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Hiru Hoshigaki

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Hoshigaki Hiru
Crew

PostPosted: Wed Feb 27, 2013 5:00 am


~Character Data~


User Image User Image
Time zone: ET
Name: Hoshigaki (干柿, Dried Persimmon) Hiru (昼, Day)
Village: Konohagakure (Village Hidden in the Leaves)
Clan/Bloodline: Hoshigaki
Element Affinity: Swift (artificially implanted, initially water)
Age: 18
Gender: Male
Rank: Chuunin/ANBU
PostPosted: Wed Feb 27, 2013 5:04 am


~Appearance~


User Image

Headband: Sown on the forehead of a one piece wetsuit that covers his whole upper body and head, leaving only an opening for his face and gills.
Height: 6’2’’
Weight: 185 lbs
Hair: Dark blue, almost black.
Eyes: Shark eyes
Physical Description: A bit short for a Hoshigaki but still taller than normal humans. His skin is of a silverish gray, just like a shark’s. Teeth are pointy and he has two rows of them, new ones push all of the old ones away should one break or fall.
Clothing: He wears a one piece bright blue wetsuit on his whole body, leaving only an opening for his face, gills, fingers, and toes. It's specially designed to whistand the friction of his incredible speed both on and underwater. He wears goggles/shades to cover his eyes so that he doesn't get blinded by dust and debris during his speed bursts. He always wears the traditional Konoha vest in its standard version and color.

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Wed Feb 27, 2013 5:07 am


~ Background ~


Personality: An abnormality for a Hoshigaki, Hiru is a pacifist who refuses to kill, no matter the mission. This trait being despised by both his clan and his superiors in the black ops, he is neverthless tolerated because of his incredible energy and skills in ninjutsu which make him an asset to any mission. Despite his incredibly hard upbringing and ruthless training, he is still one to love having fun and will always try to devellop friendships with his fellow shinobis. Always putting his partners ahead of his own well being or the mission itself, he has been a source of frustration to some, but an example and a leader to others.

History:The expectations for Hiru had always been very high amongst his clansmen when he was born, both of his parents being very respected and influential shinobis of the Hoshigaki Clan. Since their line had been praised both for their accomplishments in combat and their ruthlessness, just as much was expected from their offspring. However, things turned out a bit differently for Hiru, who, from a very early age, couldn't hurt a fly without feeling remorse. Seeing their boy had oddly not inherited their violent personalities, Hiru's parents would heavily and regularly beat him for the most part of his early childhood, hoping this would awaken in him the violent Hoshigaki nature. Their efforts, however, ultimately proved unsuccessful. Fearing he could prove to be a disgrace to both their names and their clan, they had originally forbidden him from entering the ninja academy to become a shinobi. Wanting to prove them wrong and simply looking for a way to escape his parent's home, Hiru ran away at the age of 12 to join the academy in secret, squatting an old abandonned house from the housing district.

Academy Years:

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The years Hiru spent at the academy were eventful to say the least. Mainly, he had to go through the invasion of Kirigakure, which he survived and even managed to save a few of his comrades from its onslaught. In the rebuilding years when few students were left at the academy, leaving him mostly alone with Andou, whom he "affectionately" called mean-sensei following an incident involving itching powder. Through his training, Hiru showed extremely high level skill in ninjutsu, a trait most likely inherited form his father, and learned or even develloped many high level water jutsus at a very early age.





Genin Years:

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After having graduated from the academy with highest honorable mentions across the board, Hiru teamed up with Masanori and Gennosuke as part of a three man cell under the supervision of Kugutsu Mokujin and Andou. They went on several missions in the short time they were together. After a few months, Hiru, who had already gotten the attention of the ANBU black ops following his incredible performance in the graduation exam, was approached by the organization to train under their tutelage. Accepting the offer, he severed from his three man cell and to all extent vanished from the village for a litlle over two years.





Chuunin and ANBU Years:

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In the years that followed, Hiru was rarely seen, save for a few exceptional appearances for special events, but, even then, he kept an extremely low profile. His first official return occured after 2 years for his Chuunin exam. He took this opportunity to rekindle with his former teammates and friends who were all extremely surprised to observe to what extent his skills had apparently dramatically improved from his specialized training. He now displayed nearly special jounin levels of ninjutsu mastery and elite level stealth abilities. His promotion was to all accounts practcally effortless. After his graduation, Hiru started appearing more frequently in public, to his great joy.





Swordsman Years:

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After his return, Hiru spent more time going on regular missions with the new shinobis from his village, all the while staying sharp and working on improving his skills. He most noticeably entered a contract with The Sameruizumi Tortoises with whom he now keeps very close diplomatic and friendly attachments. Following some of his more high profile missions, Hiru was approached by Hozuki Shizoni to join the Seven Swordsmen of the Mist as the wielder of Samehada. Now newly connected with the blade, he strives to master its full potential while keeping his village and its shinobis safe.





Rogue Nin / Konoha Years:

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After returning to normal life, it became apparent to the higher ups of the darker side of Kiri that, despite their expectations, Hiru's pacifist attitude was not going away. Finding this to be a waste of a powerful weapons such as Samehada, they hatched a plan to get rid of him in order for the weapon to be bestowed on someone "more suitable". One of Hiru's oldest friends, Masanori Kaiju, learned of this during a torrid evening with a member of the black ops and warned Hiru just in time, allowing them to prepare for the attack.

Barely able to escape, they fleed to save their lives. Knowing full well two missing nins would only last so long without protection, Hiru went to Konoha to offer his services, hoping his past relationship with the village both as a diplomatic liaison and as a teacher to some of their genin would prove sufficient. If the higher ups seemed hesitant at first, a "private discussion" between Masanori and one of the village's councilors sealed the deal.

As they did in their youth, "The Sword and the Rose" now go on missions under a new banner, while hunted by bounty hunters and Kirigakure death squads.
PostPosted: Wed Feb 27, 2013 5:09 am


~Stats~


LV. 25
Experience: 208 / 1300
Hp: [10 + constitution modifier] x level = ( 10 + 8 ) x 25 = 450
Cp: [10 + chakra modifier] x level = ( 10 + 26 ) x 25 = 900
MHp: [10 + wisdom modifier] x level = ( 10 + 10 ) x 25 = 500

Stat cap: [Level + 20] = 45

Attribute: ...... Distribute | Training | Level | Limits and Abilities | Total

User Image
Strength: .........25 | 00 | 04 | +20% | 34 mod = 12
Dexterity: ........24 | 02 | 04 | ------- | 30 mod = 10
Constitution: ....20 | 03 | 03 | ------- | 26 mod = 8
Intelligence: .....29 | 05 | 03 | -30% | 25 mod = 7
Wisdom: ...........23 | 01 | 06 | ------- | 30 mod = 10
Charisma: .........23 | 02 | 01 | -20% | 20 mod = 5
Chakra: ............30 | 08 | 01 | +60% | 62 mod = 26


Dodge: [level + dex mod + wis mod] = 25 + 10 + 10 = 50

Number of attacks: 5
Base Attack Bonus: [level] = 25/20/15/10/5
Attack Melee: [str mod + bab] = 12 + 25 = 37/32/27/22/17
Attack Ranged: [dex mod + bab] = 10 + 25 = 35/30/25/20/15

Base Save Bonus: [level/2 (down)] = 12
Fort: [con mod + bsb] = 8 + 12 = 20
Rex: [dex mod + bsb] = 10 + 12 = 22
Will: [wis mod + bsb] = 10 + 12 = 22

~Skills~


Skill cap: [Level + 20] = 45

Skill: (Mod) | Distribute | Rewards | Level |Total

Strength modifier: 12

Athletics: ..................(Str) | 05 | 06 | 03 | 26

Dexterity modifier: 10

Acrobatics: ..............(Dex) | 10 | 04 | 00 | 24
Escape Artist: ..........(Dex) | 10 | 07 | 04 | 31
Stealth: ...................(Dex) | 20 | 04 | 06 | 40
Sleight of Hand: .......(Dex) | 00 | 00 | 00 | 10

Constitution modifier: 8

Concentration: .........(Con) | 15 | 05 | 00 | 28

Intelligence modifier: 7

Alchemy: ...................(Int) | 00 | 01 | 00 | 08
Chakra Control: .........(Int) | 05 | 32 | 11 | 55
Craft: ........................(Int) | 00 | 00 | 01 | 08
Treat Injury: .............(Int) | 05 | 02 | 00 | 14

Wisdom modifier: 10

Awareness: ..............(Wis) | 25 | 04 | 01 | 40
Read Lips: ................(Wis) | 05 | 01 | 00 | 16
Sense Motive: ...........(Wis) | 10 | 00 | 00 | 20
Survival: ...................(Wis) | 10 | 00 | 00 | 20

Charisma modifier: 5

Diplomacy: ...............(Cha) | 15 | 00 | 00 | 20
Handle Animal: .........(Cha) | 00 | 00 | 00 | 05
Intimidate: ...............(Cha) | 00 | 00 | 00 | 05
Innuendo: ................(Cha) | 20 | 00 | 00 | 25
Perform: ...................(Cha) | 00 | 00 | 00 | 05
Seduction: ................(Cha) | 00 | 01 | 00 | 06

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

Taijutsu: ...................(---) | 10 | 00 | 00 | 10
Ninjutsu: ..................(---) | 10 | 24 | 22 | 56
Genjutsu: .................(---) | 00 | 00 | 00 | 00
Fuuin Jutsu: ..............(---) | 00 | 00 | 15 | 00
Sneak Attack: ...........(---) | 25 | 00 | 05 | 30
Puppet Play: .............(---) | 00 | 00 | 00 | 00
Weapons (Bo Staff): ...(---) | 20 | 00 | 00 | 20
Weapons (Samehada): (---) | 00 | 05 | 39 | 44

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Wed Feb 27, 2013 5:12 am


~Skills and Limits~


Limits :

Samekansou (Shark Physiognomy)
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The Hoshigaki are part shark, and therefore, share many biological similarities with the animal, most notably its great physical strength. Because of their unique skin and physiognomy, Hoshigaki are naturally far superior to normal humans for underwater movement, greatly increasing their ability to move when submerged. The Hoshigaki also have gills on their cheeks and shoulder which they can use to extract the oxygen from the ambient water and increase their ability to smell blood, allowing them detect it with accuracy at far greater distances than the average person. However, their brain being also part animal, their instincts were develloped at the cost of some of their advanced cognitive skills, decreasing their overall analytical and social intelligence.
Rank: Limit, passive
Requirements: Hoshigaki Clan
Special:
*Increase Strength by 20%.
*Decrease Intelligence by 30%.
*Decrease Charisma by 20%.
*User can breathe underwater.
*While underwater, increase [Base Attack Bonus], [Dodge Bonus], [Reflex], and any check related to underwater movement by 20%.
*Double awareness checks against bleeding targets.

Sougokankei (Mutually Beneficial Relationship)
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Once a Hoshigaki and its Samehadamaku have bonded, they enter a form of mutually beneficial relationship by which the weapon allows its user to wield it in combat, and the user provides the weapon with chakra both from combat and his body. The constant drain on the user's chakra system has the effect of making the user devellop his chakra reserves much more efficiently than he would without this extra strain, but also prevents him from being at his full capacity when wielding the weapon.
Rank: Ability, passive
Requirements: Hoshigaki Clan, Samehadamaku
Special:
*Increase Chakra by 30%.
*User starts any initial encounter with a 10% penalty to his or her chakra reserves (can be replenished through outside aborption).
*In combat, during any combat turn (full turn) where a Samehadamaku hasn't absorbed chakra, it consumes 2% chakra from its wielder. It will only stop this effect when the wielder is in jeopardy (10% cp or less) and will then start depleting its own reserves.

Kyōseikankei (Symbiotic Relationship)
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Samehada being much more potent than its offspring Samehadamakus, its effects and chakra consumption are amplified, putting an even more significant strain on the host's chakra reserves, with all the benefits and inconveniences this entails. This also has the effect of making the bond between the two organisms even more profound and synching their chakra signatures much more deeply than what could be accomplished with a Samhadamaku.
Rank: Ability, passive
Requirements: Samehada
Special:
*Double the effects granted by the Samehadamakus from Sougokankei.
*No chakra is lost during chakra transfers between the wielder and the blade.

Ishokuhen Jinton (Implanted Swift Release)
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The user has been implanted with untested parasitic foreign cells found in a secret lab near Amegakure which were altered through the addition of an experimental catalyst. The experiment caused the parasites to aggressively meld with the host's DNA and granted him the Swift Release kekkei genkai. Given the aggresive melding, the body accepts the new affinity as one of its own, however, it overwrites one of the host's basic elemental affinities. Furthermore, the cells only gain the ability to generate premixed elemental chakra, therefore, unless the user already has an elemental affinity to either of the genkai's components, it does not grant him the ability to use the genkais individual chakra natures.
Rank: Limit, passive
Requirements: Viral Genkai Cell Solution and Experimental Catalyst
Special: Gives the host the Swift Release (Jinton) kekkei genkai. Host's elemental affinity is replaced with this one.
Note: Reward from the Theoretical Research Library mission.

Jinton (Swift Release)
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It is unknown how Swift release speciffically functions, however, it is an advanced chakra nature kekkei genkai allowing the user to transform his chakra into velocity. This ability is an unusual form of ninjutsu often wrongly confused with nintaijutsu. The error stems from the fact that swift chakra does not have any biological effect on body to increase its output, but rather accelerates anything it is channeled through. It is literally pure speed. Swift release is a very rare trait that has very seldom been documented. However, legends told that this unique ability allowed its users to generate speeds that made opponents believe they were actually teleporting from one place to another in combat.
Rank: Limit, passive
Requirements: Kekkei Genkai
Special: User may cast Swift Release kekkei genkai jutsus and use Jinton abilities.
PostPosted: Wed Feb 27, 2013 5:13 am


~Jutsus and Abilities~


Abilities

Gekizou Sokuryoku (Speed Burst)
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Through very basic channeling of swift chakra, the user very briefly accelerates any basic movement to reduce the motion's execution time. This technique is usually applied by shinobis to accelerate the weaving of hand seals or to speed up stance shifts.
Rank: Ability, passive
Requirements: Jinton
Special:
*User may pay 5 cp when performing an action or casting a jutsu to reduce the dice rolls required to use it by 1.
*This ability can be repeated [Chakra Control / 10] times per individual attack or jutsu (for additionnal 5 cp per dice roll deducted, required number of dice rolls cannot go lower than 1).
*For every additional dice roll deducted from the first, add 200% chakra cost to the ability from the cost of the previous deducted roll (5 cp for one, 15 cp for two, 45 cp for three, etc.).

Kousokuchi (High Speed Strike)
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The most basic application of swift release in combat situation, the user channels swift chakra in order to greatly increase the speed of a strike or of a throwing motion, significantly increasing the attack's velocity. This gives the opponent less time to react and increases impact force.
Rank: Ability, passive
Requirements: Jinton
Special:
*Ability can be applied to any single attack for 15 cp.
*Add [Chakra Modifier] to Base Attack Bonus.
*Add [Chakra Modifier] to damage.



Ninjutsu:

E-Rank :

Bunshin no Jutsu (Clone Technique)
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This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
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)
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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: 3 +2 per post
Dice Rolls: 1 Roll
Damage: N/A
Sense Motive DC: 10 + [Charisma Modifier / 2] + [Chakra Modifier / 2] + 2 per 10 in Perform.
Special: Disguises the user as someone else. Unless they saw the character use the technique (or if it is obvious the technique was used), characters treat the user as that other person until they see through the disguise.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
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This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 3
Dice Rolls: 1 Roll
Damage: N/A
Special: Add [Chk Mod / 2] to your Stealth check when hiding.

Kawarimi no Jutsu (Replacement Technique)
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This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 5
Dice Rolls: n/a
Damage: n/a
Awareness DC: 10 + Chakra Modifier + 2 per 10 in Ninjutsu.
Special:
*This technique can be used any time an opponent's attack or jutsu was evaded by at least 10 - 1 per 20 in Stealth, taking into consideration all bonuses and techniques.
*If attacker fails to meet Awareness DC, the rest of his attacks for this round are lodged on the substitution item instead of the user and user goes into hiding.
*If attacker passes the awareness check, attack connects despite the fact it would have normally missed.

Nawanuke no Jutsu (Rope Escape Technique)
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A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 5
Dice Rolls: n/a
Damage: N/A
Special: Add [Chk Mod / 2] to your Escape Artist roll when escaping from rope or binding tools or techniques.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
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Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20] for basic tags, [10-20] + (Fuinjutsu / 2) + 2 per 10 in crafting for custom made tags.
Reflex DC: 8 + chk mod + 2 per 10 ranks in Fuinjutsu.
Special:
*Tags can be applied to a target after a succesful touch attacks (negates armor bonus) or after a projectile attack that either connected or missed by less than 5, taking all bonuses into consideration.
*An explosive tag detonating directly on a target cannot be "dodged" or "resisted" in any way.
*Target who was applied a tag must spend one attack turn per tag he wishes to remove to get rid of them.
*Any individual (including the one who applied the tag) who is within melee range at the time of detonation (did not take an attack turn to move away while engaged in melee combat with the target) must pass Reflex DC or be caught in the blast.

D-Rank:

Genjutsu Kai (Genjutsu Release)
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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
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.

Suiton: Mizuame Houtai (Water Release: Syrup Bandage)
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The user spits out a dense sterile syrup on an injured individual's wounds until it completely covers it. The syrup sticks to the skin and fills a double function of stopping the external bleeding and preventing infection of the laceration.
Cp Cost: 10 cp
Dice Rolls: 2
Damage: n/a
Special :
*Stops bleeding effect from wounds for [chakra mod] turns or about thirty minutes.
*Reduce hp loss from wounds by half for [chakra mod] turns or about thirty minutes.
*Acts as a burn salve for [chakra mod] turns or about thirty minutes.
Owner: Hoshigaki Hiru

Shunshin no Jutsu (Body Flicker Technique)
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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
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

Jinton: Jinpo (Swift Release: Swift Step)
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The most basic form of the swift release. This technique is an adapted version of the Body Flicker Technique fow which swift natured chakra is applied to increase its efficieny. Based on the same basic principle as its parent jutsu, the user activates his chakra to achieve increased speeds in order to move between various spots. However, swift natured chakra is added to technique, infusing the user's body and the space in his or her trajectory, dramatically increasing movement speed. Even to the trained eye, this jutsu generates such velocity that the user may appear to teleport from one location to the other.
Cp Cost: 25 cp or 2 per ft.
Dice Rolls: 2
Damage: Regular attack damage.
Awareness DC: 10 + [Ninjutsu] + 2 per 10 ranks in Chakra Control.
Special:
Special:
*When rolling initiation checks or racing, or anything that involves speed (including kawarimi), add [Ninjutsu + 2 per 10 in Chakra Control] to the dice roll. Does not nullify Stealth checks.
*If technique is used while sneaking, add [Ninjutsu / 2] to Sneak Attack skill.
*If technique is used in combat, user may speed away from his opponent's sight and go into hiding if his or her adversary fails awareness check.
*If technique is used offensively, user launches an attack of the highest Base Attack Bonus of the dice rolls used to intitate this jutsu. Target must pass awareness check or the attack will be considered a sneak attack.
*If technique is used defensively, add [Ninjutsu] to Dodge, Reflex, or anything involving evasion against a single attack or jutsu.

Suiton: Mizu Kassou (Water Release: Water Gliding)
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The technique is an improved version of water walking. The user condenses a thin layer of water under his feet and uses it to propel himself with bursts of speed in any direction and ignore terrain difficulties. Instead of moving his feet, the user moves the water he generates to initiate movement before he even moves a muscle. The technique is usually used on the ground, but can also be used on or under water for a reduced chrakra cost.
Cp: 4 cp per post on water or in a water field, 16 initial cp + 8 cp per post on land.
Dice Rolls: 2 to initiate, 1 if on water, can be used as a reaction.
Damage: Add chakra mod charging attacks (started from a distance)
Reflex DC: N/A
Special: While this mode is active:
*Replace [dex mod] in [Dodge] by [chk mod]
*Replace [dex mod] in [Reflex] by [chk mod]
*Add [chk mod] to [Athletics]
*Ignore terrain penalties to movement rolls.
Owner: Hoshigaki Hiru

Suiton: Mizuame Kawarimi no Jutsu (Water Release: Syrup Replacement technique)
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A derived jutsu from the original Kawarimi technique. Instead of replacing his body with a random object, the user replaces it with a hollow syrup clone. When the attacker makes contact with the syrup dummy, it causes it to splash open, covering him with the highly adhesive substance and impairing his movements.
Cp cost: 20 cp
Dice Rolls: n/a
Damage: n/a
Escape Artist DC: 10 + chk mod + 2 per 10 ranks in Ninjutsu
Strength DC: 10 + chk mod + 2 per 10 ranks in Ninjutsu
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.
*If used following a melee attack, victim is automatically stuck for [chk mod] turns or until an escape artist check is passed to break free. Victim can only attack using long-ranged attacks or techniques while stuck.
*If used following a weapon attack, victim is disarmed for [chk mod] turns or until a strength check is passed to unstick the weapon.
Owner: Hoshigaki Hiru

C-Rank:

Hijutsu: Kiri Gakure no Jutsu (Hidden Technique: Art of the Hidden Mist)
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This displacement technique is a specialty of the Ninja from Kirigakure, where one causes a mist to spring forth by lifting up some water, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It cannot fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan-user will see the mist colored by their opponent's chakra, which will effectively hide the user from the dōjutsu.
Dice Rolls: 3
Cp cost: 20 + 10 per turn the jutsu is mantained.
Damage: n/a
Reflex DC: n/a
Awareness DC:
*User: 12 + [Stealth] + [Chakra mod] + 1 per 5 in [Ninjutsu]
*Others: 12 + [Stealth] + User's [Chakra mod]
Special: If victims fail awareness check versus a character, they do not know their whereabouts and cannot attack them directly. Even if the user knows the location of the people in the mist, his allies must roll awareness checks versus their opponent's stealth checks also unless they too use the Hidden Mist art. First attack launched against an enemy who does not know your location is considered a Sneak Attack.

Suiton: Mizuame Bunshin no Jutsu (Water Release: Syrup Clone Technique)
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A hybrid technique of the syrup capture field and the water clone jutsus. The user creates a clone made of syrup that has the sole purpose of sticking the shinobi's opponent in place.
Cp Cost : 25 cp per bunshin
Dice Rolls: 3
Health Points: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP
Damage: Physical damage caused by clones is reduced to 3/4 of the original amount.
Intelligence DC: d20 + 0.5 x Int mod + 0.5 x Chk Mod
Escape artist DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Strength DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Special :
*Mizuame Bunshin can only perform water jutsus and normal attacks.
*CP used for clones performing jutsu is 1.1x as much and is taken from the creators cp pool
*Trap Effect: The bunshin can be melted back into sticky syrup, creating an effect similar to Mizuame Nabara.
*If the trap effect was triggered following a physical attack or block, received or inflicted, victim is automatically stuck for [chk mod] turns or until an escape artist check is passed to break free. Victim can only attack using long-ranged attacks or techniques while stuck.
*If the trap effect was triggered following a weapon attack or block, received or inflicted, victim is disarmed for [chk mod] turns or until a strength check is passed to unstick the weapon.
*Clones have to stay within same thread as user and within eye or ear shot of them as well.
*Can create [1 per 5 ranks in Chakra Control] clones. The user numbers each of their clones individually. If Intelligence DC wasn't met this turn, the attacker does a random number check to see what they hit.
*Clones cannot mimic special weapon properties, such as the Samehadamaku's Chakra absorption, or producing wire like Nuibari.
Owner: Hoshigaki Hiru

Suiton: Mizu Bunshin no Jutsu (Water Release: Water Doppelganger Technique)
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The technique creates clones out of water. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. The range of the clone is limited however, as it can not travel very far from the original body without losing control. Additionally, water clones only have a fraction of the original person's power. Like other clone techniques, if the water clones are injured enough they will revert back to normal water.
Dice Rolls: 3
Cp cost: 15 per clone
Health Points: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP
Damage: Physical damage caused by clones is reduced to 3/4 of the original amount.
Intelligence DC: d20 + 0.5 x Int mod + 0.5 x Chk Mod
Special:
*Mizu Bunshin can only perform water jutsus and normal attacks.
*CP used for clones performing jutsu is 1.1x as much and is taken from the creators cp pool
*Clones have to stay within same thread as user and within eye or ear shot of them as well.
*Can create [1 per 5 ranks in Chakra Control] clones. The user numbers each of their clones individually. If Intelligence DC wasn't met this turn, the attacker does a random number check to see what they hit.
*Clones cannot mimic special weapon properties, such as the Samehadamaku's Chakra absorption, or producing wire like Nuibari.

Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)
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Using this technique, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught.
Cp cost: 30
Dice Rolls: 3
Damage: N/A
Awareness DC: 12 + sneak attack + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Special:
*Renders victim immobile for [chk mod] number of turns.
*Victim can only attack using long-ranged attacks or techniques.
*If used as a sneak attack, user must roll and pass an awareness check before his reflex DC. If he fails Awareness Check, target cannot dodge the technique.

Suirō no Jutsu (Water Prison Technique)
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A move used to trap the victim inside a virtually inescapable prison of water. The only downside to this technique is that the user must keep one arm inside the water sphere at all times in order for the victim to remain imprisoned.
Cp cost: 20 + 10 per turn held
Dice Rolls: 3
Damage: n/a
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod + 2 per 10 ranks in Ninjutsu.
Special:
*If victim is underwater, increase Reflex DC to dodge by 25%.
*Victim is completely immobilized until he/she can break free.

Jinton: Kousokudo Kawarimi (Swift Release: High Speed Replacement)
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Through this technique, the user attempts to confuse his opponent by switching places at high speed with a bunshin. Should the victim not realize that he is no longer facing the same adversary, he can spend a good amount of time fighting a decoy, giving the user time to either run away, recuperate, or set up a surprise attack. Since the clone was made while the user was weaving swift chakra, it can use swift nature jutsus in addition to its usual jutsus.
Cp Cost: 30 cp + Bunshin cost
Dice Rolls: 3 or bunshin casting turns (whichever is higher).
Damage: n/a
Awareness DC: 12 + [Chk Mod] + 2 per 10 ranks in Ninjutsu.
Requirements: Jinton, Jinpo, any bunshin jutsu, Ninjutsu 30, Chakra Control 20, Sneak Attack 25
Training: 3 stages.
Stage I: Chakra Control DC 30, Creating a bunshin very quickly by infusing your casting with swift chakra.
Stage II: Ninjutsu DC 40, Rapidly switching places with the bunshin at such a high speed that your opponent does not notice that any movement has taken place.
Stage III: Sneak Attack DC 35, Mastering the release of chakra to achieve maximum acceleration once contact is initiated with the target.
Special:
*User creates a solid bunshin of any kind and switches places with it.
*If victim fails awareness check, he or she will not realize that a bunshin has taken the user's place.
*Every turn after a failed initial awareness check, the victim may roll one free intelligence check to see through the bunshin with a +10 to DC because he doesn't know a clone tecchnique's actually been used.

Kuchiyose no Jutsu (Summoning Technique)
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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.

Kuchiyose: Kame Henge Jutsu (Summoning: Turtle Transformation Technique)
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A testament to how completely the Sameruizumi Kame accept shinobis who enter a contract with them as their own, they have developed a technique that allows their summoners (or willing targets) to take on the appearance and form similar to that of a turtle of their group, along with all the advantages and hindrances that that might represent.
Cp Cost: 20 cp + 3 cp per post.
Dice Rolls: 3
Damage: n/a
Reflex DC: n/a
Special: User or target takes on the appearance as well as all limits, characteristics, and abilities of the Sameruizumi Kame, in addition to their own.

B-Rank:

Hijutsu: Kirisame (Secret Technique: Mist Rain)
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A jutsu known by some Kirigakure shinobis, the user generates a light mist in the area of his target in which a delicate rain starts to pour which eats up the chakra it comes into contact with that is not of the same signature as the original user.
Rank: C
Dice Rolls: 4
Cp: 90 + 30 per post maintained
Damage: n/a
Reflex DC: n/a
Special:
*Reduce victim's damage dealt by ninjutsu by 15 + chk mod + 2 per 10 points in ninjutsu skill. Double this effect for Katon Jutsus and cut it in half for Doton Jutsus.
*Cancels enemy field of effect jutsus.
*All chakra constructs not generated by the user take [15 + chk mod + 2 per 10 points in ninjutsu] damage per turn regardless of their regenerative capacities.

Suiton: Suijinheki (Water Release: Water Encampment Wall)
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This defensive technique creates a wall of water around the user. Enemy attacks are completely intercepted by a fence of water blown out from the mouth, and is raised from below with tremendous might. The water is blown out is in the form of a circle around the user, and it makes for a defense without openings. It is also possible for the user to control the amount of water and duration at will. The wall's strength and resistance change following the quantity of chakra poured down into the water, so a skillful shinobi will be able to build a sturdy one.
Cp cost: 90
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Special: Completely avoid area effects that strike the user head on. The wall remains in place for a number of rounds equal to the user’s chakra modifier + 10 (1 post = 1 round).

Suiton: Suiten Hōfutsu (Water Release: Water-Heavens Convergence)
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This technique enables the user to control water and moisture. The air becomes saturated with water bubbles and the combat field becomes a water source for use of water techniques. Allows water-based summons that would normally need water to move around to fight in on land in the area by either trapping the target in the same water or maneuvering the water to allow the summing to chase the target. It is able to extract and utilize groundwater, and is very effective in most areas but rocky areas.
Cp cost: 70
Dice Rolls: 4
Damage: N/A
Reflex DC:/ NA
Special: Creates a body of water only usable by the user and his summons. Allows water based summons to move on the ground. Techniques that must usually be done underwater can now be done on the ground in the area. Techniques that have special effects if underwater now have these effects on the ground in the combat area.

Suiton: Mizuame Teppōdama (Water Release: Syrup Gunshot)
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The user spits out condensated balls of sticky syrup at his enemy. Even though this technique is far weaker than its water counterpart due to the fact that the syrup bullets are bigger and have more wind resistance, the projectiles can reach fairly high velocities thus generating significant concussive force. Some go as far as to say the technique can be as powerful as a cannon shot for advanced ninjutsu specialists. If the bullet makes contact with a target, it bursts and partially covers it with sticky syrup, impairing its movements. The number of bullets that can be generated depends on the user's skill.
Rank: B
Cp cost: 30 cp per bullet.
Damage: (15 - 30) + chk mod per bullet
Reflex DC: 15 + chk mod + 2 per 10 points in ninjutsu skill
Special :
*User can fire up to one bullet for every 10 levels in chakra control.
*Target must roll one reflex save per bullet to dodge them.
*For every succesful hit, reduce the target's base attack bonus for all attacks by [1 per 15 points in Chakra Control] for [chk mod / 5] turns. If this effect reduces one of the opponent's attacks to a base attack bonus lower than 1, he loses that attack until the syrup wears off. This effect is stackable.
*For every succesful hit, reduce target's dodge rating, reflex saves and movement rolls by [1 per 15 points in Chakra Control] for [chk mod / 5] combat turns. This effect is stackable.
Owner: Hoshigaki Hiru

Suiton: Bakusui Shōha (Water Release: Exploding Water Shockwave)
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The user generates a great volume of water, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks. The amount of water created is proportional to the amount of chakra used; when used with an enormous chakra, even a dry wasteland can become a small ocean.
Cp cost: 130
Dice Rolls: 4
Damage: 130 - 150 + chk mod
Reflex DC: n/a
Athletics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Special: Cannot be dodged due to the volume of the attack, targets must flee or get caught in the blast. Creates a water source. User can launch an attack in the same turn as he uses this technique, if the victim fails the Reflex save, his dodge rating will be 0.

Chakra Kyūin Jutsu (Chakra Absorption Technique)
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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: Varies
Dice Rolls: 1
Damage: (Chakra Control / 2) - (Chakra Control) cp.
Will DC: 15 + Chakra Mod + 2 per 10 ranks in Chakra Control
Special:
*Can be initiated during a succesful touch attack (attack that is made only to make contact, causing no physical damage but negating the target's armor bonuses to dodge) or at any other time the user has a direct line to the opponent through which the technique can be channeled.
*If channeled through direct contact, 10% of the stolen cp is lost in the transfer (deduced form the target but not added to user's reserves.)
*If channeled through a construct made of the user's chakra or chakra metal, reduce drain by 10% and 25% of the stolen cp is lost in the transfer.
*If channeled through an element for which user has an affinity, reduce drain by 25% and 50% of the stolen cp is lost in the transfer.
*A successful Will check prevents any chakra from being drained. A natural 1 on Will check doubles it.

Hijutsu: Suika no Jutsu (Secret Technique: Hydration Technique)
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By liquifying the whole body, this technique makes it impossible to receive damage from physical attacks. As this technique turns the body into water, the user is vulnerable to lightning techniques. Given the nature of the technique, the user must have a very strong affinity to water to use it.
Rank: C
Dice Rolls: 4 (can be used as reaction)
Cp: 50 + 8 per holding post
Damage: n/a
Reflex DC: n/a
Special: Can be used as a reaction (During opponen'ts turn). If used as a reaction, replace user's dodge rating by [level + wis mod + chakra control] and user's reflex rating by [Chakra Control + Base Save Bonus]. Gives immunity to physical, earth, wind and water damage. Fire jutsus deal half damage although they cause no status ailments. Ice jutsus deal no damage but cause status ailments. Lightning jutsus inflict normal damage and cancel the jutsu immediately upon impact.

Kuchiyose: Kikkouhifu (Summoning: Turtle Shell Skin)
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A technique developed by the Sameruizumi Kame to compensate for their lack of mobility by increasing their resistance to damage. Through manipulation, the user can turn their skin to the texture and durability of a turtle shell, significantly increasing its durability. This jutsu cannot be held eternally though as a constant flow of chakra is required to maintain the carapace's integrity.
Cp Cost: 60 cp initial cost, 7 cp per combat turn afterwards.
Dice Rolls: 4
Damage: n/a
Reflex DC: n/a
Special:
*Grants the user a natural armor of [Chakra Modifier + 1 per 10 in Chakra Control]. (Natural armor adds to Dodge against all attacks except touch attacks). This natural armor bonus stacks with the natural armor bonus from Kikkou (Tortoise Shell).
*Bare hands can be used to block weapon attacks while the technique is active and can be used to sunder equipment.
*Immune to normal burns or frostbite status ailments while active.
*Reduce by 75% all awareness checks requiring the sense of touch while technique is active.

A-Rank:

Suiton: Suirō Sameodori no Jutsu (Water Release: Water Prison Shark Dance Technique)
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After using a jutsu that generates massive amounts of water, the user acts as the center of the giant dome of water. The dome shifts in the same direction he moves, making it difficult for his target to escape. This technique gives a Hoshigaki great field advantage as he can breathe and freely move underwater, while his target drowns.
Dice Rolls: 5
Cp cost: 125 to create the dome + 35 per turn to maintain and move.
Damage: (40 - 80)
Reflex DC: n/a
Athletics DC:
*If target: 18 + chk mod + Athletics + 2 per 10 in Ninjutsu.
*If not target: 18 + chk mod - Athletics + 2 per 10 in Ninjutsu.
Fortitude DC: 15 + 5 per turn he is trapped underwater.
Special:
*User creates a water dome that engulfs the battlefield. As long as they are in the dome, victims and user are underwater.
*Each turn he or she is stuck in the sphere, the victim rolls a fortitude check to hold his or her breath. If check fails, victim takes jutsu damage.
*When the technique is active, the user must designate one target at the end of each attack sequence that he will follow in order to prevent him or her from escaping the jutsu's range.
*The victim may sacrifice any attack turn (dice roll) to attempt an Athletics check to escape the sphere for a moment.
*Leaving the sphere for even one turn resets the fortitude DC.



Taijutsu:

E-Rank

Samekamu (Shark Bite)
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The Hoshigaki's shark teeth make a useful weapon when both hands are immobilized. The sharpness of the two rows of teeth are sure to make the victim bleed should he or she be struck by this attack.
Rank: E
Dice Rolls: 1
Cp Cost: None
Damage: (2 - 4) + str mod
Reflex DC: n/a
Fortitude DC: 10 + str mod (user) + 2 Per 20 hp past half hp (victim)
Special:
*If used when grappled and victim fails fortitude check, grapple is broken due to pain.
*If used when grappling, user can hold the bite to increase the DC to maintain grapple by 5.
*Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.

Uke (Blocking)
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Blocking is the most basic defensive maneuver a shinobi can learn. Aimed at preventing an attack from reaching its target, a block is basically a blow against a blow, applying the basic principle that two equal forces going in opposite directions will offset each other. Unless very specific skills have been learned, hands will not prove very helpful in blocking weapon attacks.
Attack Turns: 1 (Reaction)
Cp Cost: n/a
Damage: n/a
Special:
*Roll 1d20 + [Base Attack Bonus / 2] + Strength Modifier + 2 per 10 in Weapon Skill. If block check beats the attack roll, the attack was succesfully blocked and causes no damage. If failed, blocker takes full attack damage.
*Bare hands can only be used to deflect taijutsu attacks.

Kabaiitate (Cover)
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The action of covering someone is made to protect more vulnerable targets in order to prevent that harm be done to them. Any person wishing to attack the protected target will have to “go through” the person covering them, something that can be quite a challenge depending on who they have to deal with.
Attack Turns: 1 per action (reaction)
Cp Cost: n/a
Damage: n/a
Special:
*The action of moving to cover someone or moving into cover requires one attack turn to perform.
*Protector can use cover actions while providing cover.
*As a cover action, user can block or defend attacks aimed at the person behind them as though they were aimed at them.
*As a cover action, if protector’s dodge or reflex beats incoming attack score, they can take damage for the protected person.
*As a cover action, if protector’s dodge or reflex beats incoming attack by 10, they can move the protected person out of the way and dodge the attack themselves.
*Cover is broken as soon as an offensive maneuver that requires that the protector move from his spot is initiated (melee attacks, any jutsu requiring movement).
*Only 1 person may be covered at a time, although many people may provde cover for a single individual.

Kanshou (Intervention)
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If an attack is launched against a target that a shinobi wishes to protect, they can try to wedge themselves between the attacker and its target either to attempt to block the attack, take damage for them or to push them clear out of its way.
Attack Turns: 1 per action (reaction)
Cp Cost: n/a
Damage: n/a
Special:
*If protector’s dodge or reflex beats incoming attack by 10, they can take damage for the protected person.
*If protector’s dodge or reflex beats incoming attack by 15, they can attempt to block or defend from the attack.
*If protector’s dodge or reflex beats incoming attack by 20, they can move the protected person out of the way and dodge the attack themselves.
*After an intervention attempt, successful or not, target will be put under the user’s cover until it is broken.

Kumiuchi (Grappling)
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Grabbing an opponent in combat is a basic taijutsu technique aimed at holding an opponent in place rather than causing to damage to them directly. Getting close to an opponent, the person intending to restrain the other must find a way to get his hands on them and lock them in place to prevent any movement. This allows the victim to be used as a human shield or facilitates any partner's attempts at attacking them. In order for the victim to break free, they must either find a way to wiggle free from the user's hold or overpower them to break it.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Escape Artist DC: d20 + Strength Modifier + 2 per 10 in Taijutsu
Special:
*Grapple is initiated like any other melee attack but does not cause damage.
*Immediately following a succesful grapple attack and at the beginning of any round that the hold is maintained, user and defender must roll a Grapple check of d20 + Strength Modifier + 2 per 10 in Taijutsu to see if the grapple is maintained or broken (higher score wins).
*While grappled, victim rolls a free grapple check (d20 + Strength Modifier + 2 per 10 in Taijutsu) per round against the grappler's grapple check to attempt to break free from the hold, and may use their attack turns to attempt Escape Artist checks against the Grapple check to break free.
*While grappling or grappled, victim and grappler lose the benefit of their Dexterity to their dodge rating and may not attack other people, block, or use techniques that require more than 1 attack turn (dice roll).
*While grappling, grappler can use attack turns to either attempt taijutsu or small weapon attacks against the grappled target, attempt to disarm them, or attempt to wrestle them to the ground, negating their wisdom modifier to their dodge rating until they break free or until the grappler attempts another grapple action.
*While grappled, defender may attempt taijutsu attacks against the grappler but suffers a [4 + 1 per 10 in grappler's taijutsu skill] penalty to attack score.
*Any failed attack against the grappler or the grappled target has a 50% chance to hit the other party to the grapple.

Imashimeru (Binding)
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Using rope to immobilize and restrain an opponent is a basic maneuver often used by shinobi for various purposes.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Escape Artist DC: d20 + Sleight of Hand + Str Mod
Special:
*Can only be used against an immobilized or grappled opponents.
*User must use this technique for (5 - 1 per 15 in Sleight of Hand) continuous attack turns to succesfully rope up an opponent.

Youdou (Feint)
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A combat application of masking your true intention, a shinobi can perform a feint in combat intended to mislead an opponent. The user fakes an attack in one direction to force a reaction from the opponent by telegraphing false information through body language and then uses the confusion to strike from another direction. If done successfully, this technique can leave an opponent wide open for an attack, greatly reducing chances of dodging. One of the weaknesses of this technique comes form its dependance on the opponent's ability to read the user's movements, making it less effective against targets that have different body types or limited intelligence.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Sense Motive DC: d20 + Innuendo + Charisma Modifier
Special:
*Roll an Innuendo check (1d20 + Innuendo + Charisma Modifier) against an opponent's Sense Motive check (1d20 + Sense Motive + Wisdom Modifier). If Innuendo check beats enemie's sense motive check, user's next melee attack that only requires one attack turn is considered a sneak attack and gains all bonuses accordingly.
*-4 penalty to Innuendo check against non humanoid creatures. -8 penalty against creatures of animal intelligence. Impossible against creatures devoid of intelligence.

C-Rank

Hiruken (Leech Fist)
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A special fighting style in which the user is in a constant state of chakra absorption. Every single one of his attacks is aimed at major chakra centers of his opponent's body as much to drain chakra as to inflict damage. Therefore, impact intensity is sacrificed in favor of longer contact with the victim. Given the fact that every absorption is so brief and accompanied with physical pain, the victim cannot summon his will to prevent the drain.
Rank: C
Dice Rolls: n/a
Cp Cost: 50% of Cp drained.
Damage: Reduce melee damage by 33%.
Special: All melee attacks (weapon or fist) drain ([Chakra Control /4] - [Chakra Control / 2]) cp from target. Double this effect for critical hits.
Owner: Hoshigaki Hiru



Shoukenjutsu:

Abilities:

Chakra Hokuka (Chakra Eater)
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Samehada has an insatiable hunger for chakra. It's physiognomy is specifically made to drain the chakra of any living being it comes into contact with and store it inside its own reserves in order to feed itself and fuel its abilities. It is therefore always grateful to face enemies with large chakra quantites that can grant it plentiful meals.
Cp Cost: n/a
Dice Rolls: n/a
Special:
*Every time the blade causes damage, damage dealt is also caused as chakra damage for a maximum of 5% of the victim's total chakra pool.
*If an attack with Samehada was blocked, chakra damage occurs as though it had struck the blocker but at 50% efficiency.
*Double chakra drain for critical hits.
*All chakra points drained through physical blows or shoukenpou jutsus are added to Samehada's chakra pool.
*If used as a conduit for chakra draining techniques from the user, increase their efficiency by 25% and reduce their chakra cost (if any) by 50% (the reduction to chakra cost is added to Samehada's reserves rather than the user's).

Samehada Kensei (Samehada Sword Growth)
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Samehada's chakra pool has a direct impact on its size, growing larger and more mobile with every bit of chakra it ingests and smaller and slower with every amount it spends.
Cp Cost: n/a
Dice Rolls: n/a
Special: Add [Samehada Cp / 20] to base attack bonus for attacks using this weapon.

Chuujitsubuki (Loyal Weapon)
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If someone other than its wielder tries to wield Samehada, it will continuously stab the user's hands with sharp spikes until it is finally dropped. If separated form its wielder, it will by any means try to find its way back to him or her, using its mobility to close the distance as fast as possible. If wielded by a hostile target, it will use its strength to move out of the way of any swing aimed at a friendly target.
Damage: (5 - 10), damage dealt is also dealt as chakra damage.
Fortitude DC: 10 + str mod (victim) + 2 Per 20 hp past half hp (victim)
Special:
*If wielded by someone other than its usual wielder, roll fortitude check at the beginning of new user's turn. If The new user fails fortitude check, he drops the weapon instantly and loses his entire attack round.
*Reduce Base Attack Bonus of any wielder other than its primary wielder by [Samehada cp / 20].
*If blade is not held back, it will autonomously find its way back to its primary wielder.

Shinshikujizai Nigiri (Extensible Handle)
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Samehada's handle can stretch for long distances and back, allowing for the user to attack enemies from a distance without losing the benefit of direct contact with the weapon. When this technique is used, the weapon resembles more of a flail than an actual blade.
Cp Cost: n/a
Dice Rolls: n/a
Damage: (10 - 20) + dex mod + 0.5 x str mod
Special: Samehada can be used as a long range weapon for medium to medium-long distance attacks (about 25 meters).

Soritansen (Shredding Edge)
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Samehada's blade is made of hundreds small razor sharp scales that make it much more potent at shaving than cutting. This has the downside of inflicting less initial damage, as it won't cut off limbs or pierce organs; but will leave nasty wounds that bleed significantly and heal very poorly.
Cp Cost: n/a
Dice Rolls: n/a
Special:
*Critical hits do not cause additional damage for the intital blow.
*Regular hits that beat dodge DC by 10 cause bleeding (-2 hp per turn).
*Regular hits that beat dodge DC by 20 cause minor wounds (-4 hp per turn) and bleeding (-2 hp per turn)
*Critical hits on regular attacks inflict critical wounds (-8 hp per turn) and severe bleeding (-4 hp per turn).
*Critical hits on sneak attacks inflict alarming wounds (-16 hp per turn) and extreme bleeding (-8 hp per turn).
*If wrapped, treat weapon as blunt.

Sokonashi Youki (Bottomless Container)
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Samehada has the ability to store objects inside its body for its wielder. It is unknown how exactly it does so, since even though it can be filled with numerous solid objects its movements or flexibility do not seem to be impaired by their presence. It has been theorized that it actually seals them inside its body and summons them back at its wielder's command.
Cp Cost: n/a
Dice Rolls: 1 to spit out (can be used as reaction).
Special: User can store various objects inside Samehada that can be summoned back when needed.


E-Rank

Shoukenpou: Chakra Joiyou (Living Blade Art: Chakra Feed)
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Samehada can transfer the chakra it has gathered to its wielder or a specific target through direct contact.
Cp Cost: n/a
Dice Rolls: 1
Damage: n/a
Special:
*Transfer [Chakra Control x 2] chakra points stored inside Samehada to a target to which it has direct contact.
*If target isn't the wielder, increase dice rolls required to use the technique by 1 and increase to 2 cp the points required from Samehada's chakra pool to restore 1 cp to the target.

D-Rank

Shoukenpou: Asshuku (Living Blade Art: Constriction)
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The user guides Samehada to wrap around a target, completely preventing any movement and draining his or her chakra. This allows the wielder to freely vacate to other tasks while keeping an opponent immobilized.
Cp Cost: n/a
Dice Rolls: 1
Damage: Regular weapon damage.
Reflex DC: n/a
Special:
*Roll to initiate grapple is the same as an attack roll, melee or ranged.
*Rolls to maintain grapple are the same as for taijutsu attacks but use [(Samehada - 10) / 2] + [(Samehada Cp) / 20] instead of [str mod].
*For every failed active escape artist check performed by the victim, they take half base weapon damage (excluding dex or str mod).

C-Rank

Shoukenpou: Jutsu Kyūin (Living Blade Art: Jutsu Absorption)
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This technique allows Samehada to literally slice through an opponent's techniques, in spite of whether the chakra has been transformed or not. In some instances, it can even prevent the technique from being performed at all by absorbing all of the necessary chakra, before preparations for casting the jutsu can be completed.
Dice Rolls: 3 Rolls
Damage: n/a
Special:
*Use the formula 1d20 + [Base Attack Bonus / 2] + [Dexterity Modifier] + [2 per 10 in Samehada] + [Samehada cp / 20] against jutsu's evade DC.
*If the Block is equal or higher, all damage from the attack to the user is negated and 50% of the technique's Cp cost is added to the weapon's chakra pool. Does not work against area of effect jutsus. If the technique consists in a volley of projectiles, each must be blocked individually.

B-Rank

Shoukenpou: Kyōsei Saiseihou (Living Blade Art: Symbiotic Regeneration)
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When Samehada and its wielder have have develloped sufficient affinity for their chakra to become nearly indistinguishable, the blade can use its unique ability to restore any damage done to its body to restore wounds inflicted to its wielder. This particular kind of healing can heal any wound, from growing back removed or destroyed organs to regenerating burnt or consumed muscle tissue. This allows the user to recover from wounds of any nature, ranging from superficial to fatal.
Cp Cost: Variable
Dice Rolls: 4 (all levels of healing can be performed in the same healing period).
Special:
*Samehada can heal its wielder 1 point of hp for every cp spent from its chakra reserves.
*Samehada can stop the bleeding from a wound or heal a burn or frostbite for every 5 cp spent from its chakra reserves.
*Samehada can heal a wound, repair a broken bone, or cure one physical status ailment for 10 cp spent from its chakra reserves (must have stopped bleeding first).
*Samehada can heal its wielder 1 point of constitution damage or cure the effects from 1 poison for every 20 cp spent from its chakra reserves.
*Samehada will initiate this technique spontaneously upon any fatal blow dealt to its wielder.

A-Rank

Shoukenpou: Kenjin Heigou (Living Blade Art: Human Blade Merge)
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Samehada merges with its wielder, fusing the two beings' chakra systems, sharing their abilities, and increasing their overall physical abilities. The resulting creatures greatly resembles a practically perfect human/shark hybrid and is particularily effective in underwater combat. Since it takes full advantage of Samehada's unqiue ability to use its accumulated chakra to increase its size and activity, this technique increases the capabilities of the user proportionally to the quantity of chakra saturating his system. As is the case when two consciousnesses merge into a single body, the user becomes incredibly resilient to genjutsu, since one of the two organisms will be able to wake the other should he or she fall prey to an illusion. Over the course of history,rumours would have it that, in the right environment, a wielder of Samehada who achieves this fusion has no weaknesses.
Cp Cost: 150 Cp + 20 Cp per turn.
Dice Rolls: 5
Damage: Regular weapon damage.
Reflex DC: n/a
Special:
*User can instantaneoulsy (for no dice roll) use any of Samehada's abilities or passive jutsus (except Samehada Kensei).
*The chakra reserves of the blade and the user become one and the same.
*While underwater, increase [Base Attack Bonus], [Dodge Bonus], [Reflex], and any check related to underwater movement by [(Samehada - 10) / 2]. This effect stack with other movement increasing effects.
*Increase all checks to detect or identify living by [(Samehada - 10) / 2].
*Add [(Samehada -10) / 2] to will saves to resist or break genjutsu.
*Any physical contact with the user causes chakra damage to the individual touching him as though he or she had been struck by the blade.

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Wed Feb 27, 2013 5:17 am


~ Summoning Contract ~


~Nature of Contract~


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Name of the contract: Sameruizumi Kame (Cool Springs Tortoises)
Nature of the summons: Tortoises
Description: The Cool Springs Tortoises are a community of tortoises who live a usualy calm life in their retreated springs. Because of their laid back nature and unbelligerent attitude, few shinobi are compelled to seek them out as summoning partners. However, this does not mean they do not make powerful allies. Even though their motivation to train is mostly for recreational pruposes, these tortoises still devellop their skills on a daily basis and can be fearsome opponents. Just don't bother them too often...
Origin: The cool springs where these turtles live are on an island very far off the coast of the Water Country. The island being surrounded by cliffs, the only way in is through a small passage at the bottom of the water that leads under the mountains and to the Springs. The Springs themselves are dozens of small warm springs that practically look like a summer resort filled with tortoises. There, you can hear the music from the turtles drum shells, see their water shows or even be a spectator to some of their sparring competitions.
Signature form: The user needs to go the Cool Springs in the cave of the elder and write his name on one of its walls with an ink mixed with a drop of his blood.
Physical requirements: None, really.
Psychological requirements: The tortoises are in no way the belligerent, lust for power aggressive types. They like a positive attitude and people who love to have fun. They do not want to be summoned only to fight!


~Summons~


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Name: Kuurukame (平亀)
Element Affinity: Water (Can use fire)
Gender: Male
Rank: Chuunin
Height: 4'6'' (From the bottom of his legs to the top of his shell)
Weight: 250 lbs
Physical Description: This four legged turtle is of a cool blue colour to both its scales and shell with orange markings.
Clothing: Slick shades, a seashell necklace, a rope bracelet and a small Kirigakure forehead protector tied to a wristband on his left leg.
Background: Does water shows for a living in the spring using its water jutsus. Impresses the gallery by pulling out now and then a little fire show.
Personality: Very mellow and a bit of a showoff.


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Name: Kamesaru (亀猿)
Element Affinity: Water (Can use Earth)
Gender: Male
Rank: Chuunin
Height: 7'2''
Weight: 550 lbs
Physical Description: A bipedal tortoise covered in scars from its tournament combat hobby. Very muscular. Has brownish scales with blue markings.
Clothing: One elbow and knee pad. A Kirigakure forehead protector is sown on his knee pad.
Background: A brawler by nature and interest, when Kamesaru isn't loafing around it's to train his signature Kameken fighting style or to take part in the various physical Cool Spring tournaments.
Personality: By his look, people would think he's aggressive but he's really not. Has a recreational approach to combat and tries to avoid it if not in very specific situations.


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Name: Gakkame (楽亀)
Element Affinity: Air (Can use water)
Gender: Male
Rank: Chuunin
Height: 1'0'' (From the bottom of his legs to the top of his shell)
Weight: 10 lbs
Physical Description: Very small turtle with green scales, a red shell and red markings. Of the musical genotype of the Coll Springs Tortoises. Too small to be in battle on its own, it must be carried by the user and protected or it could otherwise very easily get injured. A speaker is built into his shell to project sound despite his small stature.
Clothing: Always wears his headphones and his goggles, although his goggles usually rest on the top of his head rather than his eyes. Has a very small Kirigakure forehead protector dangling loosely around his neck.
Background: A musician, plays the classical trotoise tunes byflipping on its back and drumming on its shell and singing. Very catchy!
Personality: Likes crowds. Contrarily to most Tortoises, likes a good battle too, sees bewitching opponents as a challenge proving his musical prowess.


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Name: Kamesori (亀刀)
Element Affinity: Lightning (can use water)
Gender: Male
Rank: Chuunin
Height: 5'7''
Weight: 220 lbs
Physical Description: A crimson bipedal tortoise of relatively small stature with gold circular makings to his skin and shell.
Clothing: Wears a thick cape suited with pockets to contain ninja tools and various objects. His lower face is usually covered while on missions to protect his identity. Has a Kirigakure forehead protector sown on his cape.
Background: The one who gets the dirty jobs done for the Cool Springs Tortoises. Selected by the elders and trained for his abilities in espionage and stealth based combat, he knows that in order to maintain the happy go lucky ways of his fellow kame some threats must be contained and prevented before they become problematic. Will take assignments most other tortoises will refuse.
Personality: Even though his function amongst the tortoises might be more violent and serious, he remains nevertheless a guy who enjoys lying back and laughing it off in his down time. His ideal day is a Kameken combat tournament in the afternoon and a shell melody concert in the evening with a cold beverage.
PostPosted: Sat Mar 02, 2013 10:35 pm


~ Weapons ~


Samehada (Shark Skin)
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Type: Legacy (Seven Swordsmen of the Mist, Hoshigaki Clan)
History: Originally lent to Kirigakure by the Hoshigaki Clan for their alliance with the village, the clan has long since taken the blade back for themselves, only allowing Hoshigaki to wield them even in the Swordsman of the Mist. The blade is now handed down to a champion of the Hoshigaki, as a symbol of promise and honour. The user, however, must return to the clan when summoned since it is from this great blade that are plucked the scales that will form every new Hoshigaki's Samehadamaku, the living weapons that makes the Hoshigaki one of the most fearsome clans in the Water Country.
Description: Samehada is a large living sword comparable in size to the Kubikiribōchō. It is described as "the most terrifying of all the Seven Swordsmen's blades". Its actual blade is covered in scales, which causes it to inflict shredding or shaving damage rather than cutting what it comes into contact with. The effect is similar to a shark's skin, hence its name. While it ordinarily remains rigid, Samehada is able to stretch and bend to a great extent, allowing it to be used like a flail. Samehada is unique for being a sentient weapon that gains nourishment from the chakra of others. The blade is happiest when engorged with chakra. Although it constantly feeds off of the chakra of its owner, its largest "meals" come from fights wherein it absorbs the chakra of its owner's opponents. Such an ability allows Samehada to literally slice through an opponent's technique and even prevent techniques from being performed by absorbing all of the opponent's chakra. With every bit of chakra the weapon drains, it grows larger and more active, increasing its effectiveness in combat.
Cp: No known limit.
Damage: (10 - 20) + [1.5x str mod] + [(1 - 2) per 4 levels in Samehada]
Range: Melee + 5 to 15 feet, depending on the blade's chakra level.
Requirements: Strength 30, Chakra 45, Hoshigaki Clan.
Acquisition: Plot specific.
Special: Allows use of Samehada specific abilities.
Dual Wield: No.
Owner: Hoshigaki Clan, Seven Swordsman of the Hidden Mist.

Samehadamaku: Bo staff
Hiru's Samehadamaku took the form a bo staff. When unsheathed, the weapon senses where Hiru's hands are gripping it and retracts the scales at that spot, preventing its wielder from cutting his hands when he wields it.
Description of Samehadamaku in clan thread: Samehadamaku
Description of Bo staff in weapons thread: Bo staff
Damage:
( 1 - 8 ) + [1.5 x str mod] + [1 per 4 levels in bo staff].
Range: Melee + 5 ft.
Special:
*Can be used as a defensive weapon, spinning the Bo in front of you gives you +4 in dodge bonus at the cost of your first Dice Roll in your next turn.
*+4 to trip and blocking checks.
*Allows the use of Samehadamaku specific abilities.



~ Possessions ~



Money:

Ryo: 72

Equipment:

Clothes

Shuriken x6
Yellow Soldier Pill
Katana (Can be sold for 60 Ryo)
Flashbang
Kunai x15
Kunais w/ Explosive tags x10

Low Adherence Wetsuit
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A one piece wet suit covering Hiru's whole body, from his ankles to his head, with holes for his hands, face, and hair. It was given to him as a graduation gift.
Effect: +1 to all underwater movement related checks and rolls.


Valuables

None

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Tue Jul 14, 2015 8:44 pm


BETA


~Stats~


LV. 25
Experience: 208 / 1300
Hp: [10 + constitution modifier] x level = ( 10 + 8 ) x 25 = 450
Cp: [10 + chakra modifier] x level = ( 10 + 26 ) x 25 = 900
MHp: [10 + wisdom modifier] x level = ( 10 + 10 ) x 25 = 500

Stat cap: [Level + 20] = 45

Attribute: ...... Distribute | Training | Level | Limits and Abilities | Total

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Strength: .........25 | 00 | 04 | +20% | 34 mod = 12
Dexterity: ........24 | 02 | 04 | ------- | 30 mod = 10
Constitution: ....20 | 03 | 03 | ------- | 26 mod = 8
Intelligence: .....29 | 05 | 03 | -30% | 25 mod = 7
Wisdom: ...........23 | 01 | 06 | ------- | 30 mod = 10
Charisma: .........23 | 02 | 01 | -20% | 20 mod = 5
Chakra: ............30 | 08 | 01 | +60% | 62 mod = 26


Dodge: [level + dex mod + wis mod] = 25 + 10 + 10 = 50

Number of attacks: 5
Base Attack Bonus: [level] = 25/20/15/10/5
Attack Melee: [str mod + bab] = 12 + 25 = 37/32/27/22/17
Attack Ranged: [dex mod + bab] = 10 + 25 = 35/30/25/20/15

Base Save Bonus: [level/2 (down)] = 12
Fort: [con mod + bsb] = 8 + 12 = 20
Rex: [dex mod + bsb] = 10 + 12 = 22
Will: [wis mod + bsb] = 10 + 12 = 22

~Skills~


Skill cap: [Level + 20] = 45

Skill: (Mod) | Distribute | Rewards | Level |Total

Strength modifier: 12

Athletics: ..................(Str) | 05 | 06 | 03 | 14

Dexterity modifier: 10

Acrobatics: ..............(Dex) | 10 | 04 | 00 | 14
Escape Artist: ..........(Dex) | 10 | 07 | 04 | 21
Stealth: ...................(Dex) | 20 | 04 | 06 | 30
Sleight of Hand: .......(Dex) | 00 | 00 | 00 | 00

Constitution modifier: 8

Concentration: .........(Con) | 15 | 05 | 00 | 20

Intelligence modifier: 7

Alchemy: ...................(Int) | 00 | 00 | 00 | 00
Chakra Control: .........(Int) | 05 | 30 | 10 | 45
Craft: ........................(Int) | 00 | 00 | 01 | 01
Treat Injury: .............(Int) | 05 | 02 | 00 | 07

Wisdom modifier: 10

Awareness: ..............(Wis) | 25 | 04 | 01 | 30
Read Lips: ................(Wis) | 05 | 01 | 00 | 06
Sense Motive: ...........(Wis) | 10 | 00 | 00 | 10
Survival: ...................(Wis) | 10 | 00 | 00 | 10

Charisma modifier: 5

Diplomacy: ...............(Cha) | 15 | 00 | 00 | 15
Handle Animal: .........(Cha) | 00 | 00 | 00 | 00
Intimidate: ...............(Cha) | 00 | 00 | 00 | 00
Innuendo: ................(Cha) | 00 | 00 | 00 | 00
Perform: ...................(Cha) | 00 | 00 | 00 | 00
Seduction: ................(Cha) | 00 | 01 | 00 | 01

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

Taijutsu (Basic): .........(---) | 00 | 00 | 00 | 00
Ninjutsu (Shape): .......(---) | 10 | 20 | | 00 | 30
Ninjutsu (Suiton): .......(---) | 30 | 00 | 00 | 30
Ninjutsu (Jinton): ........(---) | 15 | 00 | 00 | 15
Ninjutsu (Kuchiyose): ..(---) | 25 | 00 | 00 | 25
Genjutsu: .................(---) | 00 | 00 | 00 | 00
Fuuin Jutsu: ..............(---) | 00 | 00 | 00 | 00
Sneak Attack: ...........(---) | 25 | 00 | 05 | 30
Puppet Play: .............(---) | 00 | 00 | 00 | 00
Weapons (Bo Staff): ...(---) | 20 | 00 | 00 | 20
Weapons (Samehada): (---) | 00 | 05 | 39 | 44
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