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A Naruto role-playing guild using the d20 system, for semi-lit and above RPers. 

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Carlos Ralfer

PostPosted: Mon May 19, 2008 10:49 pm


Hay there all you Rock fans. I'm your resident Tsuchikage. And this is the villages registry of all known and legit shinobi. From the lowest student to the highest ANBU and even me, the Tsuchikage, we're all listed. Feel free to critique and review each others profiles (in the OOC thread thank you)

And to help the newbs and lazy bastards (me) with making new profiles, heres the template. Have fun.


[b]User-name:[/b]
[b]Posting:[/b]
[b]Time zone:[/b]
[b]~Character Data~[/b]

[b]Name:[/b]
[b]Village:[/b]
[b]Clan/Bloodline:[/b]
[b]Element Affinity:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Rank:[/b]

[b]~Appearance~[/b]


[b]Headband:[/b]
[b]Height:[/b]
[b]Weight:[/b]
[b]Hair:[/b]
[b]Eyes:[/b]
[b]Physical Description:[/b]
[b]Clothing:[/b]
[b]Background:[/b]
[b]Personality:[/b]
[b]Other:[/b]

[b]Missions:[/b]

[b]S:[/b]
[b]A:[/b]
[b]B:[/b]
[b]C:[/b]
[b]D:[/b]

[b]Jutsu:[/b]

[b]Ninjutsu-[/b]

[b]Genjutsu-[/b]

[b]Taijutsu-[/b]

[b]Summoning Contract-[/b]

[b]~Stats~[/b]

[b]LV.[/b]
[b]Experience:[/b]
[b]Hp:[/b]
[b]Cp:[/b]
[b]MHp:[/b]
[b]Strength:[/b]
[b]Dexterity:[/b]
[b]Constitution:[/b]
[b]Intelligence:[/b]
[b]Wisdom:[/b]
[b]Charisma:[/b]
[b]Chakra:[/b]
[b]Dodge Bonus:[/b]

[b]Base Attack Bonus:[/b]
[b]Attack Melee:[/b]
[b]Attack Ranged:[/b]

[b]Base Save Bonus:[/b]
[b]Fort:[/b]
[b]Rex:[/b]
[b]Will:[/b]

[b]Damage:[/b] (taijutsu and every wepon you use)

[b]~Skills~[/b]


[b]~Possessions~[/b]


[b]Money:[/b]

[b]Ryo:[/b]

[b]Equipment:[/b]

[b]Valuables:[/b]
 
PostPosted: Mon May 19, 2008 10:51 pm


User-name: Carlos Ralfer
Posting: Pretty Much Every Day
Time zone: Eastern USA

~Character Data~


Name: Taida Marcus
Village: Iwagakure
Clan/Bloodline: Taida
Element Affinity: Wind / Earth
Age: Unknown (Not really, he just likes tellin people that. He's really 31)
Gender: Male
Rank: Tsuchikage

~Appearance~


Headband: In his back pocket.
Height: 5'9
Weight: 160lb
Hair: Straight and White
Eyes: Blue
Physical Description: User Image
That's him when he's about to bathe.
Clothing: He wears pretty much whatever he feels like. One day it could be a bright flashy hawaiian shirt, the next it could be completly black funeral garb. It just hits him depending on the first song he hears that day. One thing is certain though, usually its all loose fit.
Background: A rather strange individual to be sure. How he even became Tsuchikage is a mystery to most. Many just blame it on the current state of things. They needed a strong individual to lead the village and he never seemed to lead his students wrong so why not? Of course, he was also one of the laziest teachers, usually letting his students do all the work on missions while he sat back and listened to music. His childhood was pretty normal and so was his regular life now. To be honest, no one knows why he's so lazy or so strange. There are a few whispers that he has done some rather...indicent things in his past but no one's certain. Another thing that no one can seem to make sense of is his choice of weapons. On his back, people can normally see a Flame embroadered, gas powered guitar with the Iwagakure symbol on the back. He's never been seen playing it but he loves to bash enemies in the head with the thing. How he got it is a mystery.
Personality: Quite care free and almost fearful of doing any real work. He can usually be found loafing around listening to music with not a trouble in the world. Even during the evacuation of Konoha he was found dancing as he left the village. Of course, there were several of the Fire Master's cronnies in his wake but thats another story.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Clan Jutsu-

Hanekae no jutsu
Description of Jutsu: The highest form of the bloodline. This turns the ground around the user to the consistency of quicksand, effectively making it an area of effect jutsu that will also effect those trying to use trees or other objects in the area to avoid.
Rank: S
Cp Cost: 300 CP + 15 per turn held
Damage: None unless trapped for 5 posts then start gaining suffocation damage equal to 40-60 + chk. mod.
Requirements: 60+ Chk mod, 250+ Chakra Control, 250+ Ninjutsu, Taida Bloodline
Training: 30 days
Special: Opponent: Dodge bonus is -10 for that turn. Fort Save vs Ninjutsu Bonus + Level + Chakra Mod
*First turn, all effected have their Dodge Bonus and Reflex Save cut in half.
*Each following turn cuts the users Dodge and Reflex by 10% till it reaches 0 at the 5th turn where they begin to suffer suffocation damage.
*Freeing one’s self from the sand requires a Str Check vs. the users Chk Check.
*Anyone who is using an object to avoid this jutsu or simply dodges it must still perform a Balance Check verses Half the Ninjutsu DC.
*While this jutsu is in effect, everyone but the user and other Taida must perform a Balance Check vs. Half the Ninjutsu DC to do melee attacks

Tadaikae no jutsu
Description of Jutsu: This hardens stone slightly. This jutsu is typically used when an opponent has been thrown in the air and is about to land or when the user has grappled the opponent and is about to throw them into the ground.
Rank: C
Cp Cost: 60 CP
Damage:Increases damage from all applicable attacks (throws, sweeps, ect) by 15%
Requirements: Chakra +50, Ninjutsu +40, Taida Bloodline
Training: 8 days
Special: If any earth jutsu are used after this jutsu, increases damage of earth jutsu by 10% to be calculated with the Taida line natural earth jutsu increase.

Ranpukae no jutsu
Description of Jutsu: This is specific to changing stone to be spongy and springy. It is the second highest level of jutsu. The user can use the jutsu to make it harder to walk, or to dodge attacks easier. Due to the consistency of the ground, it takes a bit of training for a Taida to get use to walking on this but because of their training, they receive no drawbacks when using this jutsu.
Rank: A
Cp Cost: 110 Cp + 10 cp for every turn held
Damage: N/A
Requirements: Chakra 150+, Taida bloodline
Training: 12 days
Special: *Opponent must perform a Balance Check each turn to stay standing. If they fail the Balance Check, they fall over and loose that turn and the next turn to get up.
*Jumping up on items will not save them as the item will also be affected by the ground being wobbly and thus be unstable.
*Balance DC: Opponents Balance Check vs. Half Users Ninjutsu DC
*Any Earth Jutsu used after this jutsu has 10% damage decrease to be calculated with the Taida line natural earth jutsu increase

Koutetsukae no jutsu
Description of Jutsu: This is the hardest level to achieve through chakra molding. This turns the rock into a density resembling steel, causing little traction and much damage if landing wrong on it. The rock underneath the person's feet shifts suddenly as the minerals are enhanced through the molding chakra causing them to fall. This jutsu can be used for a variety of things from making throws cause more damage to increasing the overall damage of Earth Jutsu.
Rank: A
Cp Cost: 140 +10 cp for every turn held
Damage: Increases damage from all applicable attacks (throws, sweeps, ect) by 25%
Requirements: Chakra 20 Ranks, Ninjutsu 25 ranks, Knowledge: Physics/Science 20 ranks, Taida bloodline Chakra 60+, Ninjutsu 250+, Knowledge: Earth Science 50+, Chakra Control 300+, Ranpukae no Jutsu Learned, Tadaikae no Jutsu Learned
Training: 20
Special: *Any Earth Jutsu used after this jutsu has an increased damage of 25% to be calculated with the Taida line natural earth jutsu increase.
*Due to slickness of ground from smoothing by this jutsu, user gains +10 to DB and Reflex while this jutsu is in effect. Opponent must perform a balance check to stay standing. If they fail, they slip and/or slide a bit loosing half their attack turns.
-Balance DC: Opponents balance Check vs. 1/4 users Ninjutsu DC

Ninjutsu-

Sound of Music
This is a rather odd jutsu that no one is quite sure how it works except the owner. By taking off his earphones, the owner of this jutsu can do one of two things. He can either magnify the sound waves coming off the earphones through manipulation of the wind and cause a huge shock wave of sound to hit the opponent and knock them off balance. OR he can focus the sound into the opponent’s ears causing the volume and vibration to increase dramatically and harm the opponents hearing and balance.
Rank: B
Cp Cost: 60(for shock wave) / 80(for focused shot)
Damage: 70-100 for shock wave / 100 - 130 for focused shot
Requirements: Wind Affinity, Chakra Control 60+, Earphones, Must be taught by me
Training: 10 Days
Special: *The shock wave version of the attack will still do half damage even if you dodge it. It also strikes all in an area in front of the user. If it does hit dead on, the defender is knocked back and off their feet and looses half their attack turns for their next turn.
*The focused shot is used on one opponent and runs the risk of rupturing the ear drums. If the opponent dodges, they take no damage. If they are hit, they must perform a balance check for the next 3 turns to see if they stay on their feet. The DC for the balance check is the Attack DC of this ninjutsu.

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

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

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)
After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall.
Cp cost: 35
Damage: N/A
Requeriments: Chakra 15+, Earth Affinity, Chakra Control 12.
Training days: 7 days
Special: Creates full cover, crumbles when hit.

Kamaitachi no Jutsu (Cutting Whirlwind Technique)
A Jutsu that, using a giant fan or similar, creates huge gusts of wind mixed with chakra capable of cutting the target apart. This whirlwind is powerful enough to repel and destroy multiple types of throwing weapons and can even reflect sound waves right back at their original source.
Cp cost: 35
Damage: 40 - 50 + chakra modifier.
Requirements: Wind Affinity, chakra 20+, Kyodai Sensu
Training days: 8 days

Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness)
Traps the victims inside a self-repairing dome of earth.
Cp cost: 60 + 8 per turn
Damage: N/A
Requirements: Earth Affinity, Chakra 25+, Chakra Control 30
Training days: 10 days.
Special: *Must keep contact with wall to keep chakra flowing through it. Once contact is broken, the barrier looses its repairing function and can be destroyed easily.
Escape roll: User's D20 + chakra control vs. target's D20 + melee attack bonus

Doton: Doryudan (Earth Release: Earth Dragon Bullet)
Used in conjunction with Doton: Doryu Taiga (Earth Release: Earth Flowing River), this jutsu creates a likeness of a dragon's head that launches mud balls from its mouth onto the opponent.
Cp cost: 50
Damage: 10 - 30 per bullet.
Requeriments: Earth Affinity. Chakra 50+, used Doton: Doryu Taiga
Training days: 15 days.

Doton: Doryu Taiga (Earth Release: Earth Flow River)
The user performs a technique that forms a rapid river of mud on the ground beneath the opponent.
Cp cost: 20
Damage: N/A
Requeriments: Earth Affinity.
Training days: 6 days.
Special: Opponent loses his footing unless he meets a Balance check of 10 + attacker's level + attacker's chakra mod + 2 per 10 ranks in attacker's Ninjutsu skill

Doton: Yomi Numa (Earth Release: Swamp of the Underworld)
This technique turns a large area of land into a sinking swampland, making it impossible for anyone or anything in that area to move around or escape.
Cp cost: 50
Damage: N/A
Requeriments: Chakra 80+
Training days: 25 days.
Special: Opponent starts to sink and is engulfed in 5 minutes (50 turns). Escape Artist DC is 75.

Kuchiyose no Jutsu (Summoning Technique)
This Jutsu, using a contract, Seal, and the user's blood, binds an animal to the user. The type of animal is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the animal can be summoned to perform a task or help the user in battle.

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

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

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 10 + 1 per round the jutsu is holded.
Damage: N/A
Requeriments: N/A
Training days: 20
Roll: d20 + Chakra Control vs d20 + Spot

Bunshin no Jutsu:

Henge no Jutsu (Transformation Technique)

Kakuremino no Jutsu (Cloak of Invisibility Technique)

Kawarimi no Jutsu (Replacement Technique)

Nawanuke no Jutsu (Rope Escape Technique)

Genjutsu-

SHOWTIME!
This is an incredibly odd jutsu originally meant to embarrass and enrage ones elders but it has since evolved into a rather effective combat jutsu. Using the wind to carry the sound of the music playing in their earphones to the opponent, the user can cast a genjutsu upon the opponent that forces them to dance. SHOW ME YOUR BEST STEPS BABY!
Rank: A
Cp Cost: 100 cp and 10 per turn held
Damage: 150 MHP and 10 per turn / 5 HP per turn for being tired from dancing
Requirements: Wind Affinity, Chakra Control 70+, Genjutsu Rank 70+, Ninjutsu Rank 40
Training: 10 days
Special: *Opponents caught by this genjutsu are forced to dance and cannot attack while under this genjutsu. However, the user of this jutsu is free to attack as long as they keep one hand up in the Tiger Hand Seal.
*If the defender has a Perform: Dance skill equal to at least half the genjutsu dc for this attack, this jutsu does not tire them and they can still perform half their attacks per turn. Meaning if they have 6 attacks per turn they can only perform 3.
*At the end of the jutsu, the defendant must perform a balance check against the DC of this attack.
*Every 4 posts of the user, defendents can try again to escape the jutsu so long as the user is paying the approriate CP to keep it going.
Will Save: 20 + half user level + half wis mod + half int mod

Elemental Chakra Recomposition
Elemental Recomposition is a chakra control technique in which one gathers their chakra and grants it the abilities of the element which their chakra naturally favors.
Rank: A
Cp Cost: 0
Damage: damage for -element name- jutsu's are increased to x1.2 damage
Requirements: affinity, 100+ Chakra Control
Special: -elemental name- jutsu's cp usage is increased by 10%

Physical Chakra Recomposition
Physical Recomposition is a chakra control technique in which one gathers and compresses their chakra so much so to where it ca be seen by the naked eye. This is more commonly seem in just about every Ninjutsu know but to learn the individual process of gathering and focusing ones chakra is a great feat indeed, classified as an A rank difficulty task.
Rank: A
Cp Cost: 0
Damage: Add half chakra damage to all melee attacks, including weapons.
Requirements: 100+ chakra control
Special: *cp usage -10%
*If user holds item close to nearby elements (fire, water, earth, ect), the compressed chakra will attract the element and full chakra mod can be added to damage.

Taijutsu-

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



Summoning Contract-

Species: Horses

Basic description of summons: The four horsemen of the apocolpse...these ain't. There exists a large meadow somewhere in the realm of the summon monsters where these proud creatures roam. Ruled by the steed of the Lord of Asgard, they ride free and proud.

Acquisition mission: The user must gain permission from Taida Marcus to actually speak with the head of the summon clan. Once they do that, they must earn the respect of the summon lord by perform 5 tests he sets before them. Completions of some of these tests may net the person the right to summon the lower stages but only by completing all 5 tests with distinction will they earn the right to summon the head himself.

Stage 1

Name: Red
Size: Size of a few month old pony
Element Affinity: Wind
Age: ???
Gender: Female

Height: 2.5 ft
Weight: ???
Physical Description: A small horse that is primarily red. She has beautiful golden eyes and wishes to grow up to be like her older relatives such as Pegasus and Kirin.
Background: The runt of the newest pack of colts. She smiles a lot and tends to take a liking to her current master so long as they are nice enough. She is in training to be the first Shinobi Horserider. It's...not going so well.
Personality: Bubbly and happy, she can usually be seen prancing around and smiling. She finds a way to be in the action even if not summoned. No one knows how she does it just yet.

Other: Using this horse, a person can subtract 1 day off travel to any part of the world due to her enhanced speed.

Jutsu
Body Flicker Jutsu

Stats

LV. 10
Experience:
Hp: 140
Cp: 80
MHp: 100
Strength:10+6=16 | mod = 3
Dexterity:10+20=30 | mod = 10
Constitution:10+8=18 | mod = 4
Intelligence:10+4=14 | mod = 2
Wisdom:10 | mod = 0
Charisma:10+20=30 | mod = 10
Chakra:10+10=20 | mod = 5
Dodge Bonus: 20

Base Attack Bonus: 10/5
Attack Melee: 13/8
Attack Ranged: 20/15

Base Save Bonus: 5
Fort: 9
Rex: 15
Will: 5

Skills

Skills: 12
Skills Points: 20

Balance: (Dex) 10
Escape Artist: (Dex) 10
Hide: (Dex) 10
Tumble: (Dex) 10

Concentration: (Con) 4

Chakra Control: (Int) 2

Sense: (Wis) 18

Seduction: (Cha) 10+2=12

Ninjutsu: (Chk) 5


Stage 2

Name: Pegasus
Size: Full Grown horse(large)
Element Affinity: Wind
Age: 100 years old
Gender: Male

Height: 5'11"
Weight: ???
Physical Description: A black horse drapped with long, shadowy wings. He is able to fly at amazing speeds and loves to carry folks around, specially children. His eyes are a shade of gold like his little sister Red.
Background: The first Pegasus that was black. Due to this, he has had a somewhat hard life since he was young but, after being noticed by the head of the clan, he was been trained personally by the leader and is one of the fastest flying members of the clan.
Personality: He can be cold to those he doesn't know nor like. As far as the current owner of the contract is concerned, he wishes he would be a bit more serious about things but he trusts him fully. His golden eyes can often be seen glaring at those he doesn't like. The worst part about it is that, he will give a ride to anyone. Now, if he lets you stay on after reaching 1000 feet above ground is a different question.
Other: Due to flight, he is able to cut travel times between villages down by 50%.

Jutsu

Bunshin no Jutsu
Kawarimi no Jutsu
Body Flicker Jutsu
Wind Release: Great Breakthrough
Great Cutting Whirlwind Technique
Blade of Wind

Special Jutsu

Jutsu Name:Wind Tunnel

Description of Jutsu: An upgrade jutsu to the Body Flicker Jutsu. Using a straight dash and streamlining oneself, the user cuts through the air and does a body bash into the opponent. They do take a bit of damage to themselves but its negligible.
Cp Cost: 10 CP
Damage: 50-100 + str mod + dex mod / 5-10 + half str + half dex mod to self
Requirements: Dex 60+, Wind Affinity, Horse Summon Contract
Training: 5 Days
Special: *This attack is treated as a taijutsu.
*Damage to horse is only applied if the attack connects. If rider is on at time, they can use their own attacks to suppliment the damage.
*If natural attack is used then the horse takes half the amount of damage done to the user.
*If melee weapon is used, then success roll will be a combination of the riders natural taijutsu attack roll and half horse attack melee bonus
*If melee weapon is used the damage formula is as such [weapon damage + riders str mod + 2 per 10 points in riders weapon skill to max damage + half horse dex mod to max damage.
*If rider uses taijutsu, they gain an additional damage boost with this equation [taijutsu damage + half horse dex mod to max]. HOWEVER, the rider will take half the damage back on themselves if the attack connects.


Stats

LV. 25
Experience:
Hp: 550
Cp: 225
MHp: 275
Strength:13+27 = 40 | mod = 15
Dexterity:13+49 = 62 | mod = 26
Constitution:13+21 = 34 | mod = 12
Intelligence:13+10 = 23 | mod = 6
Wisdom:13 | mod = 1
Charisma:13 | mod = 1
Chakra:13+11 = 24 | mod = 6
Dodge Bonus: 37

Base Attack Bonus: 25/20/15/10/5
Attack Melee: 40/35/30/25/20
Attack Ranged: 51/46/41/36/31

Base Save Bonus: 12
Fort: 24
Rex: 38
Will: 13

Skills
Skills: 16
Skill Points: 150

Balance: (Dex) 26+10=36
Tumble: (Dex) 26+20=46

Concentration: (Con) 12+30=42

Chakra Control: (Int) 11+40=51

Sense: (Wis)1+20=21 [see Pets skill]

Intimidate: (Cha) 1+30=31

Ninjutsu: (Chk) 6

Stage 3

Name: Kirin
Size: Large
Element Affinity: Wind
Age: ???
Gender: Female

Height: 5'10"
Weight: ???
Physical Description: A unicorn of multiple colors. Her main coat is a pale white while her tail and mane are rainbow colored. Her horn is strong and pronounced and a solid pearl white.
Background: The psudo mother of the clan. She is a master of healing techniques and lends her abilities to those in need. Her relationship with the leader of the clan is unknown as there are few Unicorns in the clan to begin with. It's belived she is his lover but no one knows for sure.
Personality: A soft, motherly personality and will not hesitate to heal even enemies after a long battle. She wants to see any and all people in good health and prosperity.
Other:

Jutsu
Kai: Release
Temporary Paralysis Technique
Medical Technique: Minor Chakra Heal
Poison Mist
Healing Resuscitation Regeneration Technique
Secret Healing Wound Destruction
Hiding Camouflage Technique
Important Body Points Disturbance
Shosen Jutsu

Special Jutsu

Jutsu Name:Regeneration Jutsu

Description of Jutsu: By setting all her healing abilities to work, Kirin can force the body of the receipent of this jutsu to go into a rapid healing spree at the moment of injury. The user's body will automatically respond to any injury the person receieves for the remainder of the battle and heal the wound up to so much HP. In exchange for doing this, Kirin spends all her current CP and must leave the battle field after using this.
Cp Cost: All remaining CP
Damage: Recovers up to 1.5x the amont of CP used.
Requirements: Treat Injury 100+, Chakra Control 50+, Horse Summon Contract
Training: 15 days
Special: In exchange for leaving the battle and spending all her remaining cp, Kirin can set the persons body to recover constantly till they reach or exceed 3x the amount of CP used. In other words, the maxximum amount of HP recovery allowed is 2x the CP used.

Stats

LV. 45
Experience:
Hp: 1035
Cp: 1350
MHp: 2475
Strength:17 | mod = 3
Dexterity:17+18=35 | mod = 12
Constitution:17+20=37 | mod = 13
Intelligence:17+40=57 | mod = 23
Wisdom:17+83=100 | mod = 45
Charisma:17 | mod = 3
Chakra:17+47=64 | mod = 27
Dodge Bonus: 67

Base Attack Bonus: 45/40/35/30/25/20/15/10/5
Attack Melee: 48/43/38/33/28/23/18/13/8
Attack Ranged: 57/52/47/42/37/32/27/22/17

Base Save Bonus: 22
Fort: 35
Rex: 34
Will: 67

Skills
Skill Points: 1035

Balance: (Dex) 12+25=37
Hide: (Dex) 12+25=37

Concentration: (Con) 13+50=63

Chakra Control: (Int) 23+200=223

Sense: (Wis) 45+35=80
Treat Injury: (Wis) 45+500=545

Ninjutsu: (Chk) 27+200=227


Stage 4
Name: Sleipnir
Size: Gargantian
Element Affinity: Wind
Age: 500+
Gender: Male

Height: 8'+
Weight: ???
Physical Description: A large, black horse who's fur seems to shine like metal. He wears several pieces of armor that blend in to his fur so its hard to tell where the armor starts and where his fur ends. He has deep red eyes and 8 legs that trounce along the ground.
Background: The leader of the Horse Summon clan and quite possibly the largest in terms of power although there are several of his brothers and sisters that are far larger than him in stature. He was born the runt of his family and that is why he connects with Red so well. He tends to be quiet and very solum. In reality, he has a slight power of telepathy that he shares only with a few members of the clan and the owner of the contract. Nothing more than talking through the minds though. He finds the current owner of the contract very...odd but at the same time, he likes that about the Tsuchikage.
Personality: Very calm and collected. He speaks only when neccesary. However, the current owner of the contract, the Tsuchikage, tends to know how to get him to open up quiet easily...but its usually to chastise and b***h at him.
Other:

Jutsu
Kai: Release
Body Flicker Jutsu
Wind Release: Great Breakthrough
Temporary Paralysis Technique
Medical Technique: Minor Chakra Heal
Chakra Absorption Technique
Poison Mist

Demonic Illusion: Hell Viewing Technique
Bringer-of-Darkness Technique
Death Foreseeing Technique

Special Jutsu

Jutsu Name:Time Slip

Description of Jutsu: Moving like the demon most see him as, Slephnir closes the gap between him and his opponenets in what seems like no time at all. In reality, he uses the same type of power and chakra uses in summoning to desummon himself and resummon himself near the opponenet. The proceedure takes so little time that it seems like he is moving instantaniously.

Cp Cost: 200 CP
Damage: Adds chk mod x2 to damage if physical attack is done immediatly after exiting.
Requirements: Chakra Control 150+, Chakra 70+
Training: 30 days
Special: Can move virtually anywhere he wishes with this technique so long as he's seen it before. He cannot take a passenger with him.

Stats

LV. 75
Experience:
Hp: 3825
Cp: 3300
MHp: 2700
Strength:23+50=73 | mod =31
Dexterity:23+50=73 | mod =31
Constitution:23+70=93 | mod =41
Intelligence:23+40=63 | mod =26
Wisdom:23+40=63 | mod =26
Charisma:23+8=31 | mod =10
Chakra:23+70=93 | mod =41
Dodge Bonus: 67

Base Attack Bonus: 75/70/65/60/55/50/45/40/35/30/25/20/15/10/5
Attack Melee: 106/101/96/91/86/81/76/71/66/61/56/51/46/41/36
Attack Ranged: 106/101/96/91/86/81/76/71/66/61/56/51/46/41/36

Base Save Bonus: 37
Fort: 78
Rex: 78
Will: 63

Skills
Skill Points: 1950

Balance: (Dex) 31+50=81
Escape Artist: (Dex) 31+50=81
Hide: (Dex) 31+50=81
Move Silently: (Dex) 31+50=81
Tumble: (Dex) 31+50=81

Concentration: (Con) 41+100=141

Chakra Control: (Int) 26+100=126

Listen: (Wis) 26+50=76
Sense: (Wis) 26+250=276
Spot: (Wis) 26+50=76
Survival: (Wis) 26+50=76
Track: (Wis) 26+50=76
Treat Injury: (Wis) 26+50=76

Intimidate: (Cha) 10+200=210


Ninjutsu: (Chk) 41+500=541
Genjutsu: (Int) 26+400=426
Sneak Attack: 100

~Stats~

LV. 60
Experience:
Hp: 1200
Cp: 1920
MHp: 1500


Strength:20+52=72 | mod = 31
Dexterity:20+52=72 | mod = 31
Constitution:20+10=30 | mod = 10
Intelligence:20+48=68 | mod =29
Wisdom:20+20=40 | mod = 15
Charisma:20+38=58 | mod = 24
Chakra:20+48=68 | mod = 29
Dodge Bonus: 56

Base Attack Bonus: 60/55/50/45/40/35/30/25/20/15/10/5
Attack Melee: 91/86/81/76/71/66/61/56/51/46/41/36
Attack Ranged: 91/86/81/76/71/66/61/56/51/46/41/36

Base Save Bonus: 30
Fort: 40
Rex: 61
Will: 45

Damage:
Taijutsu: 32-37
[any other weapon you use]

~Skills~

Skill Points: 7440

Swim: (Str)

Balance: (Dex) 31+169=200
Escape Artist: (Dex) 31+100=131
Hide: (Dex) 31+200=231
Move Silently: (Dex) 31+100=131
Sleight of Hand: (Dex)
Tumble: (Dex) 31+200=231
Use Rope: (Dex)
Perform Puppet Play: (Dex)

Concentration: (Con) 10+80=90

Chakra Control: (Int) 29+400=429
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int) 29+200=229
Repair: (Int)
Research: (Int)
Search: (Int)

Alchemy: (Wis)
Listen: (Wis) 15+100=115
Read Lips: (Wis)
Sense Motive: (Wis) 15+400=415
Spot: (Wis)
Survival: (Wis)
Treat Injury: (Wis)

Bluff: (Cha) 24+300=324
Diplomacy: (Cha)
Disguise: (Cha) 24+100=124
Gather Information: (Cha)
Handle Animal: (Cha)
Intimidate: (Cha)
Innuendo: (Cha)
Perform: (Cha) 24+200=224
Seduction: (Cha)

Ninjutsu: (Chk) 29+1171=1200
Genjutsu: (Int) 29+1171=1200
Taijutsu: (Str) 31+1169=1200
Fuuin Jutsu: (Int) 29+200=229
Kawarimi: 100
Kunai: 300
Shuriken: 300
Ninja Weapons: 480
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:
Name: Fooly Cooly
Type: Guitar/projectile launcher
History: A weapon crafted in the bowls of the Guitar God's Realm...Ok, not really. No one knows where the hell this thing came from or even who the hell designed it. All thats known is that the current weilder of it is one hell of a weirdo.
Discription: A steel plated guitar that plays completly well despite its obvious oddness and complete lack of playbility. The guitar itself is painted black and embroidered with red flames although the embroidering can be removed at the users whim. At the head of the guitar is a small hole that is usually covered. When a certain string is plucked, it can extend out and fire off small projectiles no larger than kunai.

In-Game Stats: All projectiles gain an additional 5 points to min and max damage as well as allowing the addition of dex to the max damage.

Damage: Straight hits by the guitar: 10-25 + str mod / Hit with guitar after reving it up: 15-30 + str mod due to heat from engine / Projectile shot(only capable after reving up): Dependent on projectile launched. Add 5 points and int mod to damage.

Requirements: Str 50+, Int 50+
Special: Plays a mean Aerosmith solo.
Owner: Taida Marcus


Valuables

Carlos Ralfer


Carlos Ralfer

PostPosted: Mon May 19, 2008 10:53 pm


User-name:Carlos Ralfer
Posting: At least 3 times a week (damn school work)
Time zone:USA Eastern Standard

~Character Data~


Name:Takamichi Roy
Village: Iwagakura
Clan/Bloodline: None
Element Affinity: Earth and Fire
Age: 12
Gender: Male
Rank: Genin

~Appearance~


User Image

Headband: Black cloth worn on his head. He paints the metal black at some point as well.

Height: 4'4"

Weight: 100lb

Hair: Black

Eyes: Black

Physical Description:Has straight black hair to about his shoulders which tends to get puffy if wet. There isn't anything too abstract about him. Pretty average body with only a few bruses and bumps from just being a kid. Light bronze skin tone with realativly soft skin. A forming 4-pack stomach due to his training. Again nothing special.

Clothing:His primary piece of clothing is a long black trench coat his mother bought him for his induction into the Ninja Academy. Under he wears pretty much anything he feels like. His favorite colors are red and black so he wears a lot of clothes with those colors but he's pretty flexible so long as it's comfortable.

Background:His family is nothing special. His mother comes from a great line of martial artest that lived outside the village and his father from a long line of gardeners basically. He is the first ninja in his family for a long time. However, he dreams of being a powerful ninja one day.

Personality: Hmm, pretty fun loving, laid back kind of kid. Likes to joke around and pretty much is a master of getting out of doing anything he doesn't want to do, least around people who know him. He usually acts pretty tough but if he sees something he thinks is wrong, he will act according to his own rules. He has a bigger heart than he lets on but knows when to squash it. Most times he hides it by being a synical little b*****d with a quick fire mouth to match and he has no problem with mouthing off to those who could pretty easily squash him flatter than a sheet of paper. Eah, he's a kid, what are ya gonna do?

Other: He has a really odd family. He's the first ninja from the family in a long time and his mother tends to be the more aggressive one in the family(She is also where he get's his perverted and brutally honest nature from) His dad is more laid back but strict on the schooling.

Missions:


S:
A:
B:
C: 3
D: 1

Jutsu:


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

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

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

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

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

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Kagemane no Jutsu (Shadow Bind)
A skill that originally was used as a delaying tactic, the user is able to control an opponent's movement by connecting his shadow to theirs. The user's shadow is able to move, extend and change shape, but it must maintain the same surface area as the original. Any shadows between the user and opponent can be used to increase the total surface area, thus allowing the user's shadow to extend further than normal. The technique is also known as the Shadow Bind Skill (Kage Shibari no Jutsu). This jutsu does not harm the ninja using it when their opponent is harmed, unless they're harmed by an outside force and the movement made could hurt the user, such as an arm breaking or a quick neck jerk.
Cp cost: 20 (+5 per round)
Damage: N/A
Requirements: Be of Nara Decent, Chakra Control 10+
Training Days: 2 Days
Special: Foe's dodge bonus is 0 for that round
1st Turn dodge attempt is done with 1D20 + reflex save vs. users ninjutsu DC.
2nd Turn(if they are caught): Escape attempts are done by foes 1d20+str mod vs users 1d20 +chakra control

Ishi Bushin no jutsu- (Stone clone technique)
A jutsu created specifically in Iwagakure, The user literally channels chakra in to the ground and forms it upwards in to a exact likeness of themselves. Some consider it to be Iwgakure's answer to Kohanagakure's Kage bushin.
Rank: C
Cp cost: 15 per bunshin
Damage: Bunshin do 1.5x physical damage of user
Requeriments: Must be from Iwa or have Earth Affinity and be taught by Iwa Shinobi
Training days: 3 days
Special: * Ishi Bunshin cannot perform any nin or genjutsu of none Earth Element by themselves. They can, however, perform any taijutsu that doesn't require chakra.
*All speed related stats and checks are cut by ¾ normal(dex, reflex, DB, Melee and Range Bonus, ect) All other stats are cut in half
*Immune to all pushing/wind jutsu
*Any physical, none weapon based taijutsu done on these clones bounces damage back to the user by half their damage. All weapon based taijutsu still bounce back half damage but the clone also takes half.
Clone HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP * 2

Doton: Setsudan Chikyuu no Bakuhatsu (Explosion of cutting earth)
This is a jutsu made especially for trap like situation or if one runs out of exploding scrolls. The user of the jutsu must perform the Dragon, Tiger, and Bird hand seals to start this jutsu. The basic premise of this jutsu is to fill an object with ones chakra and accelerate it to a point of explosion. The chakra within is used to shape the direction and actual shape of the explosive debris to create spikes as shrapnel or a cloud of dust. Higher level users of this jutsu may even put a 'timer' on the object by manipulating their chakra to accelerate once it leaves their hand. In this, high levels of chakra control are needed and must be maintained in order to keep a bomb from going off before time. With the exception of those highly tuned to detecting chakra, others would not be able to detect those bombs made with this technique because the chakra shouldn't change the shape of the object until the very last moment. Must be non-living object. Each bomb creation in battle takes one Attack turn.
Rank: A
Cp Cost: 80 CP – Stone
90 – Metal
-10 CP if turning object to dust cloud
+5 CP per turn starting on turn bomb released- Timer

Damage: 100 – 135 + Chakra Mod + Ninjutsu Bonus (+ 5 to min and max if object is metal)

Requirements: Chakra Control 50, Ninjutsu 40, Something to blow up

Training: 10 Days

Special: *DC: 40 when trying to make metal explode.
*When turning to dust cloud, gives + 10 to any hiding/ sneak attack checks.
*Number of bombs on timer simultaneously: 1 per ever 10 in Chakra Control
*Bombs can be created before a battle but you start with -10 CP per bomb you carry with you into battle.
*-5 CP per bomb is deducted for each turn you carry the bombs. This also accounts for timer bombs created during battles.

Elemental Chakra Recomposition
Elemental Recomposition is a chakra control technique in which one gathers their chakra and grants it the abilities of the element which their chakra naturally favors.
Rank: A
Cp Cost: 0
Damage: damage for -element name- jutsu's are increased to x1.2 damage
Requirements: affinity, 100+ Chakra Control
Special: -elemental name- jutsu's cp usage is increased by 10%

Physical Chakra Recomposition
Physical Recomposition is a chakra control technique in which one gathers and compresses their chakra so much so to where it ca be seen by the naked eye. This is more commonly seem in just about every Ninjutsu know but to learn the individual process of gathering and focusing ones chakra is a great feat indeed, classified as an A rank difficulty task.
Rank: A
Cp Cost: 0
Damage: Add half chakra damage to all melee attacks, including weapons.
Requirements: 100+ chakra control
Special: *cp usage -10%
*If user holds item close to nearby elements (fire, water, earth, ect), the compressed chakra will attract the element and full chakra mod can be added to damage.

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

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion.
Cp cost: 20
Damage: 10 - 30 MHP + genjutsu bonus (2 to max per 10 in genjutsu)
Requirements: Genjutsu 20 Ranks
Training days: 5 days.
Will Save:10 + half user's level + half int. mod + half wis. mod
Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls

Taijutsu-

Fuuin-

Higyo Fuin (Fire Element Sealing Technique) / Mizugyo Fuin (Water Element Sealing Technique) / Chigyo Fuin (Earth Element Sealing Technique) / Fuugyo Fuin (Wind Element Sealing Technique)

Description of Jutsu: These are 4 of the 5 Sealing Jutsu developed by Takamichi Roy. He began studying the ancient sealing jutsu used to seal the elements in the world. Instead of sealing elements of the outside world, the user seals the elemental chakra used by an opponent’s jutsu. In order, these seals seal off fire chakra, water chakra, earth chakra and wind chakra for the duration of the battle OR until they steal the scroll and recite the code sealing the chakra. A separate scroll is needed to seal up multiple target's chakra (one scroll per person) and no more than one seal can be placed upon a person at any given time. However, for sacrificing the time duration of the seal and reducing it to a matter of turns, a user can seal up multiple types of chakra within a scroll. These seals must be placed around the vicinity of the battle field and are attuned to certain elements. Once a chakra of a certain element has been activated, the seal activates like a trap and sucks up the chakra, preventing that particular elemental chakra from being used by either combatant.
Rank: B
Cp Cost: 70 CP Each
Damage: N/A
Requirements: 1 Scroll per seal, Chakra Control 60+, Fuin Jutsu 50+
*Must be taught by Takamichi Roy
Training: 15 days per jutsu or 7 if any other version of this is known.
Special: *Once the target uses a jutsu of a certain element, the jutsu is nullified and absorbed if there is a seal in the area that is set to absorb that element.
*A user of the scroll will also be subjugated to the seal if they use the element after the seal has been activated. The seals user cannot, however, activate the scroll with their own jutsu. It must be someone else’s jutsu. This is because the user's chakra was what created the seal and so the seal will be ignorant of the user until activated.
*If multiple chakra is sealed (except using Koutetsugyo) within a single scroll, the time is dictated by this formula: 1 post per 5 points in Fuin Skill of the user
*The number of seals done by a scroll (I.E. the number of times the scroll will absorb the written element) is dictated by the size of the scroll:
Small(hand sized)=1 time
Medium(Kakashi's Dog Summoning Size) = 3 times
Large(Ten Ten's weapon attack) = 7 times
Huge(Summoning Scroll Size) = 10 Times

Koutetsugyo Fuin (Steel Element Sealing Technique)

Description of Jutsu: This is one of 5 sealing jutsu that was developed by Takamichi Roy. He began studying the ancient sealing jutsu used to seal the elements in the world. Instead of sealing elements of the outside world, the user seals the elemental jutsu within an opponent’s jutsu. This particular jutsu seals basic, non-elemental chakra. Basically, any jutsu that doesn't have an elemental affinity [Genjutsu mostly] will activate this seal and be sealed away. Taijutsu and physical ninjutsu(earth decapitation for instance) will NOT activate this jutsu. This jutsu works off the principle that all chakra, being a form of energy, share a common ‘code’ that defines it as chakra and, when not colored by elements, must have a basic thread of commonality. That is what this jutsu seeks to detect and seal.
Rank: A
Cp Cost: 100 CP
Damage: N/A
Requirements: Scroll, Chakra Control 70+, Fuin Jutsu 60+, All other Element Sealing Techniques Learned
*Must be taught by Takamichi Roy
Training: 10 days
Special: *Once the target uses a jutsu that fits this item, the jutsu is nullified and absorbed if there is a seal in the area that is set to absorb that element.
*A user of the scroll will also be subjugated to the seal if they use the element after the seal has been activated. The seals user cannot, however, activate the scroll with their own jutsu. It must be someone else’s jutsu. This is because the user's chakra was what created the seal and so the seal will be ignorant of the user until activated.
*If multiple chakra is sealed within a single scroll, the time is dictated by this formula: 1 post per 10 points in Fuin Skill
*This seal must be used alone as it will activate the moment any other seal activates and absorb the chakra from the other seals.
*The number of seals done by a scroll (I.E. the number of times the scroll will absorb the written element) is dictated by the size of the scroll:
Small(hand sized)=1 time
Medium(Kakashi's Dog Summoning Size) = 2 times
Large(Ten Ten's weapon attack) = 5 times
Huge(Summoning Scroll Size) = 8 Times


Summoning Contract-

~Stats~


Exp: 65/1400
LV: 22
Hp: 528+76=604
Cp: 528
MHp: 672

Strength: 8+11+5= 24
Mod: 7
Dexterity: 8+36+18= 62
Mod: 26
Constitution: 8+28+2= 38
Mod: 14
Intelligence: 8+37+11= 56
Mod: 23
Wisdom: 8+33+13= 54
Mod: 22
Charisma: 8+36+1= 45
Mod: 17
Chakra: 8+30+14= 52
Mod: 21
Dodge Bonus: 58

Base Attack Bonus: 22/17/12/7/2
Attack Melee: 29/24/19/14/9
Attack Ranged: 48/43/38/33/28

Base Save Bonus:11
Fort: 25
Rex: 37
Will: 33

Damage: (taijutsu and every weapon you use) 8-15
(range and all range weapons) 27-32


~Skills~


Skills: 33
Skill Points: 506

Balance: (Dex)
Escape Artist: (Dex) 26
Hide: (Dex) 26+22+2 = 50
Move Silently: (Dex) 26+6 = 32
Tumble: (Dex) 26
Use Rope: (Dex) 26

Concentration: (Con)14+100= 114

Chakra Control: (Int) 23+56+296 = 375
Knowledge: (Int) 23+20= 43
Research: (Int) 23+20+100= 143
Search: (Int) 23+0+30= 53
Craft: (Int) 23+40=63

Listen: (Wis)
Sense Motive: (Wis) 22+40+39= 103
Spot: (Wis) 22

Bluff: (Cha) 17+30+14= 61
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha) 17+33= 50
Handle Animal: (Cha) 17+38= 55
Perform: (Cha) 17+21+25= 63
Seduction: (Cha)

Ninjutsu: (Chk) 21+86+15 = 142
Genjutsu: (Int) 23+55+48 = 126
Taijutsu: (Str) 7+16 = 27
Fuuin Jutsu: (Int) 23+32 = 55
Kawarimi: 10
Kunai: 9+31 =40
Shuriken: 5+40+30 = 75
Ninja Weapons:
Sneak Attack:

~Possessions~


Living Metal God Legacy

Money:

Ryo: 22


~Pet Data~


Name: Etnaia Burokumo Gruatious Valdintine III (Etna for short)
Species: Cat
Size: Small
Element Affinity: Fire
Age: ??? (Ask if you want to die)
Gender: Female

~Appearance~


Height: 1 ft
Weight: 6 lb
Fur: Solid Black
Eyes: Chrimson
Physical Description: Rather small for her age but incredibly powerful. Her fur is a deep black that, if she decided to close her eyes in a dark room, you'd never find her.
Background: Things...tend to be intersting when your as old as this cat. No one knows her history, not even the Earth Master Rain whom she use to call owner. Rain found Etna on a cold day and simply felt an unbarable draw to Etna and thus named her after some of the more influential people in her life. Etna, however, wasn't a mear stray cat. She was already blessed with the intellegence to speak human language (3 to be exact) and a good grasp of Ninjutus. It's no small task to say that Etna actually taught Rain a thing or two. No matter where Rain has gone, Etna could always be found somewhere near, supporting from the shadows (or from the front line if you take into account her ability to summon the guard dog of Hell). When Rain was sealed away, Etna was caught in the jutsu as she tried to save her friend/owner. Now, after being unsealed, she was captured again during the raid of Iwagakure and is now under the watchful eye of the Takamichi family. The question is, who is watching whom...
Personality: Etna tends to act very regal and upity. The reason being is because...well...she's a cat and not that many people are expecting a cat to be able to do all the things she can do. Her power is quite enormous and formidible and many people underestimate her because of her size which fits her just fine. She does have a sharp toung and speaks what she feels no matter who it hurts. But she always has an air of coniving and plotting about her so many don't trust her outright. Probably for the better.

Other: Through unknown methods and happenings in her past, Etna is able to summon the Guard Dog of Hell, Cerberus. The dog fully listens to her dispite species fights. Many think that she has some dirt on Cerberus but no one knows.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
Bunshin no Jutsu
Henge no Jutsu (Transformation Technique)
Kawarimi no Jutsu (Replacement Technique)
Nawanuke no Jutsu (Rope Escape Technique)
Genjutsu Kai: Release
Shunshin no Jutsu (Body Flicker Technique)
Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)
Katon: Gokakyu no Jutsu (Fire Release: Grand Fireball Technique)
Katon: Hosenka no Jutsu (Fire Release: Mythical Fire Phoenix Technique)
Kuchiyose no Jutsu (Summoning Technique)
Hari Jizo (Needle Guardian)
Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet)
Tategami Gouzen no jutsu (Roaring Lion Technique)


Genjutsu-
Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
Kori Shinchu no Jutsu (Sly Mind Affect Technique)
Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
Shi no Kumi no Jutsu (Death Forseeing Technique)
Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique)


Taijutsu-

Summoning Contract-
Cerberus
Description of Jutsu: The guard dog for the pits of Hell. The tales give him no justice in the horror he inspires within those he battles. The three heads each have a mane of fire and brimstone flowing across them. His blood is lava hotter than any you'll find on this plane of existance and even his drool can catch things on fire. To any who oppose his mistress, he is nothing short of the perfect killing machine. To those who his mistress favors, he's a giant fire breathing puppy.
Cp Cost: 200 cp
Damage: 46-119
Requirements: Must make a deal with the devil (seriously...)or be given permission by Etna
Training: none
Special: All physical attacks to him will result in being burned (damage does still go through though)


Stats:
LV: 75
Experience:30
Hp: 4125
Cp: 2400
MHP: 1500
Strength:22+78= 100 {45}
Dexterity:22+78= 100 {45}
Constitution:22+78= 100 {45}
Intelligence:22+33= 55 {22}
Wisdom:22+8= 30 {10}
Charisma:22+0= 22 {6}
Chakra:22+33= 55 {22}
Dodge Bonus: 65

Base Attack Bonus: 75/70/65/60/55/50/45/40/35/30/25/20/15/10/5
Attack Melee: 120/115/110/105/100/95/90/85/80/75/70/65/60/55/50
Attack Ranged: 120/115/110/105/100/95/90/85/80/75/70/65/60/55/50

Base Save Bonus: 36
Fort: 71
Rex: 76
Will: 46

Bluff: (Cha)
Diplomacy: (Char)
Disguise: (Cha)
Gather Information: (Cha)
Intimidate: (Cha)6+200=206
Innuendo: (Cha)
Perform: (Cha)
Sense Motive: (Wis)10+200=210
Read Lips: (Wis)

Balance: (Dex)
Escape Artist: (Dex)
Listen: (Wis)10+200=210
Move Silently: (Dex)45+101=146
Survival: (Wis)
Swim: (Str)
Treat Injury: (Wis)
Tumble: (Dex)
Use Rope: (Dex)

Concentration: (Con)
Search: (Int)
Spot: (Wis)22+150=172

Chakra Control: (Int) 22+100=122
Ninjutsu: (Chk) 22+100=122
Genjutsu: (Int) 22+302=324
Taijutsu: (Str) 45+299=344
Fuuin Jutsu: (Int)
Sneak Attack:


~Stats~

LV: 80
Experience: 30
Hp: 880
Cp: 1040
MHp: 1440

Strength: 20 + 14= 34 | mod = 12
Dexterity: 20 + 30= 50 | mod = 20
Constitution: 20 + 0= 20 | mod = 5
Intelligence: 20 + 42= 62 | mod = 26
Wisdom: 20 + 14= 34 | mod = 12
Charisma: 20 + 10= 30 | mod = 10
Chakra: 20 + 10= 30 | mod = 10
Dodge Bonus: 42

Base Attack Bonus: 80/75/70/65...
Attack Melee: 92/87/82/77...

Base Save Bonus: 40
Fort: 45
Rex: 60
Will: 52

Damage:
Bite: 1 - 2 + str mod +84
Claws: 1 - 1 + str mod +84
Tear: 1 - 3 + str mod +84, causes a Bleeding wound which is -[str mod of the animal] Hp per two turns. If the modifier is negative there is no bleeding damage.. The DC for treating the wound is basically the animal's level. For example the DC for treating a wound made by a level 25 animal would be 25. Lastly, Tiny animals cannot Tear.

~Skills~

[[SP: 2080]]

Swim: (Str)

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

Concentration: (Con)

Chakra Control: (Int) 26 + 200+5 = 231
Search: (Int)

Listen: (Wis) 12 + 150 = 212
Sense: (Wis) 12 + 100 = 112
Spot: (Wis)
Survival: (Wis)
Track: (Wis) 12 + 250 = 312

Diplomacy: (Cha)
Intimidate: (Cha) 10+ 180 = 190
Perform: (Cha)

Ninjutsu: (Chk) 10 + 400 = 410
Genjutsu: (Int) 26 + 400+2 = 428
Taijutsu: (Str) 12 + 400 = 412
Fuuin Jutsu: (Int)
Sneak Attack:

~Possessions~


Equipment:
PostPosted: Mon May 19, 2008 10:55 pm


User-name:Carlos Ralfer
Posting: At least 3 times a week (damn school work)
Time zone:USA Eastern Standard

~Character Data~

Name:Takamichi Ryoko
Village: Iwagakura
Clan/Bloodline: None
Element Affinity: Earth/Lightning
Age: 35 [looks 12 in Haruko form]
Gender: Female
Rank: Jounin

~Appearance~

Headband: She has her headband right shoulder and has no problem using it to aid in a shoulder tackle..

Height: 5'11" [4'0 in Haruko form]

Weight: 145lb [80lb in Haruko form]

Hair: Black

Eyes: Red

Physical Description biggrin efinatly couldn't tell she's a mother of two just by looking at her. She keeps a nice tone to her body through her rigourse training in the martial arts. Being that she never was allowed to become a ninja, she decided to take on the martial arts so she could at least experience something close to it. She has lovely deep taned skin thats very smooth and soft to the touch which defies how hard she can hit and how fast she can move. Her hair is like silk and blends in perfecty with a night sky. Here eyes are like rubies and shimmer when she's happy or flurty. One ninja even mistook her eyes to be a Kekkie Genkie once because of how easily subduded he was just by looking into them. (They aren't though) Very ample of body and preportioned in all the right ways to make a man (and some women) shutter in delight.

Clothing: She never wears anything too revealing but will wear something to hug (not strangle) her figure. She really doesn't care about people seeing her body but its just a common curtisy since her husband did care and she respcts his wishes greatly. Her wardrobe contains mostly warm colors, especially deep blues and blacks. 99% of her lower wear is pants and shorts with the other 1% being her wedding dress and a funeral/evening dress. She absolutly hates dresses and skirts. Her family and her husbands family litterally had to tie her down and force her wedding dress on her.

Background: She comes from a pretty normal family that lived in a small village outside Iwagakura. Being that her family had little money and clout, she wasn't able to attend the ninja school in Iwagakura like she wanted and instead followed her fathers footsteps in the martial arts. She is now a master of at least 10 different martial arts and has won a few competitions but has always dreamed of becoming a ninja one day. She realizes the dangers but she just holds it in her heart. She met her husband when he was out on a trip and stopped in her town. They hit it off and she somewhat used him to get a ticket into Iwagakura but she they were turly in love. They had 2 children and lived peacefully till the war where her husband was killed by the leader of the invaders. Now a widow and a ninja, she works hard to keep the painful memories of ehr husband's death from surfacing once more. She now trains a team of Gennin and works hard to make sure her daughter, now the only non-ninja in the family, on the straight and narrow with her studies. Her son Roy, however, is another story entirly.

Personality: In a short discritption, she's happy, fun loving, energetic and motivated. She likes to keep moving and likes motivated people. She can be a serious sudductrice if she feels like it though and can sweet talk the pants off a homeless woman. She doens't care to lie and hates when people are mean for no reason. But she is quite the little pervert and has, unfortunatly, infused that into her youngest child. She hates that it's happened that way but she figures she might as well try to mold him into a respectable pervert.

Other: She now teaches a cell of students in Iwagakure and can usually be found in her henge form of Haruko. She uses it as a disguise to trick and mess with peoples heads.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

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

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

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

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll

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
Requirements: Genin or higher rank. Must be trained to learn the jutsu.
Training days: 3 to 7 days. 2 - 5 With earth Affinity.

Genjutsu-

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

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

Tsumibukai Seppun no Jutsu (Jutsu of the Sinful Kiss/Genjutsu)
This genjutsu is used to seduce and 'charm' an opponent. It uses the natural pheromones created within the human body and enhances them to gain the affection of all enemies within range. If the genjutsu is successful, the user must then perform another check to give suggestions. The victim performs a sense motive check to see if they follow orders or resist. If they fail the sense motive check, they must do as the user commands them for the next turn. Then the cycle repeats itself. This jutsu can only be used once per battle as once the pheromones have been activated in the human brain, it takes a while for them to turn off. It will not be broken if the caster attacks the victim indirectly like through a sneak attack or hidden jutsu. All direct attacks (taijutsu and frontal range and such) will dispell the jutsu.
Rank: A
Cp Cost: 90 + 5 per turn
Damage: 15- 30 MHP per failed sense motive check.
Requirements: Seduction Skill 100+, Genjutsu Skill 60, Must be taught by Takamichi Ryoko
Training: 8 days
Special: This jutsu can work on anyone so long as the DC's are done properly. Also, there will be a penalty of -25 if the jutsu is used on someone with different sexual preferences that don't include you. Say you’re a girl doing this jutsu on a straight girl, you suffer. Or if you try it on a gay male and you aren't a male yourself than you suffer.
Also the pattern for turns will be as follows:

Users 1st Turn: Cast Genjutsu
Foes 1st Turn: Will Save (fail)
Users 2nd Turn: Give suggestion
Foes 2nd Turn: Sense Motive check (Fail)
Foes 2nd Turn cont: Follow suggestion given
Users 3rd Turn: Give another suggestion
Foes 3rd Turn: Another Sense Motive Check (repeat above steps if Fail or if succeed perform below actions)
Foes 3rd Turn cont: Resist Actions (Retry Will Save compared to previous Will DC) (success breaks jutsu, failure performs below)
Users 4th Turn: Tries to reapply Genjutsu (Will DC roll)
(Repeat steps as needed. Foe gets +6 on next Will Save)

Will Save DC: 20 + half attacker's level + half attacker's intelligence mod + half attacker's wisdom mod + 2 per 10 ranks in the attacker's Genjutsu skill

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

Sennen Goroshi (One Thousand Years of Death)
A very simple Taijutsu technique with a very over-dramatised name. A technique in the one plunges the user's fingers into the vicinity of the victim's rectal regions. However, the true meaning of the jutsu was mainly to use a pointed object (usually a kunai), in order to attack the blindspot of the enemy. When combined with explosive seals, it can even damage Gaara in his semi transformed mode.
Damage: 10 - 20 + str.
Requeriments: "Sick mind ?"
Training days: 0

Kage Shuriken no Jutsu (Shadow Shuriken Technique)
The user of this technique throws multiple large shuriken in such a way that the first shuriken hides the subsequent ones by blocking the line of sight. To the target, it would look like only one shuriken was thrown.
Cp cost: 4 per throw
Damage: Add fuuma shuriken damage to each shuriken throw.
Requirements: Fuuma Shuriken. Gennin or higher Rank, Shuriken skill 10+ Ranks.
Training days: 2

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

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

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

Hachimon (The Eight Celestial Gates)

The eight chakra gates are eight specific points on a person's chakra circulatory system. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By opening these gates, the user can surpass their own physical limits at the cost of extreme damage to their own bodies.

Obviously, gates must be opened in order. The gates and what they release are listed below: (Note: The eight gates do not have a CP cost. Instead the each have a HP cost with the exception of the eighth which kills the user at the end. This is so that the eight gates do not get spammed the hell out of.)

The effects of the gates last for 100 rounds (10 minutes) for gates 1-5 and until death for gates 5-8. However the Hp loss is constant. The effects of the gate opening can be healed up to the opening of the 6th gate. The strain placed on the body from opening the 7th and 8th gate is too much for anyone to heal. You can recover from opening the 7th gate, but you probably won't be ninja-ing around any more.

1. Opening (Initial) releases the brain's limit on the total strain on the muscles, giving the user five times their normal strength.
Hp Cost: 30
Damage: -
Requirements: Taijutsu 30 ranks, Gouken
Training: 30 days
Special: Opening the first gate gives the user +6 strength and dexterity but -20 from the Cp [chakra is expelled from the body making it wasted]. User loses 10 Hp per round.

2. Rest (Heal / Energy) releases the brain's limit on the body's stamina, making a battle-worn person become miraculously ready to fight as if the fight had just started.
Hp Cost: 50
Damage: -
Requirements: Taijutsu 40 ranks, Gouken, Initial opened
Training: 30 days
Special: Opening the second gate gives the user +16 strength and dexterity but -25 Cp. User loses 20 Hp per round.

3. Life is located on the spinal cord, and releases the limit on the nervous system, which makes information travel at a faster rate and creates even more stamina. As a side effect, the user's skin turns red, indicating an increased blood-oxygen level.
Hp Cost: 75
Damage: -
Requirements: Taijutsu 50 ranks, Gouken, Previous gates open
Training: 30 days
Special: Opening the third gate gives the user +26 strength and dexterity but -40 Cp. User loses 30 Hp per round.



Only when created and learn will the move be turned back to black


Ryu Name: Taijutsu Ryu: Ihikabe Youshiki (Stone Wall Style)
History of Ryu: This style was originally constructed and perfected by the rather odd shinobi known as Takamichi Ryoko. Having had a life of mostly martial arts upbringing, her training in the Ninja arts increased her knowledge and thus gave birth to this style. It has only recently been exposed to be a full on style and thus is still under development. She tends to be very adamant about training in it.
Description of Ryu: This is a totally defensive taijutsu style that requires the user to allow the target to come to them. Every technique save one is managed mostly for counter attacks and thus restricts the user from doing any deadly damage. The benefit is that the user gains a true view of the battle and uses very little energy to finish off foes or at least subdue them. The user of this jutsu must first go into a defensive state of mind, forfeiting all but 1 attack turn but as a bonus, they gain an addition of their numeric level to be used as a bonus to their Dodge Bonus and Reflex Save and half their level is added to their Will Save and Fort Save. Also, all counters connect to compensate for relatively low damage of most techniques.
Requirements: Taijutsu 10, Must be taught by Takamichi Ryoko

In Game Stats: Taijutsu Damage raises from 1-6 to 2-10
Dex and Con mod +1 per 8 levels
Chk -2 per 8 levels

Special: -All weights used should be in pounds. Please convert BEFORE calculating damage.
-Death cannot result from the use of any technique in this style.



Jutsu Name: Kakushi Da Ha no Jutsu (Jutsu of the Hidden Blade)
Description of Jutsu: This skill is to defend against basic punches and jabs. The user slides back and diverts the punch to the side only slightly using the arm closets to the opponent. Leaving that arm up, the user then springs forward using their back leg and thrusts their free hand into the persons ribs using a back fist. They then convert the back fist into a knife edge and brings it down across the back of the neck to knock the target loopy.
Rank: E
Cp Cost: N/A
Damage: Taijutsu Damage
Requirements: Must Know Ihikabe Youshiki Style,
Training: 2 days
Special: The user rolls a D8 and if they roll 8, the target gets a 50% reduction of all rolls for next turn

Jutsu Name: Kassou Seki no Jutsu (Jutsu of Gliding Stone)
Description of Jutsu: This is a counter throw jutsu. Its meant for countering a punch. After the opponent throws their fist, the user ducks down then grabs the targets attacking arm and one leg and tosses them over their back using the opponents own momentum against them.
Rank: D
Cp Cost: N/A
Damage: half attackers weight – (half attackers weight+user str mod)
Requirements: Must Know Ihikabe Youshiki Style, Taijutsu 15
Training: 3 day

Jutsu Name: Tai Harikeen (Anti Hurricane)
Description of Jutsu: This technique was constructed to oppose the Leaf Whirlwind technique but can be used to counter any thrusting attack. Using precise timing, the user takes a step back to avoid the thrusting kick that would normally send them flying. Then, the user grips the extended body part and uses the attackers own momentum to throw them.
Rank: C
Cp Cost: N/A
Damage: half attackers weight – (half attackers weight+user str mod)
Requirements: Must Know Ihikabe Youshiki Style, Taijutsu 40
Training: 3 Days

Jutsu Name: Senkai Sekizou Hanmaa no Jutsu(Jutsu of the Revolving Stone Hammer)
Description of Jutsu: This is used to deflect either a punch or a kick, anything really. As the person comes lunging towards the user, the user begins to slide back and push the attacking limb out of the way and continue into a spin. Using the power of the spin, they move into the opponents and unleash a hail of backhands and knees. It ends up being a combination of melee attacks.
Rank: B
Cp Cost: N/A
Damage: half taijutsu damage for each hit.
Requirements: Must Know Ihikabe Youshiki, Taijutsu 50
Training: 4 Days
Special: The number of hits allowed are determined by 1 per every 10 in your Dex stat (not the mod)

Jutsu Name: Sekizou ya Shi Teika no Jutsu (Stone Palm Drop)
Description of Jutsu: This jutsu was created to avoid and counter a Painful Sky Leg Drop but it can be used for any committed thrusting or downward stroking attacks. The user waits for the opponent to commit to the attack at which point the attacker cannot, under normal circumstances, stop or change the direction of the attack. Once done, the user begins to spin off to either side. They then use the power of their spin to deliver a palm strike to the back of the head, right where the spinal cord and the skull meet. A proper execution can result in temporary blindness of the opponent.
Rank: C
Cp Cost: N/A
Damage: 2-10 + Dex mod
Requirements: Must Know Ihikabe Youshiki, Taijutsu 30, Dex 20
Training: 3 days
Special: The user must roll a 20 sided die to see if the blindness effect goes through. If they roll an even number, the target has all sight related checks and taijutsu rolls cut in half for 2 turns.

Jutsu Name: Kabe Tai Fuu no Jutsu (Wall vs. Wind Jutsu)
Description of Jutsu: This jutsu was constructed to defend against the Leaf Great Whirlwind or any double swing kind of attack. It is based on the principle that sometimes one must take an attack in order to make an attack. The user places up their guard to block both attacks. Upon successfully guarding against the attacks, the user will grasp the limb of the attacker and throw them after a quick spin.
Rank: A
Cp Cost: N/A
Damage: Attacker Damage: half attackers weight – (half attackers weight+user str mod) / User Damage: 25% damage that would have been done by attack
Requirements: Must Know Ihikabe Youshiki, Taijutsu 50
Training: 6 days

Jutsu Name: 40 Te no Jutsu (40 Hands)
Description of Jutsu: This is the only attack in the entire style. It was constructed from the principle of the pressure points of the body that all martial arts target at one point or another. The user of this attack moves in quickly and uses just their middle knuckle to attack these points at rapid succession. This can result in massive damage and loss of use of some limbs do to blocked blood flow and swelling of joints and such. If done fast enough, it can look like a series of only 40 strikes when it may actually be somewhere in the area of 100.
Rank: S
Cp Cost: N/A
Damage: 2-10 + half str mod + half dex mod per hit
Requirements: Must Know Ihikabe Youshiki, Taijutsu 70, Dex mod. 20
Training: 15 days
Special: The user must unlock the first Inner Gate before doing this jutsu.
-# of hits = 2 per 5 in dex stat (times) number of hits per turn
-Since this is an actually attack, it will be treated like regular taijutsu.

Owner: Carlos Ralfer for Takamichi Ryoko


Summoning Contract-

~Stats~

Exp:1070/4000
LV.32
Hp: 10+32 = 42*32 = 1344
Cp: 3+6=9*32 = 288
MHP: 10+13=23*32= 736
Strength:12+82+2+[8]= 110
Mod: 50
Dexterity:12+50+[4] = 66
Mod: 28
Constitution:12+60+[2]= 74
Mod: 32
Intelligence:12+20+[3] = 35
Mod: 12
Wisdom:12+20+[4] = 36
Mod: 13
Charisma:12+40+[2] = 54
Mod: 22
Chakra:12+[6+4] = 22
Mod: 6
Dodge Bonus:10+13+28 = 51

Base Attack Bonus:32/27/22/17/12/7/2
Attack Melee:82/77/72/67/62/57/52
Attack Ranged:60/55/50/45/40/35/30

Base Save Bonus:16
Fort:48
Rex:44
Will:29

Damage: (taijutsu and every wepon you use)55-112

~Skills~
Skills=22
Skill Points=384

Swim: (Str) 50

Balance: (Dex) 28
Escape Artist: (Dex) 28+50= 78
Hide: (Dex) 28
Move Silently: (Dex) 28
Sleight of Hand: (Dex)
Tumble: (Dex) 28
Use Rope: (Dex) 28

Concentration: (Con) 32+[8]= 40

Chakra Control: (Int) 12+20= 32
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int) 12+0+[8]= 28
Repair: (Int)
Research: (Int)
Search: (Int)

Listen: (Wis) 13
Read Lips: (Wis)
Sense Motive: (Wis) 13+30= 43
Spot: (Wis) 13+
Survival: (Wis)
Treat Injury: (Wis) 13

Bluff: (Cha) 22
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha)
Handle Animal: (Cha) 22
Intimidate: (Cha)
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha) 22+100+2= 124

Ninjutsu: (Chk) 6+22= 28
Genjutsu: (Int) 12+22+3= 37
Taijutsu: (Str) 50+140+7+[40]= 237
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:

~Possessions~


Money:

¥en:
Ryo:

Equipment: A pair of worn leather gloves for training purposes.

Carlos Ralfer


Reckage

PostPosted: Thu May 22, 2008 8:49 am


User-name: Reckage
Posting: Often
Time zone: Eastern

~Character Data~


Name: Reckard Jikkeon (Reck)
Village: Iwagakure (Stone Village)
Clan/Bloodline: n/a
Element Affinity: Earth
Age: 14
Gender: Male
Rank: Genin

~Appearance~

User Image

Headband: Wrapped around his waist like a belt
Height: 5’9”
Weight: 189 lbs
Hair: Short and white
Eyes: Amber
Physical Description: He has a slightly abnormal muscle structure and various cuts and bruises around his body from fighting. He has a slight cut on his left eye.
Clothing: No shirt, A necklace with a piece of onix at the end, Gray long shorts that go down to he knees, A tree section staff foled up on his belt, the basic ninja foot wear but orange instead of blue.
Background: He came to the village hidden in the stone at a young age with nowhere else to go and after a few years greatly developed his taijutsu skills, though because of his lack of chakra control it was very difficult fro him to develop using ninjutsu and genjutsu. His idol is the shinobi Rock Lee from the Village Hidden in the Leaves and he strives to be like him, following his shinobi way that with taijutsu, you can be a splended ninja. He has been through many ninja teams that went on to become chunin and jounin while he stayed at the rank of genin but that hasn’t stopped his dream of becoming a great ninja. In the past year he has completed many successful missions on his own.
Personality: Friendly and an overall nice guy. You can trust him when it counts and laugh when he jokes.
Other: Even though he does know some ninjutsu, he doesn’t prefer to use them cause he finds that remembering the hand seals is annoying.

Missions:

S: 0
A: 0
B: 0
C: 1
D: 4

Jutsu:

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

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

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

Konbi Henge (Combination Transformation)
An advanced form of Henge no Jutsu (Transformation Technique), Konbi Henge is where both the users are transformed into one being.
Cp cost: 80 "Divided to 40 between the users"
Damage: N/A
Requirements: Henge no jutsu, both subjects most be willing to perform the jutsu.
Training days: 5 days, users must train together.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

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

Genjutsu-

Taijutsu-
Goken (Strong Fist)
Goken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The Goken style also use extreme movements based on leg flexibility and spin kick for more damage.
Damage: Increases normal taijutsu damage to 5 - 12

Kage Buyo (Shadow of the Dancing Leaf)
While the target is airborne, the user jumps in such a way as to appear below the target while following a similar trajectory through the air. Since the victim is airborne, he is in a vulnerable position to a more damaging attack.
Cp cost: 1
Damage: 0
Requirements: Gouken, Taijutsu 20, Dex. 25
Training days: 2 days.
Special: Do to target being airborne, their dodge bonus and reflex save are both cut in half during the next turn.

Konoha Raiken (Leaf Thunder Fist)
Description: After jumping into the air while spinning forward, the user delivers a powerful punch.
CP Cost: n/a
Damage: Normal taijutsu damage + 2 for every 5 dexterity mods. to the maximum ( 28-53 )
Requirements: Goken, +15 Dexterity
Training: 5 days
Special: Add +2 to this attacks attack roll
Owner: Reckage

Gōrai Rensa (Strong Thunder Lotus Chain)
Description: The user uses chains that they use to wrap the enemy in. Then they throw them into the air with the chains in a lotus formation while wrapping the chains around their own arms then dashes in front of the airborne enemy and releases all their rage in a brutal barrage of high-speed punches.
Damage: Triple normal taijutsu damage ( 72 - 147 )
Requirements: Goken, Taijutsu +70, Dexterity +40, Chains
Training: 3 weeks
Special: If your attack roll misses, you take damage equal to 1/4 of your strength mod. If its a tie, you and your opponent take damage equal to 1/4 of your strength mod. [ 4 ]
Owner: Reckage

Hoseki Wave
Description: Moving towards the opponent, you grab their arm firmly and quickly stop sliding your foot under them to trip them up a bit. Quickly, you then dig your other foot into the ground to anchor down and go into a spin accelerating rapidly not letting go of their arm spining them around, then while spinning you lower them to the ground dragging them across the ground on their side and when your spinning as fast as you can, you let go sending them flying into a wall or object tumbling on the ground.
CP Cost: n/a
Damage: Normal taijutsu damage + Half of Dexterity Mod.
Requirements: Goken, +25 Dexterity
Training: 5 days
Special: Change damage based on what they were thrown into if anything
Wood Wall: +10 Damage
Stone Wall: +25 Damage
Tree: +10 Damage
Steel Wall: +30 Damage
Owner: Reckage

Hoseki Meteor
Description: When close enough to the enemy, the user thrusts their fist into the opponent’s upper chest stunning them slightly then bring their hand up to below their chin and place their other hand on their stomach. From there, they twist around bring their opponent over their shoulder lifting them with the hand thats under their chin and raising their body with the hand thats on their stomach and when their head is overtheir shoulder, they use the hand that’s under their chin alone and slam the opponent head first into the ground.
CP Cost: n/a
Damage: Normal Taijutsu Damage + Half of Strength Mod.
Requirements: Goken, +40 Strength
Training: 6 Days
Special: Change damage based on ground under you when used.
Rocky Earth/ Hard Ground: Double damage
Water/ Wetlands: Multiply by .5 damage
Grassland/ Plane: Normal Damage
Tall Grassland: Multiply by .75 damage
Owner: Reckage


Suiken (Drunken Fist)
An unusual style of taijutsu combat where the user takes in enough alcohol to become intoxicated (hence the name), causing them to become unpredictable and highly dangerous. Suiken is not a fighting style that one can learn or train in, nor is it a bloodline limit, but more of a natural talent that one is born with. However, you still have to find a Suiken master to learn it from, which will be hard as they are very rare.
Damage: Increase taijutsu damage by 2 - 10. (21-45)
Requirements: Gouken. Appropriate age or irresponsible sensei, alcohol, Wis 15+ (to keep your wits about you), level 5+
Training days: 10 days , Or born with ability.
Special: +10 to DB, attack roll, and Reflex Save.
-15 to Will Save, and all skill checks.

1. Opening (Initial): Releases the brain's limit on the total strain on the muscles.
Hp Cost: 50 Hp and 10 per turn to hold it
Damage: -
Requirements: Taijutsu 30 ranks, Gouken
Training: 25 days
Special: Opening the first gate gives the user +6 strength and dexterity but -30 CP [+3 Mod][chakra is expelled from the body making it wasted]

2. Rest (Heal / Energy): Releases the brain's limit on the body's stamina, making a battle-worn person become miraculously ready to fight as if the fight had just started.
Hp Cost: 80 HP and 20 per round held
Damage: -
Requirements: Taijutsu 40 ranks, Gouken, Initial opened
Training: 27 days
Special: Opening the second gate gives the user +16 strength and dexterity but -40 CP. [+8 Mod]
*Also, it refills the users HP and MHP to 90% of the max amount BEFORE taking the initial damage.

3. Life: Located on the spinal cord, and releases the limit on the nervous system, which makes information travel at a faster rate and creates even more stamina. As a side effect, the user's skin turns red, indicating an increased blood-oxygen level.
Hp Cost: 110 HP and 30 per round held
Damage: -
Requirements: Taijutsu 50 ranks, Gouken, Previous gates open
Training: 29 days
Special: Opening the third gate gives the user +26 strength and dexterity but -80 cp. [+13 Mod]


Summoning Contract-

~Stats~

LV. 11
Experience: 77 / 300
Hp: 275
Cp: 77
MHp: 143
Strength: 48 | mod = 19
Dexterity: 34 | mod = 12
Constitution: 40 | mod = 15
Intelligence: 16 | mod = 3
Wisdom: 16 | mod = 3
Charisma: 10 | mod = 0
Chakra: 18 | mod = 4
Dodge Bonus: 25

Base Attack Bonus: 11
Attack Melee: 30
Attack Ranged: 24

Base Save Bonus: 5
Fort: 20
Rex: 18
Will: 8

Damage:
Taijutsu: 24 - 47
Kunai: (20 - 22 in melee) (13-15 in ranged)
Shuriken: 13 - 14
Tree Section Staff Nunchaku: 21 - 27
Makibishi Spikes: 1 per 3 spikes
Exploding Tags: 10 - 20

~Skills~

Skill Cap - 180 pts.
Level: 33 points
1st Time skip: +4 taijutsu
2nd time skip: +25 Taijutsu, +6 Balance, +5 Survival, +5 Concentration, +2 Sneak Attack, +5 Chakra Control
Training: +2 Perform, +11 Taijutsu, +7 Search, +5 Hide

[Mod.]+[Training]+[Skill Points]=[Total]

Strength Modifier: 19
Swim: 19+0+0=19
Taijutsu: 19+40+25=84 (+16 Tai. Damage)

Dexterity Modifier: 12
Balance: 12+6+0=18
Escape Artist: 12+0+0=12
Hide: 12+5+0=17
Move Silently: 12+0+0=12
Sleight of Hand: 12+0+0=12
Tumble: 12+0+0=12
Use Rope: 12+0+0=12
Perform (Puppet Play): 12+0+0=12

Constitution Modifier: 15
Concentration: 15+5+0=20

Intelligence Modifier: 3
Chakra Control: 3+5+8+0=16
Craft: 3+0+0=3
Disable Device: 3+0+0=3
Forgery: 3+0+0=3
Knowledge: 3+0+0=3
Repair: 3+0+0=3
Research: 3+7+0=10
Search: 3+0+0=3
Genjutsu: 3+0+0=3
Fuuin Jutsu: 3+0+0=3

Wisdom Modifier: 3
Alchemy: 3+0+0=3
Listen: 3+0+0=3
Read Lips: 3+0+0=3
Sense Motive: 3+0+0=3
Spot: 3+0+0=3
Survival: 3+5+0=8
Treat Injury: 3+0+0=3

Charisma Modifier: 0
Bluff: 0+0+0=0
Diplomacy: 0+0+0=0
Disguise: 0+0+0=0
Gather Information: 0+0+0=0
Handle Animal: 0+0+0=0
Intimidate: 0+0+0=0
Innuendo: 0+0+0=0
Perform: 0+2+0=2
Seduction: 0+0+0=0

Chakra Modifier: 4
Ninjutsu: 4+0+0=4

Weapons: [add Strength or Dexterity modifier depending on circumstances]
M.Kunai: 0+0+0=0
Shuriken: 0+0+0=0
Ninja Weapons: 0+0+0=0

No Modifiers:
Sneak Attack: 0+2+0=2
Kawarimi: 0+0+0=0

~Possessions~


Money:
Ryo: 2550

Equipment:
2x Kunai
8x Shuriken
1x Tree Section Staff Nunchaku
1x Long chain in Staff Nunchaku
20x Makibishi Spikes
5x Jibaku Fuda (Exploding Tags)
1x Bra (Don't ask why)

Valuables:
Onix necklace
PostPosted: Thu May 22, 2008 8:50 am


User-name: Reckage
Posting: Alot
Time zone: Eastern

~Character Data~


Name: Ando T. Faust
Village: Hidden Stone Village
Clan/Bloodline: Faust Clan
Element Affinity: n/a
Age: 17
Gender: Male
Rank: Chunin

~Appearance~

User Image

Headband: Around stomach
Height: 5’11”
Weight: 141 lbs
Hair: Black
Eyes: Yellow with bags under them
Physical Description: Almost no muscle at all, tall and slender figure, pale white skin, and his body is riddled with cuts and scars.
Clothing: Black long coat with long baggy sleves and a rear that goes down to his knees, Bandages wrapped all over both arms under his sleves, Black see-through cloth wrapped around his eyes, Black jeans, A belt with a skull on it, and blue open toe shoes.
Background: Ando grew up in a small village outside the Stone village with his mother and father. While growing up, he found it very hard to make friends since he was a descendant of Faust, a dark arts user in the past, and kids made him an outcast. Because of this he spent nearly all his time indoors either reading books or just thinking and this made him develop a level of pale skin which didn’t help his social situation any more. When he became of age he attended the ninja academy and graduated years later as a genin and became a very skilled ninja. 2 months after he became a genin while he was out on a mission, his parents and numerous other civilians were killed by a rogue ninja. When Ando found out about what happened, he burried them next to their house and he didn’t sleep or eat for days. He just sat in his house alone reading books about his family history and about Faust. After a few weeks he came back to his team but he changed, his personality was different and so was his appearance. He quickly became an exceptional ninja completing 86% of his missions flawlessly but he was disbanded from his team since they were afraid to work with him anymore. He soon became a chunin and left the village to the Stone village to help since he heard about the crisis in the nations.
Personality: Creepy but very friendly
Other: Since he's a bit of a necromancer, the puppets he creates look like skeletons and he talks to them as if they were living.

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.
Cp cost: 1 pt. per bunshin.
Requirements: Academy students learn it on the academy as a basic jutsu.
Special: For every additional bunshin, add 10% to your ninjutsu check

Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is maintained"
Requirements: Learn in the Academy.
Special: Roll a disguise check

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

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

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

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

Medical Technique: Minor Chakra Heal
By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. [No bones can be repaired by this technique.]
Cp Cost: -6 Cp per round
Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal. (11-22)
Requirements: Treat Injury (10), Knowledge: Life Sciences (10), Chakra Control (20)

Tobidogu (Projectile Weapons)
In order to store and use large items or various weapons, the user can unleash them by utilizing summoning scrolls. In this way, the person won't be burdened by carrying weighted artillery when going up against an opponent.
Cp cost: 2
Damage: N/A
Requeriments: Scroll, intelligence 20 +

Utsusemi no Jutsu (Projection Technique)
In order to hide their location and not disclose their posture, the user projects their voice by resonating everything they say from all possible directions with this jutsu.
Cp cost: N/A
Damage: N/A
Requeriments: Perform 30 Ranks
Special: Able to speak without disclosing your position

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 10 + 1 per round the jutsu is held.
Damage: N/A
Requeriments: N/A

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.

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 10
Experience: 0 / 1100
Hp: 150
Cp: 130
MHp: 100
Strength: 10 | mod = 0
Dexterity: 28 | mod = 9
Constitution: 20 | mod = 5
Intelligence: 30 | mod = 10
Wisdom: 10 | mod = 0
Charisma: 10 | mod = 0
Chakra: 30 | mod = 10
Dodge Bonus: 19

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

Base Save Bonus: 5
Fort: 11
Rex: 14
Will: 5

Damage:
Taijutsu: 1-6
Kunai: 10-13
Shuriken: 10-11
Fuuma Shuriken: 10-17
Senbon: 10-11
Kibaku Fuda (Exploding Tag): 10 - 20

~Skills~

Level Up: 100 points

Swim: (Str)

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

Concentration: (Con)

Chakra Control: (Int) 20
Craft: (Int) 20
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int) Life Science: 10
Repair: (Int)
Research: (Int)
Search: (Int)

Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury: (Wis) 10

Bluff: (Cha)
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha)
Handle Animal: (Cha)
Intimidate: (Cha)
Innuendo: (Cha)
Perform: (Cha) Puppet-play: 30
Seduction: (Cha)

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

~Possessions~


Money:
Ryo: 0
Yen: 0

Equipment:

Puppet Name: Terror
Owner: Ando T. Faust
Owner's Puppet Play Skill: 30
Owner's Puppet Craft Skill: 20

Puppet Type: Attacker
Puppet HP: 15
Material: Wood

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

Attack Bonus Base Attack: 4.5
Melee Attack Bonus: 4.5
Ranged Attack Bonus: 15.5
Dodge Bonus: 22

Reflex Save: 14

Melee Damage:
Puppet Fist: 1-23
Weapon Damage:
(Extends from arms)Kunai: 1-11
(Spins on body)Fuuma Shuriken: 1-16
Ranged Damage:
Kunai: 1-6
Shuriken: 1-4
Fuuma Shuriken: 1-10
Senbon: 1-4


Puppet Name: Grave
Owner: Ando T. Faust
Owner's Puppet Play Skill: 30
Owner's Puppet Craft Skill: 20

Puppet Type: Defender
Puppet HP: 42
Material: Aluminum

Base Health: 25
Attack Bonus Multiplier: n/a
Dodge Penalty: n/a
Type Damage: n/a

Attack Bonus Base Attack: n/a
Melee Attack Bonus: n/a
Ranged Attack Bonus: n/a
Dodge Bonus: n/a

Reflex Save: 14

Melee Damage:
Tackle: 1-18
Weapon Damage: n/a
Ranged Damage: n/a


Puppet Name: Darkness
Owner: Ando T. Faust
Owner's Puppet Play Skill: 30
Owner's Puppet Craft Skill: 20

Puppet Type: Bondage
Puppet HP: 20
Material: Wood

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

Attack Bonus Base Attack: 3
Melee Attack Bonus: 3
Ranged Attack Bonus: 14
Dodge Bonus: 22

Reflex Save: 14

Melee Damage:
Puppet Fist: 1-16
Weapon Damage:
Kunai: 1-14
Ranged Damage:
Kunai: 1-6

Chakra String Grasp: A compartment opening in the puppet containing coiled chakra strings. As the compartment opens, the chakra strings grab hold of the victim, pulling him inside. Bondage Augmentation = 2. DC = 30, no materials needed. Bondage Type: Coffin.


?x Kunai
?x Shuriken
?x Fuuma Shuriken
?x Senbon
1x Scroll (Bandages around his body)
5x Kemuridama (Smoke Bombs)
Effect: They increase your Hide check by +6.
12x Kibaku Fuda (exploding tag)


Crown-of-Thorns Starfish
This creature can normally be found on the coral reefs where it feeds. The toxin causes immediate pain which lasts for hours. Within the hour, the skin around the infected area is swollen and a dark blue in color. This can last for weeks. The nausea and vomiting set in within 24 hours and last several weeks, as well.
Effect: Damage 5 - 9 [For 2 posts]
Antidote: --
To Extract: Chakra Control DC 20
Fortitude DC: 20

Cantharides/Spanish Fly
Weak compared to the others, cantharides is a powerful urinary irritant. It can cause burns and blistering in the digestive and urinary tracts and overdoses may result in convulsions.
Effect: -25 Hp, injured pride?
Antidote: --
To Extract: Chakra Control DC 35
Fortitude DC: 20

Valuables:
Skeleton of Mother
Skeleton of Father

Reckage


Scrouton

PostPosted: Thu May 22, 2008 12:40 pm


User-name: Scrouton
Posting: Frequently
Time zone: ME, United States of America

~Character Data~


Name: Chisaki Taida[x](Chisaki=Child of a Thousand Springtimes | Taida=Laziness, Idleness)
Village: Iwagaure No Sato
Clan/Bloodline: Taida
Element Affinity:Water and Earth
Age: 15 (Precise age unknown)
Gender: Female
Rank: Genin

~Appearance~


Headband: Black and around her waist like a belt but tilted downward. Has quite a bit of excess cloth.
Height: 6’ 3”
Weight: 150lbs
Hair: Blond. Neck length, silky smooth and sheen. Perfect for when in hot weather.
Eyes: Aquatic blue and average size. They look nice with her figure.
Physical Description: Has some muscle but it is hardly visible. She is very strong although. She is somewhat tan.
Clothing: Chisaki wears a red sleeveless mock neck high top, denim cargo capri's that tie around the ankles, black sneakers, and steel plated gloves.
Background:Chisaki is shrouded in lies. Much to what her peers think, she actually awoke one day with amnesia. She had been found laying unconscious. The ANBU brought her to Iwagakure in which she awoke and was given an apartment, clothes, and enrolled in the Academy. Mixed up with emotions and thoughts she managed to pass the Genin exams. In the exams she met several people in which she adopted as her friends. After about half a year, after she came back from the Chuunin exam's she collapsed in the village. Two years passed and Chisaki couldn't remember what had happened since her collapse. Now with only a half year of memories she struggles to find out about herself. Her false memory of her parents is still yet to be explained. During the winter festivities, Chisaki managed to remember her twin Chiharu. Her twin's whereabouts are unknown.
Personality:Chisaki prefers to be optimistic but at times she can be very depressive. Her mind is filled with thoughts and questions. Easily distracted and occasionally unbelievable.
Other: Has a twin named Chiharu. Chiharu's whereabouts are unknown. She has amnesia.
Missions:

S:
A:
B:
C: 1-Complete
D:

Jutsu:


Ninjutsu-

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

Fukumikuchi Hari (Hidden Mouth Needles)
The user is able to summon forth needles into the mouth and then spit them out at their opponent with precise accuracy.
Cp cost: 2 per needle
Damage: Needle "Senbon" damage + chk mod instead of dex mod
Requeriments: Dexterity 20+, Fuuin Jutsu 1
Training days: 5 days
Special: You can only spit out an amount of needles equivalent to your level. Eg. you are level 7, so you can only spit out 7 needles.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

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

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

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

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

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

Genjutsu-

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion.
Cp cost: 10
Requeriments: Genjutsu 10 Ranks
Training days: 5 days.
Will Save: 10 + character level + charisma mod.

Taijutsu-

Medical-

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

Fuuin Jutsu-

Summoning Contract-

~Stats~

LV. 8
Experience: 10/170
Hp: 176
Cp: 136
MHp: 184



Strength:34 | Mod:17
Dexterity: 23| Mod: 11
Constitution: 25| Mod: 12
Intelligence: 35 | Mod: 17
Wisdom: 26 | Mod: 13
Charisma: 15 | Mod: 7
Chakra: 26 | Mod: 14
Dodge Bonus: 34


Base Attack Bonus: 8
Attack Melee: 25
Attack Ranged: 19

Base Save Bonus: 4
Fort: 16
Rex: 15
Will: 17





Damage: 1-6+17=18-23+3=21-26

Kunai [Stabbing] 1-3+17=18-20[Throwing]1-4+11=12-15
Shuriken 1-2+11=12-13

~Skills~


Swim: (Str)

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


Concentration: (Con)

Chakra Control:35 (Int)
Craft (Blacksmith): 10(Int)
Craft (Art): 3(Int)
Craft (Clothing): 3(Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge (Life Sciences):10 (Int)
Knowledge (Popular Culture):5 (Int)
Repair: (Int)
Research: (Int)
Search: (Int) 6

Listen sad Wis)
Read Lips sad Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival:5(Wis)
Treat Injury: 15 (Wis)

Bluff: (Cha)
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha)
Handle Animal: (Cha)
Intimidate: (Cha)
Innuendo sad Cha)
Perform (Sing): 35(Cha)
Seduction: (Cha)

Ninjutsu: 1(Chk)
Genjutsu: 1(Int)
Taijutsu:3 (Str)
Fuuin Jutsu: (Int)
Kawarimi: 1
Kunai: 1
Shuriken: 1
Ninja Weapons (Kunai): 5
Ninja Weapons (Shuriken): 5
Sneak Attack: 1


~Possessions~


Money:

¥en:400 or 61 ryo
Ryo:0

Equipment:

Kunai:4x
Shruiken:6x

Valuables



PostPosted: Thu May 22, 2008 5:50 pm


User-name: night326

Posting: At least once a day. If not more...

Time zone: Central

~Character Data~


Name: Keiko Shimazu-Gogandantes

Village: Iwagakure
Clan/Bloodline: Harunaku ~ Healing powers-DISOWNED!!

Element Affinity: Water and Earth

Age: 19

Gender: Female

Rank: Chunin


~Appearance~

Headband: On head and to the right, faceplate facing outward

Weight: 106

Height: 5'2

Hair: Shoulder blade length, main color is brown sugar brown with caramel highlights through out her hair.

Eye: Doujutsu, right eye is hazel and left is green

Clothing: She wears a side skirt, not down to right ankle entire left leg showing up to duel silver belts which cross over each other at the buckles and are slightly diagonal, basically making a x, with a garter belt showing on her left thigh, with a three kunai being held to leg under it. Wearing heels like this This A tube top and where the top of the tube top goes around the body instead have it extend over arms and comes down in to large sleeves like the sleeves. Like this


Physical Description: Keiko has scars all over the right side her body, it starts from the bottom of her rib cage and extends down to her knee. Her headband hides a fairly large scar on the right side of her head.

Background: When Keiko was 5 her mother taught her how to use her healing powers, her mother became sick with cancer and died when she was 7. A man that her family had thought to be close friend, wasn't, he raped her and made her feel ashamed of herself. Her father, the head of the clan, died when she was 10, of a battle wound. For that day she became the head of the clan and inherited the rest of her healing powers. She was shuffled from house to house until she was 11, when her Grandmother took her in. Her Grandmother taught her how to use the rest of her family's healing powers. When she entered the academy she refused to use them and she lost them, along with the head position of her clan. Her grandmother over took her life, she was utterly pissed that Keiko gave up the head spot and didn't get the title of the clan. Keiko wanted nothing to do with her Grandmother and the clan, and Keiko turned very bitter in her Genin years. She let no one close to her, she was very mean to anyone who crossed her path, expect for Kinami. These days, she has changed her ways, she's a pretty happy person, she can and will show her emotions, but that's only if needed.

Personality : She is very strong minded and strong willed. People say that she didn't even cry when she lost both of her parents. She does have her soft spots. She's not so much of a mean/unhappy person. She is usually always happy, hyper or content. However, she can have a major b***h attitude.

Other: Keiko is married to Gogandantes Giglamesh, they have a child, a baby girl. Her name is Maiyuri, she has two different colors, her right one was a bright crystal blue and the left one was a deep hazel color, her hair was soft and dark chocolate brown. Her skin was tan as both of her parents, her nose was smaller and a bit rounded, and her smile was as bright.

Missions:

S:
A:
B:
C: 1
D: 2

Jutsu:

Ninjutsu-

-Kawarimi no Jutsu- Replacement Technique.

-Nawanuke no Jutsu-Rope Escape Technique

-Kakuremino no Jutsu-Cloak of Invisibility Technique

-Bunshin no Jutsu-Clones

-Henge no Jutsu-Transformation Technique


Dochū Eigyo no Jutsu-To hide underground until they're ready to attack an opponent.
Cp:2
Dmage N/A
Requeriments: Training
Training days: 5 days

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.
Cp cost: N/A
Damage: N/A
Requeriments: Dexterity 20+
Training days: None.

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: 1 per needle
Damage: Needle "Senbon" damage + chk mod instead of dex mod
Requeriments: Dexterity 20+, Fuuin Jutsu 5
Training days: 10 Days.
Special: You can only spit out an amount of needles equivalent to your level's roll.

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

Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)
After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall.
Cp cost: 20
Damage: N/A
Requeriments: Level 10 higher
Training days: 15 days.

Sensatsu Suisho (A Thousand Flying Water Needles of Death)
This jutsu freezes water into the shape of sharp needles, which then home in on the opponent from all directions. To perform this Jutsu, the user must be near a body of water.
Cp cost: 10 +2 per needle.
Damage: 4 - 8 per needle.
Requeriments: Water Affinity. Must be close to a body of water.
Training days: 10 days.

Doton: Dochu Eigyo no Jutsu (Earth Release: Underground Projection Fish Technique)
Using the Oboro Bunshin no Jutsu (Haze Clone Technique), the user can use the clones to confuse their enemies and then hide within the earth. However, when using this jutsu together with the Oboro Bunshin, the actual attackers can then strike at their target from the ground, amidst the confusion.
Cp cost: 6 pts.
Damage: You actual damage.
Requeriments: Amegakure.
Training days: 10 Days.


Suiton: Suikodan no Jutsu (Water Release: Water Shark Bullet Technique)
This jutsu utilizes water to attack the enemy with a powerful water burst.
Cp cost: 23
Damage: 40 - 75 + chakra mod.
Requeriments: Water Affinity.
Training days: 4 days.



Genjutsu-


-Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion.
Cp cost: 10
Requeriments: Genjutsu 10 Ranks
Training days: 5 days.
Will Save: 10 + character level + charisma mod.

Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
Type: Unknown, probably: B-rank, Supplementary, All ranges
A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 25
Requeriments: Genjutsu 10 Ranks
Training days: 5 days.
Will save: 15 + character level + charisma mod.

Taijutsu-


Summoning Contract-none


~Stats~
Level: 14
Exp: 948
HP: 280
CP: 252
MHp: 252

Strength: 10+8=18 (4)
Dexterity: 10+ 16 = 26( 8 )
Constitution: 10+ 10=20(5)
Intelligence: 10+ 24 = 34 (12)
Wisdom: 10+ 16=26 ( 8 )
Charisma: 10+ 6= 16 (3)
Chakra: 10+ 30 =40 (15)
dodge: 10+ 8dex mod+ 8wis mod= 26

Base Attack Bonus: 14
Attack Melee: 14 + 4str= 18
Attack Ranged: 14 + 8dex= 22

Base Save Bonus: 7
Fort: 7 + 5con= 12
Rex: 7 + 8dex= 15
Will: 7 + 8wis= 15

Damage:
6-11

~Skills~
skills points: 168

Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex) 23
Hide: (Dex) 40
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)

Concentration: (Con)

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

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

Bluff: (Cha) 30
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha) 25
Handle Animal: (Cha)
Intimidate: (Cha)
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha)10

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

~Possessions~

Money:

¥en: 130
Ryo:

Equipment:
Kunai-15


updated: 9-1-07
Working on updating it...
>.>'''

night326


Henka Shizuka

PostPosted: Thu May 22, 2008 6:01 pm


User-name:Henka Shizuka
Posting: When I'm able to get on
Time zone:Eastern
~Character Data~

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

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

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

Element Affinity:Earth and Fire
Age: 11
Gender:Female
Rank:Genin

~Appearance~
User Image

Headband:Around her neck (where the leesh is on the picture.)
Height:4'7
Weight:120 lb
Hair:Blonde with bangs at the side of her head and a pony tail tied up at the back.
Eyes:Orange
Physical Description: Skinny, well built for her age and at the same time agile from the times she was a thief.
Clothing: A orange jacket thats short around her abdomen area with sleeves large enough to conceal objects within it. Under that is a normal white shirt covering her whole stomach, she has matching orange pants along with black usual ninja foot gear. She has goggles on her forehead that would usually rest on her head with her cat ear shaped hat
Background:Sadly she was born with only a mother as her father couldn't stand being married with one of the henka clan. She was lonely with no syblings but her sick mother. Her mother was to sick to do missions for her country and she was to young to work, the main income was her father who was a shinobi also. Each day her mother was getting sicker by a disease she knew nothing of...she read books to try to see what symptoms she had but it was useless. She stole from food stands and merchents money to pay for the things in her house, She hated it...but it was fun none the less, the dare of getting into trouble made the adrenalin in her body rush...she had a perfect reason to do it, she wasn't greedy or self-centered when it came to her stealing it was for her sick mother she so wished to help.

She made a promise to her mother that she would stop stealing from the innocents, it was good that she was trying her best to help out her mother but this isn't what she intended her little daughter to do...stealing from people is dishonoring to the clan and would only cause real trouble for shizuka later on in her life. Agreeing with her mother Shizuka promised to join the shinobi academy and out shine every one in her ranks with her kekkei genkai her blood line limit she couldn't wait to unlock.
Personality: For her age she doesn't act like a sweet little girl would, she loves being mischevious and even sometimes she says things that no normal little girl would say. Even for her short tempered,curious ,hyper active and perverted attitude. She's a really nice person who would always protect her friends no matter what, if she would have to make a sacrifice to save her friends she would do it without any hesitations, in other words she's a brave person.

Other:She has a canine fang that shows up when she talks.

Missions:

S:
A:
B:
C: 1
D:

Jutsu:

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

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

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

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

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

Taijutsu-

Summoning Contract-

~Stats~

LV. 4
Experience:31/130
Hp:44
Cp:16
MHp:40

(ability: ability points + training)
Strength:18 + 2 = 20 |Mod (5)
Dexterity:12 + 2 = 14|Mod (2)
Constitution:8 + 5 = 13 |Mod (1)
Intelligence:10 |Mod (0)
Wisdom:10 |mod (0)
Charisma:7 |mod (-1)
Chakra:12 |mod (1)
Dodge Bonus:11

Base Attack Bonus:4
Attack Melee:5
Attack Ranged:3

Base Save Bonus:2
Fort:3
Rex:4
Will:3

Damage:
Taijutsu: 3-14
Kunai melee: 1-2
Kunai Range:1-5


~Skills~
Skill points: 4

(skill: skill points + training)

Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex) 2+0 = 2
Use Rope: (Dex)

Concentration: (Con)

Chakra Control: (Int) 0 + 10
Knowledge: (Int)
Listen: (Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury: (Wis)

Bluff: (Cha)
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha)

Intimidate: (Cha)

Seduction: (Cha)

Ninjutsu: (Chk) 2 + 0 = 2
Genjutsu: (Int)
Taijutsu: (Str)0 + 30 = 30
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:


~Possessions~


Money: 300 Yen

Ryo: 55 Ryo

Equipment:8 shuriken, 9 paper bombs, 3 soldier pill, 1 Kunai, 3 pieces of candy

Valuables:
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