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Nikuya, Fujiko [Finished]

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jake23482

Romantic Sex Symbol

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PostPosted: Mon Jul 06, 2015 9:47 am


User-name: jake23482
Posting: 1-3/Day
Time zone: EST


~Character Data~


Name: Nikuya, Fujiko
Village: Leaf [Konohagakure]
Clan/Bloodline: -
Element Affinity: Earth
Age: 12
Gender: Female
Rank: Genin

Playlist
Main: Carpe Diem - Yellow Generation
Battle: Riot! - One Ok Rock


PostPosted: Mon Jul 06, 2015 10:02 am


User Image - Blocked by "Display Image" Settings. Click to show.
~Appearance~


Headband: Belt Buckle [Leaf]
Height: 4' 5"
Weight: 112 lbs
Hair: Red
Eyes: Blue/Green
Physical Description: Fujiko is a slender girl with crimson hair, her muscle structure for a kid is rather impressive as despite the slender appearance, she seems toned and fit, like an athlete. Her fair skin is smooth, and overall she seems to be the kind who would be running track or some other sport if she were a normal girl, attending a normal school. Though, being a Kunoichi in training, her family's religious symbols are apparent as she sports a tattoo kanji for "spirit" on her lower-back.
Clothing: Skin tight shorts, Cape, Red Vest Top/Skirt split at the sides for mobility.

jake23482

Romantic Sex Symbol

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jake23482

Romantic Sex Symbol

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PostPosted: Mon Jul 06, 2015 10:03 am


Background:
Fujiko comes from the family known as Nikuya, a blacksmithing family who focuses on creating strong weapons and then wielding them in combat. She is a bit of an odd ball as she was more into books and studying than she did when it came to training physically, at least during her younger years, but as she reached double digits, and approaching the time when she would be enrolled in the Ninja Academy, Fujiko put down the books and scrolls and picked up the sword and began to train with it's use. She now seeks to carve her destiny, and to become a heroine worth being written about in the books she likes to sneak off and read on occasion.
Personality: Secretive, Confident, Serious
Other: >>>>>>>>>
PostPosted: Mon Jul 06, 2015 11:54 am


~Stats~


LV. 5
Experience: / 300
Hp: [10 + constitution modifier] x level = ( 10 + -3 ) x 5 = 35
Cp: [10 + chakra modifier] x level = ( 10 + -3 ) x 5 = 35
MHp: [10 + wisdom modifier] x level = ( 10 + -3 ) x 5 = 35

Stat cap: [Level +20] = 25

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


Strength: .........6| 06 | 00 | ------- | 12 mod = +1
Dexterity: ........6 | 03 | 00 | ------- | 9 mod = -1
Constitution: ....6 | 00 | 00 | ------- | 6 mod = -3
Intelligence: .....6| 06 | 00 | -------- | 12 mod = +1
Wisdom: ...........6 | 00 | 00 | ------- | 6 mod = -3
Charisma: .........6 | 00 | 00 | ------- | 6 mod = -3
Chakra: ............6 | 00 | 00 | -------- | 6 mod = -3


Dodge: [level + dex mod + wis mod] = 5-3-1 = 1

Number of attacks: 1
Base Attack Bonus: [level] = 5
Attack Melee: [str mod + bab] = 5+1 = +6
Attack Ranged: [dex mod + bab] = 5-1 = +4

Base Save Bonus: [level/2 (down)] = 2
Fort: [con mod + bsb] = -3 + 2 = -1
Rex: [dex mod + bsb] = -2 + 2 = 0
Will: [wis mod + bsb] = -3 + 2 = -1

~Skills~


Skill cap: [Level + 20] = 25

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

Strength modifier: +1

Athletics: ..................(Str) | 01 | 5 | 00 | 6

Dexterity modifier: -1

Acrobatics: ..............(Dex) | -1 | 5 | 00 | 4
Escape Artist: ..........(Dex) | -1 | 5 | 00 | 4
Stealth: ...................(Dex) | -1 | 5 | 00 | 4
Sleight of Hand: .......(Dex) | -1 | 5 | 00 | 4

Constitution modifier: -3

Concentration: .........(Con) | -3 | 05 | 00 | 2

Intelligence modifier: +1

Alchemy: ...................(Int) | 01 | 00 | 00 | 1
Chakra Control: .........(Int) | 01 | 05 | 00 | 6
Craft: ........................(Int) | 01 | 00 | 00 | 1
Treat Injury: .............(Int) | 01 | 00 | 00 | 1

Wisdom modifier: -3

Awareness: ..............(Wis) | -3 | 00 | 00 | -3
Read Lips: ................(Wis) | -3 | 00 | 00 | -3
Sense Motive: ...........(Wis) | -3 | 00 | 00 | -3
Survival: ...................(Wis) | -3 | 00 | 00 | -3

Charisma modifier: -3

Diplomacy: ...............(Cha) | -3 | 00 | 00 | -3
Handle Animal: .........(Cha) | -3 | 00 | 00 | -3
Intimidate: ...............(Cha) | -3 | 00 | 00 | -3
Innuendo: ................(Cha) | -3 | 00 | 00 | -3
Perform: ...................(Cha) | -3 | 00 | 00 | -3
Seduction: ................(Cha) | -3 | 00 | 00 | -3

Ninja Skills [Combat]:

Weapons [Melee] (Ninja-To): ...................(---) 05 | 00 | 5
Taijutsu: ...................(---) 00 | 00 | 0
Ninjutsu: ..................(---) 05 | 00 | 5
Genjutsu: .................(---) 10 | 00 | 10
Fuuin Jutsu: ..............(---) 00 | 00 | 0
Sneak Attack: ...........(---) 00 | 00 | 0
Puppet Play: .............(---) 00 | 00 | 0

jake23482

Romantic Sex Symbol

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jake23482

Romantic Sex Symbol

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PostPosted: Mon Jul 06, 2015 11:58 am


~Skills and Limits~


Limits :

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Skills :

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

PostPosted: Mon Jul 06, 2015 12:02 pm


~Jutsus and Abilities~


Abilities


Ninjutsu:

E-Rank :

Bunshin no Jutsu (Clone Technique)
User Image
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: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Special: +intelligence modifier to disguise (Craft) checks.

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

Kawarimi no Jutsu (Replacement Technique)
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This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Nawanuke no Jutsu (Rope Escape Technique)
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A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Special: +2 to your Escape Artist roll when escaping from rope.


D-Rank:


C-Rank:


B-Rank:


A-Rank:




Taijutsu:

E-Rank
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
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Weapon or Taijutsu DC 10, Deflect attacks with your own to prevent them from hitting you.
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
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Weapon or Taijutsu DC 10, Prevent attackers from damaging a target placed behind you.
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
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Dexterity DC 10, Wait for the signal and push a training dummy out of the way of a swinging log before it takes any damage.
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
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Taijutsu DC 10, Hold a struggling target in place while they are greased up, it can be quite a challenge!
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
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Sleight of Hand DC 10, Tie up one of your buddies as tightly as possible and see how long it takes for them to break free (often trained in conjunction with the Rope Escape Technique).
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
Requirements: Learn in the academy
Training: 1 stage
Stage I: Taijutsu DC 10, Spar with an opponent and bait him to move in the wrong direction in an attempt to dodge a false attack.
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.

D-Rank

C-Rank

jake23482

Romantic Sex Symbol

17,625 Points
  • Perfect Attendance 400
  • Supreme Supporter 500
  • Foolhardy Benefactor 500

jake23482

Romantic Sex Symbol

17,625 Points
  • Perfect Attendance 400
  • Supreme Supporter 500
  • Foolhardy Benefactor 500
PostPosted: Mon Jul 06, 2015 12:05 pm


~ Summoning Contract ~


~Nature of Contract~
PostPosted: Mon Jul 06, 2015 12:12 pm


~ Weapons ~


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.

~ Possessions ~


Money:

Ryo: 0

Equipment:

Clothes
Shuriken x10
Ninja-To
Flashbang x10

Valuables

None

jake23482

Romantic Sex Symbol

17,625 Points
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