III: Chakra Control DC 52 Shape the flame into the shape of a dragon and increase the size of the fireball more.
Stage IV: Ninjutsu DC 47 Combine the previously learned elements.

Name: Fire Style Secret Technique: Te no Tenshou (Burning Hands)
Description: Kimiko Momoe has been focusing off time for the past two years of her shinobi career on managing a singlular goal...a question that she has had since she was just a student, and she had first seen the Kage she adored as a Hero fly. Would it possible for a Ninja not of the wind affinity to do the same? It wasn't a technique that had ever been attempted before, that she was aware of, and she lacked the resources to consult a true master of Fire Ninjutsu, but she still wondered if it was possible. As her skills grew and she excelled quickly as a Ninja, she dedicated much of her time to trying to answer this question... and after many a failed attempt, often leaving her hands scorched or her body battered from falling, she has at last managed to master such a technique...creating it herself. Using her chakra to perpetuate a great deal of fiery thrust from her hands, and with a considerable degree of chakra control, she is able to propel herself up into the air and rather effectively direct her movement with controlled bursts of speed and counter active thrusts for balance.
Rank: B
Cp Cost: 50 - 15 per post maintained ( 40 per post for Fast travel)
Attack Turns: 3 per round used
Fortitude DC: 18+ half attacker level+attackers Ninjutsu bonus (If jutsu forcibly canceled.)
Damage: 50 dmg to user if Jutsu is forcibly disabled by high level Water jutsu and they fail the fortitude save.
Requirements: 40 Nin, 40 Chakra control, 40 Chakra, Pure Fire Affinity
Training: 4 Training Stages
Stage I: Chakra DC: 25: Produce adequate thrust to Leave the ground safely
Stage II: Chakra Control DC 50: Manipulate flight path effectively, be able to preform combat aerial maneuvers.
Stage III: Chakra DC: 27 Increase thrust to allow for higher level altitude flight while traveling long distances.
Stage IV: Ninjutsu DC 50 combine all previous elements into the final refined product.
Special:
*While using this jutsu, the user is unable to use shunshin.
*Add [chakra mod] to all [Dodge] and [Reflex] saves.
*In order to preform a melee attack against the user while airborne, the attacker must make an acrobatics check of 20.
*While using this jutsu, the user is prone to all techniques which require the target to be airbourne, and due to momentum of the thrust, suffers double damage from all such attacks. *The User is only able to use Fire jutsu while this Jutsu is active.
*Successful hits from B-Rank water jutsus or higher cancel this technique.
*When attempting to escape using this jutsu, the user's chakra mod is added to their escape roll as well, however, the pursuer may, rather than choosing to pursue, elect to try a hit with a water Jutsu B-rank or higher, which if successful, with disable the jutsu and thwart the escape attempt entirely.
*This jutsu may be utilized for quick travel between locations, meaning during missions were posts are required to get from one point to another, such as long travel assignments, the user's chakra mod is subtracted from the total post requirement.
Owner: Kimiko Momoe (Ghost)


Genjutsu-

Taijutsu-


Summoning Contract-
N/A
~Stats~

LV. 26
Experience: 0341/1350
Hp: 728
Cp: 676
MHp: 468

((All points not specified were obtained via the system reformation, previous training points lopped in with the rest, as per request.))
Strength: 6+40 46(Total) Mod:+18
Dexterity: 6+14 20(Total) Mod:+5
Constitution: 6+40 46(Total) Mod:+18
Intelligence: 6+6 12(Total) Mod:+1
Wisdom: 6+20 26(Total) Mod:+8
Charisma: 6+30 36(Total) Mod:+13
Chakra: 6+36+2(tr New) 44(Total) Mod:+17
Dodge Bonus: 39

Base Attack Bonus:26/21/16/11/6/1
Attack Melee:44/39/34/29/24/19
Attack Ranged:31/26/21/16/11/6

Base Save Bonus:13
Fort:31
Rex:18
Will: 21 (Black Jack)

~Skills~


Ninja Skills [Mundane] ((Modified By)):
270 total Skill Points

46 skill cap

Strength: +16
Athletics (Str):17

Dexterity:+5
Acrobatics (Dex):13
Sleight of Hand (Dex):0
Stealth (Dex):10
Escape Artist (Dex):0

Constitution:+7
Concentration (Con):0

Intelligence: +1
Alchemy (Int):0
Chakra Control (Int):40+1(tr)
Craft (Int): 20
Treat Injury (Int):0

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


Charisma: +12
Diplomacy (Cha):12
Handle Animal (Cha):5
Innuendo (Cha):0
Intimidate (Cha):0
Perform (Cha):4
Seduction (Cha):10

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

Ninja Weapons (Melee)(Katana):40
Ninja Weapons (Ranged):0
Taijutsu:0
Ninjutsu:40+1(tr)
Medical Ninjutsu:0
Genjutsu:4
Fuuin Jutsu:0
Sneak Attack 20

~Possessions~


Money:

Ryo: 213

Equipment:

4x Katana
1x Radio


Valuables
A Lighter given to her by her father with her initials, K.M.

A Locket she received on a mission that is very finely made and well crafted, but has a sorrowful history, which Kimiko finally laid to rest by accepting it.

The Ghost of Xmas Awesome


The Ghost of Xmas Awesome

PostPosted: Sun Jun 10, 2012 7:29 pm


Wanted Dead or Alive

User Image

Xenon Maboroshi
The Nightmare of Oto


Threat Ranking: A

Bounty: Available upon capture.

Crimes: Treason, Murder, and Abandonment of duty.

Known Associate's: Kimiko Momoe

Xenon Maboroshi is to be considered armed a extremely dangerous. He is known to be the possesor of the Blood Marsh Snake Contract, the same utilized by the first Otokage, as well a skillful user of both Genjutsu and Lightning Ninjutsu. He was involved in the defeat of the Group "Shi no Suukasu" Or "Cirus of Death" and is one of the few who have faced "the last laugh" Kyojin, who can claim a victory from the experience. Do not allow yourself to be caught in his genjutsu, or it's a fair bet that you have already lost the battle.


~Character Data~


Name: Xenon Maboroshi (Xen) Alias: The Nightmare of Oto
Village: Village Hidden in the Sound
Clan/Bloodline: Maboroshi
Genjutsu 1.3
Taijutsu 0.7
Int 1.2
Str 0.8
Wis 1.1
Con 0.9
Element Affinity: Lightning
Age: 15
Gender:Male
Rank: A-Rank Missing Nin

~Appearance~


User Image

Headband: Sewn into the outside his White coat on the left arm
Height: 6"0 feet
Weight: 130
Hair: A dull silver, his hair is something of an enigma, simply because though it appears loose an buoyant, falling down just enough to cover his ears, no matter what abuse it goes through it always manages to regain it’s usual appearance. In a way his hair aides his usual calm persona.
Eyes: Gold, generally giving a dull and inattentive impression, they can also serve as windows to his true intent during brief moments where his intensity shines through.

Physical Description: While slightly tall for his age, he is also reasonably slim. His face is actually moderately handsome behind his thin rimmed circular spectacles, but it’s often put off by his dull lazy demeanor, or indeed sometimes by his creepy smirks. Though his soft smiles are far more common than either of the former since his return from his journey abroad.

Clothing: The clothes he wears are somewhat an extension of his eccentricity, being a light short sleeve shirt that looks to have been stitched together in three sections, under a fitted white long coat very similar to his old Doctors coat, which he was hardly ever seen without in his younger years.

Background:Xenon Maboroshi is a somewhat remarkable individual in the sense that while his past has shaped who he is, he took to the events which made him differently then most might expect. Born in a remote village named Tokotiki within the confines of Rice Countries back woods, he grew up with a sheltered childhood, the son of the village Doctor and his wife. He yearned to follow in his father's foot steps and help others, this desire only surpassed by his love for the happy fairy tales his mother always read to him. Enraptured by this illusionary world were good triumphed and happily ever afters were all but inevitable, the events which shattered this life were all the more harrowing.

Xen's true mindset, that of a Genjutsu master, had in truth always doubted this life, this lie he'd loved and cherished. His mind was not made to be in a child's body, his boundless curiosity and insight forcing him to close his eyes if he wanted to keep this happiness...so he did so...up until the day his eyes were forced open. Do to the accidental manifestation of his bloodline in a terrible moment of tragedy, Xenon destroyed the mind of a fellow child, and spared the life of a witness. The Witness of course rallied the village against him, the villagers arming to bring him to justice.

In the unfortunate events of a single night, Xenon's father was murdered, and his Mother stayed behind to sacrifice herself for him...or so he believed. Xenon himself had at last been forced to open his eyes, and upon once more encountering a Crow he had saved, a former Summon Spirit forsaken by it's Spiritual existence and left an ordinary Crow, he swore on that day to never allow himself to be consumed by illusions again, yet this was not what was so surprising. The boy, even so young, found his logical mind could not condemn those who killed his parents. They had merely acted out of fear, their own convictions, and thus was born was his own creed.
To follow ones heart, and to allow others the same courtesy In this world good and evil were illusions, misinterpreted as absolutes by so many...and thus they led to the persecution and false damning of many lives.

He would only ever follow his own judgment, his own heart, and in turn he would not think evil of those who did the same.

While he was eventually separated from Mokutan by a storm,he was constantly helped along his way by a mysterious figure, who aided him many a time, enigmatically appearing, only to disappear without a word. The Figure grow more scarce when he was at last taken in by Oto, but Xenon would still catch glimpses of them out of the corner of his eye, standing vigil over him like some silent guardian from the shadows... Xenon still does not know their identity.

Academy- During Years at the academy of Oto, Xen remained moderately under the radar of interest. Learning, and maintaining his persona of lazy innocence, to all but one person. This person, his self proclaimed nemesis and later to be rival, was Kimiko Momoe. Oddly enough this strange hero obsessed girl was so amusing to the young Maboroshi, she became "his favorite toy" and the closest thing to best friend he'd ever admit to having for quite some time.

Genin- It was perhaps fate that he, after demonstrating skills on par with some lesser competitors at a CHUUNIN exam, passed the Genin exams and was placed on a squad with Kimiko, to his endless amusement. The other member of his team was Raine Tekkenseisai, a powerful boy with a heavy weight on his shoulders, but a fire in his heart. Together the three were placed under their Sensei, Dash, and after passing the rather up-surd obstacle course their Sensei set up for them, were immediately forced into a B-rank Mission, during which they uncovered a conspiracy, and thwarted Otogakure's potential Destruction. They even encountered, and defeated, the Dangerous psychopath called "3".

After reuniting with the crow Mokutan, Xenon's quest for strength was beginning to be put into perspective. The Boy had already experienced being helpless, having his will which he followed so closely being unable to prevent the events which ended his old life. While he does not regret that transformation, he does not ever wish to feel it again, and so began his quest to become nothing short of the most powerful being in the world. He was certainly not entirely chasing a dream either.

His talents and abilities, along with his teammates, were nothing short of impressive, bringing themselves up to being the strongest Genin team in Oto completely unchallenged, yet this didn't seem enough for Xenon. After a particularly heated Training session, in which he lost his temper and injured his Sensei, Xenon had what some might call an epiphany, and realized how he'd let his emotions skew his pursuit of the power he wanted.

Though this far from ended his quest, it changed it's nature, making it more a passive guiding force in his life, though this didn't prevent him of delving head first into the Labyrinth of Madness which lay at the foot of Mount Oto. Within Xenon faced his inner demons, very near literally as the figments brought his mind seemed strengthened by his own Illusionary talents.After beating the madness within however, the boy recovered an object of power not touched since the Devil of Oto, Orochimaru himself, had lain it before his last apprentice. The Snake Contract.

Earning the trust and Loyalty of two of the Snake spirits, Xenon's life seemed to be going well, finally having come to terms with his Sensei, his teammate Raine against whom he'd slightly clashed personality wise before, and of course with his pursuit of Power, after a long talk with the wise and Immortal Head of the Azan Clan. Though his life was about to take yet another interesting turn...

Time-Skip- Xenon was surprised one day to find himself setting out from Oto, Apprenticed to another Member of the Maboroshi Clan named Crow. Wise, and almost serene in his gentle, if somewhat bored, calm, the man seemed to genuinely care for him as a student, and to Xenon's further surprise he liked the man almost immediately. Their Mission in the turbulent times, aside from Xenon's training, was to travel about the lands as Oto's ear to the ground, acquiring information while not actually having to ruffle any feathers...or at least as few as possible.

Though when the war broke out in Fire Country this became more hazardous, it was nothing that Skilled young man and his powerful Mentor couldn't handle...though things got even more interesting as the two crossed over into Wind Country. Through happenstance, they there met a Boy named Patsu Irathin, and young man with a blazing heart that reminded Xenon of his teammate's, and eyes full of Heroic determination that could sway people's hearts. After a brief misunderstanding, in which Patsu attempted to attack Xenon, it turned out that Patsu was hunting down a man by the name of Itskani, who i turned out was a dangerous Crime boss who dealt in various unscrupulous activities.

To avenge the death's of his family, Patsu sought to bring this man down, and Xenon, in a strange twist of fate, announced that he would like to help him. Crow taking this as a good sign, agreed that they could do so, and that they would have plenty of opportunity to gather info while they assisted, indeed Crow's contacts would be of great help in tracking this man down.

Returning to Fire Country, the three discovered not only another alley in the eccentric money loving bounty hunter Ryoko Masaki, but they also were able to dig up the location of Itskani's main Operations, which lay in the South of Fire Country, away from the fighting. Though their passage still wasn't easy, the four managed to track down one of the Crime lords bases, only to learn the true wrath of his Organization came in the form of the Troop of Missing Nin he employed known by the Shi no Saakasu, (The Circus of Death). It is at their first encounter with this dangerous group that Xenon meets Kyojin.

Like himself in fighting style and skill level, Kyojin was the circus's knife thrower, and indeed may very well have been the second strongest among their number. Cunning, and dangerous, perhaps even mad, Kyojin and Xenon met, and almost immediately felt a growing confrontation between them. Similar, and yet irrevocably different, the two seemed to have a strange respect for one another, yet also destined to clash. When Xenon's group attempted an assault on Itskani's compound only to learn that the crime boss himself was already gone, it was Kyojin who led the present members of the Circus in their dark game of cat and mouse, until Xenon's allies managed to escape with the assistance of the enigmatic Kunoichi Toko's assistance.

Kyojin became Xenon's nemesis, the cheshire grinning knife artist eager to engage the Maboroshi whenever he could seize the chance, attacking them twice more before at last their final confrontation against the Circus and Itskani came.

Amidst this time before the final confrontation however, Xenon found himself locked in battle against their new ally Toko, as he finally learned her true idetity. Having known her as a child, Toko's true name was Sei, and she'd changed her name in memory of their home village in common, the occupants of which had been systematically slaughtered after the incident with Xenon's family.

Sei and Xenon were now the soul survivors of Tokotiki village, and her adopted name was in honor of the now silent town, her goal to take revenge on Xenon, whom she believed to be responsible for the villagers deaths in retribution for his own family.

In the end Sei was not able to kill Xenon, lacking both the skill, and, in the end, the will to do so. She had grown to enjoy her time with their group as she'd been traveling with them, and the reason she had taken so long to act in the first place it seemed, had been because of her growing feelings of friendship with them.

Xenon was able to convince her of his innocence, but not, it seemed, of Crow's. Sei had grown to have strained feelings for the object of her vengeance, so when the opportunity came to turn suspicions on another, she took it gladly. She now believed Crow to be the one responsible for the death's of the villagers, acting in defense of his young Clan mate, but she chose to not do anything about it for the time being, partly for Xenon's sake,and partly because she knows that she could not yet defeat him.

When at last they confronted Itskani, Crow stayed back and to fight off no less than five of the Circus's members, along side the mysterious figure who had protected Xenon since his families death, shattering both Sei and Xenon's theory that they were the same person. As Patsu, Ryoko, Sei and Xenon went on ahead, each found them self matched against an opponent, staying behind while the others went on, Ryoko revealing that her reason for joining them originally was because she held a grudge against one of the members of the circus, who it seemed had killed her mother.

As Sei engaged the Circus's lion tamer, and Ryoko the one she'd hunted, Xenon and Patsu reached the second deepest chamber of Itskani's hidden tunnels...where Kyojin was waiting amidst a room full of water reservoirs. Patsu going on ahead, Xenon and Kyojin held a long discussion about what made them so different, the pair at last reaching their resolution in a final climatic battle. In the end Xenon chose to spare Kyojin's life, leaving him behind as he went ahead to join Patsu.

As each of their group rejoined them, Patsu's losing battle against the Circus's leader Braago ended in his victory, not in the end because he was stronger, but because Braago couldn't bring himself to fight fully against the boy's spirit, Braago himself in the end being the one to kill Itskani. Rallying the members of the Circus that still lived, stating that he held no grudges, Braago and his remaining troop departed to parts unknown...though Kyojin and the twins that often followed him around it seemed, had disappeared.

Their long labor Complete, Xenon and his friends parted ways, Patsu and Ryoko partnering together as Freelance Bounty hunters, while Sei disappeared quietly into the shadows as usual, her final words to Xenon before she vanished a promise that would see him again someday. That done, Crow and Xenon returned to the Village hidden in the sound, where Xenon reunited with his team...and of course, met his self proclaimed one true rival again after a year.

Kimiko Momoe and Xenon Maboroshi had both changed greatly over their time apart, but the only way that they seemed to be able to catch up was in a battle, each of the two fighting to their utmost as in the end the two friends epic show down concluded with a draw.

His home coming complete, Xenon was surprised when his Teammate Raine departed much the same way he had, he and Kimiko alone with Dash over the course of the next year as he dedicated him more closely into medical Study, his fascination with the field revived from when he was a child. Though he of course went on Missions with Kimiko and Dash, the year was spent mostly on down time when compared to his previous, though he did encounter Ryoko and Patsu again.
When at last Raine returned, his journey having strengthened the young boy greatly, the three reunited team Members set off together this time to enter the Chuunin exams...for which they might have been the slightest bit over qualified...

After the reclamation: Joining Kimiko in her efforts to begin a Missing Nin Resistance group against the Otobe, Xenon has stayed by her side, even when she hit her lowest point, just after they had failed to stop the Otobe from invading their home. The two have grown even closer since, and if his somewhat comical teasing remarks on the matter are any indicator, they have finally taken their relationship beyond being merely the closest of friends...not that his dear Kimiko can admit to this without becoming terrible flustered however, but for him that just makes it twice as fun.

Personality:Xenon's personal beliefs strongly influence who he is today, a person who is while at times shrewd, capable of killing without remorse, also rarely does so long as the person in question's motivations appeal to him in some way. A Curious soul by nature, he often comes off as a very scientific sort in methodical and questioning manner, though this impression is often out done by his usual social facades, of which he has two. A Facade being perhaps a strong word, Xenon Maboroshi's usual expression is completely neutral, taking after his Sensei Crow in seeming almost bored, his voice generally smooth and casual in conversation. The other of which is perhaps an expression of his constant amusement of the world around him, is an almost harmless knowing smile. When he drops either facade he generally is wearing a smug smirk, though not a particularly malicious nor arrogant one. Rather one more of a person laughing at a Joke whose punchline completely eludes everyone around him. While he does have the occasional moment where he gives an unmistakable creepy leer, this look is apparently a personal way of entertaining himself, started when his long time friend and Teammate Kimiko told him he was like some kind of mad scientist. In the end Xenon has an extremely flexible personality, capable of both complete altruism, and utter selfishness, depending on his situation at the time. In more recent times with his growing relationships with others, he appears to have softened severely, growing up a bit to become the person that could fulfill the roles of older brother to his little cousin Kina, and...second in command, to his long time partner and closest friend, Kimiko. He now tends to be even MORE cheerful then he used to be, and it is indeed genuine. He often goes out of his way to help those that he likes,or finds some form of a favor with, though he often needs prodding from Kimiko before assisting someone he would find some disfavor for...

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, otherwise known and defined as "teasing". He holds a certain interest philosophy as well.


Missions:

S:
A:1
B:2
C:6
D:2

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.

Medical Technique: Minor Chakra Heal
http://images1.wikia.nocookie.net/__cb20090806053427/naruto/images/thumb/f/f9/Rin3.jpg/180px-Rin3.jpg
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: 12 per usage
Dice Rolls: 2
Heals: 1 - 10 + Chakra Mod.
Requirements: Medical Ninjutsu 15, Chakra Control 20
Training:
Stage I: Chakra Control DC 30 Heal a wound of a lesser life form (flower, insect, tiny animal...).
Stage II: Chakra Control DC 32 Increase the radius of a wound and repeat stage I.
Stage III: Medical Ninjutsu DC 27 Heal a wound of a fellow human being.
Special: Heals a small amount of HP on a desired target.

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
Dice Rolls: 4 Rolls
Damage: Total Needle "Senbon" damage + chk mod instead of dex mod
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Dexterity 20, Chakra Control 12, Ninjutsu 10
Training: 2 stages.
Stage I: Chakra Control DC 22 The technique works by quickly transporting the needles in your pouch or on your body into your mouth. It's hard to get but practise enough and you should do it with negligible injury.
Stage II: Dex DC 18 {d20 + dex mod} Now that you can fill your mouth with needles you'll probably want to get them out. Work on your aim and the speed of your spitting.
Special: You can only spit out an amount of needles equivalent to your ranks in Chakra Control. Eg. you have 12 in Chakra Control, you can only spit out 12 needles and your technique damage is 12 - 13 + chk mod. Of course you must have enough needles in your possession.

Kuchiyose no Jutsu (Summoning Technique)
This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being 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 being can be summoned with a blood sacrifice to perform a task or help the user in battle.
The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices.
Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread.
Cp cost: Varies.
Dice Rolls: 4 Rolls
Damage: Depending on summon's power.
Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25
Training: 4 stages
Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply.
Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along.
Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it!
Stage IV: Ninjutsu DC 40 Combine the previously trained elements.

Raiton: Raihappa no Jutsu (Lightning Release: Lightning Blast Technique)
The user creates a lightning bolt out of his chakra and sends it swiftly to his opponent.
Cp cost: 70
Dice Rolls: 4
Damage: 40 – 70 + chk mod
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 28, Ninjutsu 25
Training: 4 stages
Stage I: Chakra Control DC 38 Convert your chakra to pure lightning.
Stage II: Chakra DC 25 {d20 + chk mod} Fiddle with your created lightning to make it more hot, have a higher voltage, etc.
Stage III: Chakra Control DC 40 Work on the speed of your jutsu.
Stage IV: Ninjutsu DC 37 Combine the previously learned elements.

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.

Tobidogu (Projectile Weapons)
http://images1.wikia.nocookie.net/__cb20091110170240/naruto/images/thumb/7/72/Flying_Tool_2.JPG/300px-Flying_Tool_2.JPG
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.
1 [small objects, eg, kunai, shuriken]
5 [medium objects, eg. tanto, books]
15 [in between objects like katana]
25 [large objects, eg. human-sized puppets, kusarigama, nodachi]
50 [huge objects]
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Summoning scroll, Intelligence 20, Ninjutsu 10/15/21/28/36 [depending on the size], Chakra Control 12/17/24/30/38
Training: 1 + 1 stage per size increment
Stage I: Chakra Control DC 17 Learn how to seal and unseal small items.
Stage II: Chakra Control DC 25 Learn how to seal and unseal medium items.
Stage III: Chakra Control DC 34 Learn how to seal and unseal larger items. It's starting to get a bit harder now to push the objects in.
Stage IV: Chakra Control DC 42 Learn how to seal and unseal large items. It now requires a lot of control or brute chakra force to seal the objects into the scroll.
Stage V: Chakra Control DC 53 Learn how to seal and unseal huge items. Even more chakra control is required to manipulate the fine points of the summoning scroll to let the huge object in.

Raiton: Raishindou (Lightning Release: Lightning Surge)
http://images2.wikia.nocookie.net/__cb20100424195418/naruto/images/thumb/7/78/Lighting_surge.jpg/300px-Lighting_surge.jpg
The user slams his hand onto the ground and causes lightning to spread from his hand to underneath all opponents.
Cp Cost: 80 Cp
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
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 25, Ninjutsu 20, Chakra 26
Training: 3 stages
Stage I: Chakra Control DC 35 Convert your chakra to pure lightning.
Stage II: Chakra DC 18 {d20 + chk mod} Forcing your electric chakra into the ground with as much force as possible.
Stage III: Ninjutsu DC 30 Ensuring a uniform spread around yourself inside the ground.
Special: All opponents and allies must succeed a Reflex save or take full damage from the technique and then have to roll a Fortitude check. If victim fails Fortitude check, he suffers -5 to all movement rolls in his next turn.


Raiton: Rairyu Dageki Dangan (Lightning Release: Lightning Dragon Shock Bullet)

The user begin to channel and attract all the static electricity within the air around them, and from within there bodies in to a small sphere at the front of there open mouths, as well as applying as they do so to strengthen the charge. Once enough static electricity is gathered, it is expelled. The expelled charge of electricity acts like cloud to cloud lightning. The charge seeks out a differing electric potential, other than the user. As it does so, the user shapes the front of this lightning-like charge in to that of a dragon head with his chakra. Because it is seeking out another electric potential this technique rarely misses its target.
Cp cost: 200
Dice Rolls: 4
Damage: 100 - 200 + chakra mod.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning affinity, Chakra Control 35, Ninjutsu 33
Training: 4 stages
Stage I: Chakra Control DC 45 Use your chakra to seek and generate static charge around you and into a sphere in your mouth.
Stage II: Chakra DC 28 {d20 + chk mod} Increase the potential difference of your electricity and continue to build up the charge.
Stage III: Chakra Control DC 48 Practise aiming and unleashing the technique accurately on targets.
Stage IV: Ninjutsu DC 48 Combine the previously learned elements.
Special: Add +12 to the Reflex DC for this jutsu.


Raiton: Gian (Lightning Release: False Darkness)
The user emits lightning in the shape of a spear from his mouth, which then pierces the enemy. Its destructive power is great enough to even pierce through rock, meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies.
Cp Cost: 210 Cp
Dice Rolls: 5
Damage: 125 – 175 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30
Training: 4 stages
Stage I: Chakra Control DC 45 Use your chakra to seek and generate static charge around you and into a sphere in your mouth.
Stage II: Chakra DC 20 {d20 + chk mod} Increase the charge of electricity in your mouth to greatly destabilize its form.
Stage III: Ninjutsu DC 40 Practise aiming and unleashing the technique towards targets.
Stage IV: Ninjutsu DC 42 Increasing charge as you let the electricity from your mouth flow to the outside to maximize power and piercing.
Special: This technique can target 1 enemy per 10 ranks in Ninjutsu. Succesful hit will cause a Bleeding wound in the target, taking 6 hp damage per turn until it is treated. Critical strikes cause a Bleeding critical wound, target taking 12 hp damage per turn.



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

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

Jutsu Name: Shisshin no jutsu (Trance Technique)
Description of Jutsu: The Maboroshi clan's infamous Kekke Genkai, with this Jutsu the Maboroshi are said to be able to use any pendulum like object, from a pocket watch to a wagging finger, to place their audience into a captive trance, lowering their mental defenses and making them susceptible to other, far more dangerous illusions, the user might have in store...
Rank: C
Cp Cost: 45
Dice rolls:3
Damage: N/A
Will Save: User's Level+Int+Chakra+4 per 10 Genjutsu
Requirements: Maboroshi clan, 25+ Genjutsu, 20 int
Training:
Stage I: Genjutsu DC:35 Master untangle the defenses of a basic mind, like that of an animal, lull it into the trance.
Stage II: Int DC: 30 Study the workings of the human minds Genjutsu defenses, and study how the Kekke Genkai circumvents them...
Stage III: Genjutsu DC: 40 Fully activate the Blood line, lulling a human into the Shisshin.
Special: The Target's mind is clouded, sent into almost a haze. Their world becomes softer and blurred at the edges, and any Genjutsu used on them until the end of the user's next turn have the Will save DC increased by 10.

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.


Taijutsu-

Sennen Goroshi (One Thousand Years of Death)
A very simple Taijutsu technique with a very over-dramatized name. A technique in the one plunges the user's fingers into the vicinity of the victim's rectal regions. However, the true meaning of the technique was mainly to use a pointed object (usually a kunai), in order to attack the blind spot of the enemy.
Cp cost: ----
Dice Rolls: 2
Damage: Taijutsu damage and -3 MHp
Requirements: Athletics 2
Training: ----

Summoning Contract-

Blood Marsh Snake Contract: Snake


~Stats~

LV. 30
Experience: 0229/1550
Hp: 450
Cp: 840
MHp: 540

((All points not specified were obtained via the system reformation, previous training points lopped in with the rest, as per request.))
Strength: 6+12 18 x.8(clan) 14(total) Mod:2
Dexterity: 6+34 40(Total) Mod:15
Constitution:6+18 24x.9(clan) 21(total) Mod: 5
Intelligence:6+42 48x1.2(clan) 57(Total) Mod: 23
Wisdom: 6+20 26x1.1(clan) 27 (total) Mod: 8
Charisma:6+24 30(total) Mod:10
Chakra:6+40 46total) Mod:18
Dodge Bonus: 53
Base Attack Bonus:30/25/20/15/10/5
Attack Melee:32/27/22/17/12/7
Attack Ranged:45/40/35/30/25/20

Base Save Bonus:15
Fort:20
Rex:30
Will:23

~Skills~


Ninja Skills [Mundane] ((Modified By)):
Total Skill points 310


Strength+2
Athletics (Str):5

Dexterity:+15
Acrobatics (Dex):10
Escape Artist (Dex):0
Sleight of Hand (Dex):0
Stealth (Dex): 20

Constitution: +5
Concentration (Con): 6

Intelligence: +23
Alchemy (Int):0
Chakra Control (Int):40
Craft (Int): 5
Treat Injury (Int):10

Wisdom: +8
Awareness (Wis):15
Read Lips (Wis):0
Sense Motive (Wis):13
Survival (Wis): 7

Charisma:+10
Diplomacy (Cha):9
Handle Animal (Cha):0
Innuendo (Cha):0
Intimidate (Cha):16
Perform (Cha):0
Seduction (Cha):3

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

Ninja Weapons (Melee):0
Ninja Weapons (Ranged)(Senbon):20(total)
Taijutsu:0x0.7(clan)=0
Ninjutsu: 40(total)
Medical Ninjutsu: 35 (total)
Genjutsu: 40x1.3(clan) 49(total)
Fuuin Jutsu:1
Sneak Attack:15
Puppet Play:0

~Possessions~


Money:

Ryo:83

Equipment:

65 x Senbon
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

Pocket Watch
Small Black notebook- in which Xenon often takes notes on anything that strikes his attention.
A small poker chip, which he usually seems to have in his coat pocket, though he rarely takes it out.

~Pet Data~


Name: Mokutan
Species: Crow
Size: Small
Element Affinity: Wind
Age: 18
Gender: Male

~Appearance~


Height: 1.6 feet
Weight: 20
Feathers: Black and soft
Eyes: Gold reflective irises
Physical Description: He seems to be a regular crow by all appearances, and even seems to lack the summon spirits powers, but he is at least able to properly talk...though that might be less advantagous for those around him.
Background: Always picked on for being somewhat of a coward and a runt, Mokutan tends to refer to the other crow’s as “A bunch of self important jerks.” Rather unfond of the spirit world, he prefers the human world and when he finally found a way to escape, he was rather pleased… the only price he had to pay was his powers, becoming for all physical purposes an ordinary crow. Yes… perhaps it was a steep price after all.
Xen actually saved the bird three times over the course of his life, first when he was a smaller child, again shortly after his parents death, and again when he they met in Otogakure after Xen became a Genin. It was after this third time that Moku seemed to stick to Xen, and can often be found on the boy’s shoulder or in the near vicinity.
Personality: Moku tends to whine about danger and explain he’d much rather be doing something else, but he’s also incredibly loyal to his master and will do as he’s told once given an order, even if he isn’t happy about it. He grows attached to those who are kind to him, and while he puts up the wall of a run at the first sign of danger turncoat, he’d be the least likely to abandon his friend in trouble. Light hearted and a joker at heart, he’s not so bad over all.
Other: He’s a bit of a flirt, and addresses people he respects as “Chief” and “Boss”. For now the list is rather short.

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.
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.

Ningen no Keshin (Human Incarnation)
Description of Jutsu: This Jutsu is only usable by pets and summons, for the simple reason that if a human were to use it, it would have no effect. This technique uses chakra to literally change the users form into that of human, with varying degrees of success, in a similar way a henge might, though the change is more stable. It is said the technique was developed by summon spirits who wished to walk in the human world unnoticed, but it is not entirely certain. The change is much easier for Summon Spirits, who's chakra systems are already similar to a humans, and animals who have been able to preform it in the past have always been nothing less then exceptional, as well as incredibly intelligent.

The Jutsu, if this otherworldly transformation can even be called that, does not allow one to take multiple human forms, as the ninjutsu merely changes the chakra coils and surrounding systems into those of a human, making the form they take what the animal themselves would look like, if they were a human. Though the age depends on the size of the animal, each appearance is as unique as one face is to another.

The only drawback to this technique seems to be that though the transformation is a true change of form, and not temporary, it expends a great deal of chakra, and even a fair amount to return to their original forms. Not a technique for the rabble of the animal kingdom, any who can use it outside the summon spirits are purely the elite.
Rank: B
Cp Cost: 100cp for summons, 300cp for pets, 50 cp to revert form.
Damage: N/A
Requirements: Summons: Int 20 Chakra 20
Non-Summons: 40 Int 35 Chakra
Training:
Stage I DC: 17 chakra
Stage II DC: 20 INT
Stage III: DC: 22 INT
Stage IV: DC: 37 INT and Chakra combined.
Special: Simply put, this jutsu allows something that is not human, to take human form. For Summons, who are already able to use Jutsu, this change is purely superficial, for animals however, this allows them to use simple Jutsu that would otherwise be impossible for their chakra networks to process, as well as Taijutsu that requires hands and feet. Though they will never be as adapt at using the human body as a real human would be, it can still make a seemingly harmless animal, into a suddenly formidable opponent.

Animals, unlike summons for who the change is merely superficial, cannot pick any age they choose. Users stats do not change, Small animals turn into Children, Medium into Teenagers, Large into Adults, and though they may use Justu, this is limited, and determined by their level. It also takes animals twice as long to learn Jutsu, meaning a 5 day Jutsu would take 10, and so on.
Level 1-10 D-rank or below
Level 11-30 C-rank or below
Level 31 and beyond B-rank or below

Animals who cannot already talk will not be able to talk just by changing into human form, unless they already fully comprehended the language, and merely couldn't accurately vocalize it.

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

Taijutsu-

~Stats~

LV. 21
Experience: 46/2100
Hp: 273
Cp: 399
MHp: 315


Strength: 10 | mod = 0
Dexterity: 10+10=20 | mod = +5
Constitution: 10+7=17 | mod = +3
Intelligence: 10+30=40 | mod = +15
Wisdom: 10+10 | mod = +5
Charisma: 10+0 | mod = 0
Chakra: 10+30=40 | mod = +15
Dodge Bonus: 25

Base Attack Bonus: 21/16/11/6/1
Attack Melee: 21/16/11/6/1
Attack Ranged: 26/21/16/11/6

Base Save Bonus: 10
Fort: 13
Rex:+15
Will: +15

Damage:
1-3 Talons


~Skills~




Mundane Skills


Str: +0
Athletics: (Str) 10

Dex:+5
Acrobatics: (Dex) 10
Stealth: (Dex) 20

Con: +3
Concentration: (Con) 10

Int: +15
Chakra Control: (Int) 30

Wis: +5
Awareness: (Wis) 10
Sense: (Wis) 20
Survival: (Wis) 20
Track: (Wis) 20

Cha: +0
Diplomacy: (Cha) 10
Intimidate: (Cha) 0
Perform: (Cha) 0

Ninja Skills

Ninjutsu: 20
Genjutsu: 30
Taijutsu:
Fuuin Jutsu:
Medical Jutsu:
Sneak Attack:
PostPosted: Sun Jun 10, 2012 8:11 pm


Raine Tekkenseisai
The Unfallen



Threat Ranking: BB

Known Associates: Kaori Tekkenseisai, "Blazing Flash" Dash.

The current whereabouts of Raine Tekkenseisai are unknown, but should he be encountered, the use of conventional attacks are highly ill advised, Genjutsu and Ninjutsu are the only viable means of attack. As master of his clan's jutsu, Raine is not to be underestimated under any circumstances.

During the reclamation it's said he withstood endless assault, unmoving, and unrelenting. Despite the fearsome siege that laid in around him, it's said that he never once gave an inch until the capture of the civilians was declared, like a wall of Iron against his opponents. It should be noted that rumor places him in the potential company of his Mother, Kaori Tekkenseisai, and more alarmingly "Blazing Flash" Dash, his teacher, who responsible for training two other dangerous criminals, Kimiko Momoe and Xenon Maboroshi.

It is entirely possible that Raine is working in league with his old teammate's, any such information should be reported immediately the Secret Police, so as to accommodate an update to the Bingo book. DO NOT ENGAGE UNDER THESE CIRCUMSTANCES.



+Character Data+


Name: Raine Tekkenseisai
Village: Otogakure
Clan/Bloodline: Tekkenseisai
in game Stats:
x1.3 Constitution
x.8 Intel
Damage received from physical attacks is reduced by Con Mod. (During chakra damage based physical attacks (Hien, Gentle Fist, Chakra scalpel) only half of the con modifier is reduced from damage.)
Normal Taijutsu damage dealt is raised to 3-9 instead of 1-6.
Cannot use any kicking techniques, or learn any other fighting styles until level 10. Chakra used during Ninjutsus and Genjutsus is doubled.
Training days to learn Ninjutsus and Genjutsus is doubled. Max
Cap for Constitution is raised to Level+30
Element Affinity: Earth
Age: 14
Gender: Male
Rank: Chunnin

~Appearance~


Headband: A black band either worn around his waist as a belt or around his forehead.
Height: 5’9”
Weight: 135 lbs
Hair: A disheveled and overgrown white. It is obvious that his hair was cut by himself, with telltale tips of red in some places and a slightly longer middle section that was once a Mohawk.
Eyes: Bright blue, with a golden flick.
Physical Description: Raine is as thin as he has ever been, yet his structure is still wide and broad. He has defined muscles on his upper body, and though his legs are trim they are not built. On his shoulders he carries many tiny scars received from Rock-spike-thrust. And though he would show no-one except his team, his chest is mutilated with three massive scars, one vertical spanning a bit more than two-feet down his torso, and two horizontal across and just below his chest.
Clothing: Raine wears a large blue T-shirt with a custom hood. With the Tekkenseisai clan Symbol—a large golden fist—across his right shoulder, and the character for “warrior” printed in gold at his waist. He wears black shorts, made with very lightweight thin material, much like a bathing suit. The shorts are separated into section of different color, the outermost part being black and the inner leg being off white. These are accompanied by his ninja pack and a sort of leather belt made to holster his Aian Nakkurru at his back.
Background: Raine was born in Otogakure, to a non-Tekkenseisai mother, Kaori, and a Tekkenseisai father. His father died in battle shortly after he was born and Raine never really knew his father. In stead his older brother Heisei, became his main role-model in life, a shinobi who was adept and honored among his peers. Yet when Raine was just seven Heisei too died in battle, a true tekkenseisai death, in which Heisei sacrificed himself to save the lives of his teammates who were attacked by fire country bandits. Raine was left devastated and alone, with only a broken-hearted mother to care for him Raine joined the academy believing that it was his duty as a Tekkenseisai to die in battle.

Academy- Raine joined the academy late in the year, he didn't fit in quite well with his classmates, do to the fact that he was unusually younger than many of them, and he was very loud and outspoken. He made one friend, Mashida, who is no-longer a v On his first day in the academy the village was attacked and the academy was destroyed, while the students who were in Kumo forest at the time were forced to hide for their lives as enemies battled their teacher. This day was truly devastating for Raine, because the fear he experienced went against everything he believed in. Though later that night Raine met his future mentor, the legendary sennin Hatchi. A man with a bright and brilliant personality, who instantly inspired Raine, with his wise words and a song that he played to the terrified villagers. Soon Raine found himself clinging to the man in attempt to learn everything he could. Hatchi gladly accepted the young boy and pushed him to his limits.

Raine's largest days were yet to rise. As Hatchi recived orders to travel the world on an information gaining S rank mission, and his young apprentice had his heart set on going with. The two departed with an anbu Shif. Eventually, the three travelers made their way to Takigakure. Where Raine who had been left by himself, promptly challenged a Taki Jounin, who shattered the eight-year-old's every bone. A battle between Shif and some friends commenced while Raine was taken to a secret healing spring. It was at this time that Hatchi and his accompanying wolf disappeared and were assumed dead. Raine and Shif were then cast in a powerful genjutsu by the Takikage herself, to erase in memory of secret healing springs. The two returned to Oto with unstable minds.

Yet again Raine was left abandoned by his idol. Hatchi's abandonment haunted Raine thoughts, yet his preparation for the gennin exams
Personality: Raine is outgoing and loud. He speaks his mind, and is a die-hard for idealism. Always kind and hopeful, though easily pushed to fighting, simply do to his love of battle. When alone, he is very quite and thoughtful, often letting his thoughts turn to past events that make him sad yet ever determined to defend those is loves and all that he stands for!
Other: He has a fear of drowning. His favorite candy is rock candy.

Missions:

S: 1
A:
B: 2
C: 1
D: 4

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.

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: 25
Damage: ----
Dice Rolls: 2
Reflex DC: 10 + chk modifier + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + chk modifier {No Ninjutsu bonus}
Requirements: Earth Affinity, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Chakra Control DC 20 Bury yourself underground safely and get accustomed to the feeling.
Stage II: Ninjutsu DC 20 Learn to sense presences above you and pull them down with enough force.
Special: Enemy is rendered immobile when victim of this jutsu.

Medical Ninjutsu-

Genjutsu-

Taijutsu-
Name: By a Step
Description: The user moves INTO the opponent's attack, reducing momentum gained and therefore damage dealt. This is one of the most basic Tekkenseisai techniques.
Rank: D
Cp Cost: 0
Attack Turns: 2
Damage: n/a
Requirements: 10 Taijutsu, 12 Dexterity, suicidal tendencies?
Training: 2 stages.
Stage I: Dexterity DC 25 User must practice quick, agile, close-quarter movements.
Stage II: Taijutsu DC 10 Using a bunshin the user must work on maneuvering themselves into an attack to minimize damage.
Special: The damage dealt by bash-trait and cut-trait attacks are reduced by 1/5, stab-trait is normal. The technique opens up the opponent to an attack of opportunity. The technique is initiated instead of dodging.

Name: Juuryou no Kihaku "Soul of the Boxer"
Description: Description of Jutsu: The user quickens their footwork and sharpens their reflexes by jogging on the spot and slapping themselves to induce the nerves to work better, causing them to be able to sense attack more easily
Rank: D
Cp Cost: 0
Attack Turns: 1
Damage: 20 hp to self
Requirements: 12 constitution
Training: 2 stages.
Stage I: [Constitution] DC 25, The user runs in place hitting themselves.
Stage II: DC 15 The user attempts to utilize the effects gained in a mock spar with bunshin.
Special: Raises the user's Dexterity by 2 points and Awareness by 4 points each time this technique is used, with a maximum usage of 3 times. The effects last 10 turns.

Name: Iwa-Supaiku Suiryoku "Rock Spike Thrust"
Description: The user picks up a large rock, and throws it up above their heads. When it falls down, the user punches it with his Aian Nakkuru, and large rock spikes are shot everywhere with great force.
Rank: C
Cp Cost: 0
Attack Turns: 4
Reflex DC: 12?
Damage: 15-25+ Str Mod (+Chk mod)
Requirements: 20 Str, 20 Tai, 1 square foot rock, (20 Chk)
Training: 3 stages.
Stage I: [Strength] DC 35, The user must practice throwing up the large stone, as well as breaking stones with their punches.
Stage II: [Strength, Constitution] Str DC 30, Con DC 10 User must combine their skills, to throw up a rock and shatter it with two consecutive rolls in one turn. This is by far the hardest part of training.
Stage III: DC 15 At this point the user must simply perfect the technique until it is usable in battle.
Special: Area effecting, 40 foot range. 20-30 damage to self.

Name: Toushin Shouaku "Blade Grasp"
Description:
The user grabs the opponents weapon in hand and using tension, with the aid of the hardened Tekkenseisai grasp, the user twists the blade away from the hilt to snap a weapon at its base. This is most commonly used on bladed weapons, but can also be used on wooden weapons.
Rank: C
Cp Cost: 0
Attack Turns: 3
Damage: Breaks opponent’s weapon.
Requirements: 25 Strength, 20 Constitution
Training: 4 stages.
Stage I: [Strength] DC 40, The user practices breaking varying blades simply by holding and snapping the metal.[ i]
Stage II: [Constitution] DC 30 The user, with the help of a bunshin or partner, practices catching an bladed attack in the correct position.
Stage III: [Taijutsu] DC: 40 The user must catch and snap a bladed attack
Stage IV: {Strength, Con, Tai] (Use all previous DC’s The user must, in one turn, consecutively beat the three dice checks, starting with Taijutsu, then Constitution and Strength. If beaten the user will have successfully perform the feat in battle.
Special: User still takes the weapon's damage. This technique is initiated instead of dodging. Make a strength check to see if it actually breaks.
DC's:
10+ craft guide DC’s for each material. (Effects of Master work and god item difficulty applies to this dc as well. Size dc’s are also taken into account. Ex. Zabuza compared to katana.) http://www.gaiaonline.com/guilds/viewtopic.php?t=6684483

Summoning Contract-

~Stats~

LV. 20
Experience: 140/1050
Hp: 440
Cp: 180
MHp: 340

Strength: 10 + 20 Mod: 10
Dexterity: 10 + 10 Mod: 5
Constitution: 10 + 24 x1.3 Mod: 17
Intelligence: 10 + 9 Mod: 2
Wisdom: 10 + 15 Mod: 7
Charisma: 10 + 7 Mod: 3
Chakra: 10 + 13 Mod: 6
Dodge Bonus: 10 +7 +5 = 22

Damage: 33-39
Aian Nakkuru: 74-80

Base Attack Bonus: 20
Attack Melee: 18+9+6=33/28/22/18
Aian Nakkuru 39/34/29/24
Attack Ranged: 18+5=23/18/13/8

Base Save Bonus: 10
Fort: 10+17=27
Rex: 10+5=15
Will: 10+7=17

~Skills~


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

Athletics (Str): 9+4
Acrobatics (Dex): 5+6
Escape Artist (Dex): 5+8
Sleight of Hand (Dex): 5+4
Stealth (Dex): 5+10
Concentration (Con): 12+2
Alchemy (Int): 4+3
Chakra Control (Int): 2+6
Treat Injury (Int): 2+8
Craft (Int): 2+4
Awareness (Wis): 7+7
Read Lips (Wis): 7+3
Sense Motive (Wis): 7+9
Survival (Wis): 7+4
Diplomacy (Cha): 3+8
Handle Animal (Cha): 3+5
Innuendo (Cha): 3+0
Intimidate (Cha): 3+5
Perform (Cha): 3+4
Seduction (Cha): 3+5

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

Ninja Weapons (Melee): Aian Nakkuru-30
Ninja Weapons (Ranged): Kunai-4
Taijutsu: 30
Ninjutsu: 15
Medical Ninjutsu: 15
Genjutsu: 4
Fuuin Jutsu:
Sneak Attack: 7
Puppet Play:

~Possessions~


Money:

Ryo: 0

Equipment:
Aian Nakkuru: A bladed iron knuckle worn on the hand. There is also a sharp blade at the end of the tool. The weapon is very effective for individuals who prefer hand to hand combat.
Damage: 1 - 4 + Str. Mod. Added to your normal taijutsu damage.
Range: Melee
Special: Chakra can be added to the ends of the small blades to cause more damage and have a range increment.

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

An ancient Isamu clan scroll





~Pet Data~


Name: Petra or Pi
Species: Ajolote or Mexican Mole Lizard
Size: 3’
Element Affinity: Earth
Age: 3
Gender: Male

~Appearance~


Height: 2”
Weight: 30 lbs
Fur: n/a
Eyes: Small and black
Physical Description: A long worm like body, that is actually covered in scales. The Ajolote have two small legs with sharp claws.
Background: Pi was found by Raine on his trip to Suna as a baby ajolote, being only about 3 inches long. His whole life he has lived with Raine, often hiding somewhere on his body to accompany on his journeys.
Personality: Pi is a loud-mouthed little pistol, ready to fire out his thoughts and ready to go down swinging. His feelings are easily hurt though, and he cares very much about Raine, who is his only friend.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
Jutsu Name: External ear
Description of Jutsu: The Ajolote are species of worm-lizard that live underground and can be kept as pets. They have an enhanced sense of hearing enabled by a sensitive layer of scales located under their jaw. This layer of scales picks up the smallest vibrations caused by sound waves and vibrations caused by movement. These vibration, like humans ears, are converted into electric signals in the brain, allowing the Ajolote to "hear" through their scales.
Rank: n/a
Cp Cost: 5
Damage: n/a
Requirements: Ajolote species, must be on solid earth
Training: n/a
Special: User gets 2xlevel addition to a Listen check against an opponents stealth skill.

Genjutsu-

Taijutsu-

~Stats~

LV. 7
Experience: 0/400
Hp: 12
Cp: 6
MHp: 6

Strength: 6+1 | mod = -1
Dexterity: 6+0 | mod = -3
Constitution: 6+8 | mod = 2
Intelligence: 6+4| mod = 0
Wisdom: 6+4 | mod = 0
Charisma: 6+3 | mod = -1
Chakra: 6+11 | mod = 3
Dodge Bonus: 7

Base Attack Bonus: 7
Attack Melee: 7-1= 6/1
Attack Ranged: n/a

Base Save Bonus: 3
Fort: 3+2=5
Rex: 3-3=0
Will: 3+0=3

Damage: 1-5


~Skills~


Mundane Skills

Athletics: (Str) -1+2

Acrobatics: (Dex) -3+
Stealth: (Dex) -3+10

Concentration: (Con) 2+2

Chakra Control: (Int) 0+2

Awareness: (Wis) 0+3
Sense: (Wis) 0+15
Survival: (Wis) 0+7
Track: (Wis) 0+10

Diplomacy: (Cha) -1+8
Intimidate: (Cha) -1+3
Perform: (Cha) -1+4

Ninja Skills

Ninjutsu:
Genjutsu:
Taijutsu:
Fuuin Jutsu:
Medical Jutsu:
Sneak Attack:

The Ghost of Xmas Awesome


ellreka

Dapper Browser

1,650 Points
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PostPosted: Mon Jul 09, 2012 10:07 pm


Username: Ellreka
Posting: meh....whenever theres activity
Time zone: CST/CDT (central)

~Character Data~

Name: Raubahn Anzan (Waoud)
Village: Otogakure
Clan/Bloodline: Anzan (head of houshold)
Element Affinity: Fire/Water
Age: seems to be 30...
Gender: Male
Rank: Sennin (Jounin Head Captain)
Title: The Zahak General, The "Azure Flame" of Oto

~Appearance~

User Image

Headband: he chooses not to wear his
Height: 6 ft
Weight: 150 lbs
Hair: Black and long
Eyes: Black with a white predatory slash
Physical Description: Tall.Lanky.Mysterious
Clothing: Ancient Anzan family cloathing with the families current style (Azure blue turban with black face mask,azure blue robe,azure blue shorts, and blue shinobi shoes.
Background: A long time ago there existed a kingdom...or so the Anzan say. This kingdom developed a soldier. Not just any soldier however, a soldier that could use animal tactics but still retain their humanity. The experiments destroyed many lives. But when raubahn became one of these soldiers he was just a young boy. Over the ages Raubahn aged normally. Until he reached the age of 30 he grew normally. The experiments effects made him stop aging but he still grew stronger retaining his youthful muscular density. This led Raubahn to be the favorite among the Noble houses of this far off country. He was so favored that he was granted the title "Zahak General" a title granted by the highest nobility to the worthiest of Anzan. Raubahns predecessor Waoud was infuriated by this reward. He soon tried to assassinate him for his achievements. Waoud soon failed and was killed in the battle between the two Anzan. Feeling guilty for taking the life of such a great warrior he took the man’s name as one of his covers walking throughout the kingdom. Waoud would make appearances at civil engagements while Raubahn would spare no life on the battle field. A ruthless monster while at the same time a gifted fortune teller. Long years passed and as the days moved forward the noble’s ideals of the Anzan degraded. They aged and yet the Anzan did not. They grew weaker. Yet the Anzan stayed at the peak of their performance. This poisonous ideal of the Anzan soon led to a mass eviction of the clan from the lands of the sacred serpent Zahak. Thousands even millions of Anzan traveled the harsh shores of the kingdom to its shores. Here they loaded the Anzan up into ships and they set sail for an unknown world. This bittered Raubahns heart as he had served the kingdom for many years and this was the way they would repay him and his kinsmen. When the Anzan landed in the now Shinobi village of Konohagakure they met with a shinobi leader. The hokage. They reached an agreement to harbor the Anzan and teach them their ways. This is when Raubahn aswell as his hundreds of Anzan that survived the sea trip had learned their ninjutsu and also studied this new lands animal tactics. Throughout the years Raubahn accelerated in Ninjutsu. Throughout his life he has wandered the shinobi kingdoms with his clan settling each clan home in each nation. Now Raubahn is a mysterious hermit still unaged as he was hundreds of years before when the experiments effects stopped his body from aging. He still holds his title of Zahak General and he is the undesputed head of the Anzan clan. He frequently apoints assistants by the royal line from the original Anzan clans monarchy system. His closest relative is Shisui Anzan anzan ANBU of Otogakure no Sato.
Personality: Raubahn: Wise yet Savage. Waoud: Trickster yet wise
Other: he is old. A relic of the old Anzan ways.

Missions:

S: 0
A: 0
B: 0
C: 0
D: 0

Jutsu:

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.

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.

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: 2 stages
Stage I: Chakra Control DC 20
Stage II: Genjutsu DC 18

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
A genjutsu which exerts an hallucinatory effect upon the eyesight, stealing all light away. A world of darkness, as if a thick, jet-black curtain had been dropped. No matter how skilled someone is, they have no option besides turning into sitting ducks. This effect allows the user to attack unseen. Although it negates sight, it does not stop the other senses. In essence, the opponent can sense, hear and smell out the user of the technique.
Cp cost: 80 + 15 per post
Dice Rolls: 5
Damage: N/A
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 40, Chakra Control 42
Training: 5 stages.
Stage I: Chakra Control DC 52
Stage II: Chakra Control DC 55
Stage III: Genjutsu DC 50
Stage IV: Intelligence DC 30 {d20 + int mod}
Stage V: Genjutsu DC 52
Special: Target is considered Blind.

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: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 60 + 10 per turn
Dice Rolls: 4
Damage: N/A
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 34, Chakra Control 36
Training: 4 stages
Stage I: Awareness DC 30
Stage II: Chakra Control DC 46
Stage III: Chakra Control DC 48
Stage IV: Genjutsu DC 44
Special: This layer must be broken before the first genjutsu layer can be broken. Depending on the effect it may give extra bonuses to Will DCs or other checks (consult Crew).

Name: Zenith Art: Camoflauge Blend
Description: zenith art learned from chameleons. much like kakuremino no jutsu the user disapears and blends into the environment but the user can augment the appearance of their clothing,appearance, and little details such as eye color aswell.
Rank: E
Cp Cost: 40+5 per round held
Attack Turns: 1
Reflex DC: 8
Damage: n/a
Requirements: Anzan clan,Intelligence 25
Training: 2 stages.
Stage I: [Intelligence] DC 35, Study the Chameleon and its ability to blend in with its environment.
Stage II: [Intelligence] DC 45, Train your body to blend in with its environment.
Special: allow you to add 1.5 x your chakra mod to your hide check
Owner: Anzan Clan

Name: Zenith Art: Berserk Rage
Description: Zenith art learned from primates. throws the user into a rage. enhances the users strength and decreases intelegence
Rank: C
Cp Cost: 20
Attack Turns: 3
Reflex DC: 12
Damage: n/a
Requirements: Anzan Clan, Intelligence 35,Taijutsu 20,Strength 35
Training: 3 stages.
Stage I: [Intelligence] DC 45, Study the primates and their ability to enrage themselves
Stage II: [Strength] DC 45, Enrage yourself and strengthen your body
Stage III: [Taijutsu] DC 30, Train to use this newfound ability in battle
Special: enhances user strength by 50% lowers user Intelligence by 50%
Owner: Anzan Clan

Name: Zenith Art: Chemical Regeneration
Description: Zenith art learned from starfish. when the user loses a limb or any part of their anatomy is removed from the body the user can use this technique to make a living clone from the disembodied limb.
Rank: C
Cp Cost: 20 per clone
Attack Turns: 3
Reflex DC: 12
Damage: n/a
Requirements: Anzan Clan,Intelligence 25,Treat Injury 20,Chakra Control 25
Training: 4 stages.
Stage I: [Intelligence] DC 35, Study the starfish and their ability to regenerate lost limbs and create another starfish through the lost limb.
Stage II: [Treat Injury] DC 30, Learn to heal wounds with chakra.
Stage III: [Chakra Control] DC 35, Learn to stumilate the regenetive process on a skin cell (hair,dandrif,etc.).
Stage IV: [Chakra Control] DC 45, Learn to stumilate the regenetive process on a chunk of flesh (long peice of skin,a limb,etc.).
Special: creates a flesh clone of the user. If vital limbs (Head,Heart,etc.) are removed effect will not work.
Owner: Anzan Clan

Name: Zenith Art: Hive Collaberation
Description: Zenith art learned from bees. allows Anzan clan members to communicate and attack as if they where one breathing entity. Other clan members must have learned this technique and be nearby for this to take effect. clan members must be a member of your village "hive" to be able to collaberate.
Rank: B
Cp Cost: 25 per message sent
Attack Turns: 4
Reflex DC: 15
Damage: n/a
Requirements: Anzan Clan, Intelligence 35,Awareness 35
Training: 4 stages.
Stage I: [Intelligence] DC 45, Study the bees and how they collaberate.
Stage II: [Awareness] DC 45, Connect minds with another Anzan.
Stage III: [Awareness] DC 55, Send messages between the mental connection
Stage IV: [Awareness] DC 65, Train to battle with your newfound skill.
Special: all sneaking type moves or searching type moves gain a boost of 1.2x per each person aiding you.
Owner: Anzan Clan

Name: Zenith Art: Hecatomb Glare
Description: Zenith art learned from snakes. useing the chakra spike technique the user ensnares the opponent in a hypnotic trance forcing the target into a deep phase of REM sleep.
Rank: C
Cp Cost: 40
Attack Turns: 3
Reflex DC: 12
Damage: causes target to sleep
Requirements: Anzan Clan, Intelligence 25, Chakra Control 25, Genjutsu 25
Training: 3 stages.
Stage I: [Intelligence] DC 35, Study snakes and how they hypnotize prey.
Stage II: [Chakra Control] DC 35, Train to spike your chakra.
Stage III: [Genjutsu] DC 35, Train to hypnotize a target with your spiked chakra.
Special: Once asleep,target must roll a fort save to escape ensnarement
Owner: Anzan Clan

Name: Zenith Art: Azure Borealis
Description: Zenith Art Created by the Ancient Anzan from the far eastern empire. The user creates a veil of flame around themselves. The flames spread and entrap whatever they touch inside the veil and entrap them inside a mental prison. If the engulfed target fails to break free from the prison they retain mental damage
Rank: A
Cp Cost: 200+10 per round held
Attack Turns: 5
Reflex DC: 18
Damage: 100-300 MHP per every failure
Requirements: Anzan Clan,Intelligence 45, Genjutsu 45, Chakra Control 45
Training: 5 stages.
Stage I: [Intelligence] DC 55, Study an ancient anzan and their ability to create their borealis effect.
Stage II: [Chakra Control] DC 55, Learn to pulse the chakra from your chakra network.
Stage III: [Genjutsu] DC 45, Create a veil of flame from the pulse chakra.
Stage IV: [Chakra Control] DC 65, Spread the veil of flames to its limits.
Stage V: [Genjutsu] DC 55, Train to entrap things while you spread the veil of flames.
Special: Engulfs a target in a prison of fire. every round the engulfed target must perform a will save against the user, if the target fails they retain mental damage
Owner: Anzan Clan

~Stats~

LV. 40
Experience:0/
Hp:960
Cp:1520
MHp:760

Strength:16+46-17=45 Mod:17
Dexterity:16=16 Mod:3
Constitution:16+23=39 Mod:14
Intelligence:16+48+16=80 Mod:35
Wisdom:16+23-10=29 Mod:9
Charisma:16=16 Mod:3
Chakra:16+48+15=79 Mod:34
Dodge Bonus:22

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

Base Save Bonus:20
Fort:34
Rex:23
Will:29

~Skills~

Skill points: 410
Awareness: 60
Genjutsu: 60
Chakra Control: 60
Treat Injury: 60
Taijutsu: 50
Ninja Weapons Melee (Kilij): 60
Sneak Attack: 60
~Possessions~

Money:

Ryo:

Equipment:
Anzan Clan Cloathing
Elogant Kilij

Name: Kilij
Type: Scimitar
Description: The Kilij is a curved elegant blade. Their beauty is only matched by their deadly sharp edges. Most are fitted with a blue diamond encrusted into the hilt as a counter weight.
Damage: 1-8 +str mod
Range:Melee
Requirements: Anzan Clan or Craft(Blacksmith) 30 Craft(Art) 40 18 posts
Dual Wield:yes, -7 to attack roll
Owner: Anzan Clan

Valuables
Anzan Clan Head Medal
PostPosted: Mon Jul 09, 2012 10:08 pm


User-name: ellreka
Posting: off and on
Time zone: central
~Character Data~
Name: Kenkomishi Shif
Village: otogakure no sato
Clan/Bloodline: kenkomishi
Element Affinity: fire/water
Age: 22
Gender: male
Rank: Ex-ANBU (Special Jounin)

~Appearance~

User Image

Headband: tied firmly to his anbu mask
Height: 6ft 1 in.
Weight: 150
Hair: black long with bangs over the eyes
Eyes: green
Physical Description: tall,muscular but a little chubby

Clothing: regular anbu outfit with equipment pouches on both legs and a back pouch
Background: The painstakingly boring story of Shif like many other ANBU begins with the entrance into the world. Shif was born into one of the middle houses of the Kenkomishi clan as a middle child. Shif however, showed the most promise out of the triplets and was accepted early into the clans favorites to maybe one day becoming the clan head. Shif trained tirelessly throughout his boyhood years with only the fear of the clan curse looming over the boy to bog down some of his training. Shif entered the academy late by only one year but, even with this hindrance he learned quickly and obtained the envy of all his peers. Shif only had one rival that could match his skill throughout his academy career. A young Anzan boy, whose name has escaped Shif ever since he met the kid. Shif would train vigorously with the Anzan child only to be surpassed effortlessly by the Anzan’s natural skill and talent in the ninja arts. When it came time to take the Genin exams Shif and the mysterious Anzan child where drawn as sparring partners. Little more to say that Shif was defeated flawlessly but was given passing marks in other areas enough that he earned the rank. Shif was then put in a squad with his rival, to his dismay. On their first Genin mission together a major dissent occurred between the two long enough for the young Anzan boy not to notice an attack from behind by one of the missions targets and Shif’s rival was no more. Shif to this day remembers that moment, and has vowed never to show his feelings during missions ever again for fear of the same occurring to his other teammates. As the years went on Shif attained every rank flawlessly and effortlessly as he eventually became an ANBU Black Ops member. Throughout his ANBU career Shif just so happened upon a mission to hunt down the very man that killed his rival some odd years ago. Shif took this mission out of his own personal interest and found the man in an exceptionally short amount of time, when confronted with the man Shif disable the poor Thief and instead of returning him to his commanding officers, tortured the poor man until he eventually died from the pain. Shif was made a newer man after this event only to be forever changed as the events of history flowed and ebbed losing comrade after comrade, killing villain after villain, completing mission upon mission in the service of Otogakure. Only time will tell if Shif would eventually master his inner demons, or be destroyed by them and be driven insane by his clans curse.
Personality: funny but when it comes to work serious
Other:


Missions:

S:
A:
B:
C:
D:
Jutsu:
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

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 Spot DC to see through a bunshin is 1/2 of your Chakra mod + 1/2 of your Int mod.

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.

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.
Name: Motion Copy: Keriitsu Analyzer
Description: in combination with "sound radar:keriitsu release" the user analyzes the sound he has pinpointed and makes a picture of what he/she has recieved then he/she uses the information he/she has made to make strategical attacks, spying information, or even simple tracking identifiers for the specific sound pattern
Rank: D
Cp Cost: 10 +10 if used with Sound Radar:Keriitsu Release
Attack Turns: 2
Reflex DC: 10
Damage: N/A
Requirements: Kenkomishi Clan,Acadamy Student or above,"Sound Radar:Keriitsu Release" Learned, Awareness 10
Training: 2 stages.
Stage I: [Awareness] DC 20, Pinpoint a specific sound.
Stage II: [Awareness] DC 25, With the sound pinpointed,track the sound.
Special: Awareness+5, can merge with Sound Radar with INT 15 requirement
Owner:


Name: Keriitsu: Nostalgic Viewing
Description: when using the keriitsu a kenkomishi clan member may summon up ghostly forms of information they has collected but the sound must be created by the user.this tactic is mostly used to relay information collected that cant be relayed through speech but it may also be used as a distraction.
Rank: C
Cp Cost: 20+3/round held
Attack Turns: 3
Reflex DC: 12
Damage: 10-20 MHP (if images are ment to hurt)
Requirements: Kenkomishi Clan,"Keriitsu: Release" learned,Genjutsu 15,Awareness 25
Training: 3 stages.
Stage I: [Awareness] DC 35, Study a specific image.
Stage II: [Awareness] DC 45, Study the specific images specific details.
Stage III: [Genjutsu] DC 25, Project the image as you studied it.
Owner:

Name: Keriitsu: Advanced Communication
Description: the user of this jutsu activates their keriitsu to emit sound waves at a low frequency to contact other members of the clan tho due to the keriitsu's complex behavior the messages must be decoded before they can be fully understood.
Rank: B
Cp Cost: 10 for first 5 yd + 5 per yard past 5
Attack Turns: 4
Reflex DC: 15
Damage: n/a
Requirements: Kenkomishi Clan,"Keriitsu: Release" learned,Awareness 35,Chakra Control 35,Innuendo 25
Training: 4 stages.
Stage I: [Awareness] DC 45, Listen for hidden messages.
Stage II: [Innuendo] DC 35, Interpret the hidden message.
Stage III: [Awareness] DC 55, Send out your own message.
Stage IV: [Chakra Control] DC 45, Insert chakra to move your message farther.
Special: can communicate to clan members from a certain range, For every 5 points in Chakra control past the innitial 35, the user can add a yard to the innitial 5 without paying more CP.
Owner:

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.

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

Chakra Kyūin Jutsu (Chakra Absorption Technique)
This technique 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 such as earth or water. The only necessary condition is some medium through which chakra can be channeled.
Cp cost: 1/4 of chakra drained.
Dice Rolls: 4 Rolls
Damage: User can drain from (Chakra Control / 2) to (Chakra Control x 2) cp per usage
Will DC: 15 + user's chakra mod + 2 per 10 ranks in user's Ninjutsu
Requirements: Chakra Control 30, Ninjutsu 28
Training: 4 stages
Stage 1: Chakra Control DC: 40, Creating a vacuum to your chakra system.
Stage 2: Ninjutsu DC: 38, Draining chakra from another living organism through direct contact.
Stage 3: Ninjutsu DC: 40, Draining chakra from another living organism through an object or element.
Stage 4: Chakra Control DC: 42, Assimilating the stolen chakra to your chakra system.
Special: A successful Will check prevents any chakra from being drained. A natural 1 on Will check doubles it. The user gains the Cp drained from the target. Can be used while grappling
.
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.

~Stats~

LV. 20
Experience:0/1050
Hp: 500
Cp: 220
MHp: 260

Strength:11+29=40 Mod: 15
Dexterity:11+19=30 Mod: 10
Constitution:11+29=40 Mod: 15
Intelligence:11+5=16 Mod: 3
Wisdom:11+5=16 Mod: 3
Charisma:11+8=19 Mod: 4
Chakra:11+13=24 Mod: 7
Dodge Bonus: 37

Base Attack Bonus: 20/15/10/5
Attack Melee:35/30/25/20
Attack Ranged: 30 -1= 29/24/19/14

Base Save Bonus: 10
Fort: 25
Rex: 20
Will: 13

~Skills~

Skill points: 210 Cap x/40
Awareness:40 +5= 45
Chakra Control:35
Ninjutsu:40
Genjutsu:40
Innuendo:35
Ninja Weapon(Ninja-to):20
~Possessions~

Money:
Ryo:
Equipment:
ANBU Armor specialized with extra pouches and hidden ninja-to sheath
Black Ninja-To With the words “Never Forget the Fallen” engraved unto the blade
Ninja to
The ninja to {also known as "shinobigatana"} was the sword of the ninja. It was not as well crafted as the Katana but was just as useful in combat. The ninja to is 6 inches shorter than the katana and possesses a straight blade instead of a curved one. It is the sword carried by ANBU squads.
Damage: 3 - 9 + str. mod.
Range: Melee.
Special: ANBU sword. Causes a Bleeding Wound upon a critical hit. +2 to blocking checks.
Dual Wield: Yes, -7 to attack roll.
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ellreka

Dapper Browser

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ellreka

Dapper Browser

1,650 Points
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PostPosted: Tue Jul 10, 2012 12:25 am


User-name: Ellreka
Posting: meh...whenever
Time zone: CST- central

~Character Data~

Name: Shisui,Anzan
Village: Otogakure no sato
Clan/Bloodline: Anzan
Element Affinity: Water + Earth
Age: 20
Gender: Male
Rank: Ex-ANBU (Special Jounin)

~Appearance~

User Image

Headband: Tied firmly to his ANBU mask.
Height: 5'10''
Weight: 150 lbs
Hair: Blond with silver highlights
Eyes: Purple with Predatory slashes
Physical Description: Tall.Skinny. He seems to be fast too. muscles abound this skinny agile mysterious middle aged body.
Clothing: the regulate ANBU style clothing. His ANBU mask however has a facial mask tied over it and when he isn't wearing his mask he is wearing the usual anzan style family clothing. Black shinobi shoes finish the outfit.
Background: A long while ago....in a distant far away place. This is where his dreams of ninjutsu took him. The lands of sacred serpents...a far off kingdom...This was his dream when he started off in the academy. When he was a Chuunin he had the opportunity to visit this far off land. But he soon had to flee with his sensei and his teammates. They where all Anzan family....they weren't welcomed there. Before this little trek to the far off land he was nothing but a tactical smart young Anzan. He studied hard in the academy. Top of his class actually. Only matched by One notoriously intelligent Kenkomishi. This kenkomishi however went on a mission with his gennin team. They where never heard of again. This memory often troubles shisui. He was rivals with the kenkomishi boy. Sadly their rivalry never went past their gennin rank. Throughout his gennin years he strived to be the best shinobi of his group. He learned all of his families techniques. He strived to learn just about any jutsu that would help him in succeeding in his mission. His mission...to be...the best.
Personality: Intelligent.combat ready.serious
Other: he's an over achiever. Dont get in his way!

Missions:

S: 0
A: 0
B: 0
C: 0
D: 0

Jutsu:
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.
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.
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.
Name: Zenith Art: Camoflauge Blend
Description: zenith art learned from chameleons. much like kakuremino no jutsu the user disapears and blends into the environment but the user can augment the appearance of their clothing,appearance, and little details such as eye color aswell.
Rank: E
Cp Cost: 40+5 per round held
Attack Turns: 1
Reflex DC: 8
Damage: n/a
Requirements: Anzan clan,Intelligence 25
Training: 2 stages.
Stage I: [Intelligence] DC 35, Study the Chameleon and its ability to blend in with its environment.
Stage II: [Intelligence] DC 45, Train your body to blend in with its environment.
Special: allow you to add 1.5 x your chakra mod to your hide check
Owner: Anzan Clan

Name: Zenith Art: Berserk Rage
Description: Zenith art learned from primates. throws the user into a rage. enhances the users strength and decreases intelegence
Rank: C
Cp Cost: 20
Attack Turns: 3
Reflex DC: 12
Damage: n/a
Requirements: Anzan Clan, Intelligence 35,Taijutsu 20,Strength 35
Training: 3 stages.
Stage I: [Intelligence] DC 45, Study the primates and their ability to enrage themselves
Stage II: [Strength] DC 45, Enrage yourself and strengthen your body
Stage III: [Taijutsu] DC 30, Train to use this newfound ability in battle
Special: enhances user strength by 50% lowers user Intelligence by 50%
Owner: Anzan Clan

Name: Zenith Art: Chemical Regeneration
Description: Zenith art learned from starfish. when the user loses a limb or any part of their anatomy is removed from the body the user can use this technique to make a living clone from the disembodied limb.
Rank: C
Cp Cost: 20 per clone
Attack Turns: 3
Reflex DC: 12
Damage: n/a
Requirements: Anzan Clan,Intelligence 25,Treat Injury 20,Chakra Control 25
Training: 4 stages.
Stage I: [Intelligence] DC 35, Study the starfish and their ability to regenerate lost limbs and create another starfish through the lost limb.
Stage II: [Treat Injury] DC 30, Learn to heal wounds with chakra.
Stage III: [Chakra Control] DC 35, Learn to stumilate the regenetive process on a skin cell (hair,dandrif,etc.).
Stage IV: [Chakra Control] DC 45, Learn to stumilate the regenetive process on a chunk of flesh (long peice of skin,a limb,etc.).
Special: creates a flesh clone of the user. If vital limbs (Head,Heart,etc.) are removed effect will not work.
Owner: Anzan Clan

Name: Zenith Art: Hive Collaberation
Description: Zenith art learned from bees. allows Anzan clan members to communicate and attack as if they where one breathing entity. Other clan members must have learned this technique and be nearby for this to take effect. clan members must be a member of your village "hive" to be able to collaberate.
Rank: B
Cp Cost: 25 per message sent
Attack Turns: 4
Reflex DC: 15
Damage: n/a
Requirements: Anzan Clan, Intelligence 35,Awareness 35
Training: 4 stages.
Stage I: [Intelligence] DC 45, Study the bees and how they collaberate.
Stage II: [Awareness] DC 45, Connect minds with another Anzan.
Stage III: [Awareness] DC 55, Send messages between the mental connection
Stage IV: [Awareness] DC 65, Train to battle with your newfound skill.
Special: all sneaking type moves or searching type moves gain a boost of 1.2x per each person aiding you.
Owner: Anzan Clan

Name: Zenith Art: Hecatomb Glare
Description: Zenith art learned from snakes. useing the chakra spike technique the user ensnares the opponent in a hypnotic trance forcing the target into a deep phase of REM sleep.
Rank: C
Cp Cost: 40
Attack Turns: 3
Reflex DC: 12
Damage: causes target to sleep
Requirements: Anzan Clan, Intelligence 25, Chakra Control 25, Genjutsu 25
Training: 3 stages.
Stage I: [Intelligence] DC 35, Study snakes and how they hypnotize prey.
Stage II: [Chakra Control] DC 35, Train to spike your chakra.
Stage III: [Genjutsu] DC 35, Train to hypnotize a target with your spiked chakra.
Special: Once asleep,target must roll a fort save to escape ensnarement
Owner: Anzan Clan
~Stats~

LV. 20
Experience:0/
Hp: 340
Cp: 360
MHp: 160

Strength: 11+21 -8=24 Mod: 7
Dexterity: 11+10=21 Mod: 5
Constitution: 11+13=24 Mod: 7
Intelligence: 11 +25+8=44 Mod: 17
Wisdom: 11+19 -10=20 Mod: 5
Charisma: 11=11 Mod: 0
Chakra: 11+20 +7=38 Mod: 14
Dodge Bonus: 30

Base Attack Bonus: 20/15/10/5
Attack Melee: 27/22/17/12
Attack Ranged: 25/20/15/10

Base Save Bonus: 10
Fort: 17
Rex: 15
Will: 15
~Skills~

Skill points: 210
Awareness :35
Treat Injury: 20
Chakra Control:35
Taijutsu: 20
Genjutsu:35
Ninja Weapon(Kilij):40
Ninja Weapon(Ninja-To):25

~Possessions~

Money:
Ryo:
Equipment:
ANBU armor
Anzan Clan Cloathing
A Black Kilij that has some foreign writing engraved along the blade that you can’t make out.
A Black Ninja-To With the words “Never Forget the Fallen” engraved along the blade.

Name: Kilij
Type: Scimitar
Description: The Kilij is a curved elegant blade. Their beauty is only matched by their deadly sharp edges. Most are fitted with a blue diamond encrusted into the hilt as a counter weight.
Damage: 1-8 +str mod
Range:Melee
Requirements: Anzan Clan or Craft(Blacksmith) 30 Craft(Art) 40 18 posts
Dual Wield:yes, -7 to attack roll
Owner: Anzan Clan

Ninja to
The ninja to {also known as "shinobigatana"} was the sword of the ninja. It was not as well crafted as the Katana but was just as useful in combat. The ninja to is 6 inches shorter than the katana and possesses a straight blade instead of a curved one. It is the sword carried by ANBU squads.
Damage: 3 - 9 + str. mod.
Range: Melee.
Special: ANBU sword. Causes a Bleeding Wound upon a critical hit. +2 to blocking checks.
Dual Wield: Yes, -7 to attack roll.
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