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Karite The Reaper

Dapper Hunter

PostPosted: Sat Apr 05, 2008 10:48 am


Username: Nightzblade

Time Zone: Eastern

Posting: at least three times a day

Name: Konpaku kokyuu

Village: Kusagakure

Element Affinity: Earth & Fire

Age: 18

Gender: Male

Rank: Kage

Headband: Covering right eye

Height: 6’ 3”.

Weight: 195.

Hair: Konpku has blood red hair that is slicked back, but is shaved to a fade on the back and sides.

Eyes: Lime green eyes with a hint of red near the bottom

Physical Description: Konpaku doesnt look like a muscular person, but is much stronger then he looks, he has a fairly natural tan skin tone but has many scars on his arms from jutsus. He wears a long sleeved black shirt. He has two tattoos, one of a bear symbol for strength from his chunin graduation on his right shoulder blade, another of a wolf for the thrill of the hunt on his left shoulder blade.

Clothing: He wears a gray camo pants with a black long sleeved shirt that splits up the middle to his elbows and just hangs. On his back he holds his katana

Background: Konpaku is a strong and gifted ninja. He trains hard for one reason. To lead the best village in the history of shinobi. Right now he will start with the gennin he has chosen to lead, the shinobi of the future. He works hard to make sure his village is ready for anything, he claims he doesn't care but he really does, that is why he is so hard on his students, he wants them to do well. he wants them to strive to survive and protect. Konpakus family is his village. They are all that matters

Other: Konpaku trains his men and students like he would himself, till collapse

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 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

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Cp cost: 0
Damage: N/A
Requeriments: Learn in the academy.
Training days: Academy time.

Kawarimi no Jutsu (Replacement Technique.)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requeriments: Must have something to replace with.
Training days: Academy time.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 0
Damage: N/A
Requeriments: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this.

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

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

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.

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: N/A
Damage: N/A
Requeriments: Dexterity 20+
Training days: 3 days.

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.


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: N/A
Damage: Needle "Senbon" damage.
Requeriments: Dexterity 20+
Training days: 10 Days.

Soshuha (Manipulating Attack Blades)
Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target.
Cp cost: 6 per blade.
Damage: 1 - 10 per blade.
Requeriments: Chakra 25 +
Training days: 14 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.

Doton: Doryu Dango (Earth Release: Earth Mausoleum Dumpling)
The user is able to overturn the earth into a large dumpling shape chunk of earth the size of a mausoleum. Using their immense strength, they can lift up the ball and hurl it at his opponent, flattening everything in its path.
Cp cost: 30
Damage: 40 - 80
Requeriments: Str 30+ Chakra 30+
Training days: 20 days.

Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness)
Traps the victims inside a self-repairing dome of earth.
Cp cost: 20
Damage: N/A
Requeriments: Earth Afinity.
Training days: 10 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.

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

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

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)

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

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: 10
Damage: Depends on fire lighted
Requeriments: Fire Affinity.
Training days: 10 days.

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

Genjutsu-
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: 30
Requeriments: Genjutsu 40 Ranks
Training days: 5 days
Will save: 15 + character level + charisma mod.
Taijutsu-

Summoning Contract- Here you post your character summoning contract if any. To get a contract you must first make a quest for it. Ask a crew member to help you with this.

~Stats~:
LV. 60
Experience: 0/1000
Hp: 2100
Cp: 1980
Mhp:1920
Strength: 20+51+0=71 {30}
Dexterity: 20+41+0=61 {25}
Constitution: 20+50+0=60 {25}
Intelligence: 20+35+0=55 {22}
Wisdom: 20+34+0=54 {22}
Charisma: 20+10+0=30 {10}
Chakra: 20+50+0=70 {30}

Dodge Bonus: 57

Base Points: 20.

Points for Distribution: 268


Base Attack Bonus: 60/55/50/45/40/35/30/25/20/15/10/5

Attack Bonus: 90/85/80/75/70/65/60/55/50/45/40/35

Ranged Bonus: 85/80/75/70/65/60/55/50/45/40/35/30

Damage: 31-305

Base Save Bonus: 30

Fortitude: 55

Reflex Save: 55

Will Save: 52

Skills:
Bluff: (Char) 10+35+0= 45
Diplomacy: (Char) 10+30+0= 40
Disguise: (Char) 10+0+0= 10
Gather Information: (Cha) 10+20+0= 30
Handle Animal: (Cha) 10+0+0= 10
Intimidate: (Cha) 10+70+0= 80
Innuendo: (Cha) 10+0+0= 10
Perform: (Cha) 10+88+10= 108
Puppet play: 108
Sense Motive: (Wis) 22+50+0= 62
Read Lips: (Wis) 22+45+0= 67
Seduction: (Cha) 10+35+0= 45

Balance: (Dex) 25+0+0= 25
Disable Device: (Int) 22+0+0= 22
Escape Artist: (Dex) 25+32+0= 57
Hide: (Dex) 25+32+0= 57
Listen: (Wis) 22+10+0= 32
Move Silently: (Dex) 25+32+0= 57
Sleight of Hand: (Dex) 25+41+0= 66
Survival: (Wis) 22+0+0= 22
Swim: (Str) 30+0+0= 30
Treat Injury: (Wis) 22+0+0= 22
Tumble: (Dex) 25+0+0= 25
Use Rope: (Dex) 25+0+0= 25

Concentration: (Con) 25+15+0= 40
Craft: (Int) 22+32+52= 106
Puppet craft: 106
Forgery: (Int) 22+0+0= 22
Knowledge: (Int) 22+36+0= 58
Repair: (Int) 22+20+42= 84
Research: (Int) 22+0+0= 22
Alchemy: (Wis) 22+2+0=24
Search: (Int) 22+36+0= 58
Spot: (Wis) 22+65+0= 87

Chakra Control: (Int) 22+150+0= 172
Ninjutsu: (Chk) 30+150+0= 180
Genjutsu: (Int) 22+12+0= 34
Taijutsu: (Str) 30+170+0= 200
Fuuin Jutsu: (Int) 22+36+0= 58
Kawarimi: 36+0=36
Kunai: 50=50
Shuriken: 50=50
Ninja Weapons:
Sneak Attack: +0= 0

Skill Points: 1320

Possessions: a silver ring with the words "love is strength" he wears on his right ring finger

¥en: 36

Ryo: 452

Equipment:
Metal Wire: 200 ft

Kibaku Fuda: x10

Kemuridama: x10  
PostPosted: Fri Apr 18, 2008 7:04 am


User-name: Namikaze Naruto
Posting: As often possible.
Time zone: EDT

~Character Data~


Name: Hyuuga Asayake “Aya” (Asayake=morning glow)
Village: Hidden Leaf (Konohagakure), defected to Hidden Grass (Kusagakure)
Clan/Bloodline: Hyuuga / Byakugan (3 Cp per turn)
Element Affinity: Wind/Fire
Age: 17
Gender: Female
Rank: Jounin / Missing-nin

~Appearance~


Headband: Aya still wears her old Konoha headband, with a slash right through the symbol.
Height: 5’7
Weight: 120 Ib
Hair: Raven-haired
Eyes: White
Physical Description: Like all females descendants of the Hyuuga line, Aya certainly inherited the physical beauty - ivory skin, lovely features that radiates innocence, an alluring figure, and extraordinary grace of movement. Aya has long bangs that fall over her forehead protector and long sideburns that reach past her chin, framing her face. Her hair is arranged in the traditional Chinese style: intricate version of twin side ponytails (see picture below). Aya is quite aware of her beauty and is not afraid to use it to her advantage. She manipulates men as puppet masters would use their puppets. Overall, the innocence radiated by her physical beauty can be described best as a ‘rose with hidden thorns’ - her personal character most certainly do not fit her beautiful appearance.
Clothing: Aya’s inner garb is that of oriental China. She dons a powder pink, high-collared, sleeveless, oriental vest top - that reveals quite a bit of skin. An outline of the Hyuuga symbol is embroidered on the back (just the cloud part and it is drawn differently). She wears a long, flowing skirt of the same color as her vest top. Her kunais and shurikens are kept within a brown leather shuriken holster tied to her lower right thigh (secured above bandages). Aya wears high-heeled, brown boots which reaches up to the middle of her lower leg, quarter-way apart from the knee. Her choice of light clothing makes the quick, flowing movements needed for Juuken Kempo possible. Aya does not wear gloves, but she does wear wristguards that matches her outfit in color. The wristguards are loose enough to slip in one small dagger or kunai. Her weapon is the Kusarigama, a unique weapon of a kama blade united with a chain.
User Image - Blocked by "Display Image" Settings. Click to show.
Background: Hyuuga Asayake was born to the main family but was eventually expunged from the clan, after defecting to Kusa. Her reasons for serving the Fifth Dawn were actually quite simple; she hated how powerless the modern Hokages were to protect Konoha. Where the Hyuuga leader emphasized on, Aya had sought to do the opposite. She embraces the clan’s talents for destruction, instead of the current clan leader’s emphasis on using the Byakugan for “noble” purposes - tending the wounded with medical ninjutsu perfected far beyond a normal shinobi’s capability.

Her childhood was brief but bitter - Aya’s parents died while she was still young. Her parents were from the main family, to be exact, her mother was Lady Yokou’s sister-in-law and thus Aya was taken into Yokou’s household upon being orphaned. Though Yokou did not express love or intimacy to even her own children, Aya felt quite the opposite. Yokou may’ve raised her as her own but Aya had always felt a distant gap between herself and the two heirs, being the ‘unwanted third child’. These feelings would continue to haunt her, even after all these years.
Personality: Over time, Aya grew to be as cruel as she was lovely. Long forced to encage her feelings, she no longer trusted others. The empty, smirking mask she keeps up (like Sai’s) was only a way to further distance others from trying to reach out to her feelings. In battle, she is merciless, and would kill without blinking an eye. However, it would appear that children could still somewhat sway her heart...the ones she will not touch, even in times of war, are the ‘defenseless little ones’.
Other: Though she denies it even way until now, Aya once did have feelings for the former clan heir, Jurei. His untimely death only further alienated her from the rest of the clan.

Missions:

S: 2
A: 4
B: 2
C: 2
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

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

Genjutsu:

Taijutsu:

Juuken Kempo Ryuu (Gentle Fist)
Description: This is the opposite of the Tekken (Iron Fist) Taijutsu style. The attacks are softer, more open palm, and cause damage by flowing chakra into the opponent's inner coil system of chakra veins and tenketsu (chakra holes). Attacking through the inner coil system allows them to cause damage to their opponent's internal organs, which nobody can train, as the chakra veins surround all the chakra producing organs, most notably the heart.

Also, by sealing the three hundred and sixty-one tenketsu in the human body, the ninja can cut off their opponent's ability to control their chakra, limiting their means to attack, and possibly even killing them. First performed by Hyuuga Neji and Hyuuga Hinata in chapter seventy-nine. Only members of the Hyuuga Clan can use this style, as one must have the Byakugan to see the inner coil system of the human body.
Rank: C
Cp Cost: Byakugan must be activated.
Damage: 4 - 16 + Chakra mod.
Requirements: Hyuuga Clan
Training: 7 days
Special: When performing the Juuken Kempo, you do not add your Strength mod. to your attack bonus, you add your Dexterity mod. instead. Juuken depends on graceful attacks and not on powerful ones. The above is applied to all Hakke techniques. When using Juuken Kempo to break out of certain physical, chakra-based restraints (like the Spider limit's special webs), add Chakra mod. + 2 per 10 Chakra Control ranks to your Escape Artist roll.

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 use + 2 per extended feet
Cp Cost (Defensive): 30 Cp per use + 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)
Requirements: Hyuuga Clan, Juuken Kempo Ryuu
Training: 12 days
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 Kuushou (Eight Divination Signs: Air Palm)
Description: A long-ranged Juuken technique which relies on both internal and external movement. The user basically extends chakra from his/her body and thrust their palm at the target (rendering the space between the user and the opponent as if it was nothing, allowing the user to strike the opponent as if they’re directly in front), by the bending and straightening of their arm. This will send a wave of chakra (which usually takes the appearance of a cyclone) forcible enough to shatter large rocks. It is unknown whether this technique can collapse tenketsu nodes but probably not, due to Hakke Kuushou not being as precise as the other Hakke techniques.
Rank: B
Cp Cost: 60 Cp per strike
Damage: 30 - 60 + Chakra mod.
Drawback: Takes up two attack turns rather than the usual one. 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+
Training: 15 days
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 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
Requirements: Hyuuga Clan, Juuken Kempo Ryuu
Training: 25 days
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
Requirements: Hyuuga Clan, Juuken Kempo Ryuu, Hakke Rokujuuyonshou
Training: 50 days
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.

Summoning Contract: None

~Stats~

LV. 30
Experience: 0/3000
Hp: 600
Cp: 690 + 345 = 1035
MHp: 570
Strength: 12 | mod = +1
Dexterity: 50 + 4 | mod = +22
Constitution: 30 | mod = +10
Intelligence: 50 | mod = +20
Wisdom: 28 | mod = +9
Charisma: 12 | mod = +1
Chakra: 50 | mod = +20
Dodge Bonus: 41 / (with Byakugan) 61

Base Attack Bonus: 30/25/20/15/10/5
Attack Melee: 52/47/42/37/32/27
Attack Ranged: 52/47/42/37/32/27

Base Save Bonus: 15
Fort: 25
Rex: 37 / (with Byakugan) 57
Will: 24

Damage:
Juuken Kempo Ryuu: 4 - 16 + 20 (+42) = 24 - 78
Kunai: (stabbing) 1 - 3 + 1 (+0) = 2 - 4 / (throwing) 1 - 4 + 22 (+0) = 23 - 26
Shuriken: 1 - 2 + 22 (+0) = 23 - 24
Kusarigama: [Kama] 1 - 4 + 1 (+42 Taijutsu) (+0 Ninja Weapon Kusarigama) = 2 - 47 / [Chain] 1 - 3 + 1 (+42 Taijutsu) (+0 Ninja Weapon Kusarigama) = 2 - 46 [+0 Attack Roll]

~Skills~

Chakra Control: (Int) 20+54+6 Hyuuga clan+5 Byakugan=80
Ninjutsu: (Chk) 20+60=80
Genjutsu: (Int) 20+0=20
Taijutsu: (Str) 1+200+12 Hyuuga clan=213

Swim: (Str) 1+0=1
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) 10+0=10
Craft: (Int) 20+0=20
Disable Device: (Int) 20+0=20
Forgery: (Int) 20+0=20
Knowledge (Anatomy): (Int) 20+0=20
Repair: (Int) 20+0=20
Research: (Int) 20+0=20
Search: (Int) 20+0+50 with Byakugan=20

Listen: (Wis) 9+0=9
Read Lips: (Wis) 9+0=9
Sense Motive: (Wis) 9+100=109
Spot: (Wis) 9+0+50 with Byakugan=9
Survival: (Wis) 9+0=9
Alchemy: (Wis) 9+0=9
Treat Injury: (Wis) 9+0=9

Bluff: (Cha) 1+0=1
Diplomacy: (Cha) 1+0=1
Disguise: (Cha) 1+0=1
Gather Information: (Cha) 1+0=1
Handle Animal: (Cha) 1+0=1
Intimidate: (Cha) 1+0=1
Innuendo: (Cha) 1+0=1
Perform Flute: (Cha) 1+30=31
Seduction: (Cha) 1+156=157

Fuuin Jutsu: (Int) 20+0=20
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapon (Kusarigama): (Str) 1+0=1
Sneak Attack: 0

~Possessions~


Money:
Ryo: x1000

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

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

Hyourougan: (Soldier Pill) A special medicine that allows an individual to fight for three days and three nights without resting. It is full of protein and contains a special stimulant.
Effect: Hp increases by 10% for 100 rounds (10 minutes)
Amount: x25

Hikari Dama: A ball which emits a tremendous flash of light that can temporarily blind an opponent. It will also extend any shadows, which can be beneficial for techniques such as the Shadow Copy Skill (Kage Mane no Jutsu).
Effects: First round:
Blind: character attack roll is reduced by -30, character loses all dex bonus to his dodge bonus also attacker receives a +10 bonus on his attack rolls.
Next 10 rounds:
Blurry vision: Character penalty is reduced to -10 attack roll for 10 rounds, however this penalty acts like a count down that is reduced -1 every round. His dodge bonus suffers the same penalty however he can adds half of his dex modifier to his dodge.
Amount: x10

Posessions: Wooden Flute

Phoenixmirage


x_XJavikeO_o

PostPosted: Sat Apr 19, 2008 9:49 am


User-name: X_xJavikeO_o
Posting: Daily, maybe once every two days if school and work get too noisy
Time zone: Eastern

~Character Data~


Name: Fujiwara Hideto
Village: Kusugakure
Clan/Bloodline: None
Element Affinity: Earth
Age: 12
Gender: Male
Rank: Academy Student

~Appearance~


Headband: *When he gets it* Tied around his left arm
Height: 5’2”
Weight: 115 pounds
Hair: Short pink hair
Eyes: Deep blue eyes that sometimes take somber shades while other times seem sky clear
Physical Description: Fujiwara’s body is like most of the aspiring shinobi. His body was tanned early on, during the many hours he spent under the scorching sun, tending the fields. Further training in the academy has helped him developed an athletic body, thin and slim, but packed with taut muscles. His eyes are rather large with blue orbs that sometimes take somber shades of deep oceanic and other times seem as clear as the sky. Then there’s his hair. Fujiwara is extremely self conscious about his pink hair. He keeps it very short and hides it under straw hats, which usually cast a dark shadow over his face.
Clothing: Fujiwara has several manners of dressing. When he has free time and is not actively training or on missions, he wears a simple dark kimono with the large straw hat to cover his hair. For training and missions, he wears brown slacks, the traditional strapped sandal, and a bulky green and brown jacket and of course his backpack filled with all goodies a shinobi needs.
Background: The Fujiwara clan was nonexistent in the shinobi world. They had always been a simple farming clan within the country of grass. However Fujiwara Hideto was the oddball of the family, not only was he born with freakishly pink hair, he also had what his father called the dreamer’s cursed. He would constantly space out and pretend to be a shinobi instead of tending the fields. His father constantly scolded him when he found him swinging around the hoe, instead of digging new trenches as he was told. When he was eight years old a shinobi cell took refuge from a mission on the village Fujiwara lived. He met up with the team and listened to their stories and was admired by the way the sacrificed their lives for the fate of everyone else. After his meeting he stood up to his father and told him his decision to accompany the ninja back to the Kusugakure and apply to their academy school.
Personality: Fujiwara is a bit shy. Though he has enough social skills to talk with anybody, he never opens up to others, unless he absolutely trusts them. To others he may seem somber, especially because his straw hats cast heavy shadows on his face. But the mayor contributor to his shyness, besides his pink hair, is a feeling of inferiority or doubt compared to other shinobi whom were trained since early childhood.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience:
Hp: 10
Cp: 2
MHp: 10

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

Strength: 6 |+ 5 mod = {+0}
Dexterity: 6 | +2 mod = {-1}
Constitution: 6 |+5 mod = {+0}
Intelligence: 6 | mod = {-2}
Wisdom: 6 |+5 mod = {+0}
Charisma: 6 | mod = {-2}
Chakra: 6 |+3 mod = {-1}

Base Points: 6
Points for distribution 20

Dodge Bonus: 9
Base Attack Bonus: 1
Attack Melee: 1
Attack Ranged: 0

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

Damage:
Taijutsu:
[any other weapon you use]

~Skills~



Swim: (+0)
Balance: (-1)
Escape Artist: (-1)
Hide: (-1)
Move Silently: (-1)
Sleight of Hand: (-1)
Tumble: (-1)
Use Rope: (-1)
Perform Puppet Play: (-1)

Concentration: (Con)

Chakra Control: (-2)
Craft: (-2)
Disable Device: (-2)
Forgery: (-2)
Knowledge: (-2)
Repair: (-2)
Research: (-2)
Search: (-2)

Alchemy: (+0)
Listen: (+0)
Read Lips: (+0)
Sense Motive: (+0)
Spot: (+0)
Survival: (+0)
Treat Injury: (+0)

Bluff: (-2)
Diplomacy: (-2)
Disguise: (-2)
Gather Information: (-2)
Handle Animal: (-2)
Intimidate: (-2)
Innuendo: (-2)
Perform: (-2)
Seduction: (-2)

Ninjutsu: (-1)
Genjutsu: (-2)
Taijutsu: (+0)
Fuuin Jutsu: (-2)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:


Valuables
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