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kouri-chan_xx Vice Captain
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Posted: Sat Dec 05, 2009 1:21 am
Contents:
Page 1 -Andou [kouri-chan_xx] [NPC-able] -Hoshigaki, Hiru [Hoshigaki Hiru] -Kugutsu, Mokujin [Kugutsu Mokujin] -Murakami, Gennosuke [Hademaru] -Hitokiri, Battōsai [Black n White_07] -Kaijuu, Masanori [Dimi Deiod]
Page 2 -Akara, Shinzu [Gideon Commando] -Hoshigaki, Masaruka [Mastur Sage] -Hoshigaki, Mizuiro [Qyp] -Watanabe, Batsu [Pr0digy] -Gin [Hayate-senpai] -Hadara, "Taka" Takasugi [Gideon Commando]
Page 3 -Mikiru, Raikane [The Winged Guardian] -Imosarada, Shizoni [Qyp] -Hikaru [Rin Kairiu] -Fubuki, Tenshi [Exodus Revel] -Saihoushi, Kuriarare [-Ductape_Bandit-] -Miyazaki, Tarou [Kemi__xx] -Yubei, Gwyn [Nosfouratwo] -Kamori, Keon [Keon Kamori] -Fubuki, Intobu [PonPon-kun] -Estoqueur, Swift [ellreka] -Hara, Keiko [Dimi Deiod]
Page 4 -Shinku [Keon Kamori] -Kunikida, Misa [Rachel Genova] -Fubuki, Nero [SK Loda] -Tsukimiya, Inori [ProtoXtreme] -Kageki, Momoshiro [onixdragon] -Kaguya, Rokuro [Prose_Piranha] -Sazanari, Seiko [Master of 3 Faces] -Nekonosei, Bumu [Mastur Sage]
If you're wondering where your profile has gone, the answer is that I deleted it due to inactivity. :3 But never fear, I've saved a copy so if you want it just ask me.
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Posted: Sat Dec 05, 2009 1:23 am
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kouri-chan_xx Vice Captain
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kouri-chan_xx Vice Captain
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Posted: Sat Dec 05, 2009 1:26 am
User-name: kouri-chan_xx Posting: Everyday Time zone: GMT+8
~Character Data~
Name: Saitou Andou Village: Kiri Clan/Bloodline: Saitou clan. Element Affinity: Water Age: 24 Gender: M Rank: Special Jounin/Foodie Sushi Sage
~Appearance~
Headband: Ibiki-style. It's like a skullcap with the metal plate where his forehead is. Andou's ditched his headband for a while now though. He still has it, but hasn't worn it for a few months at least. Height: 5'11" - 1.8m Weight: 154lbs - 70kg Hair: Light, wispy and platinum blonde it nonetheless is so thick and abundant that it usually resembles a lion's mane. Andou shaved it once when he became a sage, but it just came back thicker than ever. Eyes: Soft, brown and quite depressing to look at actually... Cassie says they look like a cuddly brown bear, while Batou is of the opinion that his eyes are rich like toffee. Andou likes to think that he can switch on a killer filter and make his eyes cold as ice... which he can. Physical Description: Andou keeps a lean figure for ease of quick dodging and travel. He trains daily and makes sure to stretch after any exercise to maintain lean muscles, since he's kind of a metrosexual like that. A severely repressed one. Despite his affinity for direct combat he has never gotten any scars from any missions and fights. He attributes that to his superior skill and just pure luck. Despite his thinness though Andou's muscles are toned and there is not one inch of unnecessary fat on his body. Nor one millimetre either. Clothing: Anything loose and comfortable. Andou prides comfort over appearance. He is a big fan of yukatas.
Background: Andou was always a bit of a downer. He came from a katana-specialising family and after graduating the academy he was put into a team with Batou, a gypsy, and Cassie, a pirate. He annoyed them for a while with his alternating superiority and pessimism, until they made up after a particularly eventful mission. They made a great lame joke out of their team, calling themselves the ABC team. They had happy times and all that, and their hanging-out activities ranged from sneaking into the Kage's office to sneaking onto Cassie's boat (obviously, they had a wide variety of things to do). But then Cassie had to leave Kirigakure, and shortly after Sensei was promoted to chuunin. The team split up. Batou did follow him into chuunin-hood a year later, but it was never the same. Andou had had a crush on Cassie and was devastated when she did not return when promised, and never forgave her for that (although it's likely that she isn't aware of this). Also, around this time Andou's father died in a mission. All this contributed him to conclude that caring was overrated and he slowly withdrew into himself, keeping only a professional attitude to survive. He applied and was accepted into CORAL, the Kirigakure secret shinobi service, where he received training to become the perfect human machine. It was during his service to CORAL that he received his new code name, "Sensei", that he would be known as for several years. Gradually he lost much of his capacity to feel and only his friendship with Batou kept him truly sane. He was never really an excellent CORAL agent due to this, but he did his job and life remained like this for several years. After Mistress, the Water Master, took over the village she disbanded CORAL in a fit of paranoia, worrying that these shinobi would depose her. She needn't have worried - they were by then programmed to serve the authority. Since Sensei was not the best-programmed agent, however, he opposed her way of thinking but was smart enough to know that he couldn't fight her alone. He kept a low profile and applied for a job at the academy. His reasoning was that he had to keep the new generation from being polluted by her thinking. Despite this one very strong anarchic thought he kept the rest of his activities strictly neutral. However, one thing he could not give up in her bordering-on-openly-anti-gypsy regime was his friendship with Batou. By that time they had reached an adult understanding with each other and he pushed for his best friend to become Mistress' assistant. Perhaps due to this course of action the Master and the gypsy community never came to direct combat. The stress of the situation made the apathy that CORAL and even Andou himself had tried to cultivate for so long so strong that he almost lost all sense of self. However, the return of Cassie, a full five years after promised, turned all that on its heels. They still haven't made up and they still live their separate lives. But her mere presence, as lame as it sounds, irritated Andou so much that he found himself showing more of his personality day by day. After the second recent invasion of Kiri, this time by the Earth Master, Andou inexplicably found himself in a leadership position. So far, he has coordinated the rebuilding smoothly and successfully. But he recognised the need for a strong leader to pop up soon and and for a moment even dared to think that it was him. But his ambitions were mocked and destroyed by politics. A few months later, Andou was framed for a political murder by a rival and was forced to leave Kirigakure permanently. Helped by one of his students, Battousai, Andou settled into a remote village far up northwards of Kirigakure. He became a sage for a while and even travelled a bit to the Lightning Country, where he met and cultivated a friendship with the Raikage Satsuki Biorr Yuria. All this caused a profound psychological change and he became a much more open person, although not necessarily more well-adjusted. Andou became much more open to new experiences and even had a stint at being a sushi master for a few months (his sushi house was wildly popular). Eventually, though, Andou grew homesick and returned to his home country. You could say that he got bored and the sea shore was a callin' if you will. He had heard of some interesting developments going on and was keen to lend a hand.
Personality: Andou is just plain weird. He's the type of grumpy sage that occasionally spouts out words of wisdom. He also has an inappropriate sense of humour. He makes odd requests of you intently and then just forgets about it or dismisses it the next day. But deep down there exists the old Andou, the caustic, sadistic, depressing stick in the mud. Perhaps it's a good thing it's been buried so deep. I mean, at least he is capable of smiling now. Andou has embraced his training as a shinobi and, despite his year mellowing out as a moral sage, is still not above underhanded tactics such as poison, ambush and deceit. It is his firm belief that a person always has to be ready for anything and perhaps that is why the closer he is the you, the more he tries to test you. However, he would never really cause you true harm and if he sees you about to bite the bullet, he'd do anything to save you. Other: He's bleeding money all over the place because he inherited money from his dead family. It seems like his house was one of the few unaffected by the massive landslides and earthquakes that plagued the rest of Kirigakure after the Earth Master's invasion. Andou is a perfect example of karma never hitting you, at least not financially. When he does bother to enter lotteries and luck contests he always wins one of the top prizes without fail. Andou is also really, really good at money laundering. Not that he's had any experience with it, of course.
Missions:
S: ? A: ? B: ? C: ? D: ?
Jutsu:
Ninjutsu-
E-Rank
Bunshin no Jutsu (Clone Technique) This is a basic technique taught to ninja at an academy. 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. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent. Cp cost: 1 pt. per clone. Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit. To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
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. Cp cost: 2 +1 per post Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the Academy. Special: +intelligence modifier to disguise (Craft) check.
Kakuremino no Jutsu (Cloak of Invisibility Technique) This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible. Cp cost: 1 Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Special: +2 to your Stealth check when hiding.
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: 4 Dice Rolls: n/a Damage: n/a Requirements: Learn in the academy. Chakra Control 3 Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
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 Dice Rolls: n/a Damage: N/A Requirements: Learn in the Academy. Special: +2 to your Escape Artist roll when escaping from rope.
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 Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Learn in the academy. Chakra Control 2.
D-Rank
Blocking: Katana, Ninja to Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. Obviously the techniques for blocking with a kunai are not the same as blocking with a spear. The size categories are Small(kunai and smaller)/Medium(katana and smaller)/Large(Kusarigama and smaller/Huge(15 feet or 25 pounds and smaller). Cp cost: --- Dice Rolls: 2 Rolls Damage: N/A Requirements: Strength 12/14/16/18, Dexterity 12/14/16/18, Associated Weapon Skill 5 Special: Use the formula 1D20+Weapon Skill against attackers attack score. If the Block is higher all damage from the attack is negated.
Genjutsu Kai: Release The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else. Cp cost: 10 Dice Rolls: 2 Rolls Damage: N/A Requirements: Chakra Control 8, Genjutsu 4 Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' 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. Cp cost: 15 or 1 per ft Dice Rolls: 2 Rolls Damage: N/A Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8 Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.
Suiton: Mizu Kassou (Water Release: Water Gliding) The technique is an improved version of water walking. The user condenses a thin layer of water under his feet and uses it to propel himself with bursts of speed in any direction and ignore terrain difficulties. Instead of moving his feet, the user moves the water he generates to initiate movement before he even moves a muscle. The technique is usually used on the ground, but can also be used on water for a reduced chrakra cost. Cp: 2 cp per post on water or in a water field, 8 initial cp + 4 cp per post on land Dice Rolls: 2 Damage: Add chakra mod charging attacks (started from a distance) Reflex DC: N/A Requirement: Chakra control 15, water walking, Ninjutsu 10. Special: Add your chakra mod to dodge rating and any chasing, racing, or charging roll while this mode is active. Ignore any terrain penalties to these rolls. Owner: Hoshigaki Hiru
C-Rank
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 technique. Cp cost: 40 Dice Rolls: 3 Rolls Damage: N/A Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Will Save DC: 12 + chk mod + 2 per 10 ranks in Intimidation Requirements: Chakra 25, Chakra Control 20, Ninjutsu 16 Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact.
Suiton: Mizu Bunshin no Jutsu (Water Release: Water Clone Technique) The technique creates clones out of water. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. The range of the clone is limited however, as it can not travel very far from the original body without losing control. Additionally, water clones only have a fraction of the original person's power. Like other clone techniques, if the water clones are injured enough they will revert back to normal water. Rank: C Dice Rolls: 3 Cp cost: 15 per clone Damage: Physical damage caused by clones is cut by half. Reflex DC: n/a Requirements: Kirigakure or Amegakure or Takigakure, Water Affinity, Chakra control 20, Ninjutsu 18 Special: *Mizu Bunshin can only perform water jutsus and taijutsu. *Reflex and Dodge Bonus increased by half compared to user's base stats. *Clones have to stay within same thread as user and within eye or ear shot of them as well *HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
Suiton: Mizuame Nabara (Water Release: Syrup Capture Field) Using this technique, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught. Cp cost: 30 Dice Rolls: 3 Damage: N/A Awareness DC: 12 + sneak attack + 2 per 10 ranks in Ninjutsu Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Escape Artist DC: 12 + user's Chakra Control + 2 per 10 ranks in Ninjutsu Requirements: Water Affinity, Chakra Control 16, Ninjutsu 14 Special: Renders victim immobile for [chk mod] number of turns. Victim can only attack using long-ranged attacks or techniques. If used as a sneak attack, user must roll and pass an awareness check before his reflex DC. If he fails Reflex Check, target cannot dodge the technique.
B-Rank
A-Rank
Mikazuki no Mai (Dance of the Crescent Moon) Creates three solid Bunshin of the user, which along with the user attack in a complicated sword-dancing pattern which confuses the opponent. Cp cost: 25 Cp + Cp for creating bunshin Dice Rolls: 5 Rolls Damage: Seven times katana damage. Must make attack roll. Reflex DC: N/A Requirements: A jutsu which produces solid clones (Kage Bunshin/grass/sand/water/earth etc.), Ninja Weapons (Katana) 40, Concentration 18
Medical Ninjutsu-
C-Rank
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: 12 per usage Dice Rolls: 2 Heals: 1 - 10 + Chakra Mod. Requirements: Medical Ninjutsu 15, Chakra Control 20
Genjutsu-
Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique) This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great. Cp cost: 12 Dice Rolls: 2 Damage: 10 - 25 + int mod Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 8, Chakra Control 10
Taijutsu-
Style: Gouken (Strong Fist) Gouken aims at inflicting external damage and breaking bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi. Cp cost: ---- Dice Rolls: n/a Damage: Basic Taijutsu Damage increases to 5 - 12. Requirements: Taijutsu 5, Strength 12.
Saitou Style (Saitou-Ryuu)-
E-Rank This style consists of many quick deliberate precise cuts, much like when slicing sushi. This style prides accuracy and beauty over force. Cp Cost: - Dice Rolls: 1 Damage: Weapon damage. Requirements: Any blade 5 Special: Ensure entry and exit are as seamless as possible. Yes, messing around in the body with your blade is fun and even more damaging. However, it's ugly. All cuts and variations cause Bleeding.
D-Rank
Shiitake A rapid series of three cuts, usually across a large surface area such as the chest or back, forming a six-pointed star shape commonly seen on shiitake mushrooms. Cp Cost: - Dice Rolls: 1 Damage: Weapon damage + str mod + dex mod Requirements: Any blade 10 Special: It's highly suspected that this technique was only developed because it looked cool. Leaves a scar.
C-Rank
Dice A rapid crisscross of cuts over a large surface area that is sure to nick at least a few major arteries. Cp Cost: - Dice Rolls: 2 Damage: Weapon damage x1.5 Requirements: Any blade 20, Dex 20 Special: Bleeding effect is doubled.
B-Rank
Onion Developed from the traditional onion cutting technique. First, a vertical slice, followed by a quick parallel slice, preferably before the opponent can react. Then a series of rapid vertical slices finish up the move. Cp Cost: - Dice Rolls: 3 Damage: Quadruple weapon damage Requirements: Any blade 30, Str 15, Dex 28 Special: Bleeding effect is doubled.
Summoning Contract-
~Stats~ LV. 22 Experience: 1008/1150 Hp: 374 Cp: 242 MHp: 462
Strength: 11 + 20 + 1 = 32 | Mod: +11 Dexterity: 11 + 23 = 34 | Mod: +12 Constitution: 11 + 13 = 24 | Mod: +7 Intelligence: 11 + 11 + 4 = 26 | Mod: +8 Wisdom: 11 + 21 = 32 | Mod: +11 Charisma: 11 + 13 = 24 | Mod: +7 Chakra: 11 + 13 = 26 | Mod: +8 Dodge Bonus: 33
Base Attack Bonus: 22/17/12/7/2 Attack Melee: 33/28/23/18/13 Attack Ranged: 34/29/24/19/14
Base Save Bonus: 11 Fort: 18 Rex: 23 Will: 22
~Skills~
Total skill points: ([Level + 1] x 10) = 230 Skill cap: 42
Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): 8 Alchemy (Int): 8 Awareness (Wis): 15 Athletics (Str): 6 Chakra Control (Int): 20 Concentration (Con): 18 Craft (Int): Diplomacy (Cha): 8 Escape Artist (Dex): Handle Animal (Cha): Innuendo (Cha): Intimidate (Cha): 10 Perform (Cha): Read Lips (Wis): Seduction (Cha): Sense Motive (Wis): 10 Sleight of Hand (Dex): Stealth (Dex): 10 Survival (Wis): 2 Treat Injury (Int): 5
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons Katana: 40 Ninja to: 4 Wakizashi: 4 Taijutsu: 5 Ninjutsu: 18 Medical Ninjutsu: 15 Genjutsu: 10 Fuuin Jutsu: Sneak Attack: 14 Puppet Play:
~Possessions~
Money:
Ryo: 491
Equipment:
Daiyanagiba The Daiyanagiba is frankly... you got it. A huge sashimi slicer. Well, shoot the Saitou clan, although you can't really since they are all dead and buried except for Andou, and you really don't want to shoot him. Anyway, the blade is beautiful. The hilt and sheath are both black and made of metal, although the sheath is wrapped with a layer of fine leather. The blade itself measures around 4 feet, and has a faint tinge of blue. It's not as straight as a normal yanagi blade but it isn't as curved as a normal katana blade. In-Game Stats: Dex +10, Katana +10 Damage: 10 - 25 + str mod + dex mod Requirements: Saitou clan, Katana 35, Dex 25 Special: Same as katanas. Dual Wield: No. Owner: Saitou Andou
1x Katana (at home) 1x Ninja to (at home) 1x Wakizashi (at home) 1x Kozuka 10x Kunai 10x Shuriken 1x Pack of 5 smoke bombs 1x Pack of 10 exploding tags
Scroll: Kiri Gakure no Jutsu Scroll: Suirou no Jutsu Scroll: Tobidogu no Jutsu Two books on kenjutsu
Valuables Fraying photo of Cassie
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Posted: Mon Dec 07, 2009 12:56 pm
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Posted: Tue Dec 08, 2009 8:06 pm
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Posted: Tue Dec 08, 2009 8:07 pm
~Character Data~
  Name: Kugutsu (傀儡, Puppet) Mokujin (木人, Wooden Man) Clan/Bloodline: Kugutsu Element Affinity: Wood (Earth, Water) Age: 25 Gender: Male Rank: Jounin
~Appearance~

Headband: Nailed directly to his forehead. Height: 6’1’’ Weight: 248 lbs Hair: Black Eyes: Puppet eyes Physical Description: Regular Kugutsu individual, who looks like a puppet. Body is made of chakra infused white pine, a light and sturdy material often used for ship making. Clothing: Wears the regular Kiri jounin uniform (khakis and grey vest) although the sleeves from his shirt and the shins from his pants have been ripped off. Background: After the invasion, given the lack of shinobis in Kiri, an order was placed for a jounin that would join the ranks of the Village Hidden in the Mist. The Kugutsu Village therefore delivered Mokujin, ready for multiple functions, including teaching. Personality: Mokujin is a pretty relaxed individual who is very passionate about teaching. He has been know to show signs of light to heavy schizophrenia as he tends to believe, and act as if, his puppets are part of him and have independent personalities. This is mostly visible in the fact that all of his puppets share his face and and hairstyle, and yet have their own personalities and speech patterns when released. Other:
~Stats~
LV. 30 Experience: 0 Hp: [10 + constitution modifier] x level = (10 + 13) x 30 = 690 Cp: [3 + chakra modifier] x level = (3 + 32) x 30 = 1050 MHp: [10 + wisdom modifier] x level = (10 + 15) x 30 = 750
Stat cap: [Level + 20] = 50
Attribute: ...... Distribute | Level | Training | Clan | Gadget | Total
 Strength: .........23 | 00 | 00 | -30% | 01 | 16 mod = 3 Dexterity: ........22 | 00 | 00 | ------ | 00 | 22 mod = 6 Constitution: ...30 | 00 | 00 | +20% | 00 | 36 mod = 13 Intelligence: .....46 | 00 | 00 | ------ | 00 | 46 mod = 18 Wisdom: ...........40 | 00 | 00 | ------ | 00 |40 mod = 15 Charisma: .........26 | 00 | 00 | -20% | 00 | 20 mod = 5 Chakra: ...........50 | 00 | 00 | +30% | 00 | 65 mod = 27
Dodge:
Regular: [level + dex mod + wis mod] = 30 + 6 + 15 = 51 Kugutsuken: [10 + pp mod + wis mod] = 30 + 32 + 15 = 77
Base Attack Bonus: [level] = 30 Attack Melee: [str mod + bab] = 3 + 30 = 33 Attack Ranged: [dex mod + bab] = 6 + 30 = 36 Attack Puppet: [Puppet Play / 2 + bab] = 37 + 30 = 67 Number of attacks: 6 (Bab: 30/25/20/15/10/5)
Base Save Bonus: [level/2 (down)] = 15 Fort: [con mod + bsb] = 13 + 15 = 28 Rex: Regular: [dex mod + bsb] = 6 + 15 = 21 Kugutsuken: [pp mod + bsb] = 32 + 15 = 47 Will: [wis mod + bsb] = 15 + 15 = 30
~Skills~
Skill cap: [Level + 20] = 50
Skill: (Mod) | Distribute | Rewards | Level |Clan bonus | Total
Strength modifier: 3 (During Kugutsuken: 27)
Athletics: .................(Str) | 10 | 00 | 00 | 13 (39)
Dexterity modifier: 6 (During Kugutsuken: 32)
Acrobatics: ...............(Dex) | 00 | 00 | 00 | 06 (32) Escape Artist: ..........(Dex) | 15 | 00 | 00 | 21 (47) Stealth: ....................(Dex) | 15 | 00 | 00 | 21 (47) Sleight of Hand: .......(Dex) | 00 | 00 | 00 | 06 (32)
Constitution modifier: 13
Concentration: .........(Con) | 15 | 00 | 00 | 28
Intelligence modifier: 18
Alchemy: ...................(Int) | 00 | 00 | 00 | 18 Chakra Control: ........(Int) | 40 | 00 | x 1.25 | 68 Craft: ........................(Int) | 50 | 00 | 00 | 68 Treat Injury: .............(Int) | 00 | 00 | 00 | 18
Wisdom modifier: 15
Awareness: ..............(Wis) | 35 | 00 | 00 | 50 Read Lips: ................(Wis) | 00 | 00 | 00 | 15 Sense Motive: ...........(Wis) | 00 | 00 | 00 | 15 Survival: ...................(Wis) | 00 | 00 | 00 | 15
Charisma modifier: 4 Diplomacy: ...............(Cha) | 00 | 00 | 00 | 04 Handle Animal: .........(Cha) | 00 | 00 | 00 | 04 Intimidate: ...............(Cha) | 20 | 00 | 00 | 24 Innuendo: ................(Cha) | 00 | 00 | 00 | 04 Perform: ...................(Cha) | 00 | 00 | 00 | 04 Seduction: ................(Cha) | 00 | 00 | 00 | 04
Ninja Skills [Combat] ((No Modifiers)):
Taijutsu: ...................(---) | 00 | 00 | x 0.5 | 00 Ninjutsu: ..................(---) | 50 | 00 | x 0.75 | 37 Genjutsu: .................(---) | 00 | 00 | 00 | 00 Fuuin Jutsu: ..............(---) | 15 | 00 | 15 | 15 Sneak Attack: ...........(---) | 10 | 00 | 00 | 10 Puppet Play: .............(---) | 50 | 00 | x 1.5 | 75 Ninja Weapons (Melee): (---) | 00 | 00 | 00 | 00 Ninja Weapons (Ranged): Kunai: ........................(---) | 00 | 00 | 00 | 00 Shuriken: ...................(---) | 00 | 00 | 00 | 00
~Puppets~
Puppet Name: Hokaboku

Hp: 460 Dodge Bonus: 70 Reflex: 55 Puppet Damage: ( 35 - 38 ) Gadget Bonuses: Cp Usage -20%, Mechanical Light Shield 2, Itoken Compatible
Description: An all purpose puppet. Very similar to Mokujin, its main differences being that it is made of very bright bamboo wood more appealing to the younger students and has a more conventional taste in uniforms. Usually spends its time summoned as a teacher's assistant.
Complete Sheet and Stats
Puppet Name: Ryooshi

Hp: 360 Dodge Bonus: 74 Reflex: 59 Puppet Damage: (32 - 44) Gadget Bonuses: Attack Puppet +2, Cp Usage -20%, Flamethrower, Crossbow
Description: Dressed in Kirigakure hunter-nin uniform, a quick attack puppet equipped for sustained combat. Small in frame but sufficiently sturdy to take some punishment, its casing is made of a light dark wood material particularily resistant to blunt impact. It has blades permanently attached to both its arms and knees.
Complete Sheet and Stats
Puppet Name: Hanzo

Hp: 200 Dodge Bonus: 62 Reflex: 47 Puppet Damage: (42 - 65) Gadget Bonuses: Sneak Attack +15, Stealth +5, Cp Usage -20%
Description: An assassination puppet, made of dark wood. Equipped with camouflage mechanisms, noise reducing appendages and retactable weapons. Made for very quick attacks and dissappearance, not for sustained combat.
Complete Sheet and Stats
Puppet Name: Kenchi and Kanchen

Hp: 360 Dodge Bonus: 65 Reflex: 50 Puppet Damage: (55 - 62) Gadget Bonuses: Attack Puppet +4, Grapple Escape DC +10, Cp Usage -20%
Description: Both of Mokujin's original combat puppets. Because their crafting was far too basic to be upgraded to the level of his newest puppets, he found a way to bring them up to the other's efficiency by linking them into a single puppet. Joined by a system of chakra threads, Kenchi and Kanchen now act as one to confuse and tear down enemies.
Complete Sheet and Stats
Puppet Name: Tokuori

Hp: 480 Dodge Bonus: 59 Reflex: 44 Puppet Damage: ( 44 - 47 ) Gadget Bonuses: Cp Usage -20%, Grapple Escape DC +17, Damage per Turn in Trap Compartment (10-20)
Description: Very big trap puppet dressed only a Kirigakure color themed towel. Summoned only in very specific situations, this puppet can neverhtless give Mokujin a considerable tactical advantage when faced with multiple opponents.
Complete Sheet and Stats
Puppet Name: Kugutsu Bunshin

Hp: 285 Dodge Bonus: 66 Reflex: 51 Puppet Damage: (30 - 33) Gadget Bonuses: Same as Mokujin's
Description: Clones spawned from Mokujin's Kugutsu bunshin no Jutsu.
Complete Sheet and Stats
Puppet Name: Puppet Field Bunshin

Hp: 234 Dodge Bonus: 65 Reflex: 50 Puppet Damage: (29 - 32) Gadget Bonuses: None
Description: Clones spawned from Mokujin's Kugutsu Senjoo Jutsu..
Complete Sheet and Stats
~Jutsus~
Ninjutsu:
E-Rank :
Bunshin no Jutsu (Clone Technique) This is a basic technique taught to ninja at an academy. 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. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent. Cp cost: 1 pt. per clone. Dice Rolls: 1 Roll Damage: N/A To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
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. Cp cost: 2 +1 per post Dice Rolls: 1 Roll Damage: N/A Special: +intelligence modifier to disguise (Craft) checks.
Kakuremino no Jutsu (Cloak of Invisibility Technique) This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible. Cp cost: 1 Dice Rolls: 1 Roll Damage: N/A Special: +2 to your Stealth check when hiding.
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: 4 Dice Rolls: n/a Damage: n/a Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
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 Dice Rolls: n/a Damage: N/A Special: +2 to your Escape Artist roll when escaping from rope.
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 Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu
Sōen: Kugutsu Kawarimi no jutsu (Puppet Performance: Puppet Replacement Technique) User siwtches place with one of his puppets. Momentum is used to increase chances of grappling the opponent. Cp Cost: 4 cp Damage: n/a Reflex DC: n/a Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Add opponent's [str mod] to bondage roll immediately following the kawarimi. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
D-Rank:
Kugutsuken (Puppet Fist) A technique developed by the Kugutsu Clan over the years, although not necessarily for combat. Using his unique physiognomy, the user manipulates his body as he would his puppet. Therefore, he pulls his limb with his chakra instead of pushing with his strength to increase power and uses his puppeteering skills rather than his agility to move. It is, obviously, not the most graceful combat style. Cp: 3 cp per turn used. Damage: (2-5) + chk mod + 2 per 10 in [Puppet Play] base damage per hit. Special : *Replace [Dexterity] by [Puppet Play]. *Replace [Strength] by [Chakra]. *Replace [Attack Melee] and [Attack Ranged] by [Attack Puppet]
Genjutsu Kai (Genjutsu Release) The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else. Cp cost: 10 Dice Rolls: 2 Rolls Damage: N/A Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' 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. Cp cost: 15 or 1 per ft Dice Rolls: 2 Rolls Damage: N/A Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.
Mokuton: Shokugutsu no Jutsu (Wood Release: Puppet Healing Technique) The Kugutsu uses this technique to repaire damage done to his puppet by reforming wood where some might have been damaged during combat. Rank: D Cp cost: 1 cp per point healed. Attack Turns: 2 Damage: n/a Reflex DC: n/a Special: Restore puppet Hp.
C-Rank:
Kugutsu no Jutsu (Puppet Technique) Just like a marionette, the user controls a puppet using strings of chakra from his fingers. 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. See the puppet thread for more info. 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. Special: Must master this jutsu before attempting to fight with puppets.
Mokuton: Kugutsu Bunshin no Jutsu (Wood Release: Puppet Clone Technique) The technique for which the Kugutsu are the most famous for. The user spawns wooden puppet from the ground in his exact image and uses it for puppet combat. Rank: C Cp cost: 10 per puppet created (shouldn't be too much if a fully working clone costs 15...) Attack Turns: 3 Damage: n/a Reflex DC: n/a Special: *Puppet DC = [Chakra Control] - 10 *Puppet's attributes are spread evenly across the three stats. *When this technique is known, add chakra mod to crafting checks made when creating the main body of a puppet.
Mokuton: Kugutsutane no Jutsu (Wood Release: Puppet Seed Technique) Technique used by the Kugutsu to carry their puppets around without needing to carry cumbersome scrolls. A combination of elemental ninjutsu and basic fuuinjutsu, the user condenses his puppet's blueprint into the form of a seed and seals all gadgets and metal components into it. When he wishes to summon it, he simply tosses his seed to the ground and summons a puppet clone that will grow through the seed as all of the components unseal in the process. Rank: C Cp cost: 10 per seed Attack Turns: 3 Damage: n/a Reflex DC: n/a Special: Allows user to carry multiple puppets around without having to use scrolls or inscriptions. Any number of seeds can be thrown during a single attack turn for simultaneous growth.
Sōen: Sōshūjin (Puppet Performance: Manipulating Attack Blades) Similar to the basic technique that bares the same name. User attaches a chakra strings to various weapons to control them from a distance. Can be used to guide projectiles or throw large weapons. Cp Cost: 2 cp per large weapon, 1 cp per projectile Damage: Weapon damage + 2 per 10 points in [Puppet Play] Reflex DC: 12 + chk mod + 2 per 10 points in [Puppet Play] for large weapons. Special: Using these attacks does not require to release control of a puppet. Succesful hits by these attack can cause chakra strings to attach to target if user wishes it to. Attaching chakra strings to a target counts as manipulating a puppet for Chakra Control requirements. *Projectiles: Can control up to 4 blades + 3 more for every 10 points in [Puppet Play]. *Large Weapons: Can control up to 2 blades + 2 more for every 10 points in [Puppet Play].
Sōen: Hitomi Gokū (Puppet Performance: Skillful Achievement with a Human Body ) A puppet performance technique where chakra strings are attached to various spots on a person's body. The person being manipulated gains the ability to not only use their own techniques, but the skills of the puppeteer as well. The origins of this technique lie on the battlefield. When a puppet user's puppets where all destroyed, they would begin using corpses. To perform this technique with a living person requires both parties to trust each other deeply. Cp Cost: 2 cp per round this technique is used. Damage: n/a Reflex DC: n/a Special: Using this technique counts as manipulating a puppet. *Makes user's [Puppet Play] target’s [Dexterity]. *Makes target's [Attack Melee] and [Attack Ranged] user's [Attack Puppet] *Makes user's [chk mod] target’s [str mod]. *Add user's [wis mod] to target's [Dodge].
B-Rank:
Sōen: Kugutsumahi (Puppet Performance: Puppet Paralysis) User uses the chakra strings on his enemy to prevent any movement, leaving him open to attacks from the puppeteer’s puppets or allies. Cp Cost: 30 cp to to initiate the jutsu, 8 cp per turn to maintain. Damage: n/a Reflex DC: n/a Escape Artist DC: 16 + chk mod + 2 per 10 ranks in [Puppet Play] Special: Using this technique counts as manipulating a puppet. User is completely paralyzed until he can get free.
Seimeinokugutsu no Jutsu (Puppet Soul Technique) Developed by the Kugutsu Clan. This jutsu allows the user to imprint his chakra and consciousness into his puppets, much like bunshin techniques. This way, the puppet gains autonomous consciousness identical to the user's, and can move and fight, use jutsus or control other puppets without the puppeteer having to use the kugutsu no jutsu on them. These puppets, however, do not have an internal structure like the Kugutsu and can thus only move using the Kugutsuken technique. In order to use this technique, the puppets must be equipped with the Kugutsu's signature chakra battery and will stop moving once it is exhausted. Cp: 10 cp per puppet for initial imprint. Damage: n/a Special: *Puppets use chakra solely from their chakra organ and fall lifeless if it is exhausted. *Puppets can only move using the Kugutsuken technique. *Puppets retain their attributes but have all of the user's skills.
Mokuton: Ningen Kugutsu Keesu (Wood Release: Human Puppet Casing) The Kugutsu forms a segmented wooden shell around a willing target or a target under the effect of a body manipulation puppet jutsu. This technique bears this name because when the shell is fully formed around the victim, his or her appearance is nearly identical to that of a puppet. In addition to generating a protective shell around the target, this technique increases the effectiveness of the manipulation technique by allowing the user to control the target both through puppet play and nature manipulation, further constraining his victim. Rank: B Cp cost: 40 Attack Turns: 4 Damage: n/a Reflex DC: n/a Special: *Add 1 per 5 in Ninjutsu to Escape Artist DC for Sōen: Kugutsumahi and Sōen: Itowohiku. *Casing has 2x user's chk mod HP. Destroying the casing cancels the effects of this technique. *This technique can be used on a friendly target under the effect of Sōen: Hitomi Gokū to add a protective shell around it. If jutsu is stopped, the target will have to take one full turn to remove the wooden shell or suffer a -10 penalty to all movements rolls.
A-Rank:
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: 40 + 2 per round held Damage: N/A Roll: d20 + Chakra Control vs d20 + Spot or Listen
Mokuton: Kugutsu Senjoo Jutsu (Wood Release: Puppet Field Technique) The user summons hundreds of puppet clones from the ground that lay lifeless across the battlefield. Taking advantage of the incredibly large number of puppets lying around, the user alternates attacks between them to constantly keep his opponent off blance. This technique also enables the user to blend in with his puppets to confuse his opponent who cannot differentiate him from the others. Rank: A Cp cost: 200 Attack Turns: 5 Damage: n/a Reflex DC: n/a Awareness DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu Special: *Summons puppets across the entire battlefield. *All puppets created through this technique have a DC of [Chakra Control - 20] and have stats spread equally across all three attributes. *At the start of every turn, target must roll an awareness checks. If he fails, all first attacks from puppets are considered sneak attacks from the user this turn and target cannot attack the user during that turn. *Given the fact that this technique requires very high similarity between the puppets to confuse the opponent, the user's opponent will not have to roll an awareness check if user attacks with custom puppets.
Sōen: Itowohiku (Puppet Performance: Pulling the Strings) User uses the chakra threads on his enemy to control him against his will, as a human puppet. Cp Cost: 50 cp to to initiate the jutsu, 10 cp per turn to maintain. Damage: n/a Reflex DC: n/a Escape Artist DC: 18 + chk mod + 2 per 10 ranks in [Puppet Play] Special: Using this technique counts as manipulating a puppet. User can manipulate the target at will as if he was his puppet. Replace victim's [Attack Melee] and [Attack Ranged] to user's [Attack Puppet] while manipulated.
S-Rank:
Hitokugutsu (Art of the Human Puppets) A technique developed by the great puppet master Sasori and rediscovered by Sunagakure specialists. By removing the internal organs of a foe and preserving the body to prevent decomposition, this technique allows the user to create puppets from human corpses. These puppets are different from normal ones, as they retain their use of chakra and any kekkei genkai that the human host once had. Cp Cost: All jutsus used are fueled by the user's chakra. Damage: Puppet damage. Reflex DC: Jutsu basic reflex DC. Special: Allows user to make a puppet out of a corpse. Regular rules of puppet making apply. User can use the defunct's jutsus when manipulating the puppet as though they were his own, regardless of affinity or genkai. He must still pay the required chakra cost from his chakra reserves however. Indicate on the puppet's sheet what its jutsus are.
Taijutsu:
D-Rank
Itoken (String Fist) Through physical contact, the user places chakra strings on an unwilling target to allow puppet jutsus to be performed on it later on. Cp Cost: 1 cp Damage: n/a Reflex DC: n/a Special: This attack is used simultaneously with a succesful physical attack or block for no extra attack turns. Attaching threads to a target counts as controlling a puppet for chakra control requirements.
~Possessions~
Money:
Ryo: 300
Equipment:
Mechanical Light Shield x2 This chakra shield can be installed in any puppet. A mechanism inside the puppet opens its arms into a couple of segments, through which the user radiates their chakra. The chakra spreads out like a thin film and turns into a protective sheet, blocking all physical attacks and some jutsu. Number of weapon slots required: 2 Damage: n/a. Special: Can be used as a reaction (during opponent's turn). Gadget can be used by the puppet individually or on itself and another character if the puppet make a successful defensive maneuver roll to protect another person. Completely nullify damage dealt by any attack or jutsu. Can only be used once per battle, needs to recharge afterwards. Requirements: Craft 42, Intelligence 30, Chakra Control 40. Crafting DC: 52
Mechanically reinforced limbs The puppet's limbs built to extend around the target and increase constriction. Number of weapon slots required: 1 Damage: n/a Special: Add 5 points to DCs to maintain grapple. Increase puppet strength by 1. Does not stack with trap compartment bonuses. Requirements: Craft 10, Intelligence, 10. Crafting DC: 20
Valuables
None
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Posted: Mon Jan 04, 2010 9:04 am
New Gennosuke
User-name: Hademaru Posting: Should be everyday Time zone: Due to my work schedule I am on mainly Mon - Friday and Saturday mornings. I will atleast try for 6+ post a day.
~Character Data~
Name: Murakami Gennosuke Village: Kirigakure no Sato | Village Hidden in the Mist Clan/Bloodline: ---------- Element Affinity: Water Age: 14 Gender: Male Rank: Genin
~Appearance~
Headband: Right Hand with symbol of Kiri on a metal plate. Height: 5 feet 6 inch Weight: 127 pounds Hair: Brown Eyes: Blue
Physical Description: Gennosuke has grown over the past couple of years. His skin is a little bit darker than what it use to be. His eyes are a deeper blue and his hair has gotten a bit darker. Also during the past couple of years he has grown his hair in the back longer and has it in a pony tail.
Clothing: He wears a white shirt with his father's jacket still covering him. It now fits a tad bit better and is good for storing things like food or extra weapons. He wears purple pants and on his hip is his kunai holster and across his lower back an empty pouch for extra stuff.
Background: Year One [1]
Not too long after the graduation ceremony Gennosuke began to try and study harder than before yet still somehow couldn’t get to class on time. This lead to Andou and Mokujin making him do push-ups every time he was late. This might have built him up a little muscle but not much due to his size and stature. Any time he didn’t spend at the academy he was spending at the hospital in hopes of learning how to help heal people. Unfortunately he wasn’t able to learn much as the doctors were way to busy. It seemed as though the civil un-rest and the assassinations caused many of the nurses and doctors to become irritated and unwilling to tell, let alone, teach him anything. So after a month of trying to get one of the hospital staff to teach him he finally gave up.
He continued to study at the academy and learn as much as he could. Eventually he learned Kawarami, Bushin, and Henge no jutsu with help from Andou, Mokujin, and the rest of his classmates. Gennosuke, now without a goal anymore, decided to continue helping out around the house. His parents found it odd for him to be home so early when they were used to him being home at a later time. They sat down and began to ask him questions and he finally explains the situation and told them he would just be a regular ninja. Neither of his parents were happy about his decision and after a week his mom, Kisa, had finally had enough and decided to talk to his teachers. Kisa explained to them how Gennosuke wanted to become a medical-nin to help people and put smiles on their face and both understood but they in-turn explained the whole situation with Kirigakure. They did promise to talk to Gennosuke about giving up on his dreams which his mother agreed would help. Gennosuke headed to the Academy the next day and although all of the students were there Mokujin filled in for Andou. Gennosuke just believed Andou was either on a mission or just off for the day but when the day’s turned to weeks and the weeks to months he started trying to figure out where his beloved sempai had gone. He eventually ran into Battosai and questioned him on Andou’s disappearance. Battosai told him of Andou’s exile which made Gennosuke unsure of what he wanted to do anymore. He could still study under Mokujin but it was always more fun with Andou. He went home and told him mom the bad news and she explained that sometimes that’s how life is. People are there one day and gone the next.
It took a couple weeks but eventually Gennosuke was back to his old self. Attending the academy and trying to become a better ninja. He began to grow closer to the rest of the students and they continued to challenge each other every day. Eventually with great friendships come great rivalries. Gennosuke however really didn’t have one. He decided that it was pointless with him still wanting, deep inside, to be a medical-nin. Eventually they all graduated with Gennosuke not so much as being at the top but then again he wasn’t at the bottom of the class either.
Year Two [2]
After graduating he was placed on a team with Shinzu Akara and Battōsai Hitokiri with Batou as their team leader. They have been training, doing missions for the village, and trying to better themselves. When not on missions Gennosuke had been going to the library and researching the human body and different medical related things. While there he runs into a nurse from the hospital named Mayumi. She agrees to teach him about medical skills and so begins Gennosuke on completing his dream. Gennosuke starts his training by reading up on ailments, poisons, and different effects on the body. This continues for months with him learning how different poisons affect the body, how weapons tear through the flesh, and how genjutsu corrupts the mind. After months and months of readying and studying, when not on missions, Gennosuke finally asked Mayumi why she had not taught him any medical jutsu yet. She replied that sometimes it isn’t necessary to use jutsu and that most of the time the treatment for the body were outside of it. Gennosuke was still disappointed in not learning any jutsu but he still obtained a little knowledge.
His time learning at the hospital began to get shorter and shorter as he started to do more and more missions for the village. He studied less and less often but seemed to retain most of the knowledge. His bond with his team began to grow and grow as each mission made them better and stronger than they were before. Gennosuke finally after a year of being a Genin decided to start training to use his elemental affinity of water and the use of genjutsu. He plans to one day become the Mizukage and take back Kirigakure from the corrupt government and bring peace back to the land. That is with the help of his team and sensei. He is still a long way off but well on his way.
Personality: Gennosuke has matured a lot since his academy days. He is always smiling and laughing. He studies hard when he is inspired but also is easily discouraged causing him to give up quickly. After Andou had been exiled he was depressed for about a month but soon after he was back to his normal self. He still likes to wander off to explore the land but with the government and assassination he has been very careful. He has also grown close to his team mates and the other students. Other: Like during his younger years he still tends to never be on time.
Missions:
S: A: B: C: D:
Jutsu:
Ninjutsu- Bunshin no Jutsu: (Clone Technique) 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.
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.
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.
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.
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~ LV. oo5 Experience: 248/3oo Hp: o65 Cp: o3o MHp/SP: o6o
Black - Base ll Darkred - Distribute ll Blue - Trained
Strength: 8 ll 6 ll 0 mod || 2 Dexterity: 8 ll 3 ll 0 mod || 0 Constitution: 8 ll 8 ll 0 mod || 3 Wisdom: 8 ll 7 ll 0 mod || 2 Intelligence 8 ll 2 ll 0 mod || 0 Charisma: 8 ll 2 ll 0 mod || 0 Chakra: 8 ll 8 ll 0 mod || 3 Dodge: 1o + 2 + o = 12
Base Attack Bonus: 5 Attack Melee: 5 ll 2 = 7 ll 8 - 13 Attack Ranged: 5 ll 0 = 5
Base Save Bonus: 2 Fort: 2 + 3 = 5 Rex: 2 + o = 2 Will: 2 + 2 = 4
~Skills~
Ninja Skills [Mundane] ((Modified By)): Intellect Modifier +0 Treat Injury (Int): 10 + 0 = 10 Alchemy (Int): 9 + 0 = 9 Craft (Int): 1 + 0 = 1 Knowledge (Int): • Anatomy - Chakra Control (Int): 10 + 0 + 0 = 10
Strength Modifier +2 Athletics (Str): 8 + 2 = 10
Wisdom Modifier +2 Awareness (Wis): 1 + 2 = 3 Read Lips (Wis): Sense Motive (Wis): 1 + 2 = 3 Survival (Wis): 1 + 2 = 3
Constitution Modifier +3 Concentration (Con): 1 + 3 = 4
Charisma Modifier Innuendo (Cha): Intimidate (Cha): Perform (Cha): Diplomacy (Cha): 1 Seduction (Cha):
Dexterity Modifier Escape Artist (Dex): Stealth (Dex): 1 Sleight of Hand (Dex):
Ninja Skills [Combat] ((No Modifiers)):
Ninja Weapons (Melee): Ninja Weapons (Ranged): Taijutsu: 1 Ninjutsu: 10 iryō- Ninjutsu: 5 Genjutsu: Fuuin Jutsu: Sneak Attack: Puppet Play:
~Possessions~ Father's Coat Money:
Ryo: ----------
Equipment:
Valuables
~Trained points~
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Posted: Tue Jan 05, 2010 9:12 am
User-name: Black n White_07 Posting: 2-3 times a day Time zone: GMT
~Character Data~
Name: Battōsai Hitokiri Village: Kirigakure no Sato Clan/Bloodline: none Element Affinity: Earth Age: 14 Gender: Male Rank: Academy Student
~Appearance~
Headband: none Height: 5' 6-1/2" Weight: 133lbs Hair: Short straight black hair Eyes: Big blood red eyes. They at times look intimidating from the distance but up close they give off this beauty as the moon light glares on them. Physical Description: He pretty thin, but not like a stick. He works out a lot in the sun, but he also attends to his studies too. Because of this he sorta tan, not really tan just enough so that he doesn't look pale. The workouts and training had made pretty muscular for his age. His studies has also made pretty smart kid.
Clothing: He has many variety of attires ranging from clothes for training to clothes for formal occasions
Background: Battōsai was born in the land of water 12 years ago in a small, poor village. He never had a father, there is no known information about him or his whereabouts. The only information was rumors. Some said he was a ninja who died in war. Some said that he was a business man who abandoned him and his mother. Some said that he had no father to begin with. So Battōsaiwas raised by only his mother. Within the years of raising him, she actually never really mentioned or talked about his father. Battōsai never really cared for his father anyway. To him his father was just a man, nothing more, nothing less.
His mother was a gentle woman with a lot of spirt in her heart. Battōsai was more quiet and to himself then all the other children were, but yet his mother still loved him for who he was. Also unlike his mother, Battōsai never really showed that he loved her, when she showed it like he was her entire world. Even if he never showed that he loved her, she was only thing important to him. Cause of this he sworn he would be strong and protect his mother from everything. This oath kinda brought them closer. So after all of those years of raising Battōsai she never showed concerned about Battōsai having a father figured since he showed such strength as a child.
He was raised by his mother for 8 years before his mother died. There was war at the time, and it unfortunatly came to Battōsai's home. Battōsai can remember that night like it happened yesterday. All the death and destruction around as the fires rised high into the sky, as he was on his knees over his dead mother.
As of that day he decided not to get close to anyone for as long as he lived. This promise to himself wasn't hard for keep as he had no one else left in the world. He was all alone without no one to help him throught all of this pain he had. He also lost his home in the fighting as it raged on all through the night. So not only his was alone but he had nowhere to call home.
So thats was the day when Battōsai left his village, which was laid to ruins. He began to travel a great distance throughout the land, discovering a vast world for him to call home. He met so many people and see so many places. It just amazed him that their was all of this outside of his old home. He didn't try to think about his home as he wanted to forget the fires, destruction, and death all around him, especially his mother. This and the lonliness he had made him cold and emotionless.
It didn't take long for him to find a place to live as he found a temple of scholars and monks. He was accepted as a member of their family. As two years progressed Battōsai was able to read scrolls in just about every subject. He gained so much knowledge that it impressed the scholars. He also began to meditate with the monks as he was trying to learn their ways and culture. Battōsai, a ten year old child, found a place called home. But even though he found home, he never could forget what happen a year ago in his village. It haunted him like a leech attached on your skin that won't let go.
As time progressed, he started to read scrolls of the history of ninja. He was astonish on how ninjas went through so much and lived on to this very day. So he began to learn about their ninja way. He started to channel his chakra, learn hand to hand combat from some of the monks. and trying to learn jutsus with the help of the scholars. The scholars and monks were very supportive in what Battōsai was trying to accomplish. But as Battōsai tried harder, the more he had fail. But within time Batosai learned basic hand to hand combat, learned to channel his chakra correctly. This is when Battōsai decided to become a ninja. But he knew that he couldn't do it alone, but he couldn't have help from the scholars and monks either. So he packed up what he had left and set out to the village in the mist at the age of thirteen, so that he could accomplish his goal.
Update:
He has under gone training at the academy. As of his progress, it not so good. Many of his other classmates surpassed him while he continued to fail. Battōsai has become rather aggravated with this and has worked 2x hard to make himself stronger
Personality: He is still quiet person who mainly keeps to himself. He only talks when he wants to, but that so far seems to rarely happen. Even though he can be quiet he is actually pretty smart. But he chooses not due to his arrogance. His arrogance also makes him one of those type of people who hard to understand when they don't show any emotion, like they keep to themselves.
Other: He know he is quiet and keeps to himself in person. He manly has a habit of always overthinking everything. No matter how big or small the thought it is, Battōsai will take it to a whole other level.
Missions:
S: A: B: 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: The Int DC to see through a bunshin is 10 + 1/2 of the jutsu user's Chakra mod + 1/2 of the jutsu 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.
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-
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~ LV. 1 Experience: 251/1000 Hp: 0x1=0+10+10= 20 Cp: 1+3)= 4x(1-1)= 0+10= 10 MHp/SP: 1x1=1+10+10= 21
Stat Points: 6x(1-1)=18
Strength: 8+0= 8 l mod= -1 Dexterity: 8+4= 12 l mod= +1 Constitution: 8+2= 10 l mod= 0 Wisdom: 8+4= 12 l mod= +1 Intelligence 8+4= 12 l mod= +1 Charisma: 8+0= 8 l mod= -1 Chakra: 8+4= 12 l mod= +1 Dodge: 10 +1+1= 12
Base Attack Bonus: 1 Attack Melee: 0 Attack Ranged: 2
Base Save Bonus: 2 Fort: 2 Rex: 3 Will: 3
~Skills~ [[under construction]]
Skill Points: 1 x10=10+10= 20 points
Strength Modifier: [str mod here] Swim: -1 Taijutsu: -1
Dexterity Modifier: Balance: +1 Escape Artist: +1 Hide: +1 Move Silently: +1 Sleight of Hand: +1 Tumble: +1 Use Rope: +1 Perform (Puppet Play): +1
Constitution Modifier: Concentration: 0
Intelligence Modifier: Chakra Control: +1 Craft: +1 Disable Device: +1 Forgery: +1 Knowledge: +1 Repair: +1 Research: +1 Search: +1 Genjutsu: +1 Fuuin Jutsu: +1
Wisdom Modifier: Alchemy: +1 Listen: +1 Read Lips: +1 Sense Motive: +1 Spot: +1 Survival: +1 Treat Injury: +1
Charisma Modifier: Bluff: -1 Diplomacy: -1 Disguise: -1 Gather Information: -1 Handle Animal: -1 Intimidate: -1 Innuendo: -1 Perform: -1 Seduction: -1
Chakra Modifier: Ninjutsu: +1
Weapons: [add Strength or Dexterity modifier depending on circumstances] Kunai: Shuriken: Ninja Weapons:
No Modifiers: Sneak Attack: Kawarimi:
~Possessions~
Money:
Ryo:
Equipment:
Valuables
~Trained points~
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Posted: Sun Apr 04, 2010 12:52 pm
User-name: Dimi Deiod Posting: Time zone: GMT +1
~Character Data~
Name: Kaijuu Masanori (meaning; Monster, model of justice) Village: Mist Clan/Bloodline: Kaijuu. + 1 cha -1 str, every 5 level. Element Affinity: Wind Age: 14 Gender: Male Rank: Genin
~Appearance~
Headband: Masanori’s mist headband is a miniature version of the original size so that is could fit around his right wrist. Which is covered by his sleeve. Height: 5’5 Weight: 110lbs Hair: Half of his hair is dyed white and the other half black. Eyes: Green Physical Description: Masanori is a skinny fourteen year old. The reason being that of he puts most of his practice into knowledge and psychological skills rather than brute strength. Still he has the minimum muscle requirements for being able to pass through the ninja world’s, strength exercises. His skin has an average white color with no extraordinary scars, nor birthmarks. His face is an extremely attractive one when it being combined with his unique green eyes and multi-dyed hair. Clothing: He wears that of an oversized, baggy, white shirt and wears black jeans, with white, diamond patterns on his right leg. His feet are in a solid protection, of green-dyed ninja footwear, matching his eyes . On his right ear he wears two black rings.
Background: Academy years: Masanori has had a kind of a good childhood. Since his remarkable skills in socializing and his gift of appearance, he have had no problem in fitting in where ever he might have been. On parties he was always invited to, at school many would like to talk to him during the breaks. This led to some jealousy among his male classmates. In the last days of his academy time he met up with a bunch of people that he now is calling his "temporary friends". Temporary since he believes that no one can be trusted. The two that made the most impact as his classmates were Hiru and Shin. Hiru being part of some freakish shark clan, while Shin were an seemingly well trained ninja that had somewhat of a smartmouth.
Genin years: When he was an early Genin, there was a girl that he had met that proved to be of such a challenge, that Masanori was forced to change his style of appearance to get her to go out with him. He went from a; goody-two-shoes, to more of a punk. He dyed his hair and pierced his ear to try and get more of an hard-*ss look. Personality: Masanori is a charming, kind, smart and supportive young boy with a self steam that is flying through the roof. But that is only on the outside. On the inside, Masanori is a vauge, selfish, hateful and a sadistic person. He figured that if he only put up a mask, he could survive any social encounter. Masanori has one goal in life and that is power, stopping at nothing to achieve it. Other:
Missions:
S: A: B: C: D: 2
Jutsu:
Ninjutsu-
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.
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.
Bunshin no Jutsu (Clone technique) 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.
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.
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 Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Learn in the academy. Chakra Control 2. Training: 1 stage Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.
Genjutsu-
Taijutsu-
Summoning Contract-
~Stats~ LV. 7 Experience: 70/400 Hp: 70 Cp: 63 MHp 70
~Ability points~ Orange = Base points. Blue = Points achieved through distributing. Olive = Points achieved through training. Red = Ability mod. Purple = Clan points.
Strength: 6 - 1 Mod: -3 Dexterity: 6 + 10 = 16 Mod: +3 Constitution: 6 + 4 = 10 Mod: 0 Intelligence: 6 + 4 = 10 Mod: 0 Wisdom: 6 + 4 = 10 Mod: 0 Charisma: 6 + 8 + 1 = 15 Mod: +2 Chakra: 6 + 14 = 20 Mod: +5 Dodge Bonus: 13
Base Attack Bonus: 7/2 Attack Melee: 4 Attack Ranged: 10/5
Base Save Bonus: 3 Fort: 3 Rex: 6 Will: 3
~Skills~
Acrobatics (Dex): +5 Alchemy (Int): 0 Athletics (Str): -3 Awareness (Wis): 0 Chakra Control (Int): 27 Concentration (Con): 0 Craft (Int): 0 Diplomacy (Cha): 10 + 2 = 12 Escape Artist: (Dex): 3 + 5 = 8 Handle Animal (Cha): 0 Innuendo (Cha): +2 Intimidate (Cha): +2 Perform (Cha): 9 + 2 = 11 Read Lips: (Wis): 0 Seduction (Cha): 15 + 2 = 16 Sense Motive (Wis): 0 Sleight of Hand (Dex): 2 + 3 = 5 Stealth (Dex): +5 Survival (Wis): 0 Treat Injury (Int): 0
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons (Melee): Ninja Weapons (Ranged): -kunai: 0 Taijutsu: Ninjutsu: +2 Medical Ninjutsu: Genjutsu: +24 (+12-24 damage, +4 Will DC, +4 Will saves) Bonus: Every 4 skill points will grant you +2 - 4 extra MHp damage when using a genjutsu. Every 10 points in this skill will futher grant you +2 to the Will DC for others to resist or break from your genjutsu. Also, as your knowledge in the Genjutsu arts increases you obtain an additional +2 per 10 points bonus to your Will saves when resisting Genjutsu. points in this skill. Fuuin Jutsu: Sneak Attack: Bonus: Every skill point will grant you a + 1 – 2 damage when performing a sneak attack. Also every 10 skill points will grant you the ability to deal even more fatal wounds thus adding a -10 hp per round penalty until the opponent can make the bleeding stop via a Treat Injury check or by using medical ninjutsu. The bleeding damage stacks every time an opponent gets hit with a sneak attack in a different spot. Puppet Play:
~Possessions~
Money:
Ryo: 15
Equipment: 10x kunais 30x shurikens 5x exploding tags
1, Charisma Rose Seeds Effect: Charisma Roses give a +1 bonus to charisma and related skills when used. Special: Can never be used up. {Growing roses will also produce seeds}
Valuables
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