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Posted: Wed Oct 17, 2007 9:03 pm
This book features all the dangerous criminals and villains from the village of the sound. All of these dangerous people are S class criminals and should be handled with extreme caution.
((You must have permission to make a character in the bingo book))
[b]User-name:[/b] [b]Posting:[/b] [b]Time zone:[/b]
[align=center][b]~Character Data~[/b][/align]
[b]Name:[/b] [b]Village:[/b] [b]Clan/Bloodline:[/b] [b]Element Affinity:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Rank:[/b]
[align=center][b]~Appearance~[/b] [/align]
[b]Headband:[/b] [b]Height:[/b] [b]Weight:[/b] [b]Hair:[/b] [b]Eyes:[/b] [b]Physical Description:[/b] [b]Clothing:[/b] [b]Background:[/b] [b]Personality:[/b] [b]Other:[/b]
[b]Missions: [/b]
S: A: B: C: D:
[u][b]Jutsu:[/b][/u]
[u][b]Ninjutsu- [/b][/u]
[u][b]Genjutsu- [/b][/u]
[u][b]Taijutsu-[/b][/u]
[u][b]Summoning Contract-[/b][/u]
[align=center][b]~Stats~[/b][/align] [b]LV. [/b] [b]Experience:[/b] [b]Hp:[/b] [b]Cp:[/b] [b]MHp:[/b]
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS!<<<
[b]Strength:[/b] | mod = [b]Dexterity:[/b] | mod = [b]Constitution:[/b] | mod = [b]Intelligence:[/b] | mod = [b]Wisdom:[/b] | mod = [b]Charisma:[/b] | mod = [b]Chakra:[/b] | mod = [b]Dodge Bonus:[/b]
[b]Base Attack Bonus:[/b] [b]Attack Melee:[/b] [b]Attack Ranged:[/b]
[b]Base Save Bonus:[/b] [b]Fort:[/b] [b]Rex:[/b] [b]Will:[/b]
[b]Damage: [/b] Taijutsu: [any other weapon you use]
[align=center][b]~Skills~[/b][/align]
>>>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) 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:
[align=center][b]~Possessions~[/b][/align]
[b]Money:[/b]
Ryo:
[b]Equipment:[/b]
[b]Valuables[/b]
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Posted: Thu Oct 18, 2007 1:36 am
User-name: Level_one Posting: Extremely often Time zone: Pacific
~Character Data~
Name: Kaigun Ami Village: None Clan/Bloodline: None unique Element Affinity: Wind Age: 26 Gender: Female Rank: Missing Nin
~Appearance~
Headband: Around her neck. Sound village with a slash through the symbol Height: 5'7 Weight: 115 Hair: Short dark hair with the tips dyed red. Eyes: Red Physical Description: A beautiful girl she always used to wear a smile much like Tuyon does. Now she always has a sad face on. She wears purple eyeshadow and red lipstick. Clothing: She wears a short skirt with long socks. Then she wears a red halter top with a black shirt under it. She wears white fingerless gloves with black tape around her wrists. Background: Ami and Tuyon were good friends for as long as they can remember. The two of them were always telling jokes and laughing. This continued as they were put into a Genin squad together. As they became teenagers Ami became an avid writer and artist. She would always write stories and draw comics. Tuyon and their friend Ryo would always give her ideas and she would make them into stories. Tuyon kept asking her to write him some adult mangas but she would always refuse and laugh at him. Then came the time for the Chuunin exams. The three of them made it to the center of the forest but before long they were confronted by a team from Kusagakure. Each member battled another one. Tuyon fought against a blindfolded man who used powerful fire jutsu. After a long battle he finally won using a thrown shadow clone into a explosion. Ami fought against a genjutsu user who she had a very tough time with. As she finished the battle she turned towards Tuyon who gave a thumbs up at her. Then he asked where Ryo was. The two of them searched and came upon Ryo battling another man atop a tree. Ami and Tuyon dashed to his aid but they arrived too late. Ryo had been stabbed. Ami immediatly flew forward and began battling the other ninja and the two of them fell from the tree. Tuyon tried his best to cure Ryo's wound but it was too deep. Tuyon's healing jutsu wasn't enough. Ami returned to find Tuyon in tears over their friend. Ami began sobbing into her arm. Then she got an insane look in her eyes and she dashed off towards the Grass Ninja. They were still alive despite having lost their battles. Ami killed every single one there. Afterwards, Ami and Tuyon buried the body of their friend. From that day on, Tuyon studied medical ninjutsu so that he could save everyone that needed saving. Ami on the other hand, began practicing combat ninjutsu so that she could exact revenge on everyone who ever hurt someone she knew. She wrote Tuyon one last book and she left town rejecting Tuyon's protests. She practiced alone for years until she was a powerful ninja. Tuyon would hear rumors of her deeds. Ami would kill every grass ninja that crossed her path. Soon she became obsessed with getting stronger and would battle every ninja she saw to practice her abilities. Now she's come back to the Sound Village. Except now she's a wanted criminal. Personality: Ami always talks like she's writing the story of her life. She always frowns where Tuyon always smiles. She always told him that feelings should be worn on the outside. Since leaving the Sound Village she's become a bitter, angry woman. Other: Tuyon always keeps the last book she wrote on him. Whenever people ask he always tells them that he's reading some adult manga. Nobody but the two of them knows what the book is about.
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu-
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 15 Training: 5 days Special: Add chakra mod to Will Save
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.
Bunshin no Jutsu: This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent. Cp cost: 1 pt. per bunshin. Damage: N/A Requirements: Academy students learn it on the academy as a basic jutsu. Training days: Academy. Chakra control check DC: 5 per bunshin. Special: The Spot DC to see through a bunshin is 1/2 of your Chakra mod + 1/2 of your Int mod.
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: Roll a disguise check
Kanashibari no Jutsu (Temporary Paralysis Technique) This technique is used to cause one's opponent to lose the advantage of movement. Freezing them in their tracks, this creates an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu. Cp cost: 20 Damage: N/A Requirements: Chakra 20+ Level 15+ Fort DC: 10 + Character level + Chakra modifier. Training days: 20 days.
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 bushin. Damage: Each bushin deals the same damage as you. Requeriments: Chakra 50+ Training days: Varies.
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.
Jibaku Mandara (Mandala: Buddist Visual of the Enlighten) This jutsu creates a pyramid-like chakra cage around an opponent. The user can then constrict the cage to crush the opponent. The user must maintain a triangle-shaped hand seal at all times to maintain the cage. Should the user's will falter or the entrapped opponent happen to be strong enough, the cage can be broken. When the cage breaks, a massive explosion of energy follows, destroying a wide area. The one who broke the cage, however, remains safe in the center of the blast. Cp cost: 80 + 20 per turn. Damage: 30 - 50 per turn. Special: [d20 + str] vs [d20 + chakra control] per turn to see if you break out. Damage of Explosion: 200 - 300
Meisai Gakure no Jutsu (Hiding Camouflage Technique) This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however. Cp cost: 10 + 1 per round the jutsu is holded. Damage: N/A Requeriments: N/A Training days: 20 Roll: d20 + Chakra Control vs d20 + Spot
Bunshin Daibakuha (Clone Great Explosion) This jutsu works in combination with the Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), and creates a Shadow Clone that will explode on command, potentially killing or injuring those caught in the blast. Cp cost: 4 per clone "To make explode" Damage: 10 - 16 + chakra mod per clone. Requeriments: Kage bushin no jutsu. Ninjutsu knowledge 50. Training days: 30 days.
Dokugiri (Poison Mist) The user breathes out a toxic gas from their body that can also be used as a handy smokescreen. Cp cost: 30 Damage: N/A "poison" Requeriments: Int 30 + Chakra 30+ Training days:30 days. Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke Save: Reflex: 10 + character level + chakra mod. "To avoild" Fort: 10 + character level + chakra mod. To resist the poison.
Iki Uindo Hauringun no Jutsu( Howling wind spirit technique)- The user with some hand seals makes a great howl with his mouth wich summons forth agreat gust of Wind wich sounds like a whole wolf pack howling. This gust of wind hits the opponent and not only deals damage by cutting to his flesh by its force( like small knives or claws slashing at it) but also throws him to any nearby objects making him crash on to them. Cp cost:35 Damage: 30-70 +Chk. mod Requirements:Wind affinity,. Chk control ranks 20+ , Ninjutsu ranks 15+ ,Otogakure no Sato Only 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.
Daikamaitachi no Jutsu (Great Cutting Whirlwind Technique) A more powerful version of Kamaitachi no Jutsu. Cp cost: 30 Damage: 60 - 100 + chakra mod. Requeriments: Wind Affinity. Chakra 40 + Training days: 20 days +
Genjutsu-
Shi no Kumi no Jutsu (Death Forseeing Technique) This jutsu is much like the Temporary Paralysis Technique, but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress. Cp cost: 50 Damage: 100 - 200 Requirements: Genjutsu 60 Training: 10 days
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: Inceases normal taijutsu damage to 5 - 16 Requeriments: Taijutsu 20 ranks. Training days: Must keep training all the time.
Sennen Goroshi (One Thousand Years of Death) A very simple Taijutsu technique with a very over-dramatised name. A technique in the one plunges the user's fingers into the vicinity of the victim's rectal regions. However, the true meaning of the jutsu was mainly to use a pointed object (usually a kunai), in order to attack the blindspot of the enemy. When combined with explosive seals, it can even damage Gaara in his semi transformed mode. Damage: 10 - 20 + str. Requeriments: "Sick mind ?" Training days: 0
Tsutenkyaku (Painful Sky Leg) This is basically just a kick down from the air, where the user uses their marvellous strength to create a gigantic crater and an earth-quake like effect to the surrounding area. Damage: Taijutsu damage + doble strength. Requeriments: Taijutsu 20 Ranks. Training days: 10 days.
Konoha Goriki Senpu (Leaf Strong Whirlwind) A much more powerful version of the Konoha Daisenpu (Leaf Great Whirlwind). Damage: As konoha Sempu but deal triple damage. Requeriments: Goukken, Taijutsu 80 Ranks. Training days: 10 days.
Hachimon (The Eight Celestial Gates)
The eight chakra gates are eight specific points on a person's chakra circulatory system. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By opening these gates, the user can surpass their own physical limits at the cost of extreme damage to their own bodies.
Obviously, gates must be opened in order. The gates and what they release are listed below: (Note: The eight gates do not have a CP cost. Instead the each have a HP cost with the exception of the eighth which kills the user at the end. This is so that the eight gates do not get spammed the hell out of.)
The effects of the gates last for 100 rounds (10 minutes) for gates 1-5 and until death for gates 5-8. However the Hp loss is constant. The effects of the gate opening can be healed up to the opening of the 6th gate. The strain placed on the body from opening the 7th and 8th gate is too much for anyone to heal. You can recover from opening the 7th gate, but you probably won't be ninja-ing around any more.
1. Opening (Initial) releases the brain's limit on the total strain on the muscles, giving the user five times their normal strength. Hp Cost: 30 Damage: - Requirements: Taijutsu 30 ranks, Gouken Training: 30 days Special: Opening the first gate gives the user +6 strength and dexterity but -20 from the Cp [chakra is expelled from the body making it wasted]. User loses 10 Hp per round.
2. Rest (Heal / Energy) releases the brain's limit on the body's stamina, making a battle-worn person become miraculously ready to fight as if the fight had just started. Hp Cost: 50 Damage: - Requirements: Taijutsu 40 ranks, Gouken, Initial opened Training: 30 days Special: Opening the second gate gives the user +16 strength and dexterity but -25 Cp. User loses 20 Hp per round.
3. Life is located on the spinal cord, and releases the limit on the nervous system, which makes information travel at a faster rate and creates even more stamina. As a side effect, the user's skin turns red, indicating an increased blood-oxygen level. Hp Cost: 75 Damage: - Requirements: Taijutsu 50 ranks, Gouken, Previous gates open Training: 30 days Special: Opening the third gate gives the user +26 strength and dexterity but -40 Cp. User loses 30 Hp per round.
4. Pain (Harm / Wound) releases the limit on oxygen intake in the lungs, creating much more oxygen for the body to use. Hp Cost: 115 Damage: - Requirements: Taijutsu 60 ranks, Gouken, Previous gates open Training: 35 days Special: Opening the fourth gate gives the user +42 strength and dexterity but -55 Cp. User loses 45 Hp per round.
5. Closing (Limit) releases the limit on the amount of chakra released at one time. Hp Cost: 180 Damage: - Requirements: Taijutsu 70 ranks, Gouken, Previous gates open Training: 35 days Special: Opening the fifth gate gives the user +58 strength and dexterity but -70 Cp. User loses 60 Hp per round.
6. Joy (View) removes the limit on how much fat and proteins the intestines can digest, and releases otherwise useless energy resources, giving the user even more power and stamina. Hp Cost: 265 Damage: - Requirements: Taijutsu 70 ranks, Gouken, Previous gates open Training: 40 days Special: Opening the sixth gate gives the user +72 strength and dexterity but -85 Cp. User loses 80 Hp per round.
7. Shock (Wonder / Insanity) removes the limit on how fast the body can move, removes wastes from dead skin cells to feces, and gives the body a much cleaner system to work with, producing even more power and stamina. Hp Cost: 400 Damage: - Requirements: Taijutsu 90 ranks, Gouken, Previous gates Training: 40 days Special: Opening the seventh gate gives the user +86 strength and dexterity but -100 Cp. User loses 120 Hp per round.
8. Death opens the final gate located at the heart and uses up all of the body's energy. It makes the heart pump at maximum power and exceeds the power of every other gate. All the energy in every individual cell is used up, giving the user power well above that of any Kage. This "big bang" effect is only temporary, and destroys every muscle in the user's body. Death is assured when opening this gate.
Hp Cost: None, the cost is death. Damage: - Requirements: Taijutsu 110 ranks, Gouken, Previous gates Training: 50 days Special: Opening the eighth gate gives the user +100 strength and dexterity. The Hp of the user triples, but he will lose 10% of his new Hp per round until death. [He cannot be healed as the internal wounds caused are unhealable] Cp goes down to 0.
At the end of the effect, for gates 1-3 the user is fatigued for 3 hours. For gates 4-6 they are fatigued for 7 hours, and for the seventh gate they are fatigued for the next 24 hours. (Fatigue means that their normal strength, constitution and dexterity is halved)
Also the effects of the gates don't stack, so when you open the 2nd gate the +16 strength/dex is replaced by +26 strength/dex. However the cost does stack. To open the 1st gate you pay 20 hp and open it, to open the second gate you pay 20 hp to open the 1st then 30 hp to open the 2nd. For each gate you have to pay the prerequisite amounts of Hp for each previous gate first then pay the prerequisite amount of Hp for the gate that you wish to open. Summoning Contract-
~Stats~ LV. 55 Experience: Hp: 1925 Cp: 2090
Strength: 50 | mod = +20 Dexterity: 50 | mod = +20 Constitution: 60 | mod = +25 Intelligence: 60 | mod = +25 Wisdom: 60 | mod = +25 Charisma: 58 | mod = +24 Chakra: 80 | mod = + 35 Dodge Bonus: 55
Base Attack Bonus: 55 Attack Melee: 75 Attack Ranged: 75
Base Save Bonus: 27 Fort: 52 Rex: 47 Will: 52
Damage: Taijutsu: 82- 93
~Skills~
Swim: (Str) 20 (0 + 20)
Balance: (Dex) 20 (0 + 20) Escape Artist: (Dex) 20 (0 + 20) Hide: (Dex) 20 (0 + 20) Move Silently: (Dex) 20 (0 + 20) Sleight of Hand: (Dex) 20 (0 + 20) Tumble: (Dex) 20 (0 + 20) Use Rope: (Dex) 20 (0 + 20)
Concentration: (Con) 25 (0 + 25)
Chakra Control: (Int) 225 (200 + 25) Craft: (Int) 25 (0 + 25) Disable Device: (Int) 25 (0 + 25) Forgery: (Int) 25 (0 + 25) Knowledge: (Int) 25 (0 + 25) Repair: (Int) 25 (0 + 25) Research: (Int) 25 (0 + 25) Search: (Int) 25 (0 + 25)
Listen: (Wis) 165 (140 + 25) Read Lips: (Wis) 25 (0 + 25) Sense Motive: (Wis) 25 (0 + 25) Spot: (Wis) 175 (150 + 25) Survival: (Wis) 25 (0 + 25) Treat Injury: (Wis) 25 (0 + 25)
Bluff: (Cha) 24 (0 + 24) Diplomacy: (Cha) 24 (0 + 24) Disguise: (Cha) 24 (0 + 24) Gather Information: (Cha) 24 (0 + 24) Handle Animal: (Cha) 24 (0 + 24) Intimidate: (Cha) 24 (0 + 24) Innuendo: (Cha) 24 (0 + 24) Perform: (Cha) 24 (0 + 24) Seduction: (Cha) 174 (150 + 24)
Ninjutsu: (Chk) 285 (250 + 35) Genjutsu: (Int) 275 (250 + 25) Taijutsu: (Str) 270 (250 + 20) Fuuin Jutsu: (Int) 175 (150 + 25) Kawarimi: Kunai: Shuriken: Ninja Weapons: Sneak Attack:
~Possessions~
Money:
Ryo: None
Equipment: None
Valuables A copy of every story she's ever written.
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Posted: Sat Nov 10, 2007 3:43 am
~Character Data~ Name: Cult Nin Village: Rice country Clan/Bloodline: Non Element Affinity: Water and fire Age: 20 Gender: Male/Female Rank: Gennin ~Appearance~ Headband: All of them place it as a belt Height: most are 5'7 Weight: 120 Hair: Short and messy, womens long and unnatended Eyes: all of them have brown eyes Physical Description: Tall skinny and a bit buffed on the arms Clothing: They all wear black shirts and black pants and a wierd black helm helm. Background: They will attack otogakure! Personality: They never talk, when they do that is VERy rare, and when they talk they sound slow and evil. Other: Missions: S: A: B: C: D: Jutsu: Ninjutsu- Genjutsu- Taijutsu- Summoning Contract- ~Stats~ LV. 5 Experience: - Hp: 10+5x5=75 Cp: 3-1x5= 10 MHp: 10-1x5=45 Strength: | mod = 20-10=10/2= 5 Dexterity: | mod = 20-10=10/2= 5 Constitution: | mod = 20-10=10/2= 5 Intelligence: | mod = 8-10=-2/2=-1 Wisdom: | mod = 20-10=10/2= 5 Charisma: | mod = 8-10=-2/2=-1 Chakra: | mod = 8-10=-2/2=-1 Dodge Bonus: 10+5+5=20 Base Attack Bonus: 5 Attack Melee: 5+5=10 Attack Ranged: 5+5=10 Base Save Bonus: 3 Fort: 3+5=8 Rex: 3+5=8 Will: 3-1=2 Damage: Taijutsu: 1-6 [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
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Posted: Sat Nov 10, 2007 5:27 pm
User-name: Duke oicaroh Posting: EVeryday Time zone: Watever... ~Character Data~ Name: Yakushi Natzo Village: Otogakure Clan/Bloodline: Yakushi clan Element Affinity: Wind/Fire Age: 25 Gender: Male Rank: Jounin/Ambu stats ~Appearance~ Headband: Taping his mouth Height: 5'8 Weight: 130 Hair: Short messy and black Eyes: Green Physical Description: Very buffed Clothing: Black shirt and black pants. Background: He was Yakushi Duke's older brother. He is nice and everything but he became difrent once his clan was killed. He became an missing ninja once he vowed to kill every single person who has attacked his clan. He basiclally little by little started to hate everyone else for being so judgemental. So he kills mostly everyone he talks to. He doesent hate his brother Duke but he hates te fact that Duke talks to people from the village and trustes mostly everyone. Personality: Desent like to talk much, but he is a nice person to the remaining people of the clan. Other: He is also the most successful member of the Yakushi clan. Missions: S: 5 A: 4 B: 3 C: 1 D: 5 Jutsu: Ninjutsu- Paralyze bite A ninjutsu were the user changes the poison in his fangs to a poison that paralyses the enemy. The user then bites the enemy making his nerves sleep and making him unable to move until he feels pain. Also deals a low amount of damage because the fang penetrates the skin. Rank: D CP cost: 15 Damage: 1-3 + str mod for initial attack Requirements: Chakra control 5, Must be apart of Yakushi Clan Training days: 1 day Special: After applying this jutsu, the user must then use a taijutsu attack to actually apply the damage. If the target does not dodge the taijutsu attack, they must roll a fort save as shown below and compare it to the DC of this ninjutsu. Fort Save: 5 + Fort Save + con mod 5 + half level + chk mod I believe. Vs opponent's Fort save Poison bite A ninjutsu were the user changes the poison in his fangs to a damaging toxic poison that can constantly hurts the enemy for a small amount of time. The user bites the enemy inserting the poison in the blood. Also deals damage to the enemy because the fangs penetrate the skin. Cp cost: 15 Rank: D Damage: 1-3 + str mod for initial attack and -3 hp + chakra mod for the next 10 turns Requirements: Chakra control 5, Must be apart of Yakushi Clan Training days: 1 day After applying this jutsu, the user must then use a taijutsu attack to actually apply the damage. If the target does not dodge the taijutsu attack, they must roll a fort save as shown below and compare it to the DC of this ninjutsu. Fort Save: 5 + Fort Save + con mod 5 + half level + chk mod I believe. Vs opponent's Fort save Medical Technique: Irou Ninjutsu A ninjutsu which the user makes some hand seals to moves the chakra to his hands making them able to stop the function of the touched part of the body. Divided in 2 parts; Legs, and arms. If hits the legs the users dodge bonus lowers by half. If affects the arms the user will not be able to use ninjutsu, genjutsu, or upper body parts taijutsu. All effects will last for 3 posts. A target can not be affected by more than one part. CP cost: 25 Requirement: Chakra control: 25 Damage: N/A Training days: 10 Rank: C Medical technique: Drain life A ninjutsu were the user makes his fangs have a high amount of chakra in them. Once the user moves his chakra to his fangs, they attept to bite the target. After the target is bitten the user uses the chakra to drain the life force of the target causing damage. The user then has the ability with the chakra on fangs to turn the life force into white cells or chakra. If he turns them into white cells the user gains the ammount of hp he drained from the target. If the user turns it into chakara he gains 75% of the hp he drain from the target. Cp cost: 50 Heals: Heals the users hp for the ammount of hp he drained from the target. Damage: 1-3 + str mod for initial attack and 20~30 for life force draining. Rank: B Requirements: Chakra control 30. Training days: 15 Medical Technique: Chakra absorb The user places chakra in his fangs. After chakra is placed in fangs the user attepts to bite the target. Once the target is bitten the user attempts to extract the targets chakra by using his own chakra. Once extracted, the chakra absorbed is given to the user. Cp cost: 40 Damage: 25~50 CP and 1-3 + str mod for initial attack. Heal: Cp damaged from the target. Rank: C Requirement: Chakra control 20 Training days: 12 Medical technique: Healing curse mark A ninjutsu were the user bites a friendly target and places a curse mark in him. The curse mark will endure for 10 posts and will heal 50% of all damage taken. After the friendly targets mark comes off the user becomes slower and his body more weakened for some minutes. This is the Yakushi clans priced possession. Cp cost: At least 120 CP and will use all remaining CP Damage: 1-3 HP to the friendly target for biting him, after the effect is gone the targets dodge bonus decreases by half for 5 posts. Heal: 50% of current hp for 10 posts Requirements: Chakra control 70, treat injury 50, must be apart of Yakushi Clan Rank: S Damaging curse mark A ninjutsu were the user bites the target placing a curse mark on him. The curse mark will endure 10 posts and will damage 10% of his current health per post. Every 3 turns, the victium increases his strength +1 becaus he becomes more absorbed to the seal, but after the seal is gone his power goes back. This is the Yakushi clans price possession. Cp cost: At least 120 CP and will use all remaining CP Damage: 1-3 + str mod and for 10 posts -10% of current hp. Requirements: chakra control 70 and treat injury 50, Yakushi clan only. Special: This is treated as a taijutsu. If attack doesn't connect, user keeps all their CP except the initial 120 which they must spend each time they attempt the attack. Rank: S 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 1/2 of your Chakra mod + 1/2 of your 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. 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 20+ Training days: 10 Days. Special: If combined with a flame jutsu, add 35 damage to the result. Dokugiri (Poison Mist) The user breathes out a toxic gas from their body that can also be used as a handy smokescreen. Cp cost: 30 Damage: N/A "poison" Requeriments: Int 30 + Chakra 30+ Training days:30 days. Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke Save: Reflex: 10 + character level + chakra mod. "To avoild" Fort: 10 + character level + chakra mod. To resist the poison. Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet) Shoots an enormous ball of flame in the shape of a dragon from the user's mouth. Cp cost: 80 Damage: 120 - 250 + chakra mod. Requeriments: Fire affinity. Chakra 50+ Training days: 20 days. Genjutsu- Taijutsu- Tongue Release Taijutsu A taijutsu fighting style were the user releases his tongue making it longer and uses chakra with it making it as strong as a third arm. With this technique the tongue is treated like a third arm and can wield weapons as well as have long distance taijutsu. The tongue can stretch up to 15 feet of distance. Damage: increases normal taijutsu damage from 1-6 to 3-10 + chakra mod (instead of stregth mod, since he is using his chakra), only for tongue attacks Requirements: Taijutsu rank 15 and Chakra control 15, Yakushi clan only. Training days: Must keep training after that. Special: User is able to use a third weapon. First attack with tongue is treated as Sneak Attack: Only sneak attack if target has never fought a Yakushi. While using this taijutsu damage taken to the tongue is increased by X2 but if target attacks the tongue since its so flexible the dodge bonus increases by 10. Rank: E Tongue Throw The user uses his tongue to wrap one of the target’s arms or legs. After the user grabs the target he runs to the opposite direction and with his tongue he throws the target to the air. Making him vulnerable to the next attack. Cp Cost: 5 cp Damage: N/A Requirement: Must know Tongue Release Style, Taijutsu 15 Ranks. Yakushi clan only. Training days: 5 Special: -7 dodge bonus for the next post Rank: D Spin slap of the tongue The user releases chakra into his tongue and quickly spins with his tongue out making it slap all targets around. Each slap releases chakra so the slap would be more damage than a normal slap. Cp cost: 8 per slap Damage: 3-10 + chakra mod (instead of stregth mod) Requirements: Must know Tongue release style, Taijutsu 20 ranks, chakra control 20. Yakushi clan only. Training days: 7 Rank: D Special: Can melee hit all members around you. Summoning Contract- ~Stats~ LV. 40 Experience: XX/XX Hp: 10+12X40=880 Cp: 3+20X40=920 MHp: 10+15X40=1000 Strength: 30-10=20/2=10 Dexterity: 40-10=30/2=15 Constitution: 34-10=24/2=12 Intelligence: 40-10=30/2=15 Wisdom: 40-10=30/2=15 Charisma: 30-10=20/2=10 Chakra: 50-10=40/2=20 Dodge Bonus: 10+15+15=40 Base Attack Bonus: 40 Attack Melee: 40+10=50 Attack Ranged: 40+15=55 Base Save Bonus: 20 Fort: 20+12=32 Rex: 20+15=35 Will: 20+15=35 Damage: 1-6 Taijutsu: 1-6 ~Skills~ Swim: (Str) 10 Balance: (Dex)15 Escape Artist: (Dex)15 Hide: (Dex) 15 Move Silently: (Dex) 15 Sleight of Hand: (Dex)15 Tumble: (Dex) 15 Use Rope: (Dex) 15 Concentration: (Con) 12 Chakra Control: (Int) 100 Craft: (Int) 15 Disable Device: (Int) 15 Forgery: (Int) 15 Knowledge: (Int) 50 Repair: (Int) 50 Research: (Int) 15 Search: (Int) 15 Alchemy: (Wis) 15 Listen: (Wis) 15 Read Lips: (Wis)15 Sense Motive: (Wis) 15 Spot: (Wis) 15 Survival: (Wis)15 Treat Injury: (Wis) 100 Bluff: (Cha) 10 Diplomacy: (Cha) 10 Disguise: (Cha) 10 Gather Information: (Cha)10 Handle Animal: (Cha)10 Intimidate: (Cha) 100 Innuendo: (Cha) 10 Perform: (Cha) 10 Seduction: (Cha) 10 Ninjutsu: (Chk) 100 Genjutsu: (Int) 15 Taijutsu: (Str) 100 Fuuin Jutsu: (Int) 15 Kawarimi: 1-3 Kunai: 1-3 Shuriken: 1-3 Ninja Weapons: 0 Sneak Attack: 5 ~Possessions~ Money: Ryo: Doesent even need it. Equipment: Nothing ValuablesNothing
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Posted: Tue Jan 08, 2008 6:40 pm
Ryo:3,000,000 Extemely dangerous!Warning: Don't touch the hair. kouri-chan_xx User-name: kouri-chan_xx Posting: Every one or two days Time zone: GMT +8
~Character Data~
Name: Rikki Amadeus Village: Formerly Kumogakure; now Takigakure Clan/Bloodline: Rikki, Listen +5 [Your Guild Master pg13]. Can hear from frequencies 10Hz~80,000Hz. Element Affinity: Wind, Water Age: 26 Gender: Male Rank: FIFTH DAWN LEADER BITCHIN'
~Appearance~
Headband: He doesn't wear it, having left his village, but keeps in it his bag to remind himself of his family. Height: 6'2"/191cm Weight: 182lbs/83kg Hair: Silky hair that goes to his shoulders. Sometimes (usually in combat situations) he ties it up to create a short ponytail that flicks up. Amadeus is extremely proud of his hair, taking great care of it. He has a whole shelf of hair products, some from the far sides of the earth. Eyes: He is blindfolded. During combat anyway. So you can't really see his eyes. But they are sea-green for your information. And they are the standard Rikki eyes.
Physical Description: Unlike most of his gender-muddled clan, Amadeus' body is not effeminate. In fact his build is rather masculine, with sharp features, wide shoulders, broad chest and the like. He has a six-pack and semi-defined muscles on his arms and legs. On his face is the mark of the Claw family, the highest-ranking family of all the bats. In fact if it weren't for his eyes he would be pretty hot... Hmm...
Clothing: Amadeus wears a loose-fitting shirt with tight pants. He wears a soft trenchcoat-like-...well, coat above.
Background: Amadeus was born to loving parents on the night of a full moon and had a lovely childhood. He was gifted and all that. His sister was born when he was 8, and his brother when he was 13. Amadeus had already become a chuunin by the age of 12 and was rising steadily. Slated to become a jounin at the mere age of 15, he had worked hard and had followed 'the ninja way' everyone was expected to. Until that day, of course. The Rikki clan was never very prominent and it had been under suspicion for being spies several times due to its constant migrating. One day, after training, Amadeus-the-jounin had headed to the jounin office to look for his old teacher when his sharp ears heard the poison of conspiracy. He continued listening and heard, with horror, the details of a plot to eliminate their family from the village once and for all. Being the loyal tyke he is Amadeus identifed the conspirators and well... took them out secretly. Their deaths were not seen as strange as they had gone on risky missions, but Amadeus' parents had their suspicions and confronted their son. After an argument, in which his parents told him to leave or they would tell the Kage (being peace loving hippies), he left the village, aged 16. He drifted for a while, seemingly oblivious of his A-Rank missing-nin status (which started to drop steadily after they found out just what he was doing, aka nothing). Sure, he was hunted for every once in a while but Amadeus disposed of the teams quickly and easily. He helped in a clinic for several years due to his experience with alternative healing and also worked in smithing but got bored and resumed his ninja life, discovering the Fifth Dawn not too long afterwards. Which means his rank will go up again. Recently he returned to Kumogakure and took his younger brother Rick under his tutelage. Despite being deemed wholly useless by the Kumogakure academy (enough that they didn't even bother to chase after him..) Rick quickly blossomed into a skilled marksman, deadly at his choice of weapon, the crossbow. For a while, all was good. Ryuugetsu-sama seemed to have a peaceful mindset and Amadeus was enjoying the simple life, passing on to Rick what he knew. However, as you have all probably guessed, all good things come to an end. Out of nowhere Ryuugetsu and his girl-friend (and damn, she really was a little girl) discovered the sacred tomes hid in the remains of Otogakure. They promptly attempted to summon the Masters, and struck a deal with them to try and gain more power for the organisation. However, after taking control of half the continent the Masters, like any other sane peoples, betrayed the Fifth Dawn, mercilessly annihilating the group of shinobi that had taken residence in Otogakure, now under Fifth Dawn control, at that time. Ryuugetsu, Ayumi (his girl-friend) and Inazuma Hikari, the big three of the organisation, disappeared. Rick and his partner bat Sera were also killed in the attack. The worst part of all was that upon levelling the village the Masters turned their back on it, deciding that they had no need to claim the village. This senseless act of violence infuriated Amadeus and with a heart heavy with the boiling throes of revenge he took the post of Fifth Dawn Leader. He has appointed Nakamura Michiyo to be his Takigakure deputy (aka, Takikage) as his post requires a lot of travelling. Now, he is reaching out to potential allies and attempting to secure alliances, and above all trying to preserve the hippy-ish ideals of Takigakure, for it was the rigid laws of Kumogakure that drove him out of there in the first place.
Personality: Amadeus treats different people differently. To his closest friends and family he is affectionate, cheerful, even if he may be a little petty. He bickers with them constantly but would do anything to save them. He also has a huge ego, which he jokingly brings out in full force when talking to friends. Like all Rikkis, he also swears, but not as much as the rest of his family. To strangers he is formal and polite, maybe even a little cold, careful not to offend but never showing much signs of friendliness anyway. He is obsessed with his hair... touch it and die. Basically, there are three great things in his life: 1) His friends 2) His hair 3) His family (number 3 because, after all, Where Were They When Rick Died?! Not to mention that his only family left is Naomi who hates his guts..)
Other:
Unbeknownst to him, his younger sister Naomi witnessed his departure from the village and has hated him since then. Not that this is related or anything... He personally destroyed Otogakure under Ryuugetsu's orders (first time around before claiming it... damn Otogakure is unlucky) along with his brother and their animal partners.
Missions:
S: A: B: C: D:
Inherited Traits:
Ayatsurigoe A Rikki attribute. The user focuses chakra and manipulates his voice to create many effects, such as ventriloquism, animal cries, changing pitch, to enhance the effect of Henges, etc. Cp: 4+1 per minute. Effect(s): Disguise +2, Perform: Sing +3, Intimidate +2
Echolocation Follow-up from Ayatsukigoe. Rikki clan members can echolocate and thusly do not suffer from any sight-range reducing abilities. Cp: 4+1 per minute. Effect(s): Can resist/see through Meisai Gakure no Jutsu (Hiding Camouflage Technique), Bunshin no Jutsu, Kokuangyo no Jutsu (Bringer-of-Darkness Technique), Kiri Gakure no Jutsu (Hiding Mist Technique) and other similiar jutsus relying on bluffing the eyesight. Jutsu: (15)
Ninjutsu-
Henge no Jutsu 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. Cp: 2+1 for every subsequent minute Chakra Control DC: 10
Bunshin no Jutsu 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 substanceless, and cannot do anything to damage the opponent. Cp: 1 per bunshin Chakra Control DC: 5 per bunshin
Kawarimi no Jutsu 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: 1 DC: opponent's attack roll +10
Dokugiri (Poison Mist) The user breathes out a toxic gas from their body that can also be used as a handy smokescreen. Cp cost: 30 Damage: N/A Effect(s): Poison - 2d10 cont damage + 1d4 con dmg per turn Reflex Save DC: 10 + 50 [level] + 15 [chk mod] + 8 [skill] = 83 Fort Save DC: 10 + 50 [level] + 15 [chk mod] + 8 [skill] = 83 Requirements: Int 30 + Chakra 30+
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 15 Training: 5 days Special: Add chakra mod to Will Save
Kanakirigoe no Jutsu Genin-rank, the Rikki uses chakra to force their voice to either high or low extremes. The shrieking or bellowing that follows causes damage to non-Rikki ears... including teammates. Obviously not well thought out, but it remains a basic Rikki jutsu nonetheless. Can also be used for healing. Cp: 4 Range: 200m Damage: 10~20 + 15 [chk mod] + 8 max [skill] = 25~43 Effect(s): Balance -3 Treat Injury DC: 60
Kanashibari no Jutsu (Temporary Paralysis Technique) This technique is used to cause one's opponent to lose the advantage of movement. Freezing them in their tracks, this creates an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu. Cp: 20 Damage: N/A Fort Save DC: 10 + 50 [level] + 15 [chk mod] + 8 [skill] = 83 Requirements: Chakra 20+ Level 15+
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: 50 Damage: 100~200 + 15 [chk mod] + 8 max [skill] = 115~223 Requirements: Wind Affinity.
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 Requirements: Chuunin or higher rank, affinity to water.
Konbi Henge (Combination Transformation) An advanced form of Henge no Jutsu (Transformation Technique), Konbi Henge is where both the users are transformed into one being. Cp cost: 30 "Divided to 15 between the users" Damage: N/A Requirements: Henge no jutsu, both subjects most be willing to perform the jutsu.
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: 1 per ft Damage: N/A Requirements: Dexterity 20+
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: 70 Damage: 200~450 + 15 [chk mod] + 8 max [skill] = 215~473 Effect(s): Reflex Halfs Requirements: Water Affinity. chakra 40+
Genjutsu-
Kokuangyo no Jutsu (Bringer-of-Darkness Technique) Forming the tiger hand seal, this powerful Genjutsu creates an ambience of complete darkness around the surrounding background, enabling the user to attack without being seen. Cp: 35 Will Save DC: 20 + 50 [leve] + 15 [cha mod] + 10 [skill] = 95 Requirements: Genjutsu 50 Ranks
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: 10 Will Save DC: 10 + 50 [level] + 15 [cha mod] + 10 [skill] = 85 Int check DC: 10 + 50 [level] + 15 [cha mod] + 10 [skill] = 85 Requirements: Genjutsu 15 Ranks
Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique) Type: Unknown, probably: B-rank, Supplementary, All ranges A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand. Cp: 25 Will Save DC: 15 + 50 [level] + 15 [cha mod] + 10 [genjutsu skill] = 90 Requirements: Genjutsu 10 Ranks
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: N/A Effect(s): Inceases normal taijutsu damage to 5~16 Requirements: Taijutsu 20 ranks.
Konoha Senpu (Konoha Hurricane) This Jutsu is mainly a set-up one, and consists of kicking the opponent high into the air, thus leaving them vulnerable to a subsequent more powerful attack. Damage: Taijutsu damage Effect(s): This technique reduces the opponent's dodge bonus by 5 Requirements: Gouken, Taijutsu 12 Ranks.
Konoha Daisenpu (Leaf Great Whirlwind) A powerful leap forward, using the extra momentum to perform a powerful spinning kick with both legs in mid air, the second kick often being aimed lower in case the intended target ducks. The technique is most effective at ranges of 2-3 meters, because if you miss or they dodge, you have at least made it past them and have a chance to react before they can mount a significant counter-attack. Damage: Double taijutsu damage per kick Requirements: Gouken Taijutsu, Taijutsu 30 ranks.
Konoha Goriki Senpu (Leaf Strong Whirlwind) A much more powerful version of the Konoha Daisenpu (Leaf Great Whirlwind). Damage: Triple taijutsu damage per kick Requeriments: Gouken, Taijutsu 80 Ranks.
~Stats~
LV. 70 Experience: 0/23,000 Hp: 2450 Cp: 1470 MHp: 2310 Strength: 18 + 72 = 90 | mod = +40 Dexterity: 18 + 40 = 58 | mod = +24 Constitution: 18 + 42 = 60 | mod = +25 Intelligence: 18 + 40 = 58 | mod = +24 Wisdom: 18 + 38 = 56 | mod = +23 Charisma: 18 + 28 = 46 | mod = +18 Chakra: 18 + 28 = 46 | mod = +18 Dodge Bonus: 57
Base Attack Bonus: +70/+65/+60/+55/+50/+45/+40/+35/+30/+25/+20/+15/+10/+5 Attack Melee: +110/+105/+100/+95/+90/+85/+80/+75/+70/+65/+60/+55/+50/+45 Attack Ranged: +94/+89/+84/+79/+74/+69/+64/+59/+54/+49/+44/+39/+34/+29
Base Save Bonus: +35 Fort: +60 Rex: +59 Will: +58
Damage:
Taijutsu: 5~16 + str mod [40] + 20 max = 45~76 Kusarigama: 1~4 "Kama" 1~3 "Chain" + str mod [40] + 122 max = 41~166 (kama) & 41~165 (chain)
~Skills~ Points Assigned: 1680 Points Trained: 0
Bluff: 18 + 41 = 59 (Cha) Diplomacy: 18 + 53 = 71 (Cha) Handle Animal: 18 + 23 = 41 (Cha) Gather Information: 18 + 41 = 59 (Cha) Intimidate: 18 + 41 = 59 (Cha) Perform (Sing): 18 + 25 = 43 (Cha) Seduction: 18 + 36 = 54 (Cha)
Concentration: 25 + 40 = 65 (Con)
Balance: 24 + 41 = 65 (Dex) Escape Artist: 24 + 41 = 65 (Dex) Hide: 24 + 51 = 75 (Dex) Move Silently: 24 1 + 51 = 75 (Dex) Tumble: 24 + 31 = 55 (Dex) Use Rope: 24 + 31 = 55 (Dex)
Chakra Control: 24 + 51 = 75 (Int) Disable Device: 24 + 19 = 43 (Int) Forgery: 24 + 24 = 48b] (Int) Research: 24 + 19 = 43 (Int) Search: 24 + 41 = 65 (Int)
Swim: 40 + 14 = 54 (Str)
Listen: 23 + 41 + 5 = 69 (Wis) Sense Motive: 23 + 51 = 74 (Wis) Spot: 23 + 51 = 74 (Wis) Survival: 23 + 26 = 49 (Wis) Treat Injury: 23 + 26 = 49 (Wis)
Ninjutsu: 18 + 32 = 50 (Chk) Genjutsu: 25 + 29 = 54 (Int) Taijutsu: 40 + 60 = 100 (Str) Kawarimi: 30 Sneak Attack: 50 Ninja Weapons (Kusarigama): 40 + 570 = 610 (Str)
~Possessions~
Money:
¥en: Ryo: 100
Equipment:
-Clan whistle which is pretty much useless -Kusarigama -Blindfold
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Posted: Tue Jan 08, 2008 6:42 pm
Bounty: 50,000 Ryo Possably one of the most dangerous men alive. Beware of his sand capabilities and his mobility as a taijutsu master! Zineal User-name: Zineal Posting: When I can Time zone: Pacific ~Character Data~ Name: Lokail Village: ex suna Clan/Bloodline: N/A Element Affinity: Sand Manipulation Age: 30 Gender: M Rank: Missing Nin ~Appearance~ Headband: Around his right shin. The suna symbol with a scratch across it. Height: 6 ‘3’ Weight: 230 Hair: Dark crimson Eyes: Light Green Physical Description: Lokail is a very muscular man. His body is covered with scars from intense training, missions, and other hardships. His entire right arm is made of a very shiny metal. Clothing: He wears a black, tight, cut off muscle shirt to show off his body. He also wears black pants to match. On his back he wears a black cloak with a red scorpion on it. He wears black combat boots to go with his dark outfit. The broach on Lokail’s cloak is in a cobra design. Background: Lokail grew up as a fighter. His father was abusive and always called him weak. Finally after having enough of his father’s abusive habits he ran away. Lokail survived in the wild for a while. It wasn’t the best living for most standards, but all in all it was good compared to Lokail’s old life. When he was nine he met a man who specialized in Taijutsu. The man was also trying to get away from his old life. Lokail, not having anyone to talk to in the wilderness, he immediately took a liking to him. They lived together in the wild, the man teaching Lokail Taijutsu. And eventually Lokail started seeing him as a father. However, as we all know things could not be that easy. One day some men found the two. Lokail found out that the man who had been training him was in fact a nuke nin. Lokail and the only person he ever loved fought for their lives, but this was useless. One man cut off Lokail’s arm and killed the man. Lokail, although was bleeding and almost dead, was able to hold on for his life. He crawled through the desert, alone and hurt. And eventually he fell down. Yet he was lucky in a sense. Some Sand Shinobi found him and abducted him. They conducted many expierments on him. Yet one of the experiments they conducted back fired. They were testing a new type of weapon. One that was said to be able to “move the desert” They fashioned this metal into an arm for the boy. Once they attached it Lokail was given instant Sand control. And with that, he killed everyone of the shinobi who abducted him. Lokail was currently ten. Once Lokail escaped he decided he wanted to live a normal Shinobi life. He entered the academy and hid his power from everyone. After that everything became simple. He became a Genin, and then a Chuunin with ease. He passed the Jounin test with flying colors. After that he began taking up students. That’s when everything went wrong. His methods of training were way too much for children to handle. He put them through all sorts of hell, and all but one died. And the only reason they didn’t die was because he had to leave before the training was through. Even though Lokail was a great Shinobi, and was even the temp Sunakage for a little while, he got kicked out. His power was too much for the village to handle. Lokail, after leaving the village joined the Fifth Dawn. Now he acts as the muscle of the group. Personality: Lokail is usually bored. Most of the time he doesn’t show any interest in anything. Until he gets to kill something. Then he will start to act like an exited kid getting a new bike. Other: He fights by letting someone hit him and then attacking. He also usually gives himself handicaps when fighting. (think Kenpachi from Bleach) Missions: S: A: B: C: D: Jutsu: Ninjutsu- Daisan no Me (Third Eye) A floating eyeball is formed out of sand. Its main purpose is to allow the user to spy and observe what's going on outside when he uses his sand-sphere defense. Cp cost: 10 Damage: N/A Requeriments: Spot 30 ranks. Sand manipulation affinity. Training days: 2 days. Special: "This allows you to make spot checks anywhere. Gokusamaiso (Prison Sand Burial) The ground quickly loosens below the opponent and causes everything in the area to completely sink hundreds of meters deep within the earth. By being imprisoned at this depth, the pressure on the opponent will immobilize their ability to even move a finger. Cp cost: 200 Damage: 400 - 600. Requeriments: Sand manipulation affinity. Ninjutsu 120 Ranks. Training days: 50 Ryusa Bakuryu (Quicksand in the Style of a Waterfall) This technique moves sand in the likeness of an ocean wave towards the enemy, covering and "drowning" them in an ocean of sand. Cp cost: 100 Damage: 120 -350 + chakra mod Requeriments: Sand Manipulation skill. Training days: 50 days. Sabaku Fuyu (Desert Suspension) The user, using sand is able to stay afloat up in the air with the sand he controls at his will. Cp cost: 10 per minute. Damage: N/A Requeriments: Sand manipulation Training days: 3 days. Sabaku Kyu (The Coffin of Crushing Sand) This Jutsu uses sand to grab the opponent and cover their entire body. This skill is primarily utilized for apprehending an opponent immobile, but can kill the opponent by suffocation or by being followed with the Sabaku Sōsō. Cp cost: 15 Damage: N/A Requeriments: Sand Manipulation Training days: 10 days Sabaku Soso (Imploding Sand Funeral) Through the will of the user, the sand already wrapping a target because of Sabaku Kyū will implode and crush whatever is within. When used to kill a person, the death is so quick that there isn't even time to feel pain. Cp cost: 20 Damage: 50 - 100 Requeriments: Sand Manipulation Training days: 10 days. Sabaku Taiso (Desert Imperial Funeral) Following the Ryūsa Bakuryū, it compacts the sand thus crushing the enemies in a huge amount of sand. It makes it so it will rain blood Cp cost: 200 Damage: 1,000 - 2,000 Requeriments: Sand Manipulation ninjutsu 120 Ranks. Training days: 50 days Sabakuro (Desert Prison) This jutsu uses sand to imprison the victim. Cp cost: 20 Damage: N/A Requeriments: Sand manipulation. Training days: 10 Genjutsu- 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: Inceases normal taijutsu damage to 5 - 16 Requeriments: Taijutsu 20 ranks. Training days: Must keep training all the time. Hachimon (The Eight Celestial Gates) The eight chakra gates are eight specific points on a person's chakra circulatory system. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By opening these gates, the user can surpass their own physical limits at the cost of extreme damage to their own bodies. Obviously, gates must be opened in order. The gates and what they release are listed below: (Note: The eight gates do not have a CP cost. Instead the each have a HP cost with the exception of the eighth which kills the user at the end. This is so that the eight gates do not get spammed the hell out of.) The effects of the gates last for 100 rounds (10 minutes) for gates 1-5 and until death for gates 5-8. However the Hp loss is constant. The effects of the gate opening can be healed up to the opening of the 6th gate. The strain placed on the body from opening the 7th and 8th gate is too much for anyone to heal. You can recover from opening the 7th gate, but you probably won't be ninja-ing around any more. 1. Opening (Initial) releases the brain's limit on the total strain on the muscles, giving the user five times their normal strength. Hp Cost: 30 Damage: - Requirements: Taijutsu 30 ranks, Gouken Training: 30 days Special: Opening the first gate gives the user +6 strength and dexterity but -20 from the Cp [chakra is expelled from the body making it wasted]. User loses 10 Hp per round. 2. Rest (Heal / Energy) releases the brain's limit on the body's stamina, making a battle-worn person become miraculously ready to fight as if the fight had just started. Hp Cost: 50 Damage: - Requirements: Taijutsu 40 ranks, Gouken, Initial opened Training: 30 days Special: Opening the second gate gives the user +16 strength and dexterity but -25 Cp. User loses 20 Hp per round. 3. Life is located on the spinal cord, and releases the limit on the nervous system, which makes information travel at a faster rate and creates even more stamina. As a side effect, the user's skin turns red, indicating an increased blood-oxygen level. Hp Cost: 75 Damage: - Requirements: Taijutsu 50 ranks, Gouken, Previous gates open Training: 30 days Special: Opening the third gate gives the user +26 strength and dexterity but -40 Cp. User loses 30 Hp per round. 4. Pain (Harm / Wound) releases the limit on oxygen intake in the lungs, creating much more oxygen for the body to use. Hp Cost: 115 Damage: - Requirements: Taijutsu 60 ranks, Gouken, Previous gates open Training: 35 days Special: Opening the fourth gate gives the user +42 strength and dexterity but -55 Cp. User loses 45 Hp per round. 5. Closing (Limit) releases the limit on the amount of chakra released at one time. Hp Cost: 180 Damage: - Requirements: Taijutsu 70 ranks, Gouken, Previous gates open Training: 35 days Special: Opening the fifth gate gives the user +58 strength and dexterity but -70 Cp. User loses 60 Hp per round. 6. Joy (View) removes the limit on how much fat and proteins the intestines can digest, and releases otherwise useless energy resources, giving the user even more power and stamina. Hp Cost: 265 Damage: - Requirements: Taijutsu 70 ranks, Gouken, Previous gates open Training: 40 days Special: Opening the sixth gate gives the user +72 strength and dexterity but -85 Cp. User loses 80 Hp per round. 7. Shock (Wonder / Insanity) removes the limit on how fast the body can move, removes wastes from dead skin cells to feces, and gives the body a much cleaner system to work with, producing even more power and stamina. Hp Cost: 400 Damage: - Requirements: Taijutsu 90 ranks, Gouken, Previous gates Training: 40 days Special: Opening the seventh gate gives the user +86 strength and dexterity but -100 Cp. User loses 120 Hp per round. 8. Death opens the final gate located at the heart and uses up all of the body's energy. It makes the heart pump at maximum power and exceeds the power of every other gate. All the energy in every individual cell is used up, giving the user power well above that of any Kage. This "big bang" effect is only temporary, and destroys every muscle in the user's body. Death is assured when opening this gate. Hp Cost: None, the cost is death. Damage: - Requirements: Taijutsu 110 ranks, Gouken, Previous gates Training: 50 days Special: Opening the eighth gate gives the user +100 strength and dexterity. The Hp of the user triples, but he will lose 10% of his new Hp per round until death. [He cannot be healed as the internal wounds caused are unhealable] Cp goes down to 0. Asa Kujaku (Morning Peacock) The user first opens the sixth gate Keimon, or possibly the first six gates, which gives them access to an enormous amount of chakra. Using this tremendous burst of power and speed, the user will approach their opponent in a distinctive stance. When near enough, they will kick their opponent and launch them into the air. They will then strike them multiple times, causing the distinctive peacock fan to develop. His opponent will then fall back to the earth, covered in the strike's aura. Cp cost: Damage: Requeriments: Training days: Kage Buyo (Shadow of the Dancing Leaf) While the target is airborne, the user jumps in such a way as to appear below the target while following a similar trajectory through the air. Since the victim is airborne, he is in a vulnerable position to a more damaging attack such as Omote Renge or Shishi Rendan. Cp cost: 1 Damage: 0 Requeriments: Gouken Training days: 1 day. Konoha Senpu (Konoha Hurricane) This Jutsu is mainly a set-up one, and consists of kicking the opponent high into the air, thus leaving them vulnerable to a subsequent more powerful attack (usually Kage Buyō, Shadow of the Dancing Leaf). Damage: Taijutsu damage Requeriments: Goukken Taijutsu 12 Ranks. Training days: 10 days This technique reduce oponent Dodge bonus - 5. Konoha Goriki Senpu (Leaf Strong Whirlwind) A much more powerful version of the Konoha Daisenpu (Leaf Great Whirlwind). Damage: As konoha Sempu but deal triple damage. Requeriments: Goukken, Taijutsu 80 Ranks. Training days: 10 days. 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 to 2 - 10 + str mod. Requeriments: Gouken. Appropriate age or irresponsible sensei, alcohol, Wis 15+ (to keep your wits about you), level 5+ Training days: 10 days. Special: +15 to dodge bonus and attack roll, +10 to Reflex Save, -5 to Will Save and every skill check when drunk. Summoning Contract- With Scorpions ~Stats~ LV. 62 Hp: 3658 MHp: 900 Cp: 1488 Strength: 110 (+8 Timeskip) Dexterity: 24 (Dex +4) Constitution: 108 (+4 timeskip) Intelligence: 72 (+2 From Timeskip) Wisdom: 42 (+2 Timeskip) Charisma: 30 (+2 from timeskip) Chakra: 52 (+2 From timeskip) Dodge Bonus: 30 Base Attack Bonus: 60/55/50/45/40/35/30/25/20/15/10/05 Attack Melee: 105/100/95/90/85/80/75/70/65/60/55/50 Attack Ranged: 65/60/55/50/45/40/35/30/25/20/15/10 Base Save Bonus: 31 Fort: 80 Rex: 37 Will: 47 Damage: Taijutsu: 55-320 Spoon: 1-2 damage +Str: 51-52 + ninja weapons= 51-58 ~Skills~ Taijutsu: 1270 ((+30 timeskip)) Ninjutsu: 200 Intimidate: 280 Sense Motive: 80 Jump: 40 Spot: 30 Swim: 20 Chakra Control: 20 Survival: 10 Ninja Weapons (Spoon): 30 ~Possessions~ Money: ¥en: Ryo:
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Posted: Tue Jan 08, 2008 6:43 pm
Bounty: 15,000 Ryo This man is incredibly dangerous for just being a Hyuuga. It is suggested to fight from a distance and if you can't hit him run. Bromisto User-name: Bromisto Posting: Often Time zone: Pacific
~Character Data~
Name: Hyuuga, Sosetsu Village: none Clan/Bloodline: Hyuuga Element Affinity: Earth/Fire Age: 26 Gender: Male Rank: Last known to be the Fire Master's Assistant
~Appearance~

Headband: Disposed of Height: 5'8 Weight: 128lbs. Hair: Black Eyes: White Physical Description: Sosetsu is thin and doesn't seem to show much muscle. Instead Sosetsu seems more feminine than masculine. And he is usually confused for a woman. ((like Haku)) Clothing: Background: unknown Personality: Other: N/A
Jutsu: Ninjutsu- Henge 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" Special: Add chakra mod to your Disguise check.
Bunshin 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. 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.
Kawarimi 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 Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Shunshin no Jutsu (Body Flicker Technique)
Genjutsu Kai: Release The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. Cp: 10 Special: Add chakra mod to Will Save
Chakra Kyūin Jutsu: (Chakra Absorption Technique) Description: This jutsu allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media, as Jirobo did with his Earth Release Barrier: Dungeon Chamber of Nothingness. The only necessary condition is some medium through which chakra can be channeled. Cp cost: 1/3 amount of chakra taken Damage:User can drain from 1 cp to (chk mod * 1.5) cp per usage Special: Regain Cp.
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 Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation. 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: -6 Cp per round Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal.
Meisai Gakure no Jutsu (Hiding Camouflage Technique) This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however. Cp cost: 40 + 2 per round held Roll: d20 + Chakra Control vs d20 + Spot or Listen
Bunshin Daibakuha (Clone Great Explosion) This jutsu utilises certain village Bunshin no Jutsus and creates a solid clone that will explode upon command, potentially killing or injuring those caught in the blast. Cp cost: 90 per clone "To make explode" Damage: 120 - 200 + chakra mod per clone
Dokugiri (Poison Mist) The user breathes out a toxic gas from their body that can also be used as a handy smokescreen. Cp cost: 30 Damage: N/A "poison" Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke Reflex Save: 10 + half character level + half chakra mod. "To avoid" Fort: 10 + half character level + half chakra mod. To resist the poison.
Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique) Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth. Cp cost: 30 Damage: 20 - 40 + chakra modifier. Reflex DC: 10 + Character level + chakra mod for half damage. Neutral 20 or surpassing the save by 10 means no damage.
Katon: Hosenka no Jutsu (Fire Release: Mythical Fire Phoenix Technique) Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack. Cp cost: 15 + 3 per ball. Damage: 6 - 15 per ball that hits. Requirements: Chakra Control 10 + 2 per ball. Special: If shuriken are hidden inside the fireballs, treat the shuriken attack as a Surprise Attack.
Katon: Karyudan (Fire Release: Fire Dragon Missile) A huge blaze is blown to ignite the mud balls launched from Doton: Doryūdan (Earth Release: Earth Dragon Bullet), making it more devastating. Cp cost: 60 Damage: 50-80 damage for this jutsu alone / 20 - 50 + chakra mod added to damage of Doryudan per ball that hits
Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet) Shoots an enormous ball of flame in the shape of a dragon from the user's mouth. Cp cost: 120 Damage: 80-185 + chakra mod.
Katon: Ryuka no Jutsu (Fire Release - Dragon Fire Technique) After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object. Cp cost: 55 Damage: 40 - 70 + chk mod Requirements: long thin object.
Katon: Kasumi Endu no Jutsu (Fire Release: Covering Mist Technique) User blows out a great amount of burnable gas. Once it comes in contact with any form of combustion force (from fire to small sparks), the gas ignites and literally creates a sea of fire. Cp cost: 40 Damage: Depends on fire lighted Special: Damage of fire jutsu is multiplied by 2. *Attack Ninjutsu DC x 1.5 for any Fire attack used after this jutsu. *Jutsu effect lasts for 2 turns
Shishienjin (Four Violet Flames Battle Encampment) This jutsu creates a box-like barrier around an area defined by the four users of it. Anything that touches with barrier will burst into purple flame. As long as the users of the jutsu remain active and unharmed, this barrier can never be broken from the outside. A secondary internal barrier must be constructed to protect the casters. Cp cost: 25 per user + 5 per turn kept for initial barrier, 20 per user + 4 per turn kept for secondary barrier Damage: If touched 100 - 300 + 4 times each user's chakra mod. Requirements: 4 people must master the jutsu to make it work.
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 Special: If caught, the Escape Artist DC is 50.
Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Fish Technique) The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own. Cp cost: 15 Special: +chk mod to Hide roll. If undetected, person can Sneak Attack. User suffers double damage from earth based ninjutsu.
Doton: Doroku Gaeshi (Earth Release: Earth Shore Return) After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall. Cp cost: 35 Special: Creates full cover, crumbles when hit.
Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm) This technique allows the ninja to control nearby rocks and stones that surround the enemy and will begin to hit and spin about crushing all those trapped within it. Cp cost: 25 + additional 5 per rock Damage: 5 - 35 + chakra mod +2 to max per rock used.
Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness) Traps the victims inside a self-repairing dome of earth. Cp cost: 60 + 8 per turn Special: *Must keep contact with wall to keep chakra flowing through it. Once contact is broken, the barrier looses its repairing function and can be destroyed easily. Escape roll: User's D20 + chakra control vs. target's D20 + melee attack bonus
Doton: Doryuheki (Earth Release: Earth Style Wall) The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall. Cp cost: 70 Special: *Gives full cover bonus to next attack launched at user so long as attack is not an area effect jutsu. If an area effect jutsu is the next attack, you take only half damage.
Doton: Iwayado Kuzushi (Earth Release: Rock Lodging Destruction) Rocks are dislodged from above the opponent to crush them. Cp cost: 65 Damage: 50 - 120 + chk mod
Doton: Doryudan (Earth Release: Earth Dragon Bullet) Used in conjunction with Doton: Doryū Taiga (Earth Release: Earth Flowing River), this jutsu creates a likeness of a dragon's head that launches mud balls from its mouth onto the opponent. Cp cost: 50 + 5 per mud ball Damage: 30 - 60 per bullet. Special: Number of bullets maximum equal to 1 per 10 points in Chakra Control
Doton: Doryu Taiga (Earth Release: Earth Flow River) The user performs a technique that forms a rapid river of mud on the ground beneath the opponent. Cp cost: 40 Special: Opponent loses his footing unless he meets a Balance check vs. the attackers DC of 10 + half attacker's level + attacker's chakra mod + 2 per 10 ranks in attacker's Ninjutsu skill
Doton: Yomi Numa (Earth Release: Swamp of the Underworld) This technique turns a large area of land into a sinking swampland, making it impossible for anyone or anything in that area to move around or escape. Cp cost: 100 Special: *Opponent starts to sink and is engulfed in 5 minutes (50 turns). Escape Artist DC is 75. *Any and all attacks or movements that use legs are forbidden if caught by this jutsu.
Kage Bunshin no Jutsu (Shadow Doppelganger Technique) Cp cost: 10 per bushin and resulting CP divided by number of Clones created. Damage: Each bushin deals the same damage as you. Genjutsu- Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique) Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion. Cp cost: 10 Will Save: 10 + character level + charisma mod.
Mateki: Mugen'onsa (Demonic Flute: Dream Sound Chain) The recipient will feel like they are tied with numerous wires, restricting their movement. Then, their flesh will begin to melt away from their bones, causing great pain and horror to the person receiving the jutsu. The user must be playing the flute the entire time the Jutsu is being used. Cp cost: 25 Will save: 15 + character level + charisma mod.
10 Sou no Genjutsu (Ten Layer Genjutsu) Description of Jutsu: This Genjutsu sends the victim through a scenario of several alternate realities, tortures, and worlds that test and strain the mind by working through complicated puzzles. These puzzles come in the form of many things, and some that test the user to actually give up their life in the genjutsu in order to pass on to the next layer. The tests and warped realities bend the laws of physics, and twist all which is known as true and false, and right and wrong. The tests and worlds vary from person to person, but for sure, those that leave this genjutsu alive, are changed forever. Rank: B Cp Cost: 100 (10 per Layer) Damage: 20 MHP Per Fail(See Special) Special: The Victim of this jutsu Rolls 10, 20 sided Die at once. Each Die is calculated separately. If a roll fails to pass the DC set by the Genjutsu, the victim receives 20 damage to their MHP. A roll of a natural 20 breaks the genjutsu and cancels all damage after it, however, damage before the 20 is still calculated. Will Save= 15 + half character level + half int mod + half wis mod Taijutsu- Hakkeshou Kaiten (Eight Divination Palms of the Hand: Heavenly Spin) Description: Hakkeshou Kaiten is a Taijutsu technique unique to the Hyuuga bloodline using the Jyuuken. Kaiten is a special technique passed down through the main family line. Kaiten takes advantage of several of the unique abilities of the Byakugan eye. Byakugan gives the clan member an almost complete 360 degree view of their surroundings. This technique allows the member to see all angles of attack.
If an attack is near, the clan member will release a large of amount of chakra from their tenketsu. The member then begins to spin like a top, creating a whirling vortex that can nullify almost any attack. Rank: B Cp Cost (Offensive): 60 Cp per round + 2 per extended feet Cp Cost (Defensive): 30 Cp per round + 2 per extended feet Damage (Offensive): 30 - 60 + Chakra mod. + 1/2 Chakra used (to all surrounding enemies within range) + 2 per 10 Taijutsu ranks Damage (Defensive): Chakra mod. + 1/2 Chakra used (to all surrounding enemies within range) Special: Double damage is dealt to all those in close range to the user. Provides full cover as long as Kaiten is maintained (whether in offensive or defensive combat against taijutsu and ninjutsu techniques), unless the opponent rolled a 20, thus being unable to counter with Juuken in time. Those in range to the Kaiten user are pushed/blown back considerably and are stunned for their following turn.
Hakke Rokujuuyonshou (Eight Divination Signs: Sixty-Four Palms of the Hand) Description: Hakke Rokujuuyonshou is a Taijutsu technique unique to the Hyuuga bloodline. Hakke Rokujuuyonshou is a special technique passed down through the main family line. When an opponent is within the clan members divination field of attack, they can quickly begin their assault. The technique allows the clan member to use the Byakugan eye to see the inner chakra coils system. Using the Jyuuken style, they can force their chakra through their hands into the 126 tenketsu of the opponent's body. First the clan member will strike 2 times, then 4, 8, 16, 32 and finally 64. This damage forcibly closes the tenketsu, stopping the chakra flow of the opponent. This then limits their opponents’ ability to use jutsu. Rank: A Cp Cost: 64 Damage: 128 + Chakra mod. Fort DC: 10 + Half of Character Level + Chakra mod. + 1 per 10 Taijutsu ranks Special: You must roll an attack roll to see if your attack hits unless you are 5 levels higher than your opponent. Opponent is unable to access chakra for the rest of the battle and suffers internal bleeding (-1 Hp) every turn, no matter what their Hp is. A Fort DC must be made by the opponent every turn to successfully move due to internal injuries. Must have medical attention immediately afterwards.
Hakke Hyakunijuuhachishou (Eight Divination Signs: One-Hundred and Twenty-Eight Palms of the Hand) Description: Hakke Hyakunijuuhachishou is a Taijutsu technique unique to the Hyuuga bloodline. Hakke Hyakunijuuhachishou is a variation of Hakke Rokujuuyonshou, a technique passed down through the main family line. When an opponent is within the clan members divination field of attack, they can quickly begin their assault. The technique allows the clan member to use the Byakugan eye to make nearly double the normal 126 strikes, striking 254 times against their individual foe or opponents. First the clan member will strike 2 times, then 4, 8, 16, 32, 64 and finally 128 times. Rank: S Cp Cost: 128 (+1000 when inflicting lethal damage) Damage: 256 + Chakra mod. (if intending to kill, this technique aims to destroy internal organs: add to the damage) 2000 - 4000 + Chakra mod. Fort DC: 10 + Character Level + Chakra mod. (use double Chakra mod. for lethal damage) + 2 per 10 Taijutsu ranks Special: You must roll an attack roll to see if your attack hits unless you are 10 levels higher than your opponent. Opponent is unable to access chakra for 3 rp days and suffers heavy internal bleeding (-1 Hp) every turn, no matter what their Hp is. A Fort DC must be made by the opponent every turn to successfully move due to heavy internal injuries. If lethal damage is inflicted, the opponent cannot continue the battle, no matter what their Hp is. Must have medical attention immediately afterwards.
Hakke Kuushou (Eight Divination Signs: Air Palm) Description: A long-ranged Juuken technique developed by the Jounin Hyuuga Neji in the Naruto anime/manga. The user basically extends chakra from his/her body and thrust their palm at the target, sending a wave of chakra (usually taking the appearance of a cyclone) which may be forcible enough to break through large rocks. This technique cannot collapse tenketsu nodes. Rank: B Cp Cost: 60 Cp per strike Damage: 30 - 60 + Chakra mod. Drawback: Takes up two attack rounds. An unfortunately slow technique (unlike the other Hakke techniques) due to how it is performed. Requirements: Hyuuga Clan, Juuken Kempo Ryuu, Chakra Control 50+, Taijutsu 30+ Special: Each hit is treated as Taijutsu. If the opponent is hit by Hakke Kuushou, he/she is sent flying back and is temporarily stunned for the following turn. FuuinGofu Kekkai (Five Seal Barrier) A seal is placed to create a barrier and four other seals are placed around the vicinity. All seals must be removed in order to break the barrier. Cp cost: 50 per seal. Special: All 5 seals must be hidden using 5 separate hide checks. Clones can be used but the stats of the clone must be taken into consideration with the hide checks as some clone jutsu use only HALF the stats of the original. Summoning Contract- Kuchiyose: Rashomon (Summoning: Rashomon) Cp cost: 80
~Stats~ LV. 55 Exp: 0 Hp:1925 Cp:1815 MHp:1650 Strength: 16 mod. +3 Dexterity: 70 mod. +30 Constitution: 60 mod. +25 Intelligence: 30 mod. +10 Wisdom: 50 mod. +20 Charisma: 30 mod. +10 Chakra: 70 mod. +30 Dodge Bonus: 60 (+30)
Base Attack Bonus: 55 Attack Melee(Kempo): 85/80/75/70/65/60/55/50/45/40/35/30/25/20 Attack Ranged: 85/80/75/70/65/60/55/50/45/40/35/30/25/20
Base Save Bonus: 23 Fort:48 Rex:53 (+30) Will:43
Damage: Gentle Fist: 4 - 16 + 30 (+200) = 34 - 244 Senbon: 1 - 2 + 30 (+100) = 31-132
~Skills~ Chakra Control: 10+698=708 (+5) Ninjutsu: 30+875=905 Genjutsu: 10+88=98 Taijutsu: 3+996=1000
Swim: 3+150=153 Balance: 30+546=576 Escape Artist: 30+624=654 Hide: 30+385=415 Move Silently: 30+530=560 Sleight of Hand: 30+124=154 Tumble: 30+142=172 Use Rope: 30+322=352
Concentration: 16+585=601 Craft: 10+3=13 Disable Device: 10+123=133 Forgery: 10+123=133 Knowledge: (anatomy) 10+360=370 (+174 to max heal) Knowledge: (Life Science) 10+19=29 Repair: 10+23=33 Research: 10+23=33 Search: 10+253=263 (+80)
Listen: 15+480=495 Read Lips: 15+136=151 Sense Motive: 15+970=985 Spot: 15+470=485 (+80) Survival: 15+36=51 Treat Injury: 15+6=21
Bluff: 10+268=278 Diplomacy: 10+910=920 Disguise: 10+293=303 Gather Information: 10+223=233 Handle Animal: 10+10=20 Intimidate: 10+463=473 Innuendo: 10+110=120 Perform: (Flute) 10+160=170 Seduction: 10+180=190
Fuuin Jutsu: 10+55=65 Kawarimi: 190 Kunai: 70 Shuriken: 70 Senbon: 500 Sneak Attack: 180
~Possessions~ Wood Flute
Money: Ryo: 0
Equipment: Senbon x50 kunai x8 shuriken x8 Flash Bombs x3 Smoke Bombs x3 Soldier Pill x2
Valuables none
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Posted: Tue Jan 08, 2008 6:44 pm
Bounty: 50,000 Ryo SUggested to attack her from afar and with a group. Rachel Genova 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: 16 Gender: Female Rank: Takikage
~Appearance~
Headband: On her right shoulder Height: 5'7 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 biimu no jutsu) Freezing Beam Jutsu- Using Chakra deep within her body, she can send out from her hand an artic blast that will freeze anything it touches. With her Kekkai Genkai, Nakamura is immune to cold. Meaning, she doesn't get cold and her body is void of cold temperatures. Rank: S CP: 150 Cp Damage: 330-390 + 2 per 10 Ninjutsu Skill Requirements: Member of Michiyo clan, +60 Chakra Control Training: 20 Days Special: Target must roll a D8 dice. If they roll an 8, they are frozen and loose a turn on top of taking damage.
(koori no kabe) Ice Wall Jutsu- Using Chakra from her feet, a sheet of ice rises up in front of her, blocking small weapons such as shuriken and throwing stars. It is not strong enough to stop an opponent's physical attack or weapon bigger than a Windmill Shurikan Rank: C CP: 25 Cp + 5 per turn Damage: N/A Requirements: Member of Michiyo clan, +20 Chakra Control Training: 10 Days Special: Wall will be forcibly destroyed if hit with damage greater than 70. If forcibly destroyed, wall can’t be recreated for one turn
(koori no dokuhebi no jutsu) Ice Viper Jutsu- This is a memento left behind by Nakamura's parents. The jutsu was left in an umarked scroll that Nakamura stumbled upon one evening at her home. This jutsu acts as part of her Kekkai Genkai, using the same freezing technique to do. When this jutsu is activated, all Nakamura has to do is think of her target while firing the beam into the ground. It follows the target untill it hit's it's mark. As the target runs, ice spikes shoot up from the ice. Rank: B CP: 60 Cp + 10 per turn Damage: 200-310 Requirements: Member of Michiyo clan, +40 Chakra Control, +10 Spot Skill Training: 24 Days
(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- 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.
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.
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.
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.
Leech All Creation: Attack Prevention Technique The user merges with or within a nearby object, taking on its properties, and avoiding any damage. Cp cost: 50
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.
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: 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: 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
Hyoro no Jutsu (Ice Prison Technique) The user creates a series of ice crystals which home in on the opponent and trap him in ice. Unlike Suirō no Jutsu (Water Prison Technique), no further action seems to be required to maintain the prison once the victim is caught. This jutsu may also be used defensively, as a wall of ice. Cp cost: 25 Damage: N/A "Might kill by sofocation. Requeriments: Wind + Water affinity, Hyoton kekkai genkai Training days: 10 days. Special: Melts in 10 turns in which user must pay 20 Cp to maintain the jutsu.
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.
(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
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.
(Suiton: mizu hebi no kami) 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.
(Suiton: hashira daraku no jutsu) 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.
(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: 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 20 Training: 5 days Special: Add chakra mod to Will Save
Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique) Jigoku Kōka no Jutsu is a Genjutsu that 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: 200 Damage: 160 for those that flee, 530-650 for those that are burned, add an additional continual 60 per turn IF burned Requirements: Genjutsu 80 Ranks Training days: 20 days Will Save:25 + half user's level + half int. mod + half wis. mod Specials: -4 to all checks if victim is burned
(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 technique is an incantation spell that allows the caster to place a large body of people into an intense and unconscious state. The spell, however, can be avoided by forming the tiger hand seal and using the dispel skill, dispersing it away. Cp cost: 100 Requirements: Genjutsu 80 Ranks Training days: 15 Will Save:20 + half user's level + half int. mod + half wis. mod
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 Requirements: Genjutsu 30 Ranks Training days: 5 Will Save:10 + half user's level + half int. mod Intelligence check DC "Same as above" Specials: Add +20 to Sneak Attack if Genjutsu is successful AND the user attacks next turn.
Demonic Illusion: Double False Surroundings Technique- Nakamura learned this from a scroll that she had found within the barrings of her home. This Genjutsu is pretty simplistic. It's a Genjutsu, in a Genjutsu. If the first one is broken, the victim will not be able to tell that the second is actually Genjutsu. Cp: 25 Will Save DC: 15 + [level] + [cha mod] + [genjutsu skill] = 90 Requirements: Genjutsu 10 Ranks Specials: Add +20 to Sneak Attack if Genjutsu is successful AND the user attacks next turn.
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 quickly kill the opponent, preferably with a kunai. Cp cost: 60 Damage: 200 MHp Requirements: Genjutsu 50 Ranks Training days: 5 days. Will Save:15 + half user's level + half int. mod + half wis. mod Specials: If the Genjutsu is completely successfull, the Victim passes out for 1 turn, being the mind believes they have been "killed" To remain consious, roll a Fortitude Check. If fortitude check is succesfull, victim remains concious.
(sen no ha no dansu) Dance of One Thousand Blades- Nakamura creates a genjutsu so powerful, that it makes the victim believe he/she is being stabbed one thousand times, and it all happens in a split second while the trapped ones think it takes days Cp: 280 Damage: 656 MHp Will Save DC: 20 + [cha mod] + [half user level] Requirements: Genjutsu 80 Ranks Owner: Nakamura Michiyo
(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
(Magen: todoroku kawa no jutsu) 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
(Magen: Mizugaarasu) 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.
Stats increased by Heightened Senses: Listen +20 Spot +20 Dodge +20 Search +20 Sense Motive +15
~Stats~ LV. 60 Experience: 18000/18500 Hp: 2760 MHp: 3720 Cp: 2580
Strength: 25 mod = +7 Dexterity: 100 mod =+45 Constitution: 80 mod = +35 Intelligence: 44 mod = +17 Wisdom: 100 mod = +45 Charisma: 82 mod = +36 Chakra: 100 mod = +45 Dodge Bonus: 127
Base Attack Bonus: 60/55/50/45/40/35/30/25/20/15/10 Attack Melee: 67/62/57/52/47/42/37/32/27/22/17 Attack Ranged: 105/100/95/90/85/80/75/70/65/60/55
Base Save Bonus: 30 Fort: 65 Rex: 75 Will: 82
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~
Balance: 45 + 5 = 50 (Dex) Escape Artist: 45 + 55 = 100 (Dex) Hide: 45 + 60 = 105 (Dex) Move Silently: 45 + 65 = 110 (Dex) Sleight of Hand: 45 + 66 = 111 (Dex) Tumble: 45 + 66 = 111 (Dex) Use Rope: 45 + 5 = 50 (Dex)
Concentration: 35 + 70 = 105 (Con)
Chakra Control: 17 + 54 = 70 (Int) Search: 17 + 37 +20 = 64 (Int)
Listen: 45 + 80 +20 = 145 (Wis) Sense Motive: 45 + 21 +15= 81 (Wis) Spot: 45 + 45 +20= 110 (Wis) Survival: 45 + 45 = 90 (Wis)
Diplomacy: 45 + 17 = 62 (Cha) Innuendo: 45 + 5 = 50 (Cha) Seduction: 45 + 55 = 100 (Cha)
Ninjutsu: 45 + 15 = 60 (Chk) Genjutsu: 17 + 83 =100 (Int) Shurikan: 40 Kunai: 20 Sneak Attack: 20
~Possessions~
Money:
Ryo:
Equipment: 8 Aisu Kemuridama 6 Shuriken 4 Kunai 2 Windmill Shuriken Metal Wire X200 feet **Recieved from Zenjin**
Valuables Water Orbs of various numbers ((See History for details)) Yukigakure Morning Lillys ((Sentimental Value)) Sunglasses
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Posted: Tue Jan 08, 2008 6:44 pm
Bounty: 40,000 Ryo WARNING: Kills nearly anything that moves. It is best to not even try to go after his reward. Sine he'll be along side Mistress. Bromisto User-name: Bromisto Posting: often Time zone: Pacific ~Character Data~
Name: Ichimaru, Haru Village: Kirigakure no Sato Clan/Bloodline: none Element Affinity: Water Age: 19 Gender: Male Rank: Mistress' knight
~Appearance~
 Headband: Height: 6'0 Weight: 150lbs. Hair: White Eyes: Blue Physical Description: Clothing: Background: Unknown Personality: N/A Other: N/A
Missions: S: ? A: ? B: ? C: ? D: ?
Jutsu:
Ninjutsu-Bunshin Henge Kawarimi Shunshin no Jutsu (Body Flicker Technique) Cp cost: 1 per ft.
Genjutsu Kai: Release The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. Cp: 10 Special: Add chakra mod to Will Save
Kanashibari no Jutsu (Temporary Paralysis Technique) This technique is used to cause one's opponent to lose the advantage of movement. Freezing them in their tracks, this creates an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu. Cp cost: 20 Requirements: Chakra 20+ Level 15+ Fort DC: 10 + Character level + Chakra modifier.
Mizu Bunshin no Jutsu (Water Doppelganger Technique) Cp cost: 4 per bushin. Damage: Bushin deal 1/3 of your normal damage.
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 maintained.
Razor Tooth Finish Jutsu: The user thins the water into a saw like blade and sends them running through the earth to their target Cp: 30 Damage: 75-100
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 held
Shishienjin (Four Violet Flames Battle Encampment) This jutsu creates a box-like barrier around an area defined by the four users of it. Anything that touches with barrier will burst into purple flame. As long as the users of the jutsu remain active and unharmed, this barrier can never be broken from the outside. A secondary internal barrier must be constructed to protect the casters. Cp cost: 25 per user + 5 per turn kept for initial barrier, 20 per user + 4 per turn kept for secondary barrier Damage: If touched 100 - 300 + 4 times each user's chakra mod. Requirements: 4 people must master the jutsu to make it work.
Kage Bunshin no Jutsu (Shadow Doppelganger Technique) Cp cost: 10 per bushin.
Kansei: Mizu no Kyuutai (Trap: Orb of Water)- The victim of watery traps has an unkind fate to come to. Water spreads up around the poor soul and they begin to drown. The lucky can break loose, but then they still have to face the caster of the jutsu. Cp Cost: 75 + 10 per holding post Damage: 25 - 40 + Chakra Mod + Ninjutsu Bonus Special: 1d20 + Fort Save vs. 1d20 + Chakra Control
Sensatsu Suisho (A Thousand Flying Water Needles of Death) This jutsu freezes water into the shape of sharp needles, which then home in on the opponent from all directions. To perform this Jutsu, the user must be near a body of water. Cp cost: 10 +2 per needle. Damage: 4 - 8 per needle.
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: 20 Damage: 30 - 45 + chakra mod.
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.
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: 23 Damage: 40 - 75 + chakra mod.
Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique) A powerful attack that creates a huge current of water, usually in the form of a dragon, sent towards the target. Cp cost: 70 Damage: 200 - 450 + chakra mod. "Reflex Halfs"
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.
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.
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.
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.
Suiton: Suishoha (Water Release: Water Shock wave) 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.
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
Suiton: Maruchi kachuu no jutsu (Water style: Multi Vortex jutsu- Around the opponent for 360 degrees is 8 different vortexs. Much like giant vortex[Done by Zabuza], each vortex only about 30% the size of Giant vortex. But this will crush you on impact because of the different angles pressing into one center point. Cp Cost: 1,000 Damage: 160 - 180 + Chakra Mod + 2 per 10 levels NinjutsuGenjutsu-
Taijutsu-Goken (Strong Fist)
Konoha Senpu (Konoha Hurricane) This Jutsu is mainly a set-up one, and consists of kicking the opponent high into the air, thus leaving them vulnerable to a subsequent more powerful attack (usually Kage Buyō, Shadow of the Dancing Leaf). Damage: Taijutsu damage This technique reduce opponent Dodge bonus - 5.
sutenkyaku (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.
Konoha Daisenpu (Leaf Great Whirlwind) A powerful leap forward, using the extra momentum to perform a powerful spinning kick with both legs in mid air, the second kick often being aimed lower in case the intended target ducks. The technique is most effective at ranges of 2-3 meters, because if you miss or they dodge, you have at least made it past them and have a chance to react before they can mount a significant counter-attack. Damage: double taijutsu damage per kick. Summoning Contract-
~Stats~ LV. 50 Hp:1200 Cp:1150 MHp:1300
Strength: 51 mod. +20 Dexterity: 46 mod. +18 Constitution: 36 mod. +14 Intelligence: 19 mod. +4 Wisdom: 42 mod. +16 Charisma: 34 mod. +14 Chakra: 50 mod. +20 Dodge Bonus: 44
Base Attack Bonus: 50 Attack Melee: 70/65/60/55/50/45/40/35/30/25/20/15/10/5 Attack Ranged: 68/63/58/53/48/43/38/33/28/23/18/13/8/3
Base Save Bonus: 25 Fort: 38 Rex: 42 Will: 40
Damage: Strong fist: 5 - 16 + 20 (+82) = 25 - 118 ((+? to hit)) Kubikiri Houcho: 4 - 18 + 90 (+200) = 79 - 308 ((+100 to hit))
~Skills~ Chakra Control: 4+304=308 Ninjutsu: 20+520=540 Genjutsu: 4+36=40 Taijutsu: 20+300=320 Fuuin Jutsu: 4+30=34 Kawarimi: 280
Alchemy: 16+50=66 Bluff: 14+240=254 Diplomacy: 14+300=314 Disguise: 14+0=14 Gather Information: 14+10=24 Handle Animal: 14+10=24 Intimidate: 14+600=614 Innuendo: 14+0=14 Perform: 14+0=14 Sense Motive: 15+750=765 Read Lips: 16+30=46 Seduction: 14+10=24
Balance: 18+170=188 Disable Device: 18+20=38 Escape Artist: 18+150=168 Hide: 18+160=178 Listen: 16+200=216 Move Silently: 18+240=258 Sleight of Hand: 18+0=18 Survival: 16+30=46 Swim: 20+160=180 Treat Injury: 16+10=26 Tumble: 18+180=198 Use Rope: 18+130=148
Concentration: 14+180=194 Craft: 4+20=24 Forgery: 4+12=16 Knowledge: (anatomy) 4+261=265 Knowledge: (Ninja Lore) 4+90=94 Knowledge: (Tactics) 4+220=224 Repair: 4+80=84 Research: 4+30=34 Search: 4+40=44 Spot: 15+300=315
Kunai: 140 Shuriken: 140 Kubikiri Houcho: 1000 Sneak Attack: 150
~Possessions~
Equipment: Kubikiri Houcho (Zabuza sword coated in blue ringed octopus poison) Kunai x2 Shuriken x3 Soldier Pill x2 Blood Formation Pill x1
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Posted: Tue Jan 08, 2008 6:45 pm
Bounty: 750 Ryo For ANBU he will probably be no match for you but remember to never under estimate the enemy. Creuset User-name: CreusetPosting: at least 2 times a dayTime zone: GTM +1 (i live in Holland)---------------------------- ~Character Data~ Name: Ikimono, Chishio Village: former Kumogakure no satoClan/Bloodline: Dojima clanElement Affinity: earth and waterAge: 18Gender: maleRank: missing-nin---------------------------- ~Appearance~ Headband: he wears his black headband on his head and the silk of it is covering his entire head.Height: 1,82 metersWeight: 70 kgHair: blackEyes: blackPhysical Description: normal posture and he has a small moustache and a small beard.Clothing: Black shoes, black pants, black shirt with long sleeves, the green vest that every shinobi chunnin or above wears and he has small sunglasses wich he wears all the time.Background: The Dojima family is a well known clan in Kumogakure. They are specialists in using the 4 elements in their jutsu's. Tough it's not a kekkai genkai, everybody in the Dojima family has a affinity with at least 2 of the 4 elements, if not with all 4 of them, just like their honored forefather Dojima, Altan who was the Raikage 300 years ago. Some people says that it is some kind of sick passion for elemental ninjutsu. Most of the family members end up being a jounin or an Anbu, but some choose to have a quiet live, running a shop or something like that. Though most of the family died in the last great ninja war, 9 members are still alive. The head-family: Dojima,Shimoda (leader of the Dojima family and Kazuma's father), his wife Dojima,Hanako, their son Dojima,Kazuma and their daughter Dojima,Heiko. Of the branch-family: Dojima,Taro (brother of Shimoda and the uncle of Kazuma), his wife Dojima,Yumi and their 2 sons. Nishki and Shinji. There is also grandmother Dojima, who was a perfect medical ninja when she was young, nowdays she lives with the head-family. That was untill the avalanche...... For is there anything crueler for a shinobi, then coming home and to find your entire family, your entire village, dead?! Not for Kazuma......this was hell for him. Nothing could have prepared him for the site of the dead body's..... Nothing could have prepared him for the smell of decay..... Nothing could have prepared him for the empty eyes of his mother, his uncle, his family...........................................
And indeed....Kazuma went mad, right there on the spot! Nothing made sense anymore and like a wild animal he ran into the forest. He stayed ther for months living like a wild man, living of the forest, talking with animals and crying. Finally after 7 months he took control of himself. Little by little he regained his mind and saw that his body had become more muscled, that he could talk to animals, that he even had developed (like a animal) a 6th sens. He walked back to the site where once the village stood. He took one last look and then took off his headband and buried it in the snow. Now he too rested with family, for Kazuma had decided to leave and travvel around to find a new purpose in life. Thus Dojima,Kazuma died and Ikimono, Chishio was born!
As he travelled around he gathered intell. Not only from humans, but also from the beasts he encouterd. He thus learned what had happended in the world, about the 5th Dawn and the Masters. Sensing that the 5th Dawn was the most powerfull organisation in the world, he decided to check on them in Takigakure no sato! Chishio saw the good intentions of Amadeus and decided to join the village and help Amadeus.Personality: Silent type.Other: Since he became a chunnin he started to carry a katana on his back. ---------------------------- 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 substanceless, and cannot do anything to damage the opponent. Cp cost: 1 pt. per bushin. Damage: N/A Requeriments: Accademy students learn it on the accademy as a basic jutsu. Training days: Accademy. Chakra control check DC: 5 per bushin. 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 mantained" Damage: N/A Requeriments: Learn in the Academy. Training days: Accademy time. Chakra control check DC: 10 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 Requeriments: Must have something to replace with. Training days: Academy time. Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique) The user, emerging from the ground below the target area, pulls down (or possibly swaps places with) the opponent so that only their head is above ground. Cp cost: 6 Damage: N/A Requeriments: Genin or highter rank. Must be trained to learn the jutsu. Training days: 3 to 7 days. 2 - 5 With earth Affinity. 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. Doton: Doroku Gaeshi (Earth Release: Earth Shore Return) After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall. Cp cost: 20 Damage: N/A Requeriments: Level 10 higher Training days: 15 days. ---------------------------- Taijutsu- Tekken (plain old taijutsu) ---------------------------- Genjutsu- Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique) Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion. Cp cost: 10 Requeriments: Genjutsu 10 Ranks Training days: 5 days. Will Save: 10 + character level + charisma mod. ---------------------------- Summoning Contract- ---------------------------- ~Stats~ LV. 15 Hp:114 Cp:107 Strength: 29 Dexterity:24 Constitution:27 Chakra:42 Intelligence:17 Wisdom:19 Charisma:17 Dodge Bonus:10+7+4=21 Base Attack Bonus:15 Attack Melee:15+9=24 Attack Ranged:15+7=21 Base Save Bonus:7 Fort:7+7=14 Rex:7+7=14 Will:7+4=11 Damage: ---------------------------- ~Skills~ Bluff: (Cha) 3+0=3 Gather Information: (Cha) 3+2+2=7 Intimidate: (Cha) 3+0=3 Balance: (Dex) 7+0=7 Hide: (Dex) 7+0=7 Listen: (Wis) 4+2=6 Concentration: (Con) 8+0=8 Knowledge: (Int) Civics: Law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and processes and Ninja Lore: The various ninja sayings and rules, the true definition of Chakra and any topic related to Ninjas, except their history. 3+0=3 Chakra Control: (Int) 3+3+15=21 Ninjutsu: (Chk) 16+3=19 Ninja Weapons (Katana):0+2=2 Genjutsu: (Int) 3+8=11 Handle animal: 6 Survival: 8 ---------------------------- ~Possessions~ Money: Ryo: 225 Equipment: all kinds of scrolls, katana, shurikens, fighting gloves, healing oinment, kunai's and more.EXP: 40/500
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Posted: Tue Jan 08, 2008 6:46 pm
Bounty: 1,000 This kid may seem weak but it is not what he can do now that worries people but rather what he will be capable of in the future. If you see him it is highly recomened to kill him quickly even if there is extra danger. Istian Goss ~Character Data~ Name: Atsu (Family name unknown) Village: Yukigakure (?) Clan/Bloodline: Lab created -=- Atsu can learn any Clan, Bloodline, and Village techniques that comply with his affinities, but he must be taught by a member. For bloodline only techniques, he has to share his blood with a member of the clan, direct open wound to open wound transfusion. He has a problem with electronics and machines, and must make a Will Save to keep from destroying the objects. + 2 Chakra per 5 levels. Element Affinity: Fire, Lightning Age: Unknown. Ages slowly. Looks to be in his late teens. Gender: Male Rank: Kaze Yuuki (fancy way of me saying hes a wanderer that appears and disappears with the wind, but hes Chunnin level) ~Appearance~ Headband: Tight around his neck. Height: 6 Ft. Weight: Unknown, very light. Hair: Medium length, white hair, messy. Eyes: Calm, white eyes, like the light of the moon. Physical Description: Light, like a feather. Ripples of muscle. Clothing: Picture... Background: Atsu was born to his mother, who was artificially inseminated with genes created by the scientists. The fake genes gave him heightened speed and a near limitless supply of chakra. After giving birth to him, she was killed and he was raised in the laboratories, being taught to control his chakra by a nuke-nin. When he had learned a number of Jutsus, Atsu killed the nuke-nin when his guard was down, and continued to rampage throughout the labs, destroying everything until there was nothing left. He climbed his way through the underground labs, destroying each floor, until he reached the top and ground floor of the labs, and left, destroying the labs forever. He was now in a deserted land of snow, with nowhere to go, nothing to do. He had killed the scientists that had murdered his mother and created him, running painful tests on him since he could remember, testing him against illness, resistance to mind control, reflexes. They had kept him prisoner, no doubt planning to use him to their advantage. Atsu fashioned himself his own unique Hitai-ate ninja headband out of the one the nuke-nin had, with a simple "X" on it, symbolizing the fact that he was created in a lab. He made jewelery out of the scraps of metal from the lab equipment. Then, prepared to find a new life, Atsu left the area and headed nowhere in particular. He visited all the countries, all the ninja villages, appearing, meeting the Kages, and disappearing as mysteriously as he had come. He travelled across the land for years, hardly aging, keeping strong, learninng new techniques. He eventually stopped in Iwagakure, caught up in the plot of the village... Personality: Mysterious, thoughtful, and very polite. He turns vicious in a battle, easily going too hard and killing his opponents, and he continues on, wiping his blade with a "Someone had to die" attitude. He hates machines and electronics with a fierce passion. Other: Missions: S: A: B: C: D: Jutsu: Ninjutsu- Bunshin no Jutsu Henge no Jutsu Kawarimi no Jutsu Shunshin no Jutsu Katon: Hosenka no Jutsu (Fire Release: Mythical Fire Phoenix Technique) Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack. Cp cost: 12 + 2 per ball. Damage: 10 - 20 per ball that hits. Requeriments: Fire Afinity. Training days: 10 days Genjutsu- Taijutsu- Jutsu Name: Agarikomu "By a Step" Description of Jutsu: The user moves INTO the opponent's attack, reducing momentum gained and therefore damage dealt. This is one of the most basic Tekkenseisai techniques. Cp Cost: 0 Damage: 0 Requirements: Suicidal tendencies? Training: 3 days. Special: The damage dealt by bash-trait attacks is reduced to 1/3, cut-trait to 1/2, and stab-trait is normal. The technique opens up the opponent to an attack of opportunity. The technique is initiated instead of dodging. Jutsu Name: Toushin Shouaku "Blade Grasp" Description of Jutsu: The user grabs the opponent's (bladed) weapon during an attack, and breaks it off at the hilt. Its designed to twist the blade in a direction from the hilt that the tension of it in combination with the split second the energy is transferred in can cause any material to break off according to the design of the weapon. Cp Cost: 0 Damage: Breaks opponent's weapon. Requirements: 40 Strength, 20 Dexterity. Training: 10 days. Special: User still takes the weapon's damage. This technique is initiated instead of dodging. Make a strength check to see if it actually breaks. DC's: Iron: 20 Steel: 30 Silver: 40 Gold: 50 Masterwork Weapons: Material DC + 30 Summoning Contract- ~Stats~ Lvl: 10 Experience: 0 Hp: 130 Cp: 130 Strength: 20 mod = 5 Dexterity: 20 mod = 5 Constitution: 16 mod = 3 Intelligence: 20 mod = 5 Wisdom: 20 mod = 5 Charisma: 16 mod = 3 Chakra: 30 mod = 10 Dodge Bonus: 20 Base Attack Bonus: 10/5 Attack Melee: +5 Attack Ranged: +5 Base Save Bonus: 5 Fort: 8 Rex: 10 Will: 10 Damage: Taijutsu: 7-13 +1 Attack Bonus Katana: 6-17 +1 Attack Bonus ~Skills~ Cap=200 Pts=50 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) 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) 10 Genjutsu: (Int) 10 Taijutsu: (Str) 10 Fuuin Jutsu: (Int) Kawarimi: Kunai: Shuriken: Katana: 10 Sneak Attack: ~Possessions~ Money: ¥en: Ryo: Equipment: Passport Katana x2 Unique Hitai-ate
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Posted: Thu Jan 24, 2008 8:10 pm
Shiran_TheDiseaseOfEvil User-name: Shiran_thediseaseofevil Posting: Time zone: ~Character Data~ Name: Uchiha, Shiran Village: KonohaClan/Bloodline: Uchiha Element Affinity: All Age: 19 Gender: Male Rank: missing-nin ~Appearance~ Headband: Doesn't wear it often but when he does it is across his forehead. Height: 5'9" Weight: 145lb Hair: Raven Eyes: Dark Physical Description: Shiran has a sleek toned body that is designed for speed. His body has just the right amount of muscle in all the right places. Clothing: A black ANBU modified outfit. Background: Shiran grew up in Konoha. He was not first of his class though as many of the Uchiha usually are. In fact he graduated last in his class. Being assigned to one of the wierdest teams possible Shiran didn't get much room for growth but once his sharingan activated everything changed. Shiran started to become more out spoken after having to keep to himself for so long. He began to despise those around him the envied him now when before he was just another child. One day the Uchiha took off and traveled to the sand where he lived for a short period of time but was eventually forced to leave for the sand didn't want any chances in hurting their relationship with Konoha. Having no other place to go and being a missing-nin Shiran headed off to the sound where he was assigned to a new team. One that helped him grow in power and activate all the Toma in his eyes. When entering the chunins at last Shiran came face to face with his old team. He had been replaced but he was not suprised nor did he blame them. Afrer making it through most of the exam Shiran was set to fight against a member of his old team and strangely enough his best freind. Durring the fight Shiran became a little carried away and he ended accidently killing his freind after being insulted. Thus his ultimate form of the Sharingan was born. After the chunins though the raven haired team was forced to flee the village from wich they had been held for his eyes were feared by many. Oto sheltered and protected him, keeping him safe while Shiran planned some way to get help from the Hokage. Shiran knew for sure that the kage had his eyes as well for that is the first place he ever saw them and that was where he learned how to achieve his own. Shiran never had that chance however because the Kage seemed to vanish and leave the Uchiha on his own. It wasn't long before the Uchiha found something else to do. After growing in such power he became noticed by the Otokage and was placed in a squad on an extremely diffacult mission. Little did he know that the Hyuuga on the team would become his best friend and be the only one to return with him. After months of working Shiran finaly moved on and made it back to Konoha after being away for so many years. He was still a criminal to the village however but was content with his life and faking his identity. Personality: Shiran keeps to himself around strangers and can be extremly hostile for almost no reason at all. He takes pride in his clan and often tends to brag or tease others. Other: Shiran is on a quest for power and won't stop till satisfied. Missions: S: A: B: C: D: In game stats: This allows the user to track the opponents moves even easier and avoid many things. Add fifteen to AB and DB for each eye that has three toma or add 35 AB and DB overall if both eyes have it. Ref saves:+15 Will save: +30 1 skill per level in spot, search, read lips 1 skill per level of sense motive Genjutsu Eye Cast: Able to cast genjutsu during the enemies turn or yours as a free move. This free move can only be done once per players turn though. +50 genjutsu +20 ninjutsu, taijutsu Jutsu Copy: This allows the user to perform any ninjutsu before their opponent. (can be started on enemies turn) Control World: When brought to a world by an outer source the Sharingan has the power to turn all the affects around. Any beneficial effects go towards the Uchiha and any that aren't go towards the user. Eye Copy Jutsu: Allows the user to memorize any technique it sees that isn't a bloodline or a summoning contract they do not have. The user must still meet all the requirements except for level requirements. Tsukiyomi (Genjutsu)The user sends their target into a world of torture, hate and pain. What would seem like days of torture to the target, would only be seconds within real time. Their mind is sent into the dimension of the user's worst nightmare. Once caught within the technique, the target is powerless to escape it. If you look at these eyes you will fall victim to their trap. You must look at the users feet or directly away. Cp Cost: 600 Damage: 4500-5000+ int Special: This genjutsu can be used only to take away the exact amount of MHp necessary to make the victim pass out and have to recover for an entire role play week. Eye contact must be met. The opponent can choose to look away and suffer -20 to AB, DB, and all saves if they wish to continue to fight. Also have -20 from any formula for Jutsu if they choose to look away. Requirements: Uchiha, Mangekyo Amaterasu (Ninjutsu)This ninjutsu calls upon the fire from the goddess of sun, Amaterasu. The flames are black, giving off no light while burning forever. If you are touched by the flames are the Amaterasu, they will burn straight through your bones and grow stronger. They will burn through anything, including metal. The only known way to stop the Amaterasu's flames is by sealing them in a scroll or letting them burn out after three days and three nights. Cp Cost: 800 Damage:2500 to 4500 + Chakra Mod Special: These flames burn for 7 rp days and unless sealed off by a fire scroll. If hit the part of the body that was hit burns off immediately. (so you don't stay on fire) Anyone that touches the fire while it burns takes the damage as well. It hits in a circle 10 feet all around and the fire spreads 5 feet per round in all directions and it is capable of burning entire villages to the ground. This uses the Base Attack Bonus against the dodge bonus instead of the normal reflex save. Requirements: Uchiha, Mangekyo Heaven to Earth: Members of the uchiha clan with the ultimate form of sharingan can reverse genjutsu back at their opponent. Cp cost:30 (if their is a cost to continue the genjutsu per turn you must pay that cost.) Damage: N/A Speacial: If you survive the will save of a genjutsu you can send it back at the opponent. Will save: 20 + character level + charisma mod. Requirements: Uchiha, Mangekyo Jutsu: Ninjutsu- All basic academy JutsuGenjutsu 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 Konbi Henge (Combination Transformation) An advanced form of Henge no Jutsu (Transformation Technique), Konbi Henge is where both the users are transformed into one being. Cp cost: 30 "Divided to 15 between the users" Damage: N/A Requeriments: Henge no jutsu, both subjects most be willing to perform the jutsu. Training days: N/A 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. Fukumikuchi Hari (Hidden Mouth Needles) The user is able to summon forth needles into the mouth and then spit them out at their opponent with precise accuracy. Cp cost: 2 per needle Damage: Needle "Senbon" damage + chk mod instead of dex mod Requeriments: Dexterity 20+, Fuuin Jutsu 1 Training days: 5 days Special: You can only spit out an amount of needles equivalent to your level. Eg. you are level 7, so you can only spit out 7 needles. 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. 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. Katon: Gokakyu no Jutsu (Fire Release: Grand Fireball Technique) Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth. Cp cost: 30 Damage: 20 - 40 + chakra modifier. Reflex DC: 10 + Character level + chakra mod for half damage. Neutral 20 or surpassing the save by 10 means no damage. Requirements: Fire Affinity, Chakra 20+, Chakra Control 12 Training days: 7 days/ if Uchiha teaches you, 4 days Special: Uchihas learn this at young age. Katon: Hosenka no Jutsu (Fire Release: Mythical Fire Phoenix Technique) Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack. Cp cost: 15 + 3 per ball. Damage: 6 - 15 per ball that hits. Training: 7 days Requirements: Chakra Control 10 + 2 per ball. Special: If shuriken are hidden inside the fireballs, treat the shuriken attack as a Surprise Attack. 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. 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: 20 Damage: 30 - 45 + chakra mod. Requeriments: Water Affinity. Training days: 5 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: 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 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 bushin. Damage: Each bushin deals the same damage as you. Requeriments: Chakra 50+ Training days: Varies. Katon: Karyudan (Fire Release: Fire Dragon Missile) A huge blaze is blown to ignite the mud balls launched from Doton: Doryūdan (Earth Release: Earth Dragon Bullet), making it more devastating. Cp cost: 60 Damage: 20 - 50 + chakra mod per ball that hits Requeriments: Doton Doryuudan. Fire and Earth affinity. Training days: 20 days. Doton: Doryudan (Earth Release: Earth Dragon Bullet) Used in conjunction with Doton: Doryū Taiga (Earth Release: Earth Flowing River), this jutsu creates a likeness of a dragon's head that launches mud balls from its mouth onto the opponent. Cp cost: 50 Damage: 10 - 30 per bullet. Requeriments: Earth Affinity. Chakra 50+, used Doton: Doryu Taiga Training days: 15 days. Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet) Shoots an enormous ball of flame in the shape of a dragon from the user's mouth. Cp cost: 80 Damage: 120 - 250 + chakra mod. Requeriments: Fire affinity. Chakra 50+ Training days: 20 days. Katon: Ryuka no Jutsu (Fire Release - Dragon Fire Technique) After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object. Kawara Shuriken (Roof Tile Shuriken) Cp cost: 70 Damage: 100 - 200 Requeriments: Fire Affinity, Chakra 50 + Training days: 16 days. Suiton: Kokū no Jutsu (Water Release: Black Rain Technique) This jutsu creates a flammable black mist that forms a small cloud. The user can then move the cloud above their target and disperse it, covering the target in flammable oil. Cp cost: 10 Damage: N/A Requirements: Chakra Control 35 Training: 3 days Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique) A powerful attack that creates a huge current of water, usually in the form of a dragon, sent towards the target. Cp cost: 70 Damage: 200 - 450 + chakra mod. "Reflex Halfs" Requeriments: Water Affinity. chakra 40+ Training days: 20 Days. Katon: Haisekishō, (Fire Release: Ash Product Burning) Unlike other fire-based jutsu, this jutsu allows the user to breathe out a cloud of superheated ash capable of causing third-degree burns. Because it is ash and not flame, the ash remains in the air around the target, and therefore remains potent for a longer period. Cp cost: 50 Damage: 50 - 80, then 20 per turn (for two turns) Requirements: Fire Affinity Training: 7 days Special: Due to the cloud of ash its effects linger for 3 rounds (same as smoke bomb) Bunshin Daibakuha (Clone Great Explosion) This jutsu works in combination with the Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), and creates a Shadow Clone that will explode on command, potentially killing or injuring those caught in the blast. Cp cost: 4 per clone "To make explode" Damage: 10 - 16 + chakra mod per clone. Requeriments: Kage bushin no jutsu. Ninjutsu knowledge 50. Training days: 30 days Chidori (One Thousand Birds) A very powerful technique that requires a huge amount of chakra, which becomes visible around the user's hand. Once the hand has been charged, it is then thrust straight through the target. Due to the direct and obvious path the user of the technique must take to achieve an effective strike, a user of Chidori is left highly vulnerable to counterattacks and dodges. The technique can only be safely attempted by a ninja with the Sharingan or a similar countermeasure to defenses and attacks. Although it produces a distinctive sound and is by no means stealthy, Chidori has been classified as an assassination technique due to the incredible speed it requires and the devastating effect of a successful execution. Chidori is also usable more than once. The name Chidori comes from the sound the technique makes, which is said to remind the listener of the chirping produced by a thousand birds. Due to the high amount of chakra it requires, a ninja can only use Chidori a limited number of times per day. Attempting to use the technique more times than one's chakra allows will result in Chidori failing. Depending on how much chakra they draw on past their limits, it may paralyze, or kill the user (due to lack of chakra). The Chidori is also referred to as The Lightning Blade, Raikiri (雷切). Cp cost: 120 Damage: 200 - 400 +chakra mod. Requeriments: Lightning Affinity. Ninjutsu 80 Ranks. Training days: 30 days. Doton: Yomi Numa (Earth Release: Swamp of the Underworld) This technique turns a large area of land into a sinking swampland, making it impossible for anyone or anything in that area to move around or escape. Cp cost: 50 Damage: N/A Requeriments: Chakra 80+ Training days: 25 days. Special: Opponent starts to sink and is engulfed in 5 minutes (50 turns). Escape Artist DC is 75. Meisai Gakure no Jutsu (Hiding Camouflage Technique) This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however. Cp cost: 10 + 1 per round the jutsu is holded. Damage: N/A Requeriments: N/A Training days: 20 Roll: d20 + Chakra Control vs d20 + Spot Chidori Nagashi (One Thousand Birds Current) This jutsu allows user to project chakra from anywhere on his body, creating a Chidori-like effect. Can be used as a defensive technique, stunning multiple attackers within melee range similarly to the Raigeki no Yoroi (Lightning Armor). This jutsu can also be used offensively. Cp cost: 50 Damage: 50 - 120 all directions. Requeriments: Chidori. Knowledge ninjutsu 90 ranks. Lightning Affinity. Training days: 50 days. Hiru Bansho: Boka no Jutsu (Leech All Creation: Attack Prevention Technique) The user merges with or within a nearby object, taking on its properties, and avoiding any damage. Cp cost: 50 Damage: N/A Requeriments: Training days: 30 days Nan no Kaizo (Soft Physique Modification) Originally developed for spying activities, this technique can be done after some surgery and actual body modification. The user can then stretch and twist any parts of their body at any angle, elongating and allowing themselves to coil around their opponent, surprising them. This can also be used to make the user's body more malleable and snakelike. Cp cost: N/A Damage: your Damage Requeriments: Special Training. Training 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 + int. mod Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls Kori Shinchu no Jutsu (Sly Mind Affect Technique) Kori Shinchū no Jutsu is a Genjutsu which causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over. Cp cost: 40 Requirements: Genjutsu 30 Ranks Training days: 6 days. Will Save:10 + half user's level + int. mod Specials: For every other post that the jutsu remains in effect, subtract 30 MHp and 40 Hp for fatigue 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 quickly kill the opponent, preferably with a kunai. Cp cost: 60 Damage: 200 MHp Requirements: Genjutsu 50 Ranks Training days: 5 days. Will Save:15 + half user's level + int. mod Specials: If the Genjutsu is completely successfull, the Victim passes out for 1 turn, being the mind believes they have been "killed" To remain consious, roll a Fortitude Check. If fortitude check is succesfull, victim remains concious. 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: 75 Requirements: Genjutsu 45 Ranks Training days: 5 days. Will Save:15 + half user's level + int. mod Shi no Kumi no Jutsu (Death Foreseeing Technique) This jutsu is much like the Temporary Paralysis Technique, but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress. Cp cost: 170, 15 per turn after to keep it up Damage: 300- 400MHp, 70 per turn continual damage after initial shock Requirements: Genjutsu 60 Training: 10 days Will Save:20 + half user's level + int. mod Special: -5 to fortitude and intellgience checks 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. Sennen Goroshi (One Thousand Years of Death) A very simple Taijutsu technique with a very over-dramatized name. A technique in the one plunges the user's fingers into the vicinity of the victim's rectal regions. However, the true meaning of the jutsu was mainly to use a pointed object (usually a kunai), in order to attack the blind-spot of the enemy. When combined with explosive seals, it can even damage Gaara in his semi transformed mode. Damage: 10 - 20 + str. Requirements: "Sick mind ?" Training days: 0 Hayabusa Otoshi (Peregrine Falcon Drop) While using the Sharingan, the user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground. Damage: Taijutsu damage and strength x 4 Requirements: Must droop yourself from a really high place along the enemy. Enemy recives extra 2 points of damage per 5 feet. Training days: 2 days. Konoha Reppu (Leaf Gale) Using their quickness and agility, the user performs a spinning kick to sweep their opponent off their feet. Damage: Taijutsu damage. Requirements: Gouken style fighting. Training days: 10 days. Special: "With this technique you can hit all enemies around you in melee." Konoha Senpu (Konoha Hurricane) This Jutsu is mainly a set-up one, and consists of kicking the opponent high into the air, thus leaving them vulnerable to a subsequent more powerful attack (usually Kage Buyō, Shadow of the Dancing Leaf). Damage: Taijutsu damage Requirements: Goukken Taijutsu 12 Ranks. Training days: 10 days This technique reduce opponent Dodge bonus - 5. Summoning Contract- ~Stats~ In game stats: All elements. 1 skill per level in genjutsu, +10 intimidate, seduction LV. 55 Experience: Hp: 1210 Cp: 1540 MHp: 1375 Strength: 26 | mod = 8 Dexterity: 54 | mod = 22 Constitution: 35 | mod = 12 Intelligence: 100 | mod = 45 Wisdom: 40 | mod = 15 Charisma: 30 | mod = 10 Chakra: 60 | mod = 25 Dodge Bonus: 47 ( 82) Base Attack Bonus: 55 Attack Melee: 63 (98 )Attack Ranged: 77 (112)Base Save Bonus: 27 Fort: 40 Rex: 49 (64)Will: 42 (72)Damage: Taijutsu: 95-106 (99-110)Katana:34-43 Ninjutsu damage: add 189 (193)Genjutsu damage or dc: 80 (90)~Skills~ 2475 Dark red=in game stats red= sharingan stats Swim: (Str)13 Balance: (Dex)22 Escape Artist: (Dex)100+22 Hide: (Dex)22 Move Silently: (Dex)22 Sleight of Hand: (Dex)22 Tumble: (Dex)22 Use Rope: (Dex)22 Concentration: (Con)20+12 Chakra Control: (Int)50+45 Craft: (Int)45 Disable Device: (Int)45 Forgery: (Int)45 Knowledge: (Int)45 Repair: (Int)45 Research: (Int)45 Search: (Int)10+45+ 55Alchemy: (Wis)15 Listen: (Wis)15 Read Lips: (Wis)15+ 55Sense Motive: (Wis)300+15+ 55Spot: (Wis)300+15+ 55Survival: (Wis)15 Treat Injury: (Wis)15 Bluff: (Cha)10 Diplomacy: (Cha)10 Disguise: (Cha)10 Gather Information: (Cha)50+10 Handle Animal: (Cha)10 Intimidate: (Cha)25+10+ 10Innuendo: (Cha)10 Perform: (Cha)10 Seduction: (Cha)20+10+ 10Ninjutsu: (Chk)800+25+ 20Genjutsu: (Int)300 +45+ 55+50Taijutsu: (Str)400+13+ 20Fuuin Jutsu: (Int)45 Kawarimi: Kunai: Shuriken: Ninja Weapons: 100 Sneak Attack: ~Possessions~ Money: Ryo: 500 Equipment: Black ANBU outfit Modified Three Scrolls: All his items are held inside except his sword and outfit. Katana: The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at faster speed than any other sword created by man, the sword itself is both hard and light and can cut through almost anything with ease. Unfortunately it is large and so is cumbersome to fight with in small rooms. Damage: 1 - 10 + str. mod. Range: Melee. Hunter Disposal Kit: Hunter ninja will track down and kill any ninja who commit crimes and flee their village. After kiling the criminal, they will dispose of the body to prevent any of the village's secrets from falling into enemy hands. ValuablesA necklace that is shaped like a black star. It is the second half of the key to open the seal placed upon the Labrynth under Oto castle. It marks one of two Oto Gaurdians and was given to him by a former Otokage. A kunai that has best friends always written on it.
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Posted: Tue Mar 22, 2011 4:52 am
~Character Data~ Name: Yakushi Lorraine Village: Oto Missing nin Clan/Bloodline: Yakushi clan traitor, Otobe Mercenary Element Affinity: Earth, Fire Age: 32 Gender: Feale Rank: Jounin ~Appearance~ Headband: Sound Physical Description: Background: Lorraine has always been known as an interesting ninja, since young she has been shown to be a great clan member. With great intelect and amazing agility she is cunning and fearce. Being a yakushi clan member, her skin is a little bit shinier than most skins, her fangs are known through the whole yakushi clans as the great fangs, and her poison is known to be deadlier than most poisons. Her background and were she was raised is still unknown, but at the age of 18 she was going to be elected as the new Clan leader (One of the youngest there would have ever been) but because of her best friend (who knew of her dark side) she lost the oportunity to be this great leader. With wrath in her heart she killed three yakushi clan members and set out to kill her dearest friend, and succeeded. She was later asked to join the Otobe clan, and with still more wrath in her heart against he own kind, she joined without a second thought. Personality: Lorraine is cunning and fierce, she takes no bullshit from no one and goes directly to the point. If she ever finds an opponent worthy of her attention she will make sure to ask his/her name to honor his/her death. Other: Her best friend was Yakushi Lehran's mother. 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. 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. Name: Toxic Poison Description: You activate your Toxic Poison sack inside your body. Your veins are now running this poison to your claws and fangs. Whenever you hit a Poison Strike Taijutsu you will add this effect to the target. Rank: C Cp Cost: 40 Attack Turns: 2 Fort DC: (Target rolls; 1D20 + Base save + Const mod) – Users Alchemy + Half Chakra Control (If rolled 20 the user automatically resists poison) Damage: 20 + Int mod + 2 per 10 ranks in alchemy (for five turns) Requirements: Int 20, Chakra control 20, Alchemy 25, Yakushi clan member Training: 4 Stages I: Alchemy DC 35 You need to study your own body through scripts of the clan and discover how the poison works. II Int DC 30, learn the hand signs and use them rapidly III Chakra Control DC 30 You need to control your bodies chakra to release the poison into your blood stream to your claws and fangs IV Int DC 35 Now that your claws and fangs produce the poison you need to learn how to force it out, and practice when to force it out. In other words make sure to force the big amount of poison exactly when you strike. Special: This move must first be activated before used as a taijutsu strike. This effect can only be used once every 2 turns (You need to reproduce the poison). Poison damage is done after the opponent makes a move. Owner: Simpashia Name: Paralyze Poison Description: You activate your Paralyze Poison sack inside your body. Your veins are now running this poison to your claws and fangs. Whenever you hit a Poison Strike Taijutsu you will add this effect to the target. Rank: B Cp Cost: 80 Attack Turns: 4 Fort DC: (Target rolls; 1D20 + Base save + Const mod) – Users Alchemy + Half Chakra Control (If rolled 20 the user automatically resists poison) Requirements: Int 25, Chakra control 25, Alchemy 35 Training: 4 Stages I: Alchemy DC 45 You need to study your own body through scripts of the clan and discover how the poison works. II Int DC 35, learn the hand signs and use them rapidly III Chakra Control DC 35 You need to control your bodies chakra to release the poison into your blood stream to your claws and fangs IV Int DC 40 Now that your claws and fangs produce the poison you need to learn how to force it out, and practice when to force it out. In other words make sure to force the big amount of poison exactly when you strike. Special: Paralyze the target for 5 turns. This move must first be activated before used as a taijutsu strike. This effect can only be used once every 3 turns (You need to reproduce the poison). Owner: Simpashia Name: Slow Poison Description: You activate your Slow Poison sack inside your body. Your veins are now running this poison to your claws and fangs. Whenever you hit a Poison Strike Taijutsu you will add this effect to the target. Rank: B Cp Cost: 80 Attack Turns: 4 Fort DC: (Target rolls; 1D20 + Base save + Const mod) – Users Alchemy + Chakra Control (If rolled 20 the user automatically resists poison) Requirements: Int 25, Chakra control 25, Alchemy 35 Training: 4 Stages I: Alchemy DC 45 You need to study your own body through scripts of the clan and discover how the poison works. II Int DC 40, learn the hand signs and use them rapidly III Chakra Control DC 40 You need to control your bodies chakra to release the poison into your blood stream to your claws and fangs IV Int DC 35 Now that your claws and fangs produce the poison you need to learn how to force it out, and practice when to force it out. In other works make sure to force the big amount of poison exactly when you strike. Special: Cuts strength, and dex by x0.7 for 5 turns. This move must first be activated before used as a taijutsu strike. This effect can only be used once every 3 turns (You need to reproduce the poison). Owner: Simpashia Name: Deadly Toxic Poison Description: You activate your Deadly Toxic Poison sack inside your body. Your veins are now running this poison to your claws and fangs. Whenever you hit a Poison Strike Taijutsu you will add this effect to the target. Rank: A Cp Cost: 120 Attack Turns: 4 Fort DC: (Target rolls; 1D20 + Base save + Const mod) – Users Alchemy + Half Chakra Control (If rolled 20 the user automatically resists poison) Damage: 40 + Int mod + 2 per 10 ranks in alchemy (For 5 turns) Requirements: Int 40, Chakra control 40, Alchemy 45, Yakushi clan only Training: 5 Stages I: Alchemy DC 60 You need to study your own body through scripts of the clan and discover how the poison works. II Int DC 50, learn the hand signs and use them rapidly III Chakra Control DC 50 You need to control your bodies chakra to release the poison into your blood stream to your claws and fangs IV Int DC 50 Now that your claws and fangs produce the poison you need to learn how to force it out, and practice when to force it out. In other works make sure to force the big amount of poison exactly when you strike. V Alchemy DC 60, this is a strong poison that even your body shouldn’t be producing, you need to use your knowledge in alchemy to produce other poisons and calm it down before it takes effect on your body Special: This move must first be activated before used as a taijutsu strike. This effect can only be used once every 4 turns (You need to reproduce the poison). Poison damage is done after the opponent makes a move. Owner: Simpashia Katon: Ryuka no Jutsu (Fire Release: Dragon Fire Technique) After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object. Cp cost: 150 Dice Rolls: 5 Damage: 100 - 160 + chk mod Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu Requirements: Fire Affinity, Chakra Control 35, Ninjutsu 30 Training: 4 stages. Stage I: Chakra Control DC 45 Careful control of the flame is needed to ensure it travels as quickly along the thin object as possible. Stage II: Chakra DC 22 {d20 + chk mod} Increase the potency of the flame. Stage III: Chakra Control DC 47 After mastering control of a small flame, move to make the flame larger. Stage IV: Ninjutsu DC 42 Combine the previously learned elements. Special: If the enemy is trapped by any line of wire or any kind of solid item that might conduct the fire the victim loses the ability to make a reflex save. Doton: Doryuudan (Earth Release: Earth Dragon Bullet) This technique creates a likeness of a dragon's head that launches mud bullets from its mouth onto the opponent. Cp cost: 120 Dice Rolls: 5 Damage: 82 – 190 Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu Requirements: Earth Affinity, Chakra Control 40, Ninjutsu 38 Training: 5 stages Stage I: Chakra Control DC 50 Create the dragon. Stage II: Chakra Control DC 53 Make the dragon launch mud bullets. Stage III: Chakra DC 28 {d20 + chk mod} Increase the potency of the mud bullets. Stage IV: Ninjutsu DC 48 Increase the speed and improve the aim of the projectiles. Stage V: Ninjutsu DC 53 Combine all previously learned elements. Special: Can be combined with Katon: Karyuudan for extra damage. Katon: Karyudan (Fire Release: Fire Dragon Missile) A huge blaze is blown to ignite the mud balls launched from Doton: Doryūdan (Earth Release: Earth Dragon Bullet), making it more devastating. Cp cost: 65 Dice Rolls: 4 Damage: Read special. Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu Requirements: Fire Affinity, Chakra Control 42, Ninjutsu 40, Doton: Doryuudan (Earth Release: Earth Dragon Bullet). Training: 3 stages Stage I: Chakra Control DC 52 Generate the flame from within you. This time the focus is not on accuracy or control but on sheer power. Stage II: Chakra Control DC 55 Make sure the flame is hot and potent enough to ignite the mud balls launched by Doton: Doryuudan. Stage III: Ninjutsu DC 55 Combine the previously learned elements. Special: Increases Doton: Doryuudan damage by 50%. Medical Ninjutsu- Name: Power Hormones Description: You inject a friendly target with power hormones. All of their muscles have flexed and have bulked up to be strong. He feels a rush of energy improving his physical power. Rank: B Cp Cost: 80 Damage: 3 Damage from strike Requirements: Int 35, Chakra control 30, Alchemy 30, Treat Injury 25, yakushi clan member Training: 4 Stages Stage I Alchemy DC 40; Study the anatomy of your body to discover the poison within. Stage II Chakra Control 45, Control the chakra in your body to activate this poison. Stage III Treat Injury 35; Research about human anatomy to know were good veins are to absorb the poison. Use a practice dummy. Stage IV Int 45; Practice the hand signs for the jutsu to be complete. Special: The targeted user’s strength, and dex are increased by 1.5x for three turns. This effect can only be used once every 3 turns (You need to reproduce the poison). Owner: Simpashia Genjutsu- Taijutsu- Name: Style: Poison strike Taijutsu Description: Taijustsu style were the user uses its claws and fangs for attacking, it requires a lot of dexterity and stealthy attacking since it has to give a good stab or scratch to be able to inflict the poison needed. The users of this taijutsu make a lot of movement and attempt to strike at the right moment. Rank: C Damage: 3-8 + Dex mod + 1 per 10 ranks in taijutsu Requirements: Dex 20, Taijutsu 15, Sneak attack 15, yakushi can member Training: 3 Stages Stage I: Taijutsu DC 25, you are practicing your strike on the target by hitting a punching bag with your claws and fangs. Stage II: Sneak Attack DC 25, you are attempting to increase your speed and movement to make sure you have clean shot. Stage III: Dex DC 25, you want to land a clean strike and you use your speed to do this, rather than your strength. Special: Whatever type of poison is activated has an added effect on the target after being hit. Owner: Simpashia Summoning Contract- ~Stats~ LV. 30 Experience: XX/XX Hp: 10 + 21 (30) = 930 Cp: 3 + 30 (30) = 990 MHp: 10 + 16 (30) = 780 Strength: 12 + 10 = 22 – 10 /2 = 6 Dexterity: 12 + 30 = 52 – 10 /2 = 21 x 1.3= 27 Constitution: 12 + 50 = 72 – 10 / 2 = 31 x0.7= 21 Intelligence: 12 + 90 = 102 – 10 / 2 = 46 x 1.3= 59 Wisdom: 12 + 30 = 42 -10 /2 = 16 Charisma: 12 – 10 /2 = 1 x 0.7= 0 Chakra: 12 + 58 = 70 – 10 / 2 = 30 Dodge Bonus: 10 + 16 + 21 = 47 Base Attack Bonus: 30 Attack Melee: 36 Attack Ranged: 57 Base Save Bonus: 15 Fort: 36 Rex: 42 Will: 31 ~Skills~ Ninja Skills [Mundane] ((Modified By)): Acrobatics (Dex): 30 Alchemy (Int): 50 Awareness (Wis): Athletics (Str): Chakra Control (Int): 50 Concentration (Con): 30 Craft (Int): Diplomacy (Cha): Escape Artist (Dex): Handle Animal (Cha): Innuendo (Cha): Intimidate (Cha): Perform (Cha): Read Lips (Wis): Seduction (Cha): Sense Motive (Wis): Sleight of Hand (Dex): Stealth (Dex): 10 Survival (Wis): Treat Injury (Int): 40 Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons (Melee): Ninja Weapons (Ranged): Taijutsu: 20 Ninjutsu: 50 Medical Ninjutsu: 30 Genjutsu: Fuuin Jutsu: Sneak Attack: Puppet Play: ~Possessions~ Valuables Best friend’s locket
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