This Shinobi has been bad-mouthing the Fifth Dawn. Spreading lies amidst his friends and village. Find him... and End him. A Medical Shinobi, posing no real threat to most shinobi. Preferably Jounin or above are requested.

Reward:
20,000 Ryo

Reclaimer9213



User-name: Reclaimer9213 aka Zanza
Posting: yeah, we do this somethimes when we want to say something
Time zone: Eastern

~Character Data~


Name: Souzou, Seta
Village: Otogakure
Clan/Bloodline: None
Element Affinity: Fire
Age: 25
Gender: Male
Rank: Jounin/Medical ninja
Characteres Theme Song: http://www.youtube.com/watch?v=vn3fWyZtk4E&feature=related
Characteres Battle song: http://www.youtube.com/watch?v=TDGBUp25i8U&feature=PlayList&p=D0F5F0DF394486C6&index=19


~Appearance~


User Image

Headband: Forehead or Bandana on missions, Black, Custom symbal (Seta wanted to stand out as a proud member or the medical core, so he customised his headband with a circle around the inital sound symbal, and is planing to present the idea of it becomeing customary at a village gathering.)
Height: 5'11
Weight: 139
Hair: Blue, spikey
Eyes: Blue
Physical Description: Slim
Clothing: Commonly found in loose fitted T'shirts
Background: Seta was born to a crule father, and a careing mother here in otogakure. Luckily, his father was a common shinobi and was often sent on long missions. When he was a teenager, his mother became ill and passed away, leaveing him to his fathers care. Seta began to follow in his fathers footsteps, but with a different goal in mind. He had a dream of finding a cure for his mothers illness, so other chilldren wouldn't need to go through the same torment he did. His father thought this was foolish and weak of him, and atempted to persuad him out of joining the medical core. This didn't stop Seta from doing what he dreamed of however. He became a chunin medical core assistant at age 16. At the same time, his father began cutting off ties with him out of " shame ". Seta carried on though, and by the time he was 18, his father had nothing to do with him. At 19 he became an offical officer of the medical core, and at age 21, he developed the cure, or sugery rather, for stages one through four of the "heavy lung " syndrom that killed his mother. With one major acomplishment under his belt, he moved on to improve the medical core further, but the cure was his last well known acomplishment.

Personality: Seta isn't shy to speak his mind, but he is typicly quiet. He tends to think before he speaks, but normaly has to be spoken to in order to get a responce from. He is very proud of the acomplishments of the medical core, and most of his goals are linked with it. Seta is a careing person and often fails to hide his feelings, despite his emotional training.
Other:

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

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

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

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.

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

Chikatsu Saisei no Jutsu (Healing Resuscitation Regeneration Technique)
A very advanced healing technique. Chikatsu Saisei uses a part of the casualty's body as a medium to heal the casualty's wounds. It requires an almost room-wide seal, and a lot of time. Unfortunately, this treatment's success rate isn't very high.
Cp cost: 50 per person, minimum 3 people
Damage: N/A
Requirements: Treat Injury 80 Ranks, Chakra Control 80
Training days: 25 days
Special: Revives a person who has been Dead (-10 Hp) for half an RP day or under

Inyu Shometsu (Secret Healing Wound Destruction)
The user can concentrate their chakra to a prepared area on their body and begin the cell recreation process the very moment the targeted area becomes damaged. This ability activates dead cells and create new ones.
Cp cost: 60 + 10 per turn held
Damage: N/A
Requirements: Treat Injury 80 Ranks, Chakra Control 50+
Training days: 15 Days
Special: Heals 50 + user's chk mod + 2 per 10 ranks user has in Chakra Control.

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.


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

Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique)
Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth.
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: Haisekishō, (Fire Release: Ash Product Burning)
Unlike other fire-based jutsu, this jutsu allows the user to breathe out a cloud of superheated ash capable of causing third-degree burns. Because it is ash and not flame, the ash remains in the air around the target, and therefore remains potent for a longer period.
Cp cost: 50
Damage: 50 - 80, then 20 per turn (for two turns)
Requirements: Fire Affinity
Training: 7 days
Special: Due to the cloud of ash its effects linger for 3 rounds (same as smoke bomb)

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 30
Experience: 0/3000
Hp: 900
Cp: 870
MHp: 630

Strength: 12 + 6 + 0 = mod = 4
Dexterity: 12 + 20 + 0 = mod = 11
Constitution: 12 + 38 + 0 = mod = 20
Intelligence: 12 + 12 + 0 = mod = 7
Wisdom: 12 + 20 + 0 = mod = 11
Charisma: 12 + 2 + 0 = mod = 2
Chakra: 12 + 50 + 0 = mod = 26
Dodge Bonus:

Base Attack Bonus: 30
Attack Melee: 34
Attack Ranged: 41

Base Save Bonus: 15
Fort: 35
Rex: 26
Will: 26

Damage:
Taijutsu:


~Skills~


Str: 4
Swim: (Str)

Dex: 11
Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)
Perform Puppet Play: (Dex)

Con: 20
Concentration: (Con)

Int: 7
Chakra Control: 80(Int)
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: Life Sciences: 5(Int)
Knowledge: Anatomy: 65(Int)
Repair: (Int)
Research: (Int)
Search: (Int)

Wis: 11
Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury: 80(Wis)

Cha: 26
Bluff: (Cha)
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha)
Handle Animal: (Cha)
Intimidate: (Cha)
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha)

Ninjutsu: 5(Chk)
Genjutsu: (Int)
Taijutsu: (Str)
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken: 5
Senbon: 5
Jitte: 5
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:

Jitte: The jitte is a small piercing weapon that was barely ever used as an attacking weapon, the jitte main use is to disarm the opponent as well as break bone with it by catching the enemy arm in the jitte opened part and twisting it with ease.
Damage: 1 - 2 or 1 - 2 + Dex. mod.
Range: Melee or 10 feet
Special: Can be used to make disarm checks with +2 in the check total.
Amount: 1, sheathed on right hip

Senbon: The senbon was first used by doctors in acupuncture, it was then adopted by ninja and Hunter-nins to hit points on the body to cause death, deaden limbs or cause their target to fall unconscious.
Damage: 1 - 2 + Dex. mod.
Range: 30 ft.
Special:
Amount: 12, three in either outside sleeve pocket, 6 on left hip.

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: 6, on left hip.

Blank Scrolls: Scrolls remain one of the most important pieces of equipment in a ninja's arsenal. Because of their size, multiple scrolls can be carried into battle in the front pouches of a flak jacket or in a pouch. This will save space and not sacrifice a much needed piece of equipment which may be required later. The scroll allows the ninja to summon creatures, people and items to their aid.
Amount: 2

Medical scroll: a rather long, skinny scroll by Seta's design. It has several different parts containing his medical supplise and each can be activated seperately or all a once to release supplise for treating one or many at the same time.

-Remedys for: Common colds, Heart burn, Diareia, Common ache's and pains, Allergys, Etc.
-Bandages for small, medium, and large wounds
-Plastic boards of verying sizes and shapes, used to secure different parts of the body (ex: a small peice of wood to secure a broken finger or a large one to secure a broeken arm)
-Two stretchers with secureing straps made of light weight plastic for high speed emergency travel. May be used by 2 or more people.
-Herbs:

Aloe: Stimulates healing, Hp recovers +2 each turn for the next 15 turns ONLY if it is a burn wound. Cannot treat conventional wounds.
Coffee Beans: Stimulates nervous system, keeps you awake, Dodge Bonus +2, Move Silently -1, Hide -1 for 50 turns.
Ginkgo: Knowledge (all fields) +5, Concentration +3 for 30 turns
Coriander: Will, Rex Save -2, all skills -3 for the next RP hour
Special: Must be at least 5 Coriander ingested at the same time to work.
Holly: MHp +10 for 10 turns
Plantain: Hp recovers +1 each turn for 10 turns
Squirting Cucumber: Induces vomiting
Valerian: Rex Save -1

Zouketsugan: (Blood Formation Pill) A special pill, which is used to create more blood when it is lost from a wound or injury
Amount: 3

Hyourougan: (Soldier Pill) A special medicine that allows an individual to fight for three days and three nights without resting. It is full of protein and contains a special stimulant.
Effect: Hp increases by 10% for 100 rounds (10 minutes)
Amount: 4

Valuables

HardCover edition of " Modern Medical Techniques & Procedures "