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Rachel Genova

9,450 Points
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PostPosted: Fri Sep 21, 2007 12:40 am


This thread is for all of the Takigakure Shinobi that are not apart of the Fifth Dawn ((With a few exceptions.))
Academy Students ----> Genin ----> Chuunin ----> Jounin/other ranks I missed that don't belong in the Bingo Book. wink

Takigakure Registration




User-name:
Posting:
Time zone:
~Character Data~
Name:
Village:
Clan/Bloodline:
Element Affinity:
Age:
Gender:
Rank:

~Appearance~

Headband:
Height:
Weight:
Hair:
Eyes:
Physical Description:
Clothing:
Background:
Personality:
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~
LV.
Experience: (whatever/whatever, eg. 0/100)
Hp:
Cp:
MHp:
Strength: | mod =
Dexterity: | mod =
Constitution: | mod =
Intelligence: | mod =
Wisdom: | mod =
Charisma: | mod =
Chakra: | mod =
Dodge Bonus:

Base Attack Bonus:
Attack Melee:
Attack Ranged:

Base Save Bonus:
Fort:
Rex:
Will:

Damage:
Taijutsu:
[any other weapon you use]

~Skills~
Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)

Concentration: (Con)

Chakra Control: (Int)
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int)
Repair: (Int)
Research: (Int)
Search: (Int)

Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury: (Wis)

Bluff: (Cha)
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha)
Handle Animal: (Cha)
Intimidate: (Cha)
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha)

Ninjutsu: (Chk)
Genjutsu: (Int)
Taijutsu: (Str)
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:

~Possessions~

Money:

Ryo:

Equipment:

Valuables:
PostPosted: Fri Sep 21, 2007 12:49 am


User-name: Rachel Genova
Posting: Within 3 days of each other.
Time zone: Pacific ((California))

~Character Data~


Name: Nakamura Michiyo
Village: Takigakure fromerly from Yukigakure
Clan/Bloodline: Michiyo
Element Affinity: Ice
Age: 18
Gender: Female
Rank: Takikage

~Appearance~

http://www.gaiaonline.com/journal/journal.php?mode=viewarchive&post_id=25480705&u=3306451


Headband:
On her right shoulder
Height: 5'10
Weight: 118
Hair: White
Eyes: Teal
Physical Description:
Her hair is always tied in a ponytail, propped up to keep it out of her way when sparring. Her clothes are skin tight and are white, showing pride amidst the snow. Her top comes down past her stomach. The arms are cut at the shoulder, giving her hands free movement to her hidden weapons amidst her clothes. Her eye brows are also white. Her lips are a pale off white, showing a small hint of color amidst the white in her lips. Her legs are exposed, up to her thigh. She wears the Snow Village Ensignia upon her right shoulder, covering the scar from her past.
Clothing:

Background:
Pre-Academy:
Nakamura has always been at the top of her class, a normal Shinobi, training to become Hokage of her village. Untill her family was destroyed before her very eyes one faithfull evening. The wounds that battle had given her, scared her very soul. She was born in the Village Hidden in the Leaves, her parents wished for her to live peacefully amidst the snow. Her skin is a pale white color, a sign her parents took to move to the Snow Village. She grew colder to the other villagers, keeping to herself as her life progressed on, her grades never slipping, and she was always at the top of her game. Years have past since that bloodied night amidst her memories, and she continues to train to better herself and to one day, become a Hokage. She has an immense inner strength, keeping her to pursue her dreams. Even though she doesn't talk very much, and isn't really friends with anyone, she is constantly pushing herself to be the best she can be in memory of her parents.

Her mother, Kantari, was acused as a spy/assassin, for the Village of the Hidden Mist; relaying information to them about the Third Hokage's weaknesses. Kantari was believed to have been a candidate chosen to assassinate the Third Hokage, even though these aligations were never proven to be true. Her father was then exiled from the Village Hidden in the Leaves, because of the rumours of his wife. These incidents, among others from her past, have caused her to make a shell around her heart. She has always been shunned by those from outside of the village she calls "home". Finally, upon finding the whereabouts of her parents when she was still just a small child at the age of four, her parents were found living nearby the Snow Village. Her parents gave themselves up willingly with the promise that Nakamura would be spared. With tears in her eyes, Nakamura begged them not to take them from her, but only recieved a small scar upon her shoulder for being defiant. She hasn't revealed it to anyone, but keeps it hidden by a red bandana that is always tied to her right arm, just beneath her shoulder blade.

At the loss of her parents, Nakamura tried fending for herself, hiding amidst the snowfall, her hair slowly turning white over time. At the end of the snowfall, and the blustery winds of Spring came, she thought it was best to learn how to control her chakra after freezing a morning lily with the touch of her fingertips. Even now, she has kept her Kekai Genkai a secret from the villagers, feared that they will no longer accept her as the silent innocent girl they found wandering around thier village. She started training herself at the age of six. Six years have passed since the beginning of her training. During those years, Nakamura was never truely alone, for she had made friends with two Arctic Ice Wolves. Thier names were Zenjin and Hyousetsu. She would come to them almost everyday and they would speak to her through her mind. As they approached the end of thier life span, they decided to fuse themselves into Nakamura's chakra, allowing her to Summon them and thier endless pack if she needed to. Not only did that allow her to have friends with her at all times, but would allow them to live for as long as she did.

Each night, upon which she trains near her old home, outside of the village. Since she was little, there was always a presence unknown to her. Seeming to watch her movements, she decided to confront her feelings about it. Little did she know that it was a ninja, his ranking was unknown to her, but the symbol of the Leaf Village, he wore around his forehead. It was then that a battle ensued, in which Nakamura was forced to use her Kekai Genkai against him. She wasn't able to control it fully, but she managed to stop his attacks on her, sending chills down his spine. She didn't even know she had such a jutsu untill it came as a natural reaction from his attacks. To this day, she doesn't know who attacked her or why, but she intends to find out upon graduating from the Academy.

Genin:
Not long after graduating to a Genin from the academy, Nakamura trained each day and night, practicing her jutsu. Untill, a man named Kyoudai Ranpu saw her after being summoned to meet with her new sensei. It was then that Kyoudai took Nakamura under his wing and taught her many new jutsu. One evening, Nakamura found a poster for a Tournament of Ninja, and she remembered her past. Believing that this Tournament would clarify things for her, possibly allowing her to uncover the truth about why her parents went willingly with the person who had the Sharingan. She over-came many harsh trials during her journey to Konoha, having left there so many years ago. During that journey, she met Kon Echiba and Karei Odori. Both were unique in thier methods that were unique to one another.

Upon arriving at there with her team-mate Taiki Ishii, they registered for the Tournament where Nakamura encountered Kyoudai's wife, Azure. Nakamura immediatly took a liking to Azure, forming a sort of bond with her almost immediatly. She knew that making a connection that quickly was dangerous for her, so she shut herself off from Azure for awhile, feeling a bond between Kyoudai. She then met another, Kusari Momochi. It was unfortunate, for Nakamura met Kusari for the first match. It wasn't a very difficult battle, and in the end, Nakamura was the victor of the first match. Then it came down to a frightening Semi-Final match. Where she met Sugi Kirai, her team-mate for the match and a boy named Hayaku Lee. The battle was long and harsh, if not for Sugi, Nakamura probably would have lost the match. Hayaku was taken down almost immediatly, and that was when Sugi and Kyoudai fought one another. In the end, a Water Prison Jutsu saved Nakamura from having to do any real fighting and was pronounced the victor of the Tournament since three out of the four fighters weren't able to fight. Her expendeture was too great for her to maintain any longer, where her faithfull companions, Zenjin and Hyousetsu escorted her out of the Forest of Death. After leaving the Forest, Nakamura collapsed and met for the second time, Seis. An ANBU member that she took a liking to for helping her to the hospital and caring for her while she was recovering.

Not long after, came the Twilight Festival at Konoha. Her reasons for going, were ment to be unsure. After wandering about, they finally were granted some happy news for the special occasion. Kon and Karei were to be wed. Mixed emotions and problems arose after Azure gave a premonition which spoke of great disaster. Brawen Mitochi, Nakamura's former Genjutsu sensei, emerged with grave news. A war was going on. Secrets were kept from her and she soon found out what they were, rushing off to Yukigakure to see if there was anything they could do to help. Nakamura never made it back to Yukigakure. An ambush awaited them, and they fell into thier trap. That was when Kusari protected Nakamura with his body, injuring himself as he did. It was then her turn to return the favor and summoned Zenjin and Hyousetsu to take Kusari to Konoha's medical clinic. The chakra expendeture was too much for her and she soon collapsed. Leaving Brawen to summon his dragon to take her away. During mid flight, the dragon died, and along with it, it's master. She met Rasen Hyuuga, who taught replaced Brawen as her teacher. There were events that followed, Kon's arrival, and her heart-ache for allowing people to come into her lives only to have them torn away. Kusari confesed his love to her, but, she was unable to return his feelings at that time, and that was when he left her. When Kusari left, Rasen began to teach her the Genjutsu that Brawen had left behind for her. After much training had been done, and Nakamura learned all she could from Rasen, who even taught her a few new techniques such as the Body Flicker Technique, she left him for Yukigakure.

Nakamura's return brought about many changes to her. She was soon transfered from Taiki's squad and in a strange twist of fate, was set into Kyoudai Ranpu's Squad. She felt that it was a great improvement from her last Squad, one that was filled with slackers, to a responsible Jounin's Squad. What was even more suprising, was that her team consisted of one other person who was none other than Kusari Momochi. After quite an eventfull week of training, they were assigned to thier first mission.

After these troubled times, Nakamura learned that she may still have hopes in seeking out her parents. Many new thoughts arose to her mind with the help of Rasen Hyuuga, and she would not forget his wisdom. Upon her return to Yukigakure, she immediatly set off towards Mizugakure, in order to uncover the truth about her missing parents. When she returned to her home outside of Yukigakure, she found a scroll, which lead to a bunch of problems before she wound up with a new friend named Dai. Not only did she gain a new jutsu from this encounter, but she got a glimpse of how she used to be. From all of the events, Nakamura wasn't as shy anymore. She was brave and cowardice was never an option for her. The following day, Nakamura packed what little she needed to take with her and was on her way. Were her parents really spies, or was she told a story and forced to believe it. Either way, she was getting closer to uncovering the truth with each step she took. During the trip there, she was confronted by a Shinobi of the Sand Village. One to be a Jounin who spoke of a scroll that had that of a death wish for her. Why anyone would want her dead, was unknown to her, her feeble mind unable to grasp the big picture in front of her.

Unfortunately, her journey was cut short by unforseen circumstances. With the many troubles, Nakamura found herself back at her home, almost, awakening from a dream that didn't seem to end. That was, untill her first mission as a team was brought about. She couldn't wait to get it underway, however, with the late arrival of Kusari, their journey was slowed. Amidst traversing the terrain, they made thier way to the docks and went aboard a ship where Shinobi attacked them. Nakamura, being the person she was, did not kill her opponent, but merely left him to be taken care of by her current sensai Kyoudai. He dispatched of him, her Genjutsu had taken it's toll on the person and it wasn't long before Kusari felt they should talk. One thing lead to another, and he tried to enter her mind, a mistake he wouldn't soon forget as Zenjin's snapping jaws severed the link immediatly, sending Nakamura overboard. When she had collected herself from the water, she was told to change her clothes below deck, her Ensignia stayed upon her the entire time. With everything that had happened up to that point, it seemed that the mission was going to be a piece of cake. That was, untill they arrived at the shore of the Village Hidden in the Mist. Kyoudai and Kusari seemed to have had a race, leaving Nakamura behind. She felt like she was being watched, and could feel an ominous presence about. Without warning kunai were hurled towards her by familiar hands, but she didn't stay to find out what it was. The ice rose barrette shattered upon the kunai's impact. She quickly fled to the ground and used what tracking skills she had from Hyousetsu to follow after Kyoudai, hopefully, finding herself in Mizugakure. After the long days and nights of training with Zenjin and Hyousetsu, Nakamura has gained alot of endurance. She can really take a beating before going down for the count. Her speed, can only be compared with Zenjin. As of now, Nakamura can barely keep up with Zenjin, and that's saying alot.

This didn't last long, for she was soon taken from behind and knocked out cold. When she woke up, she found herself lying in the snow in the forest of Yukigakure. Kyoudai, Azure, Kusari, and Aisa were all not to be found. She waited several days, but found no signs of them. In which, she decided to go to Konohagakure, for she knew they went there at times of festival or relaxation. However, when she arrived there, she found Rasen Hyuuga, to be the new Hokage. He questioned her, about her missing squad, and told her of their immanent demise. Heart-broken, from a third abandonment, Nakamura burned within for revenge. It turned out that Sound Shinobi had killed them, and no justice had been delivered. This fueled the undying fire within her, and now, she quests, to make the Sound Shinobi repay their debt with their lives. She needed to get stronger, and so, she left Konohagakure, and went back to her home to confront their kage as to why he kept such things from her, but no response was ever given to her. When she arrived at the Daiymo's office, since her village didn't have a Kage, he didn't give her an answer. Instead, he assigned her to a different squad, with a man that might have answers for her. She had never met him before, or either of her two team-mates before, but she was sure that they had heard of her before. She didn't argue with him, because it wouldn't have done her any good. Instead, she waited for the day that she was summoned by Samutu, her new sensai-to-be. They trained for not even a day before the exams happened to arrive, the only thing preventing her from exacting her revenge upon the Sound Village for her Squad's deaths.

Chuunin Exams:
It didn't take too long for the exams to arrive, and the first test was rather simple for Nakamura. Her abilities were able to get her through the first exam with ease, even helping her partners out by sending them a secret message with her Kekkai Genkai's branch technique. The second exam, proved to be somewhat less difficult than everyone made it out to be. Her squad started out with a Heaven Scroll and on the second day of the exams, they came across a murdered squad who's scroll wasn't even taken. A saddened loss, she was sure, but their loss happened to be her squad's gain. By obtaining a second Heaven scroll, Nakamura's squad seemed as if they could barter now that they had two of the same scroll. It was then that the first known attack happened, and it came from the Swamp Village. Nakamura knew they didn't have to help, and the less competition, the better, but she still decided to help, bolting off and leaving her squad members behind. It was then that she got a good view of the competition, a random smattering of fighting, and many more Swamp Shinobi than there should have been. She knew that a battle was going to happen, and she was right, considering it was already happening before her very eyes. She quickly went to help, but one of her comrades decided to get himself poisoned. She did what she could for him, using a technique she learned from Kyoudai, and healed the poison, and seperated herself from the fight. Night had fallen, and she could hear a fire crackling in a squad's camp. They left their scroll un-guarded, and to her luck it happened to be an Earth Scroll. She took it and went back to the fighting area, where the last of the enemy shinobi had made their stand. During their escape, Nakamra suffered two injuries, one in each shoulder as she tried to protect some Leaf Village Shinobi. Being the kind person she was, she gave them the extra Heaven scroll she had, allowing them to pass on to the next exam themselves. Upon arriving at the tower and opening the two scrolls, the Genin were told that they were going to fight one another to compete for spots in the final rounds of the Chuunin exams. Unfortunately, Nakamura had to wait for her turn to battle. This is also where she lost one of her comrades. He had lost his match. It was then time for Nakamura's match, and with a clever Water Prison Jutsu, Nakamura won her match before it was able to be called by the rather impatient proctor. Her second comrade managed to pass as well, even if she wasn't very gracefull when it came to entering the fighting area. One month later, after the exams were throughly set up, Nakamura made her way to Arena three, where her match against Vince Karasu went underway. About three minutes into the match, their fight was interupted by an invasion of the Swamp Village and it's allies. A tenticled man named Pochan decided that attacking both Nakamura and Vince would be an intelligent thing to do... which happened to be a grave mistake. Vince was able to free Nakamura, and she did the same for him, with no real help from the proctors. Minutes later, she was confronted by someone from her past, one that she had told had died by the Hokage himself, but he stood before her, killing like he normally did. It was Kusari, and she wasn't sure what to do. The rest of her memory is slightly fuzzy, having been running on pure adrenaline the entire time. She did, however, realize that he had no recollection of who she was, or anything about her. It was like he had suffered a rough form of Amnesia.

Chuunin:
Immediatly following the Chuunin Exams, Rasen took Nakamura under his wing having been promised by the Daiymou that she would train with him. It was alright, for the first few months of training, day in and day out, constantly working her body past it's limitations. There were reasons for such treatment to her body, and they were so she could learn abilities in Taijutsu. Days after Nakamura's acceptance, Rasen took them to a remote area, one even she had never been to. It was like a training ground, but it was amidst the mountains where it was void of snow. This is where she learned to control her chakra. Keeping the ebe and flow from making itself visible. Two months of training went by, as she harnessed her chakra, learning different ways to focus her energy within her, and it was then that Rasen deemed her worthy of learning abilities that solely belonged to that of Konohagakure. Now, instead of visible signs showing on Nakamura, her hair no longer changes blue nor do her lips, instead, ice looms out beneath her. It freezes the ground and crackles benearth her feet.. With each step, an icy patch remains when she focuses the chakra within her. During the final month of her training, she began to learn the basics in Konohagakure Taijutsu. Her eyes seem to be slightly darker, which is merely an illusion. While she learned Taijutsu, she has also strengthed her ability in Genjutsu, having been able to subdue Rasen three times with various Genjutsu abilities.

With her training complete, Nakamura left Konoha once more, to return to Yukigakure. However, she never made it back to what she believed to be her home. Instead, she went to Kirigakure. She was told by Rasen that the Mizukage had more information for her about her past. However, she was more concerned with exacting her revenge upon the Sound Village. Even thought one of the few that they had supposedly killed was really still alive, that wouldn't stop her from taking out her anger upon them. When she arrived at Otagakure, she found the village ravaged, and most people that she had seen were dead. She is unsure of the cause of the damage to the village, but she really couldn't care. The job she wanted to do had already been done, leaving her hands still clean. After her visit to Otagakure, she made her way back home, where she now practices her Taijutsu. Zenjin and Hyousetsu remained by her side after her training, for they were not to help her during her trials and tribulations. The three remain in Nakamura's home within the Forest of Yukigakure, which is shrouded in Nakamura's Genjutsu.

Three days after Nakamura's return to her home, visitors come from Sunagakure to inspect the incidents of missing children. They were supposedly summoned by the Daiymo because of the few shinobi they had in the village. Nakamura was slightly embarrassed because of the Daiymo's decision. Having to ask another village for help, over something that the few shinobi in Yukigakure could accomplish, was belittling to her. She stopped them at her forest's entrance, recognizing the shinobi. They were all from the Chuunin exams that had recently taken place.

Minutes after taking them through the forest unharmed, Nakamura is met by Trubo; Dai's adopted sibling. He spoke to her about making new friends, but it really wasn't the case. She was merely following indirect orders from the Daiymo. If she asked for their help, then Nakamura wouldn't stop them from getting to her. After another few minutes of walking, Nakamura felt a rather disturbing presence coming from the village after revealing the gates to the village. She followed her instincts, and was lead to the Daiymo's home. The site she found was horrific. The Daiymo had been slain, as well as her husband and their children. Nakamura was sickened by this site, and was not only filled with anger, but sorrow. One of the people she led to the village, managed to find one of the people that had caused the death of the Daiymo. She was alerted by Hyousetsu that he needed help. Instantaniously, Nakamura used her Transporting Mist Jutsu to get to the scene. Upon appearing before the Sunagakure Shinobi, Nakamura attacked the mystery assassin.

A battle ensued, ending with Nakamura completely untouched by the assassin, but he got away. He said he was heading to Konohagakure, which was all the motivation she needed to go after him. She quickly left Yukigakure in pursuit of the assassin. She followed his chakra trail with Zenjin and Hyousetsu at her side, going with her the entire way. They lost his trail after arriving to Konohagakure, it was as if he disappeared. What was even worse, was that the Daiymo was not the only victim in this trail of assassinations. Rasen Hyuuga, the Hokage and friend to Nakamura, had also fallen victim to the murderers. She held back her tears, for they were not to be shed until the people that did the crime were put to justice. She vowed, that she would find them, and make them pay for what they had done to the Daiymo and the Hokage.

Several months later, Nakamura returned to Yukigakure, her body and being were different. She was bigger, and more mature. She came back with news that she had found out who was behind the murders that happened some time ago. Nakamura had recently turned fourteen, as well as learning quite a few new jutsu to help protect the village if anything were to happen to it. As well as finding out who was behind it, she had captured two shinobi that were part of the assassinations. She handed them over to Konohagakure, allowing them to do what they would to the murderers. She hadn't even been back in the village for five days before she was confronted by many civilians outside of her forest. They seemed to stare at her, as if she were a monster. Almost with shame, she looked away before someone spoke up. It appeared that the one that had spoken, was one of the council members of thier village. He seemed stricken with both grief and gratitude at the same time. Nakamura knew that something was about to happen... but what?

Nakamura answers softly, her voice was full of not only embarrassment, but overwhelming pride for the people of Yukigakure. She had worked very hard for this position, and now it was actually, truly her’s. Having accepted her new role, Nakamura knew that she would be called upon whenever there was trouble, but it wasn't like that had ever changed.

She remained true to herself, throughout the many problems that occurred in the Village, she always overcame it. She kept in touch with the shinobi she knew from her past, and she couldn't wait to actually speak to them in person. Writing back and forth to one another never really got your personality to show or showed your growth. She felt that she could leave the village for awhile. Nakamura's telepathic link had grown over the past two years, and she is able to communicate with her wolves even if she is a few villages away. Taking Zenjin with her, and leaving Hyousetsu to guard the village, Nakamura set off to find her old comrades, friends, and fellow shinobi whom she worked with in the past.

Takigakure:
It was only recently that Nakamura left her duties from Yukigakure and joined the forces at Takigakure. She has yet to kill anyone, and that brought people to think of her as weak, but that won't stop her from beating anyone to a pulp. She may be young, but her experiences show for themselves. Having lost all contact with Kusari, Nakamura went down this path, to see if she could one day find him again. Upon her visage, she found Takigakure, a village plagued by it's destruction and decided to resurrect it's path and it's fighting style.

Personality:
She is the shy silent type. She keeps to herself most of the time and doesn't really fit in with the other Shinobi that are around her. Being one of the more advanced students, her skills in Ninjutsu are well known in her village. It takes an effort to get her to warm up to people, given her past. Her spirit is practically unbreakable, striving to be looked at as a person, besides the girl with the white hair. When speaking to her, she keeps her voice low, as to show her aspiration. She has yet to meet someone that is like her, and therefore belives that she is alone in the world, trying desperatly to fit in, but be unnoticed while doing so. Ever since fighting in the Tournament of Ninja, things have looked up for Nakamura, for she has gained confidence and is no longer as shy as she used to be. Upon her return, she met a boy named Dai, who was similar to her, and therefor, she knows that she is not alone. From experiencing the Chuunin Exams, Nakamura has allowed herself to open up more to people. She is pure, in the fact that she will do everything in her power not to kill.

Other:
Her senses are more acute and atune to her surroundings. Her hearing can match that of a wolf's as well as her sense of smell. Nakamura can hear the slightest sound and change of wind speed thanks to her wolves. Over time, Nakamura has noticed that her night vision has become acute as well. When light hits her eyes in the dark, her eyes can reflect some of the light, causing her eyes to appear silver.

Nakamura's Kekkai Genkai has branched out over her years of training.She has the ability to absorb heat from external sources and transmute it into waves of cold. Using these powers Nakamura can create an ice-sheen across her entire body, and generate objects composed completely of ice.

(touketsu suru kokyuu no jutsu) Frozen Breath Jutsu- Nakamura has finally been able to fully utilize her breath to it's full extent. With each exhale of her breath, chakra shows that its flowing through her body by the amount of frost upon her breath. After much practice, Nakamura is able to exhale a cloud of freezing vapors that freeze on impact. It starts with a layer of frost, which then turns to snow, and finally freezes all together. This is based off of the amount of chakra she has in her body. It's a mid-range attack that could potentially stop wind and fire related jutsu. It holds no affects on projectiles, other than coating them with ice. To activate this jutsu, Nakamura merely needs to breath out while focusing the chakra flow into her mouth. A clear sign of her readying to utilize this jutsu, is that her lips will turn blue.
Rank: B
CP: 70 Cp, add 5 for each additional yard
Damage: N/A
Requirements: Member of Michiyo clan, +30 Chakra Control
Training: 15 Days
Special: After calculating the Ninjutsu DC, if it hits the opponent, their dodge roll gets cut in half. After that, the target must roll a D8 to see if they roll and 8 which will mean they are completely frozen and loose a turn.

(touketsu suru shi no jutsu) Frozen Death Jutsu- When Nakamura performs this jutsu, she must be in contact range for it to work. She places either hand upon any part of the victims skin, and immediatly , they feel as if they are being frozen. Blood chilling within thier bodies, they begin to see thier breath. This is meant to knock out her opponent for a quick get-away. Upon activation of this jutsu, she can remove contact with the victim in order to escape.
Rank: S
CP: 70 Cp per turn
Damage: 484 Mhp initial, 117 Mhp damage per turn untill either the jutsu is broken, or the opponent looses all Mhp.
Requirements: Member of Michiyo clan, +40 Chakra Control
Training: 14 Days
Will Save: 15 + Will Save + Int Mod


(touketsu suru sesshoku no jutsu) Frozen Touch- Nakamura has grown so attuned with her Kekkai Genkai, that she is able to freeze on contact if she chooses. She has complete and total control over this ability and only uses it if she has to. Usually, she uses it simply to entertain those that are not from her village.
Rank: S
CP: 150 cp
Damage: N/A
Requirements: Member of Michiyo clan, +60 Chakra Control
Training: 20 Days
Fort Save: 15 + Fort Save + Con Mod
Special: Victim must do Fort Save after touching user of this jutsu. If the Fort Save beats the DC for this jutsu, they are not frozen. If they do not, they must do Fort Saves each turn until they beat the DC. Add 10 to the Fort Save after the first Fort Save Check (not compounding)

Missions:

S:
A:
B:
C:
D:

Jutsu:
All Takigakure Academy Jutsu

Ninjutsu-

Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.

Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Learn in the academy. Chakra Control 2.
Training: 1 stage
Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

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: 50
Dice Rolls: 4 Rolls
Damage: 15 - 25 + chakra mod.
Damage Absorption: 50 - 60 + chakra mod.
Requirements: Long hair, Chakra Control 32, Ninjutsu 30
Training: 4 stages.
Stage I: Chakra Control DC 42 Your chakra circulation system doesn't naturally travel through your hair. You have to force your chakra into it.
Stage II: Chakra Control DC 44 Lengthen your hair and make it as hard as you can, like rock or armour.
Stage III: Ninjutsu DC 40 Focus on speed. Like all defenses, if you aren't quick enough it's useless.
Stage IV: Ninjutsu DC 44 Combine the previously learned elements.
Special: Roll a Reflex check + 2 per 10 ranks in Ninjutsu when using the damage absorption effect. Damage absorption effect only applies if Reflex check beats the Ninjutsu DC or attack roll.

Kanashibari no Jutsu (Temporary Paralysis Technique)
A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this technique.
Cp cost: 40
Dice Rolls: 3 Rolls
Damage: N/A
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Will Save DC: 12 + chk mod + 2 per 10 ranks in Intimidation
Requirements: Chakra 25, Chakra Control 20, Ninjutsu 16
Training: 3 stages
Stage I: Intimidate DC 20 Make yourself as assertive and frightening as possible.
Stage II: Ninjutsu DC 28 Use chakra to enhance the effect, eg. by creating a chakra aura around you.
Stage III: Chakra DC 20 {d20 + chk mod} Combine the previously learned elements.
Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact.

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

Takigakure Ryu: Mizukiri no Yaiba (Takigakure Style: Watercutting Sword )
A secret jutsu of Takigakure that utilizes water to create a sword. The sword can be wielded in the normal fashion, allowing the ninja to cut and stab like a normal blade. This sword can also go through most fire jutsu.
Rank: C
Cp cost: For each blade created, 30 cp + 5 per turn.
Damage: Weapon damage
Reflex DC: n/a
Requirements: Takigakure, Water affinity, 28 Chakra Control, 30 Ninjutsu, 25 Concentration
Training: 3 stages
Stage 1: Ninjutsu DC: 35, Condensing water into a blade.
Stage 2: Chakra Control DC: 40, Sharpening the blade with solidified chakra.
Stage 3: Concentration DC: 35, Maintaining the blade's form during combat.
Special:
Creates the following weapon:

Watercutting Sword
Takigakure's signature blade. Made of solidified water, its sharpness can be increased through delicate chakra control. Because of its nature, katon attacks can be weakened or completely nullified by blocking them with this blade.
Damage: 10 - 16 + str. mod + chk mod + 2 per 10 in ninjutsu skill
Range: Melee.
Special: For each blade wielded, reduce damage taken from Katon techniques by chk mod.
Dual Wield: Yes. -4 to attack roll. You can also chose not to use the Dual Wield bonus {attacking only with one sword} and win a +2 in your dodge bonus for the next turn.

Kansei: Mizu no Kyuutai (Trap: Orb of Water)
The victim of watery traps has an unkind fate to come. 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 technique.
Cp cost: 45 + 20 per turn
Dice Rolls: 4
Damage: 40 – 80 + chk mod per turn
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 30.
Training: 4 stages
Stage I: Chakra Control DC 40 Forming a water sphere not connected to your arm.
Stage II: Chakra Control DC 42 Maintaining the sphere's shape and consistency.
Stage III: Chakra DC 20 {d20 + chk mod} Keeping a trapped object from escaping
Stage IV: Ninjutsu DC 40 Keeping the sphere active while doing other activities.
Special: Can only be used if target is on or underwater. Victim is completely immobilized until she can break free and is considered drowning. Victim must roll a Fortitude check of 5 + 5 per round or otherwise take the full damage from the technique.

Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique)
This technique shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage.
Cp cost: 170
Dice Rolls: 5
Damage: 175 – 275 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 40, Ninjutsu 45, Chakra 35
Training: 5 stages
Stage I: Chakra DC 22 {d20 + chk mod} Gathering large quantities of water for a jutsu.
Stage II: Chakra Control DC 50 Forming the water in the shape of a dragon.
Stage III: Chakra Control DC 52 Animating the dragon.
Stage IV: Ninjutsu DC 55 Aiming the dragon for an attack.
Stage V: Ninjutsu DC 57 Adding concussive force to the attack.

Suiton: Suitenhōfutsu (Water Release: Water Sky Convergence)
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: N/A
Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30
Training: 4 stages
Stage I: Chakra DC 20 {d20 + chk mod} Sucking out water from the ground
Stage II: Chakra Control DC 45 Vaporizing the water into the air.
Stage III: Ninjutsu DC 40 Condensing the vaporized water into balls of water in suspension in the air.
Stage IV: Ninjutsu + Chakra Control DC 75 Condensing the water around specific areas or targets.
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: Suijinheki (Water Release: Water Encampment Wall)
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
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25, Chakra 32, Concentration 20
Training: 4 stages
Stage I: Chakra Control DC 40 Raising water into a wall.
Stage II: Ninjutsu DC 35 Spreading the wall in a circle around the user.
Stage III: Chakra DC 21 {d20 + chk mod} Generating a strong current to block attacks.
Stage IV: Concentration DC 30 Maintaining the barrier while fighting or doing other attention demanding activities.
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).

Hiru Banshō: Bōka no Jutsu (Leech All Creation: Attack Prevention Technique)
Description: With this technique, the user can combine with another object and take its properties to avoid damage. The user can also move unseen through the object and attack from behind.
Rank: A
Cp Cost: 90
Attack Turns: 5, Can be used as a reaction (During your opponent's turn)
Reflex DC: n/a
Awareness DC: 18 + Stealth + 2 per 10 in ninjutsu
Damage: n/a
Requirements: Ninjutsu 40, Charka Control 40, Stealth 25, Sneak Attack 20, Proximity to large, solid object.
Training: 5 stages
Stage I: Chakra Control DC 50, Imbuing a solid object with chakra and entering it seemlessly.
Stage II: Ninjutsu DC 50, Taking on the object's aspect and specific traits.
Stage III: Stealth DC 35, Moving through the object unnoticed towards a target.
Stage IV: Sneak Attack DC 30, Launching an effective attack at a target without giving away your position until contact.
Stage V: Ninjutsu DC 52, Activating the technique effectively while under pressure.
Special:
*Cannot be used to phase into the ground. Only into buildings/trees/rocks.
*When used as a reaction, user's dodge rating is calculated by [level + wis mod + ninjutsu] and reflex by [base save bonus + ninjutsu].
*If used succesfully as a reaction, prevents all damage from incoming Ninjutsu or Taijutsu attacks.
*When this jutsu is used, opponent must roll an awareness check. If it fails, user's first attack of his next turn will count as a sneak attack.

Hyorou no Jutsu (Ice Prison Technique)
This technique allows the user to infuse their chakra with underground ice and bring it to the surface. The user can then trap their opponent within the ice by controlling its movements and completely surrounding them in the ice. This technique is strong enough to withstand basic fire techniques, because the ice has already been infused with the user's chakra. This allows this technique to double as a defensive technique, by the user encasing themselves in the ice.
Cp cost: 100
Dice Rolls: 4
Damage: ----
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 40, Ninjutsu 32
Training: 4 stages
Stage I: Chakra Control DC 50 Create and fine-tune the ice prison.
Stage II: Chakra DC 22 {d20 + chk mod} Strengthen the ice prison. Make it colder, make it stronger.
Stage III: Chakra Control DC 52 Practise the speed of performing this jutsu. You can't trap someone if you're too slow after all.
Stage IV: Ninjutsu DC 47 Combine all previously trained elements.
Special: Ice prison maintained for [user’s chk mod + 10] turns, after that user must pump more chakra into the technique or perform it again. Can protect from fire techniques that are C Rank and under.

Hyoton: Haryu Muuko (Ice Release: Tearing Dragon Fierce Tiger)
The user creates a large tiger out of ice. Due to being so cold, it can freeze nearby water around it while attacking its target.
Cp cost: 220
Dice Rolls: 5
Damage: 125 – 250 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 48, Ninjutsu 45
Training: 5 stages
Stage I: Chakra Control DC 58 Create the tiger in all its glorious detail.
Stage II: Chakra Control DC 60 Practise controlling the tiger and attacking with it.
Stage III: Chakra DC 28 {d20 + chk mod} Make the tiger more lethal. Personalise it to fit you. Make it bigger, make it have special markings, additional blades, etc.
Stage IV: Concentration DC 25 Controlling such a large being is always a daunting task. Get used to it.
Stage V: Ninjutsu DC 58 Combine all previously trained elements.

Hyōton: Kokuryū Bōfūsetsu (Ice Release: Black Dragon Blizzard)
The user creates a black dragon stream with red eyes that is sent towards the opponent.
Cp cost: 450
Dice Rolls: 6
Damage: 200 - 500 + chk mod
Reflex DC: 20 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 65, Ninjutsu 60
Training: 6 stages
Stage I: Chakra Control 75 Create the basic outline of the dragon.
Stage II: Chakra Control 77 Add details, such as sharp claws, teeth, strong tail etc.
Stage III: Chakra DC 30 {d20 + chk mod} Send the dragon towards your opponent at a great speed.
Stage IV: Ninjutsu DC 70 Use the dragon to attack by scratching, biting, whipping etc.
Stage V: Chakra Control DC 80 After identifying your preferred fighting style infuse chakra into your dragon to make it more lethal.
Stage VI: Ninjutsu DC 75 Combine previously learned elements.

(hokkyoku hakai no jutsu) Arctic Destruction- If Nakamura becomes trapped in a Genjutsu or wants to appear to be trapped she can disperse into a shower of snow flakes. With this technique these flakes will fly around and consume her targets, dissolving their bodies.
CP: 80
Damage: 400-600 if caught by the flakes
Requirements: Member of Michiyo Clan, Genjutsu 70, Ninjutsu 50, Ice Affinity
Training: 48 days

Water Release: Water Snake Bite
Type: B-Rank, Offensive, Long Range (10-15m)
A water snake is produced from a source, unless the user is capable of making the water themselves. The water snake has to actually deliver a bite to it's foe in order for this to work. From the point of the bite…a frost spreads on the skin and quickly turns to ice…the limb or area of flesh is seriously incapacitated for quite some time. Attempted use of it can only cause further harm and, sometimes, irreparable damage to the affected area.
CP: 40 cp +5 for every 10m of snake size
Damage: 100-120hp
Requirements: Water Source, Chakra control 30, Ninjutsu 30, Water Affinity
Training: 5 days
Special: Victim must roll a Fortitude save and compare it to this Ninjutsu DC to see if they get their limb frozen.

Water Release: Pillar Corruption
Type: S-Rank, Offensive, Short-Long Range (0-30m)
Sends a large spinning pillar of water towards the opponent. Can only be performed when near a moderately large water source, and uses a large amount of chakra. It's a devastating jutsu that not only destroys the terrain, but will hone in on a chakra source. If the user is not carefull, it can back-fire and attack the user if the opponent manages to dodge it.
CP: 300 cp
Damage: 600-800 + 5 per 10 points in Ninjutsu
Requirements: Water Source, Ninjutsu +60, Chakra Control +80, Spot + 50, Water Affinity
Training: 50 Days
Special: Must be near Water Source. Roll 1 d20. If it lands on 1, the jutsu backfires.

Mizukuri no Yaiba (Sword of Draining)
A Ninjutsu technique that utilizes water to create a sword. The sword can be wielded in the normal fashion, allowing the ninja to cut and stab like a normal blade. There is no need for a hilt, because the user's arm is consumed by the water, elongating their arm into the blade itself. While the water wears like a glove, the blade on the end of the hand is four feet long in addition to the length of the user's arm.
Rank: S
Cp cost: 300 to activate and wield sword. 50 per turn afterwards to maintain.
Damage: Weapon damage.
Requirements: Takigakure, Water affinity, 60 Chakra Control, 60 Ninjutsu, 50 Concentration
Training: 6 stages
Stage 1: Ninjutsu DC: 70, Condensing water into a blade.
Stage 2: Chakra Control DC: 70, Sharpening the blade with solidified chakra.
Stage 3: Concentration DC: 60, Maintaining the blade's form during combat.
Stage 4: Chakra Control DC: 72, Maintaining a chakra void within the blade.
Stage 5: Ninjutsu DC: 72, Draining chakra through contact.
Stage 6: Concentration DC: 62, Maintaining the void and drain during combat.
Special:
Creates the following weapon:

Sword of Draining
"The Takikage's blade". Made of solidified water, it is also a chakra draining weapon that depletes his victim's chakra supplies significantly after each hit. Because of its nature, katon attacks can be weakened or completely nullified by blocking them with this blade.
Damage: 50 - 80 + str. mod + chk mod + 2 per 10 in ninjutsu skill.
Range: Melee.
Special: Each succesful hit drains [chk mod] cp from the victim's chakra. Reduce damage taken from Katon techniques by [chk mod].
Dual Wield: No.

(kiri yusou no jutsu) Transporting Mist Jutsu- This is a teleportation jutsu. The user *in this case Nakamura* needs to have been to the place in which she would like to teleport and visualize it in her mind. By channeling the chakra through a series of seals, she can teleport herself to the destination at hand. However, if she is not concentrating on her destination, fatal errors could occur such as a limb being transported into a wall or a tree.
CP: 60
Rank- A-Rank
Requirements: Ninjutsu +50
Owner: Nakamura Michiyo

((kiri yugami no jutsu) Mist Warp Jutsu- This is a more powerfull version of the Transporting Mist Jutsu. Instead of only transporting Nakamura, she is able to create a mist portal, that is able to carry a multitude of people through it. The strength of the portal is determined solely by Nakamura, allowing her to choose who can go through and who can't.
CP: 90
Rank: S-Rank
Requirements: Ninjutsu +55
Special: This jutsu costs Nakamura an additional 20 CP per person that goes through the Mist Portal.
Owner: Nakamura Michyo


Genjutsu-

Genjutsu Kai (Genjutsu Release)
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else.
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu.
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.

Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique)
This technique causes its opponent to see a vision of a tremendous ball of fire that will descend from the sky to envelope the target. The victims of the jutsu will believe they are being engulfed by a torrent of fire and will flee from their location to safety.
Cp cost: 160
Dice Rolls: 6
Damage: 200 - 400 + int mod
Will Save DC: 20 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 55, Chakra Control 57
Training: 6 stages.
Stage I: Chakra Control DC 67
Stage II: Genjutsu DC 65
Stage III: Chakra Control DC 69
Stage IV: Chakra Control DC 72
Stage V: Genjutsu DC 58
Stage VI: Genjutsu DC 70
Special: If Genjutsu DC is more than 10 points over Will Save check, target is put in a state of Panic.

(yuki no hirogari no jutsu) Profusing of Snow- Nakamura casts an illusion that paralyzes the enemy, causing them to see a flurry of snowflakes.
Cp: 40
Damage: N/A
Fort Save DC: 10 + [level] + [chk mod] + [skill]
Requirements: Chakra 30+ Level 20+
Specials: If jutsu is successfull, the victim is paralyzed.
Owner: Nakamura Michiyo

Nehan Shoja no Jutsu (Temple of Nirvana Technique)
This jutsu causes everyone within a specific area to fall into a deep sleep. From the target's point of view, it seems as if feathers are falling from the sky, which serves as a distraction to allow the jutsu to take effect. The downside, however, is that any experienced ninja have more than enough time to dispel it.
Cp cost: 140
Dice Rolls: 5
Damage: N/A
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 42, Chakra Control 45
Training: 5 stages
Stage I: Chakra Control DC 55
Stage II: Chakra Control DC 57
Stage III: Concentration DC 35
Stage IV: Intelligence DC 30 {d20 + int mod}
Stage V: Genjutsu DC 54
Note: Victims can only be woken by breaking the genjutsu.

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
A rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 35 + 8 per turn
Dice Rolls: 3
Damage: N/A
Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 30, Chakra Control 30
Training: 3 stages
Stage I: Chakra Control DC 40
Stage II: Chakra Control DC 42
Stage III: Genjutsu DC 43
Special: Maximum to +8 to certain checks. Effect of jutsu depends upon usage. Consult Crew.

Magen: Jubaku Satsu (Demonic Illusion: Tree Bind Death)
With this jutsu, the user can make themselves disappear so that they can approach their opponent unnoticed. Once near the desired target, a tree will grow at the target's feet and branches from an illusory tree will bind them from behind so that they are unable to even move or use hand seals. Once the opponent believes that they are captured, the user can then reappear from above the tree and attack.
Cp cost: 60
Dice Rolls: 4
Damage: 100 - 150 + int mod
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 33, Chakra Control 35
Training: 4 stages
Stage I: Chakra Control DC 45
Stage II: Intelligence DC 25 {d20 + int mod}
Stage III: Chakra Control DC 47
Stage IV: Genjutsu DC 43
Special: Captured opponents are considered Helpless.

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


(karui haibun) Light Distribution- Nakamura makes a genjutsu that the person caught in it, is surrounded by a massive light, and they think they have gone blind afterwards.
Cp cost: 50
Will save: 20 + charisma mod.
Requeriments: Genjutsu 60 Ranks
Specials: Opponent recieves -6 to all rolls if jutsu is succesfull
Owner: Nakamura Michiyo

(hokkyoku chuudan no jutsu) Arctic Disruption: This light snow flake technique is a Genjutsu escape trick. If Nakamura comes under attack, she can use this technique to cover her escape. After forming the needed hand seals, Nakamura's body will disperse into a shower of snow flakes. These flakes will confuse and distract her opponent while she escapes or hides.
Cp Cost: 40
Requirements: Spot +60, Genjutsu +50
Owner: Nakamura Michiyo

Demonic Illusion: Roaring River Jutsu-Water comes crashing through trees, buildings, rocks, and through people like a river that comes and sweeps the opponent away. The opponent will feel the illusion of being sweeped away by a raging river. Those that are foolish enough to stand their ground, and haven't dispelled the Genjutsu, have their mind take over as if they are being swept away in the torrent.
Rank: B-rank
CP: 80 cp + 4 per turn after
Damage: 160 Mhp initial strike, 45 Mhp per turn afterwards untill the jutsu is dispelled.
Requirements: Genjutsu +35
Training: 10 days
Will Save: 10 + 2 per 5 in Genjutsu + half user level

Demonic Illusion: Water's Glass- The victim is encased in a small bubble, one that is just big enough for them to be able to stand, but be unable to really move around. Slowly, water leaks inside from the top, even though there is no way out. As the bubble fills with water, the victim would usually panic, knowing that they could very well drown in this water tomb.
Rank: A-Rank
CP: 100 cp + 10 per turn after
Damage: 230 MHp intial strike, 55 Mhp per turn afterwards untill the jutsu is dispelled.
Requirements: Genjutsu +60
Training: 20 days
Will Save: 10 + 2 per 5 in Genjutsu + half user level
Specials: If the jutsu is not dispelled within four turns the victim receives a -5 penalty to all saving throws

Whispering Winds- This Genjutsu is merely an aid to others, while normal Genjutsu is used for opponents. This one can create an illusion to someone, thinking they are talking to someone within their mind. Nakamura can use this technique as a trick to send her voice long distances to the people in other villages. The voice in his or her head can either call for help or merely say an answer to someone. Although this Genjutsu can help others, the person will not know the user actually sent the message. This jutsu can be used to confuse an opponent or aid a partner.
CP: 80 + 20 per mile
Rank: D- Rank
Damage: N/A
Requirements: Genjutsu +47
Owner: Nakamura Michiyo

Summoning Contract-
Summoning Jutsu: Artic Ice Wolves- The procedure for such a Summoning, is quite unique. She snaps her fingers ((right hand)) then brings Chakra into her fingertips ((right hand)) and places them upon the ground. The stronger she becomes, the more the chakra will show to those watching her. The chakra that goes into her fingertips looks like fireballs. Two wolves in particular are connected to Nakamura, and they are Zenjin and Hyousetsu. Since they are connected to her, they can use any jutsu that she knows. Little else is known about the two wolves abilities. Not even Nakamura knows the full extent of their power. Not only does Nakamura have access to Zenjin and Hyousetsu, but thier pack of wolves as well. She only brings out the rest of the pack if it's absolutely necessary.

Wolven Bonus:
Dodge +10
Awareness +15
-5 points to Taijutsu every 3rd level


~Stats~
LV. 63
Experience: 1500/4250
Hp: 3087
MHp: 3465
Cp: 3087

Strength: 42
mod = +16
Dexterity: 83
mod =+36
Constitution: 83
mod = +36
Intelligence: 83
mod = +36
Wisdom: 83
mod = +36
Charisma: 83
mod = +36
Chakra: 83
mod = +36
Dodge Bonus: 82 + 10 = 92

Base Attack Bonus:
63/58/53/48/43/38/33/28/23/18/13/8/3
Attack Melee:
79/74/69/64/59/54/49/44/39/34/29/24/19
Attack Ranged:
99/94/89/84/79/74/69/64/59/54/49/44/39

Base Save Bonus: 31
Fort: 67
Rex: 67 +
Will: 37

Damage:
Nakamura uses a combination of Hapkido and Dragon styles of martial arts. She uses these if she has to. She only uses her fighting styles if her opponents happen to either come in to attack her, or if she knows that they are weak against hand-to-hand combat.


~Skills~
Total Points (not trained): 630
Skill Cap: 83

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

Acrobatics (Dex): 7 + 76= 83
Alchemy (Int): 23 + 20 = 43
Athletics (Str): 23 + 60 = 83
Awareness (Wis): 0 + 83 + 15 = 98
Chakra Control (Int): 0 + 83 = 83
Concentration (Con): 13 + 70 = 83
Craft (Int): 23 + 20 = 43
Diplomacy (Cha): 45 + 38 = 83
Escape Artist: (Dex): 28 + 55 = 83
Handle Animal (Cha): 24 + 20 = 44
Innuendo (Cha): 45 + 38 = 83
Intimidate (Cha): 24 + 20 = 44
Perform (Cha): 23 + 19 = 42
Read Lips: (Wis): 24 + 20 = 44
Seduction (Cha): 28 + 55 = 83
Sense Motive (Wis): 45 + 38= 83
Sleight of Hand (Dex): 17 + 66 = 83
Stealth (Dex): 0 + 83 = 83
Survival (Wis): 38 + 45 = 83
Treat Injury (Int): 23 + 20 = 43

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

Ninja Weapons (Melee): 24 + 20 = 44
Ninja Weapons (Ranged): 24 + 40 = 64
Taijutsu: 24 + 0 = 24
Ninjutsu: 0 + 83 = 83
Medical Ninjutsu: 24 + 20 = 44
Genjutsu: 0 + 83 =83
Fuuin Jutsu: 34 + 20 = 54
Sneak Attack: 24 + 20 = 44
Puppet Play: 23 + 0 = 23

~Possessions~

Yukigakure Morning Lillys [

Rachel Genova

9,450 Points
  • Way Too Many Pies 300
  • Team Jacob 100
  • Invisibility 100

Carlos Ralfer

PostPosted: Mon Jan 14, 2008 12:44 pm



User-name: Carlos Ralfer
Posting: Pretty much every day
Time zone: Eastern USA
~Character Data~
Name: Michisuu Hack
Village: Takigakure
Clan/Bloodline: Michisuu Clan
Element Affinity: Water and Wind
Age: 13
Gender: male
Rank: Gennin

~Appearance~

Headband: He had his headband modified to fit around his main deck of cards on his right hip.
Height: 5' 2"
Weight: 113lbs
Hair: Snow White
Eyes: Crystal Blue
Physical Description: A rather average boy with no real defining marks or anything. Pretty shrimpy for his size and height but nothing serious.
User Image - Blocked by "Display Image" Settings. Click to show.[[imagine him with white hair and blue eyes]]
Clothing: He usually can be seen wearing hitomi and other loose clothing with varying colors. He wears them to make it harder for his opponents to see his cards coming toward them. Least, that's what his family told him to say. In reality, its a big burrdern for him.
Background: His family is a family of circus performers, or rather thats where they started from. His mother and father were apart of the family circus and left that life when they had him. They wanted him to have somewhat of a normal life even though they are raising him to be a ninja. They hope he gets into a pretty comfy position and settles down and finds a nice girl to fall in love with. They already know he won't have any problems there as girls tend to flock to him because of his cuteness. But considering his traumatizing and paralizing fear of girls and the female gender in general...that probably won't happen anytime soon.
Personality: A dork, a geek, a complete and total klutz. How he even passed the gennin exams is beyond everyone (theres rumors his parents may have paid off someone) No one knows what to make of him really.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:
Clan -
Jutsu Name: Hiku Koto no Un Jutsu [Luck of the Draw Jutsu]

Description of Jutsu: This is an ability more than a jutsu. The general gist of this jutsu is to increase the power of the users next jutsu by whatever factor of the card they pulled. All number cards increase the next jutsu by that much. (If they roll at 2, then they multiply the damage of their next jutsu by 1.2. If a 5, then 1.5). The 10, 11 and 12 rolls mean you pull the Jack, Queen and King cards respectivly. The Jack card grants a bonus of *2 to the damage of the next jutsu. The Queen card grants 2.5 times the damage. The King grants 4 times the damage of your next jutsu.
Rank: D rank
Cp Cost: Varies depending on card pulled: Pull a 2, pay 20 Cp/ pull a 3, pay 30 CP and so forth and so on.
Damage: Varies depending on card pulled.
Requirements: Member of clan, Pack of cards specially made by the member, Chakra Control +5
Training: None, basic jutsu taught to members from youth
Special: *Each deck only has 4 of every card and thus you can only pull a certain number card 4 times. If you pull a number 5 times, on the 5th time you pull a Joker card which can be any value from 1.2 to 2 that the user wants. A 6th pull or more will result in a loss of turn.

Jutsu Name: Ha Kaado no Jutsu (Art of the Bladed Card)
Description of Jutsu: This is a fighting style unique to the Michisuu family. Using simingly ordinary cards, the family has perfected a long range fighting style that throws cards at an amazing rate much like Kunai or Shuriken. Granted, they don't do as much damage as said weapons but they can have added effects.
Rank: E
Cp Cost: N/A
Damage: 1-2 + dex mod per card thrown.
Requirements: member of Clan, Dex 5+
Training: learned at young age
Special: *4 cards can be thrown in one attack turn.

Ninjutsu-
Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: The Int DC to see through a bunshin is 10 + 1/2 of the jutsu user's Chakra mod + 1/2 of the user's Int mod.

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
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Cp cost: 1
Damage: N/A
Requirements: Learn in the academy.
Training days: Academy time.
Special: Add chakra mod to your Hide check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Very Special: This jutsu is currently being hotly debated on and may change.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this. Add your chakra mod to the check.

Genjutsu-


Taijutsu-

Summoning Contract-


~Stats~
LV. 3
Experience: 10/120
Hp: 30
Cp: 15
MHp: 33
Strength:8+1-3=8 | mod = -1
Dexterity:8+14=22 | mod = 6
Constitution:8+2=10 | mod = 0
Intelligence:8+4=12 | mod = 1
Wisdom:8+4+1=13 | mod = 1
Charisma:8+6+1=15 | mod = 2
Chakra:8+6=14 | mod = 2
Dodge Bonus: 17

Base Attack Bonus: 3
Attack Melee: 2
Attack Ranged: 9

Base Save Bonus: 1
Fort: 1
Rex: 7
Will: 2

Damage:
Taijutsu: 1-4
Range: 7-12
[any other weapon you use]

~Skills~
Skill: 11
Skill Points: 3
Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)

Concentration: (Con)

Chakra Control: (Int) +10
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int)
Repair: (Int)
Research: (Int)
Search: (Int) +5

Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury: (Wis)

Bluff: (Cha)
Diplomacy: (Cha) 2 + 1 = 3
Disguise: (Cha)
Gather Information: (Cha)
Handle Animal: (Cha)
Intimidate: (Cha)
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha)

Ninjutsu: (Chk)
Genjutsu: (Int) +10
Taijutsu: (Str) -10
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken: 2
Ninja Weapons:
Sneak Attack:

~Possessions~

Money:

Ryo:

Equipment: 2 packs of cards

Valuables:
PostPosted: Thu Jan 31, 2008 9:16 pm


Hiro Knight
Theme Song: Latency Snow (レイテンシー・スノウ) - Zoro (ゾロ)

User-name:Hiro Knight-Ieviathan
Posting:quite a bit
Time zone razz acific

--------------------------------------------------------------------------------------
~Character Data~
--------------------------------------------------------------------------------------



Name:Hiro
Village:Sunagakure
Takigakure
Clan/Bloodline:Knight
In Game stats:
+5 Craft:Armor every five levels.
+1 Dex every five levels.
All members of the clan suffer a decrease in mobility,the Reinji branch suffer -1 to all DB/reflex,the Amari suffer -2,and the Tanku suffer -3.
User Image
Element Affinity:Earth and Water
Age:15
Gender:Male
Rank:Genin

Headband: Missing for the time being

Hiro Knight
Hiro Knight (Armor Activated)


User Image
User Image
-[Background]-
~Academy~
Hiro comes from an average-income family that had lived in Sunagakure for many years,he is an only child but is not spoiled as many would think. Although his family was ok on money, he was poor when it came to friends.His parents passed away when he was 10,leaving him a house when he became a gennin. Of course, Hiro did not know this at the time, he was just kicked out to live alone in a small apartment.Hiro wanted to be a puppeteer ever since watching a great battle outside the village walls that involved an unknown shinobi and an experienced puppet user. This goal is what drove him through the academy, and the academy is what gave Hiro an enemy, and then a best friend, Itazuki. Upon entering the exams, Hiro had found his new friend had underwent a transformation, in attitude and name. He was now named Tobi, and he was part of the Uchiha clan. The exams ended in a tie, and they were rewarded with a headband and the official title of genin.
~Genin~
His days in Suna after graduating were not long. Hiro first went to the old man in the puppet shop and earned his first puppet; Eden. Hiro was overjoyed. He learned that same day that he was left with a house, everything seemed to look good until he found that his best friend became a missin-nin. Hiro packed all he could carry and left his birthplace, all for his one and only friend. Hiro searched and searched, and almost died. But finally found a near-death Tobi. Upon finding Tobi in the desert,he followed him to Iwa where they met and were betrayed by Yamato,a former companion. Yamato disappeared with information on their whereabouts, and Tobi did not stay to find out what would happen. Hiro was again abandoned by Tobi,who had this time left without goodbye.Hiro was filled with anger. Tobi was only thinking of himself. He pulled him from his home, and then left him for dead by the hands of the Suna hunter-nins. He went in search for Tobi,this time to kill him.Tobi had used Hiro as a tool so he wanted revenge,but upon finding him in Takigakure,Hiro did not have the heart to kill his best, and only friend. He watched Tobi speak with Amadeus, the leader of the Fifth Dawn. Hiro was planning on returning to Suna,but he was caught spying by Amadeus,who assigned him a mission and made him a Takigakure Shinobi. The mission was to clean up a mess Hiro and Tobi made in a fight. The looks flew back and forth between them. Any friendship they once had was gone. Hiro was without a friend; and Tobi did not even need him, because of the appearance of Shiran, Tobi's brother. Hiro was alone in the world, and was ready to give it all up. He left into the forest, probably to walk until he died, or got picked off by some animal or ninja. An interesting thing, the Book of Knight. It was a book that described a secret, hidden clan called the Knight clan. Hiro had a new purpose, to find this clan. The book had a strange attraction that led him deeper into the forest, until he found a little pool of water. This pool of water looked no bigger than a puddle, and had no differences. Hiro was skeptical, but he found that this puddle was deep. It was about 20 feet deep, and at the very bottom was the hidden entrance to the Knight Village, hidden under Takigakure. Hiro entered the village, and met the only surviving member. Hiro listened to him tell him of the Knight clan, and how it came to be, and almost not to be. Hiro took the challenge of reviving the clan. He was a new person. The old Hiro died in the forest, and the new one was born when he met his god; the leader of his chosen branch of clan. The Tanku god. The old man helped him craft his armor and his second puppet; Anima. He returned to Taki, confident. He learned when he got back that Shiran had killed Tobi, and Shiran was killed by Nakamura's wolven disciples. Hiro felt a twinge of guilt. If he were there, he would have maybe been able to save him. He buried his body, and to this day keeps the sword that he had crafted for him as a memory of what used to be. After he had said goodbye to the old, he met two very interesting people. Hikaru and Kaoru. He talked to them, and he began to get attached. Without anyone to call a friend, they were a god-send. He liked them, and he actually loved Hikaru for what he did next. Hiro slipped into a deep sleep, and became the victim of the Tanku god. Little did Hiro know, but by accepting the offer to revive the Tanku clan and its branch, he offered part of his mind to the Tanku god. The Tanku god, who had named himself Gomankeii, tested Hiro's strength, while Hikaru helped him through it. Hiro awoke to find himself being held by Hikaru, and had realized; he loved him. Although fast, Hiro's love was quite true. Hikaru had helped him when he had no friends, and he helped him when he was facing hell. Hiro grew close to Hikaru, very close. Hikaru gave him someone to live for, and someone to die for. Hikaru was all Hiro needed in his weary, curve ball of a life. Hiro is always trying to get stronger and become the ultimate ninja in terms of the three tier attack, which is what he names his fighting style. The three tier attack starts with Hiro fighting in Taijutsu combat, using his clan techniques and taijutsu taught to him by Hikaru. The second tier is his two puppets, Anima and Eden, which are his very prized possessions. The third tier has not yet been revealed, because Hiro hopes he will never have to use it.

Personality:Hiro is very polite and kind to people,older or younger.Usually other people mistake this kindness and take Hiro for a flirt.Hiro is almost always happy,and when he is not,he still has hints of happiness.He is very bright and loves to meet people.But in battle,he sometimes falls into a more serious, hardened state.

Other:Hiro HATES sympathy and drives him to try even harder in everyday things.He does not like to be alone,and he must constantly be with someone. He hates to be underestimated, and if anyone puts him down, he makes it his goal to prove them wrong.

-------------------------------------------------------------------------------------
Missions:
-------------------------------------------------------------------------------------


S:
A:
B:
C:1
D:

--------------------------------------------------------------------------------------
Jutsu:
--------------------------------------------------------------------------------------


Ninjutsu-

Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is maintained"
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselve and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Very Special: This jutsu is currently being hotly debated on and may change.

Tobidogu (Projectile Weapons)
In order to store and use large items or various weapons, the user can unleash them by utilizing summoning scrolls. In this way, the person won't be burdened by carrying weighted artillery when going up against an opponent.
Cp Cost: All numbers are per item stored
2 [small objects, eg, kunai, shuriken]
8 [medium objects, eg. tanto, books]
15 [in between objects like katana]
25 [large objects, eg. human-sized puppets, kusarigama, nodachi]
40 [huge objects]
Damage: N/A
Requeriments: Scroll, intelligence 20+, Fuuinjutsu 2/6/15/30/40 [depending on the size]
Training days: 2/2/3/3/4 days, must be learnt in succession. So huge items would take 2+2+3+3+4 = 14 days to learn.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this. Add your chakra mod to the check.

Kugutsu no Jutsu (Puppet Technique)
Just like a marionette, the user controls a puppet using strings of chakra from his fingers. This skill is often prepared in coordination with Kawarimi no Jutsu (Change of Body Technique), so the user can quickly replace their body with the puppet when they feel the need to activate it. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extendable blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets.
Cp cost: 2 cp per round the puppets are used.
Damage: Depends on puppet power.
Requirements: Puppet users only, Chakra Control 5, Perform Puppet Play 1.
Training: 2 days
Special: Must master this jutsu before attempting to fight with puppets.

Medical Technique: Minor Chakra Heal
By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. [No bones can be repaired by this technique.]
Cp Cost: 10 per round
Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal.
Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12)
Training: 8 days

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Damage: Exploding tag damage [10-20]
Requirements: Chakra Control 5

Jutsu Name:Forty-two eyes of the Puppeteer
Description of Jutsu:Hiro carries a scroll that houses forty very small puppets that are armed with only a very small camera.They attach themselves to various positions in the battlefield and allow Hiro to see the battlefield from forty different angles.
Rank:
Cp Cost:N/A
Damage:N/A
Requirements:Tobidigou, forty very small puppets, 30 int, and 15 wis to keep track of all camera frames.
Training:N/A
Special:Hiro can see the battle field from forty angles,so spot checks are increased by 20,he can not be hit by sneak attacks.The angles also increase his dodge bonus by five.
Owner:Ieviathan

Jutsu Name:Craft Armor
Description of Jutsu:This is a passive skill among the knight clan,upon reaching the necessary requirements for the desired tier of armor,the user must craft the suit of armor,then offer a sacrifice depending on armor tier to the clan gods,which in turn seal an extra chakra reserve within the armor,and give it almost "Magical" properties.
Rank:
Cp cost:None
Damage:N/A
Requirements:
*Sacrificial Requirements:
-Tier one armor:Gennin,oath of loyalty to the clan gods.
-Tier two armor:Chuunin,sacrifice of most prized possession.
-Tier three armor:The blood of your closest friend,taken forcibly.
*Crafting Requirements:
-Tier 1 Requirements: Craft(blacksmith) 20+, Proper material for armor(must purchase or obtain in RP), Dex 5+
-Tier 2 Requirements: Craft(blacksmith) 50+, Proper material for armor(must be purchased or obtained in RP), Tier 1 armor crafting learned. Dex 20+
-Tier 3 Requirements: Craft(blacksmith) 100+, Proper material for armor(must be purchased or obtained in RP), Tier 2 armor crafting learned, Vial of Friends Blood, Dex 50+

Training:
-Tier 1:5 days to learn, 2 days to craft any new armor of this tier after
-Tier 2:10 days to learn, 4 days to craft any new armor of this tier.
-Tier 3:20 days to learn, 5 days to craft any new armor of this tier after, 2 days to craft any Tier 2 armor, 1 day to craft any Tier 1 armor.

Special:The user is suited with a suit of armor of their branch that shares the users soul,making the armor "part" of the user.

Jutsu Name:Armor activation
Description:This jutsu allows the user to activate the power of the armor and the bonuses of their selected Branch/Armor.
Rank:
Cp cost:30 Cp for activation and 2 Cp per turn this jutsu is used.
Damage:N/A
Requirements: Chakra Control 10+(increase by 15 for each tier past 1), Chakra 20+(increase by 10 per tier), Cannot be used on other members
Training: 5 days(1st)/8 days(2nd)/10 days(3rd)
Special:

-Heavy armor
*add half of your total health to your base health upon activation.
*Increase strength by 2 per 5 levels
*You can not use ranged weaponry
*The activation of this armor leaves the user with decreased mobility,You can not initiate an attack at a distance,but all damage taken is reduced 1/4.
*Mobility is decreased,therefore dodge bonus and reflex checks are halved ON TOP of the -3 DB/Reflex
*Piercing attacks received are multiplied by 1.5

Genjutsu-

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Cp cost: 1
Damage: N/A
Requirements: Learn in the academy.
Training days: Academy time.
Special: Add chakra mod to your Hide check.

Taijutsu-

Goken (Strong Fist)
Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage.
Damage: Increases normal taijutsu damage to 5 - 16
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.

Puppetry Combinations-

*Note,these are not jutsu,just combinations made by Hiro.They do no extra damage then what the attacks would really do. These are on my profile for safe keeping, and have not been officially learned. Yet.*

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Heavenly Veil:Blind Spot Destroyer
Hiro has developed a technique that can be applied quickly in which Anima shoots two hikari dama and then Eden unleashes kunai from every direction of the light.

Rolls:Hiro rolls 16D20,the rolls are increased by 10.
Opponent Rolls:16 rolls for dodging kunai

Opponent Penalties:-30 to all attack rolls,and dex is reduced to 0.

Damage:1-4xnumber of hits landed,then dex mod x number of hits landed.

Weapons used in this combination:
-Hikari Dama: A ball which emits a tremendous flash of light that can temporarily blind an opponent. It will also extend any shadows, which can be beneficial for techniques such as the Shadow Copy Skill (Kage Mane no Jutsu).
Effects: First round:
Blind: character attack roll is reduced by -30, character loses all dex bonus to his dodge bonus also attacker receives a +10 bonus on his attack rolls.
Next 10 rounds:
Blurry vision: Character penalty is reduced to -10 attack roll for 10 rounds, however this penalty acts like a count down that is reduced -1 every round. His dodge bonus suffers the same penalty however he can adds half of his dex modifier to his dodge.

-Kunai: "Read description in melee weapons"
Damage: 1 - 4 + Dex. mod.
Range: 30 ft.
Special:
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Heavenly Veil Perfection:Blind Spot Eliminator
Hiro has perfected his "Heavenly Veil: Blind Spot Destroyer" and made a much more powerful version.Anima shoots a hikari dama and Eden unleashes a wide variety of weapons from every direction of the light.

Rolls:Hiro rolls 8D20-Kunai,8D20-Shuriken,1D20-Fuuma Shuriken,3D20-Exploding tag Kunai.Attack rolls are increased by 10.
Opponent Rolls:20D20 for dodge,order is 8-8-1-3

Opponent Penalties:-30 to all attack rolls,and dex is reduced to 0.

Damage1-4x Number of first eight rolls landed and dex mod x number of hits landed,1-2x Number of second eight rolls landed and dex mod x number of hits landed,1-8+dex mod if 17th roll lands,and finally 10-20xnumber of last four hits landed.

Weapons used in this Combination:
-Hikari Dama: A ball which emits a tremendous flash of light that can temporarily blind an opponent. It will also extend any shadows, which can be beneficial for techniques such as the Shadow Copy Skill (Kage Mane no Jutsu).
Effects: First round:
Blind: character attack roll is reduced by -30, character loses all dex bonus to his dodge bonus also attacker receives a +10 bonus on his attack rolls.
Next 10 rounds:
Blurry vision: Character penalty is reduced to -10 attack roll for 10 rounds, however this penalty acts like a count down that is reduced -1 every round. His dodge bonus suffers the same penalty however he can adds half of his dex modifier to his dodge.

-Kunai: "Read description in melee weapons"
Damage: 1 - 4 + Dex. mod.
Range: 30 ft.
Special:

-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 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."

-Fuuma Shuriken: The fuma shuriken is a bigger version of a nirmal shuriken that normally has 4 sides to balance its rotating speed. People normally carry these shuriken in summoning scrolls.
Damage: 1 - 8 + Dex. mod.
Range: 50 ft.
Special: Can be used with the shadow shuriken no jutsu.

-Kibaku Fuda: [exploding tag] A piece of paper marked with the character "Explode" (Baku). The tag can be placed on various objects and will detonate after a certain amount of time.
Damage: 10 - 20
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Summoning Contract-
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~Stats~
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Dark blue represents when armor is activated.

LV. 13
Experience:10/350
Armor Hp (Hp taken before real Hp): 130
Hp:260,Damage taken is reduced by 1/4.
Cp:221
MHp:143

((Base+distribution+level+train+Clan bonus))

Strength:8+2+15+15 | mod = 15 16
Dexterity:8+2+0+9+2 | mod = 5
Constitution:8+3+15+4 | mod=10
Intelligence:8+5+0+21 | mod =12
Wisdom:8+3+0+1 | mod =1
Charisma:8+4+0+6 | mod =4
Chakra:8+18+7+10 | mod =16
Dodge Bonus:16 6

Base Attack Bonus:13
Attack Melee:29 30
Attack Ranged:18

Base Save Bonus:6
Fort:17
Rex:10 2
Will:70

Damage:1-8 +15 16
Taijutsu:46
[any other weapon you use]
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~Skills~
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Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide:10 (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)

Concentration: (Con)

Chakra Control:26 (Int)

Craft:
-Blacksmith 31
-Puppet 71(Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge:
-Life science-5(Int)
Repair:16 (Int)
Research:2 (Int)
Search: (Int)
Alchemy:9 (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury:12 (Wis)

Bluff: (Cha)
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha)
Handle Animal: (Cha)
Intimidate: (Cha)
Innuendo: (Cha)
Perform:puppet play:71(Cha)
Seduction: (Cha)

Ninjutsu: 39 (Chk)
Genjutsu:1(Int)
Taijutsu:48(Str)
Fuuin Jutsu:30 (Int)
Kawarimi:4
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:

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~Possessions~
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Money:

Ryo:40

Equipment:
Membrane sheet x20

Glass container x4
x2 filled with boomslang venom

two medium sized scrolls containing Eden and Anima.

Valuables:
His favorite family picture, and his gift to Tobi, a personally crafted katana.

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Puppet Info.
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~Eden~

User Image
Puppet Name:Eden
Owner:Hiro
Owner's Puppet Play Skill:71
Owner's Puppet Craft Skull:71

Puppet Type:Attacker
Puppet HP:91
Material:Wood

Base Health:3
Attack Bonus Multiplier:1.5
Dodge Penalty:1
Type Damage:5

Attack Bonus Base Attack:10
Melee Attack Bonus:10
Ranged Attack Bonus:19
Dodge Bonus:21

Reflex Save:10

Melee Damage:1-22
Weapon Damage:1-12+Weapon damage
Ranged Damage:1-2+weapon damage

Weapons:
x35 Shuriken
x30 Kunai
x4 Explosive Tag Kunai
x1 Fuuma Shuriken
x1 eye mounted camera


~Anima~

User Image
Puppet Name:Anima
Owner:Hiro
Owner's Puppet Play Skill:71
Owner's Puppet Craft Skull:71

Puppet Type biggrin efender
Puppet HP:385
Material:Steel

Base Health:25
Attack Bonus Multiplier:N/A
Dodge Penalty:N/A
Type Damage:N/A

Attack Bonus Base Attack:N/A
Melee Attack Bonus:N/A
Ranged Attack Bonus:N/A
Dodge Bonus:N/A

Reflex Save:N/A (Same as owner's)

Melee Damage:N/A
Weapon Damage:N/A
Ranged Damage:N/A

Weapons:
x10 Hikari Dama
x10 Poison Smoke Bombs
x10 Smoke Bombs
x1 eye mounted camera
x2 monitors for camera angles

Hiro Knight Kansei


Rae-sempai

PostPosted: Sun Feb 03, 2008 7:26 pm


User-name:Kunoichi_Rae_Uchiha
Posting:active
Time zone:pacific(california)

~Character Data~


Name:Kayle
Village:None (she left her village shortly after she accidently killed a women, she couldnt control her powers)
Clan/Bloodline:Raiken
Element Affinity:electrivity
Age:12
Gender:female
Rank:academy student

~Appearance~


Headband:None
Height:5'8
Weight:105
Hair:
Picture:User Image
Eyes:blue
Physical Description sad pic.)
Clothing:usually just a sleevless shirt that stops right above her belly button and shorts.
Background:Ran away from her village afetr accidently killing a women using electricity, she couldnt control her powers and she was afraid of ehr punishment. That was 2 years ago, now she travels but longs to be a ninja somewhere
Personality:She isnt the happiesnt person but she does smile here and there, she gets mad easily and can hold grudges for a long time. she has an excellent memory but doesnt have many friends.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:Raikou Sao no Jutsu - Lightning Rod Technique. This is the technique that is used so that the person can first store electricity up in the first place. The amount of electricity depends on their level, along with what stage they're at with their training with this bloodline limit.
Cp Cost: 10
Damage: -
Requirements: Raiken Clan
Training Days: 7 days
Special: Stage 1 bonuses received.

Raikou Sumiyaka no Jutsu - Lightning Speed Technique. In other words, the user is able to use the previously stored up electricty in order to physically enhance his entire lower body. Using that enhancement, his speed is is at least twice of his typical speed, if not even more so.


Raikou Souran no jutsu ( Lightning Control technique )
Description of Jutsu: This jutsu can only be done during a thunder storm. Using previously stored up electricity, the user can then use it to draw down lightning bolts from the sky. Then, using the previously stored electricity as the medium, the user then reflects that lightning bolt at their opponent.


Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. (idk, but she learned most of these jutsu on her own)
Experience:
Hp:
Cp:60
MHp sad ??)

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

Strength: | mod =(scale 1-10 for all of this) 7
Dexterity: | mod = 5
Constitution: | mod = 6
Intelligence: | mod = 9
Wisdom: | mod = 7
Charisma: | mod = 10
Chakra: | mod = 7
Dodge Bonus:

Base Attack Bonus:
Attack Melee: 9
Attack Ranged: 5

Base Save Bonus:
Fort: ??
Rex: ??
Will: ??

Damage:
Taijutsu:
[any other weapon you use]

~Skills~


>>>PLEASE INCLUDE ONLY THE ONES YOU ARE SUPPOSED TO HAVE AS YOU HAVE A LIMITED AMOUNT OF SKILLS. FOR MORE INFORMATION CHECK THE 'SKILLS' SECTION OF THE STEP BY STEP THREAD. ALSO PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<

Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)

Concentration: (Con)

Chakra Control: (Int)
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int)
Repair: (Int)
Research: (Int)
Search: (Int)

Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury: (Wis)

Bluff: (Cha) 9
Diplomacy: (Cha)
Disguise: (Cha) 6
Gather Information: (Cha) 8
Handle Animal: (Cha) 10
Intimidate: (Cha) 5
Innuendo: (Cha)
Perform: (Cha) 7
Seduction: (Cha) 9

Ninjutsu: (Chk) (all at top with jutsu)
Genjutsu: (Int)
Taijutsu: (Str)
Fuuin Jutsu: (Int)
Kawarimi:
Kunai: 8
Shuriken: 8
Ninja Weapons: 9
Sneak Attack: 5

~Possessions~


Money:200

Ryo:

Equipment surprised nly some clothes and her weapons


Valuables: a locket and a katana she was given on her birthday by her father and mother.
PostPosted: Mon Feb 04, 2008 10:34 pm



User-name: Overlord9611
Posting: attempts to daily on week days and then usually on weekends though not always possible.
Time zone:GMT -8 (pacific US (OR))

~Character Data~


Name: Kusari Momochi
Village: Rogue ninja escapee from both kirigakure and sunagakure
Clan/Bloodline: Momochi
Element Affinity: Water
Age: 18
Gender: Male
Rank: No Official Rank (equivalent to ANBU)

~Appearance~


Headband: A mist headband worn diagonally on side of head blue cloth (in otherwise just like Zabuza)
Height: 6’8”
Weight: 175lbs
Hair: Kusari’s dark brown hair goes to half-way down his back. He switches back and forth from wearing it lose to tying it back. And the ends of his hairs make it apparent that he cuts it himself with a kunai.
Eyes: His ice blue eyes seem to pierce into both friend and foe when he gazes upon them either seeming like a strong supportive gaze allowing giving strength to those who fight alongside him or to those he is against it seems like a cold stare that can only belong to a harbinger of wrath and destruction. Despite their icy color they seem to perfectly display his fiery spirit.

Physical Description: Kusari towers up at the height of 6’8”; but that never seems to affect his ability to hide and move stealthily. His muscular body is built with streamlined lean muscle from endurance style training as opposed to the hulky block like build of a weightlifter. So those who are not intimidated by his height usually seem to disregard his strength thinking that he lacks it because of his appearance but in truth Kusari out muscles many an opponent even though this is not the primary focus of all his abilities.
When unwrapped one would be able to see that his teeth are sheered to the triangular points like a shark as has been done by many other mist nins, thought Kusari goes not remember when this happened or why it was done let alone weather it was he or someone else that did it.
He has several scars on his back and in a few places on his arms and a single one on his chest. His fingers are long and nimble so many would not think they are the hands of a warrior but when those hands go against someone in battle they quickly change their opinion.

Clothing: Kusari wears a white bandage like wrapping over the lower half of his face so as to conceal the shark like teeth from others view so as to make himself less frightening and so as to conceal this weapon. Also it is like this because he is ashamed of the dark past that was slightly beyond his control where he was an engine of pure death and nothing more. Kusari’s latest choice in wardrobe is to wear fishnet shirts often with a black sleeveless shirt over them. The long sleeved shirts sleeves go all the way to his palms and have thumb holes in the sleeves to secure them on properly but this fact is usually hidden by his black leather fingerless gloves. Kusari’s pants are always long and either black or white depending on the terrain and at the base he is always wearing blue leg warmers as well as there are blue arm warmers on his arms from wrist to elbow.
Kusari wears the traditional shinobi sandals.

Background:

The Momochi name was one marked with shame and regarded with fear and prejudice in the Kirigakure. Kusari was born and given the name Kusari because it means chain and his family named him thus because they knew he would be bound to the terrible association that came with his last name.
From a very young age Kusari was at the recieveing end of hate and prejudice for the acts of someone in his family’s past that he had never met. Kusari pressed on despite this and tried to live normally he tended to take the teasing and hate and occasional beatings even and would move on. When he joined the ninja academy many parents argued that it should not be allowed at all but in the end it was finally agreed on to give him a chance though this was mainly because it was believed perhaps he would inherit his the strength and serve the village and also because this way the other children could beat on him without them getting in trouble. Overtime one could only take so much and Kusari began to be angered by this entire situation. He was fairly close to the genin exams when he out preformed everyone in his class one day and that afternoon as he was going home they ganged up on him and began to beat him and insult him and his family. Kusari defended himself and then in the fight one of the boys did something foolish that ended up getting them seriously hurt. The village went crazy that night. They were all proclaiming that the Momochi boy had attacked his fellow student who was supposedly innocent and that he was a grave danger to them all.

The nobles of the village decided to take this opportunity as an excuse to end the momochi clan once and for all. Seeing their strength as a potential threat to their comfortable living and high status. Kusari’s parents seemed to foresee this, the young 7 year old Kusari was to leave with his father while his mother an infant sister stayed behind. This was because his mother knew they would be too easily followed with the baby and she was not going to simply abandon her child so she too stayed to slow the trackers and give them a chance to escape. A report was filed that night by the hnter nins about having slain both woman and infant.

Kusari and his father managed to escape to the misty forests outside the hidden mist village. There he lived and his father trained him as they continued to evade notice or capture. After about a year the searches seemed to slow greatly and Kusari’s father relaxed a little his main concern being that his wifes sacrifice not go to waste he had been and continued to teach his only son the skills he would need most to defend himself. Starting with the kirigakure no jutsu and then going into the silent homicide techniques. Fully teaching Kusari the art of silent killing by the age of 10.

Then came the terrible day. The hunter nins found Kusari and his father and managed to defeat and get past all their traps and security measures and fight inside. They got hold of kusari and bound him up with a metal chain and then forced him to watch as they beat and tortured his father. The man held out for hours without a scream or cry of pain before they finally broke him and kusari had to listen and watch as they slowly tortured and killed him for their own pleasure as well as an attempt to learn the body’s secrets to the Momochi power. As his father breathed out his last breath Kusari was filled with more hate and rage than ever before his vision fogged over with a red haze and he let out a roar filled with immense fury. There was a surge fo chakra that filled him with strength and emitted a pulse outwards for an instant as he strained against the chain that bound him. It snapped and the boy took it in hand and managed to slay the three hunter nins who were unsure what it was that they were facing now. The boy awoke amidst the death with vivid memories of it all and physically exhausted but knowing he had to move. Kusari managed to escape capture and detection as eh left the water country completely knowing that the best place for him to hide was the last place they would look. Being a trained ninja in a few water jutsu Kusari knew that hiding in Sunagakure a place without water would be the last place for which he would be looked. He was right.

Kusari was rescued from Sunagkure’s desert by a rich traveling merchant who happened to be heading home. He decided to secretly employ the young boy as a slave in a secret human gladiator ring. Kusari was found with the chain he had used to kill the other ninja it semed that nothing would part him from it. He used it in battle in the secret ring and after a few victories against other opponents as Kusari was like a wild animal. Being constantly and continually caged kept him in a constant state of anger and almost beast like state of mind as all he wanted was freedom. Once he finally shattered out of the ring in a battle and began to kill members of the crowd. The spectators fled disregarding secrecy and thus drew the attention of authorities who came and rescued all the children but had to tranquilize the wild Kusari and then unbind him from shackles at his wrists and ankles. Now free Kusari seemed to be more human though one could tell that he was an angry and bitter person. Kusari knew his time in Sunagakure was going to be short before eventually word would get to his village so he took the chance to learn as much as he cold from the ninja there. During his time in the village he had the chain that he carried at all times crafted into a Kusarigama so it would be a perfect weapon for him at all times. Eventually kusari began seeing the rising suspicions of the villagers around him of the young ninja Kusari decided to flee the village at the age of 11 and go on his way away from that place. Sure enough the next day several hunter nins were incarcerated for invading several homes, being in sunagakure territory without permission for reasons they would not disclose and they committed suicide before any more information could be gleaned from them.

Kusari made his way to the land of waves where he felt lead to some unmarked graves and later on a hideout that seemed to have been abandoned long long long ago lost in misty forests. Here he found scrolls that taught him several jutsu including the water prison technique. Kusari continued to train here on his won for the next two years before hearing of a tournament in Konaha that he decided to go and compete to prove his strength.

While waiting Kusari got bored and chose a target from the crowds. A girl with white hair it was his idea to end her in advance and see if anyone noticed. His attempts were thwarted and the water clone destroyed. The real Kusari would later meet up with the girl in the tournament itself and was defeated in a close fight where she invoked his rage with a genjutsu that made him believe he was bound up. This is what had defeated him as he exhausted himself lost in a blind rage.

Kusari would not meet this girl named Nakamura again for a while but when he did it would be under an assumed name and hidden identity he had taken to allow himself to escape from his own personality and actually try to enjoy life for one night. It was during that night that he fell in love with the girl two years younger than he (he was 14 at the time). Kusari was then there when a terrible prophesy came and then he volunteered to aid the young Nakamura in her training with the master Brawen who he did not trust. Kusari became subject to a terrible genjutsu the contents of which would haunt his good side and fuel his darker angrier side for a long time to come.

Later on that night as they were to set out for a mission they were ambushed and Kusari protected Nakamura at the cost of his own body and she returned the favor by expending much strength to get him to help. Later on Kusari came to her and told her of his feelings but she could nto return them so he set out on his own journey to return to gaining strength. Months later he would meet her again as a member of his new squad beneath Kyoudai Ranpu.

Several Missions later after many a journey Kusari departed from the squad it had fallen apart. Because of the death of Kyoudai ranpuu. They had tired to stick them with a new teacher but the new teacher could not reach the isolated Nakamura who was cutting herself off from all others, even Kusari, and Kusari’s respect had to be earned, which was a feat Kyoudai had taken a long time to accomplish. There for the squad was simply dissolved. Kusari had learned many things about himself from his own actions and decided to go find himself as well as continue training in solitude, because it seemd with nakamura so cut off, he had nothing left keeping him in Takigakure. It has been some time since he has seen Nakamura but he remembers her and their friendship fondly despite the terms under which they parted.

Then one day Kusari was taken prisoner by unknown forces and when he awoke he had lost most of his own memories and had been altered to be a killing engine of death. He ran rampant in many places creating a legacy for himself written in blood and only being known as the crimson mist demon. As no one got a good look at him ever as he would always strike from within a large bank of kirigakure no jutsu mist that would envelop the area that he would attack. He killed those that had captured him and then many other villageless factions that he either deemed evil or in his way, before Kusari made it to Yukigakure. There he stumbled upon his old dwelling place and it seemed to awaken his lost memories. Kusari began to realize the thinbg he had become, exactly what the nobles had feared he would become, the very thing for which he was tormented as a child. Kusari immediately began to attempt to undo this learning to calm his anger and control it as well as learning many things about himself and his past.
Finally at some state of peace with himself Kusari must still make a living and to do so he has had to take on jobs as a mercenary. Slowly he has begun to see all the villages as equally good and evil and so justifies it with the reasoning that the stronger ones more fit to survive are the ones that will be left after his jobs. Trying to avoid jobs that will cause too much damage but as word of this strange mercenary’s abilities begin to spread he knows it wont be too long before he is forced to take on a mission of grave proportions to someone.


Personality: Kusari was an angry violent person emanating aggression contempt and a feeling of superiority. His aggression getting the best of him often and him leading a life focused around a central revenge. But after meeting Nakamura and a few other people his life began to change and eventually he changed his ways. Kusari became kinder and now instead of often submitting to his rage he has learned to control it and use it as a tool. Kusari is now a calmer person. Much more calculated and focused. He understands killing is not the solution to everything and his world does not have to revolve around his own gaining of power. Realizing that having a good life is more important than living for revenge he wishes to return to the things he lost when he left on his soul searching journey. Now his temper being much cooler means that only a few things can set him off those being the few people close to him getting hurt or endangered and as always being bound. Kusari sees himself as a protector to those close to him and now a free agent not tied to any village therefore able to impartially look at things and see who is truly in the wrong or right if there is either to be seen. However lately he has had to revert to taking much more deplorable missions to provide a living for himself. Back to assassinations as his perfected killing abilities are the ones most commonly asked for. His view of the world currently reflects that there is no good village and that there is as much good as there is bad in all of them and that for the villages and others to grow stronger it may require death. At least this is how he justifies himself so that he can slep at night. Making a living currently as a sell sword while wishing to have back what he lost.

Other:
Important information about Kusari. One thing he has never gotten over and will probably never get over is that when he feels he is being bound his temper rises and his primary focus becomes freedom. If he is trapped or felt like this for too long it is a sure fire way to invoke his blind rage at which point he will attack and destroy anything to get himself out of it continuing to fight until no longer physically able to maintain consciousness.

Also note his longtime use of the silent killing techniques is a great influence on almost everything he does making him a great assassin as he is skilled in both going un noticed and seeing hard to see targets.

Missions:

S:
A:
B:
C:
D:

Blood line Limit:

Clan Name: Momochi

Description of Limit: Momochi Demon Rage! This power gives plus 7 to the str, dex, and con stats and plus 10 to the cha stat(but only in relation to the intimidation skill). And is also able to remain mobile and conscious at up to -5 health but only while driven under the rage. This all costs 20 hp damage to self a turn (of course stopping said drain once one is unconscious because of hitting -5hp) because of the physical strain and your mental resolve increases against distractions. They emit an aura of intimidation and death having increased strength and combat skill it strikes fear in to all who witness it. Those who try to stand against a raging Momochi swear they are standing against a demon. (these stats apply only when in the rage which is signified by an OOC post saying Enters rage or in rage.)


In game Stats: remain conscious and functioning up to -5 hp, gain +6 to dex,con and str. enemies must roll against intimidate every turn with an additional 10 to his intimidation skill . Loses 20 hp a turn.
The rage can be entered during fear and once entered in the rage a Momochi is immune to fear and it's effects meaning intimidate has no effect on him

Jutsu:


Description of Jutsu: This ultimate escaping technique was created by kusari because of his terrible rage and fear of being bound. Because of how much strength it takes out of him he uses it as a last resort before his rage overtakes him because of being bound. The user does not need to make a hand seal or even be able to speak they must simply calm themselves for a moment before harnessing their anger to increase their physical strength and mental determination at the same time as sending out a hard pulse of offensive chakra that emits in unison with the sudden increase in strain due to their momentarily increased strength and mental resolve. This is all used to break whatever is binding them or they believe is binding them, be it the result of a nin jutsu , genjutsu, or actual physical binding.

Rank: B
Cp Cost: 200 only used when bound up and have failed 2 attempts at escaping said bindings
Damage: Only inflicts damage to whatever/whoever is binding the user in that case inflicts 50-75
Requirements: 30 taijutsu, 30 ninjutsu, 30 genjutsu, chakra control 40, Must be a momochi
Training: training days 30
Special: free from bonds.

Ninjutsu-
Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.
The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.

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
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Damage: Exploding tag damage [10-20]
Requirements: Chakra Control 5
Training: 1 day or Learn in the academy.


Kugutsu no Jutsu (Puppet Technique)
Just like a marionette, the user controls a puppet using strings of chakra from his fingers. This skill is often prepared in coordination with Kawarimi no Jutsu (Change of Body Technique), so the user can quickly replace their body with the puppet when they feel the need to activate it. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extendable blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets.
Cp cost: 2 cp per round the puppets are used.
Damage: Depends on puppet power.
Requirements: Puppet users only, Chakra Control 5, Perform Puppet Play 1.
Training: 2 days
Special: Must master this jutsu before attempting to fight with puppets.

Mizu Bunshin no Jutsu (Water Doppelganger Technique)
Creates one or more identical copies of the user out of water. More similar to Kage Bunshin no Jutsu (Art of the Shadow Doppelganger) than to a normal Bunshin no Jutsu (Doppelganger Technique), these clones are capable of attacking, except for the fact that each clone's power is only one-tenth of the user. Also, the clones can only be controlled within a certain radius of the user. That is the technique's weakness. This is considered to be the Water Style equivalent to the Leaf Village's "Kage Bushin No Jutsu" (Shadow Doppelganger Technique) mainly because it divides up the user's attention and chakra to an extent.
Cp cost: 4 per bushin.
Damage: Bushin deal 1/3 of your normal damage.
Requeriments: Water Affinity.
Training days: 3 days.

Kiri Gakure no Jutsu (Hiding Mist Technique)
This jutsu envelops the surrounding area in a dense mist, causing anyone within it to lose the advantage of sight.
Cp cost: 10 + 1 per minute the jutsu is mantained.
Damage: N/A
Requeriments: Chuunin or higher; Water Affinity; Kirigakure only
Training days: 10 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+, Chakra Control 20
Training: 10 days

Suiton: Suijinheki (Water Release: Water Encampment Wall)
This jutsu creates a water barrier to protect the user from any offensive attacks. The water rises from the ground or is created by the jutsu user.
Cp cost: 50 "With body of water nearby", 120 Without it.
Damage: N/A
Requirements: Water Affinity, Level 40+
Training days: 10 days.
Special: Wall is completely encompassing and fully blocks any attack once and one time only. The user will have to use it again to block any other attacks.
*Jutsu can only block up to 6 Taijutsu attacks, 1 Ninjutsu or lasts for one of the users turns, whichever comes first.

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: 200 without water source, 120 with.
Damage: 150-250+ chakra mod.
Requeriments: Water Affinity. chakra 40+, Large source of water, Chakra Control 85+
Training days: 20 Days.

Suiton: Kaihodan (Water Release: Pressure Cannon)
A strong jet stream of water is blasted out of the user's mouth.
Cp cost: 80 cp
Damage: 55 - 120 + chakra mod.
Requirements: Water affinity, Chakra Control 90+
Training days: 7 days

Tanuki Neiri no Jutsu, "Play Possum Jutsu"
The user forces them self into a deep sleep using their chakra to cover their pulse and heartbeat to fool an opponent.
Cp cost: 20 + 5 per turn
Damage: N/A
Requirements: Chakra Control 10
Special: You appear dead. DC to find out you are alive is 35. Roll is d20 + wis mod.
Training: 2 days

Tobidogu (Projectile Weapons)
In order to store and use large items or various weapons, the user can unleash them by utilizing summoning scrolls. In this way, the person won't be burdened by carrying weighted artillery when going up against an opponent.
Cp Cost: All numbers are per item stored
2 [small objects, eg, kunai, shuriken]
8 [medium objects, eg. tanto, books]
15 [in between objects like katana]
25 [large objects, eg. human-sized puppets, kusarigama, nodachi]
40 [huge objects]
Damage: N/A
Requeriments: Scroll, intelligence 20+, Fuuinjutsu 2/6/15/30/40 [depending on the size]
Training days: 2/2/3/3/4 days, must be learnt in succession. So huge items would take 2+2+3+3+4 = 14 days to learn.

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.
Requirements: Long hair
Training days: 12 days.
Special: *This jutsu can be used to counter taijutsu at the expense of all attack turns for the users next turn.
*If the attack DC of the incoming Taijutsu attack is less than the Ninjutsu DC of this jutsu then the attack is nullified. If it is greater than the Ninjutsu DC by 10 points, the defender suffers 1/3 the damage and the attacker only suffers half the damage from the barrier

Genjutsu-

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
Kokoni Arazu no Jutsu is a rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 45 + 8 per turn
Requirements: Genjutsu 30 Ranks
Training days: 7 days
Will Save:10 + half user's level + half int mod + half wis mod
Specials- Add +20 to Sneak Attack if Genjutsu is successful AND the user attacks next turn.
Taijutsu-

Goken (Strong Fist)
Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage.
Damage: Increases normal taijutsu damage to 5-12
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.



~Stats~

LV. : 50
Experience: 130/13,000
Hp:1350
Cp:1050
MHp:1350


Strength: 45+2(exp)=47
mod= +18
Dexterity: 46
mod= +18
Constitution: 44
mod= +17
Intelligence: 44
mod= +17
Wisdom: 44
mod= +17
Charisma: 30
mod= +15
Chakra: 46
mod= +18

Dodge Bonus:48

Base Attack Bonus:50/41/36/31/26/21/16/11/6/1
Attack Melee:68/59/54/49/44/39/34/29/24/19
Attack Ranged:68/59/54/49/44/39/34/29/24/19

Base Save Bonus:25
Fort:42
Rex:43
Will:42

Damage:
Taijutsu: 1d6 +18 + 12 (from taijutsu skill) = 31-36
Kusarigama: 1-3 chain/1-4 kama, +18+8(from kusarigama skill)= 27-29/27-30
Kubikiri Houcho: 4-18 + 18 (+9) +8(from kubikiri Houcho skill) = 30-44 (39-53 if two handed)
Senbon:1-2 + 18 +6 (from senbon skill)= 25-26


~Skills~


Swim: 15 + 18(Str)=33

Balance: 22 + 18(Dex)= 40
Escape Artist: 22 + 18(Dex)= 40
Hide: 22 + 18(Dex)= 40
Move Silently:42 + 18(Dex)= 60
Tumble: 22 + 18(Dex)= 40

Concentration: 33 + 17(Con)=50

Chakra Control: 78 + 17(Int)=95

Search: 23 + 17(Int)=40
Craft(Weapon): 33+(Int)17 =50
Repair:3+ (Int)17=20
Knowledge (Anatomy):6+(Int)17=25
Research:3+(Int)17=20

Listen: 43 + 17(Wis)=60
Sense Motive: 43 + 17(Wis)=60
Spot: 33 + 17(Wis)=50
Survival:33 + 17(Wis)=50

Bluff: 35 + 15(Cha)=50
Intimidate: 25 + 15(Cha)+2(exp)=42
Perform Puppet Play: 10 + 18(Dex)=28
Treat Injury:33 +(WIS)17 = 50

Ninjutsu: 42 + 18(Chk)+3(exp)=63
Genjutsu: 23 + 17(Int)=40
Taijutsu: 44 + 18(Str)=62
Fuuin Jutsu: 23 + 17(Int)=40
Senbon: 30
Ninja Weapon (Kusarigama):40+2(exp)=42
Kubikiri Houcho: 40+1(exp)= 41
Sneak Attack:30


~Possessions~


Money:

Ryo:

Equipment:
Akuma and Momochi akurei (see bottom of character sheet for details)

Kusarigama: The kusarigama is the union of a normal kama with a chain on the end of the kama handle. The kusarigama is one of the hardest weapons to master and one of the most useful ones. The Kama can be used to attack in close quarters while the chain which most of the time has a small metal ball like ending can be used for ranged attack, trips and disarming as well as creating vast numbers of opening for the user to kill with the kama sharp edge.
Damage: 1 - 4 "Kama" 1 - 3 "Chain" Both add Str modifier.
Range: Melee or Ranged 30 ft.
Special: Can make trips checks to make the opponent fall to the ground as well as grapple checks and disarm checks.
Special info: the Kusarigama Kusari wields is made from the same chain that bound him as his father was slain.


100xSenbon
Scrolls for each puppet
Exploding tag materials

Hunter nin mask. Taken from one of those that killed his father Kusari has used it to conceal his identity quite often.

Wires, used for both setting up traps and garrote wires as well.

Small mirror, never know when you are going to need it.

2 large water skins that he fills with water orbs. A small creation he learned to make while under Kyoudai Ranpu it allows him to store roughly a gallon of water in a one inch diameter.
(they each hold about twenty orbs)
Face paints to adorn his face like that of a Kubuki

Kubikiri Houcho: "Zabuza Style sword" The sword used by Zabuza and many other ninjas of the village of the hidden mist. The sword big edge makes it almost imposible for a nomal human to use it but can deal extreme damage to an oponent if used propertly.
Damage: 4 - 18 + str. mod. + 1/2 str. if 2 handed.
Range: Melee + 5 feet.
Special: Kirigakure only


Valuables

Two small marionettes that are carved in extreme detail to be scale replicas of Kusari and Nakamura from the twilight festival. These small puppets are about 6 inches high and serve no purpose save sentimental value. There is also a pair of smaller puppets that look like wolves.

Kusari also has a necklace he has never showed to anyone not even Nakamura, inside is a picture of he and his slain family and later on in life he added Nakamura’s picture. THe picture is a candid slightly distant profile shot as she has no idea he ever took the picture.




Overlord9611


Bhek

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PostPosted: Fri Feb 08, 2008 9:47 pm


User-name: Adelais Carole AKA LaiLai
Posting: At least twice a week, usually once a day
Time zone: GMT - 03:00h


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~Character Data~


Name: Henka Kodora
Village: Takigakure
Clan/Bloodline: Henka
Element Affinity: Water and Wind
Age: 18
Gender: Female
Rank: Jounin


~Appearance~


Headband: Mix of headband and protective goggles. Hangs loose on the neck
Height: 1,65 m
Weight: 48 Kg
Hair: Clear brow with a bit of leaf red.
Eyes: Golden
Physical Description: Short, girl, with a well ripen body that she keeps hidden under loose clothing. Round face with delicate chin, small and round nose pointing up, well cut eyes. Hands have some small scars from working with puppet crafting.
Clothing: Loose clothes, the most comfortable that she can find. Common sandals, a small necklace hanging on her neck of an iron coin and sometimes gloves.
Background: Kodora, a girl with feline behavior, was born in a small village near Takigakure, ignoring that peculiar aspect of her personality, she and the other kids played in those streets every day. She never suspected much about her origins since her parents didn’t told she was adopted. They found her crying on the wreckage of a ship by the beach. It seemed like the boat was burnt to the bone and by all god’s grace the little girl survived, just a small baby. The years passed and she grew up healthy despite the state she was found.
Being from a poor family, Kodora grew up without much attachment to possessions or money, and meanwhile she always built her own toys. Sometimes her father liked to take her, her mother and grandmother to the puppet play that took place from time to time at her home village, a small farmer village not very far from Takigakure. This made great influence on the toys she crafted from wood, them being mostly puppets of all sizes and shapes. Soon her work became known when a rich spoiled kid amazed by the complexity of those toys demanded to have one for him and his father offered a great deal of money for Kodora’s favorite one. She asked for a day to think, much to the kid’s disgust, and went home.
Her grandma was getting very sick and her parents almost couldn’t pay the taxes for the lands, so the next day she brought several option for the kid to choose from, with her favorite hidden on a bag hanging on her shoulder. The kid loved each one of them, but insisted to have the one he saw the day before, so, very disappointed and heartbroken she handed the puppet and the man gave her a pouch full of money. She took it home, gave it to her parents and that night they celebrated.
The next day she woke up very early to see her family and hug them tight as usual for every morning, only o find red, red everywhere her teary little eyes could see. They were gone and the money too, so she simply connected the dots. At the same day she left her house and cozy village, travelled to Takigakure and applied for gennin. It didn’t took much time for her to rise ranks in the ninja society, being extremely smart and finding that her skills with puppet crafting were perfect for the job she climbed the wall of ranks and at the age of 17 she was a Jounin, well known by the acknowledged as a master crafter of shinobi puppets.
Meanwhile she became known by Cat Branch’s intelligence and as soon as she became a Jounin three shinobis of the clan came to her contact. They talked about an attack to the ships of her family, told her she was adopted and that she was the next in line for the rank of Neko Shukun, Leader of the Cat Branch. She would need to duel against another pretender of the clan who was waiting for approval of the Elder Council to be in that post, though now that she was found alive he would have to face her.
They gave her five days to decide and on the third day she came to the inn where they were staying. Smiles crossed the room as she accepted the challenge, both hers and theirs, and so they travelled to the far lands in possession of the cat branch, where a Temple remained hidden under powerful genjutsu.
They met each other, Kodora and her contestant and prepared for the duel to come. The ritual began and both fought fiercely, he with his taijutsu skills and her with her puppet play. The battle took two days and one night, though it ended quickly. At the very end Kodora used her finest puppet as the others she had were destroyed beyond repair, the man didn’t had much chance. The judges of the battle didn’t quite saw what happened, though the man was stretching on the ground bleeding while Kodora was standing up tired but victorious. So they nominated her the winner and rightful leader of the Cat Branch.
A huge celebration took over the entire Cat community and they crowned Kodora with a pawn tattoo on the bottom of her neck, sign of being the Neko Shukun, Lord of the Cats. The next months she learned from the Elders how to control her bloodline more perfectly and taught about every clan affair, political matters and traditions. After that time she came back to Takigakure and now days she secretly controls the Neko Henkas from her humble home by sending and receiving coded messages.
Personality: Relaxed, quiet, peaceful, the kind of person that isn’t affect by any of life’s worries. Have a diamond solid concept of what’s and what’s wrong. Even though her common sense may often seem random and unexplained she’s always doing things for a good reason.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: The Int DC to see through a bunshin is 10 + 1/2 of the jutsu user's Chakra mod + 1/2 of the user's Int mod.

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
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Very Special: This jutsu is currently being hotly debated on and may change.

Jutsu Name: 1st Stage - Kihongenri
Description of Jutsu: Grants the anima a small boost in abilty and skill. Comes with animal ears, tails, or other minor body parts.
Cp Cost: 25
Damage: None
Requirements: Anima must be level 5 and genin.
Training: With the branch leader or elder (who has mastered this level) for 8 days.
Special: +2 mod in the responding skill and ability. (or +3 if there is no ability with the animal)
Owner: Branch Heads and various elders.

Jutsu Name: 2nd Stage - Chuukyuu
Description of Jutsu: Werewolf stage where anima is half animal, half beast.
Cp Cost: 50 + 5 for every two posts.
Damage: None
Requirements: Anima must be level 10 and chuunin.
Training: With the branch leader or elder (who has mastered this level) for 15 days.
Special: +6 mod in the responding skill and ability. (or +8 if there is no ability with the animal)
Owner: Branch Heads and various elders.

Jutsu Name: Final Stage - Kyuukyou
Description of Jutsu: Grants the anima a larger boost in skill, and allows for animal transformation.
Cp Cost: 100 + 10 for every post.
Damage: None
Requirements: Anima must be level 25 and jounin.
Training: With the branch leader or elder (who has mastered this level) for 2 months.
Special: +10 mod in the responding skill and ability. (or +14 if there is no ability with the animal) Because of the painful transformation, it takes 1/6 of your health to transform to animal, and another 1/6 to turn back.
Owner: Branch Heads and various elders.

Justu Name: Mobile armor
Description of Jutsu: The user breaks the puppet to pieces and rests them on their body. This adds some of the puppets qualities to the user
Cp cost: 5 Cp per turn to keep from pieces falling off
Damage: The users chakra mod is used in place of his strength and dexterity, this is because chakra strings are pulled instead of much physical movement.
Requirements: Must have puppet and member of the Hakatshi clan. [Stolen by counter intelligence and information gathering]
Special: The user gains a health bonus equal to half of the puppets health. The pull of chakra strings allows for increased mobility, but this also is bad for joints because they are forced to move faster, so for every post this is activated, you lose 5 health points. If the damage sustained is more then half the puppets health, it becomes immediately useless and must be repaired. To repair the puppet to full health requires 3 repair posts.

Shuriken Kage Bunshin no Jutsu (Shuriken Shadow Clone Technique)
Similar to Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), the user throws one shuriken at the victim and then uses this jutsu to create multiple copies of the shuriken to make the attack more powerful.
Cp cost: 2 per shuriken created.
Damage: Normal shuriken damage
Requeriments: Kage Bushin. At leaste one shuriken.
Training days: 6 Days.

Kanashibari no Jutsu (Temporary Paralysis Technique)
A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu.
Cp cost: 30
Damage: N/A
Requirements: Chakra 20+ Level 15+
Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation.
Training days: 10 days
Special: This jutsu is broken upon impact.

Kuchiyose no Jutsu (Summoning Technique)
This Jutsu, using a contract, Seal, and the user's blood, binds an animal to the user. The type of animal 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 animal can be summoned to perform a task or help the user in battle.

The summon usually is subservient to the summoner. However, the more powerful summons, for instance Gamabunta, or Manda, demand respect and loyalty from their summoners. Manda even demands hundreds of live human sacrifices.

Other types of summonings include even powerful objects, such as the Rashōmon gates.
Cp cost: 50 Cp per rank.
Example: Gamabunta would cost 200 chakra points while a small frog would cost 50 [There are four ranks. For more information check the Summonings Thread]
Damage: Depending on summon's power.
Requeriments: Chakra 30+
Training days: Depends on the quest.

Kugutsu no Jutsu (Puppet Technique)
Just like a marionette, the user controls a puppet using strings of chakra from his fingers. This skill is often prepared in coordination with Kawarimi no Jutsu (Change of Body Technique), so the user can quickly replace their body with the puppet when they feel the need to activate it. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extendable blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets.
Cp cost: 2 cp per round the puppets are used.
Damage: Depends on puppet power.
Requirements: Puppet users only, Chakra Control 5, Perform Puppet Play 1.
Training: 2 days
Special: Must master this jutsu before attempting to fight with puppets.

Medical Technique: Minor Chakra Heal
By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. [No bones can be repaired by this technique.]
Cp Cost: 10 per round
Heals: 1 - 10 + Chakra Mod. For every 10 ranks ninjutsu, +2 max heal.
Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12)
Training: 8 days

Tobidogu (Projectile Weapons)
In order to store and use large items or various weapons, the user can unleash them by utilizing summoning scrolls. In this way, the person won't be burdened by carrying weighted artillery when going up against an opponent.
Cp Cost: All numbers are per item stored
2 [small objects, eg, kunai, shuriken]
8 [medium objects, eg. tanto, books]
15 [in between objects like katana]
25 [large objects, eg. human-sized puppets, kusarigama, nodachi]
40 [huge objects]
Damage: N/A
Requirements: Scroll, intelligence 20+, Fuuinjutsu 2/6/15/30/40 [depending on the size]
Training days: 2/2/3/3/4 days, must be learnt in succession. So, huge items would take 2+2+3+3+4 = 14 days to learn.

Hyoton: Haryu Muuko (Ice Release: Piercing Dragon Fierce Tiger)
The user creates a large tiger out of nearby ice. Due to being so cold, it can freeze nearby water around it while attacking its target.
Cp cost: 100
Damage: 200 - 400 + chakra modifier.
Requirements: Wind + water affinity, Hyoton kekkai genkai
Training days: 20 days.
Special: Freezes all nearby water sources for 2 minutes aka 20 turns

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 but with dex mod for all items instead of str mod, "must also make attack roll"
Requirements: Fuuin Jutsu 20+, Dexterity 20+, having sealed the weapons previously in RP.
Training days: 4 days.

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 40
Experience: 0/8000
Hp: 880
Cp: 600
MHp: 800


Strength: 16 | mod = 3
Dexterity: 16 + 84 = 100 | mod = 45
Constitution: 16 + 18 = 34 | mod = 12
Intelligence: 16 + 54 = 70 | mod = 40
Wisdom: 16 + 14 = 30 | mod = 10
Charisma: 16 | mod = 3
Chakra: 16 + 18 = 34 | mod = 12
Dodge Bonus: 65

Base Attack Bonus: 40/35/30/25/20/15/10/5
Attack Melee: 43/38/33/28/23/18/13/8
Attack Ranged: 85/80/75/70/65/60/55/50

Base Save Bonus: 40
Fort: 52
Rex: 85
Will: 50

Damage:
Taijutsu: 4 - 9
[any other weapon you use]

~Skills~

40 x 40 = 1600
195 + 50+200+170+30+5+60+30+30 + 10 + 30+30+20+600 + 100+40 = 1600


Balance: (Dex) 5
Escape Artist: (Dex) 5
Hide: (Dex) 5
Move Silently: (Dex) 5
Sleight of Hand: (Dex) 5
Tumble: (Dex) 5
Use Rope: (Dex) 5
Perform {puppet play}: (Dex) 700

Chakra Control: (Int) 50
Craft {Puppets}: (Int) 500
Craft {Blacksmith}: (Int) 170
Disable Device: (Int) 5
Knowledge {Life Sciences}: (Int) 5
Repair: (Int) 60
Research: (Int) 5
Search: (Int) 5

Treat Injury: (Wis) 10

Diplomacy: (Cha) 5
Gather Information: (Cha) 5
Handle Animal: (Cha)
Intimidate: (Cha) 5

Ninjutsu: (Chk) 100
Fuuin Jutsu: (Int) 40


~Possessions~


Money:

Ryo:

Equipment: [will do puppets]

----------------------------------------------------------------------------------


Puppet Bio Template: Jigoku ho Shojo is a steel puppet shaped as a woman, resembling a statue. Her body is draw with the lines of her compartments and openings that can only be seen if you’re close enough. She carries inside of her body weapons of torture and pain.

Puppet Name: Jigoku no Shojo (Hell Maiden)
Owner: Kodora
Owner's Puppet Play Skill: 700
Owner's Puppet Craft Skill: 500

Puppet Type: Bondage
Puppet HP: 1900
Material: Aluminum (weight penalty 0 due to small size)

Base Health: 8
Attack Bonus Multiplier: 1
Dodge Penalty: 3
Type Damage: 8

Attack Bonus Base Attack: 70
Melee Attack Bonus: 60
Ranged Attack Bonus: 130
Dodge Bonus: 95

Reflex Save: (Same as owner's) 85

Melee Damage: 100 – 108

Hell Maiden’s Grasp (Harpoon + Serrated Multi-arm Grasp): Inside the Mainden’s body there’s a multi-arm grasp with sawblades attached to the insides and a barbed spike is attached to a high strength steel cable, fired through a launching mechanism and tethered to a puppet. In addition to being grabbed, the victim is also stabbed by the blades, doing 1 - 2 + (1 point for every 10 in puppet skill) + 1d20 for each turn until the victim is able to be freed. The barb and arms are then ratcheted back into the puppet's compartment. The spike does a damage of 1 - 20 + (1 point for every 10 in puppet skill), and severely wounds the victim, doing an additional damage of 1 - 10 + (1 point for every 10 in puppet skill) until the victim both escapes the bondage and is given a bandage or medical jutsu. Bondage Type: Coffin + Restraint.

Barbed arms damage: 1 – 72 + 1d20 for each turn until the victim is able to be freed
Spike damage: 1 – 90 + 1 – 80 until the victim both escapes the bondage and is given a bandage or medical jutsu.

At 100% hp: If the user's 1d20 + 805 > opponent's 1d20 + Escape Artist Skill + (Dex) ), the bondage remains successful.

At 50% hp: If the user's 1d20 + 405 > opponent's 1d20 + Escape Artist Skill + (Dex), the bondage remains successful.

At 25% hp: If the user's 1d20 + 202 > opponent's 1d20 + Escape Artist Skill + (Dex), the bondage remains successful.

At 10% hp: If the user's 1d20 + 101 > opponent's 1d20 + Escape Artist Skill + (Dex), the bondage remains successful.

At 0% hp: The puppet breaks, bondage fails.

----------------------------------------------------------------------------------


Puppet Bio Template: A very small puppet, the size of a 5 years old girl. She resembles a girl in every single aspect, even talks and acts as if she was alive, in fact she is very alive probably through a strong fuin jutsu inside her that serves as mind and heart.
She’s very quiet and silent with strangers, but with Kodora she tends to act much like a daughter or little sister, being very spoiled sometimes. Even though she seems alive, she’s not able to generate chackra yet, though Kodora is working on that.
She hides in her little body several deadly built-in gadgets, hidden in scrolls mostly, to avoid occupying space.
When in battle Arisu’s mind is shut down by Kodora, so she can control the girl and avoid giving her unnecessary mental stress.

Puppet Name: Arisu
Owner: Kodora
Owner's Puppet Play Skill: 700
Owner's Puppet Craft Skill: 500

Puppet Type: Attacker
Puppet HP: 1260
Material: Aluminum (weight penalty 0 due to small size)

Base Health: 3
Attack Bonus Multiplier: 1.5
Dodge Penalty: 1
Type Damage: 5

Attack Bonus Base Attack: 105
Melee Attack Bonus: 102
Ranged Attack Bonus: 165
Dodge Bonus: 122

Reflex Save: (Same as owner's) 85

Melee Damage: 86 - 90
Weapon Damage: 89 – 95

Gatling Gun: Rotating weapon of five cylinders that shoot bullets at the enemy at extreme speed and repetition. It’s built in Arisu’s mouth, summoned by a scroll when its compartment opens, making her mouth split in four different directions.
The bullets are made of the puppeteer’s chackra, the weapons feeds from the chackra strings attached to the puppet.
CP cost: 2 per bullet
Damage for each bullet: 1 – 2 + (1 for each 10 ranks in puppet play skill) = 1 – 72
Special: Can shoot up to (dex mod) times at each attack.

Flame Thrower:
Grade S+ Launcher
Ranged Damage: 1 – 30
Burning Damage: 1 – 75 + d20 for 5 turns of until extinguished.

Water Blast:
Grade S+ Launcher
Ranged Damage: 1 – 30. Breaks through armor if successful.

Ice Blast:
Grade S+ Launcher
Ranged Damage: 1 – 30
Ice Damage: 1 – 72 + d20 until ice melts.

Lighting Blast
Grade S+ Launcher
Ranged Damage: 1 – 30
Lighting Damage: 1 – 85 + d20 for five turns and full body paralysis.

----------------------------------------------------------------------------------


20 Shurikens

20 Kunais

Scrolls with:
Puppets
Tiger Summons

Empty Scrolls

Valuables
PostPosted: Sun Feb 10, 2008 1:36 am


User-name: Sasuke is my boyfriend
Posting: all the time!
Time zone: Doesn’t matter…XD

~Character Data~


Name: Amane, Hikaru
Village: Takigakure
Clan/Bloodline: Amane
Element Affinity: Water
Age: 18
Gender: Male
Rank: ex-ANBU, took the his old rank of jounin due to personal reasons

~Appearance~


Headband: The cloth is white and he uses it as a belt with the metal plate as a buckle.
Height: 6’
Weight: 120
Hair: Such a deep colored red it seems black in a darker light.
Eyes: An icy, almost white, blue.
Physical Description: User Image
Clothing: picture
Background: Hikaru has always been more of a clown in his academy years. Born in Kirigakure, he and his twin made their way to Otogakure before the attack had come. It was there that they made themselves to ANBU rank. With the things the Kage was doing, the twins wanted nothing to do with anymore ANBU missions. Hikaru had always had a feeling of wanting to leave and make roots of his own. Not without his twin, of course. The two had issued a plan to run from their parents to a new land far from Otogakure. It was then they found themselves in Takigakure. With the terrible things the two had seen as an ANBU back in Otogakure, they have taken on the rank of Jounin. Still retaining what they’ve learned, they have decided to leave what they have seen behind them. Utterly forgetting what family they had left behind, only going to see the head of the clan on the certain days of the years previously issued. Even with all that he has left behind, Hikaru finds it within himself to keep a semi-upbeat nature to him.
Personality: Hikaru is quiet and reserved, with a bit of a flirty side. He likes to take things slow and hide his true feelings about things. He’ll say anything a person want to hear if it gets him out of things that may hurt him. He longs to find someone to share his life with, knowing that if his brother were to die, he’d be lost and alone. He can be shy at times with things that people do towards him because of his looks. It doesn’t take a lot to make Hikaru blush.
Other: Due to his clans good looking genetics, he is one hot piece of a**. XD

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselve and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.

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
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Very Special: This jutsu is currently being hotly debated on and may change.

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Damage: Exploding tag damage [10-20]
Requirements: Chakra Control 5

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. 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. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Suiton: Suigadan (Water Release: Water Fang Bullet)
This jutsu creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block.
Cp cost: 100
Damage: 80-110 + chakra mod
Requirements: Water Affinity, Water source, Chakra Control 60
Training days: 8 days
Special: If Chakra Control is over 75, water source isn't needed.

Suiton: Suikodan no Jutsu (Water Release: Water Shark Bullet Technique)
This jutsu utilizes water to attack the enemy with a powerful water burst.
Cp cost: 60
Damage: 60 - 110 + chk mod
Requirements: Water Affinity, Water Source
Training days: 17 days

Suiton: Daibakufu no Jutsu (Water Release: Great Waterfall Technique)
This technique is used to create a massive blast of water.
Cp cost: 65
Damage: 90 - 180 + chakra mod.
Requeriments: Water Affinity.
Training days: 40 days.

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: 20
Damage: 10 - 30 MHP + genjutsu bonus (2 to max per 10 in genjutsu)
Requirements: Genjutsu 20 Ranks
Training days: 5 days.
Will Save:10 + half user's level + half int. mod + half wis. mod
Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls

Taijutsu-
Goken (Strong Fist)
Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage.
Damage: Increases normal taijutsu damage to 5 - 16
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.

Tsutenkyaku (Painful Sky Leg)
This is basically just a kick down from the air, where the user uses their marvelous strength to create a gigantic crater and an earth-quake like effect to the surrounding area.
Damage: Taijutsu damage + double strength.
Requirements: Taijutsu 20 Ranks.
Training days: 10 days.


Summoning Contract-

~Stats~

LV. 35
Experience: 100/5500
Hp: 945
Cp: 700
MHp: 945

Strength:48
mod = 19
Dexterity: 34
mod = 12
Constitution: 34
mod = 12
Intelligence: 65
mod = 27
Wisdom:34
mod = 12
Charisma:42
mod = 16
Chakra:34
mod = 12
Dodge Bonus: 34

Base Attack Bonus: 35
Attack Melee: 47
Attack Ranged: 47

Base Save Bonus: 17
Fort: 29
Rex: 29
Will: 29

Damage:
Taijutsu: 36-41
[any other weapon you use]

~Skills~



Swim: (Str)

Balance: (Dex) 50
Escape Artist: (Dex) 70
Hide: (Dex) 60
Move Silently: (Dex)60
Sleight of Hand: (Dex) -5
Tumble: (Dex)20
Use Rope: (Dex)

Concentration: (Con) 20

Chakra Control: (Int) 80
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int) 40
Repair: (Int)
Research: (Int) 20
Search: (Int) 20

Alchemy: (Wis)
Listen: (Wis) 30
Read Lips: (Wis)60
Sense Motive: (Wis) 75
Spot: (Wis) 20
Survival: (Wis) 20
Treat Injury: (Wis) 30

Bluff: (Cha) 40
Diplomacy: (Cha)60
Disguise: (Cha)
Gather Information: (Cha) 70
Handle Animal: (Cha)
Intimidate: (Cha) 80
Innuendo: (Cha) 50
Perform: (Cha) 20
Seduction: (Cha) 70+3

Ninjutsu: (Chk) 45
Genjutsu: (Int) 20
Taijutsu: (Str) 80
Fuuin Jutsu: (Int)
Kawarimi:
Kunai: 20
Shuriken: 20
Ninja Weapons: 20
Sneak Attack: 40

~Possessions~


Money:

Ryo:

Equipment:


Valuables A red ruby in a golden laced necklace he got from his mother when he was younger.


-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------


~Character Data~


Name: Amane, Kaoru
Village: Takigakure
Clan/Bloodline: Amane
Element Affinity: Wind
Age: 18
Gender: Male
Rank: ex-ANBU, took his old rank as jounin due to personal reasons

~Appearance~


Headband: Doesn’t wear it
Height: 5’9
Weight: 122
Hair: Black
Eyes: Dark brown
Physical Description: User Image
Clothing: picture
Background: Kaoru was always the silent kid in his academy days. Often having to apologize for what his brother did, he is the more mature of the two. . Born in Kirigakure, he and his twin made their way to Otogakure before the attack had come. It was there that they made themselves to ANBU rank. With the things the Kage was doing, the twins wanted nothing to do with anymore ANBU missions. Hikaru had always had a feeling of wanting to leave and make roots of his own. Not without his twin, of course. The two had issued a plan to run from their parents to a new land far from Otogakure. It was then they found themselves in Takigakure. With the terrible things the two had seen as an ANBU back in Otogakure, they have taken on the rank of Jounin. Still retaining what they’ve learned, they have decided to leave what they have seen behind them. Utterly forgetting what family they had left behind, only going to see the head of the clan on the certain days of the years previously issued. With everything that has happened, it has become Kouru’s next mission to search for a woman to love. Right now, it is all he could wish for.
Personality: Silent and observing, he hates to do things without thinking. His eyes seem to stare at nothing when he is thinking. Seeming dazed most of the time, he truly sees what most don’t. Much like his brother, he wishes to find someone to live the rest of his life with, in fear of being alone. It is a fear of all Amane children and adults. Relaxed and down to earth, he likes to find places away from the loudness of the village. He catches things in battle his brother doesn’t due to his watchful nature. He loves to play with animals, though he tries to hide it. It is hard to see him smile since he rarely shows what he thinks. When he finds something he likes, a small blush and a faint smile will arise on his extremely hot face.
Other: HIS BODY IS OMFG HOTNESS!!!!! XD

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselve and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.

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
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Very Special: This jutsu is currently being hotly debated on and may change.

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Damage: Exploding tag damage [10-20]
Requirements: Chakra Control 5

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. 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. The amount of Chakra used depends on the distance and elevation between the user and the destination.

Kaze no Yaiba (Blade of Wind)
This Jutsu creates a blade out of wind which, being wind, makes it impossible to block. However, unlike the Kamaitachi no Jutsu, this Jutsu requires no tool.
Cp cost: 50
Damage: 100 - 200
Requeriments: Wind Afinity.
Training days: 30 days.

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: 20
Damage: 10 - 30 MHP + genjutsu bonus (2 to max per 10 in genjutsu)
Requirements: Genjutsu 20 Ranks
Training days: 5 days.
Will Save:10 + half user's level + half int. mod + half wis. mod
Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls
Taijutsu-
Goken (Strong Fist)
Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage.
Damage: Increases normal taijutsu damage to 5 - 16
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.

Tsutenkyaku (Painful Sky Leg)
This is basically just a kick down from the air, where the user uses their marvelous strength to create a gigantic crater and an earth-quake like effect to the surrounding area.
Damage: Taijutsu damage + double strength.
Requirements: Taijutsu 20 Ranks.
Training days: 10 days.

Summoning Contract-

~Stats~

LV. 35
Experience: 90/5500
Hp: 945
Cp: 945
MHp: 945

Strength: 34
mod = 12
Dexterity: 34
mod = 12
Constitution: 34
mod = 12
Intelligence: 64
mod = 27
Wisdom: 34
mod = 12
Charisma:43
mod = 16
Chakra: 48
mod = 19
Dodge Bonus: 34

Base Attack Bonus: 35
Attack Melee: 47
Attack Ranged: 47

Base Save Bonus: 17
Fort: 29
Rex: 29
Will: 29

Damage:
Taijutsu: 17-22
[any other weapon you use]

~Skills~


Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex) 40
Hide: (Dex) 80
Move Silently: (Dex) 80
Sleight of Hand: (Dex) -5
Tumble: (Dex) 55
Use Rope: (Dex)

Concentration: (Con)

Chakra Control: (Int) 90
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int) 60
Repair: (Int)
Research: (Int) 30
Search: (Int) 80

Alchemy: (Wis)
Listen: (Wis) 30
Read Lips: (Wis)20
Sense Motive: (Wis)95
Spot: (Wis) 20
Survival: (Wis)20
Treat Injury: (Wis)20

Bluff: (Cha) 60+1
Diplomacy: (Cha)50
Disguise: (Cha)
Gather Information: (Cha) 70
Handle Animal: (Cha)
Intimidate: (Cha) 90
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha) 80

Ninjutsu: (Chk) 20
Genjutsu: (Int) 10
Taijutsu: (Str) 60
Fuuin Jutsu: (Int)
Kawarimi:
Kunai: 10
Shuriken: 10
Ninja Weapons: 10
Sneak Attack: 20

~Possessions~


Money:

Ryo:

Equipment:


Valuables A silver upside down cross he got from his father when he was younger.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------


~Character Data~


Name: Umi, Ayameko
Village: Kirigakure->Otogakure->Takigakure
Clan/Bloodline: N/A
Element Affinity: Water/lightning
Age: 22
Gender: Female
Rank: ANBU changed to Jounin due to her moving to taki

~Appearance~


Headband:
Height: 5'
Weight: 105
Hair: White
Eyes: yellow
Physical Description:
User Image
Background: When Ayameko was still young, her mother had become pregnant with another child. Ayameko was only a year old and didn't remember any of it. When the time came for the child to be born, it wasn't healthy enough to live through the birthing process and died. Ayameko went on not knowing about her sibling that could have been. When she was entered into the academy, she noticed she was talked to quite a lot. Popular even. Though, she never really cared much and went on with her own business like nothing was different. Someone in the class caught her eye among all the others. His name was Kaito. He was really cute! But she was much too shy to say anything. They were paired up on a lot of things. Her favorite was an excersize where they had to ask questions and get to know eachother. He was a pretty stale plate though. She also liked the tumble excersizes when they had to try to hold eachother. It was the only time he actually touched her. She was always embarrassed about it, but she liked it when he would end up brushing against her. It always brought a light pink to her cheeks.

It wasn't until later, outside the academy that she got a taste of what Kaito really was. A very cruel person...She had been on her way to get some food for dinner when she saw him practically trying to kill a small animal. She took the small creature into her arms and called him a monster. She didn't like the fact he was so different from what she first thought. She ran and burried her face into his chest and cried. He shouldn't be like that...what was so wrong that he'd turn out like that? Whatever it was, she wanted to try and help him. She made a sort of promise to herself that she would do her pest to help him with it.

They soon were separated into two teams and rarely saw eachother. In their few moments together she enjoyed his company. She was sad she wasn't able to see him very often, that was, until the chuunin exams. He'd changed even more from the one boy she used to know. He was so different....she didn't know how to get around it. Ayameko wished it was something she could change back to what it once was. She'd aranged to meet him but when he was taken away by his team she gave up and headed back. She'd just have to get him some other time.

Ayameko had struggled a bit in the starting rounds of the chuunin exams but found, as she got use to fighting, it was quite easy. Much easier of course if you lose all ties to the people you were fighting. She along with Kaito became chuunin that round. The only thing she was greatful for...was that the two hadn't come up against eachother in battle. She already knew she couldn't fight him. She would have ended up giving up. It was soon after her upgrade in rank that her family decided to move. They didn't like her around Kaito and knew she was begining to like him more. They moved to a place that he would not think of going; Otogakure no Sato. It was there that Ayameko was upped to Jounin and then to ANBU. She was one of the most intelligent of the shinobi and one of the charismatic. There was nearly nothing she couldn't get from people if she used her femininity to her advantage.
Personality: Ayameko was always a sweet and kind girl. Though, she tries to come off as strong, it's pretty easy to tell that underneath that she is a very smart, sexy and loving girl. She'd do anything to help someone and wishes to help anyway she can. She'll change her mind-set in the battle field so that she will not seem a weak and fragile female.
Other: She's held a crush on Kaito since she was in the academy and thinks about him often when she's alone.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.
The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.

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
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Cp cost: 1
Damage: N/A
Requirements: Learn in the academy.
Training days: Academy time.
Special: Add chakra mod to your Hide check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this. Add your chakra mod to the check.

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Damage: Exploding tag damage [10-20]
Requirements: Chakra Control 5
Training: 1 day or Learn in the academy.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. 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. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Kansei: Mizu no Kyuutai (Trap: Orb of Water)
The victim of watery traps has an unkind fate to come. 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: 60 - 80 + Chakra Mod + 2 per 10 points in Ninjutsu to Max Damage
Requirements: Water Affinity, Chakra Control 30
Training: 20 days
Special: Roll (Defender)1d20 + melee attack bonus vs. (User)1d20 + chakra control to escape from this jutsu.
If you fail to escape, Roll a Fortitude check per turn of DC 20. The DC increases by 5 per roll. Upon failure, receive a -15 penalty to all checks made.

Suiton: Suigadan (Water Release: Water Fang Bullet)
This jutsu creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block.
Cp cost: 100
Damage: 80-110 + chakra mod
Requirements: Water Affinity, Water source, Chakra Control 60
Training days: 8 days
Special: If Chakra Control is over 75, water source isn't needed.

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: 200 without water source, 120 with.
Damage: 150-250+ chakra mod.
Requeriments: Water Affinity. chakra 40+, Large source of water, Chakra Control 85+
Training days: 20 Days.

Suiton: Daibaku no Jutsu (Water Release: Great Explosion Technique)
A technique that creates a massive tidal wave of water in all directions.
Cp cost: 30
Damage: 40 - 60 + chakra mod.
Requeriments: Chakra 30 +Water Affinity.
Training days: 10 days.

Suiton: Daibakufu no Jutsu (Water Release: Great Waterfall Technique)
This technique is used to create a massive blast of water.
Cp cost: 65
Damage: 90 - 180 + chakra mod.
Requeriments: Water Affinity.
Training days: 40 days.

Suiton: Daibakure no Jutsu (Water Release: Huge Explosion Technique)
The user creates an enormous, inescapable maelstrom to trap and drown the target.
Cp cost: 35
Damage: 40 - 70 + chakra mod.
Requeriments: Needs a body of water. Water Affinity.
Training days: 10 days.

Suiton: Hahonryū (Water Release: Rapid Crasher)
This technique creates water that spirals in the user's hand and fires at a high speed at the enemy. Like a spinning fastball of water.
Cp cost: 60
Damage: 50 - 100
Requirements: Ninjutsu 30, Chakra Control 40
Training: 8 days

Suiton: Kaihodan (Water Release: Pressure Cannon)
A strong jet stream of water is blasted out of the user's mouth.
Cp cost: 20
Damage: 20 - 50 + chakra mod.
Requeriments: Water affinity.
Training days: 7 days

Suiton: Suishoha (Water Release: Water Shockwave)
A large capacity of water is basically created out of nowhere. This water can then be directed at the targeted area.
Cp cost: 100
Damage: 200 - 300 + chakra mod.
Requeriments:
Training days:

Genjutsu-

Taijutsu-
Tsutenkyaku (Painful Sky Leg)
This is basically just a kick down from the air, where the user uses their marvelous strength to create a gigantic crater and an earth-quake like effect to the surrounding area.
Damage: Taijutsu damage + double strength.
Requirements: Taijutsu 20 Ranks.
Training days: 10 days.

Dainamikku-Entori (Dynamic Entry)
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Damage: Double taijutsu damage.
Requirements: Jump 10 ranks. Taijutsu 10 ranks.
Training days: 2 days.
Summoning Contract-

~Stats~

LV. 35
Experience: 0/5500
Hp: 1015
Cp: 525
MHp: 455

Strength: 34
mod = 12
Dexterity: 34
mod = 12
Constitution: 49
mod = 19
Intelligence: 54
mod = 22
Wisdom: 17
mod = 3
Charisma: 44
mod = 17
Chakra: 34
mod = 12
Dodge Bonus: 25

Base Attack Bonus: 35
Attack Melee: 47
Attack Ranged: 47

Base Save Bonus: 17
Fort: 36
Rex: 29
Will: 20

Damage:
Taijutsu:
[any other weapon you use]

~Skills~


Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)
Perform Puppet Play: (Dex)

Concentration: (Con)

Chakra Control: (Int) 80
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int) 40
Repair: (Int)
Research: (Int)
Search: (Int)

Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis) 80
Spot: (Wis) 50
Survival: (Wis)
Treat Injury: (Wis)

Bluff: (Cha) 50
Diplomacy: (Cha)
Disguise: (Cha) 50
Gather Information: (Cha) 30
Handle Animal: (Cha)
Intimidate: (Cha) 50
Innuendo: (Cha)
Perform: (Cha) 50
Seduction: (Cha) 80

Ninjutsu: (Chk) 70
Genjutsu: (Int)
Taijutsu: (Str) 90
Fuuin Jutsu: (Int)
Kawarimi:
Kunai: 10
Shuriken: 10
Ninja Weapons: 20
Sneak Attack: 20

~Possessions~


Money:

Ryo:

Equipment:
Aikuchi: the Aikuchi is a small knife 1 inch smaller than a tanto that can be hidden in easily in any type of clothing. Its a favored weapon by Kunoichis.
Damage: 1 - 4 + Str. Mod.
Range: Melee
Special: Can be hidden inside all type of clothing for assassination purposes.

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 ft. 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 Ft.
Special: Can be used in both melee and ranged combat.

Tessen: The tessen is used normally as a signal device more than a weapon and is often carried by kunoichis, the tessen can be made of wood and paper as well as iron and paper. "A tessen is a War Fan"
Damage: 1 - 3 + str. mod.
Range: Melee
Special: Can be used as signal device to make innuendos along ninjas.

ANBU Armour: The light armour that all ANBU wear. This gives a +2 damage reduction to all piercing attacks to the chest.

Valuables


sasuke is my boyfriend


Tennoseki

PostPosted: Tue Feb 12, 2008 4:21 am


-Username: Tennoseki
-Posting: Often
-Timezone: East Coast (U.S.) [Pacific]

Name: Odoriko, Kayome
Village: Takigakure
Clan/Bloodline: Odoriko
Affinity: Water, Wind
Age: 18
Gender: Male
Rank: Chuunin
Level: 10

~Appearance~

Headband: Wrapped around his waist
Height: 5'8"
Weight: 125lb
Hair: Long, layered platinum white hair falls down his back. When he's not dancing he ties it back, but when he is he lets it loose and it frames his face.
Eye: They're a deep green with a bit of black eyeliner around them. (Do not think Gaara. o_o)
Clothing: He wears a dark blue tunic with no shirt underneath. He wears long black cloth breeches and soft brown leather shoes.
Physical Description: He is in great shape and he makes no attempt at covering himself up. He has a lean, lithe frame.

Background: He was born and raised in the Takigakure and can often be found staring into pools of water, deep in thought. He cares little for rank, though he did make it to Chuunin, he plans on going no further; but if something were to happen that required him to defend his precious Takigakure he would fight to the death.
Personality: He's naturally and openly flirtatious. Not nearly as naive as he seems. He's a kind man, but he has an overbearing protectiveness that borders on cruelty.

Jutsus:

-Ninjutsu-
Bunshin No jutsu
Kawarimi No jutsu
Henge No jutsu
[Suiton: Water Bullet]
[Suiton: Bubble Blast]
[Suiton: Water Whip]

-Taijutsu-
Ame Fureru [Rain Drops]

Missions:

S: ?
A: ?
B: ?
C: ?
D: ?
T: ?


Strength: 10 + 4
Modifier: +2
Misc:

Dexterity: 10 + 6
Modifier: +3
Misc:

Constitution: 10 + 6
Modifier: +3
Misc:

Intelligence: 10 + 6
Modifier: +3
Misc:

Wisdom: 10 + 6
Modifier: +3
Misc:

Charisma: 10 + 20
Modifier: +10
Misc:

Chakra: 10 + 20
Modifier: +10
Misc:

Hp: [10 + (+3)] X 10
Total: 130
Misc:

MHp: [10 + (+3)] X 10
Total: 130
Misc:

Cp: [3 + (+10)] X10
Total: 130
Misc:

Dodge Bonus: 10 + 3 + 3 (+ 4 Odoriko Clan Passive)
Total: + 20
Misc:



Base attack: 10
Meelee Attack: 10 + 2 [12]
Ranged Attack: 10 + 3 [13]

Base Save: 4
Fortitude Save: 4 + 3 [7]
Reflex Save: 4 + 3 [7]
Will Save: 4 + 3 [7]

Skills: 60

-Balance: 20 (Dex)
Bluff: (Cha)
Climb: (Str)
Consentration: (Con)
-Chakra Control: 10 (Wis)
Disable Device: (Int)
Disguise: (Cha)
Escape Artist: (Dex)
Forgery: (Int)
Gamble: (Wis)
Gather Information: (Cha)
Genjutsu: (Cha)
-Handle Animal: 10 (Cha)
Hide sad Dex)
Intimidate: (Cha)
Jump: (Str)
Knowledge: (Int)
Listen: (Wis)
-Move Silently: 10 (Dex)
Ninjutsu: (Int)
Preform: (Cha)
Repair: (Int)
Researtch: (Int)
Search: (Int)
Sleight of Hand: (Dex)
Spot: (Wis)
Survival: (Wis)
Swim: (Str)
-Taijutsu: 10(Str)
Treat Injury: (Wis)
Tumble: (Dex)



Name: Odoriko, Kuriyo
Species: Cat, Silver Tabby.
Size: Tiny
Element Affinity: Fire
Age: 3
Gender: Female

~Appearance~

Height: 10"
Weight: 15lbs
Fur: Grey with black stripes.
Eyes: Yellow
Physical Description: She... looks like a cat? o.O;; Completely intact. Full tail. No previous wounds.
Background: Kayome and Kuriyo bonded almost immediately when their eyes met in the middle of a Takigakure road. She jumped into his arms, abandoning her siblings and mother, and he took her home. Despite protests from his parents Kayome adopted the kitten and she's lived with them for nearly all of her three years.
Personality: She's very skittish around new people. And extremely protective of Kayome.
Other: She is as of yet untrained in combat, and Kayome has no intentions of training her. (No intentions, that doesn't mean that it won't eventually happen. In fact, I intend on having her be an attack pet.)

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

-Bite- 1 - 2 (-3)
-Scratch- 1 - 1 (-3)

~Stats~
LV. 1
Experience: 0
Hp: 6 + 0
Actual HP: 6

Cp: 2 - 3
Actual CP: 0 (you can't have negative chakra going into battle. D smile

MHp: 6 + (-1)
Actual MHP: 5



Strength: 4 (-3)
Dexterity: 8 (-1)
Constitution: 4 + 6 [10] (+0)
Intelligence: 4 + 6 [10] (+0)
Wisdom: 8 (-1)
Charisma: 4 (-3
Chakra: 4 (-3)
Dodge Bonus: 0 - 1 [-1]

Base Attack Bonus: 1
Attack Melee: 1 - 3 [-2]
Attack Ranged: 1 - 1 [0]

Base Save Bonus: 0
Fort: 0 + 0
Rex: 0 + (-1) [-1]
Will: 0 + (-1) [-1]

Damage: 0 - 1



Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: 5 (Dex)
Tumble: 5 (Dex)

Concentration: (Con)

Chakra Control: (Int)
Search: (Int)

Listen: (Wis)
Sense: (Wis)
Spot: (Wis)
Survival: (Wis)
Track: (Wis)

Diplomacy: (Cha)
Intimidate: (Cha)
Perform: (Cha)

Ninjutsu: (Chk)
Genjutsu: (Int)
Taijutsu: (Str)
Fuuin Jutsu: (Int)
Sneak Attack:

~Possessions~

Equipment:

Valuables
PostPosted: Tue Feb 19, 2008 3:14 pm


Personal Info-
User-name: falconrules83
Posting: everyday after college
Time zone: EPT eastern time (Virginia)


Character Profile-
Name: Jisatsu,Tobiko
Village: Takigakure
Clan/Bloodline: (Jisatsu Clan)(Iron Sand Abilities and Jutsu)
Element Affinity: Earth,Lightning
Age: 21
Gender: Male
Rank: Hunter-nin ranked from Sunagakure

Appearance-
Headband: Black Cloth, keeps the metal very shiny, and doesn’t wear it in any special way.
Height:6’3”
Weight:207
Hair: Dark Amber
Eyes: Green with long eyelashes.
Physical Description: Tobiko is of tall stature, and very strong. His skin is of a darker color but still able to tell that he is Caucasian. He has very straight teeth and a somewhat long tongue. As I stated earlier, he is of bigger stature because he has to be to carry around the gourd filled with metal shavings. His hair is not very long but it is kind of shaggy.
Clothing: he wears a redish brown outfit, the outer coat/pants are a one piece set. Inside he wears a black fishnet assortment which when induced with his lightning element can act good for heat in cold places. He wears somewhat of a turban on his head but it is a small turban and most of his hair still hangs below it. He does wear a small “cape” that does nothing but cover his neck and mouth from the sand from his former village. He wears his old home’s clothes to remember his family.
Personality: Tobiko’s personality is a complex one. He is very confused because he doesn’t remember his life before he was made a clone. He has however learned that he has magnetic powers and can manipulate iron. He is rather friendly but sometimes his inner killer comes out in battle and there really isn’t much to do about it. He only wants a friend because he has never experienced one before. He is seen as a criminal because he steals and thieves constantly but it is only to stay alive. The only thing he could ever wish for was a family.
Background: Tobiko was forced to leave his village by his own people. The feudal lords were trying to suppress his clan so that they would be slaves and slowly die out. However he was the last survivor because he is actually a clone of the 3rd kazekage which was made to stop the Scorpion of the Red Sand, Sasori. Sasori was killed but the experiments still continued. Tobiko (A former Hunter-nin who was caught leaking information to the lightning country, and sentenced to death. In stead the Kazekage thought it would be better to donate him to the medical team for them to finish their research) was the only success of over 600 tries. He then destroyed the medical researchers/ and equipment while the body accepted the genes. He had no control over what his body was doing at the time but he was seen as a killer in the sand village and the villagers attempted to hunt and murder him. Tobiko fled the village and went to Takigakure to find refuge but had no money and no way to eat so he began to steal from Takigakure which he regretted but knew he had to survive and find his purpose.

Other: N/A

Missions:

S:
A:
B:
C:
D:

Jutsu-
Ninjutsu:

1.“Polarity Field”
Rank: A
Skill: Supplementary, Kekkai Genkai
Effect: Creates a constant field of Magnetism.
Special: When not in use, the field itself only expands a few inches from the body, but during use, it stretches so that the clansmen may use there Iron sand. To maintain the constant field, Clan members chakra is very well refined (very similar to the refinement levels of the “Aburame clan”)
Cp Cost:90
Description: Through decades of usage and refinement, Jisatsu clan members have found a way to convert there chakra into a Magnetic field. They have allowed them selves to become literally “walking electromagnets” with positive and negative poles being emitted from head to toe. They can turn it on and off whenever they see fit.
The field itself appears as a rather large dome that is emitted from the user, but in many cases, it can be be stretched and reshaped for certain jutsus and/or chakra conservation (think of the shape created when a magnetic placed onto of a pile of iron shavings).The field can reach a maximum of 160 meters.

2.“Iron Sand Control”
Rank: C
Skill: Supplementary, Kekkai Genkai
Effect: Allows Clan members to control a set amount of Iron sand within there Magnetic field.
Cp Cost: 50
Description: With this technique, Jisatsu clan members can control there Iron sand (which is really Iron powder). The Iron sand within the magnetic field they emit is under there complete control. Unfortunately, the clan members can only control a set amount of Iron sand within there magnetic field.

3.“Iron Sand Transmutation”
Rank: C
Skill: Supplementary, Kekkai Genkai
Effect: Allows Iron sand to be solidified, yet still controlled.
Cp Cost: 55
Description: With this skill, Jisatsu clan members can alter and solidify their Iron sand into any shape they desire. Through their Magnetic field, they can command their iron sand to realign and crystallize itself, forming solid Iron shapes. If the solid Iron sand were to go beyond the Magnetic field, it would simply return to its original iron powder state and fall to the floor. Any assortment of weapons can be created through this jutsu, from a large array of kunai, senbon and shuriken to large swords, staffs, or even his specialty, “Spear of Okazaki" which is a staff that is sharp on one end and has a heavy ball on the other end.

4.“Iron sand Extraction”
Rank: B,
Skill: Supplementary, Kekkai Genkai
Effect: Extracts Iron to add to the users command
Cp Cost: 60
Description: By pumping additional amounts of chakra into there polarity field, users can extract the and convert metal in the ground to be used as Iron sand. The field creates a sort of a "vacuum" effect which can be used to break down rocks, stone,weapons etc. and extract iron sand.But if no rock,stone,metal,etc is present than the jutsu will not work.

5."Satetsu Kidou" (Magnetic Orbital Assault)
Rank: C-ranked
Skill: Ninjutsu
Effect: Creates multiple triangle the size of large tennis balls which hover around the user. Used in both attack and defense
CP Cost:45
Description: By solidifying there Iron sand, the user creates 5 triangles which hover and orbit roughly a few feet around the body. These little triangles continue to hover around the user and provide an offensive and defensive orbit. If an enemy were to come to close, the triangles can proceed to attack by colliding into the enemies body, Or can be used to deflect throwing projectiles by colliding into them.

6."Satetsu Shojo"(Iron Maiden)
Rank: A-ranked
Skill:Ninjutsu, offensive
Effect: The deadly finishing move of the Jisatsu clan. If they capture an opponents in Iron sand, then can proceed to impale them within a large metal box.
CP Cost: 145
Description: Upon capturing an enemy in their iron sand, The user allows the Iron sand to surround the opponents body completely immobilizing them. The iron sand begins to reform and reshape into a medieval "Iron Maiden". Only the eyes of the opponent are exposed during this. Within seconds, the iron sand on the surface turns inward and begins to form spikes which impale the enemy all over there body(head to toe), killing them very fast or slow if the user wishes so.

7.Iron Sand Drizzle, (Satetsu Shigure)
Rank: C-ranked
Skill:Ninjutsu, Offensive
Effect: Suspends a large array of Iron sand in the air, used to hurl at the opponents..
CP Cost: 45
Description: The user commands his/her iron sand to suspend itself in the air. Upon holding the dragon handsign, he/she give each clump of sand its own magnetic field. The magnetic field given to the clumps of suspended iron are actually opposite to the users. Doing this, causes the multiple Iron lumps to be expelled violently from the users own field, turning the clumps into bullet-like projectiles. The ridiculous speed at which they travel can pierce through the human body like butter, and even thick stone, body armor and wall as well.

8.Iron Sand World Order (Satetsu Kaihō)
Rank: A-ranked
Skill:Ninjutsu, offensive
Effect: Creates a mass of "Iron Roots" that will pierce everything below it.
CP Cost:190
Description: Taking a large sum of Iron sand, The user suspends the mass in the air. As soon as the Rat handseal is performed last, The iron sand begins to compact and solidify very fast, forming large spiked Iron roots. The roots then smash into the earth below, impaling and slashing all those who are underneath it. The roots are so heavy and so numerous, that then even continue to crash deep into the earth below.

9."Otoshiana" (Iron tooth trap)
Rank: C-rank
Skill: Ninjutsu, Supplementary
Effect: Creates a deadly "bear trap" like weapon on the floor that can work independently for the users Polarity field.
CP Cost:45
Description: By placing a small amount of there own chakra in a small pile of iron sand (via the Polarity field or otherwise), the user may set a bear trap-like device with Iron sand. If an opponent were to walk on the iron and underground, it springs this technique and creates a set of large gapping teeth of solid iron sand to clamp onto the opponents leg. The trap reacts to movement, thus tries to close onto the opponent who walks upon it. The trap’s size is dependent on the amount of iron sand used in making the trap.

10.”Iron Sand Dome”
Rank:C,
Effect: Puts a defense around the user
CP Cost: 55
Description: After forming a small flurry of handseals, the user is able to call their iron sand around them, forming a defensive dome. The dome is only 3 meters wide, and 4 meters tall. It can be formed anywhere in the polarity field of the user. The user is stuck inside the dome unless they are forced out or release the technique. The floor of the dome is covered in iron sand as well, so it is a perfect half sphere, and the bottom is perfectly flat.

11."Magunechikku Arashi" (Magnetic Tempest)
Rank: C-ranked
Skill: Ninjutsu, supplementary
Effect: Uses polarity field and Iron sand to defy gravity.
Cp Cost: 50
Description: The users take a small sum of Iron sand, and forms it into a round, flat, Iron disc. The disc is roughly the same diameters as the users body. By standing upon this thin disc, the user can hover about the ground, and move about the field with much more ease and speed. The polarity field lets the user lift his own weight (or the weight of others) via the iron sand. More then one disc can be created, and the jutsu itself does not require much chakra to maintain. The users ranks effects how high the disc can hover from the floor. (Genin can reach the high of small building, Chunnin can reach over tall building, while Jounin can reach almost unlimited distances).

12.The Eye of Iron
Rank: C
Skill: Ninjutsu
Cp Cost: 45
Effect: The user forms iron sand into the shape of an eye.
Description: After flashing the handseals, the users covers one of his eyes. Through a chakra link, the user is able to block the energy coming to the covered eye and connect it to the sand eye. This allows the user to see through the new eye.

Genjutsu- N/A
Taijutsu-N/A

Summoning Contract- N/A

Stats:-

LV. 52
Experience: 0
Hp: 1300
Cp: 2860
MHp: 1040

Strength: = 46
Mod: =18

Dexterity: = 35
Mod: = 12

Constitution: = 41
Mod: = 15

Intelligence: = 26
Mod: = 8

Wisdom: = 31
Mod: = 10

Charisma: = 21
Mod: =5

Chakra = 100
Mod: = 45

Dodge Bonus: 25

Base Attack Bonus: 52
Attack Melee: 70
Attack Ranged: 57

Base Save Bonus: 26
Fort: 67
Rex:57
Will: 62

Damage: Tobiko doesn’t know much about Taijutsu, he only knows a few defensive stances from the dragon style.

Taijutsu: N/A

~Skills~




Alchemy: (10 Wis)+ 35=45
Balance: (12 Dex) + 20= 32
Escape Artist: (12 Dex) + 20= 32
Hide: (12 Dex) + 20= 32
Move Silently: (12 Dex) + 30=42
Diplomacy (5 Cha)+5=10
Craft: (8 Int)+ 12=20
Concentration: ( 15 Con) + 20= 35

Chakra Control: ( 8 Int) + 92 = 100

Sense Motive: (10 Wis) + 15=25
Survival: (10 Wis) + 20= 35
Spot: (10 Wis) + 10= 20

Ninjutsu (45 chk) + 100 = 145
Fuuin Jutsu: (8 Int) + 17= 25



Possessions

Money:0

Ryo: 0

Equipment- a gourd,3 Kunai, A mirror.


Valuables- A small tag that allowed researchers to tell which experiment he was. He keeps it with him around his neck

falconrules83


-Neko-Hobbidance

PostPosted: Sun Feb 24, 2008 3:35 pm


User-name: –Neko-Hobbidance
Posting: All the time
Time zone: Ireland~

~Character Data~


Name: Amane Kaito
Village: Takigakure
Clan/Bloodline: Amane
Element Affinity: Earth/Wind
Age: 23
Gender: Male
Rank: ANBU (but works as a Jounin)

~Appearance~


Headband: On a plate on his gloves.
Height: 5’ 7”
Weight: 52kg
Hair: Black with lots of white.
Eyes: Reddish brown
Physical Description:
Academy:
User Image
Now:
User Image

Background:
Kaito was born as a single child and due to his clan’s unique nature became mentally unstable. He grew up with his clan in Kiri who protected him from himself and others. He went to the local academy when his parents decided he was safe enough that he wouldn’t try to do anything destructive. There he met a quiet girl called Ayameko, she was popular with the entire class but she wasn’t loud or annoying like the other girls. He was often chased after by the girls in his class but he usually made them cry by twisting their wrists when they tried to touch him or by just staring at them when they tried to talk to him. He was super hot but he had no interest in talking to anyone. His parents had drilled it into him not to be cruel to things or else he would get the ‘Dark Room’. Kaito hated the dark room. It was tiny, barely enough room for one person. It was damp and it smelled. He was put in there when he was small enough to fit in it. The darkness was where his brain attacked itself. He remembered at the beginning he was always fine but after a while he would start screaming and banging at the door, he couldn’t hear anything except for his own shouts and everytime he thought he had been left in there to die. It soon cured his random whims of killing the neighbours puppy when he came over to play or pushing other kids out of the tree house for no reason in particular.

During his academy days he began to realize that when he was partnered with Ayameko for school activities, she always had a ‘different’ effect on him than the other kids. She was quiet and able to handle things on her own. Unlike the other kids who annoyed him for help. He liked to work quietly on his own and Ayameko suited him. He was usually paired with her and they got along well. He soon began speaking to her but only if she was on her own, if someone came over he would abruptly end the conversation and stare at the person until they left.

Then one day they met outside of school. Kaito had just found a kitten mewing on the side of the road. He frowned, the noise was annoying, and kicked a stone at it breaking it leg and it began mewing even louder. He then growled and was about to kick the kitten itself when Ayameko suddenly appeared out of nowhere and picked the kitten up. He paused. Then she turned to him with tears in her eyes and cried about how cruel he was before breaking into sobs and leaning against him. Kaito was surprised. He had never seen Ayameko cry before. Not even when she got hurt in school. The other girls cried all the time. He was confused, he didn’t exactly think what he was doing was cruel, infact he never actually thought about it before but he suddenly got a strange feeling, and it was uncomfortable. That was the first day he had ever said sorry to someone and actually meant it. He had screamed it repeatedly whenever he was locked in the dark room. Over and over again he would call out crying that he was sorry and he wouldn’t do it again but he didn’t say it because he was sorry. He didn’t even know why they were locking him in in the first place. He’d say anything to get out of that hole and sorry seemed to work the best. After that he tried to control himself a bit more and avoided Ayameko, he didn’t understand why but he didn’t want to see Ayameko cry again because of something he did. She looked much prettier when she wasn’t sad. To this day it never even occurred to Kaito that Ayameko was crying for not only the kitten but him too.

The day came when they all graduated from the academy. Kaito and Ayameko were announced to be in separate teams but Kaito didn’t think about it much. He didn’t even say goodbye to anyone, he just picked up his headband and left the academy walking straight home. He didn’t see Ayameko much more after that. A few brief meetings by chance in the village was about it. That was until the chunnin exams. He saw her a lot more then but by then he had become his team’s obedient work dog. He had gradually gotten worse from his clan’s bloodline. He had become quieter, more docile and a shadow of a person. He barely spoke, he replied with nods or just by doing what he was told instead. He still avoided Ayameko but in those instances where he was forced to face her he gradually became like he used to be and spoke to her. It was never for long however as his team mates got annoyed and ordered him away to get them something to eat and by the time he returned she had usually moved on with her own team and he went back to being the work dog.

He became a chunnin easily. His ability to make his opponent succumb and dispatch of them easily, being extremely obedient and following orders to a key earned him the rank. After that he heard Ayameko was dispatched to Oto with her family. He never saw her again. He was soon sent to Taki and quickly climbed in ranks to ANBU. The loyal attack dog he now was, he followed orders without question or mishap.


Personality:
Dark and silent, Kaito barely ever speaks, his mentality slowly turning him into an obedient slave who has no thoughts of his own.

When he finds his true love however he will become witty and teasing, he will always have that dark and silent side to him though.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.
The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.

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
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Cp cost: 1
Damage: N/A
Requirements: Learn in the academy.
Training days: Academy time.
Special: Add chakra mod to your Hide check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this. Add your chakra mod to the check.


Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Damage: Exploding tag damage [10-20]
Requirements: Chakra Control 5
Training: 1 day or Learn in the academy.



Ninjutsu-

Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique)
After performing a series of hand seals and raising his chakra, the ninja is buried underground using his chakra. He can then move freely inside the ground, as if he was outside, due to the chakra which "makes way" for him/her. After the ninja feels he is below his opponent, he just raises his hand and grabs his opponent's feet, then buries him underground, leaving his head on the surface. This leaves a normal Shinobi open for a powerful attack, but a powerful one can use Chakra and raise himself up to the ground, preventing the attack. An experienced shinobi can also predict the attack, by sensing the opponent's chakra, so this move is really effective on younger ninjas, such as Genins or Chuunins.
Cp cost: 6
Damage: N/A
Requirements: Genin or higher rank. Must be trained to learn the jutsu, ie. you cannot learn it yourself.
Training days: 5 days, 3 days with Earth Affinity
Special: If caught, the Escape Artist DC is 50.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. 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. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.



Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area. It is known that a variation of the technique involves a smaller blast of wind which gets ignited with flame, making it stronger and more damaging to the target.
Cp cost: 25
Damage: 25 - 60
Requeriments: Level 7+, Wind Affinity, must know at least one flame jutsu before learning the flame combination
Training days: 5 days for basic technique / 1 day for flame combination.
Special: If combined with a flame jutsu, add 35 damage to the result.


Kuchiyose no Jutsu (Summoning Technique)
This Jutsu, using a contract, Seal, and the user's blood, binds an animal to the user. The type of animal 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 animal can be summoned to perform a task or help the user in battle.

The summon usually is subservient to the summoner. However, the more powerful summons, for instance Gamabunta, or Manda, demand respect and loyalty from their summoners. Manda even demands hundreds of live human sacrifices.

Other types of summonings include even powerful objects, such as the Rashōmon gates.
Cp cost: 50 Cp per rank.
Example: Gamabunta would cost 200 chakra points while a small frog would cost 50 [There are four ranks. For more information check the Summonings Thread]
Damage: Depending on summon's power.
Requeriments: Chakra 30+
Training days: Depends on the quest.

Medical Technique: Minor Chakra Heal
By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. [No bones can be repaired by this technique.]
Cp Cost: 10 per round
Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal.
Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12)
Training: 8 days

Doton: Doryu Dango (Earth Release: Earth Mausoleum Dumpling)
The user is able to overturn the earth into a large dumpling shape chunk of earth the size of a mausoleum. Using their immense strength, they can lift up the ball and hurl it at his opponent, flattening everything in its path.
Cp cost: 30
Damage: 40 - 80 + str mod
Requirements: Str 30+ Chakra 30+
Training days: 15 days
Special: Cp cost is nulled if user succeeds on a strength check of DC 40.

Kaze no Yaiba (Blade of Wind)
This Jutsu creates a blade out of wind which, being wind, makes it impossible to block. However, unlike the Kamaitachi no Jutsu, this Jutsu requires no tool.
Cp cost: 50
Damage: 100 - 200
Requeriments: Wind Afinity.
Training days: 30 days.

Genjutsu-
Amane Specialty: Mind Lover no Jutsu
Description of Jutsu: Used to get into the mind of another and bring out what they find sexy. Using that to their advantage, they will do whatever necassary to make the person completely vulnerable to other attacks. The body begins to move in a rhythmic and attractive way, tuning itself to the opponent's liking.
Rank: ???
Cp Cost: -50 CP
Damage: ???
Requirements: 60 charisma, 30 Seduce, 80 intelligence
Training: 6 days
Special: Can only be used by clan members
Owner:Sasuke is my boyfriend

Kanashibari no Jutsu (Temporary Paralysis Technique)
A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu.
Cp cost: 30
Damage: N/A
Requirements: Chakra 20+ Level 15+
Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation.
Training days: 10 days
Special: This jutsu is broken upon impact

Taijutsu-
Amane Specialty: Fist of Entrapment
Description of Jutsu: One of the few of the Amane jutsu that do not revolve around their looks. The opponent is attacked using a Taijutsu and thrown into a Genjutsu that the user is trapped in for 5 turns. The user makes it seem as though the opponent is surrounded by what they fear most, and attacking him while he is frightened. This makes it seem as though his fears are attacking him, making him/her utterly scared to death.
Rank: A
Cp Cost: 90
Damage: Normal taijutsu damage, 1-100 MHP
Requirements: Genjutsu(70), Taijutsu (60)
Training: 12 Days
Special: Only used by clan members, the only way to escape is to wait out the turns
Owner:Sasuke is my boyfriend

Summoning Contract-

((I shall work on the contract >.<))

~Stats~

LV. 35
Experience:
Hp: 840
Cp: 700
MHp: 735

Strength: 14 + 30 = 44 | mod = 17
Dexterity: 14 + 20 = 34| mod = 12
Constitution: 14 + 24 = 38| mod = 14
Intelligence: 14 + 24 = 38 – 28 = 10 | mod = 0
Wisdom: 14 + 18 = 32 | mod = 11
Charisma: 14 + 32 = 46 -14 = 32 | mod = 11
Chakra: 14 + 20 = 34 | mod = 17

Dodge Bonus: 10 + 11 + 12= 33

Base Attack Bonus: 35
Attack Melee: 35 +17= 52
Attack Ranged: 35 + 12= 47

Base Save Bonus: 17
Fort: 17 + 14= 31
Rex: 17 + 12= 29
Will: 17 + 11= 28

Damage:
Taijutsu: 1-6 + 17

Melee Weapons:
Kunai: 1-4 + 17
Katana: 1-10 + 17
Ninja To: 1-8 + 17

Ranged Weapons:
Kunai: 1-4 + 12
Shuriken: 1-2 + 12

Tools:
ANBU Armour: The light armour that all ANBU wear. This gives a +2 damage reduction to all piercing attacks to the chest.
Hikari Dama
Kibaku Fuda
Radio
Scrolls
Metal Wire



~Skills~


Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex) 10 + 12 = 22
Move Silently: (Dex)
Sleight of Hand: (Dex) 12 – 8= 4
Tumble: (Dex)
Use Rope: (Dex)
Perform Puppet Play: (Dex)
Sneak Attack: (Dex)

Concentration: (Con)

Chakra Control: (Int) 14 +0 = 14
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int) 0 + 8 = 8
-Life Sciences: 5
Repair: (Int)
Research: (Int) 0 + 8 = 8
Search: (Int)

Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis) 20 + 11 – 8 = 23
Spot: (Wis) 20 + 11 = 31
Survival: (Wis)
Treat Injury: (Wis) 10 + 11 = 21

Bluff: (Cha)
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha) 20 + 11=31
Handle Animal: (Cha)
Intimidate: (Cha) 30 + 11 = 41
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha) 40 + 11 – 8 = 43

Ninjutsu: (Chk) 43 + 17= 60
Genjutsu: (Int) 70 + 0 = 70
Taijutsu: (Str) 63 + 17 =80


~Possessions~


Money:

Ryo: 500

Equipment:
ANBU Armour
Katana
Ninja To
Hikari Dama
Kibaku Fuda
Kunai
Shuriken

Valuables
PostPosted: Mon Feb 25, 2008 5:33 pm



User-name: Shuriken99
Posting: Evenings
Time zone: Eastern US

~Character Data~


Name: Kamereon Takashi "Taka"
Village: Takigakure
Clan/Bloodline: Kamereon
Element Affinity: Water
Age: 10
Gender: Male
Rank: Academy Student

~Appearance~


Headband: Not earned yet
Height: 5' 4"
Weight: 110 lbs
Hair: Taka's hair is a dark jungle green which he spikes up and lets it fall into whichever place it goes.
Eyes: Taka's eyes are a midnight blue with a hint of silver mixed in around his pupils.
Physical Description: Taka is fairly fit, but most people are unable to see due to his clan's genes. Across the top of his right hand is a straight scar that runs diagonally from his thumb to his wrist.
Clothing: Taka wears a long-sleeved, camo shirt with a black vest over top with pouches and holsters for knives and small weapons and a pair of dark green pants that are taped around his ankles. He has his ring, index, and middle fingers taped up with black tape on both hands, a face mask that covers his mouth and nose, black shinobi shoes, and his kunai holster around his leg.
Background: Taka's family was originally nomadic and traveled mainly through the Fire and Water countries. It wasn't until they gave birth to Taka's older sister that his family stopped moving and tried to find a place to settle down. Taka's father knew that their abilities could make them useful as shinobi, and every village is easily willing to look for a unique clan to join their ranks. It's too bad their abilities wasn't something that they put upon themselves. Either way, they ended up finding their way to Takigakure. It was secluded, quiet, and not many other villages really bothered them. It would be perfect for their entire part of the clan to take shelter and finally make it their home. Taka's sister was enrolled into the Academy and passed with average grades. She wasn't exactly anything special, but her clan's powers did make her an especially useful in reconnaissance and stealth missions for the village. She'd reached chuunin by the age of seventeen and then Taka was born. From the day he could walk, his parents were already training him. It wasn't long before he was able to hide, move easily in the shadows, and he even found himself into Alchemy. Finally, at ten years old, he's been enrolled into the Academy with high hopes and dreams of beating his sister's time in receiving the rank of chuunin and beyond.
Personality: Taka is generally quiet when round peers his own age/ He can talk to adults easier because they know about his clan and their "condition".
Other: Taka is ambidextrous, though he favors his left hand.
For clan purposes, he has a slight genetic mutation.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: 9
Cp: 2
MHp: 9

Ability/base/training/level/bonus/total/mod

Strength: 8/0/0/8 | mod = -1
Dexterity: 10/0/1/11 | mod = 0
Constitution: 8/0/0/8 | mod = -1
Intelligence: 10/0/0/10 | mod = 0
Wisdom: 9/0/0/9 | mod = -1
Charisma: 8/0/0/-1/7 | mod = -2
Chakra: 9/0/0/9 | mod = -1
Dodge Bonus: 9

Base Attack Bonus: 1
Attack Melee: 0
Attack Ranged: 1

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

Damage:
Taijutsu: 1-6
[any other weapon you use]

~Skills~


Skill/Ability/mod/training/ranks/bonus/total

Hide sad Dex) 0/0/0/1/1
Move Silently sad Dex) 0/0/0/1/1
Sleight of Hand sad Dex) 0/0/0/0/0

Chakra Control sad Int) 0/0/0/0/0

Listen sad Wis) -1/0/0/0/-1
Sense Motive sad Wis) -1/0/0/0/-1
Spot sad Wis) -1/0/0/0/-1
Alchemy sad Wis) -1/0/0/0/-1

Ninjutsu sad Chk) -1/0/0/0/-1
Taijutsu sad Str) -1/0/0/0/-1

~Possessions~


Money:

Ryo: 0

Equipment:


Valuables

Shuriken99

Dapper Phantom

4,000 Points
  • Forum Regular 100
  • Conversationalist 100
  • Ultimate Player 200

Rin Kairiu

Astral Visitor

35,565 Points
  • Comrades in Arms 150
  • Hellraiser 500
  • Seasoned Warrior 250
PostPosted: Thu May 08, 2008 9:00 pm


User-name: Rin Kairiu
Posting: Everyday... sevral times...
Time zone: Pacific time
~Character Data~
Name: Saya Henka
Village: Takigakure
Clan/Bloodline: Henka
Element Affinity: Water/Fire
Age: 17
Gender: Female
Rank: Hunter Nin

~Appearance~

User Image

Headband: Black, around neck like a collar
Height: 5'5
Weight: 125
Hair: Thick, dark brown, wavy, and only goes to the shoulders, bangs pushed to either side of her face.
Eyes: Big, bright green color.
Physical Description: She looks like an average human... with her dark hair and pale skin. She's even an inch above the average height. She's not as thin as most teenagers would like, despite the fact that she's in excellent shape. She has put on quite a bit of muscle in her arms, legs, and even the stomach area.
Clothing: Loose fitting clothing, baggy tan pants, with a dark brown, short sleeve shirt. Black ninja shoes, and black gloves with metal plates on the hands.
Background: Being part wolf, she has a love for travel, and thus was the vast majority of her life. Away from most brabnches of the canine part of her clan, she was born in Taki rather than Iwa. This was a strange event, though, as no one, at the time, lived there... they were all, in fact, just a group of travellers... a pack looking for a real home... So she went from village to village, learning about their cultures and such... even going to a few of the academys, until it was time to move on again. Eventually she figured it was time for her to stop moving around and stick to one place until she could get something out of it. So she lived in Konoha, and became a genin... and then a chunin. Her family was making their rounds again, comming close to the village hidden in the leaves, and she rejoined them. Never feeling a true alliegence. A year or so went by and they travelled to Oto, where she recieved her summon, and eventually, when word of her birthplace being occupied reached their furry, perked ears, she made herself a new hone and continued to move up in ranks until she became a respectful hunter nin.
Personality: Very energetic, always ready for a challenge. Being part wolf, she is very over protective of her family and friends... baring her teeth to anyone who so much as teases them. Other than that, she's quite the happy person, a pack leader in some senses though she can tend to act like a pup. All in all... she's absolutely adorable.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.
The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.

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
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Cp cost: 1
Damage: N/A
Requirements: Learn in the academy.
Training days: Academy time.
Special: Add chakra mod to your Hide check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this. Add your chakra mod to the check.

Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique)
After performing a series of hand seals and raising his chakra, the ninja is buried underground using his chakra. He can then move freely inside the ground, as if he was outside, due to the chakra which "makes way" for him/her. After the ninja feels he is below his opponent, he just raises his hand and grabs his opponent's feet, then buries him underground, leaving his head on the surface. This leaves a normal Shinobi open for a powerful attack, but a powerful one can use Chakra and raise himself up to the ground, preventing the attack. An experienced shinobi can also predict the attack, by sensing the opponent's chakra, so this move is really effective on younger ninjas, such as Genins or Chuunins.
Cp cost: 6
Damage: N/A
Requirements: Genin or higher rank. Must be trained to learn the jutsu, ie. you cannot learn it yourself.
Training days: 5 days, 3 days with Earth Affinity
Special: If caught, the Escape Artist DC is 50.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. 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. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Jutsu Name: 1st Stage - Kihongenri
Description of Jutsu: Grants the anima a small boost in abilty and skill. Comes with animal ears, tails, or other minor body parts.
Cp Cost: 25
Damage: None
Requirements: Anima must be level 5 and genin.
Training: With the branch leader or elder (who has mastered this level) for 8 days.
Special: +2 mod in the responding skill and ability. (or +3 if there is no ability with the animal)
Owner: Branch Heads and various elders.

Jutsu Name: 2nd Stage - Chuukyuu
Description of Jutsu: Werewolf stage where anima is half animal, half beast.
Cp Cost: 50 + 5 for every two posts.
Damage: None
Requirements: Anima must be level 10 and chuunin.
Training: With the branch leader or elder (who has mastered this level) for 15 days.
Special: +6 mod in the responding skill and ability. (or +8 if there is no ability with the animal)
Owner: Branch Heads and various elders.

Jutsu Name: Final Stage - Kyuukyou
Description of Jutsu: Grants the anima a larger boost in skill, and allows for animal transformation.
Cp Cost: 100 + 10 for every post.
Damage: None
Requirements: Anima must be level 25 and jounin.
Training: With the branch leader or elder (who has mastered this level) for 2 months.
Special: +10 mod in the responding skill and ability. (or +14 if there is no ability with the animal) Because of the painful transformation, it takes 1/6 of your health to transform to animal, and another 1/6 to turn back.
Owner: Branch Heads and various elders.

Kage Bunshin no Jutsu (Shadow Doppelganger Technique)
Unlike the normal Bunshin no Jutsu (Art of the Doppelganger), this jutsu does not create illusions, but real bodies of the user. The user's chakra is evenly distributed among every clone. This could be very dangerous if the user is low on chakra or makes too many clones (like with Tajū Kage Bunshin no Jutsu (Multiple Shadow Clone Technique). Kage Bunshin can't be detected by Byakugan. This is because the clones are real bodies with real chakra circulatory systems, identical to the user. The real one also cannot be detected by the Sharingan. Because the clones are basically real, they can perform Jutsu and real damage on their target, and can take some hits themselves, being even able to bleed, although they'll still disappear when enough damage has been done, which is usually after one blow or fatal attack. Since the clones are exact replicas of the user, one can use them in combination with many other techniques.
Cp cost: 10 per bunshin and resulting CP divided by number of Clones created
Damage: Each bunshin deals the same damage as you.
Requirements: Chakra 50+, Must be from Konoha or taught by a Leaf Ninja
Training days: 20 days

Kanashibari no Jutsu (Temporary Paralysis Technique)
A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu.
Cp cost: 30
Damage: N/A
Requirements: Chakra 20+ Level 15+
Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation.
Training days: 10 days
Special: This jutsu is broken upon impact.

Medical Technique: Minor Chakra Heal
By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. [No bones can be repaired by this technique.]
Cp Cost: 10 per round
Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal.
Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12)
Training: 8 days

Genjutsu-

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

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: 20
Damage: 10 - 25 + int mod + Genjutsu bonus
Requirements: Genjutsu 15 Ranks
Training days: 5 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls

Taijutsu-

Goken (Strong Fist)
Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage.
Damage: Increases normal taijutsu damage to 5-12
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.

Suiken (Drunken Fist)
An unusual style of taijutsu combat where the user takes in enough alcohol to become intoxicated (hence the name), causing them to become unpredictable and highly dangerous. Suiken is not a fighting style that one can learn or train in, nor is it a bloodline limit, but more of a natural talent that one is born with. However, you still have to find a Suiken master to learn it from, which will be hard as they are very rare.
Damage: Increase taijutsu damage by 2 - 10.
Requirements: Gouken. Appropriate age or irresponsible sensei, alcohol, Wis 15+ (to keep your wits about you), level 5+
Training days: 10 days , Or born with ability.
Special: +10 to DB, attack roll, Reflex Save.
-15 to Will Save, and all skill checks.

Summoning Contract-

Kuchiyose no Jutsu (Summoning Technique)
This Jutsu, using a contract, Seal, and the user's blood, binds an animal to the user. The type of animal 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 animal can be summoned to perform a task or help the user in battle.

The summon usually is subservient to the summoner. However, the more powerful summons, for instance Gamabunta, or Manda, demand respect and loyalty from their summoners. Manda even demands hundreds of live human sacrifices.

Other types of summonings include even powerful objects, such as the Rashōmon gates.
Cp cost: 50 Cp per rank.
Example: Gamabunta would cost 200 chakra points while a small frog would cost 50 [There are four ranks. For more information check the Summonings Thread]

Damage: Depending on summon's power.
Requeriments: Chakra 30+
Training days: Depends on the quest.

Clan In Game Stats-

1st Stage-
+2 mod to the responding abilty and skill.
If no skill (horses and armor) then +3 to abilty.

2nd Stage-
+6 mod to responding ability and skill.
If no skill, then +8 to ability.

3rd Stage-
-1/6 Hp [always round up [I did say it was painful]
+10 mod to responding ability and skill.
If no skill, +14 to responding ability.

~Stats~
LV. 40
Experience: 0/500
Hp: 1040
Cp: 800
MHp: 1040
Strength: 12+22= 34|
mod = 17
Dexterity: 12+21= 33|
mod = 16
Constitution: 12+21= 33|
mod = 16
Intelligence: 12+22=34|
mod = 17
Wisdom: 12+20= 32|
mod = 16
Charisma: 12+20= 32|
mod = 16
Chakra: 12+22= 34|
mod = 17
Dodge Bonus: 42

Base Attack Bonus: 40
Attack Melee: 57
Attack Ranged: 56

Base Save Bonus: 20
Fort: 36
Rex: 36
Will: 36

Damage:

20-25

~Skills~
Swim: 17+10=0= 27 (Str)

Balance: 16+10+0= 26 (Dex)
Escape Artist: 16+10+0= 26 (Dex)
Hide: 16+10+0= 26 (Dex)
Move Silently: 16+10+0= 26 (Dex)
Sleight of Hand: 16+10+0= 26 (Dex)
Tumble: 16+10+0= 26 (Dex)
Use Rope: 16+10+0= 26 ( Dex)

Concentration: 16+20+0= 36 (Con)

Chakra Control: 17+20+0= 37 (Int)
Craft: 17+10+0= 27 (Int)
Disable Device: 17+10+0= 27 (Int)
Forgery: 17+10+0= 27 (Int)
Knowledge: 17+10+0= 27 (Int)
Repair: 17+10+0= 27 (Int)
Research: 17+10+0= 27 (Int)
Search: 17+10+0= 27 (Int)

Alchemy: 16+10+0= 26 (Wis)
Listen: 16+13+0= 29 (Wis)
Read Lips: 16+10+0= 26 (Wis)
Sense Motive: 16+27+0= 43 (Wis)
Spot: 16+10+0= 26 (Wis)
Survival: 16+20+0= 36 (Wis)
Treat Injury: 16+10+0= 26 (Wis)

Bluff: 16+10+0= 26 (Cha)
Diplomacy: 16+10+0= 26 (Cha)
Disguise: 16+10+0= 26 (Cha)
Gather Information: 16+10+0= 26 (Cha)
Handle Animal: 16+10+0= 26 (Cha)
Intimidate: 16+20+0= 36 (Cha)
Innuendo: 16+10+0= 26 (Cha)
Perform: 16+10+0= 26 (Cha)
Seduction: 16+22+0= 38 (Cha)

Ninjutsu: 17+53+0= 70 (Chk)
Genjutsu: 17+53+0= 70 (Int)
Taijutsu: 17+53+0= 70 (Str)
Fuuin Jutsu: 17+10+0= 27 (Int)
Kawarimi: 0+20+0=20
Kunai: 0+20+0=20
Shuriken: 0+20+0=20
Ninja Weapons: 0+20+0=20
Sneak Attack: 0+30+0=30

~Possessions~

Money:

Ryo:

Equipment:
Wolf Scroll
20 Shuriken
10 Kunai

Valuables:
Reply
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