User-name: ProtoXtreme
Posting: Fast, like a forest fire
Time zone: EDT
~Character Data~
Name: Hakumei-Shizimu Hanafubuki “Hana” (Hakumei=sunset, Hanafubuki=falling cherry blossoms)
Village: Hidden Sand (Sunagakure); Currently residing in Hidden Sound (Otogakure)
Clan/Bloodline: Shizimu / Mirashinme (Mirror Truth Eye)
Element Affinity: Fire/Lightning
Age: 15
Gender: Female
Rank: Chuunin
~Appearance~
Headband: She wears the Otogakure forehead protector like Kakashi (except her headband is slanted over her right eye instead of her left). This is because her right eye holds her doujutsu and others shouldn’t ever meet direct eye contact with that eye. Even if eye contact wasn’t intentional, the person gazing into her doujutsu will be forced to rewitness the worst moments of their lives.
Height: 5’6
Weight: 95 Ib
Hair: Dark, lovely shade of red
Eyes: Left eye is a lovely, pale-golden colour with hints of fiery red much like glowing ambers. Her right, doujutsu bearing eye is normally a colourless white similar to the Byakugan but with the kanji for truth inscribed in the center in silvery-gray. When used, the symbol fades and the eye reflects to take on the colour of the opponent’s eyes.
Physical Description: Hanafubuki has long, wavy dark-red hair that cascades to her waist. She has long bangs that fall over her forehead and sidebangs that reaches past her chin framing her face. Unlike most members of her clan, Hana’s skin is pale but not a deathly pallor like Orochimaru’s (more close to an Uchiha’s or a Hyuuga’s paleness) as that is a trait of the tiny fraction of doujutsu bearers in her clan.
Clothing: Refer to the picture below.
Background: After the many years of chaos following the murder of the Shizimu clan leader, another Shintaku-sama (oracle, or so their title to the bearers of the Mirashinme) was born. That was Hakumei Hanafubuki, or back then still Shizimu Hanafubuki. But Hana was a girl and traditionally female bearers of the bloodlimit (while still holding the title of Shintaku-sama) were not allowed to take leadership the clan. Additionally, her parents were from the poorest tribe (this clan is arranged by seven tribes) of the clan. Nevertheless, her parents fought fiercely for Hana’s birthright.
Unfortunately, the clan elders did not have long to debate this as one day the Wind Master invaded and took over Suna. Most of the clan has fled in different directions and Hana’s family took her to Otogakure. Even though Oto was a Fifth Dawn village, at least it was peaceful. There, Hana and her family lived unbothered, not knowing that before the clan’s scattering, the elders had planned for the assassination of both her and her parents. Around the end of last year, on a trip back from visiting Takigakure, her parents were killed by ‘bandits’. Hana won’t discover the truth until several months later, when another attempt was made on her life that her clan was behind the assassinations. Furious, Hana uses her doujutsu to force the assassin to be paralyzed by fear before slitting his throat with a knife. From that day on, Hana severs her bond with her clan and her original village by giving herself the last name Hakumei (meaning sunset and symbolizing her vow to one day destroy her clan).
As of current, it was rumored that another clansmember whom possess the Mirashinme is the clan leader (this would eventually prove to be a lie as this ‘Shintaku’ never showed his Mirashinme to anyone). Even though Hana is the rightful clan head, she has no desire to use her powers to protect a cruel clan that killed her family. And as of now, she trains harder than ever so that someday she could pay back the elders for destroying her family - by decimating the clan and sending them into the pages of history.
Personality: Due to her tragic history, Hanafubuki tends to be emotionally distant, preferring to keep others away rather than letting them try to understand her. Simply put, after her clan’s betrayal, Hana does not want to trust again, only to let that trust be broken. While she spends most of her time training and studying, at her leisure Hanafubuki would quietly meditate to soothe the many different matters tormenting her mind. Partly due to the fact that Hana doesn’t share her feeling with others, many times she would just fade into the background or at certain times she can be especially cruel when lashing out against others. If you don’t have any business with Hana, it is best if you don’t talk to her. She may be polite in speech (but implies quite rude meanings) and masks her feelings quite well against superiors but she can be quite mean at many a number of times.
Partly due to the kindness the old Otokage has shown to her, Hana shows the new Otokage quite a considerable amount of respect, not just because of his rank or simply as a memorial to the former kage whom welcomed her family into Oto. Also, since the new Otokage had also shown much kindness towards her, giving her a home as she cannot return to Suna, Hana is absolutely loyal to Shou, not in a mindless manner but actually backed by reason. At her leisure, Hana spends quite some time writing calligraphy and drawing, sometimes painting works depicting Otogakure or sketches of animals and nature in general. She also has quite a lovely voice when she sings, even if it’s rare that she does except in the saddest occasions.
Other: Hana does not share her specific likes or dislikes with others. She would utilize what’s available with absolutely no complaints, because she understands an important part of being a shinobi is to relinquish material comforts.
Missions: S: 0
A: 0
B: 1
C: 0
D: 0
Jutsu: Ninjutsu: Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Rank: E
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.
The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Rank: E
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.
Rank: E
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.
Rank: E
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Rank: E
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.
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.
Rank: D
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.
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.
Rank: C
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. This does not mean that Uchiha starting out will have this 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.
Rank: C
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.
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.
Rank: A
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)
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.]
Rank: C
Cp Cost: 10 per round
Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal.
Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12)
Training: 8 days
Genjutsu: Taijutsu: Gouken (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.
Rank: E
Damage: Increases normal taijutsu damage to 5-12
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.
Tsutenkyaku (Painful Sky Leg)
Description: 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.
Rank: C
Damage: Double taijutsu damage.
Requirements: Taijutsu 35 Ranks
Training: 6 days
Special: Unless the opponent can pass a Tumble check of the attacker's attack roll, he is winded for the next turn.
Summoning Contract: None
~Stats~
LV. 15
Experience: 489/500
Hp: 225
Cp: 330
MHp: 285
Strength: 30 | mod = +10
Dexterity: 22 | mod = +6
Constitution: 20 | mod = +5
Intelligence: 28 | mod = +9
Wisdom: 28 | mod = +9
Charisma: 10 | mod = +0
Chakra: 49 | mod = +19
Dodge Bonus: 25
Base Attack Bonus: 15/10/5
Attack Melee: 25/20/15
Attack Ranged: 21/16/11
Base Save Bonus: 7
Fort: 12
Rex: 13
Will: 16
Damage: Taijutsu: 1 - 6 + 10 (+
cool = 11 - 24
Kunai: (stabbing) 1 - 3 + 10 = 11 - 13 / (throwing) 1 - 4 + 6 = 7 - 10
Shuriken: 1 - 2 + 6 = 7 - 8
Senbon: 1 - 2 + 6 = 7 - 8
Katana: 1 - 10 + 10 (+8 Taijutsu) (+2 Ninja Weapon Katana) = 11 - 30
~Skills~
Chakra Control: (Int) 9+8=17
Ninjutsu: (Chk) 19+60=79
Genjutsu: (Int) 9+0=9
Taijutsu: (Str) 10+30=40
Swim: (Str) 10+0=10
Balance: (Dex) 6+0=6
Escape Artist: (Dex) 6+0=6
Hide: (Dex) 6+0=6
Move Silently: (Dex) 6+0=6
Sleight of Hand: (Dex) 6+0=6
Tumble: (Dex) 6+0=6
Use Rope: (Dex) 6+0=6
Concentration: (Con) 5+0=5
Craft: (Int) 9+0=9
Disable Device: (Int) 9+0=9
Forgery: (Int) 9+0=9
Knowledge (History): (Int) 9+0=9
Knowledge (Life Science): 9+13=22
Knowledge (Anatomy): 9+10=19
Repair: (Int) 9+0=9
Research: (Int) 9+0=9
Search: (Int) 9+0=9
Listen: (Wis) 9+0=9
Read Lips: (Wis) 9+0=9
Sense Motive: (Wis) 9+0=9
Spot: (Wis) 9+0=9
Survival: (Wis) 9+0=9
Alchemy: (Wis) 9+0=9
Treat Injury: (Wis) 9+26=35
Bluff: (Cha) 0+0=0
Diplomacy: (Cha) 0+0=0
Disguise: (Cha) 0+0=0
Gather Information: (Cha) 0+0=0
Handle Animal: (Cha) 0+0=0
Intimidate: (Cha) 0+0=0
Innuendo: (Cha) 0+0=0
Perform Flute: (Cha) 0+0=0
Perform Song: (Cha) 0+0=0
Perform Dance: (Cha) 0+0=0
Seduction: (Cha) 0+0=0
Fuuin Jutsu: (Int) 9+0=9
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapon (Katana): (Str) 10+0=10
Sneak Attack: 0
~Possessions~
Money: Ryo: x1500
Equipment:Kunai: The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be throw to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 3 + Str. mod. In melee
Damage (ranged): 1 - 4 + Dex. mod.
Range: Melee or Ranged 50 Ft.
Special: Can be used in both melee and ranged combat.
Amount: x20
Shuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal.
Damage: 1 - 2 + Dex. mod.
Range: 40 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."
Amount: x50
Senbon: The senbon was first used by doctors in acupuncture, it was then adopted by ninja and Hunter-nins to hit points on the body to cause death, deaden limbs or cause their target to fall unconscious.
Damage: 1 - 2 + Dex. mod.
Range: 30 ft.
Special:
Amount: x50
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.
Amount: x1
Possessions: Wooden flute
------------------------------------------------------------------------------------------------------------------------------------------------------------------------
User-name: ProtoXtreme
Posting: Fast, like a forest fire
Time zone: EDT
~Character Data~
Name: Uchiha Akeru “Aki” aka Sento Reimei (Akeru=to dawn, Sento Reimei=first dawn)
Village: Hidden Leaf (Konohagakure); Currently residing in Hidden Sound (Otogakure)
Clan/Bloodline: Uchiha / Sharingan
Element Affinity: Fire (all elements)
Age: 12
Gender: Male
Rank: Academy Student
~Appearance~
Headband: No headband. Not a graduate. =)
Height: 5’2
Weight: 80 Ib
Hair: Raven-haired
Eyes: Hazel (varies colours under different lighting)
Physical Description: Like most Uchihas, Akeru inherited raven-hair, dark eyes, and pale skin. And like most Uchiha males, Akeru is a “pretty boy”. He is fairly tall for his age but with his neat hair, large eyes with long lashes, Akeru’s looks are leaning quite heavily on the feminine side. Teasing him occasionally about his looks is alright but if you overdo it, he’ll get depressed.
Clothing: Usually, he wears a sleeveless, black fishnet shirt with a high-collared black vest above and matching black armguards (at his elbows). Below, Akeru dons loose black shorts. He wears the traditional shinobi sandals. A black leather belt with a pouch for carrying shurikens, kunais, and scrolls is wrapped twice around his waist. The only thing that strangely can’t be found anywhere on his clothing is the Uchiha clan symbol.

Background: At first glance, one would not be able to distinguish Akeru as an Uchiha. With his gentle smile and peaceful nature, who would’ve guessed that he was part of that famous, if not somewhat tragic clan from Konoha? And Akeru, despite his born genius, does not wish to be hailed as an Uchiha but rather as a normal, hardworking shinobi. In fact, he even resides in Oto under a different name, Sento Reimei, while begging his cousin and current head of family Saiya to not tell his classmates. Perhaps it was this very reason why he couldn’t activate the Sharingan even if he wanted to.
Akeru had a fairly happy childhood, with his father, mother, and older brother. But his father was an extremely talented shinobi and soon became obsessed with unlocking the Mangkeryou. He went as far to murder his own wife in his greed. He was able to gain the Mangkeryou from killing someone even dearer to him than a close friend but to gain more power, to perfect the Mangkeryou, he had to kill his two children. Akeru’s older brother, who was already a rookie Jounin at that time, died holding his father back and stalling for his little brother’s life. His father was going to kill Akeru but the clan elders were able to arrive on the scene, thus forcing the boy’s father to flee. The event would permanently emotionally scar Akeru and he came to fear the Sharingan, going as far as feeling repulse upon simply seeing the doujutsu.
Even with all the elders’ attempts at helping the boy out of his depression, they were not able to ever recover Akeru’s former fondness of the clan. Hoping it would do him some good, they sent him to Oto, where he would live with his cousins, Saiya and Kira. His happy smile became a way for him to mask his sadness but living under a different name made him feel happier despite being constantly reminded by his family that a lie can never help him heal old scars. Akeru does not know of what had befallen Konoha but he did love the village dearly, so perhaps one day the incentive of helping the rebel forces drive the Fire Master out may impel him to learn to need his bloodlimit (since unlike the Hyuugas, the Uchihas have to need their bloodlimit, not simply wanting).
Personality: Akeru is incredibly intelligent but unfortunately, he rarely puts his genius to good use. In fact, even with the so called Uchiha grace, he’s quite clumsy. He enjoys observing nature and meditating, as well as being fiercely protective of others, especially of his cousins, Saiya and Kira. On the general outlook, he’s not much of a shinobi, considering that he despises killing and destruction. However, when challenged to protect his way of life, a lot like Hector in the Illiad, Akeru would gladly put his life on the line for his village. He misses Konoha but never complains about it. His greatest wish is to become accepted and hailed for his own abilities, not for his clan’s bloodlimit. Personality-wise, Akeru is also not stuck up at all. Kind and soft spoken, he gets along easily with his classmates. In fact, he spends a lot of time worrying if he’ll even pass the Academy. His sweet and kind nature is generally what attracts other to him and perhaps even lessening the severity of the stereotypes generally placed upon his clan.
Other: Akeru is notably quite selfless and even ends up doing stupid things in the effort to help the ones he cares about. He would put himself in danger without another thought, not considering how those whom care for him would feel if he had gotten injured or killed. Most notably, he had come to care a lot for one of his classmates, the blind and death Yubei Rosie and struck up a brotherly friendship with a fellow Uchiha, by the name of Kaisude.
Missions: S: 0
A: 0
B: 0
C: 0
D: 0
Jutsu: Ninjutsu:Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Rank: E
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.
The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Rank: E
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.
Genjutsu: Taijutsu: Summoning Contract: None
~Stats~
LV. 2
Experience: 83/110
Hp: 20
Cp: 12
MHp: 20
Strength: 6 | mod = -2
Dexterity: 11
+ 4 | mod = +2
Constitution: 11 | mod = +0
Intelligence: 15
+ 6 | mod = +5
Wisdom: 10 | mod = +0
Charisma: 7 | mod = -2
Chakra: 17 | mod = +3
Dodge Bonus: 12
Base Attack Bonus: 1
Attack Melee: -1
Attack Ranged: 3
Base Save Bonus: 0
Fort: 0
Rex: 2
Will: 0
Damage: Taijutsu: 1 - 6 + -2 = 1 - 4
~Skills~
Chakra Control: (Int) 5+4
+10=19
Ninjutsu: (Chk) 3+0=3
Genjutsu: (Int) 5+2
+2=9
Taijutsu: (Str) 0+0=0
Swim: (Str) 0+0=0
Balance: (Dex) 2+0=2
Escape Artist: (Dex) 2+1=3
Hide: (Dex) 2+0=2
Move Silently: (Dex) 2+0=2
Sleight of Hand: (Dex) 2+0=2
Tumble: (Dex) 2+0=2
Use Rope: (Dex) 2+0=2
Concentration: (Con) 0+0=0
Craft: (Int) 5+0=5
Disable Device: (Int) 5+0=5
Forgery: (Int) 5+0=5
Knowledge: (Int) 5+0=5
Repair: (Int) 5+0=5
Research: (Int) 5+1=6
Search: (Int) 5+1=6
Listen: (Wis) 0+0=0
Read Lips: (Wis) 0+0=0
Sense Motive: (Wis) 0+0=0
Spot: (Wis) 0+0=0
Survival: (Wis) 0+0=0
Alchemy: (Wis) 0+0=0
Treat Injury: (Wis) 0+0=0
Bluff: (Cha) 0+0=0
Diplomacy: (Cha) 0+0=0
Disguise: (Cha) 0+0=0
Gather Information: (Cha) 0+0=0
Handle Animal: (Cha) 0+0=0
Intimidate: (Cha) 0+0
+10=10
Innuendo: (Cha) 0+0=0
Perform Flute: (Cha) 0+1=1
Perform Dance: (Cha) 0+1=1
Seduction: (Cha) 0+0
+10=10
Fuuin Jutsu: (Int) 5+0=5
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapons: 0
Sneak Attack: 0
~Possessions~
Money: Ryo: x0
Equipment: -----
Possessions: Wooden flute
------------------------------------------------------------------------------------------------------------------------------------------------------------------------
User-name: ProtoXtreme
Posting: Fast, like a forest fire
Time zone: EDT
~Character Data~
Name: Odoriko Yuumei “Yue” (Yuumei=light and dark) ‘Crimson Scion of Oto’
Village: Hidden Waterfall (Takigakure); Currently residing at Hidden Sound (Otogakure)
Clan/Bloodline: Odoriko
Element Affinity: Wind/Fire
Age: 22
Gender: Female
Rank: Sannin
~Appearance~
Headband: She has headbands from both Kumogakure and Otogakure. But because of her current status as a wandering ninja (hermit), she wears neither of them. Later on, after she returns to Otogakure, Yuumei will begin wearing her Oto headband once more (like Hinata, around her neck).
Height: 5’7
Weight: 120 Ib
Hair: Dark-brown
Eyes: Crimson-red
Physical Description: Yumei usually has her extremely long but neat dark-brown hair down and flowing. Her long hair does not bother her but on long missions, she would tie it into a low, flowing ponytail (like Itachi’s), so that on the rare occasion she has to kill, blood would not ruin her hair. Her long, dark bangs fall over her forehead and she has long sidebangs that reaches way past her chin, framing her face. Yuumei has a normal complexion, though considered a bit on the pale side. Like the rest of the Odoriko clan, Yuumei has a slim, alluring figure and beautifully set features. She is certainly more modest than her relatives and chooses to expose meager amounts of skin. Obviously, she herself doesn’t realize her own beauty and thus does not know how to utilize it to the fullest advantage.
Clothing: Refer to the picture below.
Background: Yuumei was born to the Odoriko faction residing within Takigakure, with one older sibling, her sister Sayuri, whom she used to look up to as a child. Even though Yuumei was raised in Taki, she had never learned to grow fond of her home village. Quite the contrary, in fact, as much later Yuumei even expressed much contempt and disgust at Taki’s willingness to house dangerous missing-nin other villages searched to eliminate for the good of all. This conviction was later strengthened by her own sister’s betrayal in choosing to serve the Fifth Dawn and thus becoming recognized as a potentially dangerous nuke-nin.
When she was six years old, Yuumei’s parents brought her and her sister Sayuri to the village of Kumogakure, in hopes of living a secluded life away from the political struggles between Taki and the larger shinobi villages. Life passed by quietly, and Yuumei gradually came to love Kumo. And it was here, in the forest around Kumo, that she discovered an injured white tiger cub caught in one of the traps set by the village shinobi. She freed the cub, brought him home, and nursed him back to full health, feeding the cub food from her own plate. The tiger would later become her greatest (and closest companion) during her years as a wandering Sannin.
While there were occasional rumors of troubles between the other villages and the Fifth Dawn, Yuumei could hardly be bothered, living happily in Kumo with her family. After gaining the Genin rank in the village Academy, there was hardly anything missing from her life. She was talented, but compared to her sister Sayuri, Yuumei simply fades into the background. However, Yuumei had no idea of her sister Sayuri’s early involvement with the Fifth Dawn, which began around her sister’s early Jounin years during the family’s stay in Kumo. Yuumei was suspicious when Sayuri insisted that the family move to Oto instead so she could complete her Jounin training and become an ANBU. Her parents were reluctant, but they came to Oto anyways and lived under the rule of the very Otokage whom would later turn on his own village. Here in Oto, Yuumei became recognized as a Chuunin and her sister ascended the ranks of ANBU quickly, eventually becoming Sannin. In truth, Sayuri was charged with spying on Oto for the Fifth Dawn and served directly under the Otokage whom was fond of that missing-nin organization. Her parents were later killed during the kage’s attack on his own village, after his treachery was unveiled. Yuumei, whether it was fortunate or a curse, was out on an escort mission to the Fire Country during this time, so she did not know until her return to the village. When the Otokage was later assassinated by an ANBU group sent to track him down, Sayuri fled the village, leaving her sister behind.
Yuumei attempted to leave the village many times, but the new Otokage always stopped her, with the reasoning that a Chuunin could not do anything to stop a now dangerous nuke-nin Sannin. Upset and angered, Yuumei began training harder than ever, her cursed goal the only thought kept in mind. She became secluded, concerned only with growing strong, and abandoned her friends. It was during this period that she was presented as one of the two potential candidates for the Sannin Hatchi to train, the other being Tuyon. Hatchi refused to train Yuumei, seeing that she lacked qualities he wanted to see in his student, one being that she held no love for Oto and the other being that she was not concerned about the lives of others. That did not stop her, and she directed her hatred at both Hatchi and Tuyon, manifesting her anger in striving to outdo Tuyon in any of his accomplishments, even if it meant learning a field she once hated - medical ninjutsu. But as Yuumei’s extraordinary talent in the medical field grew increasingly apparent, she was constantly questioned as to why she refuses to save the lives of others so. Yuumei never quite answered that challenge.
The only clue Yuumei would later discover to finding her missing sister is retrieving the God’s Legacy Nodachi, Sei’on, twin sword to the God’s Legacy Nodachi, Scion, which her sister had stolen from Suna. The two swords were the prizes of Kirigakure, Scion having been stolen several generations ago. Sayuri’s fierce desire to unite the two swords was evident in the rumors Yuumei heard throughout her travels in her wandering years and so recovering the other sword would mean sooner of later her sister would show up for it. The second clue thus would be a certain Kiri clan whom descended from that very blacksmith whom forged the two swords, the Fubuki clan.
Yuumei would leave Oto upon becoming Jounin and traveled far and wide in search for her sister. At first, she wanted to avenge her parents as she had once directed the blame at Sayuri but eventually her search died down to a quiet love for her sister, the same love she held for her older sibling during her younger years. As time passed, the wretched girl searching for her lost sister blossomed into an extraordinarily beautiful young woman, began wielding the yari spear, the Odoriko clan’s physical grace, and even more famously for her medical prowess, as well as for her cruelty. She briefly returned to Oto, became recognized as a Sannin during the closing years of the reign of the Otokage before Shou Makashima, and left the village again, thought by many to never again return. But she did, for reasons of her own.
In the future, Yuumei plans to leave for the mountain village of Iwa, where she heard whispered rumors of a cold-hearted Fubuki boy whom resided as a refugee there. Having closely followed the Fubuki clan’s tracks, Yuumei guessed that boy must be the clan heir, the same heir whom had been missing since the Fubuki’s tragic escape attempt the previous year. He was the key to finding Sei’on. He was the key to finding her sister.
Personality: Due to her personal history and having lived much of her life as a wandering hermit away from both her home and adopted village, Yuumei grew to be cold and unsociable as she was beautiful, her only companion being her pet white tiger, Kiroshiro. She is never seen smiling, and on the rare occasion she does, it is at the closing moments of her opponent’s life, before killing them with her own hands. Underneath her cold mask hardened by difficult years, Yuumei is still a gentle soul, whom loves nature and animals very much, especially children, despite the cold, arrogant mask she has built over her emotions through difficult years.
Other: Yuumei holds only utter contempt at those willing to die so easily with the basis of ‘protecting their loved ones’. Her conviction, after seeing numerous bloody battles, is that once the defenders are dead, nothing is left to protect their dear ones, whom would then most certainly join the fallen in death. The defender can only leave a faint hope which would remain after death, but that is not enough to protect the living. Especially as an experienced medic-nin, Yuumei knows her primary goal quite well - to stay alive in order to keep her comrades alive.
Missions: S: 0
A: 0
B: 0
C: 0
D: 0
Jutsu: Ninjutsu:Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Rank: E
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.
The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Rank: E
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.
Rank: E
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.
Rank: E
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Rank: E
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.
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.
Rank: D
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.
Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Rank: D
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save
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.]
Rank: C
Cp Cost: 10 per round
Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal.
Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12)
Training: 8 days
Shikon no Jutsu (Dead Soul Technique)
With this Jutsu, the user can make the dead seem lifelike and allow their bodies to run around a bit as a diversion or decoy. What this skill actually does is cause the dead to temporarily resuscitate, allowing the user to control them and their actions for only a few minutes.
Rank: B
Cp cost: 70 + 10 per turn
Damage: Damage dealt by the body.
Requirements: Chakra 20 + Medic ninja Only. Chakra Control 50+, Treat Injury 50+
Training days: 20 days.
Chikatsu Saisei no Jutsu (Healing Resuscitation Regeneration Technique)
A very advanced healing technique. Chikatsu Saisei uses a part of the casualty's body as a medium to heal the casualty's wounds. It requires an almost room-wide seal, and a lot of time. Unfortunately, this treatment's success rate isn't very high.
Rank: A
Cp cost: 50 per person, minimum 3 people
Damage: N/A
Requirements: Treat Injury 80 Ranks, Chakra Control 80
Training days: 25 days
Special: Revives a person who has been Dead (-10 Hp) for half an RP day or under.
Inyu Shometsu (Secret Healing Wound Destruction)
The user can concentrate their chakra to a prepared area on their body and begin the cell recreation process the very moment the targeted area becomes damaged. This ability activates dead cells and create new ones.
Rank: A
Cp cost: 60 + 10 per turn held
Damage: N/A
Requirements: Treat Injury 80 Ranks, Chakra Control 50+
Training days: 15 Days
Special: Heals 50 + user's chk mod + 2 per 10 ranks user has in Chakra Control.
Ranshinsho (Important Body Points Disturbance)
By attacking the base of the brain stem with chakra converted to electricity, the user is able to flip the brain's movement signals to the arms and legs. For example, if one tried to move their right arm, their left leg would move in the way they wanted their right arm to move.
Rank: A
Cp cost: 20 per hit
Damage: Normal Taijutsu hit damage.
Requirements: Knowledge anatomy 65 ranks.
Training days: 20 days
Special: Opponent must roll 1 d4 per turn. If the result is a 2 the opponent is unable to function for that turn.
*Effect lasts for 2 rounds. If user continues to hit with this jutsu, rounds compound.
Shosen Jutsu
By concentrating chakra to the hand, the user is able to cure wounds by focusing their own chakra to where the critical injuries lie, healing them in the process. This jutsu, however, uses up a high amount of chakra. This may also be utilized as the Chakra Enjintou and Chakra no Mesu, or the chakra scalpel for that matter - in order to sever the opponent's muscle fibers at the point of contact.
Rank: A
Cp cost: 60 + 10 per 20 Hp healed
Damage: N/A
*Combat scalpel: Same as common taijutsu damage but adds chakra modifier instead of str modifier. Affected victim must roll a reflex save (DC: your attack roll) to avoid inner bleeding, should the inner bleeding check fail the victim shall lose 3 Hp per round per time hit. Also depending on the area you are hit you might receive extra penalties. Such as -10 attack roll and damage for arm and leg wounds.
Requirements: Treat Injury 50 ranks, Chakra Control 70
Training days: 15 days.
Special: If used as a combat Scalpel, user must beat defendants’ Dodge Bonus by at least 10 points to cut muscle fibers in area hit. Defender cannot use affected area until healed or for 10 turns.
Infuuin: Kai (Shadow Seal: Release)
This jutsu releases the chakra stored inside a seal on the user's forehead. The user then uses this chakra for Souzou Saisei.
Cp cost: 5
Damage: N/A
Requirements: Fuuin Jutsu 45
Training: 10 days
Souzou Saisei (Creation Rebirth)
By releasing chakra that has been collected for some time (through Infuin: Kai (Shadow Seal: Release)), the user is able to heal all her wounds near-instantaneously, regardless of the severity of injuries.
Rank: S
Cp cost: 15
Damage: N/A
Requirements: Treat Injury 50, Chakra Control 50, Infuin: Kai
Training: 6 days
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.
Rank: C
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. This does not mean that Uchiha starting out will have this 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.
Rank: C
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.
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.
Rank: B
Cp cost: 120
Damage: 80-185 + chakra mod.
Requeriments: Fire affinity. Chakra 45+, Chakra Control 60
Training days:15 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.
Rank: B
Cp cost: 10 per bunshin and resulting CP divided by number of Clones created
Damage: Each bunshin deals the same damage as you.
Requirements: Chakra 50+, Must be from Konoha or taught by a Leaf Ninja
Training days: 20 days
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.
Rank: A
Cp cost: 90 per clone "To make explode"
Damage: 120 - 200 + chakra mod per clone
Requirements: A solid bunshin, defined as being made of sand, water, earth, grass or from Kage Bunshin no Jutsu. Ninjutsu 50, Chakra Control 80
Training days: 15 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.
Rank: C
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.
Genjutsu: 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.
Rank: B
Cp cost: 60
Damage: 200 MHp
Requirements: Genjutsu 50 Ranks
Training days: 9 days.
Will save: 15 + half character level + half int mod + half wis mod
Special: If the Genjutsu is completely successful, the Victim passes out for 1 turn, being the mind believes they have been "killed"
To remain conscious, roll a Fortitude Check. If fortitude check is successful, victim remains conscious. The DC for the Fortitude Check is the Genjutsu Attack DC
Taijutsu: Summoning Contract: None
~Stats~
LV. 55
Experience: 0/15500
Hp: 1750
Cp: 1815
MHp: 1650
Strength: 26 | mod = +8
Dexterity: 55 | mod = +22
Constitution: 55 | mod = +22
Intelligence: 70 | mod = +30
Wisdom: 50 | mod = +20
Charisma: 55 | mod = +22
Chakra: 70 | mod = +30
Dodge Bonus: 52
+ 10 = 62
(+5 Defensive combat)Base Attack Bonus: 55/50/45/40/35/30/25/20/15/10/5
Attack Melee: 63/58/53/48/43/38/33/28/23/18/13
Attack Ranged: 77/72/67/62/57/52/47/42/37/32/27
Base Save Bonus: 27
Fort: 49
Rex: 49
Will: 47
Damage: Juubun Odori: 1 - 6 + 8 = 9 - 14
Kunai: (stabbing) 1 - 3 + 8 = 9 - 11 / (throwing) 1 - 4 + 22 = 23 - 26
Shuriken: 1 - 2 + 22 = 23 - 24
Senbon: 1 - 2 + 22 = 23 - 24
Yari: 2 - 8 + 12 = 14 - 20
~Skills~
Chakra Control: (Int) 30+50=80
Ninjutsu: (Chk) 30+270=300
Genjutsu: (Int) 30+35=65
Taijutsu: (Str) 8+0=8
Swim: (Str) 8+0=8
Balance: (Dex) 22+0=22
Escape Artist: (Dex) 22+0=22
Hide: (Dex) 22+0=22
Move Silently: (Dex) 22+0=22
Sleight of Hand: (Dex) 22+0=22
Tumble: (Dex) 22+0=22
Use Rope: (Dex) 22+0=22
Concentration: (Con) 22+0=22
Craft: (Int) 30+0=30
Disable Device: (Int) 30+0=30
Forgery: (Int) 30+0=30
Knowledge (History): (Int) 30+0=30
Knowledge (Life Science): (Int) 30+0=30
Knowledge (Anatomy): (Int) 30+35=65
Repair: (Int) 30+0=30
Research: (Int) 30+0=30
Search: (Int) 30+0=30
Listen: (Wis) 20+300=320
Read Lips: (Wis) 20+0=20
Sense Motive: (Wis) 20+200=220
Spot: (Wis) 20+350=370
Survival: (Wis) 20+0=20
Alchemy: (Wis) 20+0=20
Treat Injury: (Wis) 20+160=180
Heal: (Wis) 20+30=50
Bluff: (Cha) 22+0=22
Diplomacy: (Cha) 22+0=22
Disguise: (Cha) 22+0=22
Gather Information: (Cha) 22+0=22
Handle Animal: (Cha) 22+0=22
Intimidate: (Cha) 22+0=22
Innuendo: (Cha) 22+0=22
Perform Flute: (Cha) 22+0=22
Perform Song: (Cha) 22+0=22
Perform Dance: (Cha) 22+18
+11=51
Seduction: (Cha) 22+217=239
Fuuin Jutsu: (Int) 30+15=45
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapon (Yari): (Str) 8+0=8
Sneak Attack: 0
~Possessions~
Money: Ryo: x993
Equipment:Kunai: The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be throw to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 3 + Str. mod. In melee
Damage (ranged): 1 - 4 + Dex. mod.
Range: Melee or Ranged 50 Ft.
Special: Can be used in both melee and ranged combat.
Amount: x50
Shuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal.
Damage: 1 - 2 + Dex. mod.
Range: 40 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."
Amount: x50
Senbon: The senbon was first used by doctors in acupuncture, it was then adopted by ninja and Hunter-nins to hit points on the body to cause death, deaden limbs or cause their target to fall unconscious.
Damage: 1 - 2 + Dex. mod.
Range: 30 ft.
Special:
Amount: x50
Yari: A yari is a simple spear used by many ninjas when fighting in melee combat.
Damage: 2 - 8 + str. mod. + half str. if two handed.
Range: Melee + 10 feet.
Special:
Amount: x1
Metal Wire: Wire can be used in several situations. It can allow the ninja to create trip wire explosive traps, it can be used in grappling, or as a method to tie down and restrict the movement of an opponent (Use Rope).
Amount: x200 feet
Possessions: Wooden flute, Amethyst Amulet
------------------------------------------------------------------------------------------------------------------------------------------------------------------------
~Pet Data~
Name: Kiroshiro “Kiro” (Kiroshiro=black and white)
Species: White Tiger
Size: Large
Element Affinity: Earth
Age: 10
Gender: Male
~Appearance~
Height: 6’2
Weight: 200 Ib
Fur: Snow white with ink-black stripes
Eyes: A piercing ice-blue
Physical Description: A rather large white tiger. Kiroshiro commands an intimidating air at first appearance but is actually quite mild, having been found and raised as a little cub by the Sannin Yuumei during her early Academy years in Kumo. He is big and strong enough to carry two fully-grown passengers on his back.
Background: In the forest around Kumo, a young Yuumei had discovered an injured young white tiger cub, caught in one of the traps set by the village shinobi. She freed him, brought him home, and nursed back to full health, feeding the tiger scraps of meat and food from her own plate. During the days she watched over the cub, Yuumei named the white tiger Kiroshiro, for his beautiful white and black fur. However, upon reaching full health, her new tiger friend refused to return to his forest home no matter how many times young Yuumei tried. Whether her parents consented or not, Yuumei decided to keep him as her pet and later Kiroshiro would become her closest companion during her years of wandering. Yuumei taught him, bit by bit, first to follow simple commands, and then eventually to talk. It wasn’t an extremely difficult task, as Kiroshiro was perhaps one of the brightest animals around, though not born as a shinobi animal partner to begin with. And, he loved being able to finally talk to his beloved mistress.
Personality: In contrast to the stereotypical labeling on tigers, Kiroshiro is far from a violent, mindless creature. His looming presence strikes terror in most people but as Yuumei herself once commented, it’s only his appearance that’s terrifying. Nevertheless, Kiroshiro is very serious though express great sympathy in contrast to his mistress whom displays no pity. As people gets to know him better, Kiroshiro gives a warm, protective presence rather than a frightening one.
Other: Extremely sensitive to the scent of blood since as a tiger, his senses of smell and hearing are also more developed than that of his human mistress.
Missions: S: 0
A: 0
B: 0
C: 0
D: 0
Jutsu: Ninjutsu- 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.
Rank: D
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.
Genjutsu- 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.
Rank: A
Cp cost: 115
Requirements: Genjutsu 95 Ranks
Training days: 15 days.
Will save: 20 + half character level + half int mod + half wis 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.
Rank: A
Cp cost: 120
Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter
Requirements: Genjutsu 90
Training: 18 days
Will Save: 20 + half Character Level + half Int Mod + half Wis Mod
Special: -10 to all checks
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.
Rank: S
Cp cost: 140
Damage: 160 for those that flee, 530-650 for those that are burned, add an additional continual 60 per turn IF burned
Requirements: Genjutsu 110 Ranks
Training days: 20 days
Will save: 25 + half character level + half int mod + half wis mod
Specials: -4 to all checks if victim is burned
Taijutsu-~Stats~
LV. 50
Experience: 0/13000
Hp: 1550
Cp: 1200
MHp: 1300
Strength: 40 | mod = +15
Dexterity: 60 | mod = +25
Constitution: 52 | mod = +21
Intelligence: 70 | mod = +30
Wisdom: 50 | mod = +20
Charisma: 30 | mod = +10
Chakra: 52 | mod = +21
Dodge Bonus: 55
Base Attack Bonus: 50/45/40/35/30/25/20/15/10/5
Attack Melee: 65/60/55/50/45/40/35/30/25/20
Attack Ranged: 75/70/65/60/55/50/45/40/35/30
Base Save Bonus: 25
Fort: 46
Rex: 50
Will: 45
Damage: Bite: 1 - 2 + 15 (+42) = 16 - 59
Claws: 1 - 1 + 15 (+42) = 16 - 58
Tear: 1 - 3 + 15 (+42) = 16 - 60
Body Weight: 50 - 100 + 15 (+42) = 65 - 157
~Skills~
Swim: (Str) 15+0=15
Balance: (Dex) 25+0=25
Escape Artist: (Dex) 25+0=25
Hide: (Dex) 25+0=25
Move Silently: (Dex) 25+0=25
Tumble: (Dex) 25+0=25
Concentration: (Con) 21+0=21
Chakra Control: (Int) 30+0=30
Search: (Int) 30+0=30
Listen: (Wis) 20+330=350
Sense: (Wis) 20+0=20
Spot: (Wis) 20+380=400
Survival: (Wis) 20+0=20
Track: (Wis) 20+0=20
Diplomacy: (Cha) 10+0=10
Intimidate: (Cha) 10+270+4(for size)=284
Perform: (Cha) 10+0=10
Ninjutsu: (Chk)