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

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kouri-chan_xx
Vice Captain

Noob

PostPosted: Mon Jun 30, 2008 1:43 am


[Contents]

__pg1::
Souseiji Isshiki
Hikaru Monterio
Jayden Monterio
Raimundo Monterio
Touzoku no Suna, Kousei
Nobu Monterio
Kairi Akira
Inuzuka Mizu
Nigawa Tatsu
Yamanaka Nova
Trider
Arashi San
Leo Rialto

__pg2::
Inuzuka Exodus & Aurora
Inuzuka Kyoji & Kenji
Izayoi Rialto
Mokusei
Tsuyosa Tekkenseisai
Ikazuchi Shade
Baisotei Isao

PostPosted: Mon Jun 30, 2008 1:45 am


[Comments are in >>>CAPS<<<.]

[b]User-name:[/b]
[b]Posting:[/b]
[b]Time zone:[/b]

[align=center][b]~Character Data~[/b][/align]

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

[align=center][b]~Appearance~[/b] [/align]

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

[b]Missions: [/b]

S:
A:
B:
C:
D:

[u][b]Jutsu:[/b][/u]

[u][b]Ninjutsu- [/b][/u]

[u][b]Genjutsu- [/b][/u]

[u][b]Taijutsu-[/b][/u]

[u][b]Summoning Contract-[/b][/u]

[align=center][b]~Stats~[/b][/align]
[b]LV. [/b]
[b]Experience:[/b]
[b]Hp:[/b]
[b]Cp:[/b]
[b]MHp:[/b]

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

[b]Strength:[/b] | mod =
[b]Dexterity:[/b] | mod =
[b]Constitution:[/b] | mod =
[b]Intelligence:[/b] | mod =
[b]Wisdom:[/b] | mod =
[b]Charisma:[/b] | mod =
[b]Chakra:[/b] | mod =
[b]Dodge Bonus:[/b]

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

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

[b]Damage: [/b]
Taijutsu:
[any other weapon you use]

[align=center][b]~Skills~[/b][/align]

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

Swim: (Str)

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

Concentration: (Con)

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

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

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

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

[align=center][b]~Possessions~[/b][/align]

[b]Money:[/b]

Ryo:

[b]Equipment:[/b]


[b]Valuables[/b]

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Mon Jun 30, 2008 1:47 am


User-name: kouri-chan_xx
Posting: Once or twice a day if possible
Time zone: GMT +8
~Character Data~

Name: Souseiji Isshiki
Village: Sunagakure
Clan/Bloodline: Souseiji? Although there is nothing special about them =S
Element Affinity: Wind, Fire
Age: 22
Gender: Male
Rank: Kazekage

~Appearance~


Headband: Black and around his waist.
Height: 6'2"
Weight: 192 lbs
Hair: Light brown, spiky hair. Isshiki ties it up so that the twins can be differentiated. Otherwise there is no visible difference apart from the clothes.
Eyes: A beautiful mix of blue and green.
Physical Description: He has a toned, fit body. Strong arms and legs; broad shoulders. His face has a gentle tone that shows often that makes opponents underestimate him. His face has ‘pretty boy’ qualities, which attracts lots of girls. He smiles often, and shows his straight white teeth. Isshiki has a more analytical glance and sometimes wears glasses. His body is more wiry than his brother's due to training but under all the clothing it is extremely hard to notice that.
Clothing: Under his Kazekage hat and robe lie a tight sleeveless white shirt with the ANBU armor over it and standard ninja pants. He also wears boots like his brother, loathing the conventional sandals. If not wearing his robe he wears a long jacket over it. His bo can be shortened and is strapped to his right leg. He has an odd fetish with capes or long jackets (but not both at the same time..) and likes seeing himself with them on, although he obviously takes them off in combat (rather dramatically I might add).
Background: Isshiki was the firstborn of the Kazekage twins and always loved his brother dearly, although they had their share of fights. As he was older he was always given the responsibility for looking after his brother, which led him to become rebellious in his teenage years, resulting in his flippant and a little detached attitude. However he wisened up at around 17 and along with his brother became a valuable ninja to the village. The twins became famous for their almost telepathic teamwork and perfectly blended skills. When the previous Kazekage disappeared Isshiki was asked by the village elders to take her place, but refused unless his brother was appointed as well. The two would work together as it had always been. Now he is the Kazekage along with Nishiki and they face the task of reviving Suna and making it as famous, well-known and successful as before.
When Sunagakure was attacked, he disappeared. His whereabouts, along with those of his sannin brother's, are unknown.
Personality: Isshiki is very optimistic, always seeing the bright side of things and believing that everything can be fixed. He also appears impulsive and sometimes is, but mostly thinks before he acts (albeit for like, 5 seconds) He is intelligent but also rather lazy when it comes to intellectual pursuits, preferring to focus on physical aspects of ninja life. He is still very smart and learns quickly though. He also likes beating things up actually. It's kinda a stress reliever. And he is somewhat of a jokester. He is also naturally protective of his younger brother. So what he have here is an intelligent, unmotivated in academics but hardworking in physical activities, funny, righteous, spontaneous, dramatic, cheerful man. And his favourite food (drink?) is seaweed soup, which is unfortunately very rarely found in Suna >.> He tried it on a trip to Mizu once and fell in love. And did I mention that he is a massive flirt?
Other: He is Kazekage Twin #1 and is older by a minute >.> With his brother's long-distance style of fighting and his own short-distance style, they are said to be the ultimate pair of Sunagakure. He is shitty with machines and umm... he has a secret love of teaching?

Missions:

S:
A:
B:
C:
D:

Jutsu: [18]

Ninjutsu-

Henge no Jutsu
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object.
Cp: 2+1 for every subsequent minute
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Bunshin no Jutsu
Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are substanceless, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per 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.

Kawarimi no Jutsu
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp: 1
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.

Futon: Suna-arashi no Jutsu


Futon: Suna Kabe no Jutsu [Sand Wall Technique]


Futon: Suna Shinshoku no Jutsu (Sand Erosion Technique)


Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 1he 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

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

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

Katon: Hageshii Konnichisama no jutsu (Fire Release: Furious Sun God technique)
Version A:


Version B:


Kaze no Yaiba (Blade of Wind)
This Jutsu creates a blade out of wind which, being wind, makes it impossible to block. However, unlike the Kamaitachi no Jutsu, this Jutsu requires no tool.
Cp cost: 100 Cp
Damage: 100 - 200
Requirements: Wind Affinity, Chakra Control 60+
Training days: 20 days

Shosen Jutsu
By concentrating chakra to the hand, the user is able to cure wounds by focusing their own chakra to where the critical injuries lie, healing them in the process. This jutsu, however, uses up a high amount of chakra. This may also be utilized as the Chakra Enjintou and Chakra no Mesu, or the chakra scalpel for that matter - in order to sever the opponent's muscle fibers at the point of contact.
Cp cost: 60 + 10 per 20 Hp healed
Damage: N/A
*Combat scalpel: Same as common taijutsu damage but adds chakra modifier instead of str modifier. Affected victim must roll a reflex save (DC: your attack roll) to avoid inner bleeding, should the inner bleeding check fail the victim shall lose 3 Hp per round per time hit. Also depending on the area you are hit you might receive extra penalties. Such as -10 attack roll and damage for arm and leg wounds.
Requirements: Treat Injury 50 ranks, Chakra Control 70
Training days: 15 days.
Special: If used as a combat Scalpel, user must beat defendants’ Dodge Bonus by at least 10 points to cut muscle fibers in area hit. Defender cannot use affected area until healed or for 10 turns.

Suna Bunshin no Jutsu


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

Tomegane no Jutsu (Telescope Technique)
One is able to view through any different areas within the country by a clairvoyant crystal ball.
Cp cost: 1 per minutes used.
Damage: N/A
Requirements: Spot 30 ranks. Concentration 20 ranks.
Training days: 10 days.

Genjutsu-

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion.
Cp cost: 20
Damage: 10 - 25 + int mod + Genjutsu bonus
Requirements: Genjutsu 15 Ranks
Training days: 5 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls

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: 60 + 10 per turn
Requirements: Genjutsu 60 Ranks
Training days: 7 days
Will save: 15 + half character level + half int mod + half wis mod

Taijutsu-

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

Dainamikku-Entori (Dynamic Entry)
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Damage: Double Taijutsu damage.
Requirements: Taijutsu 15 ranks, Tumble 10, Must be first attack of battle or Sneak Attack only.
Training days: 3 days.

HAHA I'm a SUCKER. Probably unusable forever unless I get my a** to learn Senpu and Daisenpu..
Konoha Goriki Senpu (Leaf Strong Whirlwind)
A much more powerful version of the Konoha Daisenpu (Leaf Great Whirlwind).
Damage: Taijutsu damage x 2 per kick.
Requirements: Gouken, Taijutsu 80 Ranks, Must know Konoha Daisenpu
Training days: 8 days.

Konoha Reppu (Leaf Gale)
Using their quickness and agility, the user performs a spinning kick to sweep their opponent off their feet.
Damage: Taijutsu damage.
Requirements: Gouken style fighting. Taijutsu 18
Training days: 4 days.
Special: With this technique you can hit all enemies around you in melee instead of using one attack turn per enemy.

Hachimon (The Eight Celestial Gates)

The effects of the gates last for 20 user Rounds for Gate 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.

Also the effects of the gates don't stack, so when you open the 2nd gate the +16 strength/dex is replaced by +26 strength/dex. However the cost does stack. To open the 1st gate you pay 50 hp and open it, to open the second gate you pay 50 hp to open the 1st then 80 hp to open the 2nd. For each gate you have to pay the prerequisite amounts of Hp for each previous gate first then pay the prerequisite amount of Hp for the gate that you wish to open. Opening of each gate takes up one attack turn as well, so if you only have 4 attack turns per round but know 5 gates, you have to wait for your next round to open the 5th gate.


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: 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 [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.
*Also, it refills the users HP and MHP to 90% of the max amount BEFORE taking the initial damage.

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: 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.

4. Pain (Harm / Wound) releases the limit on oxygen intake in the lungs, creating much more oxygen for the body to use.
Hp Cost: 150 HP and 50 HP per turn
Damage: -
Requirements: Taijutsu 60 ranks, Gouken, Previous gates open
Training: 30 days
Special: Opening the fourth gate gives the user +42 strength and dexterity but -100 CP.

5. Closing (Limit) releases the limit on the amount of chakra released at one time.
Hp Cost: 250 HP and 80 per turn held
Damage: -
Requirements: Taijutsu 70 ranks, Gouken, Previous gates open
Training: 35 days
Special: Opening the fifth gate gives the user +58 strength and dexterity but -140 CP
*User regains 50% of his Cp.

6. Joy (View) removes the limit on how much fat and proteins the intestines can digest, and releases otherwise useless energy resources, giving the user even more power and stamina.
Hp Cost: 360 HP and 160 per turn held
Damage: -
Requirements: Taijutsu 70 ranks, Gouken, Previous gates open
Training: 40 days
Special: Opening the sixth gate gives the user +72 strength and dexterity but -200 CP

Summoning Contract-

~Stats~


LV. 62
Experience: 70/19,000
Hp: 2108
Cp: 1426
MHp: 2108
Strength: 74+10 = 84 | mod = +37
Dexterity: 64+4 = 68 | mod = +29
Constitution: 54+4 = 58 | mod = +24
Intelligence: 64+2 = 66 | mod = +28
Wisdom: 54+4 = 58 | mod = +24
Charisma: 56+2 = 58 | mod = +24
Chakra: 48+2 = 50 | mod = +20
Dodge Bonus: 63

Base Attack Bonus: 62/57/52/47/42/37/32/27/22/17/12/7
Attack Melee: 99/94/89/84/79/74/69/64/59/54/49/44
Attack Ranged: 91/86/81/76/71/66/61/56/51/46/41/36

Base Save Bonus: 31
Fort: 55
Rex: 60
Will: 55

Damage:
Taijutsu: 5~12 + 37 [str mod] + 30 max [skill] = 42~83
Bo: 1~6 + 37 [str mod] + 50 max [skill] = 38~93
[any other weapon you use]

~Skills~

[1736 points]

Strength Mod: 37
Swim: 11
Taijutsu: 84 + 34 (155)
Ninja Weapons (Bo staff): 184 + 34 (255)

Dexterity Mod: 29
Balance: 41
Escape Artist: 51
Hide: 81
Move Silently: 81
Sleight of Hand: 31
Tumble: 41
Use Rope: 41

Constitution Mod: 24
Concentration: 41

Intelligence Mod: 28
Chakra Control: 73
Craft (Weapons): 41
Disable Device: 21
Forgery: 11
Repair: 31
Research: 21
Search: 41
Genjutsu: 33
Fuuin Jutsu: 23

Wisdom Mod: 24
Listen: 51
Read Lips: 21
Sense Motive: 61
Spot: 47
Survival: 21
Treat Injury: 31

Charisma Mod: 24
Bluff: 51
Diplomacy: 60
Disguise: 61
Gather Information: 41
Handle Animal: 17
Intimidate: 51
Innuendo: 40
Perform (Act): 19
Seduction: 41

Chakra Mod: 20
Ninjutsu: 41

Modless
Kawarimi: 30
Kunai: 20
Shuriken: 20
Sneak Attack: 30

~Possessions~


Money:

¥en:
Ryo: 150

Equipment:
High quality bo
PostPosted: Mon Jun 30, 2008 12:59 pm


User-name: onixdragon
Posting: usually alot
Time zone: eastern
~Character Data~


Name: Monterio Hikaru
Village: Sunagakure no Sato
Clan/Bloodline: Monterio-puppetry clan
Element Affinity: fire, wind
Age: 11
Gender:male
Rank: kage/clan head.

~Appearance~


Headband: long black cloth on his forehead with the plate in the front, the headband cloth is a bit longer than Naruto's, reaching his lower back. he wears his headband loose around his neck for formal occasions. like funerals, weddings, etc. however he is usually wearing the kazekage hat

Height:5ft. 1in.
Weight:80lbs.
Hair: long, silver, and goes to just below his shoulders. he has no problem whatsoever cutting it of if he has to.
Eyes: deep red
Physical Description: African American, toned
Clothing:

Kage attire-

User Image
User Image

however he has a new uniform in the works for funerals and formal events like weddings, parties, etc...

User Image

Ninja attire-
he wears black, slightly baggy pants that go just below his knees with black fishnets under that go to his ankles.
he wears an open black shirt (this shirt is very light and easy to remove if necicary) that goes about 3in. below his waist, with black fishnets under that go to his wrists.
he wears the traditional ninja sandals only black instead of blue.
he also wears a black mask (and in the top right stitched in white thread is the character tans or prodigy to commemorate the fact that he graduated at the top of his class at age eleven.) that goes from his neck to his nose (Kakashi style) which he takes off while indoors. this has been replaced by a similar mask that is white and has the characters kaze and kage or wind shadow stitched into it. and he has switched to keeping it on whenever he is in his kage attire to hide his identity to invaders. this is so if the village is in trouble he can move around unnoticed and strike the weaknesses in the enemy formations.

Background:

Hikaru was born into a strong ninja clan called the Monterio, which is known for their puppetry jutsu. he was always the runt of the clan trying to follow in his cousin Jayden's footsteps. one day when Jayden moved into his own apartment young Hikaru realized that he should start training on his own too. so one day Hikaru packed up his gear and told his parents that he was going to go and train on his own for a bit until he was ready to enter the ninja academy. one night when he was training a mysterious man approached him, without warning the masked man pulled out a kunai and charged towards him. Hikaru knew it was do or die so he instinctively grabbed his kunai and blocked the attack. laughing in satisfaction the masked man left Hikaru to his training and said only this you will make a great ninja one day . upon hearing this Hikaru went back to his training with one goal, to become the greatest ninja that his village and clan have ever seen before.

Shortly after Hikaru graduated from the academy, at the top of his class, He moved to Iwagakure with his cousin Jayden and some other members of his clan. this was short lived however because almost right after they got there they received a note from the kage saying that they were needed back in the village ASAP. Hikaru knew this meant that they would be going up against the wind master. they rushed back to the village to find that the wind master was gone. the kazekage told them that he was leaving and had arranged for a replacement. Hikaru was confused but he obeyed the kage without any complaints. the last thing the kage said to Hikaru before he left was simply this, "Hikaru I know you will become strong one day and all your peers will look to you for guidance." Hikaru bowed and watched as the Kazekage left the village. the next thing Hikaru knew he was in a four man genin squad lead by Lokail the new Kazekage and a rouge Ninja from his own village. How this happen was a complete mystery to Hikaru but the previous Kage knew what he was doing so Hikaru just decided to do his best for the new Kage. along with his three teammates Rush, Mika, And Leon Hikaru knew his future was going to be filled with many adventures, and probably a lot of bloodshed.

Hikaru was with Lokail for a short few weeks but in those few weeks he learned more than he had in any of his previous squads. Hikaru was looking forward to learning more from Lokail but Lokail was a caged bird that needed to be free so he called Hikaru to a meeting in his office and told him that he had grown tired of this new lifestyle and that he was leaving the village in his hands and that he had also become the head of the monterio clan. Hikaru both disappointed and thrilled, and as Lokail left the office that was no longer his Hikaru sent him off with his blessing and told him if he ever needed help the village of sunagakure no sato would be there to back him up. Hikaru sat with a mountain of paperwork in front of him. he looked at his assistant and told him to get started on the paperwork as he headed out to the monterio clan grounds to start his training.

Personality: Hikaru is a strong minded youth that will chase his goals whole heartidly. he is always fighting to be the best and he gives all of his Sensei's villagers full respect. he also show no mercy to his enemies.

Other: he runs the suna puppet shop with his father when he has time. his lifelong goal of becoming kazekage had already been reached, and he knows that the rest of his life will depend on how well he does as the new Kazekage.

Missions:

S:
A:
B: 1
C:
D:

Jutsu:

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


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

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

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


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

Ninjutsu-

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
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.
To cut down the days between travel

First, check how many posts are needed for normal travel from your origin point to the ending point.

Second, add 10 to the cost of Body Flicker and multiply that by the number of posts normally needed. If you have enough CP to cover that number, you can cut the number of posts down by half.


To use Body Flicker as a supplement for your dodging

Compare the Ninjutsu DC of Body flicker to the incoming attacks DC. If it is at least half of the attackers attack DC, you can add your chakra mod to your Dodge Bonus or Reflex Save.


Katon: Gokakyu no Jutsu (Fire Release: Grand Fireball Technique)
Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth.
Cp cost: 30
Damage: 20 - 40 + chakra modifier.
Reflex DC: 10 + Character level + chakra mod for half damage. Neutral 20 or surpassing the save by 10 means no damage.
Requirements: Fire Affinity, Chakra 20+, Chakra Control 12
Training days: 7 days/ if Uchiha teaches you, 4 days
Special: Uchihas learn this at young age.

Katon: Hosenka no Jutsu (Fire Release: Mythical Fire Phoenix Technique)
Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack.
Cp cost: 15 + 3 per ball.
Damage: 6 - 15 per ball that hits.
Training: 7 days
Requirements: Chakra Control 10 + 2 per ball.
Special: If shuriken are hidden inside the fireballs, treat the shuriken attack as a Surprise Attack.

Genjutsu-

Taijutsu-

Summoning Contract-
~Stats~

LV. 7
Experience: 41/160
Hp: 91
Cp: 84
MHP:91

In game Clan Stats:
+5 to Perform – Puppet Play per every 10 levels.
+5 to Craft (Puppets) per every 10 character levels.
+2 to chakra control per every 5 levels.
-2 Charisma Mod per 5 levels
•Any monterio member living in the clan resort that is older than 14 has access to the usage of power tools, miscellaneous metals, and wood at no charge.



Strength: 13+2+5+2+4=26 | mod = +8
Dexterity: 11+4+2+2=19 | mod = +4
Constitution: 9+2+3+3=17 | mod = +3
Intelligence: 10+4+6=20 | mod = +5
Wisdom: 9+2+6=17 | mod = +3
Charisma: 8+2+3+2+2=17 | mod = +3
Chakra: 10+8+7+2+2+1=30 | mod = +10
Dodge Bonus: 10+4+3=17

Base Attack Bonus:6/2
Attack Melee:8+6=14/ 8+2=10
Attack Ranged:4+6=10/ 4+2=6

Base Save Bonus:3
Fort:3+3=6
Rex:3+4=7
Will:3+3=6

Damage:
Taijutsu: 21/mod=+2
1-6+8+2+1=12-18

[any other weapon you use]
Aian Nakkuru x2= 1-4+8=9-12

Bo x1=Damage: 1-6+8=9-14
Range: Melee + 5 ft. forward.

Katanax1= 1-10+8=9-18

Ninjutsu: 45/mod=+4
Genjutsu:5
~Skills~

strength mod/ +8
Swim: (Str)8


dex mod/+4
Balance:4+0+1=5 (Dex)
Escape Artist: 4+2+0=6 (Dex)
Hide: 4(Dex)
Move Silently:4 (Dex)
Sleight of Hand:4 (Dex)
Tumble:4 (Dex)
Use Rope:4 (Dex)

con mod/+3
Concentration: 2+2+0=4 (Con)

int mod/+5
Chakra Control: 5+3+3+31+2=44 (Int)
Craft:
*puppets 2+3+0+2=7 (Int)
Disable Device:3(Int)
Forgery: 3(Int)
Knowledge:3(Int)
•Tatics: 5
Repair:3 (Int)
Research:3 (Int)
Search:3 (Int)

wis mod/+3
Listen: 3(Wis)
Read Lips:3 (Wis)
Sense Motive:3 (Wis)
Spot:3+8=11 (Wis)
Survival:3 (Wis)
Treat Injury:3 (Wis)

cha mod/+3
Bluff: 1(Cha)
Diplomacy: 1+1+0=2 (Cha)
Disguise:1 (Cha)
Gather Information:1 (Cha)
Handle Animal:1 (Cha)
Intimidate:1 (Cha)
Innuendo:1 (Cha)
Perform:1 (Cha)
Seduction:1 (Cha)

chk mod/+10
Ninjutsu:8+0+2+30+5=45(Chk)
Genjutsu:5+0+=5 (Int)
Taijutsu:2+0+8+6+7=23 (Str)
Fuuin Jutsu:5 (Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
*Aian Nakkuru:2
*Bo staff:1
*katana:5
Sneak Attack:
~Possessions~


Money:

Ryo:

Equipment:

Aian Nakkuru x2
A bladed iron knuckle worn on the hand. There is also a sharp blade at the end of the tool. The weapon is very effective for individuals who prefer hand to hand combat.
Damage: 1 - 4 + Str. Mod. Added to your normal taijutsu damage.
Range: Melee
Special: Chakra can be added to the ends of the small blades to cause more damage and have a range increment.


Bo x1
A Bo is basically a staff. The Bo is normally around 2m long or at the very least 6 inches longer than the person height for purposes of attacking and maneuverability.
Damage: 1 - 6 +Str. Mod.
Range: Melee + 5 ft. forward.
Special: Can be used as a defensive weapon, spinning the Bo in front of you gives you + 4 in dodge bonus.

Katanax1
The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at faster speed than any other sword created by man, the sword itself is both hard and light and can cut through almost anything with ease. Unfortunately it is large and so is cumbersome to fight with in small rooms.
Damage: 1 - 10 + str. mod.
Range: Melee.


Valuables

his kage uniform, the scroll containing his clan's jutsu, and the lives of all the ninja and villagers of sunagakure no sato

Mission experience
Training experience
LVL UP

onixdragon


YoungFlame

PostPosted: Tue Jul 01, 2008 6:00 pm


User-name: Youngflame
Posting: A lot
Time zone: Central

~Character Data~

User Image
Name: Jayden Monterio
Village: Sunagakure
Clan/Bloodline: Monterio
Element Affinity: Earth
Age: 16
Gender: Male
Rank: Gennin

~Appearance~


Headband: Belt Buckle
Height:Six Foot one
Other:
Jaydens Father owns a puppet shop in suna.
+2 to Craft(Puppets) per every 5 character levels.
+2 to chakra control per every 5 levels.
Missions: [9]

S:
A:
B:
C: 2
D: 7

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.

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.

Suna bushin


Kugutsu no Jutsu (Puppet Technique)

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


Secret Clan Jutsu • Monterio Chakra Threads. Monterio Chakra no Ito

The ninja will create threads of chakra which will start at their heart's chakra circulatory system and extend outwards through the palms. Unlike the puppetry jutsu, this jutsu serves more as a way to bind a target.
Cp Cost: 2 Cp / per turn.
Damage: 1~3 + chk mod + 2 per 10 ranks in Ninjutsu to max side of the damage if used to squeeze the target.
Requirements: Must be learned from clan member. Chakra Control 15.
Training: 2-3 days
Special: Binding- 1/2 Chakra Control + 1/2 Perform Puppetry VS Strength

Secret clan jutsu • Monterio chakra rope Monterio Chakra no Nawa
A basic addition from the chakra threads jutsu, where one thicker rope of chakra is used. This technique allows the ninja to extend their chakra out of their body into binding ropes. The chakra is said to be uncuttable. This technique can also be used to wrap around and pull in objects, as well as be used a chakra whip with the proper arm movements.
Cp Cost: 2 Cp / per turn.
Damage:
Squeeze: 2~5 + chk mod +2 per 10 ranks in Ninjutsu
Whip: 1-6 + str mod +2 per 10 ranks in Ninjutsu
Requirements: Must be learned from clan member.
Training: 8-10 Days
Special: Damage is increased by 1 per 2 more Cp
Special: Binding- 1/2 Chakra Control + 1/2 Perform Puppetry VS Strength

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 6
Experience:= 133 / 140
Hp: 72
Cp: 36
Mhp: 66

[Base + Distribute + Level up] +Train

Strength: 13 + 9 = 22 / mod = +6
Dexterity: 12 + 5 =17 / mod = +3
Constitution: 10 + 5 = 15 / mod = +2
Intelligence: 14 + 4 = 18 / mod = +4
Wisdom: 9 + 4 = 13 / mod = +1
Charisma: 11 + 3 = 14 / mod =+2
Chakra: 11 + 5 = 16 / mod = +3
Dodge Bonus: 14

Base Attack Bonus: 6
Attack Melee: 12 / 7
Attack Ranged: 9 / 4

Base Save Bonus: 2
Fort: 4
Rex: 5
Will: 3

Damage:
•Taijutsu: 7 - 14
•Kusarigama: ~
1 - 4 "Kama" +Strength+Skill = 7-12 (Uses Melee Bonus)
1 - 3 "Chain" +Strength+Skill = 7-11 (Uses Ranged Bonus)

~Skills~


[distribute + train]
All skill formulas do no include mods
Strength [mod = 6]
•Swim:0 + 0
•Taijutsu:0 + 17

Dexterity [mod = 3]
•Balance: 0 + 2
•Escape Artist: 1 + 2
•Hide: 6 + 2
•Move Silently: 3 + 0
•Sleight of Hand: 0 + 0
•Tumble: 1 + 1
•Use Rope: 0 + 0
•Puppet Play: 0 + 30

Constitution [mod = 2]
•Concentration: 1+0

Intelligence [mod = 4]
•Chakra Control: 4 + 29
•Craft
•••Blacksmith:
•••Traps:
•••Puppets: 3 + 36

•Disable Device:0 + 0
•Forgery:0 + 0
•Knowledge
•••Alchemy 0 + 21
•••Art: 0 + 0
•••Behavioral Science:0 + 0
•••Business: 0 + 0
•••Civics: 0 + 0
•••Current Events:0 + 0
•••Earth and Life Sciences:0 + 0
•••History:0 + 0
•••Ninja Lore:0 + 0
•••Popular Culture:0 + 0
•••Streetwise:0 + 0
•••Tactics:0 + 3
•••Theology and Philosophy:0 + 0

•Repair:0 + 0
•Research:0 + 1
•Search: 0 + 4
•Genjutsu: 0 + 3
•Fuuin Jutsu: 2 + 0

Wisdome [mod = 1]
•Listen:0 + 0
•Read Lips:0 + 0
•Sense Motive:0 +1
•Spot: 1 +2
•Survival:0 + 0
•Treat Injury:7 + 0

Charisma [mod = 2]
•Bluff:0 + 2
•Diplomacy:0 + 0
•Disguise: 0 + 0
•Gather Information:0 + 0
•Handle Animal:0 + 0
•Intimidate:0 + 0
•Innuendo:0 + 0
•Perform
•Seduction:0 + 0

Ninja Skills
•Ninjutsu: 3 + 24 (Chk)
•Kawarimi: 0 + 0
•Kunai: 0 + 1
•Shuriken: 0 + 0
•Ninja Weapons:
•••Kusarigama: 0 + 15
•••Senbon: 0 + 0
•Sneak Attack: 0 + 0

~Possessions~


Money:
Jayden recieves a 2 Ryo allowence for ever week of real life. Considering the wealthy clan, and both parents are alive. Allowence updates every sunday. CAP - 50
Ryo: 50

Equipment:
•4 Gas Masks [one in buster]
•2 Kusarigama(s) [one in buster]
•1 Bo Staff [in buster]
•2 Brass Knuckles [in buster]
•3 Blank Scrolls w/ Ink & brush
•4 Vials of scorpion posion
•1 Vial of Rattelsnake Posion.
•1 metal vial holder
-
• 40 makabishi
• 15 feet wire
• 4 smoke bombs
-

Valuables
• 1 Fortune cookie that reads...
Quote:
“And if one can overpower him who is alone, two can resist him.
A cord of three strands is not quickly torn apart.”

•Buster Puppet
Quote:


Jaydens puppet buster is a large human sized puppet. The majority of this puppet is covered in spikes and has various holes through out its body. Its fists fire out like rockets on a chain as a primary attack, and posionious gas shoots out of the holes on its body on cue. A conveyer belt brings a posion gas bomb under a spike that tears the bomb open, forcing the gas out. Inside busters torso holds a compartment for storage. Jayden uses this area to hold a spare Kusarigama and a pair of brass nuckles. A bo staff also fits where busters spine would have gone. Jayden uses these weapons for himself and his team members.


Puppet Name: Buster
Owner: Jayden Monterio (YoungFlame)
Owner's Puppet Play Skill: 33
Owner's Puppet Craft Skull: 38

Puppet Type: Tank
Puppet HP: 60
Material: Wood
Material Strength: 10
Attack Boost: 3
Weight Penalty: 0

Base Health: 10
Attack Bonus Multiplier: 0.7
Dodge Penalty: 1.5
Type Damage: 10

Attack Bonus Base Attack: 2.1
Melee Attack Bonus: 2.1
Ranged Attack Bonus: 7.1
Dodge Bonus: 17

Reflex Save: 5

Melee Damage: 1-23
Weapon Damage: 1-20
Ranged Damage: 1-9

Spiked Puppet Fist: The puppet's closed fist is launched like a rocket with metalic spikes on each knuckle. Requires Launcher Grade C- or above. . Weapon Damage 1 - 7 + (0 for wood, 2 for aluminum, 4 for steel). DC = 30. Requires 2 lbs of steel per fist.
PostPosted: Tue Jul 01, 2008 6:01 pm


User-name: YoungFlame
Posting: I said a lot!
Time zone: Central!

~Character Data~


Name: Monterio, Raimundo
Codename: Sonar
Village: Suna
Clan/Bloodline: Monterio
Element Affinity: Earth
Age: 37
Gender: Male
Rank: Anbu

~Appearance~


Headband: Not shown
Height: Six foot three
Weight: Two hundred and eight
Hair: Short black and well kept
Eyes: Dark brown
Physical Description: Raimundo is in vairly good shape. He Is past his peak but remains muscular
Clothing: Raimundo wears a long silk white robe that seems to never get dirty. Even while living in suna.
Background: Raimundo is the head of the monterio clan. He spends much of his day dealing with clan affairs and business trips. He often supervises the younger monterios in their crafting and puppetry. It was only recently that his sons generation joined the academy and that gave Raimundo some free time. In one of his anbu missions he was fatally wounded in his chest. If the blade were less than an inch further he surely would have died. If not for the medic ninja on the team he would have bled to death. She pointed out that the blade itself was poisoned and if he let it spread through his blood stream he would have a slow painful death. The medic used a special seal that she placed on his wound to prevent the poison from moving, in exchange for never being able to remove it. Because of it, his life was saved but he will unfortunately meet his demise at the effects of the poison. The seal extended his life for at least twenty years and the poison will eventually kill the organ its imprisoned with...His heart.

Raimundo than married the medic anbu and had one son whom they named Jayden.
Personality: Raimundo is very business like but very fatherly to the entire clan. He always puts their needs over his and never lets a monterio suffer through even the smallest of problems.
Other: Raimundo is the owner of the suna puppet shop. He never personally sells his puppets he crafts, as they are always of incredible stature.
Missions:
•When on anbu missions. Raimundo wear a owl faced anbu mask.


S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

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

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

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

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

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

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

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

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

Fuuka Houin (Fire Sealing Method)
This seal allows the user to seal nearby fire. The user writes the seal on a scroll and then performs the required handseals. This causes a vapor to appear from the scroll, enveloping the fire and sealing it on the scroll as the kanji for seal (封).
Cp cost: 50 to seal, 25 to undo the seal.
Damage: N/A
Requirements: Fuuin Jutsu 30
Training days: 6 days.

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

Chakura no Tate (Shield of Chakra)
A technique used by puppet masters, this shield is created when chakra is emitted in the form of a disk from panels which are released from the puppet's arms. This chakra shield can protect the user from several hazardous attacks but, however, enough clotting force (such as Satetsu) can clog up the puppet's arm joints and, additionally, render the arms useless.
Cp cost: 60
Damage: N/A
Requirements: Perform "Puppet play" 80 Ranks, Must have preconstructed panels in puppet, Chakra Control 60
Training days: 20 days + Length of time to craft panels.
Special: Negates all attacks on puppet for one turn as long as the user's d20 + chakra control beats the opponent's attack roll

Jutsu Name: Secret Clan Jutsu • Monterio Chakra Threads. Monterio Chakra no Ito
The ninja will create threads of chakra which will start at their heart's chakra circulatory system and extend outwards through the palms. Unlike the puppetry jutsu, this jutsu serves more as a way to bind a target, and perform miscelaneous tasks.
Cp Cost: 2 Cp / per turn.
Damage: 1~3 + chk mod + 2 per 10 ranks in Ninjutsu to max side of the damage if used to squeeze the target.
Requirements: Must be learned from clan member. Chakra Control 15.
Training: 2-3 days
Special: Binding- 1/2 Chakra Control + 1/2 Perform Puppetry VS Strength Check

Jutsu Name: Secret clan jutsu • Monterio chakra rope Monterio Chakra no Nawa
Description: A basic addition from the chakra threads jutsu, where one thicker rope of chakra is used. This technique allows the ninja to extend their chakra out of their body into binding ropes. The chakra is said to be uncuttable. This technique can also be used to wrap around and pull in objects, as well as be used a chakra whip with the proper arm movements.
Cp Cost: 2 Cp / per turn.
Damage:
Squeeze: 2~5 + chk mod +2 per 10 ranks in Ninjutsu
Whip: 1-6 + str mod +2 per 10 ranks in Ninjutsu
Requirements: Must be learned from clan member.
Training: 8-10 Days
Special: Damage is increased by 1 per 2 more Cp
Special: Binding- 1/2 Chakra Control + 1/2 Perform Puppetry VS Strength Check

Jutsu Name: Secret Clan Jutsu: Secondary Puppetry Jutsu
Description of Jutsu: By using the Monterio chakra threads jutsu the user can connect to a puppet, for control. Although advanced movement is extremely hard due to controlling the puppet with your palm, it is often used in conjunction with the puppetry jutsu to give 100% control of a puppet, allowing both sets of threads to cooperatively manipulate a puppet. Also; best when used on large/massive puppets.
Cp Cost: 3 Cp/round
Requirements: Must be learned from a clan member
Training: 8-10 Days
Special: + 10 Puppet Play / Controls Puppet(s)

Jutsu Name: Secret Clan Jutsu: Monterio puppet eyes [Still under much revision]
Description of Jutsu: Through the use of the clans chakra strings, clan members can use this jutsu to 'close' thier sence of sight and 'open' it into special puppet eyes. Doing this opens up many possibilites of what the clan can do. Including scouting while in hiding, espionage, and information gathering. Puppeteers who can control more than one puppet at a time can use this jutsu to spread out thier vision, allowing the puppeteer to see from many different angles at any time. Skilled puppeteers have used this jutsu to quickly switch between puppets visions to see everything in thier surroundings.
Cp Cost: 20 / turn
Damage: N/A
Requirements: Working eyes built into puppet. DC-100 Over a max of ten posts. One time crafting. Chakra control - 50
Training: 15 Days
Special: + 100 spot / search Also allows user to make spot / search checks while hiding.
Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 35
Experience:
Hp: 805
Cp: 630
MHp: 805

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

Strength: 14 + 16 = 30 | mod = 10
Dexterity: 14 + 20 =34 | mod = 12
Constitution: 14 + 22 =36 | mod = 13
Intelligence: 14 + 36 =40 | mod = 15
Wisdom: 14 + 22 =36 | mod = 13
Charisma: 14 + 16 = 30 | mod = 10
Chakra: 14 + 36 =40 | mod = 15
Dodge Bonus: 35

Base Attack Bonus: 35
Attack Melee: 45
Attack Ranged: 47

Base Save Bonus: 17
Fort: 30
Rex: 29
Will: 30

Damage:
Taijutsu:

~Skills~

Hide: 25 (Dex)
Move Silently: 25 (Dex)
Perform Puppet Play: 120(Dex)
Concentration: 25 (Con)
Chakra Control: 115 + 14 (Int)
Craft: 50 + 14 (Int)
Repair:25 (Int)
Sense Motive: 50 (Wis)
Diplomacy: 40 (Cha)
Fuuin Jutsu: 35 (Int)
Ninja weapon - Jitte : 40

~Possessions~


Money:

Ryo:

Equipment:
-Jitte (x2)
-Anbu gear
-Owl anbu mask

(Bios coming soon!)
-Spider puppet
-Lion turtle puppet
-Serpent puppet


Valuables

YoungFlame


ProtoXtreme
Vice Captain

Obsessive Gaian

9,900 Points
  • Friendly 100
  • Generous 100
  • Tycoon 200
PostPosted: Tue Jul 01, 2008 6:20 pm


User-name: ProtoXtreme
Posting: Fast, like a forest fire
Time zone: EDT

~Character Data~


Name: Shizimu-Fubuki Kouhei aka Touzoku no Suna (Kouhei=justice, Touzoku=thief)
Codename: Calamity
Village: Hidden Sand (Sunagakure)
Clan/Bloodline: Shizimu
Element Affinity: Fire/Water
Age: 18
Gender: Male
Rank: ANBU

~Appearance~


Headband: He wears the Sunagakure forehead protector like Kakashi (except his headband is slanted over his right eye instead of her left). This is because Touzoku claims he possesses the legendary doujutsu particular to his nomadic clan, the Mirashinme. Even if eye contact wasn’t intentional, the person gazing into this particular doujutsu will be forced to rewitness the worst moments of their lives. But the main point is Touzoku doesn’t have the doujutsu and is thus living a lie.
Height: 5’9
Weight: 130 Ib
Hair: Raven-haired
Eyes: Red, like the colour of the setting sun
Physical Description: Touzoku has long, flowing raven hair usually tied into a high ponytail. He has long bangs that fall over his forehead and sidebangs that reaches past his chin, framing his face. Unlike most members of his clan, Touzoku was born with pale skin but not a deathly pallor like Orochimaru’s (more close to an Uchiha’s or a Hyuuga’s paleness). As that is a trait of the tiny fraction of doujutsu bearers in his clan, this allowed Touzoku to consolidate his power by claiming himself as a possessor of the Mirashinme and thus as clan leader. Due to the fact that his mother was a Fubuki, Touzoku appears even more feminine than other male members of his father’s clan.
Clothing: Refer to picture below.

On ANBU missions, Touzoku would don the usual ANBU gear which consists of a chest plate, vest, gauntlets, and shin guards, along with a katana which is strapped to his back. Since the ANBU uniform does not have sleeves at all, his Suna ANBU tattoo is quite visible, having been carved onto his left arm. As for his mask, it depicts a white mongoose with slanted eyes lined by a thin line of inky black bearing a wide, mischievous grin, with two painted red triangular stripes in equal distance from each other between the pointed ears and one red stripe is painted downwards from the outer corners of the eyes, extending downwards to a little past the middle of the cheeks, ending in around the same latitude the painted, inky-black nose.
User Image
Background: Touzoku was born as Shizimu Kouhei to a rather strange nomadic clan that had settled in Sunagakure. His grandmother was a member of the now tragically famous Fubuki clan of Kirigakure (she was murdered during the Fubukis’ attempt to flee Kirigakure which fell under Mistress’s control) and is also the grandmother to Fubuki Shinratsu (the clan heir), thus was the reason why he had pale skin and a rather odd combination of chakra affinities. His family was in league with the clan elders responsible for promoting the assassination of the rightful future clan leader and her parents.

Due to the boy’s physical features, the clan elders paid his family, who’s from one of the poorest tribes of the clan, in hopes of controlling the boy when he grows up as their own personal puppet. Hanafubuki was too strong-willed a girl for their liking and the elders did not believe in having a female clan head anyways. Though Touzoku’s father supported the idea of having his son as the future clan leader, his mother (as a carrier of Kiri’s nobleblood Fubuki bloodlimit but was expelled from the clan due to her marrying outside the Fubuki family) didn’t. And when she discovered this lie was inevitable, Touzoku’s mother changed his name from Kouhei (literally meaning justice) to Touzoku (literally meaning thief) out of shame.

However, when news came that Hanafubuki was alive, the clan elders feared that the girl might someday return to Suna and destroy them out of revenge. Hana was quite clever after all and most likely have already figured out who was behind the assassinations. She also possessed the Mirashinme, so it was an easy task when it came down to questioning the assassins. In addition, now that she was now protected by Otogakure as a Chuunin among their ranks, therefore the clan elders couldn’t make any more moves on her. And so, to keep the rest of the clan in the dark of what truly happened to the real Shintaku-sama, the elders announced Touzoku as the true clan leader and Shintaku-sama.
Personality: Touzoku had no idea how greatly the terrible crime his family has committed and his very existence pose the biggest threat (and exile) for the true clan leader Hanafubuki. But Touzoku himself did not lead a happy life, always being the elders’ puppet and clan leader only in name. He is quite paranoid to make sure no one ever sees his right eye...as the clan elders had commanded for this to be or otherwise the lie would be exposed in the face of all of the clan. And if he disobeys and reveals the truth, the elders would turn against him and frame him and his family as the liars whom drove the real Shintaku-sama from Sunagakure. Either way, Touzoku is in an awkward position, not imprisoned literally, but in quite a difficult situation. His own mother despises his very existence, so Touzoku grew up being angry and lonely.

Personality wise, Touzoku is a very odd shinobi just as his strangely balanced affinities are. Firstly, he has his father’s father fire affinity as all of his clanmembers do but his Fubuki mother’s ice chakra was broken down by his fire affinity to end up as simple water chakra instead. Had his mother not carried another bloodlimit, Touzoku may have been actually born with the Mirashinme. But sadly, that wasn’t what happened because the Hyouden cancelled out the Mirashinme, therefore he inherited neither bloodlimit. But because he has the ability to learn water techniques, Touzoku uses this as a way of rebelling against the clan elders, even if it was just a little matter since his clan specializes primarily in fire and medical ninjutsu techniques. Touzoku simply refuses to master the medical field and would learn fire techniques later on simply for arsenal purposes but would rarely ever use them (except in Suna, where he doesn’t have much of a choice).
Other: Touzoku does not share his specific likes or dislikes with others. Being used to only being seen as a puppet in the elders’ eyes, Touzoku had gotten quite used to accepting anything as they come. He most certainly inherited the Fubuki’s excellent talent at masking their emotions. However, Touzoku have no idea that the new Fubuki clan head is his cousin. Whether or not this would eventually prove to be advantageous for his family’s current situation, only fate would know.

Missions:

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

Jutsu:

Ninjutsu:

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

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

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

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

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

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

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

Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique)
Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth.
Rank: C
Cp cost: 30
Damage: 20 - 40 + chakra modifier.
Reflex DC: 10 + Character level + chakra mod for half damage. Neutral 20 or surpassing the save by 10 means no damage.
Requirements: Fire Affinity, Chakra 20+, Chakra Control 12
Training days: 7 days/ if Uchiha teaches you, 4 days
Special: Uchihas learn this at young age. This does not mean that Uchiha starting out will have this jutsu.

Katon: Hosenka no Jutsu (Fire Release: Mythical Fire Phoenix Technique)
Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack.
Rank: C
Cp cost: 15 + 3 per ball.
Damage: 6 - 15 per ball that hits.
Training: 7 days
Requirements: Chakra Control 10 + 2 per ball.
Special: If shuriken are hidden inside the fireballs, treat the shuriken attack as a Surprise Attack.

Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet)
Shoots an enormous ball of flame in the shape of a dragon from the user's mouth.
Rank: B
Cp cost: 120
Damage: 80-185 + chakra mod.
Requeriments: Fire affinity. Chakra 45+, Chakra Control 60
Training days:15 days

Katon: Haisekishō, (Fire Release: Ash Product Burning)
Unlike other fire-based jutsu, this jutsu allows the user to breathe out a cloud of superheated ash capable of causing third-degree burns. Because it is ash and not flame, the ash remains in the air around the target, and therefore remains potent for a longer period.
Rank: A
Cp cost: 50
Damage: 50 - 80, then 20 per turn (for two turns)
Requirements: Fire Affinity
Training: 7 days
Special: Due to the cloud of ash its effects linger for 3 rounds (same as smoke bomb)

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

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

Bunshin Daibakuha (Clone Great Explosion)
This jutsu utilises certain village Bunshin no Jutsus and creates a solid clone that will explode upon command, potentially killing or injuring those caught in the blast.
Rank: A
Cp cost: 90 per clone "To make explode"
Damage: 120 - 200 + chakra mod per clone
Requirements: A solid bunshin, defined as being made of sand, water, earth, grass or from Kage Bunshin no Jutsu. Ninjutsu 50, Chakra Control 80
Training days: 15 days

Suiton: Suishoha (Water Release: Water Shockwave)
A large capacity of water is basically created out of nowhere. This water can then be directed at the targeted area.
Rank: A
Cp cost: 100
Damage: 200 - 300 + chakra mod.
Requirements: Water Affinity, Chakra 30+, Chakra Control 50+
Training days: 15 days

Suiton: Daibakufu no Jutsu (Water Release: Great Waterfall Technique)
This technique is used to create a massive blast of water.
Rank: A
Cp cost: 180 CP
Damage: 200 – 250 + chakra mod
Requirements: Water Affinity, Chakra 50+, Chakra Control 60 +, Needs a body of water
Training days: 12 days

Suiton: Daibakure no Jutsu (Water Release: Huge Explosion Technique)
The user creates an enormous, inescapable maelstrom to trap and drown the target.
Rank: A
Cp cost: 200 CP
Damage: 300 – 400 + chak mod
Requirements: Needs a body of water, Chakra 50+, Chakra Control 60 +, Water Affinity.
Training days: 20 days

Genjutsu:

Taijutsu:

Summoning Contract: None

~Stats~

LV. 35
Experience: 253/5500
Hp: 700
Cp: 875
MHp: 735
Strength: 44 | mod = +17
Dexterity: 42 + 2 | mod = +17
Constitution: 30 | mod = +10
Intelligence: 52 | mod = +21
Wisdom: 32 | mod = +11
Charisma: 14 | mod = +2
Chakra: 52 + 2 | mod = +22
Dodge Bonus: 38

Base Attack Bonus: 35/30/25/20/15/10/5
Attack Melee: 52/47/42/37/32/27/22
Attack Ranged: 52/47/42/37/32/27/22

Base Save Bonus: 17
Fort: 27
Rex: 34
Will: 28

Damage:
Taijutsu: 1 - 6 + 17 (+12) = 18 - 35
Kunai: (stabbing) 1 - 3 + 17 = 18 - 20 / (throwing) 1 - 4 + 17 = 18 - 21
Shuriken: 1 - 2 + 17 = 18 - 19
Katana: 1 - 10 + 17 (+12 Taijutsu) (+8 Ninja Weapon Katana) = 18 – 47 (+4 Attack Roll)

~Skills~

Chakra Control: (Int) 21+100+1=122
Ninjutsu: (Chk) 22+285+1=308
Genjutsu: (Int) 21+0=21
Taijutsu: (Str) 17+50=67

Swim: (Str) 17+0=17
Balance: (Dex) 17+0=17
Escape Artist: (Dex) 17+20=37
Hide: (Dex) 17+0=17
Move Silently: (Dex) 17+0=17
Sleight of Hand: (Dex) 17+0=17
Tumble: (Dex) 17+0=17
Use Rope: (Dex) 17+0=17

Concentration: (Con) 10+0=10
Craft: (Int) 21+0=21
Disable Device: (Int) 21+0=21
Forgery: (Int) 21+0=21
Knowledge: (Int) 21+0=21
Repair: (Int) 21+0=21
Research: (Int) 21+0=21
Search: (Int) 21+0=21

Listen: (Wis) 11+0=11
Read Lips: (Wis) 11+0=11
Sense Motive: (Wis) 11+50=61
Spot: (Wis) 11+0=11
Survival: (Wis) 11+0=11
Alchemy: (Wis) 11+0=11
Treat Injury: (Wis) 11+0=11

Bluff: (Cha) 2+0=2
Diplomacy: (Cha) 2+2=2
Disguise: (Cha) 2+0=2
Gather Information: (Cha) 2+0=2
Handle Animal: (Cha) 2+0=2
Intimidate: (Cha) 2+0=2
Innuendo: (Cha) 2+0=2
Perform Flute: (Cha) 2+0=2
Seduction: (Cha) 2+200=202

Fuuin Jutsu: (Int) 21+0=21
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapon (Katana): (Str) 17+30=47
Sneak Attack: 0

~Possessions~


Money:
Ryo: x300

Equipment:

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

Kunai: The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be throw to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 3 + Str. mod. In melee
Damage (ranged): 1 - 4 + Dex. mod.
Range: Melee or Ranged 50 Ft.
Special: Can be used in both melee and ranged combat.
Amount: x50

Shuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal.
Damage: 1 - 2 + Dex. mod.
Range: 40 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."
Amount: x50

Katana: The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at faster speed than any other sword created by man, the sword itself is both hard and light and can cut through almost anything with ease. Unfortunately it is large and so is cumbersome to fight with in small rooms.
Damage: 1 - 10 + str. mod.
Range: Melee.
Amount: x1

Possessions: Wooden flute

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

~Pet Data~


Name: Kousei “Kei” (Kousei=rebirth) ‘Divine Fire Guardian’
Species: Phoenix
Size: Medium
Element Affinity: Fire
Age: Unknown
Gender: Female

~Appearance~


Height: 1’2
Weight: 4 Ib
Feathers: Crimson plumage with a somewhat iridescent sheen, the tips appeared to have been dipped in gold
Eyes: Pale-gold eyes with hints of burning red
Physical Description: A mythical, golden-eyed bird with magnificent plumage.
User Image
Background: Much of her background is shrouded in mystery. Kousei’s existence was said to have resulted from a phoenix summoning contract gone wrong. Entrapped on Earth, she was found and taken care of by members of the Shizimu clan. Every one hundred years she reincarnates, incinerating her body and is reborn from the ashes. Because each life never lasts long enough, the full extent of her powers is never expressed. Her voice is beautiful for song but she cannot speak the human tongue, and so she communicates to others with telepathy. Her affinity is fire and for centuries, she has guarded the contract with the fire-horse Entei, who draws the sun god Apollo’s chariot.
Personality: Calm/peaceful, Kousei is extremely wise due to her immortality. She also has quite a sense of justice punishment upon the wicked and cares for the people close to her with a motherly concern. Kousei understands Touzoku’s predicament and sympathizes with him, which was why she even allows him to care of her. In fact, the phoenix feels really sorry for the boy with his sad fate so she calls him by his old name - Kouhei (literally meaning justice) and not by the cursed name his mother gave him.
Other: Gifted with beautiful and strange powers, one of Kousei’s abilities is telepathy. Because phoenixes do not use their voice unless it is a truly sad or grave situation, Kousei communicates with people mentally.

Missions:

S: 0
A: 0
B: 0
C: 0
D: 0

Jutsu:

Ninjutsu-

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

Reishi
Description of Jutsu: A form of telepathy that allows the user to read the hearts (thoughts) of others. The target, using this telepathic link, can communicate back and forth with the user ranging anything from words to processed images and even to reading feelings. This is an odd technique in itself as Reishi shares common roots with the origin of Yamanaka techniques.
Rank: Unknown
Cp Cost: 10 (+5 per round)
Damage: None
Drawback: Like the Yamanaka clan’s Shintenshin no Jutsu, if the target’s mind is in a great state of pain (0Hp or 0 MHp): that means auto kick-out. If the target reaches 50% of their original Hp/MHp, a concentration DC of 20 must be made by the user. Once the opponent reaches 10% of their original Hp/MHp, a concentration DC of 60 must be made in order to maintain the technique. To move for techniques and exercise Reishi at the same time, one must roll a concentration DC of 40 (+10 for each existing telepathic link). Without counting her master and summons, Kousei may create a telepathic link with only one outsider at a time. Those who learn Reishi may only openly communicate with their summons and one outsider at a time.
Requirements: Chakra Control 10, 10 Concentration for each telepathic link (former is for non-combative case, if exercised while in battle add to this +40)
Training: For Kousei only, this is a born ability. Reishi is a secret technique that may only be learned with her help: 2 days.
Special: For Reishi to connect (on an unwilling target), the user would pit their Concentration skill against their opponent’s Sense Motive. In combat, being able to read the opponent’s train of thought, the user’s DB and reflex increases accordingly: +2 per 10 Sense Motive and Concentration skill (if Reishi is used to help a comrade, the target will also gain half of the DB bonus the user gains). Considered an ability (born or trained), Reishi takes the normal one attack turn (same as using skills) when utilized.

Tears of the Phoenix
Description of Jutsu: The powers of the phoenixes of legend were always closely tied with healing. Their tears, channeling the power of their spiritual life-force, are known for their purification powers and to instantly close and heal life-threatening wounds.
Rank: Unknown
Cp Cost: Varies.
Damage: None
Drawback: Beautiful birds though just as in the legends, as cold as their beauty. Phoenixes will only cry for their masters and those who they truly have come to care about.
Requirements: Gained upon reaching lv 15.
Training: For Kousei only. This is a born ability that cannot be taught.
Special: When dealing with DCs for poisons, add to the Chakra Control the chakra utilized. The tears will purify and convert any poison into harmless proteins for the body. This would also close any openly bleeding wounds (inducing the cells to regenerate and thus ending external bleeding damage) and restore vitality to one dangerously near death (Hp healed: x2.5 of the utilized chakra + 1.5 Chakra mod. + 2 per 10 Ninjutsu + 2 per 10 Treat Injury). Considered an ability, this takes the normal one attack turn (same as using skills) when utilized.

Sacred Hymn
Description of Jutsu: The powers of the phoenixes of legend were always closely tied with healing. Their songs, channeling the power of their spiritual life-force, are directed at the damaged mentality of comalized victims (those harmed greatly by Genjutsu) to aid in recovery.
Rank: Unknown
Cp Cost: 20 (double for each day healed)
Damage: None
Drawback: Heals indiscriminately within range.
Requirements: Gained upon reaching lv 15.
Training: For Kousei only. This is a born ability that cannot be taught.
Special: With her healing power, Kousei can cut a day from the required healing time for Genjutsu victims. However, the song alone cannot wholly heal damage from powerful Genjutsus (A or S ranked) so at least one day (of needed Diplomacy checks) would be left. Nevertheless, the song recovers the victim enough to communicate somewhat properly, with occasional lapses of great fear (remembering whatever torture they had endured under whatever Genjutsu technique).

Shikigami: Tower Mikos
Description of Jutsu: A variation of the shinobi doppelganger techniques. This technique works highly similar to Kage Bunshin no Jutsu, except in this case, the user summons shikigamis (animated servants) by use of natural mediums: the leaf of trees and plants, paper, and etc. In this case, the user (Kousei) can summon up to five child priestesses (dressed in their traditional garb, each wearing a specific colour for the branch of the Shizimu clan they represent). Whatever form their weapons take, the normal physical damage is the same as Kousei’s.
Rank: Unknown
Cp Cost: 10 per shikigami summoned
Damage: Varies.
Drawback: Can utilize whatever Fuuinjutsu techniques Kousei knows. However, the only Ninjutsu and Genjutsu techniques the shikigami priestesses can perform are those of the Shizimu clan branch they’re representative of. The priestesses’ stats (derivative from Kousei) must meet the requirements for each clan branch in order to utilize those techniques.
Requirements: Chakra Control 50+. Gained upon reaching lv 20.
Training: For Kousei, this is a gained ability. It cannot be taught to another.
Special: In terms of damage, the tower mikos are equivalent to their caster (Kousei). All abilities and skills however are halved. The chakra allotted is purely up to Kousei and the shikigamis are destroyed upon contact (returns to their original mediums as they have no Hp). The tower mikos, like the Kage Bunshin, can be used to gather information.

Ketsu
Description of Jutsu: A barrier type defensive ninjutsu in which Kousei will summon a cubic shaped kekkai barrier that would surround their comrades or enemies (or even part of their enemies during offensive use). The more advanced the user, the more layers of the kekkai can be added, thus making it harder for an opponent to break free. When utilized offensively, after trapping an opponent within the barrier, the kekkai is induced to explode like a bomb.
Rank: Unknown (a 5 layer kekkai is S-rank)
Cp Cost: 30 (+20 per additional layer) (+2 per additional feet)
Damage (Metsu): x2.5 of chakra used + 1.5 Chakra mod. + 2 per 10 Ninjutsu
Drawback: None
Requirements: 20 Chakra Control per layer, 10 Concentration (+1 per additional feet). Gained upon reaching lv 20.
Training: For Kousei only and is a technique that cannot be taught.
Special: Summons a basic ten feet kekkai barrier. The kekkai’s area is treated as solid space. The user can manipulate the kekkai’s shape by will though the barrier itself will remain stationary (in the position it was summoned) until disappearing or dismissal. The kekkai itself is a barrier of divine chakra (friendly for comrades) and repels outside effects (poisonous smog and etc).

Aurora Path
Description of Jutsu: A reverse-Kuchiyose technique. Kousei and Yukiyo, having originated from the summoning plane, can connect a dimensional path by the use of a relic or simply with a remaining imprint of their chakra (trace of existence) on a place previously visited. The result is an aurora path that Kousei and Yukiyo could control by will: and thus also in the choosing of people to bring along with.
Rank: S
Cp Cost: 90 (+25 per round maintained)
Damage: None
Drawback: For temporary mediums (using the “trace of existence”), visitation must be done from time to time or the pathway link will disappear in time (in a 7 rp day span).
Requirements: Chakra Control 75, Ninjutsu 65, Concentration 30 (+20 per additional person teleported)
Training: For Kousei/Yukiyo only. A technique gained upon reaching the requirements and cannot be taught.
Special: Teleportation technique: returns the user and comrades to a place previously visited.
Relics Pathways:
Temporary Pathways:
~ Suna: Main Village, ANBU Headquarters
~ Kiri: Main Village

Fire Incarnation
Description of Jutsu: According to folklore, the phoenixes of legend would appear to the wicked in the form of divine fire to deliver punishment. Kousei would literally set her body afire by contracting her special chakra with the energy of the sun to form sacred fire: the divine equivalent to the hell fire of Amataretsu. Until this technique is dispersed, in this immortal form, all physically damaging techniques will have no effect on her. But as a result, this is also considered a forced reincarnation ceremony and Kousei would be left defenseless afterwards for a number of days to recover her powers.
Rank: Unknown
Cp Cost: 60 (+25 per round)
Damage: None
Drawback: None
Requirements: Chakra Control 65, Ninjutsu 50, Concentration 30
Training: For Kousei only. This is a technique that cannot be taught and is gained upon achieving the requirements.
Special: Heat compression: for every seven attack turns this technique has been maintained (may cross over to another turn), multiple Katon damage by x2. In this form, Kousei may freely use her Katon techniques and could shift to any size she chooses (generating more flame by burning or utilizing the climate to her advantage or by using her summon Entei’s abilities). All physically damaging techniques would no longer hurt her, not even techniques of the Suiton branch because this is not normal fire. After this technique is dropped or no longer maintained, Kousei is instantly forced to reincarnate and for 5 rp days (50 posts), she will remain in chick form and is helpless to utilize any form of techniques (during this time, her Strength mod. and Cp drops and remains at 1 until the duration period is over).

Storm of Winged Fire
Description of Jutsu: In her fire spirit form, Kousei could maintain any size of her desire, thus she can spread her wings to cover a whole area. Then, with one mighty flap of her wings, she would send a storm of fire taking the shape of phoenix feathers raining down upon her opponents.
Rank: S
Cp Cost: Varies.
Damage: x2.5 of the chakra used + 1.5 Chakra mod. + 2 per 10 Ninjutsu ranks
Drawback: None
Requirements: Used in conjunction with Fire Incarnation.
Training: For Kousei only. This is a technique that cannot be taught.
Special: In order to successfully defend in time, the opponent first must roll a Sense Motive check of 10 or higher than the user’s attack roll. A defensive technique (Shunshin no Jutsu, taking refuge underground, or etc) then must be used unless the user (e.g. Uchiha and Hyuuga’s case) can see what’s coming and thus don’t need the check (can just go ahead and react defensively).

Fire Implosion
Description of Jutsu: Once heat compression (divine form) has been charged for a number of turns, Kousei would release the compressed energy all at once, surrounding a whole area, before allowing the fireball to collapse in on itself before exploding. The result is a powerful supernova-like fireball capable of swallowing up a whole area in flame. After this technique is used, no matter Kousei’s Cp, Fire Incarnation is forcibly ended and the cycling of reincarnation is induced.
Rank: S
Cp Cost: 325
Damage: 655 - 755 + 1.5 Chakra mod. + 2 per 10 Ninjutsu ranks * # of turns charged
Drawback: Reincarnation is forced.
Requirements: Used in conjunction with Fire Incarnation.
Training: For Kousei only and is a technique that cannot be taught.
Special: In order to successfully defend in time, the opponent first must make a successful Sense Motive check of 40 (+10 per turn the technique was charged due to a more violent implosion) or higher against the user’s attack roll. Then, a defensive technique must be used (e.g. taking refuge underground and etc). Kousei can only perform this technique once per 7 rp days (70 posts).

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.
Rank: C
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.

Genjutsu-

Tower Maze: Vision of Sacred Fire
Description: This particular genjutsu is initiated by trace. Once caught by Kousei, the victim will experience a vision of being entrapped on a burning floor of an ancient Suzaku-shrine tower. Even if they tried to move up or downstairs to avoid the flames, they will end up on the same floor they had tried to escape, making the tower seem like a hellish, unending maze - until they're completely engulfed in smoke and flame.
Rank: A
Cp: 80 + 30 per turn
MHp Damage: 150 - 250 + Int mod.
Requirements: Genjutsu 50 ranks
Training Days: 15 days
Will Save: 20 + Half User Level + Half Int mod. + Half Wisdom + 2 per 10 Genjutsu
Special: An additional 30 MHp deduction per turn. Severe burns form after 3 turns of failing to break out of the illusion: -1 to all checks and this increase by -1 (accumulative) per turn.

Nehan Shoja no Jutsu (Temple of Nirvana Technique)
This technique is an incantation spell that allows the caster to place a large body of people into an intense and unconscious state. The spell, however, can be avoided by forming the tiger hand seal and using the dispel skill, dispersing it away.
Rank: A
Cp cost: 115
Requirements: Genjutsu 95 Ranks
Training days: 15 days.
Will save: 20 + half character level + half int mod + half wis mod

Shi no Kumi no Jutsu (Death Foreseeing Technique)
This jutsu is much like the Temporary Paralysis Technique, but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
Rank: A
Cp cost: 120
Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter
Requirements: Genjutsu 90
Training: 18 days
Will Save: 20 + half Character Level + half Int Mod + half Wis Mod
Special: -10 to all checks

Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique)
Jigoku Kōka no Jutsu is a Genjutsu that causes its opponent to see a vision of a tremendous ball of fire that will descend from the sky to envelope the target. The victims of the jutsu will believe they are being engulfed by a torrent of fire and will flee from their location to safety.
Rank: S
Cp cost: 140
Damage: 160 for those that flee, 530-650 for those that are burned, add an additional continual 60 per turn IF burned
Requirements: Genjutsu 110 Ranks
Training days: 20 days
Will save: 25 + half character level + half int mod + half wis mod
Specials: -4 to all checks if victim is burned

Taijutsu-

~Stats~

LV. 35
Experience: 0/5500
Hp: 525
Cp: 805
MHp: 700

Strength: 14 | mod = +2
Dexterity: 20 | mod = +5
Constitution: 20 | mod = +5
Intelligence: 100 | mod = +45
Wisdom: 38 | mod = +14
Charisma: 14 | mod = +2
Chakra: 50 | mod = +20
Dodge Bonus: 29

Base Attack Bonus: 35/30/25/20/15/10/5
Attack Melee: 37/32/27/22/17/12/7
Attack Ranged: 40/35/30/25/20/15/10

Base Save Bonus: 17
Fort: 22
Rex: 22
Will: 31

Damage:
Tear: 1 - 3 + 2 = 3 - 5

~Skills~


Swim: (Str) 2+0=2

Balance: (Dex) 5+0=5
Escape Artist: (Dex) 5+0=5
Hide: (Dex) 5+0=5
Move Silently: (Dex) 5+0=5
Tumble: (Dex) 5+0=5

Concentration: (Con) 5+200=205

Chakra Control: (Int) 45+100=145
Search: (Int) 45+0=45

Listen: (Wis) 14+0=14
Sense: (Wis) 14+0=14
Spot: (Wis) 14+0=14
Survival: (Wis) 14+0=14
Track: (Wis) 14+0=14

Diplomacy: (Cha) 2+0=2
Intimidate: (Cha) 2+0=2
Perform: (Cha) 2+0=2

Ninjutsu: (Chk) 20+620=640
Genjutsu: (Int) 45+655=700
Fuuin Jutsu: (Int) 45+0=45
Sneak Attack: 0+0=0

~Possessions~


Equipment: -----

Valuables: -----
PostPosted: Tue Jul 01, 2008 6:23 pm



User-name: Oddistic
Posting: Usually 3-4 hours per day (if the day permits)
Time zone: Eastern (-5:00 GMT)


~Character Data~

Name: Monterio, Nobu
Village: Sunagakure
Clan/Bloodline: Monterio

In game Clan Stats:
+2 to Craft(Puppets) per every 5 character levels.
+2 to chakra control per every 5 levels.
•Any monterio member living in the clan resort that is older than 14 has access to the usage of power tools, misclanious metals, and wood at no charge.
-5% of mission earnings go to clan treasury.


Element Affinity: Earth
Age: 14
Gender: Male
Rank: Genin


~Appearance~

Headband: On over his forehead.
Height: 5'5 ft (165cm)
Weight: 125 lbs (56.6 kg)
Hair: Brown hair cropped short and slightly spiked up
Eyes: Light brown
Physical Description: Nobu is as average as a kid can get; Brown hair, brown eyes, not too tall or short for his age, and slim. He is fit due to everyday training in school, however strength is not his strong point. His skin tone is light due to his lack of being outdoors.
Clothing: He wears black carpenter pants and a plain white shirt. The pants have many pockets and straps in order to contain items or tools. They are made up of a very study material that, although not the most breathable, have great durability in a crafting enviroment. Also, he wears closed shoes (instead of sandals) to avoid the headaches of saw dust between his toes when in the workshop.

Background: Nobu was born into a family of puppeteers, the Monterio family. Before Nobu was born, his parents had a slight falling out with other members of the Monterio family over the will of a deceased relative, resulting in his parents moving off of the Monterio resort. Because of this dispute Nobu never really interacted with his relatives and lived a secluded life. Being raised as a single child with no friends his age, Nobu was left to read. Most of his days were spent reading, or crafting things from wood (as taught to him by his father). It was on his eleventh birthday that his parents decided that they would not hinder his learning anymore and moved back into the Monterio resort so he could learn the family's trade: puppetry. He has since lived on the resort and has been (slowly but surely) growing closer to his family.

Personality: Nobu is a very quiet boy, preferring to listen to someone than speak. He enjoys accomplishing things through physical labor, like crafting or training, and is often found doing so. He is very intelligent for his age, however he is also quite a procrastinator. If he does not find what he is working on interesting, chances are he won't finish it.
Other: N/A (for now)

Missions:
S:
A:
B:
C:
D:

Jutsu:

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

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

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

Genjutsu-
N/A

Taijutsu-
N/A

Summoning Contract-
N/A


~Stats~
LV. 2
Experience: 20/110
Hp: 2(10 + 1) = 22
Cp: 2(3 + 1) = 8
MHp: 2(10 + 3) = 26

[Base + Distributed + Training + Level Up]

Strength: 8 + 2 = 10| mod = 0
Dexterity: 8 + 10 = 18| mod = +4
Constitution: 8 + 4 = 12| mod = +1
Intelligence: 8 + 6 = 14| mod = +2
Wisdom: 8 + 8 = 16| mod = +3
Charisma: 8 + 3 = 11| mod = 0
Chakra: 8 + 4 + 1 = 13| mod = +1
Dodge Bonus: 10 + 4 + 3 = 17

Base Attack Bonus: 2
Attack Melee: 2 + 0 = 2
Attack Ranged: 2 + 4 = 6

Base Save Bonus: 1
Fort: 1 + 1 = 2
Rex: 1 + 4 = 5
Will: 1 + 3 = 4

Damage:
Taijutsu: 1 - 6


~Skills (mod)~
[Distribute + Train]

Strength (0)
Swim:

Dexterity (+4)
Balance:
Escape Artist:
Hide:
Move Silently:
Sleight of Hand:
Tumble:
Use Rope:
Perform Puppet Play:

Constitution (+1)
Concentration:

Intelligence (+2)
Chakra Control: 1
Craft:

Puppets: 1
Disable Device:
Forgery:
Knowledge:
Repair:
Research:
Search:

Wisdom (+3)
Alchemy:
Listen:
Read Lips:
Sense Motive:
Spot:
Survival:
Treat Injury:

Charisma (0)
Bluff:
Diplomacy:
Disguise:
Gather Information:
Handle Animal:
Intimidate:
Innuendo:
Perform:
Seduction:

Other
Ninjutsu: 1 + 1 = 2 (Chk) (+1)
Genjutsu: (Int) (+2)
Taijutsu: 1(Str) (0)
Fuuin Jutsu: (Int) (+2)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:

~Possessions~

Money:
Ryo: 0

Equipment:
None

Valuables
None


Oddistic


Scrouton

PostPosted: Wed Jul 02, 2008 10:58 am


User-name: Scrouton
Posting: Daily
Time zone: North Atlantic

~Character Data~


Name: Akira Kairi [x](Akira=Intellegent | Kairi=Ocean Village)
Village: Sunagakure No Sato
Clan/Bloodline: None
Element Affinity: Water/Wind
Age: 17
Gender: Male
Rank: Chuunin (Academy Teacher)

~Appearance~


Headband: Thin worn out black cloth stained with blood, wrapped around his waist like a belt. The metal plate is tilted downward and off to the side. The cloth is long and has several rips. The metal plate has a few minor scratches.
Height: 5’7”
Weight: 123lbs
Hair: Akira’s hair is dark raven. His hair has a tint of blue to it. Akira’s hair is fairly short and goes down to the bottom of his neck. His hair is thin and smooth. It is also silky and sways back and forth whenever he walks. Lights up like the moonlight.
Eyes: His eyes are a bright and vibrant blue. His eyes twinkle under any form of light and they glimmer with happiness. They show how kind he is. Akira’s eyes are more of a indigo than that of blue. They have a tint of aqua to them.
Physical Description: Akira has pale skin with little to no muscle. Akira is fairly tall and despite his twig like figure he has some weight to him. His shape is very sleek and smooth. He has several scars on his back and chest.
Clothing: Akira typically wears a navy blue tank top with upper elbow length, open fingered, steel plated gloves. He wears white cargo shorts with navy trimming. For shoes he wears black belted open toed boots. Occasionally he will wear a white hat. On his back he has a tattoo of an ice phoenix and on his chest he has a tattoo of an angel.
Background: Akira awoke one day two years ago with no memories of anything. He was dressed in rags and was injured. He wandered the streets aimlessly and searched for weeks trying to discover any sense of his past, nearly starving to death among the streets. Nobody claimed him and he deemed his parents dead. He knew nobody at all. He hid and was somewhat shy for the majority of three months. That was until the day he collapsed in the dry desert of Sunagakure with nowhere's else to go. A bloody figure approached with a blade in hand and helped him up. After two weeks of being nursed back to health the two discussed some things and realized that the two were brothers, let alone twins. Two years have passed and Akira still hasn't regained any memories at all. Now he is the Sensei at the academy. It is a mystery to him as to why he and his brother share every trait including the scars on their bodies.
Personality: Akira is calm, laid back, relaxed, timid, sweet, nice, moody, and mostly unpredictable.
Other: He and his brother have amnesia.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

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)

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.

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

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

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

Taijutsu-

Summoning Contract-

~Stats~

LV. 10
Experience:0/1000
Hp: 150
Cp: 60
MHp: 150


Strength:10+10=20-10=10/2 | mod = 5
Dexterity:10+10=20-10=10/2 | mod = 5
Constitution:10+10=20-10=10/2 | mod = 5
Intelligence:10+14=24-10=14/2 | mod = 7
Wisdom:10+10=20-10=10/2 | mod = 5
Charisma:10+7=17-10=7/2 | mod = 3
Chakra:10+7=17-10=7/2 | mod = 3
Dodge Bonus: 10+5+5=20

Base Attack Bonus: 10
Attack Melee: 10+5=15
Attack Ranged: 10+5=15

Base Save Bonus: 5
Fort: 5+5=10
Rex: 5+5=10
Will: 5+5=10

Damage:
Taijutsu: 6-11
[any other weapon you use]

Kunai:[Stabbing]6-8[Throwing]6-9
Shuriken: 6-7
Senbon: 6-7
Composite Long Bow: 6-13
Hibaku Fuda: 10-20
Nodachi: 6-17
Naginata: 6-17
Nunchaku: 6-11
Katana: 6-15


~Skills~



Swim: (Str) 5

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

Concentration: (Con) 5

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

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

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

Ninjutsu: (Chk) 5
Genjutsu: (Int) 5
Taijutsu: (Str) 5
Fuuin Jutsu: (Int)
Kawarimi: 2
Kunai: 3
Shuriken:1
Ninja Weapons: 4
Sneak Attack:

~Possessions~


Money:

Ryo: 64

Equipment:
Kunai x16 (Silver)
Shuriken x24 (Steel)
Senbon x10 (Steel)
Composite Long Bow
Arrows x25 (Wooden)
Hibaku Fuda x10
Metal Wire 30ft
Suzu x1
Nodachi x1 (Steel)
Naginata x1
Nunchaku x1
Katana x2 (Iron)

Valuables
N/A

_____________________________________________________


User-name: Scrouton
Posting: Daily
Time zone: North Atlantic

~Character Data~


Name: Akiyo Kairi [x](Akiyo=White World | Kairi=Ocean Village)
Village: Sunagakure No Sato
Clan/Bloodline: None
Element Affinity: Water/Wind
Age: 17
Gender: Male
Rank: Chuunin

~Appearance~


Headband: Thin worn out black cloth stained with blood, wrapped around his waist like a belt. The metal plate is tilted downward and off to the side. The cloth is long and has several rips. The metal plate has a few minor scratches.
Height: 5’7”
Weight: 123lbs
Hair: Akiyo’s hair is dark raven. His hair has a tint of blue to it. Akiyo’s hair is fairly short and goes down to the bottom of his neck. His hair is thin and smooth. It is also silky and sways back and forth whenever he walks. Lights up like the moonlight.
Eyes: His eyes are a bright and vibrant blue. His eyes twinkle under any form of light and they glimmer with happiness. They show how kind he is. Akiyo’s eyes are more of a indigo than that of blue. They have a tint of aqua to them.
Physical Description: Akiyo has pale skin with little to no muscle. Akiyo is fairly tall and despite his twig like figure he has some weight to him. His shape is very sleek and smooth. He has several scars on his back and chest.
Clothing: Akiyo typically wears a navy blue tank top with upper elbow length, open fingered, steel plated gloves. He wears white cargo shorts with navy trimming. For shoes he wears black belted open toed boots. Occasionally he will wear a white hat. On his back he has a tattoo of an ice phoenix and on his chest he has a tattoo of an angel.
Background: Akiyo woke up one day two years ago without a past. He walked the streets quietly until a group of thieves welcomed him into their pack. For several months he went through several chases and participated in many of the thievery missions. After beating several guards to a pulp unwillingly and snatching an artifact he spotted a young teen laying on the ground. The teen happened to be another vision of himself. He helped him up and helped him recover. He suffered an unpleasant sight when Akira flailed around in the hospital. After some discussions he left the thieves guild. Two hears have passed and no signs of recovery. He is now the assistant and sub Sensei at the academy. It is a mystery to him as to why he and his brother share every trait including the scars on their bodies.
Personality:Akiyo is calm, laid back, relaxed, timid, sweet, nice, moody, and mostly unpredictable.
Other: He and his brother have amnesia.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

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)

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.

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

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

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

Taijutsu-

Summoning Contract-

~Stats~

LV. 10
Experience:0/1000
Hp: 150
Cp: 60
MHp: 150


Strength:10+10=20-10=10/2 | mod = 5
Dexterity:10+10=20-10=10/2 | mod = 5
Constitution:10+10=20-10=10/2 | mod = 5
Intelligence:10+14=24-10=14/2 | mod = 7
Wisdom:10+10=20-10=10/2 | mod = 5
Charisma:10+7=17-10=7/2 | mod = 3
Chakra:10+7=17-10=7/2 | mod = 3
Dodge Bonus: 10+5+5=20

Base Attack Bonus: 10
Attack Melee: 10+5=15
Attack Ranged: 10+5=15

Base Save Bonus: 5
Fort: 5+5=10
Rex: 5+5=10
Will: 5+5=10

Damage:
Taijutsu: 6-11
[any other weapon you use]

Kunai:[Stabbing]6-8[Throwing]6-9
Shuriken: 6-7
Senbon: 6-7
Composite Long Bow: 6-13
Hibaku Fuda: 10-20
Nodachi: 6-17
Naginata: 6-17
Nunchaku: 6-11
Katana: 6-15

~Skills~



Swim: (Str) 5

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

Concentration: (Con) 5

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

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

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

Ninjutsu: (Chk) 5
Genjutsu: (Int) 5
Taijutsu: (Str) 5
Fuuin Jutsu: (Int)
Kawarimi: 2
Kunai: 3
Shuriken:1
Ninja Weapons: 4
Sneak Attack:

~Possessions~


Money:

Ryo: 50

Equipment:
Kunai x16 (Silver)
Shuriken x24 (Steel)
Senbon x10 (Steel)
Composite Long Bow
Arrows x25 (Wooden)
Hibaku Fuda x10
Metal Wire 30ft
Suzu x1
Nodachi x1 (Steel)
Naginata x1
Nunchaku x1
Katana x2 (Iron)

Valuables
N/A

PostPosted: Wed Jul 02, 2008 1:36 pm


Username: FireSturm

Posting: As much has I can. Two post/day in average.

Time Zone: Canada. Eastern.

Name: Inuzuka, Mizu

Village: Sunagakure

Clan/Bloodline:
Inuzuka +2 per 5 levels to Spot, Search
+1 per 5 levels to Sense Motive
+1 per 10 levels to Wisdom.



Element Affinity: Wind/Earth

Age: 11

Gender: Male

Rank: Academy Student

Headband:None yet
Height: 4'5''
Weight: 78 lbs
Hair: Short, light brown and wavy.
Eyes: Green, average size.Slight canine feature.

Physical Description:
An average sized kid. Slender body, than skin because of he is always outside.Typical Inuzuka red marking on his face.

Clothing: He wears a white T-Shirt with a blue vest over it and black shorts that cover is knee. He usually wear a blue bandana around his head.

Background:
Other then behing born in the Inuzuka clan, Mizu lead a normal kid life. His dad worked has a farmer for the village and his mom worked has a ninja, to provide enough money for the family.
He was raised mainly by is father, behing teached how to survive in the arid desert of Sunagakure. Mizu worked with his father most of the day, and when night came, his mother would tell him story about her work has a ninja. But at the age of ten, he was introduced to certain kid called Exodus, who was is cousin. She also teached him the basic of behing a ninja has well has how the clan worked.
This was the first time he saw is cousin and a certain friendly rivalry grow up between the cousins, like his mother and her sister used to have when they where little. Mizu become close friend to Exodus, has they played together. They each planned to prove themselves that they where stronger then the other. Otherwise, at his 11 birthday, Mizu's mother was proud to give him the letter of the academy.

Personality:
It seems Mizu will always remain positive and happy about his life. He his somewhow curious but he also show some wariness. He tend to do things on his own and he usually is a loner.

Other: Ambidextrous.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~
LV. 1
Experience: 25Exp/100
Hp:9-2 = 7
Cp: 3
MHp:9


Strength: 6+ 4 = 10| mod = 0
Dexterity: 6+ 4 = 10| mod = 0
Constitution: 6+ 2 = 8| mod = -1
Intelligence: 6+ 2 = 8| mod = -1
Wisdom: 6+ 2 = 8| mod = -1
Charisma: 6+ 2 = 8 | mod = -1
Chakra: 6+ 4 = 10| mod = 0
Dodge Bonus: 10

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

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

Damage:
Taijutsu:
1-6

~Skills~
Maz skill at current level: 10
Swim: (Str)

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

Concentration: (Con)

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

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

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

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

~Possessions~

Money:

Ryo:

Equipment:


Valuables

Name: Munashii (Free)
Species: African Wild dog
Size: Medium
Element Affinity: Fire
Age: 1
Gender: Male

~Appearance~

User Image

Height: 23 in.
Weight: 30 lbs.
Fur: A wild criss crossing of brown, tan,and white.
Eyes: Yellow, average size.
Physical Description: He was starved and suffer weight loss. It normal weight would be 40 lbs. Other wise, his physical body is thougher then a normal dog.
Background: Munashii used to barely survive in this cruel world. He lived out of thievery and rarely hunted. Recently, he suffered from terror and cruelty by some ''kids''. By what could be destiny, the wild dog was saved by Mizu.
Personality: He his mostly carefull and shy around strangers. He still hold some wildnerness inside and like is brother(Mizu), he hate's it when he get bossed around. Other wise he is a playfull dog, full of vitality and curiosity.
Having been saved from a cruel death, Munashii will forever stand by Mizu's side, striving to become has brave and has strong has Mizu his.
Other: ---------

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

~Stats~
LV. 1
Experience: 0/100
Hp: 9
Cp: 2
MHp: 5

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

Strength: 8 | mod = -1
Dexterity: 8 | mod = -1
Constitution: 8 | mod = -1
Intelligence: 8 | mod = -1
Wisdom: 7 | mod = -2
Charisma: 7 | mod = -2
Chakra: 8 | mod = -1
Dodge Bonus: 8

Base Attack Bonus: 1
Attack Melee: 0
Attack Ranged: N/A

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

Damage: 1-5


~Skills~



Swim: 0 (Str)


Balance: 0(Dex)
Escape Artist: 0(Dex)
Hide: 0(Dex)
Move Silently: 0(Dex)
Tumble: 0(Dex)

Concentration: 0(Con)

Chakra Control: 0(Int)
Search: 0(Int)

Listen:0 (Wis)
Sense:0 (Wis)
Spot:0 (Wis)
Survival:0 (Wis)
Track:0 (Wis)

Diplomacy:0 (Cha)
Intimidate:0 (Cha)
Perform:0 (Cha)

Ninjutsu:0 (Chk)
Genjutsu: 0(Int)
Taijutsu: 0(Str)
Fuuin Jutsu: 0(Int)
Sneak Attack: 0

~Possessions~

Equipment:

Valuables

FireSturm


phoenix112390

PostPosted: Thu Jul 03, 2008 5:43 pm


User-name: phoenix112390
Posting: as often as I can
Time zone: Central US (-6?)

~Character Data~


Name: Nigawa Tatsu (Tatsu is his first name)
Village: Sunagakure (hopefully)
Clan/Bloodline: none
Element Affinity: Earth
Age: 14
Gender: male
Rank: Genin

~Appearance~

User Image (I'll get a better, quality version up at some time...)
Headband: blue fabric, wears as a bandana.
Height: 5'8"
Weight: 121 lbs.
Hair: Tatsu dyes his hair a teal color. It's naturally a light brown shade. It is straight and reaches the top of Tatsu's shoulders with his bangs being shorter. Occasionally Tatsu messes with his dying a bit and his hair has tips or streaks of either blue or green. When he wears his headband, his hair stays pretty much the same except for his bangs, which stick out.
Eyes: Tatsu's left eye is a royal blue hue, and his right is an emerald green.
Physical Description: Tatsu is tall for his age. He's lean, but other than his hair, eyes, and height, not much makes Tatsu stick out of the crowd. He's got scars on his hands from years of hard work.
Clothing: Tatsu wears a long sleeved T-shirt with a sweatshirt hood. The sleeves and hood are black and the torso on the shirt is navy. He also wears a pair of pants that look like zip-off blue jeans, except they aren't mad of denim, but a lighter fabric. He also wears a pair of black fingerless gloves that cover up the scars on his hands.
Background: Tatsu grew up on the edge of the country of Sand in a remote, peaceful village, with his foster-parents. When he was 10 he showed signs of developing ninja abilities, but his foster-parents did not want to lose Tatsu as a farm hand and kept him there for 4 more years, at which point they let him go to Sunagakure, thinking that he would be too old to be accepted as a student and they would get to keep Tatsu as a worker.
Personality: Tatsu is easily impressed by any kind of jutsu because of his lack of exposure to the ninja world growing up. He is an innocent soul, and is fiercly loyal to his friends. He tries his best all the time, but messes up sometimes because he tries so hard.
Other: Tatsu is an avid manga reader and will use any opportunity given to him to read manga.

Missions:

S:
A:
B:
C:
D:

Jutsu:

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

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

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

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 2
Experience: 0/110
Hp: 24
Cp: 10
MHp: 24

Strength: 8+6 | mod = +2
Dexterity: 8+8 | mod = +3
Constitution: 8+6 | mod = +2
Intelligence: 8+2 | mod = 0
Wisdom: 8+6 | mod = +2
Charisma: 8+2 | mod = 0
Chakra: 8+6 | mod = +2
Dodge Bonus: 10+3+2

Base Attack Bonus: +2
Attack Melee: +4
Attack Ranged: +5

Base Save Bonus: 1
Fort: 1+2=3
Rex: 1+3=4
Will: 1+2=3

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

~Skills~


Strength Mod: +2
Swim: (Str)

Dexterity Mod: +3
Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)
Perform Puppet Play: (Dex)

Constitution Mod: +2
Concentration: (Con)

Intelligence Mod: +0
Chakra Control: (Int)
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int)
Repair: (Int)
Research: (Int)
Search: (Int)

Wisdom Mod: +2
Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury: (Wis)

Charisma Mod: +0
Bluff: (Cha)
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha)
Handle Animal: (Cha)
Intimidate: (Cha)
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha)

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

~Possessions~


Money:

Ryo: 0

Equipment: none

Valuables his headband
PostPosted: Tue Jul 08, 2008 1:47 pm


{DEAD}
Citrus Samurai:
Thats it I am playing and that is final damn my self for not posting
Time zone: central

~Character Data~


Name: Nova "Yuusha" Yamanaka
Village: Sunagakure
Clan/Bloodline: Yamanaka
Element Affinity: Wind
Age:14
Gender: Male
Rank: (missing nin sorta )(no one knows if he lived or not ) Genin & ex Academy Teacher

~Appearance~


User Image

Headband: Tan, he has it but keeps it hidden from every one
Height: 5 ft 9
Weight: 150
Hair: A deep red short
Eyes: A deep rich Amber
Physical Description: Nova is tan since he in the sun a lot. He is thin but he is in good shape so he is muscular. He has piercing running down his ears.
Clothing: Since living with Kusemono Nova got new clothing, red under shirt covered by light black leather with a red symbol on it of a dragon, on one arm are black bands going all the way to a a leather armlet with some with places to put kuni or a scroll, the other arm has nothing on it is going to have a summoning tatoo, his hands have rings on them. Nova pants are light weight pants with spots for carrying bag and, scrolls.

Background: When Nova was born as star exploded in the sky the Elders said that this was good omen saying that this boy well be a great hero one who would defeat evil. During the next years of his life his family moved to Suna from Konohagakure. The reason they left is because they herd a rumor about a group rouge ninja where going to attack Konohagakure his family was right. When he became a student of the ninja of the academy he was a child prodigy. Then the wind master attacked Suna, Suna did try to fight back but was taken over by wind master. Nova parents fled leaving him behind in the village. Nova woke up the next morning and found that a large amount of people have fled the village including his parents. Nova knew he would rise above those cowards. He took on the last name of Yuusha to hide that he was a Yamanaka from the wind master and his followers. Nova knew he had to get stronger to help any of the ninjas who are going to oppose him so he can help them out to kick him out of the village or kill him.
Nova became a Genin at the top of his class. Nova was waiting to meet his new master since his old one fled when the village was attacked. The wind master gave him the job as the Academy Teacher since the old one was killed or fled the village. Nova held this job for almost a year, when three of his old students left the village and became missing Nin. One of the students came back and was going to help him stop the other two. Nova left the village to look for them for months but his search failed. Know one knows where he went so he as been branded MIA. After he found Tobi and Hiro in Iwa he got into a fight with them but failed to defeat them so he fled into the desert. After he was better he traveled the world for months looking for them but failed to even find anything trace of them so he abandoned his mission and went back to the desert. He did not want to show his face back in Suna so he lived in the desert for five months in a old fort. He left his home since he was fed up watching the world go into ruin and he did nothing to stop it. He started his new journey to Iwa and left his home in flames.After being in the desert for a day a sand storm rolled in so Nova had to take shelter in a old stone house. During the night a stange Cactus child came into the home it was being attack by a wolf, Nova got rid of the wolf and saved the Cactus child. He now takes care of the Cactus child and brings him around with him. Nova also found a fortress of drug sellers, their he met a rouge ninja from the leaf village named Kusemono of the east who is going to be Novas new teacher.When Nova was training he learn that the Cactus child was a summon, so Kusemono told Nova to name it, Nova name him Ibara.

Personality: Nova is usually calm but t if you make him mad he will beat you down also he well see you as nothing if you flee in battle or otherwise do anything dishonorable or give up in battle.
Other: He has a nova burst tattoo on his back.

Ibara Nova summon friend

User Image

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
Suna Bunshin no Jutsu
The user creates sand bunshin...
Cp Cost: 2 per bunshin
Damage: Each clone has half your stats, but Hp cannot be higher than 80.
Requirements: Sand/dirt around, knows Bunshin no Jutsu
Training: With Wind Affinity 1 day, without Wind Affinity 2 days.

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-

Taijutsu-

Summoning Contract-
(well have one once I reach the right level)
~Stats~

LV.8
Experience:954
Hp: 80
Cp: 40
MHp:112

Strength: 8+0+2=10 Mod=0
Dexterity:8+2+2=12 Mod=1
Constitution: 8+2+0=10 Mod=0
Intelligence: 8+8+0=16 Mod=3
Wisdom: 8+8+0=16 Mod=3
Charisma: 8+10+0=18 Mod=4
Chakra: 8+6+0=14 Mod=2
Dodge Bonus:14

Base Attack Bonus:8
Attack Melee: 8
Attack Ranged: 9

Base Save Bonus: 4
Fort:4+0=4
Rex:4+2=6
Will:4+3= 7




~Skills~
Hide: (Dex) 6=5+1
Concentration (con) 9=5+0+4(Yamanaka)

Chakra Control: (Int) 13 =10+3
Research: (Int) 13=5+3
Listen: (Wis) 8 =5+3
Survival: (Wis) 8=5+3
Bluff: (Cha) 16=10+4+2(Yamanaka)
Gather Information: (Cha) 11=5+4+2(Yamanaka)
Innuendo: (Cha) 9 =5+4
Seduction: (Cha)14 =10+4
Ninjutsu: (Chk) 13 =10+3
Genjutsu: (Int) 23 =20+3
Fuuin Jutsu: (Int)13 =10+3





~Possessions~


Money:

Ryo:

Equipment:


Valuables: A peace of a rare stone found when the star exploded. On a necklace. A sack which he well carry his money in[/strike
]

Citrus Samurai


Rush Thorres

PostPosted: Tue Jul 08, 2008 7:22 pm


User-name: Rush Thorres
Posting: Everyday
Time zone: Pacific

~Character Data~


Name: Trider
Village: Sunagakure
Clan/Bloodline: ???
Element Affinity: Earth
Age: 37
Gender: Male
Rank: Sannin

~Appearance~


Headband: Does not wear it unless in presence of a superior in which case it’s worn around his head
Height: 6’6”
Weight: 207
Hair:Black and slicked back; maybe two inches long
Eyes: bold dark blue with hazel ring at the edge
Physical Description: Tall hulking guy. Very physically fit. His facial features are incredibly defined and focused.
Clothing: Wears either his family Kimono which is blue with green leaf patterns decorating it, or goes shirtless, with pants and red sash.
Background: Trider lived a mediocre life in a mediocre hut on the outskirts of the wind country. He was nearly 12 when his favorite person in the world was born. His little sister Kiy. Trider adored and protected her. It was when he was 16 that in town Trider met these traveling monks. They spoke of a wonder life where they had a perfect spiritual, physical and mental balance. Finding inner peace, and detachment from worldly goods. This kind of life appealed to Trider greatly. He ran home to tell his family about it only to discover his sister, only 4 years old, made a lifestyle change of her own. She ran away from home to the wilderness. Supposedly the forests outside of Konoha. She was presumed dead, but Trider thought otherwise. In fact he knew otherwise. He would find her, he promised himself that, but he felt to do so, he had to make himself better first. He sought out the monks that spoke of perfect balance. One of them revealed themselves to be an ex-shinobi from kumogakure. One that could bring him peace through the way of the ninja. Trider accepted and began training. He was a little older than typical ninja, but his unnamed teacher had faith in him. He taught him the ways of taijutsu, which Trider caught onto quickly. The biggest challenge was learning a secret summoning contract with the crows. As exciting as it was, Trider worked at remaining without emotion, but was still secretly ecstatic the day he summoned Ekirei, the first of the four royal birds. It only got better from there. Trider learned more and more from the teacher who he only knew as the Kumogakure monk. When Trider reached the ranks of sannin years later, he felt powerful enough to find his long lost sister. He wanted to search the world for her with his teacher, but when he looked for him one morning all he found was a note from his teacher. It said he had gone to live in solitude, it was signed Saine. It was a bittersweet event for Trider, who then searched for new support and ally. In search he found some one who was most well known as the Wind Master. Even with the negative profile given to him, Trider could see good intentions in him and allied himself with the wind master, and accepting two gennin students to teach himself. It would be a nice break . . .
Personality: Calm. Due to his intensive training to achieve physical and mental balance, he’s meditated for years bring inner peace, as well as being able to remain calm in any situation.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:


Ninjutsu-


Genjutsu-

Taijutsu-

E-Rank

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


D-Rank


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.

Konoha Reppu (Leaf Gale)
Using their quickness and agility, the user performs a spinning kick to sweep their opponent off their feet.
Damage: Taijutsu damage.
Requeriments: Gouken style fighting.
Training days: 10 days.
Special: "With this technique you can hit all enemies around you in melee."

Konoha Senpu (Konoha Hurricane)
This Jutsu is mainly a set-up one, and consists of kicking the opponent high into the air, thus leaving them vulnerable to a subsequent more powerful attack (usually Kage Buyō, Shadow of the Dancing Leaf).
Damage: Taijutsu damage
Requeriments: Goukken Taijutsu 12 Ranks.
Training days: 10 days
This technique reduce oponent Dodge bonus - 5.

C-Rank


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.


Hayabusa Otoshi (Peregrine Falcon Drop)
While using the Sharingan, the user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground.
Damage: Taijutsu damage and strengh x 4
Requeriments: Must droop yourself from a really high place along the enemy. Eemy recives extra 2 points of damage per 5 feets.
Training days: 2 days.

Kage Buyo (Shadow of the Dancing Leaf)
While the target is airborne, the user jumps in such a way as to appear below the target while following a similar trajectory through the air. Since the victim is airborne, he is in a vulnerable position to a more damaging attack such as Omote Renge or Shishi Rendan.
Cp cost: 1
Damage: 0
Requeriments: Gouken
Training days: 1 day.

Konoha Daisenpu (Leaf Great Whirlwind)
A powerful leap forward, using the extra momentum to perform a powerful spinning kick with both legs in mid air, the second kick often being aimed lower in case the intended target ducks. The technique is most effective at ranges of 2-3 meters, because if you miss or they dodge, you have at least made it past them and have a chance to react before they can mount a significant counter-attack.
Damage: double taijutsu damage per kick.
Requeriments: Gouken Taijutsu, Taijutsu 30 ranks.
Training days: 10 days.

B-Rank


Konoha Goriki Senpu (Leaf Strong Whirlwind)
A much more powerful version of the Konoha Daisenpu (Leaf Great Whirlwind).
Damage: As konoha Sempu but deal triple damage.
Requeriments: Goukken, Taijutsu 80 Ranks.
Training days: 10 days.

Konoha Shofu (Leaf Rising Wind)
Using their quickness and agility, the user will do a swift upwards kick at their opponent or at a weapon their opponent is wielding.
Damage: Normal Taijutsu
Requeriments: Taijutsu 50 Ranks.
Training days: 6 days.
Special: You might disarm you
oponent weapon with this attack.

S-Rank

Asa Kujaku (Morning Peacock)
The user first opens the sixth gate Keimon, or possibly the first six gates, which gives them access to an enormous amount of chakra. Using this tremendous burst of power and speed, the user will approach their opponent in a distinctive stance. When near enough, they will kick their opponent and launch them into the air. They will then strike them multiple times, causing the distinctive peacock fan to develop. His opponent will then fall back to the earth, covered in the strike's aura.
Cp cost:
Damage:
Requeriments:
Training days:


Hachimon (The Eight Celestial Gates)

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

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

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

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

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

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

4. Pain (Harm / Wound) releases the limit on oxygen intake in the lungs, creating much more oxygen for the body to use.
Hp Cost: 115
Damage: -
Requirements: Taijutsu 60 ranks, Gouken, Previous gates open
Training: 35 days
Special: Opening the fourth gate gives the user +42 strength and dexterity but -55 Cp. User loses 45 Hp per round.

5. Closing (Limit) releases the limit on the amount of chakra released at one time.
Hp Cost: 180
Damage: -
Requirements: Taijutsu 70 ranks, Gouken, Previous gates open
Training: 35 days
Special: Opening the fifth gate gives the user +58 strength and dexterity but -70 Cp. User loses 60 Hp per round.

6. Joy (View) removes the limit on how much fat and proteins the intestines can digest, and releases otherwise useless energy resources, giving the user even more power and stamina.
Hp Cost: 265
Damage: -
Requirements: Taijutsu 70 ranks, Gouken, Previous gates open
Training: 40 days
Special: Opening the sixth gate gives the user +72 strength and dexterity but -85 Cp. User loses 80 Hp per round.

7. Shock (Wonder / Insanity) removes the limit on how fast the body can move, removes wastes from dead skin cells to feces, and gives the body a much cleaner system to work with, producing even more power and stamina.
Hp Cost: 400
Damage: -
Requirements: Taijutsu 90 ranks, Gouken, Previous gates
Training: 40 days
Special: Opening the seventh gate gives the user +86 strength and dexterity but -100 Cp. User loses 120 Hp per round.

8. Death opens the final gate located at the heart and uses up all of the body's energy. It makes the heart pump at maximum power and exceeds the power of every other gate. All the energy in every individual cell is used up, giving the user power well above that of any Kage. This "big bang" effect is only temporary, and destroys every muscle in the user's body. Death is assured when opening this gate.

Hp Cost: None, the cost is death.
Damage: -
Requirements: Taijutsu 110 ranks, Gouken, Previous gates
Training: 50 days
Special: Opening the eighth gate gives the user +100 strength and dexterity. The Hp of the user triples, but he will lose 10% of his new Hp per round until death. [He cannot be healed as the internal wounds caused are unhealable] Cp goes down to 0.

At the end of the effect, for gates 1-3 the user is fatigued for 3 hours. For gates 4-6 they are fatigued for 7 hours, and for the seventh gate they are fatigued for the next 24 hours. (Fatigue means that their normal strength, constitution and dexterity is halved)

Also the effects of the gates don't stack, so when you open the 2nd gate the +16 strength/dex is replaced by +26 strength/dex. However the cost does stack. To open the 1st gate you pay 20 hp and open it, to open the second gate you pay 20 hp to open the 1st then 30 hp to open the 2nd. For each gate you have to pay the prerequisite amounts of Hp for each previous gate first then pay the prerequisite amount of Hp for the gate that you wish to open.

Summoning Contract-
Crows

Species: Crow
Name: Ekirei [Eek-Ear-Eee] (Pestilence)
Size: Small
Element Affinity: Wind
Gender: Male

Weight/Height: weight of a small cat
Physical Description: A small cat sized crow, with white feathers and piercing red eyes.
Background:Ekirei, named after the first horseman of the apocalypse, is the brother of Senka and the son of Awai. He was deemed weakest of the four royal crows due to his small size. Unfortunately, this assumption was true. He delivered little in terms of power or spped, so to make up for that, he turned to the power of persuasion. With a grasp on the ability to influence, he worked in ways that surpassed many a warrior. Through sole diplomacy, never resorting to violence, Ekirei made a name as a crow of the tounge. This is not to say he was without physical defense; he developed jutsu based around the bow and arrow, just as powerful as any human chunnin. There was only one other who ever outsmarted Ekirei, another crow named Kikin. Kikin was Japanese for famine, the third horsemen of the apocalypse, proving this crow was someone special. Upon learning her name, he immediately let go of his headstrong anger from being outsmarted, and made a friendship with her. Her being the missing of the four royal crows was amazing to Ekirei, and realized that she was also summoned by a mortal shinobi named Saine. In the ninja country wars ravaged the land and Ekirei typically avoided that, only coming out to help Saine of occasion. Other than that, he would laugh at the wars that could be talked out, with no bloodshed what so ever. It was only when Saine became the sensei of a young child named Trider that he took a new intrest in the human ninja. Ekirei was compelled to leave his lazy and carefree life to help this promising little kid of Sunagakure. Even though the kid was strictly taijutsu, he made good use of Ekirei’s charismatic skills, and also developed a friendship with him. Even when Trider reached Jounin level years later, and was capable of summoning far stronger crows, Ekirei was not left idle, and they were still friends. In eventuality, Trider was deemed Sannin level and claimed loyalty to the Wind master, who took over sunagakure. Saine long gone, Trider keeping to himself, dwelling on the whereabouts of his little sister, relying on his power and ally, the wind master to help find her, things seemed to settle down. . .until Trider accepted training gennin of his own, which made things interesting.
Personality: Smooth talking for a crow, Ekirei is a charismatic head strong bird, who relies on diplomacy rather than violence.
Other:

Jutsu
*Pending*

Stats

LV. 10
Experience: 0
Hp: 120
Cp: 80
MHp: 140
Strength: 16 | mod = 3
Dexterity: 20 | mod = 5
Constitution: 14 | mod = 2
Intelligence: 18 | mod = 4
Wisdom: 18| mod = 4
Charisma: 32 | mod = 11
Chakra: 20 | mod = 5
Dodge Bonus: 19

Base Attack Bonus: 10
Attack Melee: 13/8/3
Attack Ranged: 15/10/5

Base Save Bonus: 5
Fort: 7
Rex: 10
Will: 9

Skills

Swim:3 (Str)

Balance5: (Dex)
Escape Artist: 5(Dex)
Hide:5 (Dex)
Sleight of Hand: (Dex)
Tumble:5 (Dex)

Concentration:2 (Con)

Chakra Control: 4(Int)
Knowledge: 4(Int)
Research:4 (Int)
Search: 4(Int)

Listen:4 (Wis)
Read Lips:4 (Wis)
Sense:4 (Wis) [see Pets skill]
Spot:4 (Wis)
Survival:4 (Wis)
Track:4 (Wis)

Bluff: 11+10=21(Cha)
Diplomacy:11+20=31 (Cha)
Gather Information: 11(Cha)
Intimidate: 11+10=21(Cha)
Innuendo:11 (Cha)
Perform: 11(Cha)

Ninjutsu:5 (Chk)
Genjutsu: 4(Int)
Taijutsu: 3(Str)
Fuuin Jutsu: 4(Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:




Name: Senka [Sen-Kah] (War)
Size: Medium
Element Affinity: Wind
Gender: Male
Weight/Height: medium sized dog weight
Physical Description: A three foot crow with red smooth feathers, and ruffled orange feathers that stuck up. Powerful wings that span out a few feet each, this bird packs a lot of power inside it’s fiery skin.
Background: This was simply a bird not to screw with. Senka was illedgidly born as a result of his father, Awai, and a phoenix. Fire was in his blood, both literally and metaphorically. Even more headstrong than his little brother Ekirei, he wished to show off his power to everyone. The fire fueling his blood brought him unending stamina and strength. It’s said that one gust from his powerful wings can knock down a crowd of twenty men with ease. Rather than his little brother, who claimed desirables with the tounge, Senka took by storm. His father being lord of the crows, Senka was granted a troop of elite crows that would fight the battles that encouraged Senka’s passion. Raging battles on his whim, loss was rare for him, and even when occurred, it didn’t bother him, everything was just too great. He was powerful and revered, had countless possessions, and was rarely summoned by the human ninja, Saine. Everything great, that is, until Kikin came along. She was who Senka feared most. She was the missing crow of the four royal crows. Her appearance was only the first part in making the stories true. In the tale of the four horseman, whom the Royal crows are named after, Kikin (Japanese for famine) screws Senka (Japanese for war) over big time, and that was something to avoid. Kikin was a threat, and Senka was prepared to deal with her as such. At the same time some kid Saine was training named Trider had learned the crow summoning contract, and was calling him more than once. He didn’t care too much about the kid and still plotted against Kikin. When every preparation was made, he was near ready to make an assault against her when Awai intervened. He assured that Kikin would not do anything to threaten any of the crows, royal or not. He still didn’t care for her too much, but still called off his plans. Afterwards, life resumed as normal, aside from being called upon by Saine’s new little protige. After years, the kid grew powerful. Once deemed a Sannin, Saine long gone, Trider pledged alliegence to the wind master, who now control Suna. Senka supposed that Trider thought if he were a great shinobi, allied with one of the masters, he could find his sister or whatever. He didn’t quite understand that huge goal of his, but he would still help him out whenever he could. And he might, just might, go easy on his new students he’d been hearing about.
Personality: Even more headstrong than Ekirei, this bird is a fearless leader that lives for the kill. Not just the moment of death of his enemies, but the hunt, fear, struggle, and victory of it all. Among the crows where wars were fought, this crow was a masterful interrogator.

Jutsu
*pending*

Stats [Listed below are the normal. Fill them out with the table and with the amount of points suited for the level.]

LV. 25
Experience: 0
Hp: 550
Cp:225
MHp:350
Strength: 64 | mod = 27
Dexterity:24 | mod =7
Constitution: 34 | mod = 12
Intelligence: 18 | mod = 4
Wisdom: 22 | mod = 6
Charisma: 24 | mod = 7
Chakra:23 | mod = 6
Dodge Bonus: 23

Base Attack Bonus: 25
Attack Melee: 62/57/52/47/42
Attack Ranged: 32/27/22/17/12

Base Save Bonus: 12
Fort:24
Rex:19
Will: 18

Skills

Swim:27 (Str)

Balance:7 (Dex)
Escape Artist: 7(Dex)
Hide:7 (Dex)
Move Silently:7 (Dex)
Tumble:7 (Dex)

Concentration:12 (Con)

Chakra Control: 4(Int)
Knowledge: 4(Int)
Research: 4(Int)
Search4: (Int)

Listen: 6(Wis)
Read Lips: 6(Wis)
Sense: 6(Wis) [see Pets skill]
Spot: 6(Wis)
Survival:6 (Wis)
Track:6 (Wis)

Bluff:7 (Cha)
Diplomacy:7 (Cha)
Gather Information:7+57=64 (Cha)
Intimidate: 7+43=50(Cha)
Innuendo: 7(Cha)
Perform: 7(Cha)

Ninjutsu:6 (Chk)
Genjutsu:4 (Int)
Taijutsu:27 (Str)
Fuuin Jutsu: 4(Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:




Name: Kikin [Kee-Ken] (Famine)
Size: Large
Element Affinity: Wind
Gender: Female
Weight/Height:Same as a horse
Physical Description: The same as one would expect a crow to look: Black feathers and Deep, dark blue eyes. Only this is a large crow, bigger than a man.
Background:Kikin grew up with her mother, secluded from everyone else. She didn’t live a life of action, other than being occaisionally summoned by a charming lad by the name of Saine. When not helping the young Kumo shinobi out, she studied. She drew knowledge from books, and became an encyclopedia of near everything. But that couldn’t have been enough. Her mother spoke of her father, the lord of all crows, the most powerful of the four royal birds. She was one of these royal birds, and desired to fill this position. She flew the nest (No pun intended) and journeyed to meet her dad and illegid two brothers. On her way she came across a sly little white crow. He was a smoothtalker, but she was too smart for him. She introduced herself as Kikin, and the little white crow as Ekirei. She knew that Ekirei was the name of the first horseman, deeming the crow one of the royals. She was delighted and traveled with him to see her father. Upon meeting him, her father, Awai showed no joy or sorrow in her return, but did say he was glad to have her home. She lived a more rich life, everything fine, aside from the odd resentment from her other brother, Senka. Years later, the legacy of crow summoning had been passed down to a new mortal ninja, this time a suna kid named Trider. He was a delightful little boy, but it was over a decade before he was experienced enough to summon her. But when that time came, she did her best. She thought his story of finding his sister was cute, and wanted to help him with that. Even when he was a powerful ninja, and followed under a force called the wind master, who was looked at with negative connotations, he still had a certain purity about him and he was still commited to finding his sister.
Personality: Kikin thinks she is smarter than most men (which she is) and is rather cocky and smug.

Jutsu
*Pending*

Stats [Listed below are the normal. Fill them out with the table and with the amount of points suited for the level.]

LV. 45
Experience:0
Hp: 765
Cp:1440
MHp: 1530
Strength: 20 | mod = 5
Dexterity: 58 | mod =24
Constitution: 25 | mod = 7
Intelligence:86 | mod =38
Wisdom: 58 | mod = 24
Charisma: 20 | mod = 5
Chakra:68 | mod = 29
Dodge Bonus: 58

Base Attack Bonus: 45
Attack Melee: 50/45/40/35/30/25/20/15/10
Attack Ranged: 69/64/59/54/49/44/39/34/29

Base Save Bonus: 22
Fort: 29
Rex: 46
Will: 46

Skills
Swim: (Str)

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

Concentration: (Con)

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

Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense: (Wis) [see Pets skill]
Spot: (Wis)
Survival: (Wis)
Track: (Wis)
Treat Injury: (Wis)

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

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


Name: Awai [Ah-Why] (Pale)
Size: Gargantuan
Element Affinity: Wind
Gender: Male

Weight/Height: Similar to Gamabunta
Physical Description: Awai is a massive crow that has varying colors. His feathers pigment are capable of changing at his will. They are typically dark purple, almost black, but can range to any other color, bright or dark.
Background:Awai’s experiences are only know starting from when he was first summoned by the ninja known as Saine a few decades ago. He lived as ruler of the crows and has only been summoned on three occasions. Once by Saine in a moment of desperation, and twice more by Trider, one to se if the ninja could do it, and a second time to save his life. Awai is uninflected, and without emotion. He protects those he cares about nothing more.
Personality: Unresponsive and calm. Without emotion, Awai is a silent killer.
Other:

Jutsu
*Pending*

Stats

LV. 75
Experience: 0
Hp: 3000
Cp: 2100
MHp: 4125
Strength: 30 | mod = 10
Dexterity:100 | mod =45
Constitution: 70 | mod = 30
Intelligence: 52 | mod = 21
Wisdom: 100 | mod =45
Charisma: 38 | mod = 18
Chakra: 60 | mod = 25
Dodge Bonus: 100

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

Base Save Bonus: 37
Fort: 67
Rex: 82
Will: 82

Skills

Swim: 10(Str)

Balance: 45(Dex)
Escape Artist:45 (Dex)
Hide: 45+300=345(Dex)
Move Silently:45+300=345 (Dex)
Tumble: 45(Dex)

Concentration: 30(Con)
Chakra Control: 21(Int)
Knowledge: 21(Int)
Research: 21(Int)
Search: 21(Int)

Listen:45 (Wis)
Read Lips: 45(Wis)
Sense: 45+300=345(Wis) [see Pets skill]
Spot:45+300=345 (Wis)
Survival:45 (Wis)
Track:45(Wis)

Bluff: 18(Cha)
Diplomacy:18 (Cha)
Disguise: 18(Cha)
Gather Information:18 (Cha)
Intimidate:18+306=324 (Cha)
Innuendo:18 (Cha)
Perform:18 (Cha)

Ninjutsu: 25+75=100(Chk)
Genjutsu:21 (Int)
Taijutsu: 10(Str)
Fuuin Jutsu: 21(Int)




~Stats~

LV. 62
Experience: 0
Hp: 3720
Cp:806
MHp:1984

Strength: 110 | mod =50
Dexterity: 40 | mod =15
Constitution:110 | mod = 50
Intelligence: 44 | mod = 17
Wisdom: 40 | mod =15
Charisma: 20| mod =5
Chakra: 30 | mod =10
Dodge Bonus: 40

Base Attack Bonus: 62
Attack Melee: 112/107/102/97/92/87/82/77/72/67/62/57
Attack Ranged: 82/77/72/67/62/57/52/47/42/37/32/27

Base Save Bonus: 31
Fort: 81
Rex: 49
Will: 48

Damage:
Taijutsu: 55-314
+125 to hit

~Skills~


Swim: 50(Str)

Balance: 20(Dex)
Escape Artist:20 (Dex)
Hide:20 (Dex)
Move Silently: 20(Dex)
Sleight of Hand:20 (Dex)
Tumble: 20(Dex)
Use Rope: 20(Dex)

Concentration: 50(Con)

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

Alchemy:22 (Wis)
Listen: 22(Wis)
Read Lips:22 (Wis)
Sense Motive:22 (Wis)
Spot:22 (Wis)
Survival: 22(Wis)
Treat Injury: 22(Wis)

Bluff:5 (Cha)
Diplomacy:5 (Cha)
Disguise:5 (Cha)
Gather Information:5 (Cha)
Handle Animal:5 (Cha)
Intimidate:85+5=90 (Cha)
Innuendo: 5(Cha)
Perform: 5(Cha)
Seduction:5 (Cha)

Ninjutsu: 5(Chk)
Genjutsu:20 (Int)
Taijutsu:1155+45=1250 (Str)
Fuuin Jutsu:20 (Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:


Valuables

____________________________________________________________

User-name: Rush Thorres
Posting: As much as possible
Time zone: Pacific
~Character Data~
Name: Rush Shadowlear
Village: Village of the leaf
Clan/Bloodline: Shadowlear
Element Affinity: Water
Age: 15
Gender: Male
Rank: Gennin

~Appearance~

Headband: Left Bicep
Height: 5'10”
Weight: 110 lbs
Hair: Long Brown
Eyes: Blue greenish
Physical Description: Is scarred from Raids on his old village. Averagely strong

Clothing: Wears green shirt to camo with forest, and loose pants. Has black cloth wrapped around each arm.

Background: Lived in a small village that he was adopted into. The village was then continuly raided over and over by bandits. People he knew and loved were always being killed or captured. He could not take these bandits with sheer strength. he needed an alternate fighting method. After a week or two of attemting to arm their citizens in preparation, a wanderer came trough by the name of Zineal Shadowlear. He heard their story and laughed, "You need stealth to revive your fallen town. Look at me i'm curently training as a ninja." He perform amazing tricks of stealth and illusion. "That's how it's done." a few days later he departed, leaving the town in a sorry state once again.

They needed someone to train as a master ninja at a ninja academy. They nominated Rush since he was most eligable. He began his journey wandering the lands, finally nearing a small camp. He came upon it to see Zin shadow again. "Hey you're that kid from that village. What's your name again?" "Rush thorres" He stood up quickly, "here's something you should know, you may be a thorres, but also, You're a Shadowlear." Rush was shocked. "What do you mean, im related to you?" "Ahhh, you're Zineal alright, I can tell it in your eyes. . .Actually I knew your Mum. Ya, you're born with the zineal fortune, but your mom was sadly murdered so you went to her sister who chose to live in your village aside the Zineal riches." Rush only had his village's safety on the mind despite all this secrecy of his orgin. "So then you can help me become a ninja! Right?" Zin hesitated but then responded, "I'll see what i can do."

They proceded twoards the town. Zin had to go to the hidden leaf village anyway for academy stuff. hey proceded and found the Kage Kenkaru. They requested Permission for Rush to enter and become part of the village. Here he is now. . .

Personality:Calm and trainquil. A kind nature, sometimes taken advatage of because of this. Always content with others.


Missions:

S:
A:
B: 1
C:2
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: 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"
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
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
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.

Okashi Yoroi no Jutsu (Candy Armor Jutsu)
Description of Jutsu: The user creates a clear glaze of sugar over his body, focusing chakra to make it dense and protective. It uses chakra to maintain, considering you're exhaling chakra from every pore.
Cp Cost: 5 + 2 per round to maintain the armor
Damage: N/A
Requirements: Okashi Juritsu bloodline, 20 chakra
Training: 10 days
Special: Gets adds your chakra modifier to your dodge bonus
Owner: Thorres

Okashi Wana no Jutsu (Candy Trap Jutsu) Description of Jutsu: The user creates a pool of caramel-like candy below the feet of the user’s target. The candy then hardens causing the target to be stuck in place. Cp Cost: 10
Damage: N/A
Reflex Save:10+5(lvl)+10(chk)+12(skill points)= 37
Requirements: Okashi Juritsu bloodline, 15 chakra
Training: 6 days
Special: The target can’t move unless succeeding on a DC 40 strength check to break free from the candy.
Owner: Thorres

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.


Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~
LV. 11
Experience:131/250
Hp:220+15=235
Cp:143
Mh:198
Strength:8+10=18(+4)
Dexterity:8+30=38(+14)
Constitution:8+22=30( +10)
Intelligence:8+9=17(+3)
Wisdom:8 +18=26(+icon_cool.gif
Charisma:8+4=12(1)
Chakra:8+22=30(+10)
Dodge Bonus:32

Base Attack Bonus:11
Attack Melee:15/10/5
Attack Ranged:25/20/15

Base Save Bonus: 5
Fort:14
Rex:19
Will:13

Damage: (taijutsu and every wepon you use)
senbon ranged 15-28 (+6 to hit)
Senbon melee: 5-18 (+6 to hit)
Taijutsu 5-10
~Skills~
Swim: 4(Str)
Alchemy:8(wis)
Balance:14(Dex) +6 (lvl)=20
Escape Artist: 14(Dex)
Hide: 14(Dex)+5 (lvl)=19
Move Silently:14 (Dex) +5(training)+6(lvl)=25
Sleight of Hand:14 (Dex)
Tumble: 14(Dex)
Use Rope: 14(Dex)

Concentration:10 (Con)

Chakra Control: 3(Int)+3 (lvl)+40(timeskip)=46
Craft: 3(Int)
Disable Device:3 (Int)
Forgery: 3(Int)
Knowledge:3 (Int)
Repair:3 (Int)
Research:3 (Int)
Search: 3(Int)

Listen:8(Wis)
Read Lips:8 (Wis)
Sense Motive:8 (Wis)
Spot:8(Wis)
Survival:8 (Wis)+5 (Training)=13
Treat Injury:8 (Wis)

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

Ninjutsu:10 (Chk)+40 (timeskip)+10 (training) =60
Genjutsu:3(Int)
Taijutsu: 4(Str)
Ninja Weapons: 60 (senbon) (10 lvl/10 training/40 timeskip)
~Possessions~

Money: none

¥en: 0
Ryo: 0

Equipment:
Senbon:35
PostPosted: Sun Aug 03, 2008 11:47 pm


[[Am I supposed to even be posting hre? = Real sorry if I'm not.]]


User-name: – Rabbits Galore -
Posting: Daily. Subject to change.
Time zone: Pacific

~Character Data~


Name: Leo Rialto
Village: Sunagakure no Sato
Clan/Bloodline: Rialto
Element Affinity: Wind
Age: 11
Gender: Male
Rank: Academy Student

~Appearance~


Headband: N/A
Height: 5’2
Weight: 100 lbs
Hair: black with brown and blond streaks,.
Eyes: Blue. They are quite wide, and he may be able to do a puppy expression well, if he tried.
Physical Description: Leo is quite lean and tall, his shade of skin a light peach color. Many would call him fair, but not handsome or pretty. As of now, because he I just starting his final year of the academy where you learn all the useful things, he has quite a normal build for a boy his age. He looks older than he should, his mental aging process going faster then an average child’s should. His hair always seems to be in a mess, and he insists on growing it long.
Clothing: [err, coming soon. Need.. to.. brainstorm.]
Background: Leo had quite a happy life, his father and mother, both experienced Shinobi, trained with him so that he knew the basics of their clan specialties. He had an older brother and a younger sister, whom which were annoying, but they got along, miraculously.

Leo was only six years old when almost everyone of his relatives were slaughtered. He didn’t understand much, only that his mother had come at him screaming, and had pushed him in a closet, while everything went on around him. He was terrified, when after a few hours, the door to his closet was destroyed by a large hand, but relieved to see that it was his relative. Unfortunately, both of his parents were killed in that incident. Leo didn’t understand the meaning of this. All of his family were gone except for his little sister. He was only a boy of six; how was he supposed to understand any of it? Nevertheless, his relative took them in, and he started to go to school. With support from his relatives, he became more cheerful as the days passed; but the incident didn’t leave him care-free. With the pressure of becoming a good shinobi, and supporting his little sister, e sought ot become a good ninja, always trying to improve something.
Personality: Despite his harsh past, this does not mean that he is an avenger, looking for revenge, or even trying to become the strongest of the strongest. He is just merely Leo, another kid with a goal: To protect and supply his sister with what she needs. Leo can be very overprotective of people he gets along with, because they are important to him. And truthfully, he is a bit scared of losing them, like his parents were. Leo can be quite straight faced, his face not showing much emotion usually. But, this might be because he is nervous, and is a bit self conscious about what others might think of him. To people he doesn’t have a good first impression about them, he can be blunt, mean, or even scornful. But get ot know him well, and he can be the best friend you could have.
Other: He has crushes on the ladies and the gentlemen.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 67/100
Hp: 10
Cp: 3
MHp: 9

blue : training?

Strength: 6 + 1 | mod = -2
Dexterity: 6+ 4 | mod = 0
Constitution: 6 + 2 + 1 | mod = 0
Intelligence: 6 + 4 | mod = 0
Wisdom: 6 + 3 | mod = -1
Charisma: 6 + 2 | mod = -1
Chakra: 6 + 4 | mod = 0
Dodge Bonus: 9

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

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

Damage: [1-6] - 1
Taijutsu:
N/A

~Skills~


10 + 0 = 10
(10) + (int. mod)

4.

Knowledge Ninja Lore : +2

Swim: (Str)

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

Concentration: (Con)

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

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

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

Ninjutsu: (Chk) +2 +1
Genjutsu: (Int) +2
Taijutsu: (Str) +2 +1
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:


Valuables


- L a v i t t o

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