User-name: Yoshmi
Posting: As often as I can.
Time zone: Eastern Standard Time
~Character Data~
Name: Nakamura, Hitomi
Village: Kusagakure
Clan/Bloodline: Nakamura
Element Affinity: Water and lighting
Age: 18
Gender: Female
Rank: Anbu
~Appearance~
Headband: Placed in various places
Height: 5’3
Weight: 110
Hair: Blue-ish black. Hair is either left down; or the bottom half of it is left down while the upper half is in a bun with chop sticks placed through the bun. Bangs are brushed to the right side while hair is down and the spit to both sides when in the second style. Hair length is Mid-back.
Eyes: White with out side trimmed in a light blue and dark pupils.
Physical Description: small framed body but toned.
Clothing: I’m not really sure how to describe it so I have and Image reference
Image Reference But the main color of the top is blue , the sleeves are a white-ish sliver the sleeves are also trimmed in a darker silver (the sleeves have hidden pockets on the inside). Hitomi wears black shorts that have many pockets for carrying a verity of items and weapons. She places her ANBU mask in various places but she often wears it to the side of her head. Her shoes are also black.
Background: Hitomi had lived in Kusagakura Village for all of her life she grew up with her parents who for all she knew were ordinary people (they never really talked about themselves). Hitomi joined the academy at the age of eleven ,there she meet Suzume and “tamed” her as Suzume calls it, then later became a gennin; the year after she became a gennin her parents went traveling and hadn’t come back for quite some time. It was later discovered they were killed it is still unknown who or what killed them or why if there was a reason. Mizu was upset for awhile but with time her sadness subsided and she began to live her life easy going and almost care free; she remains the same till this day.
Personality: Laid back, level headed and doesn’t like to rush into things she’s not sure about. Easy to get along with so long as you don’t get on her bad side or she becomes very sarcastic toward you.
Other:
Missions:
S:
A:
B:
C:
D:
Jutsu:
Ninjutsu-
Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Cp cost: 0
Damage: N/A
Requeriments: Learn in the academy.
Training days: Academy time.
Kawarimi no Jutsu (Replacement Technique.)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1 pt.
Damage: N/A
Requeriments: Must have something to replace with.
Training days: Academy time.
Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 0
Damage: N/A
Requeriments: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this.
Kanashibari no Jutsu (Temporary Paralysis Technique)
This technique is used to cause one's opponent to lose the advantage of movement. Freezing them in their tracks, this creates an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu.
Cp cost: 20
Damage: N/A
Requirements: Chakra 20+ Level 15+
Fort DC: 10 + Character level + Chakra modifier.
Training days: 20 days.
Hi no Hagane (Wings of the Sun)
Raiga causes a rockslide by sending a wave of electric energy upwards a cliff. This is the only eletric-based jutsu that Raiga performs without the help of his swords.
Cp cost: 20
Damage: 20 - 50 "Lightning" + chakra mod.
Requeriments: Lightning Affinity
Training days: 10 days
Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique)
A powerful attack that creates a huge current of water, usually in the form of a dragon, sent towards the target.
Cp cost: 70
Damage: 200 - 450 + chakra mod. "Reflex Halfs"
Requirements: Water Affinity. chakra 40+
Training days: 20 Days
Suirō no Jutsu
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. This Jutsu cannot be performed without a sufficiently large body of water to supply the water for it.
Cp cost: 20 + 1 per round the jutsu is holded.
Damage: N/A
Requeriments: Water affinity, water supply chakra 20 +
Training days: 15 +
Kansei: Mizu no Kyuutai (Trap: Orb of Water):
The victim of watery traps has an unkind fate to come to. Water spreads up around the poor soul and they begin to drown. The lucky can break loose, but then they still have to face the caster of the jutsu.
Cp Cost: 75 + 10 per holding post
Damage: 25 - 40 + Chakra Mod + Ninjutsu Bonus
Special: 1d20 + Fort Save vs. 1d20 + Chakra Control
Sensatsu Suisho (A Thousand Flying Water Needles of Death)
This jutsu freezes water into the shape of sharp needles, which then home in on the opponent from all directions. To perform this Jutsu, the user must be near a body of water.
Cp cost: 10 +2 per needle.
Damage: 4 - 8 per needle.
Requirements: Water Affinity. Must be close to a body of water.
Dokugiri (Poison Mist)
The user breathes out a toxic gas from their body that can also be used as a handy smokescreen.
Cp cost: 30
Damage: N/A "poison"
Requeriments: Int 30 + Chakra 30+
Training days:30 days.
Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke
Save: Reflex: 10 + character level + chakra mod. "To avoild"
Fort: 10 + character level + chakra mod. To resist the poison.
Soshoryu (Twin Rising Dragons)
A possible variation on Kuchiyose no Jutsu (Summoning Technique), the user summons all manner of weaponry from two scrolls and directs it at the opponent from high above, possibly using chakra strings to guide the weapons to a targeted area.
Cp cost: 2 per weapon
Damage: weapon damage "must also make attack roll"
Requeriments: Wisdom 20+ Dexterity 20 +
Training days: 4 days.
Hari Jizo (Needle Guardian)
The user causes their long, spiky hair to wrap around him and harden, in a manner similar to a hedgehog's or porcupine's quills, defending against any physical attacks. This is effective as a method for forcing someone away, or stopping a powerful strike.
Cp cost: 20
Damage: 15 - 25 + chakra mod. "Can be used as a form of defense"
Requeriments: "Long hair"
Training days: 12 days.
Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are substance less, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is maintained"
Damage: N/A
Genjutsu-
Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion.
Cp cost: 10
Requeriments: Genjutsu 10 Ranks
Training days: 5 days.
Will Save: 10 + character level + charisma mod.
Taijutsu-
Summoning Contract-
~Stats~
LV. 35
Experience:
Hp: 770
Cp: 700
Strength: 14+21= 35 [11]
Dexterity: 14 + 32= 46 [18]
Constitution: 14+23= 37 [12]
Intelligence: 14 + 20= 34 [12]
Wisdom: 14+21= 25 [6]
Charisma: 14+21= 25 [6]
Chakra: 14+30= 44 [17]
Dodge Bonus: 34
Base Attack Bonus: 35
Attack Melee: 35+11= 46
Attack Ranged: 35+18= 53
Base Save Bonus: 16
Fort: 28
Rex: 34
Will: 22
Damage: (1-6)+11+2
~Skills~
Bluff: 6(Char)+75= 81
Diplomacy: 6(Char)+45= 51
Disguise: 6(Char)+33= 39
Gather Information: 6(Cha) +35= 41
Handle Animal: 6(Cha)+48= 54
Intimidate: 6(Cha)+81= 87
Innuendo: 6(Cha)+42= 48
Perform: 6(Cha)+31= 37
Sense Motive: 6(Wis)+52= 58
Read Lips: 6(Wis) +48= 54
Seduction: 6(Cha)+53= 59
Balance: 18(Dex)+36= 54
Disable Device: 12(Int)+42= 54
Escape Artist: 18(Dex)+48= 66
Hide: 18(Dex)+68= 86
Listen: 6(Wis) +48= 54
Move Silently: 18(Dex)+62= 80
Sleight of Hand: 18(Dex)+69= 87
Survival: 6(Wis)+44= 50
Swim: 11(Str)+31= 42
Treat Injury: 6(Wis)+48= 54
Tumble: 18(Dex)+57= 75
Use Rope: 18(Dex)+30= 48
Concentration: 12(Con) +57= 69
Craft: 12(Int)+37= 49
Forgery: 12(Int)+34= 46
Knowledge: 12(Int)+33= 45
Repair: 12(Int)+35= 47
Research: 12(Int)+34= 46
Search: 12(Int)+ 49= 61
Spot: 6(Wis)+74= 80
Chakra Control: 12(Int)+126= 138
Ninjutsu: 17(Chk)+139= 152
Genjutsu: 12(Int)+71= 83
Taijutsu: 11(Str)+67= 78
Fuuin Jutsu: 12(Int)+48= 60
Kawarimi: 0+0+0= 0
Kunai: 0+0+0= 0
Shuriken: 0+0+0= 0
Ninja Weapons: 0+0+0= 0
Sneak Attack: 0+0+0=
Skill points: 1960
~Possessions~
Money:
¥en:
Ryo:
Equipment:
Ninja to: The ninja to is the sword of the ninja, it was not as well crafter as the Katana but was just as useful in combat. The ninja to is 6 inches shorter than the katana and possess a straight blade instead of a curbed one. The ninja to is the sword carried by ANBU squads.
Damage: 1 - 8 + str.
Range: Melee.
Special: ANBU sword.
Compisite long Bow: A bow with a string that is far harder to pull, this allow the weapon to deal more damage.
Damage: 1 - 8 + Str modifier.
Range: 140 fts + 5 feets per strength modifier.
Special: Must have arrows to shoot.
Arrows: 20
Arrows with poison imbedded: 15
Kunai: The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be throw to a distance of 50 fts. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 3 + Str mod. In melee
Range: Melee or Ranged 50 Fts.
Special: Can be used in both melee and ranged combat.
Kunai: 35
Shuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal.
Damage: 1 - 2 + Dex mod
Range: 40 Fts.
Special: Can throw six shuriken per turn. "In other words 4 from each hand."
Shuriken: 35