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

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cheerios18

PostPosted: Sat Dec 05, 2009 2:18 pm


Otogakure Shinobi Scroll


YAY!, New Uncluttered thread. Please post only the characters you are intending on using. Feel free to put any old characters in the npc thread.

Post Ninja profiles here. All must be formatted as below and approved by cheerios18 before being posted. Multiple profiles should be collected in one post.


Page 1

Kasuke Okazai/ Raine Tekkenseisai/ Lavi Itsuki/ Dash (Cheerios1 cool
Hakumei-Shizimu Hanafubuki “Hana”/Uchiha Akeru/Ordoriko Yummei/ Kiroshiro (ProtoXtreme)
Kurina Uchiha (Vidalena93)
Xenon Maraboshi/ Kimiko Momoe/ Akio Toorima (The Ghost of Xmas Awesome)
Kenkomishi Shif/Shikaree Anzan/Shisui Anzan/ Raubahn Anzan (Waoud) (ellreka)
Lag (Hiro Knight Kansel)
Isshin Sado (Black and White_07)
Okazai Kai Toshi (The Winged Guardian)
Kazuma Railto (Kazuma Ryuuzaki)
Hibiki Hato (ZentOs)
Rom3ro IV (Rom3ro IV)



For those of you with Clans: All clan bonuses and abilities must be in red in under the Clan/Bloodline header.


Here is the basic format:
[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]Medical 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]

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

[u]Ninja Skills [Mundane] ((Modified By)):[/u]

Acrobatics (Dex):
Alchemy (Int):
Awareness (Wis):
Athletics (Str):
Chakra Control (Int):
Concentration (Con):
Craft (Int):
Diplomacy (Cha):
Escape Artist (Dex):
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha):
Perform (Cha):
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis):
Sleight of Hand (Dex):
Stealth (Dex):
Survival (Wis):
Treat Injury (Int):


[u]Ninja Skills [Passive] ((No Modifiers)):[/u]

Ninja Weapons (Melee):
Ninja Weapons (Ranged):
Taijutsu:
Ninjutsu:
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

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

[b]Money:[/b]

Ryo:

[b]Equipment:[/b]


[b]Valuables[/b]
PostPosted: Sat Dec 05, 2009 2:19 pm


User-name: Cheerios18
Posting: Daily
Time zone: mountain

~Character Data~


Name: Kasuke Okazai (Shu no Mitama Kaze- Spirit of the Wind) Village:
Clan/Bloodline: Okazai
Element Affinity: Wind
Age: 30
Gender: Male
Rank: Kage

~Appearance~

User Image
Height:6’2”
Weight: 190lbs
Hair: Short, soft, and light Kasuke has dirty blond hair that naturally spikes.
Eyes: A gray/blue color that are strong and kind.
Physical Description: Kasuke is tall and lean, he has lightly tanned skin with few small scars.
Clothing: Kasuke is tall and lean, he has lightly tanned skin and
Clothing: Kasuke usually wears light clothing, he isn’t very fond of his Kage garb and only wears the hat on formal business or really sunny days. He usually has on dark blue pants that are tied just below his knees, where feet wraps cover his shins down to his ankle and a equiptpack is rapped around his thigh. Kasuke wears wooden sandals tied with leather for toe straps. On his upper body, a thin net tank top is what he enjoys most, but around the village he also has a traditional Kage robe with a large collar and short sleeves. The Okazai emblem just below the Kanji for Sound.
User Image
Background: Kasuke comes from the small village of Okazai that lies far to the eastern mountains of Otogakure. He was a small child who had a lot of talent. This was quickly learned by the villagers when he was able to summon winds strong enough to rip away trees and fences when he was only 7 years old. User ImageThe elders of the Okazai clan helped him control his powers and he became as any other child in the village. However he spent many long days training with the elders, trying to progress and learn how to control the wind more accurately. As he grew older he and his family decided that he would be sent to Oto to become a shinobi. He was 13 when he entered the academy and 18 when he became a jounin. After many years of living in Otogakure, he grew to love the village just as he loved his own. But it was his duty to serve and protect his village, so he returned to Okazai. However, the time he spent there was not filled with danger and he quickly realized that safe high in the isolated mountains his village was not under harms way. Kasuke quickly rejoined the shinobi ranks and worked as a jounin protecting the village, when the village was destroyed he was away staying in Okazai where he had a small cottage. Returning to help rebuild the area, Kasuke found a nice home in Oto and started living there with his birds. As the village fell into hard times, Kasuke wasn’t about to stand for it. He tried many times to revive the life the village once had, but to no avail. After many long hard months, Otogakure found themselves without a kage, and the people came together to elect Kasuke as their new kage. He hesitated at the responsibility not wishing to have to leave Okazai so permanently, but he recognized that Otogakure was in trouble and took the position, hoping to become even stronger to protect both of his villages.
Personality: Kasuke is kind, gentle, and quiet. Behind his obvious lack of outspoken energy, he is strong. Able to take control in situations with thought and forcefulness, he is a true leader. Kasuke strives for peace and wellness. He hates killing things, even though duty so calls for it sometimes. He is very hard to anger, and mostly enjoys laughing and making friends with people.

Kasuke’s time as Kage has been very hard on him. He struggles constantly to do the best thing for his people, and his leadership is often criticized for being soft or weak, because of his avoidance of conflict, most notably in the case of Nakamura’s invasion. Though he believes in peace he understand the need to be strong, though some don’t see his kind of logic.

Regardless of the people’s opinion, he had made Oto very prosperous economically, and established the Sound’s position throughout the country as a leading entity. The people’s wellness is good he prides him self of these social and economic prosperities.
Personality: Kasuke is kind, gentle, and quiet. Behind his obvious lack of outspoken energy, he is strong. Able to take control in situations with thought and forcefulness, he is a true leader. Kasuke strives for peace and wellness. He hates killing things, even though duty so calls for it sometimes. He is very hard to anger, and mostly enjoys laughing and making friends with people.
Other: Kasuke has a passion for soft music, animals, and children.

Missions:

S:
A: 1
B:
C:
D:

Jutsu:

*All Academy Jutsu*

Ninjutsu-

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 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
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu.
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
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

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.
1 [small objects, eg, kunai, shuriken]
5 [medium objects, eg. tanto, books]
15 [in between objects like katana]
25 [large objects, eg. human-sized puppets, kusarigama, nodachi]
50 [huge objects]
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Summoning scroll, Intelligence 20, Ninjutsu 10/15/21/28/36 [depending on the size], Chakra Control 12/17/24/30/38
Training: 1 + 1 stage per size increment
Stage I: Chakra Control DC 17 Learn how to seal and unseal small items.
Stage II: Chakra Control DC 25 Learn how to seal and unseal medium items.
Stage III: Chakra Control DC 34 Learn how to seal and unseal larger items. It's starting to get a bit harder now to push the objects in.
Stage IV: Chakra Control DC 42 Learn how to seal and unseal large items. It now requires a lot of control or brute chakra force to seal the objects into the scroll.
Stage V: Chakra Control DC 53 Learn how to seal and unseal huge items. Even more chakra control is required to manipulate the fine points of the summoning scroll to let the huge object in.

Name: Oshimasu Kaze no Jutsu (Wind Push)
Description: The user pushes air away from their body to force back incoming attacks and opponents.
Rank: D
Cp Cost: 15
Attack Turns: 2
Reflex DC: 10 + Chakra Mod + 2 per 10 ranks in Ninjutsu
Damage: n/a
Requirements: 15 Chakra Con, 12 Ninjutsu
Training: 2 stages.
Stage I: [Chakra Con] DC 30, Practice building up wind chakra and expelling it outward.
Stage II: [Ninjutsu] DC 30, With the help of dummies or bunshin push all incoming attack away.
Special: Add Chakra mod to dodge bonus. Minues user's level from the attack bonus of any small ranged weapon (Ex. kunai, shuriken), any earth element jutsu that fit this description are void as well. This jutsu can not push away long ranged elemental effects, and if attempted with a fire jutsu adds a +1.2 damage to said fire jutsu.


Name: Yuurei Kaze no jutsu (Wind ghost)
Description: The user focuses bursts of air into their opponent so that the attacks feel like taijutsu from an invisible foe.
Rank: C
Cp Cost: 35 per post + 15 per turn
Attack Turns: Each attack uses two attack turns.
Reflex DC: 12+ Chakra Mod +2 per 10 ranks in ninjutsu
Damage: 1-6 + Chakra mod.
Requirements: 25 Chakra Control, 15 Ninjutsu
Training: 4 stages.
Stage I: [Chakra Control] DC 35, User practices making small bursts of wind.
Stage III: [Chakra Control] DC 40, User practices directing wind bursts at a dummy.
Stage IV: [Ninjutsu] DC 30, User applies the jutsu to a moving target in a spar.
Special: Requires a concentration check of 10+damage dealt to maintain the jutsu. Can be used from a range of 40 feet.

Name: Tatsumaki no Jutsu (Tornado)
Description: The user rotates air around their opponent creating a tornado around them which can knock them down or bash them against the ground.
Rank: C
Cp Cost: 65+25 per turn per tornado.
Attack Turns: 4
Reflex DC: 12+Half users level+ 4 per ten ranks in Ninjutsu
Damage: 12 - 25 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 25, Ninjutsu 15
Training: 4 stages.
Stage I: [Chk Cont] DC 35, User practices moving wind backwards and forth quickly.
Stage II: [Chk Cont] DC 40 User practices changing the air pressure with their chakra.
Stage III: [Nin] DC 30 User practices combining the change in air pressure with moving the wind.
Stage IV: [Nin] DC32 User combines these techniques into a powerful force.
Special: 1 tornado can be made every 50 points in chakra control. If caught in a tornado an opponent has a -15 penalty to their dodge bonus. A tornado can last a max of three turns.

Utsusemi no Jutsu (Projection Technique)
In order to hide their location and not disclose their posture, the user projects their voice by resonating everything they say from all possible directions with this technique.
Dice Rolls: N/A
Cp cost: N/A
Damage: N/A
Awareness DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Perform 30, Chakra Control 28, Ninjutsu 25
Training: 3 stages
Stage I: Perform DC 40 Ventriloquism, practice it!
Stage II: Chakra Control DC 40 Use your chakra to create and enhance the echoing effect when using this technique.
Stage III: Ninjutsu DC 35 Combine the previously learned elements.
Special: Able to speak without disclosing your position.

Chakra Kyūin Jutsu (Chakra Absorption Technique)
This technique allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media such as earth or water. The only necessary condition is some medium through which chakra can be channeled.
Cp cost: 1/4 of chakra drained.
Dice Rolls: 4 Rolls
Damage: User can drain from (chk mod) to (chk mod x 3) cp per usage
Will DC: 15 + user's chakra mod + 2 per 10 ranks in user's Ninjutsu
Requirements: Chakra Control 30, Ninjutsu 28
Training: 4 stages
Stage 1: Chakra Control DC: 40, Creating a vacuum to your chakra system.
Stage 2: Ninjutsu DC: 38, Draining chakra from another living organism through direct contact.
Stage 3: Ninjutsu DC: 40, Draining chakra from another living organism through an object or element.
Stage 4: Chakra Control DC: 42, Assimilating the stolen chakra to your chakra system.
Special: A successful Will check prevents any chakra from being drained. A natural 1 on Will check doubles it. The user gains the Cp drained from the target. Can be used while grappling.

Kuchiyose no Jutsu (Summoning Technique)
This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being 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 being can be summoned with a blood sacrifice to perform a task or help the user in battle.
The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices.
Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread.
Cp cost: Varies.
Dice Rolls: 4 Rolls
Damage: Depending on summon's power.
Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25
Training: 4 stages
Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply.
Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along.
Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it!
Stage IV: Ninjutsu DC 40 Combine the previously trained elements.

Dokugiri (Poison Mist)
The user breathes out a toxic gas from their body that can also be used as a handy smokescreen.
Cp cost: 60
Dice Rolls: 4 Rolls
Damage: 2d10 continuous damage + 1d4 constitution damage per turn you spend breathing the cloud of smoke
Reflex/Fort DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Int 30, Chakra 30, Chakra Control 35, Ninjutsu 35, Alchemy 15
Training: 5 stages
Stage I: Alchemy DC 25 Synthesize the poison from within you.
Stage II: Intelligence DC 25 {d20 + int mod} Refine the poison. It has to be toxic but also misty and opaque.
Stage III: Chakra Control DC 47 Now work on expelling the perfectly synthesized poison from within you, as quickly as possible.
Stage IV: Chakra DC 25 {d20 + chk mod} Increase the scale and area of the poison breathed out.
Stage V: Ninjutsu DC 50 Combine the previously learned elements.
Special: +6 to Stealth check when hiding when used as a smokescreen.

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
Requirements: Chakra Control 55+
Training days: 15 days
Roll: d20 + Chakra Control vs d20 + Spot or Listen
Fūton: Kaze Dama (Wind Release: Spiraling Wind Ball)
This technique allows the user to breathe wind-infused chakra into the palm of their hand, shaping it into a small, whirlwind-like ball. Then the user will shoot it at their opponent. Given the light weight of the ball and it's nature, the user can easily adjust it's trajectory in mid air to close in on the target. This technique seems to be very fast and powerful, as it is capable of smashing through thick rock.
Rank: C
Dice Rolls: 3
Cp cost: 40
Damage: (40 - 60) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 12 + 2 x chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 12.
Training: 3 stages.
Stage I: Chakra Control DC 30 Gathering wind chakra in the palm of your hand.
Stage II: Ninjutsu DC 22 Adding rotation to the wind ball to increase power.
Stage III: Ninjutsu DC 24 Throwing the ball at high speeds at the opponent while maintaining ball integrity and curving trajectory.

Fusajin no Jutsu (Dust Wind Technique)
This technique produces a strong wind current which will cover the surrounding area in dust, which in fact serves to completely loosen the footing for any nearby opponent.
Cp cost: 40
Dice Rolls: 3
Damage: ----
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Manipulate your chakra to affect the air currents around you to produce light gusts of wind.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power of your gusts until you reach a strong current.
Stage III: Ninjutsu DC 30 Combine the previously learned elements not forgetting to work also on speed of delivery.
Special: Opponent must succeed a balance check {DC: 14 + opponents chk. modifier} or they are automatically knocked to the floor, prone and blinded by the dust suffering a -10 penalty on attacks and losing their wisdom mod bonus to their Dodge Bonus.

Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area.
Cp cost: 50
Dice Rolls: 3
Damage: 55 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 25, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 35 Use your chakra to change and manipulate the air currents around you, causing powerful gusts of wind to blow in any direction you choose.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power and scale of your wind gusts even more. Aim to level a tree or two or ten. Well if your village has trees...
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special: Opponents may be pushed back provoking an attack of opportunity from the user. To prevent this the target must succeed a strength check {DC: 16 + user's Chk modifier}

Daikamaitachi no Jutsu (Great Cutting Whirlwind Technique)
A more powerful version of the Kamaitachi no Jutsu.
Cp cost: 90
Dice Rolls: 4
Damage: 100 – 150 + chk mod + 2 per 10 in Ninjutsu
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 35, Ninjutsu 32
Training: 4 stages
Special: Knocks back throwing weapons.
Stage I: Chakra DC 25 {d20 + chk mod} Increase the strength of the wind from your previous Kamaitachi no Jutsu.
Stage II: Chakra Control DC 45 Increase the scale of the gusts of wind.
Stage III: Chakra Control DC 48 Work on directing the wind towards the targets and improving your control.
Stage IV: Ninjutsu DC 45 Combine the previously trained elements.

Kaze no Yaiba (Blade of Wind)
This technique creates a blade out of wind which, being wind, makes it impossible to block.
Cp cost: 150
Dice Rolls: 5
Damage: 120 – 300 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 45, Ninjutsu 37
Training: 5 stages
Stage I: Chakra Control DC 55 Form the wind blade taking care to make the edges very sharp.
Stage II: Chakra DC 28 {d20 + chk mod} Make the blade more lethal. Make the wind more abrasive, sharper, more powerful.
Stage III: Chakra Control DC 57 Increase your control over the wind. Make sure it goes for and cuts through your opponent's vital areas.
Stage IV: Ninjutsu DC 47 Practise expelling the wind blade with an emphasis on technique and speed.
Stage V: Ninjutsu DC 52 Combine the previously trained elements.

Oto Bunshin no Jutsu (Sound Doppelganger Technique)
Based off the Kage Bunshin no Jutsu created by the original leader of Oto, this jutsu also uses no direct element to create itself and has a chakra system all it’s own. The difference between this clone and the original is that once this clone is destroyed, instead of just vanishing in a puff of smoke, a loud burst of air shoots forth to push the opponent back as well as firing at a high pitch to damage the user’s eardrums. When combined with the explosive clone jutsu, this can be a very deadly clone to have.
Rank: B
Cp cost: 20 per bunshin and resulting CP divided by number of Clones created
Damage:
*Damage dealt by clones reduced by 25%.
*Popping damage = 30 - 50 + chk mod + 2 per 10 points in ninjutsu
Reflex DC: (versus user triggered pop) 14 + chk mod.
Requirements: Otogakure, Chakra 30, Chakra Control 25, Ninjutsu 30.
Training: 4 stages
Stage 1: Chakra DC: 20, Forming physical forms from chakra and air waves.
Stage 2: Chakra Control DC: 35, Building a working chakra system in each clone.
Stage 3: Ninjutsu DC: 40, Animating the clones.
Stage 4: Ninjutsu + Chakra Control DC: 65, Loading the clones with resounding air waves to cause sound explosion upon destruction of the bunshin.
Special:
*Clones can use any jutsu the user can so long as they have the CP.
*Any cutting/piercing will damage the integrity of the bunshin causing the unstable airwaves inside the clone to automatically trigger popping effect.
*Clone’s ‘popping’ is treated as a Ninjutsu attack and can be forcibly ‘popped’ but will only do half damage DC if they do hit.
*Clone HP: 50 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP
To See Through Clones: 15 + 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.

Name: Jettoki Nagarekomimasu no Jutsu (Jet stream)
Description: A fast flowing, narrow air current that has wind speeds from 60-240mhp are projected at an enemy.
Rank:B
Cp Cost: 150
Attack Turns: 5
Reflex DC: 15+Half users level+ 4 per ten ranks in Ninjutsu
Fort DC: 15+Half users level+ 4 per ten ranks in Ninjutsu
Damage: 90-110 hp + Ninjutsu bonus
Requirements: Chakra Control 35, Chakra 25
Training:
Stage I: Chakra DC: 25
Stage II: Chakra Control: 45
Stage III: Chakra DC: 27
Stage IV:Chakra Control: 47
Special: Victim must roll a Fortitude Check, or suffer a minus 10 to all rolls the next attack round.

Name: Keimusho Kaze no Jutsu (Wind Prison)
Description: The user creates a series of jet streams which hone in on the opponent and trap them in a whirlwind of incredibly strong crossing gusts of wind. The victim is caught between the extreme forces of the jet streams until they break free or the user releases them.
Rank: A
Cp Cost: 200+30 per turn used
Attack Turns: 6
Reflex DC:20+Half users level+ 4 per ten ranks in Ninjutsu
Damage: N/A
Requirements: Jet stream, 40 Chakra control, 35 Chakra, 20 Concentration
Training:
Stage I: Chakra control DC: 50
Stage II: Concentration DC: 30
Stage III: Chakra DC: 35
Stage IV: Concentration DC: 32
Stage V: Chakra Control DC: 52
Special:[d20 + attack roll] vs [d20 + chakra control] per turn to see if you break out. Reduces dodge bonus to zero until broken.

Name: Ookii Saikuron no Jutsu (Great Cyclone)
Description: A huge vortex of air rises and rotate around a vertical axis, destroying everything in it’s path with massive wind speeds and force. Victims are caught in the massive storm and thrown off the ground, they may collide with the ground or other obstacles in the air or on the ground.
Rank: S
Cp Cost: 250+150 every turn after
Attack Turns: 8
Reflex DC: N/A, Leave thread
Fortitude DC: 15+half users level+ Chakra mod+4 per rank ten ranks in Ninjutsu
Damage: 200-300 to anyone in the same thread +75 each turn after until the jutsu is canceled.
Requirements: 55 Chakra Control, 50 Chakra, 55 Ninjutsu,
Training:
Stage I: Chakra Control DC: 65
Stage II: Ninjutsu DC: 65
Stage III: Chakra DC: 50
Stage IV: Chakra Control DC: 67
Stage V: Ninjutsu DC: 67
Stage VI: Chakra Control DC: 69
Stage VII: Chakra DC: 52
Special: All victims within the same thread suffer the effects of this Jutsu. Anyone who fails the fort check, is pushed from the thread, all those that beat the check suffer the damage of the cyclone.

Medical Ninjutsu-

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
Training:
Stage I: Chakra Control DC 30 Heal a wound of a lesser life form (flower, insect, tiny animal...).
Stage II: Chakra Control DC 32 Increase the radius of a wound and repeat stage I.
Stage III: Medical Ninjutsu DC 27 Heal a wound of a fellow human being.
Special: Heals a small amount of HP on a desired target.

Genjutsu-

Taijutsu-

Kage Shuriken no Jutsu (Shadow Shuriken Technique)
The user of this technique throws multiple large shuriken in such a way that the first shuriken hides the subsequent ones by blocking the line of sight. To the target, it would look like only one shuriken was thrown.
Cp cost: ---
Dice Rolls: 2
Damage: Damage for all Shurikens.
Requirements: Shuriken 6.
Training: 2 stages.
Stage I: Shuriken DC 18. Study the flight of a shuriken.
Stage II: Shruiken DC 20. Throw multiple shuriken in such a way that only the first one is visible.
Special: d20 + Awareness vs attack roll. If fail, hidden shuriken are considered Sneak Attacks.

Summoning Contract-

~Stats~

LV. 60
Experience:
Hp:
Cp:
MHp:
268
Strength: (20+30) x 0.8=40 Mod:15
Dexterity: 20+40=60 Mod: 25
Constitution: 20+40=60 Mod: 25
Intelligence: 20+40=60 Mod: 25
Wisdom: 20+40=60 Mod: 25
Charisma: 20+38=58 Mod: 24
Chakra: 20+40=60 Mod: 25
Dodge Bonus:

Base Attack Bonus: 63
Attack Melee: 78/73/68/63/58/52/48/43/38/33/28/23
Attack Ranged: 88/83/78/73/68/63/58/53/48/43/38/33

Base Save Bonus: 30
Fort: 55
Rex: 55
Will: 55

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Athletics (Str): 15+20
Acrobatics (Dex): 25+20
Escape Artist (Dex): 25+20
Sleight of Hand (Dex): 25+15
Stealth (Dex): 25+30
Concentration (Con): 25
Alchemy (Int): 25+20
Chakra Control (Int): (25+21)x1.3 =60
Treat Injury (Int): 25+30
Craft (Int): 25+20
Awareness (Wis): 25+30
Read Lips (Wis): 25
Sense Motive (Wis): 25+35
Survival (Wis): 25
Diplomacy (Cha): 24+35
Handle Animal (Cha): 24+20
Innuendo (Cha): 24+20
Intimidate (Cha): 24
Perform (Cha): 24+20
Seduction (Cha): 24+20

Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons (Melee):
Ninja Weapons (Ranged):
30 Kunai
30 Shuriken
20 Kozuka
15 Fuuma Shuriken
Taijutsu:20
Ninjutsu:60
Medical Ninjutsu:20
Genjutsu:20
Fuuin Jutsu:20
Sneak Attack:20
Puppet Play:

~Possessions~


Money:

Ryo: 500

Equipment:

Kozuka: The kozuka is a really small throwing knife that can be used to deal heavy damage if used correctly or along a sneak attack.
Damage: 1 - 2 +dex. mod.
Range: 30 ft.
Special:

Kunai: "Read description in melee weapons"
Damage: 1 - 4 + Dex. mod.
Range: 30 ft.
Special:

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.

Valuables



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


+Character Data+



Name: Raine Tekkenseisai
Village: Otogakure
Clan/Bloodline: Tekkenseisai

in game Stats:
x1.3 Constitution
x.8 Intel
Damage received from physical attacks is reduced by Con Mod. (During chakra damage based physical attacks (Hien, Gentle Fist, Chakra scalpel) only half of the con modifier is reduced from damage.)
Normal Taijutsu damage dealt is raised to 3-9 instead of 1-6.
Cannot use any kicking techniques, or learn any other fighting styles until level 10. Chakra used during Ninjutsus and Genjutsus is doubled.
Training days to learn Ninjutsus and Genjutsus is doubled. Max
Cap for Constitution is raised to Level+30

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

~Appearance~


Headband: A black band either worn around his waist as a belt or around his forehead.
Height: 5’9”
Weight: 135 lbs
Hair: A disheveled and overgrown white. It is obvious that his hair was cut by himself, with telltale tips of red in some places and a slightly longer middle section that was once a Mohawk.
Eyes: Bright blue, with a golden flick.
Physical Description: Raine is as thin as he has ever been, yet his structure is still wide and broad. He has defined muscles on his upper body, and though his legs are trim they are not built. On his shoulders he carries many tiny scars received from Rock-spike-thrust. And though he would show no-one except his team, his chest is mutilated with three massive scars, one vertical spanning a bit more than two-feet down his torso, and two horizontal across and just below his chest.
Clothing: Raine wears a large blue T-shirt with a custom hood. With the Tekkenseisai clan Symbol—a large golden fist—across his right shoulder, and the character for “warrior” printed in gold at his waist. He wears black shorts, made with very lightweight thin material, much like a bathing suit. The shorts are separated into section of different color, the outermost part being black and the inner leg being off white. These are accompanied by his ninja pack and a sort of leather belt made to holster his Aian Nakkurru at his back.
Background: Raine was born in Otogakure, to a non-Tekkenseisai mother, Kaori, and a Tekkenseisai father. His father died in battle shortly after he was born and Raine never really knew his father. In stead his older brother Heisei, became his main role-model in life, a shinobi who was adept and honored among his peers. Yet when Raine was just seven Heisei too died in battle, a true tekkenseisai death, in which Heisei sacrificed himself to save the lives of his teammates who were attacked by fire country bandits. Raine was left devastated and alone, with only a broken-hearted mother to care for him Raine joined the academy believing that it was his duty as a Tekkenseisai to die in battle.

Academy- Raine joined the academy late in the year, he didn't fit in quite well with his classmates, do to the fact that he was unusually younger than many of them, and he was very loud and outspoken. He made one friend, Mashida, who is no-longer a v On his first day in the academy the village was attacked and the academy was destroyed, while the students who were in Kumo forest at the time were forced to hide for their lives as enemies battled their teacher. This day was truly devastating for Raine, because the fear he experienced went against everything he believed in. Though later that night Raine met his future mentor, the legendary sennin Hatchi. A man with a bright and brilliant personality, who instantly inspired Raine, with his wise words and a song that he played to the terrified villagers. Soon Raine found himself clinging to the man in attempt to learn everything he could. Hatchi gladly accepted the young boy and pushed him to his limits.

Raine's largest days were yet to rise. As Hatchi recived orders to travel the world on an information gaining S rank mission, and his young apprentice had his heart set on going with. The two departed with an anbu Shif. Eventually, the three travelers made their way to Takigakure. Where Raine who had been left by himself, promptly challenged a Taki Jounin, who shattered the eight-year-old's every bone. A battle between Shif and some friends commenced while Raine was taken to a secret healing spring. It was at this time that Hatchi and his accompanying wolf disappeared and were assumed dead. Raine and Shif were then cast in a powerful genjutsu by the Takikage herself, to erase in memory of secret healing springs. The two returned to Oto with unstable minds.

Yet again Raine was left abandoned by his idol. Hatchi's abandonment haunted Raine thoughts, yet his preparation for the gennin exams
Personality: Raine is outgoing and loud. He speaks his mind, and is a die-hard for idealism. Always kind and hopeful, though easily pushed to fighting, simply do to his love of battle. When alone, he is very quite and thoughtful, often letting his thoughts turn to past events that make him sad yet ever determined to defend those is loves and all that he stands for!
Other: He has a fear of drowning. His favorite candy is rock candy.

Missions:

S: 1
A:
B: 2
C: 1
D: 4

Jutsu:

Ninjutsu-

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.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
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.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
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
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
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
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
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.

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.

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.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.

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
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu.
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
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

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 only effective on younger ninjas.
Cp cost: 25
Damage: ----
Dice Rolls: 2
Reflex DC: 10 + chk modifier + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + chk modifier {No Ninjutsu bonus}
Requirements: Earth Affinity, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Chakra Control DC 20 Bury yourself underground safely and get accustomed to the feeling.
Stage II: Ninjutsu DC 20 Learn to sense presences above you and pull them down with enough force.
Special: Enemy is rendered immobile when victim of this jutsu.

Medical Ninjutsu-

Genjutsu-

Taijutsu-
Name: By a Step
Description: The user moves INTO the opponent's attack, reducing momentum gained and therefore damage dealt. This is one of the most basic Tekkenseisai techniques.
Rank: D
Cp Cost: 0
Attack Turns: 2
Damage: n/a
Requirements: 10 Taijutsu, 12 Dexterity, suicidal tendencies?
Training: 2 stages.
Stage I: Dexterity DC 25 User must practice quick, agile, close-quarter movements.
Stage II: Taijutsu DC 10 Using a bunshin the user must work on maneuvering themselves into an attack to minimize damage.
Special: The damage dealt by bash-trait and cut-trait attacks are reduced by 1/5, stab-trait is normal. The technique opens up the opponent to an attack of opportunity. The technique is initiated instead of dodging.

Name: Juuryou no Kihaku "Soul of the Boxer"
Description: Description of Jutsu: The user quickens their footwork and sharpens their reflexes by jogging on the spot and slapping themselves to induce the nerves to work better, causing them to be able to sense attack more easily
Rank: D
Cp Cost: 0
Attack Turns: 1
Damage: 20 hp to self
Requirements: 12 constitution
Training: 2 stages.
Stage I: [Constitution] DC 25, The user runs in place hitting themselves.
Stage II: DC 15 The user attempts to utilize the effects gained in a mock spar with bunshin.
Special: Raises the user's Dexterity by 2 points and Awareness by 4 points each time this technique is used, with a maximum usage of 3 times. The effects last 10 turns.

Name: Iwa-Supaiku Suiryoku "Rock Spike Thrust"
Description: The user picks up a large rock, and throws it up above their heads. When it falls down, the user punches it with his Aian Nakkuru, and large rock spikes are shot everywhere with great force.
Rank: C
Cp Cost: 0
Attack Turns: 4
Reflex DC: 12?
Damage: 15-25+ Str Mod (+Chk mod)
Requirements: 20 Str, 20 Tai, 1 square foot rock, (20 Chk)
Training: 3 stages.
Stage I: [Strength] DC 35, The user must practice throwing up the large stone, as well as breaking stones with their punches.
Stage II: [Strength, Constitution] Str DC 30, Con DC 10 User must combine their skills, to throw up a rock and shatter it with two consecutive rolls in one turn. This is by far the hardest part of training.
Stage III: DC 15 At this point the user must simply perfect the technique until it is usable in battle.
Special: Area effecting, 40 foot range. 20-30 damage to self.

Name: Toushin Shouaku "Blade Grasp"
Description:
The user grabs the opponents weapon in hand and using tension, with the aid of the hardened Tekkenseisai grasp, the user twists the blade away from the hilt to snap a weapon at its base. This is most commonly used on bladed weapons, but can also be used on wooden weapons.
Rank: C
Cp Cost: 0
Attack Turns: 3
Damage: Breaks opponent’s weapon.
Requirements: 25 Strength, 20 Constitution
Training: 4 stages.
Stage I: [Strength] DC 40, The user practices breaking varying blades simply by holding and snapping the metal.[ i]
Stage II: [Constitution] DC 30 The user, with the help of a bunshin or partner, practices catching an bladed attack in the correct position.
Stage III: [Taijutsu] DC: 40 The user must catch and snap a bladed attack
Stage IV: {Strength, Con, Tai] (Use all previous DC’s The user must, in one turn, consecutively beat the three dice checks, starting with Taijutsu, then Constitution and Strength. If beaten the user will have successfully perform the feat in battle.
Special: User still takes the weapon's damage. This technique is initiated instead of dodging. Make a strength check to see if it actually breaks.
DC's:
10+ craft guide DC’s for each material. (Effects of Master work and god item difficulty applies to this dc as well. Size dc’s are also taken into account. Ex. Zabuza compared to katana.) http://www.gaiaonline.com/guilds/viewtopic.php?t=6684483

Summoning Contract-

~Stats~

LV. 20
Experience: 140/1050
Hp: 440
Cp: 180
MHp: 340

Strength: 10 + 20 Mod: 10
Dexterity: 10 + 10 Mod: 5
Constitution: 10 + 24 x1.3 Mod: 17
Intelligence: 10 + 9 Mod: 2
Wisdom: 10 + 15 Mod: 7
Charisma: 10 + 7 Mod: 3
Chakra: 10 + 13 Mod: 6
Dodge Bonus: 10 +7 +5 = 22

Damage: 33-39
Aian Nakkuru: 74-80

Base Attack Bonus: 20
Attack Melee: 18+9+6=33/28/22/18
Aian Nakkuru 39/34/29/24
Attack Ranged: 18+5=23/18/13/8

Base Save Bonus: 10
Fort: 10+17=27
Rex: 10+5=15
Will: 10+7=17

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Athletics (Str): 9+4
Acrobatics (Dex): 5+6
Escape Artist (Dex): 5+8
Sleight of Hand (Dex): 5+4
Stealth (Dex): 5+10
Concentration (Con): 12+2
Alchemy (Int): 4+3
Chakra Control (Int): 2+6
Treat Injury (Int): 2+8
Craft (Int): 2+4
Awareness (Wis): 7+7
Read Lips (Wis): 7+3
Sense Motive (Wis): 7+9
Survival (Wis): 7+4
Diplomacy (Cha): 3+8
Handle Animal (Cha): 3+5
Innuendo (Cha): 3+0
Intimidate (Cha): 3+5
Perform (Cha): 3+4
Seduction (Cha): 3+5

Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons (Melee): Aian Nakkuru-30
Ninja Weapons (Ranged): Kunai-4
Taijutsu: 30
Ninjutsu: 15
Medical Ninjutsu: 15
Genjutsu: 4
Fuuin Jutsu:
Sneak Attack: 7
Puppet Play:

~Possessions~


Money:

Ryo: 0

Equipment:
Aian Nakkuru: 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.

Valuables His brothers leather necklace that is fashioned with two white beads and a small copper clover.

An ancient Isamu clan scroll





~Pet Data~


Name: Petra or Pi
Species: Ajolote or Mexican Mole Lizard
Size: 3’
Element Affinity: Earth
Age: 3
Gender: Male

~Appearance~

User Image
Height: 2”
Weight: 30 lbs
Fur: n/a
Eyes: Small and black
Physical Description: A long worm like body, that is actually covered in scales. The Ajolote have two small legs with sharp claws.
Background: Pi was found by Raine on his trip to Suna as a baby ajolote, being only about 3 inches long. His whole life he has lived with Raine, often hiding somewhere on his body to accompany on his journeys.
Personality: Pi is a loud-mouthed little pistol, ready to fire out his thoughts and ready to go down swinging. His feelings are easily hurt though, and he cares very much about Raine, who is his only friend.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
Jutsu Name: External ear
Description of Jutsu: The Ajolote are species of worm-lizard that live underground and can be kept as pets. They have an enhanced sense of hearing enabled by a sensitive layer of scales located under their jaw. This layer of scales picks up the smallest vibrations caused by sound waves and vibrations caused by movement. These vibration, like humans ears, are converted into electric signals in the brain, allowing the Ajolote to "hear" through their scales.
Rank: n/a
Cp Cost: 5
Damage: n/a
Requirements: Ajolote species, must be on solid earth
Training: n/a
Special: User gets 2xlevel addition to a Listen check against an opponents stealth skill.

Genjutsu-

Taijutsu-

~Stats~

LV. 7
Experience: 0/400
Hp: 12
Cp: 6
MHp: 6

Strength: 6+1 | mod = -1
Dexterity: 6+0 | mod = -3
Constitution: 6+8 | mod = 2
Intelligence: 6+4| mod = 0
Wisdom: 6+4 | mod = 0
Charisma: 6+3 | mod = -1
Chakra: 6+11 | mod = 3
Dodge Bonus: 7

Base Attack Bonus: 7
Attack Melee: 7-1= 6/1
Attack Ranged: n/a

Base Save Bonus: 3
Fort: 3+2=5
Rex: 3-3=0
Will: 3+0=3

Damage: 1-5


~Skills~


Mundane Skills

Athletics: (Str) -1+2

Acrobatics: (Dex) -3+
Stealth: (Dex) -3+10

Concentration: (Con) 2+2

Chakra Control: (Int) 0+2

Awareness: (Wis) 0+3
Sense: (Wis) 0+15
Survival: (Wis) 0+7
Track: (Wis) 0+10

Diplomacy: (Cha) -1+8
Intimidate: (Cha) -1+3
Perform: (Cha) -1+4

Ninja Skills

Ninjutsu:
Genjutsu:
Taijutsu:
Fuuin Jutsu:
Medical Jutsu:
Sneak Attack:

~Possessions~


Equipment:

Valuables
 

cheerios18


ProtoXtreme
Vice Captain

Obsessive Gaian

9,900 Points
  • Friendly 100
  • Generous 100
  • Tycoon 200
PostPosted: Sat Dec 05, 2009 2:33 pm


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

~Character Data~


Name: Hakumei-Shizimu Hanafubuki “Hana” (Hakumei=sunset, Hanafubuki=falling cherry blossoms)
Village: Hidden Sand (Sunagakure); Currently residing in Hidden Sound (Otogakure)
Clan/Bloodline: Shizimu / Mirashinme (Mirror Truth Eye)
Element Affinity: Fire/Lightning
Age: 15
Gender: Female
Rank: Chuunin

~Appearance~


Headband: She wears the Otogakure forehead protector like Kakashi (except her headband is slanted over her right eye instead of her left). This is because her right eye holds her doujutsu and others shouldn’t ever meet direct eye contact with that eye. Even if eye contact wasn’t intentional, the person gazing into her doujutsu will be forced to rewitness the worst moments of their lives.
Height: 5’6
Weight: 95 Ib
Hair: Dark, lovely shade of red
Eyes: Left eye is a lovely, pale-golden colour with hints of fiery red much like glowing ambers. Her right, doujutsu bearing eye is normally a colourless white similar to the Byakugan but with the kanji for truth inscribed in the center in silvery-gray. When used, the symbol fades and the eye reflects to take on the colour of the opponent’s eyes.
Physical Description: Hanafubuki has long, wavy dark-red hair that cascades to her waist. She has long bangs that fall over her forehead and sidebangs that reaches past her chin framing her face. Unlike most members of her clan, Hana’s skin is pale 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 her clan.
Clothing: Refer to the picture below.
User Image
Background: After the many years of chaos following the murder of the Shizimu clan leader, another Shintaku-sama (oracle, or so their title to the bearers of the Mirashinme) was born. That was Hakumei Hanafubuki, or back then still Shizimu Hanafubuki. But Hana was a girl and traditionally female bearers of the bloodlimit (while still holding the title of Shintaku-sama) were not allowed to take leadership the clan. Additionally, her parents were from the poorest tribe (this clan is arranged by seven tribes) of the clan. Nevertheless, her parents fought fiercely for Hana’s birthright.

Unfortunately, the clan elders did not have long to debate this as one day the Wind Master invaded and took over Suna. Most of the clan has fled in different directions and Hana’s family took her to Otogakure. Even though Oto was a Fifth Dawn village, at least it was peaceful. There, Hana and her family lived unbothered, not knowing that before the clan’s scattering, the elders had planned for the assassination of both her and her parents. Around the end of last year, on a trip back from visiting Takigakure, her parents were killed by ‘bandits’. Hana won’t discover the truth until several months later, when another attempt was made on her life that her clan was behind the assassinations. Furious, Hana uses her doujutsu to force the assassin to be paralyzed by fear before slitting his throat with a knife. From that day on, Hana severs her bond with her clan and her original village by giving herself the last name Hakumei (meaning sunset and symbolizing her vow to one day destroy her clan).

As of current, it was rumored that another clansmember whom possess the Mirashinme is the clan leader (this would eventually prove to be a lie as this ‘Shintaku’ never showed his Mirashinme to anyone). Even though Hana is the rightful clan head, she has no desire to use her powers to protect a cruel clan that killed her family. And as of now, she trains harder than ever so that someday she could pay back the elders for destroying her family - by decimating the clan and sending them into the pages of history.
Personality: Due to her tragic history, Hanafubuki tends to be emotionally distant, preferring to keep others away rather than letting them try to understand her. Simply put, after her clan’s betrayal, Hana does not want to trust again, only to let that trust be broken. While she spends most of her time training and studying, at her leisure Hanafubuki would quietly meditate to soothe the many different matters tormenting her mind. Partly due to the fact that Hana doesn’t share her feeling with others, many times she would just fade into the background or at certain times she can be especially cruel when lashing out against others. If you don’t have any business with Hana, it is best if you don’t talk to her. She may be polite in speech (but implies quite rude meanings) and masks her feelings quite well against superiors but she can be quite mean at many a number of times.

Partly due to the kindness the old Otokage has shown to her, Hana shows the new Otokage quite a considerable amount of respect, not just because of his rank or simply as a memorial to the former kage whom welcomed her family into Oto. Also, since the new Otokage had also shown much kindness towards her, giving her a home as she cannot return to Suna, Hana is absolutely loyal to Shou, not in a mindless manner but actually backed by reason. At her leisure, Hana spends quite some time writing calligraphy and drawing, sometimes painting works depicting Otogakure or sketches of animals and nature in general. She also has quite a lovely voice when she sings, even if it’s rare that she does except in the saddest occasions.
Other: Hana does not share her specific likes or dislikes with others. She would utilize what’s available with absolutely no complaints, because she understands an important part of being a shinobi is to relinquish material comforts.

Missions:

S: 0
A: 0
B: 1
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.

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: 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)

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.]
Rank: C
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

Genjutsu:

Taijutsu:

Gouken (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.
Rank: E
Damage: Increases normal taijutsu damage to 5-12
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.

Tsutenkyaku (Painful Sky Leg)
Description: This is basically just a kick down from the air, where the user uses their marvelous strength to create a gigantic crater and an earth-quake like effect to the surrounding area.
Rank: C
Damage: Double taijutsu damage.
Requirements: Taijutsu 35 Ranks
Training: 6 days
Special: Unless the opponent can pass a Tumble check of the attacker's attack roll, he is winded for the next turn.

Summoning Contract: None

~Stats~

LV. 15
Experience: 489/500
Hp: 225
Cp: 330
MHp: 285
Strength: 30 | mod = +10
Dexterity: 22 | mod = +6
Constitution: 20 | mod = +5
Intelligence: 28 | mod = +9
Wisdom: 28 | mod = +9
Charisma: 10 | mod = +0
Chakra: 49 | mod = +19
Dodge Bonus: 25

Base Attack Bonus: 15/10/5
Attack Melee: 25/20/15
Attack Ranged: 21/16/11

Base Save Bonus: 7
Fort: 12
Rex: 13
Will: 16

Damage:
Taijutsu: 1 - 6 + 10 (+8 ) = 11 - 24
Kunai: (stabbing) 1 - 3 + 10 = 11 - 13 / (throwing) 1 - 4 + 6 = 7 - 10
Shuriken: 1 - 2 + 6 = 7 - 8
Senbon: 1 - 2 + 6 = 7 - 8
Katana: 1 - 10 + 10 (+8 Taijutsu) (+2 Ninja Weapon Katana) = 11 - 30

~Skills~

Chakra Control: (Int) 9+8=17
Ninjutsu: (Chk) 19+60=79
Genjutsu: (Int) 9+0=9
Taijutsu: (Str) 10+30=40

Swim: (Str) 10+0=10
Balance: (Dex) 6+0=6
Escape Artist: (Dex) 6+0=6
Hide: (Dex) 6+0=6
Move Silently: (Dex) 6+0=6
Sleight of Hand: (Dex) 6+0=6
Tumble: (Dex) 6+0=6
Use Rope: (Dex) 6+0=6

Concentration: (Con) 5+0=5
Craft: (Int) 9+0=9
Disable Device: (Int) 9+0=9
Forgery: (Int) 9+0=9
Knowledge (History): (Int) 9+0=9
Knowledge (Life Science): 9+13=22
Knowledge (Anatomy): 9+10=19
Repair: (Int) 9+0=9
Research: (Int) 9+0=9
Search: (Int) 9+0=9

Listen: (Wis) 9+0=9
Read Lips: (Wis) 9+0=9
Sense Motive: (Wis) 9+0=9
Spot: (Wis) 9+0=9
Survival: (Wis) 9+0=9
Alchemy: (Wis) 9+0=9
Treat Injury: (Wis) 9+26=35

Bluff: (Cha) 0+0=0
Diplomacy: (Cha) 0+0=0
Disguise: (Cha) 0+0=0
Gather Information: (Cha) 0+0=0
Handle Animal: (Cha) 0+0=0
Intimidate: (Cha) 0+0=0
Innuendo: (Cha) 0+0=0
Perform Flute: (Cha) 0+0=0
Perform Song: (Cha) 0+0=0
Perform Dance: (Cha) 0+0=0
Seduction: (Cha) 0+0=0

Fuuin Jutsu: (Int) 9+0=9
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapon (Katana): (Str) 10+0=10
Sneak Attack: 0

~Possessions~


Money:
Ryo: x1500

Equipment:

Kunai: The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be throw to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 3 + Str. mod. In melee
Damage (ranged): 1 - 4 + Dex. mod.
Range: Melee or Ranged 50 Ft.
Special: Can be used in both melee and ranged combat.
Amount: x20

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

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: 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
 
PostPosted: Sat Dec 05, 2009 2:34 pm


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

~Character Data~


Name: Uchiha Akeru “Aki” aka Sento Reimei (Akeru=to dawn, Sento Reimei=first dawn)
Village: Hidden Leaf (Konohagakure); Currently residing in Hidden Sound (Otogakure)
Clan/Bloodline: Uchiha / Sharingan
Element Affinity: Fire (all elements)
Age: 12
Gender: Male
Rank: Academy Student

~Appearance~


Headband: No headband. Not a graduate. =)
Height: 5’2
Weight: 80 Ib
Hair: Raven-haired
Eyes: Hazel (varies colours under different lighting)
Physical Description: Like most Uchihas, Akeru inherited raven-hair, dark eyes, and pale skin. And like most Uchiha males, Akeru is a “pretty boy”. He is fairly tall for his age but with his neat hair, large eyes with long lashes, Akeru’s looks are leaning quite heavily on the feminine side. Teasing him occasionally about his looks is alright but if you overdo it, he’ll get depressed.
Clothing: Usually, he wears a sleeveless, black fishnet shirt with a high-collared black vest above and matching black armguards (at his elbows). Below, Akeru dons loose black shorts. He wears the traditional shinobi sandals. A black leather belt with a pouch for carrying shurikens, kunais, and scrolls is wrapped twice around his waist. The only thing that strangely can’t be found anywhere on his clothing is the Uchiha clan symbol.
User Image
User Image
Background: At first glance, one would not be able to distinguish Akeru as an Uchiha. With his gentle smile and peaceful nature, who would’ve guessed that he was part of that famous, if not somewhat tragic clan from Konoha? And Akeru, despite his born genius, does not wish to be hailed as an Uchiha but rather as a normal, hardworking shinobi. In fact, he even resides in Oto under a different name, Sento Reimei, while begging his cousin and current head of family Saiya to not tell his classmates. Perhaps it was this very reason why he couldn’t activate the Sharingan even if he wanted to.

Akeru had a fairly happy childhood, with his father, mother, and older brother. But his father was an extremely talented shinobi and soon became obsessed with unlocking the Mangkeryou. He went as far to murder his own wife in his greed. He was able to gain the Mangkeryou from killing someone even dearer to him than a close friend but to gain more power, to perfect the Mangkeryou, he had to kill his two children. Akeru’s older brother, who was already a rookie Jounin at that time, died holding his father back and stalling for his little brother’s life. His father was going to kill Akeru but the clan elders were able to arrive on the scene, thus forcing the boy’s father to flee. The event would permanently emotionally scar Akeru and he came to fear the Sharingan, going as far as feeling repulse upon simply seeing the doujutsu.

Even with all the elders’ attempts at helping the boy out of his depression, they were not able to ever recover Akeru’s former fondness of the clan. Hoping it would do him some good, they sent him to Oto, where he would live with his cousins, Saiya and Kira. His happy smile became a way for him to mask his sadness but living under a different name made him feel happier despite being constantly reminded by his family that a lie can never help him heal old scars. Akeru does not know of what had befallen Konoha but he did love the village dearly, so perhaps one day the incentive of helping the rebel forces drive the Fire Master out may impel him to learn to need his bloodlimit (since unlike the Hyuugas, the Uchihas have to need their bloodlimit, not simply wanting).
Personality: Akeru is incredibly intelligent but unfortunately, he rarely puts his genius to good use. In fact, even with the so called Uchiha grace, he’s quite clumsy. He enjoys observing nature and meditating, as well as being fiercely protective of others, especially of his cousins, Saiya and Kira. On the general outlook, he’s not much of a shinobi, considering that he despises killing and destruction. However, when challenged to protect his way of life, a lot like Hector in the Illiad, Akeru would gladly put his life on the line for his village. He misses Konoha but never complains about it. His greatest wish is to become accepted and hailed for his own abilities, not for his clan’s bloodlimit. Personality-wise, Akeru is also not stuck up at all. Kind and soft spoken, he gets along easily with his classmates. In fact, he spends a lot of time worrying if he’ll even pass the Academy. His sweet and kind nature is generally what attracts other to him and perhaps even lessening the severity of the stereotypes generally placed upon his clan.
Other: Akeru is notably quite selfless and even ends up doing stupid things in the effort to help the ones he cares about. He would put himself in danger without another thought, not considering how those whom care for him would feel if he had gotten injured or killed. Most notably, he had come to care a lot for one of his classmates, the blind and death Yubei Rosie and struck up a brotherly friendship with a fellow Uchiha, by the name of Kaisude.

Missions:

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

Jutsu:

Ninjutsu:

Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
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.

Genjutsu:

Taijutsu:

Summoning Contract: None

~Stats~

LV. 2
Experience: 83/110
Hp: 20
Cp: 12
MHp: 20
Strength: 6 | mod = -2
Dexterity: 11 + 4 | mod = +2
Constitution: 11 | mod = +0
Intelligence: 15 + 6 | mod = +5
Wisdom: 10 | mod = +0
Charisma: 7 | mod = -2
Chakra: 17 | mod = +3
Dodge Bonus: 12

Base Attack Bonus: 1
Attack Melee: -1
Attack Ranged: 3

Base Save Bonus: 0
Fort: 0
Rex: 2
Will: 0

Damage:
Taijutsu: 1 - 6 + -2 = 1 - 4

~Skills~

Chakra Control: (Int) 5+4+10=19
Ninjutsu: (Chk) 3+0=3
Genjutsu: (Int) 5+2+2=9
Taijutsu: (Str) 0+0=0

Swim: (Str) 0+0=0
Balance: (Dex) 2+0=2
Escape Artist: (Dex) 2+1=3
Hide: (Dex) 2+0=2
Move Silently: (Dex) 2+0=2
Sleight of Hand: (Dex) 2+0=2
Tumble: (Dex) 2+0=2
Use Rope: (Dex) 2+0=2

Concentration: (Con) 0+0=0
Craft: (Int) 5+0=5
Disable Device: (Int) 5+0=5
Forgery: (Int) 5+0=5
Knowledge: (Int) 5+0=5
Repair: (Int) 5+0=5
Research: (Int) 5+1=6
Search: (Int) 5+1=6

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

Bluff: (Cha) 0+0=0
Diplomacy: (Cha) 0+0=0
Disguise: (Cha) 0+0=0
Gather Information: (Cha) 0+0=0
Handle Animal: (Cha) 0+0=0
Intimidate: (Cha) 0+0+10=10
Innuendo: (Cha) 0+0=0
Perform Flute: (Cha) 0+1=1
Perform Dance: (Cha) 0+1=1
Seduction: (Cha) 0+0+10=10

Fuuin Jutsu: (Int) 5+0=5
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapons: 0
Sneak Attack: 0

~Possessions~


Money:
Ryo: x0

Equipment: -----

Possessions: Wooden flute
 

ProtoXtreme
Vice Captain

Obsessive Gaian

9,900 Points
  • Friendly 100
  • Generous 100
  • Tycoon 200

ProtoXtreme
Vice Captain

Obsessive Gaian

9,900 Points
  • Friendly 100
  • Generous 100
  • Tycoon 200
PostPosted: Sat Dec 05, 2009 2:35 pm


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

~Character Data~


Name: Odoriko Yuumei “Yue” (Yuumei=light and dark) ‘Crimson Scion of Oto’
Village: Hidden Waterfall (Takigakure); Currently residing at Hidden Sound (Otogakure)
Clan/Bloodline: Odoriko
Element Affinity: Wind/Fire
Age: 22
Gender: Female
Rank: Sannin

~Appearance~


Headband: She has headbands from both Kumogakure and Otogakure. But because of her current status as a wandering ninja (hermit), she wears neither of them. Later on, after she returns to Otogakure, Yuumei will begin wearing her Oto headband once more (like Hinata, around her neck).
Height: 5’7
Weight: 120 Ib
Hair: Dark-brown
Eyes: Crimson-red
Physical Description: Yumei usually has her extremely long but neat dark-brown hair down and flowing. Her long hair does not bother her but on long missions, she would tie it into a low, flowing ponytail (like Itachi’s), so that on the rare occasion she has to kill, blood would not ruin her hair. Her long, dark bangs fall over her forehead and she has long sidebangs that reaches way past her chin, framing her face. Yuumei has a normal complexion, though considered a bit on the pale side. Like the rest of the Odoriko clan, Yuumei has a slim, alluring figure and beautifully set features. She is certainly more modest than her relatives and chooses to expose meager amounts of skin. Obviously, she herself doesn’t realize her own beauty and thus does not know how to utilize it to the fullest advantage.
Clothing: Refer to the picture below.
User Image
User Image
Background: Yuumei was born to the Odoriko faction residing within Takigakure, with one older sibling, her sister Sayuri, whom she used to look up to as a child. Even though Yuumei was raised in Taki, she had never learned to grow fond of her home village. Quite the contrary, in fact, as much later Yuumei even expressed much contempt and disgust at Taki’s willingness to house dangerous missing-nin other villages searched to eliminate for the good of all. This conviction was later strengthened by her own sister’s betrayal in choosing to serve the Fifth Dawn and thus becoming recognized as a potentially dangerous nuke-nin.

When she was six years old, Yuumei’s parents brought her and her sister Sayuri to the village of Kumogakure, in hopes of living a secluded life away from the political struggles between Taki and the larger shinobi villages. Life passed by quietly, and Yuumei gradually came to love Kumo. And it was here, in the forest around Kumo, that she discovered an injured white tiger cub caught in one of the traps set by the village shinobi. She freed the cub, brought him home, and nursed him back to full health, feeding the cub food from her own plate. The tiger would later become her greatest (and closest companion) during her years as a wandering Sannin.

While there were occasional rumors of troubles between the other villages and the Fifth Dawn, Yuumei could hardly be bothered, living happily in Kumo with her family. After gaining the Genin rank in the village Academy, there was hardly anything missing from her life. She was talented, but compared to her sister Sayuri, Yuumei simply fades into the background. However, Yuumei had no idea of her sister Sayuri’s early involvement with the Fifth Dawn, which began around her sister’s early Jounin years during the family’s stay in Kumo. Yuumei was suspicious when Sayuri insisted that the family move to Oto instead so she could complete her Jounin training and become an ANBU. Her parents were reluctant, but they came to Oto anyways and lived under the rule of the very Otokage whom would later turn on his own village. Here in Oto, Yuumei became recognized as a Chuunin and her sister ascended the ranks of ANBU quickly, eventually becoming Sannin. In truth, Sayuri was charged with spying on Oto for the Fifth Dawn and served directly under the Otokage whom was fond of that missing-nin organization. Her parents were later killed during the kage’s attack on his own village, after his treachery was unveiled. Yuumei, whether it was fortunate or a curse, was out on an escort mission to the Fire Country during this time, so she did not know until her return to the village. When the Otokage was later assassinated by an ANBU group sent to track him down, Sayuri fled the village, leaving her sister behind.

Yuumei attempted to leave the village many times, but the new Otokage always stopped her, with the reasoning that a Chuunin could not do anything to stop a now dangerous nuke-nin Sannin. Upset and angered, Yuumei began training harder than ever, her cursed goal the only thought kept in mind. She became secluded, concerned only with growing strong, and abandoned her friends. It was during this period that she was presented as one of the two potential candidates for the Sannin Hatchi to train, the other being Tuyon. Hatchi refused to train Yuumei, seeing that she lacked qualities he wanted to see in his student, one being that she held no love for Oto and the other being that she was not concerned about the lives of others. That did not stop her, and she directed her hatred at both Hatchi and Tuyon, manifesting her anger in striving to outdo Tuyon in any of his accomplishments, even if it meant learning a field she once hated - medical ninjutsu. But as Yuumei’s extraordinary talent in the medical field grew increasingly apparent, she was constantly questioned as to why she refuses to save the lives of others so. Yuumei never quite answered that challenge.

The only clue Yuumei would later discover to finding her missing sister is retrieving the God’s Legacy Nodachi, Sei’on, twin sword to the God’s Legacy Nodachi, Scion, which her sister had stolen from Suna. The two swords were the prizes of Kirigakure, Scion having been stolen several generations ago. Sayuri’s fierce desire to unite the two swords was evident in the rumors Yuumei heard throughout her travels in her wandering years and so recovering the other sword would mean sooner of later her sister would show up for it. The second clue thus would be a certain Kiri clan whom descended from that very blacksmith whom forged the two swords, the Fubuki clan.

Yuumei would leave Oto upon becoming Jounin and traveled far and wide in search for her sister. At first, she wanted to avenge her parents as she had once directed the blame at Sayuri but eventually her search died down to a quiet love for her sister, the same love she held for her older sibling during her younger years. As time passed, the wretched girl searching for her lost sister blossomed into an extraordinarily beautiful young woman, began wielding the yari spear, the Odoriko clan’s physical grace, and even more famously for her medical prowess, as well as for her cruelty. She briefly returned to Oto, became recognized as a Sannin during the closing years of the reign of the Otokage before Shou Makashima, and left the village again, thought by many to never again return. But she did, for reasons of her own.

In the future, Yuumei plans to leave for the mountain village of Iwa, where she heard whispered rumors of a cold-hearted Fubuki boy whom resided as a refugee there. Having closely followed the Fubuki clan’s tracks, Yuumei guessed that boy must be the clan heir, the same heir whom had been missing since the Fubuki’s tragic escape attempt the previous year. He was the key to finding Sei’on. He was the key to finding her sister.
Personality: Due to her personal history and having lived much of her life as a wandering hermit away from both her home and adopted village, Yuumei grew to be cold and unsociable as she was beautiful, her only companion being her pet white tiger, Kiroshiro. She is never seen smiling, and on the rare occasion she does, it is at the closing moments of her opponent’s life, before killing them with her own hands. Underneath her cold mask hardened by difficult years, Yuumei is still a gentle soul, whom loves nature and animals very much, especially children, despite the cold, arrogant mask she has built over her emotions through difficult years.
Other: Yuumei holds only utter contempt at those willing to die so easily with the basis of ‘protecting their loved ones’. Her conviction, after seeing numerous bloody battles, is that once the defenders are dead, nothing is left to protect their dear ones, whom would then most certainly join the fallen in death. The defender can only leave a faint hope which would remain after death, but that is not enough to protect the living. Especially as an experienced medic-nin, Yuumei knows her primary goal quite well - to stay alive in order to keep her comrades alive.

Missions:

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

Jutsu:

Ninjutsu:

Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
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

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.]
Rank: C
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

Shikon no Jutsu (Dead Soul Technique)
With this Jutsu, the user can make the dead seem lifelike and allow their bodies to run around a bit as a diversion or decoy. What this skill actually does is cause the dead to temporarily resuscitate, allowing the user to control them and their actions for only a few minutes.
Rank: B
Cp cost: 70 + 10 per turn
Damage: Damage dealt by the body.
Requirements: Chakra 20 + Medic ninja Only. Chakra Control 50+, Treat Injury 50+
Training days: 20 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.
Rank: A
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.
Rank: A
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.

Ranshinsho (Important Body Points Disturbance)
By attacking the base of the brain stem with chakra converted to electricity, the user is able to flip the brain's movement signals to the arms and legs. For example, if one tried to move their right arm, their left leg would move in the way they wanted their right arm to move.
Rank: A
Cp cost: 20 per hit
Damage: Normal Taijutsu hit damage.
Requirements: Knowledge anatomy 65 ranks.
Training days: 20 days
Special: Opponent must roll 1 d4 per turn. If the result is a 2 the opponent is unable to function for that turn.
*Effect lasts for 2 rounds. If user continues to hit with this jutsu, rounds compound.

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.
Rank: A
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.

Infuuin: Kai (Shadow Seal: Release)
This jutsu releases the chakra stored inside a seal on the user's forehead. The user then uses this chakra for Souzou Saisei.
Cp cost: 5
Damage: N/A
Requirements: Fuuin Jutsu 45
Training: 10 days

Souzou Saisei (Creation Rebirth)
By releasing chakra that has been collected for some time (through Infuin: Kai (Shadow Seal: Release)), the user is able to heal all her wounds near-instantaneously, regardless of the severity of injuries.
Rank: S
Cp cost: 15
Damage: N/A
Requirements: Treat Injury 50, Chakra Control 50, Infuin: Kai
Training: 6 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.
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

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

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.

Genjutsu:

Magen: Jubaku Satsu (Demonic Illusion: Tree Bind Death)
With this jutsu, the user can make themselves disappear so that they can approach their opponent unnoticed. Once near the desired target, a tree will grow at the target's feet and branches from an illusory tree will bind them from behind so that they are unable to even move or use hand seals. Once the opponent believes that they are captured, the user can then reappear from above the tree and quickly kill the opponent, preferably with a kunai.
Rank: B
Cp cost: 60
Damage: 200 MHp
Requirements: Genjutsu 50 Ranks
Training days: 9 days.
Will save: 15 + half character level + half int mod + half wis mod
Special: If the Genjutsu is completely successful, the Victim passes out for 1 turn, being the mind believes they have been "killed"
To remain conscious, roll a Fortitude Check. If fortitude check is successful, victim remains conscious. The DC for the Fortitude Check is the Genjutsu Attack DC

Taijutsu:

Summoning Contract: None

~Stats~

LV. 55
Experience: 0/15500
Hp: 1750
Cp: 1815
MHp: 1650
Strength: 26 | mod = +8
Dexterity: 55 | mod = +22
Constitution: 55 | mod = +22
Intelligence: 70 | mod = +30
Wisdom: 50 | mod = +20
Charisma: 55 | mod = +22
Chakra: 70 | mod = +30
Dodge Bonus: 52 + 10 = 62 (+5 Defensive combat)

Base Attack Bonus: 55/50/45/40/35/30/25/20/15/10/5
Attack Melee: 63/58/53/48/43/38/33/28/23/18/13
Attack Ranged: 77/72/67/62/57/52/47/42/37/32/27

Base Save Bonus: 27
Fort: 49
Rex: 49
Will: 47

Damage:
Juubun Odori: 1 - 6 + 8 = 9 - 14
Kunai: (stabbing) 1 - 3 + 8 = 9 - 11 / (throwing) 1 - 4 + 22 = 23 - 26
Shuriken: 1 - 2 + 22 = 23 - 24
Senbon: 1 - 2 + 22 = 23 - 24
Yari: 2 - 8 + 12 = 14 - 20

~Skills~

Chakra Control: (Int) 30+50=80
Ninjutsu: (Chk) 30+270=300
Genjutsu: (Int) 30+35=65
Taijutsu: (Str) 8+0=8

Swim: (Str) 8+0=8
Balance: (Dex) 22+0=22
Escape Artist: (Dex) 22+0=22
Hide: (Dex) 22+0=22
Move Silently: (Dex) 22+0=22
Sleight of Hand: (Dex) 22+0=22
Tumble: (Dex) 22+0=22
Use Rope: (Dex) 22+0=22

Concentration: (Con) 22+0=22
Craft: (Int) 30+0=30
Disable Device: (Int) 30+0=30
Forgery: (Int) 30+0=30
Knowledge (History): (Int) 30+0=30
Knowledge (Life Science): (Int) 30+0=30
Knowledge (Anatomy): (Int) 30+35=65
Repair: (Int) 30+0=30
Research: (Int) 30+0=30
Search: (Int) 30+0=30

Listen: (Wis) 20+300=320
Read Lips: (Wis) 20+0=20
Sense Motive: (Wis) 20+200=220
Spot: (Wis) 20+350=370
Survival: (Wis) 20+0=20
Alchemy: (Wis) 20+0=20
Treat Injury: (Wis) 20+160=180
Heal: (Wis) 20+30=50

Bluff: (Cha) 22+0=22
Diplomacy: (Cha) 22+0=22
Disguise: (Cha) 22+0=22
Gather Information: (Cha) 22+0=22
Handle Animal: (Cha) 22+0=22
Intimidate: (Cha) 22+0=22
Innuendo: (Cha) 22+0=22
Perform Flute: (Cha) 22+0=22
Perform Song: (Cha) 22+0=22
Perform Dance: (Cha) 22+18+11=51
Seduction: (Cha) 22+217=239

Fuuin Jutsu: (Int) 30+15=45
Kawarimi: 0
Kunai: 0
Shuriken: 0
Ninja Weapon (Yari): (Str) 8+0=8
Sneak Attack: 0

~Possessions~


Money:
Ryo: x993

Equipment:

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

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

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: x50

Metal Wire: Wire can be used in several situations. It can allow the ninja to create trip wire explosive traps, it can be used in grappling, or as a method to tie down and restrict the movement of an opponent (Use Rope).
Amount: x200 feet

Yari: A yari is a simple spear used by many ninjas when fighting in melee combat.
Damage: 2 - 8 + str. mod. + half str. if two handed.
Range: Melee + 10 feet.
Special:
Amount: x1

Possessions: Wooden flute, Amethyst Amulet

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~Pet Data~


Name: Kiroshiro “Kiro” (Kiroshiro=black and white)
Species: White Tiger
Size: Large
Element Affinity: Earth
Age: 10
Gender: Male

~Appearance~


Height: 7'6
Weight: 300 Ib
Fur: Snow white with ink-black stripes
Eyes: A piercing ice-blue
Physical Description: A rather large white tiger. Kiroshiro commands an intimidating air at first appearance but is actually quite mild, having been found and raised as a little cub by the Sannin Yuumei during her early Academy years in Kumo. He is big and strong enough to carry two fully-grown passengers on his back.
User Image
Background: In the forest around Kumo, a young Yuumei had discovered an injured young white tiger cub, caught in one of the traps set by the village shinobi. She freed him, brought him home, and nursed back to full health, feeding the tiger scraps of meat and food from her own plate. During the days she watched over the cub, Yuumei named the white tiger Kiroshiro, for his beautiful white and black fur. However, upon reaching full health, her new tiger friend refused to return to his forest home no matter how many times young Yuumei tried. Whether her parents consented or not, Yuumei decided to keep him as her pet and later Kiroshiro would become her closest companion during her years of wandering. Yuumei taught him, bit by bit, first to follow simple commands, and then eventually to talk. It wasn’t an extremely difficult task, as Kiroshiro was perhaps one of the brightest animals around, though not born as a shinobi animal partner to begin with. And, he loved being able to finally talk to his beloved mistress.
Personality: In contrast to the stereotypical labeling on tigers, Kiroshiro is far from a violent, mindless creature. His looming presence strikes terror in most people but as Yuumei herself once commented, it’s only his appearance that’s terrifying. Nevertheless, Kiroshiro is very serious though express great sympathy in contrast to his mistress whom displays no pity. As people gets to know him better, Kiroshiro gives a warm, protective presence rather than a frightening one.
Other: Extremely sensitive to the scent of blood since as a tiger, his senses of smell and hearing are also more developed than that of his human mistress.

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.

Genjutsu-

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. 50
Experience: 0/13000
Hp: 1550
Cp: 1200
MHp: 1300

Strength: 40 | mod = +15
Dexterity: 60 | mod = +25
Constitution: 52 | mod = +21
Intelligence: 70 | mod = +30
Wisdom: 50 | mod = +20
Charisma: 30 | mod = +10
Chakra: 52 | mod = +21
Dodge Bonus: 55

Base Attack Bonus: 50/45/40/35/30/25/20/15/10/5
Attack Melee: 65/60/55/50/45/40/35/30/25/20
Attack Ranged: 75/70/65/60/55/50/45/40/35/30

Base Save Bonus: 25
Fort: 46
Rex: 50
Will: 45

Damage:
Bite: 1 - 2 + 15 (+42) = 16 - 59
Claws: 1 - 1 + 15 (+42) = 16 - 58
Tear: 1 - 3 + 15 (+42) = 16 - 60
Body Weight: 50 - 100 + 15 (+42) = 65 - 157

~Skills~


Swim: (Str) 15+0=15

Balance: (Dex) 25+0=25
Escape Artist: (Dex) 25+0=25
Hide: (Dex) 25+0=25
Move Silently: (Dex) 25+0=25
Tumble: (Dex) 25+0=25

Concentration: (Con) 21+0=21

Chakra Control: (Int) 30+0=30
Search: (Int) 30+0=30

Listen: (Wis) 20+330=350
Sense: (Wis) 20+0=20
Spot: (Wis) 20+380=400
Survival: (Wis) 20+0=20
Track: (Wis) 20+0=20

Diplomacy: (Cha) 10+0=10
Intimidate: (Cha) 10+270+4(for size)=284
Perform: (Cha) 10+0=10

Ninjutsu: (Chk) 21+0=21
Genjutsu: (Int) 30+320=350
Taijutsu: (Str) 15+200=215
Fuuin Jutsu: (Int) 30+0=30
Sneak Attack: 0

~Possessions~


Equipment: -----

Valuables: -----
 
PostPosted: Sat Dec 05, 2009 2:42 pm


User-name: Vidalene92
Posting: whenever possible.
Time zone: GMT +3

~Character Data~


Name: Kurina Uchiha
Village: Otogakure
Clan/Bloodline: UchihaThe Sharingan is a special type of pupil condition that naturally occurs in all members of the Uchiha clan, though not all of them gain the ability to use it. The Sharingan's first and most well known ability is to memorize any technique that it witnesses. It can memorize ninjutsu, genjutsu, and taijutsu with perfect accuracy, allowing the user to use the techniques as his own. In order to reproduce copied jutsu, however, one must have the necessary skill or ability to perform them. The Sharingan cannot allow the user to reproduce other kekkei genkai since the Sharingan user doesn't possess the same genetic trait. Additionally, Sharingan users cannot summon a creature which they have not made a contract with.
The Sharingan also grants the user incredible clarity of perception, allowing them to track fast-moving objects with ease and even predict the subsequent movements of those objects. The ability to track and predict movement is largely based on individual skill, as unskilled users have much more trouble tracking fast-moving objects. A fully-evolved Sharingan eye can track all but the quickest opponents, even if the user can't move at the same speed. This perception is also great enough to see through genjutsu, depending upon the skill of the user, and the ability to observe the movement and flow of chakra, but not to the same extent or clarity as the Byakugan.
Finally, the Sharingan is capable of a unique brand of hypnosis that involves suggesting actions and thoughts to the opponent. When used in conjunction with the other aspects of the Sharingan, this allows the user to perfectly mimic every move their opponent makes, even before they do, making it appear as if the user can see the future
Int + 6
Dex+ 4
All elements.
1 skill per level in genjutsu,
+10 intimidate, seduction, chakra control


~Stats~

Element Affinity: Fire/ Lightning
Age: 11
Gender: Female
Rank: Academy Student

~Appearance~


Headband: not acquired .
Height: 5.7 cm
Weight: 48 kg
Hair: long ,straight , black hair with a bit of purple tint and a bit layered,
Eyes:she has blue and Almond eyes.
Physical Description: she has a beauty spot under her left eye and a well slender and fit body ,because of her training and her excessive care of her shape. white skin tone though not pale. she ,has a small scar that goes up from her left cheek. And 4 earrings, two on each ear.other than that, she is beautiful and has a cunning look about her.

Clothing: she is wearing a black tube-top trimmed with netting,behind the top there is a sign of the uchiha clan. And black pants, with a stud belt with several small pouches for shurikens and scrolls.with an extra pouch on her right leg, there are also white bandages around her legs and a little below her elbow.

Background: Being born into the Uchiha clan, much was expected from the young and stubborn Kurina. Her childhood was pretty much normal like any other kid in Otogakure. Except the fact, that the academy was destroyed . she was happy , with her father, a well respected and powerful shinobi , her mother and her brother who was a chunnin. Everything was perfect, peaceful and an exact match to what a child would want. The perfect family. She was happy and didn’t have a care in the world, enjoying her time and spending it with her family and friends of her age.

That is until a specific incident happened , and everything went into ruins. The peace and perfection she had disappeared after a couple of mist assassins broke into the house in order to kill her father. While it seemed peaceful to the outsiders , it was chaos inside the house. She was with her mother hiding inside one of the rooms with her father dressed in his shinobi attire and anbu engaging the assassins. After what seemed like an eternity, some of the attackers broke into the door and rushed at them. Everyone fought bravely while Kurina and her mother stayed in the corner, watching with horror the events that lied in front of their terrified eyes. Kurina was afraid, too horrified to do anything, knowing she would only make things worse she kept silent with her eyes stained on a certain assassin that was fighting with her brother, who got knocked against the wall for a brief minute before the assassin turning to face her and her mother. She was frozen first, but immediately stood in front of her mother, an act of bravery or rather foolishness as she referred to it in her mind. He rushed towards her aiming for the mother ,before she interjected him and threw herself at him with whatever strength she had inside. It was all going throw slow motion as she felt a sharp pain across her face and then at her back ,due to being thrown at the wall. She couldn't open her eyes to face the dire truth that she was going to die. She didn't do anything, but she heard the screaming and the gasps of her mother as she stared at her and then at the figure in front of her who was impaled though the abdomen. He held a wide smirk while blood surged out of his body. Her brother tumbled on the floor in front of her ,laying his head on her lap that was covered with tears and blood. silly lil girl…you are brave it was all what she managed to hear ,half screaming and half crying . everything ended soon after that, the assassin responsible for this escaped and everyone was safe with minimal injury.

After the funeral of her brother, her life began taking another turn. Her father started teaching her and taking her of her like he did before, only this time, he was determined to keep her safe and make her strong, to hold the title of her lost brother or at least attempt to do so. He was both protective and cynical to make her so, while her mother was caring and understanding offering her warm and comfort whenever she could.

After that, Kurina wasn't completely shaken or lost , she held some scarred memories and the mark of bravery, or rather shame as she thought about it. Shame that she wasn't able to protect herself and the people she cared about as she should. So, she sat a course to do her best and try to be positive and realistic at the same time to achieve what her father longed for and to what she wanted: to avenge her brother's death and find what Fate had in stored for her. It was both a frightening and exciting path she was willing to journey.

Personality: Proactive most of the time,becuase she is stubborn and stern and certain events. aside from that, she is kind and understanding towards others who are nice and respectful and not full of themselves. she is a bit sarcastic but logical most of the time.

Other:
User Image.

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-
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"
Special: Add chakra mod to your Disguise check.

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.

Taijutsu-

Summoning Contract-

~Stats~

LV. 2
Experience: 103/110
Hp: 20
Cp: 8
MHp: 18

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

Strength: 6+4+2=12 mod= +1
Dexterity: 6+4 +1+4= 15 Mod: +2
Constitution: 6+4=10 Mod: 0
Intelligence: 6+4+6 =16 Mod: +2
Wisdom: 6+4+1=11 Mod: +1
Charisma: 6+2=8 Mod: -1
Chakra: 6+4+2=12 Mod: +2
Dodge Bonus: 13

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

Fort: 0
Rex: +2
Will: +1

Damage:
Taijutsu: 1-6 + 1= 2-7

~Skills~



Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex): +2
Alchemy (Int): +2
Awareness (Wis): +1
Athletics (Str): +1
Chakra Control (Int): +2+10 = +12
Concentration (Con): 0
Craft (Int): +2
Diplomacy (Cha): -1
Escape Artist (Dex): +2
Handle Animal (Cha): -1
Innuendo (Cha): +2
Intimidate (Cha): -1+10= +9
Perform (Cha):-1
Read Lips (Wis): +1
Seduction (Cha): -1+10= +9
Sense Motive (Wis): +1
Sleight of Hand (Dex): +2
Stealth (Dex): +2
Survival (Wis): +1
Treat Injury (Int) : +2


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons (Melee): 0
Ninja Weapons (Ranged): 0
Taijutsu: +1
Ninjutsu: +1
Medical Ninjutsu:
Genjutsu: +2
Fuuin Jutsu:
Sneak Attack:
Puppet Play:
~Possessions~


Money:

Ryo:

Equipment:
the Ninja pouch, which is empty for now.

Justinia93

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The Ghost of Xmas Awesome

PostPosted: Sat Dec 05, 2009 6:34 pm


Name:Xenon Maboroshi (Xen)
Village:Village Hidden in the Sound
Clan/Bloodline:Maboroshi
Genjutsu 1.3
Taijutsu 0.7
Int 1.2
Str 0.8
Wis 1.1
Con 0.9
Element Affinity:Lightning
Age:15
Gender:Male
Rank:Chuunin

~Appearance~


User Image

Headband: Sewn into the outside his White coat on the left arm
Height:6"0 feet
Weight:130
Hair:A dull silver, his hair is something of an enigma, simply because though it appears loose an buoyant, falling down just enough to cover his ears, no matter what abuse it goes through it always manages to regain it’s usual appearance. In a way his hair aides his usual calm persona.
Eyes: Gold, generally giving a dull and inattentive impression, they can also serve as windows to his true intent during brief moments where his intensity shines through.

Physical Description:While slightly tall for his age, he is also reasonably slim. His face is actually moderately handsome behind his thin rimmed circular spectacles, but it’s often put off by his dull lazy demeanor, or indeed sometimes by his creepy smirks. Though his soft smiles are far more common than either of the former since his return from his journey abroad.

Clothing:The clothes he wears are somewhat an extension of his eccentricity, being a light short sleeve shirt that looks to have been stitched together in three sections, under a fitted white long coat very similar to his old Doctors coat, which he was hardly ever seen without in his younger years.

Background:Xenon Maboroshi is a somewhat remarkable individual in the sense that while his past has shaped who he is, he took to the events which made him differently then most might expect. Born in a remote village named Tokotiki within the confines of Rice Countries back woods, he grew up with a sheltered childhood, the son of the village Doctor and his wife. He yearned to follow in his father's foot steps and help others, this desire only surpassed by his love for the happy fairy tales his mother always read to him. Enraptured by this illusionary world were good triumphed and happily ever afters were all but inevitable, the events which shattered this life were all the more harrowing.

Xen's true mindset, that of a Genjutsu master, had in truth always doubted this life, this lie he'd loved and cherished. His mind was not made to be in a child's body, his boundless curiosity and insight forcing him to close his eyes if he wanted to keep this happiness...so he did so...up until the day his eyes were forced open. Do to the accidental manifestation of his bloodline in a terrible moment of tragedy, Xenon destroyed the mind of a fellow child, and spared the life of a witness. The Witness of course rallied the village against him, the villagers arming to bring him to justice.

In the unfortunate events of a single night, Xenon's father was murdered, and his Mother stayed behind to sacrifice herself for him...or so he believed. Xenon himself had at last been forced to open his eyes, and upon once more encountering a Crow he had saved, a former Summon Spirit forsaken by it's Spiritual existence and left an ordinary Crow, he swore on that day to never allow himself to be consumed by illusions again, yet this was not what was so surprising. The boy, even so young, found his logical mind could not condemn those who killed his parents. They had merely acted out of fear, their own convictions, and thus was born was his own creed.
To follow ones heart, and to allow others the same courtesy In this world good and evil were illusions, misinterpreted as absolutes by so many...and thus they led to the persecution and false damning of many lives.

He would only ever follow his own judgment, his own heart, and in turn he would not think evil of those who did the same.

While he was eventually separated from Mokutan by a storm,he was constantly helped along his way by a mysterious figure, who aided him many a time, enigmatically appearing, only to disappear without a word. The Figure grow more scarce when he was at last taken in by Oto, but Xenon would still catch glimpses of them out of the corner of his eye, standing vigil over him like some silent guardian from the shadows... Xenon still does not know their identity.

Academy- During Years at the academy of Oto, Xen remained moderately under the radar of interest. Learning, and maintaining his persona of lazy innocence, to all but one person. This person, his self proclaimed nemesis and later to be rival, was Kimiko Momoe. Oddly enough this strange hero obsessed girl was so amusing to the young Maboroshi, she became "his favorite toy" and the closest thing to best friend he'd ever admit to having for quite some time.

Genin- It was perhaps fate that he, after demonstrating skills on par with some lesser competitors at a CHUUNIN exam, passed the Genin exams and was placed on a squad with Kimiko, to his endless amusement. The other member of his team was Raine Tekkenseisai, a powerful boy with a heavy weight on his shoulders, but a fire in his heart. Together the three were placed under their Sensei, Dash, and after passing the rather up-surd obstacle course their Sensei set up for them, were immediately forced into a B-rank Mission, during which they uncovered a conspiracy, and thwarted Otogakure's potential Destruction. They even encountered, and defeated, the Dangerous psychopath called "3".

After reuniting with the crow Mokutan, Xenon's quest for strength was beginning to be put into perspective. The Boy had already experienced being helpless, having his will which he followed so closely being unable to prevent the events which ended his old life. While he does not regret that transformation, he does not ever wish to feel it again, and so began his quest to become nothing short of the most powerful being in the world. He was certainly not entirely chasing a dream either.

His talents and abilities, along with his teammates, were nothing short of impressive, bringing themselves up to being the strongest Genin team in Oto completely unchallenged, yet this didn't seem enough for Xenon. After a particularly heated Training session, in which he lost his temper and injured his Sensei, Xenon had what some might call an epiphany, and realized how he'd let his emotions skew his pursuit of the power he wanted.

Though this far from ended his quest, it changed it's nature, making it more a passive guiding force in his life, though this didn't prevent him of delving head first into the Labyrinth of Madness which lay at the foot of Mount Oto. Within Xenon faced his inner demons, very near literally as the figments brought his mind seemed strengthened by his own Illusionary talents.After beating the madness within however, the boy recovered an object of power not touched since the Devil of Oto, Orochimaru himself, had lain it before his last apprentice. The Snake Contract.

Earning the trust and Loyalty of two of the Snake spirits, Xenon's life seemed to be going well, finally having come to terms with his Sensei, his teammate Raine against whom he'd slightly clashed personality wise before, and of course with his pursuit of Power, after a long talk with the wise and Immortal Head of the Azan Clan. Though his life was about to take yet another interesting turn...

Time-Skip- Xenon was surprised one day to find himself setting out from Oto, Apprenticed to another Member of the Maboroshi Clan named Crow. Wise, and almost serene in his gentle, if somewhat bored, calm, the man seemed to genuinely care for him as a student, and to Xenon's further surprise he liked the man almost immediately. Their Mission in the turbulent times, aside from Xenon's training, was to travel about the lands as Oto's ear to the ground, acquiring information while not actually having to ruffle any feathers...or at least as few as possible.

Though when the war broke out in Fire Country this became more hazardous, it was nothing that Skilled young man and his powerful Mentor couldn't handle...though things got even more interesting as the two crossed over into Wind Country. Through happenstance, they there met a Boy named Patsu Irathin, and young man with a blazing heart that reminded Xenon of his teammate's, and eyes full of Heroic determination that could sway people's hearts. After a brief misunderstanding, in which Patsu attempted to attack Xenon, it turned out that Patsu was hunting down a man by the name of Itskani, who i turned out was a dangerous Crime boss who dealt in various unscrupulous activities.

To avenge the death's of his family, Patsu sought to bring this man down, and Xenon, in a strange twist of fate, announced that he would like to help him. Crow taking this as a good sign, agreed that they could do so, and that they would have plenty of opportunity to gather info while they assisted, indeed Crow's contacts would be of great help in tracking this man down.

Returning to Fire Country, the three discovered not only another alley in the eccentric money loving bounty hunter Ryoko Masaki, but they also were able to dig up the location of Itskani's main Operations, which lay in the South of Fire Country, away from the fighting. Though their passage still wasn't easy, the four managed to track down one of the Crime lords bases, only to learn the true wrath of his Organization came in the form of the Troop of Missing Nin he employed known by the Shi no Saakasu, (The Circus of Death). It is at their first encounter with this dangerous group that Xenon meets Kyojin.

Like himself in fighting style and skill level, Kyojin was the circus's knife thrower, and indeed may very well have been the second strongest among their number. Cunning, and dangerous, perhaps even mad, Kyojin and Xenon met, and almost immediately felt a growing confrontation between them. Similar, and yet irrevocably different, the two seemed to have a strange respect for one another, yet also destined to clash. When Xenon's group attempted an assault on Itskani's compound only to learn that the crime boss himself was already gone, it was Kyojin who led the present members of the Circus in their dark game of cat and mouse, until Xenon's allies managed to escape with the assistance of the enigmatic Kunoichi Toko's assistance.

Kyojin became Xenon's nemesis, the cheshire grinning knife artist eager to engage the Maboroshi whenever he could seize the chance, attacking them twice more before at last their final confrontation against the Circus and Itskani came.

Amidst this time before the final confrontation however, Xenon found himself locked in battle against their new ally Toko, as he finally learned her true idetity. Having known her as a child, Toko's true name was Sei, and she'd changed her name in memory of their home village in common, the occupants of which had been systematically slaughtered after the incident with Xenon's family.

Sei and Xenon were now the soul survivors of Tokotiki village, and her adopted name was in honor of the now silent town, her goal to take revenge on Xenon, whom she believed to be responsible for the villagers deaths in retribution for his own family.

In the end Sei was not able to kill Xenon, lacking both the skill, and, in the end, the will to do so. She had grown to enjoy her time with their group as she'd been traveling with them, and the reason she had taken so long to act in the first place it seemed, had been because of her growing feelings of friendship with them.

Xenon was able to convince her of his innocence, but not, it seemed, of Crow's. Sei had grown to have strained feelings for the object of her vengeance, so when the opportunity came to turn suspicions on another, she took it gladly. She now believed Crow to be the one responsible for the death's of the villagers, acting in defense of his young Clan mate, but she chose to not do anything about it for the time being, partly for Xenon's sake,and partly because she knows that she could not yet defeat him.

When at last they confronted Itskani, Crow stayed back and to fight off no less than five of the Circus's members, along side the mysterious figure who had protected Xenon since his families death, shattering both Sei and Xenon's theory that they were the same person. As Patsu, Ryoko, Sei and Xenon went on ahead, each found them self matched against an opponent, staying behind while the others went on, Ryoko revealing that her reason for joining them originally was because she held a grudge against one of the members of the circus, who it seemed had killed her mother.

As Sei engaged the Circus's lion tamer, and Ryoko the one she'd hunted, Xenon and Patsu reached the second deepest chamber of Itskani's hidden tunnels...where Kyojin was waiting amidst a room full of water reservoirs. Patsu going on ahead, Xenon and Kyojin held a long discussion about what made them so different, the pair at last reaching their resolution in a final climatic battle. In the end Xenon chose to spare Kyojin's life, leaving him behind as he went ahead to join Patsu.

As each of their group rejoined them, Patsu's losing battle against the Circus's leader Braago ended in his victory, not in the end because he was stronger, but because Braago couldn't bring himself to fight fully against the boy's spirit, Braago himself in the end being the one to kill Itskani. Rallying the members of the Circus that still lived, stating that he held no grudges, Braago and his remaining troop departed to parts unknown...though Kyojin and the twins that often followed him around it seemed, had disappeared.

Their long labor Complete, Xenon and his friends parted ways, Patsu and Ryoko partnering together as Freelance Bounty hunters, while Sei disappeared quietly into the shadows as usual, her final words to Xenon before she vanished a promise that would see him again someday. That done, Crow and Xenon returned to the Village hidden in the sound, where Xenon reunited with his team...and of course, met his self proclaimed one true rival again after a year.

Kimiko Momoe and Xenon Maboroshi had both changed greatly over their time apart, but the only way that they seemed to be able to catch up was in a battle, each of the two fighting to their utmost as in the end the two friends epic show down concluded with a draw.

His home coming complete, Xenon was surprised when his Teammate Raine departed much the same way he had, he and Kimiko alone with Dash over the course of the next year as he dedicated him more closely into medical Study, his fascination with the field revived from when he was a child. Though he of course went on Missions with Kimiko and Dash, the year was spent mostly on down time when compared to his previous, though he did encounter Ryoko and Patsu again.
When at last Raine returned, his journey having strengthened the young boy greatly, the three reunited team Members set off together this time to enter the Chuunin exams...for which they might have been the slightest bit over qualified...

Personality:Xenon's personal beliefs strongly influence who he is today, a person who is while at times shrewd, capable of killing without remorse, also rarely does so long as the person in question's motivations appeal to him in some way. A Curious soul by nature, he often comes off as a very scientific sort in methodical and questioning manner, though this impression is often out done by his usual social facades, of which he has two. A Facade being perhaps a strong word, Xenon Maboroshi's usual expression is completely neutral, taking after his Sensei Crow in seeming almost bored, his voice generally smooth and casual in conversation. The other of which is perhaps an expression of his constant amusement of the world around him, is an almost harmless knowing smile. When he drops either facade he generally is wearing a smug smirk, though not a particularly malicious nor arrogant one. Rather one more of a person laughing at a Joke whose punchline completely eludes everyone around him. While he does have the occasional moment where he gives an unmistakable creepy leer, this look is apparently a personal way of entertaining himself, started when his long time friend and Teammate Kimiko told him he was like some kind of mad scientist. In the end Xenon has an extremely flexible personality, capable of both complete altruism, and utter selfishness, depending on his situation at the time.

Other:He likes observing conflict, though of the heart and mind, rather than physical violence. For this reason he also enjoys manipulating people for fun, albeit light-heartedly. He holds a certain interest philosophy as well.


Missions:

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

Jutsu:

Ninjutsu-

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.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
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.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
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
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilising your chakra to enhance the effect.
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
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
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.

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 practise activating them.

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.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practise wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.

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
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practise breaking your chakra circulation and the genjutsu.
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
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practise fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

Medical Technique: Minor Chakra Heal
http://images1.wikia.nocookie.net/__cb20090806053427/naruto/images/thumb/f/f9/Rin3.jpg/180px-Rin3.jpg
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
Training:
Stage I: Chakra Control DC 30 Heal a wound of a lesser life form (flower, insect, tiny animal...).
Stage II: Chakra Control DC 32 Increase the radius of a wound and repeat stage I.
Stage III: Medical Ninjutsu DC 27 Heal a wound of a fellow human being.
Special: Heals a small amount of HP on a desired target.

Fukumikuchi Hari (Hidden Mouth Needles)
The user is able to summon forth needles into the mouth and then spit them out at their opponent with precise accuracy.
Cp cost: 2 per needle
Dice Rolls: 4 Rolls
Damage: Total Needle "Senbon" damage + chk mod instead of dex mod
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Dexterity 20, Chakra Control 12, Ninjutsu 10
Training: 2 stages.
Stage I: Chakra Control DC 22 The technique works by quickly transporting the needles in your pouch or on your body into your mouth. It's hard to get but practise enough and you should do it with negligible injury.
Stage II: Dex DC 18 {d20 + dex mod} Now that you can fill your mouth with needles you'll probably want to get them out. Work on your aim and the speed of your spitting.
Special: You can only spit out an amount of needles equivalent to your ranks in Chakra Control. Eg. you have 12 in Chakra Control, you can only spit out 12 needles and your technique damage is 12 - 13 + chk mod. Of course you must have enough needles in your possession.

Kuchiyose no Jutsu (Summoning Technique)
This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being 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 being can be summoned with a blood sacrifice to perform a task or help the user in battle.
The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices.
Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread.
Cp cost: Varies.
Dice Rolls: 4 Rolls
Damage: Depending on summon's power.
Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25
Training: 4 stages
Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply.
Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along.
Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it!
Stage IV: Ninjutsu DC 40 Combine the previously trained elements.

Raiton: Raihappa no Jutsu (Lightning Release: Lightning Blast Technique)
The user creates a lightning bolt out of his chakra and sends it swiftly to his opponent.
Cp cost: 70
Dice Rolls: 4
Damage: 40 – 70 + chk mod
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 28, Ninjutsu 25
Training: 4 stages
Stage I: Chakra Control DC 38 Convert your chakra to pure lightning.
Stage II: Chakra DC 25 {d20 + chk mod} Fiddle with your created lightning to make it more hot, have a higher voltage, etc.
Stage III: Chakra Control DC 40 Work on the speed of your jutsu.
Stage IV: Ninjutsu DC 37 Combine the previously learned elements.

Kanashibari no Jutsu (Temporary Paralysis Technique)
http://images3.wikia.nocookie.net/__cb20100627194449/naruto/images/thumb/8/82/Temporary_Paralysis_Technique.JPG/300px-Temporary_Paralysis_Technique.JPG
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
Training: 3 stages
Stage I: Intimidate DC 20 Make yourself as assertive and frightening as possible.
Stage II: Ninjutsu DC 28 Use chakra to enhance the effect, eg. by creating a chakra aura around you.
Stage III: Chakra DC 20 {d20 + chk mod} Combine the previously learned elements.
Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact.

Tobidogu (Projectile Weapons)
http://images1.wikia.nocookie.net/__cb20091110170240/naruto/images/thumb/7/72/Flying_Tool_2.JPG/300px-Flying_Tool_2.JPG
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.
1 [small objects, eg, kunai, shuriken]
5 [medium objects, eg. tanto, books]
15 [in between objects like katana]
25 [large objects, eg. human-sized puppets, kusarigama, nodachi]
50 [huge objects]
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Summoning scroll, Intelligence 20, Ninjutsu 10/15/21/28/36 [depending on the size], Chakra Control 12/17/24/30/38
Training: 1 + 1 stage per size increment
Stage I: Chakra Control DC 17 Learn how to seal and unseal small items.
Stage II: Chakra Control DC 25 Learn how to seal and unseal medium items.
Stage III: Chakra Control DC 34 Learn how to seal and unseal larger items. It's starting to get a bit harder now to push the objects in.
Stage IV: Chakra Control DC 42 Learn how to seal and unseal large items. It now requires a lot of control or brute chakra force to seal the objects into the scroll.
Stage V: Chakra Control DC 53 Learn how to seal and unseal huge items. Even more chakra control is required to manipulate the fine points of the summoning scroll to let the huge object in.

Raiton: Raishindou (Lightning Release: Lightning Surge)
http://images2.wikia.nocookie.net/__cb20100424195418/naruto/images/thumb/7/78/Lighting_surge.jpg/300px-Lighting_surge.jpg
The user slams his hand onto the ground and causes lightning to spread from his hand to underneath all opponents.
Cp Cost: 80 Cp
Dice Rolls: 3
Damage: 55 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 25, Ninjutsu 20, Chakra 26
Training: 3 stages
Stage I: Chakra Control DC 35 Convert your chakra to pure lightning.
Stage II: Chakra DC 18 {d20 + chk mod} Forcing your electric chakra into the ground with as much force as possible.
Stage III: Ninjutsu DC 30 Ensuring a uniform spread around yourself inside the ground.
Special: All opponents and allies must succeed a Reflex save or take full damage from the technique and then have to roll a Fortitude check. If victim fails Fortitude check, he suffers -5 to all movement rolls in his next turn.


Raiton: Rairyu Dageki Dangan (Lightning Release: Lightning Dragon Shock Bullet)

The user begin to channel and attract all the static electricity within the air around them, and from within there bodies in to a small sphere at the front of there open mouths, as well as applying as they do so to strengthen the charge. Once enough static electricity is gathered, it is expelled. The expelled charge of electricity acts like cloud to cloud lightning. The charge seeks out a differing electric potential, other than the user. As it does so, the user shapes the front of this lightning-like charge in to that of a dragon head with his chakra. Because it is seeking out another electric potential this technique rarely misses its target.
Cp cost: 200
Dice Rolls: 4
Damage: 100 - 200 + chakra mod.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning affinity, Chakra Control 35, Ninjutsu 33
Training: 4 stages
Stage I: Chakra Control DC 45 Use your chakra to seek and generate static charge around you and into a sphere in your mouth.
Stage II: Chakra DC 28 {d20 + chk mod} Increase the potential difference of your electricity and continue to build up the charge.
Stage III: Chakra Control DC 48 Practise aiming and unleashing the technique accurately on targets.
Stage IV: Ninjutsu DC 48 Combine the previously learned elements.
Special: Add +12 to the Reflex DC for this jutsu.



Genjutsu-

Kuro Ikkou no Jutsu (Black Thought Technique)
This Jutsu, while simplistic, can also act as a reflection of a Genjutsu user's talent. The aim of this genjutsu is primitive, but the effects can be devastating in the hands of a master. While not showing any horrible visions or disrupting the person’s perception directly, it causes the person to think things he or she would normally find unthinkable; murdering their own family, killing their closest friend, betraying their lover. The stronger the user of this jutsu is the more the person is consumed by this terrible thought, and the more it damages their psyche.
Cp Cost: 15 + 5 per turn the technique is continued.
Dice Rolls: 2
Damage: 15 - 30 + int mod
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 14, Chakra Control 18
Training: 2 stages
Stage I: Chakra Control DC 24
Stage II: Genjutsu DC 22
Owner: The Ghost of Xmas Awesome

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
Training days: 2 stages
Stage I: Chakra Control DC 20
Stage II: Genjutsu DC 18

Magen: Jubaku Satsu (Demonic Illusion: Tree Bind Death)
With this jutsu, the user can make themselves disappear so that they can approach their opponent unnoticed. Once near the desired target, a tree will grow at the target's feet and branches from an illusory tree will bind them from behind so that they are unable to even move or use hand seals. Once the opponent believes that they are captured, the user can then reappear from above the tree and attack.
Cp cost: 60
Dice Rolls: 4
Damage: 100 - 150 + int mod
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 33, Chakra Control 35
Training: 4 stages
Stage I: Chakra Control DC 45
Stage II: Intelligence DC 25 {d20 + int mod}
Stage III: Chakra Control DC 47
Stage IV: Genjutsu DC 43

Taijutsu-

Sennen Goroshi (One Thousand Years of Death)
A very simple Taijutsu technique with a very over-dramatized name. A technique in the one plunges the user's fingers into the vicinity of the victim's rectal regions. However, the true meaning of the technique was mainly to use a pointed object (usually a kunai), in order to attack the blind spot of the enemy.
Cp cost: ----
Dice Rolls: 2
Damage: Taijutsu damage and -3 MHp
Requirements: Athletics 2
Training: ----

Summoning Contract-

Blood Marsh Snake Contract: Snake


~Stats~

LV. 30
Experience: 0059/1550
Hp: 450
Cp: 660
MHp: 540

((All points not specified were obtained via the system reformation, previous training points lopped in with the rest, as per request.))
Strength: 6+12 18 x.8(clan) 14(total) Mod:2
Dexterity: 6+34 40(Total) Mod:15
Constitution:6+18 24x.9(clan) 21(total) Mod: 5
Intelligence:6+42 48x1.2(clan) 57(Total) Mod: 23
Wisdom: 6+20 26x1.1(clan) 27 (total) Mod: 8
Charisma:6+24 30(total) Mod:10
Chakra:6+40 46total) Mod:18
Dodge Bonus: 33
Base Attack Bonus:30/25/20/15/10/5
Attack Melee:32/27/22/17/12/7
Attack Ranged:45/40/35/30/25/20

Base Save Bonus:15
Fort:20
Rex:30
Will:23

~Skills~


Ninja Skills [Mundane] ((Modified By)):
Total Skill points 310


Strength+2
Athletics (Str):5

Dexterity:+15
Acrobatics (Dex):10
Escape Artist (Dex):0
Sleight of Hand (Dex):0
Stealth (Dex): 20

Constitution: +5
Concentration (Con): 6

Intelligence: +23
Alchemy (Int):0
Chakra Control (Int):40
Craft (Int): 5
Treat Injury (Int):10

Wisdom: +8
Awareness (Wis):15
Read Lips (Wis):0
Sense Motive (Wis):13
Survival (Wis): 7

Charisma:+10
Diplomacy (Cha):9
Handle Animal (Cha):0
Innuendo (Cha):0
Intimidate (Cha):16
Perform (Cha):0
Seduction (Cha):3

Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons (Melee):0
Ninja Weapons (Ranged)(Senbon):20(total)
Taijutsu:0x0.7(clan)=0
Ninjutsu: 40(total)
Medical Ninjutsu: 35 (total)
Genjutsu: 40x1.3(clan) 49(total)
Fuuin Jutsu:1
Sneak Attack:15
Puppet Play:0

~Possessions~


Money:

Ryo:83

Equipment:

65 x Senbon
Radio: The short range radio is capable of keeping ninja in contact across several miles. The radio can accept multiple frequencies and is activated to talk by pushing a button on the neck attachment.


Valuables

Pocket Watch
Small Black notebook- in which Xenon often takes notes on anything that strikes his attention.
A small poker chip, which he usually seems to have in his coat pocket, though he rarely takes it out.

~Pet Data~


Name: Mokutan
Species: Crow
Size: Small
Element Affinity: Wind
Age: 18
Gender: Male

~Appearance~


Height: 1.6 feet
Weight: 20
Feathers: Black and soft
Eyes: Gold reflective irises
Physical Description: He seems to be a regular crow by all appearances, and even seems to lack the summon spirits powers, but he is at least able to properly talk...though that might be less advantagous for those around him.
Background: Always picked on for being somewhat of a coward and a runt, Mokutan tends to refer to the other crow’s as “A bunch of self important jerks.” Rather unfond of the spirit world, he prefers the human world and when he finally found a way to escape, he was rather pleased… the only price he had to pay was his powers, becoming for all physical purposes an ordinary crow. Yes… perhaps it was a steep price after all.
Xen actually saved the bird three times over the course of his life, first when he was a smaller child, again shortly after his parents death, and again when he they met in Otogakure after Xen became a Genin. It was after this third time that Moku seemed to stick to Xen, and can often be found on the boy’s shoulder or in the near vicinity.
Personality: Moku tends to whine about danger and explain he’d much rather be doing something else, but he’s also incredibly loyal to his master and will do as he’s told once given an order, even if he isn’t happy about it. He grows attached to those who are kind to him, and while he puts up the wall of a run at the first sign of danger turncoat, he’d be the least likely to abandon his friend in trouble. Light hearted and a joker at heart, he’s not so bad over all.
Other: He’s a bit of a flirt, and addresses people he respects as “Chief” and “Boss”. For now the list is rather short.

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

~Stats~

LV. 21
Experience: 46/2100
Hp: 273
Cp: 399
MHp: 315


Strength: 10 | mod = 0
Dexterity: 10+10=20 | mod = +5
Constitution: 10+7=17 | mod = +3
Intelligence: 10+30=40 | mod = +15
Wisdom: 10+10 | mod = +5
Charisma: 10+0 | mod = 0
Chakra: 10+30=40 | mod = +15
Dodge Bonus: 25

Base Attack Bonus: 21/16/11/6/1
Attack Melee: 21/16/11/6/1
Attack Ranged: 26/21/16/11/6

Base Save Bonus: 10
Fort: 13
Rex:+15
Will: +15

Damage:
1-3 Talons


~Skills~




Mundane Skills


Str: +0
Athletics: (Str) 10

Dex:+5
Acrobatics: (Dex) 10
Stealth: (Dex) 20

Con: +3
Concentration: (Con) 10

Int: +15
Chakra Control: (Int) 30

Wis: +5
Awareness: (Wis) 10
Sense: (Wis) 20
Survival: (Wis) 20
Track: (Wis) 20

Cha: +0
Diplomacy: (Cha) 10
Intimidate: (Cha) 0
Perform: (Cha) 0

Ninja Skills

Ninjutsu: 20
Genjutsu: 30
Taijutsu:
Fuuin Jutsu:
Medical Jutsu:
Sneak Attack:


Name:Kimiko Momoe
Village: Otogakure
Clan/Bloodline:Masuta
+1 Int every 8 levels
No item under medium rank difficulty can be made (because it would be a disgrace to their art to make something so simple. It would be like a lord dirtying his hands tilling the earth)

+ 1 to Craft: Blacksmith every 2 levels
+ 2 to desired ninja weapon skill every 5 levels
Element Affinity:Fire
Age:15
Gender:Female
Rank:Chuunin

~Appearance~


User Image

Headband: About her waist, sewn into the side of her belt.
Height:5'10
Weight:110
Hair: While not as curled at the ends as it once was, Kimiko's Hair is very full, and where in her younger years streak of crimson adorned it, now only her natural raven like coloring remains. She usually can be seen wearing an ornament given to her by a friend in parting, which makes it seem she's sporting two white diamond shaped figures above her left eye.
Eyes: Dark green
Physical Description:Kimiko's naturally fair tan skin and arduous training have certainly allowed her to blossom into her own, but oddly enough she spends very little time on her appearance. It seems as though anything she has with her on a regular basis is not for it's fashion, but rather its meaning to her. Blissfully unaware of trivial things like how she looks, Kimiko's appearance is often completely unplanned, this leading to some surprisingly bad hair days early in the morning before it settles...
Clothing: Kimiko's outfit usually consists of burgundy sleeveless top, and white shorts which allow her to move quickly, compensating for her general lack of coordination when she doesn't have a sword in her hand. Aside from the belts she wears heavily at her waist, her locket, and her hair Ornament, the only other article she wears consistently is her coat, which was, like most of the former, a gift with sentimental value.

Background: Kimiko Momoe's parents adopted her when she was brought to Otogakure by a close friend of their's after being rescued from the massacre of her old one. She was just a new born baby then, and recalls nothing of her previous parents. Both she and her adopted parents, Sanako and Keisuke, consider her their daughter and they've never acted any differently.

Growing up in a somewhat sheltered life thanks to the efforts of her doting father, Kimiko was raised to have a deep passion for heroes, and to always speak her mind with the utmost passion. Her father's eccentric "Burning Passion!" rubbing off on her, she tends to be overly dramatic, though the influence of her mother has also left it's mark in her ability to be grounded when the situation calls for it. While incredibly naive to the ways of the world, Kimiko was actually rather smart, and thus entered easily into the Shinobi academy, which she bullied her father into letting her enter...rather she informed him she was going, and he was prevented from stopping her by her Mother.

At the Academy, Kimiko Momoe didn't make many friends. She was loud, and didn't seem to have much concept for personal space. While her obviously kind and harmless nature made it difficult to actively dislike her, she was, in a word, rather annoying, and more importantly embarrassing, to hang around for too long. Undaunted by this, Kimiko never once gave up, her goal apparently to be a real Genuine Heroine, just like in her manga. It was perhaps fate that she then met Xenon Maboroshi.

Maboroshi, as she would eternally refer to him as, quickly became a guiding force in Kimiko's life, actually accepting her proposal to be her nemesis, his smug and knowing nature goading the young Kimiko to no end. They clashed throughout the academy, or rather, Kimiko attempted to foil his many non existent evil plots, while Xenon himself was treated to endless entertainment on a daily basis at her expense. As they grew and became Genin Kimiko's maturity seemed to allow her to see that Xenon Maboroshi was far from the wicked nemesis of her story, the boy being quite possibly her closest friend, who when she as last resort asked him for help preparing for the Genin exams, consented without batting an eye. Not even being condescending about it. This transition in her view of her rival was good for her, and decidedly bad for young Xen, Kimiko naming him her Anti-hero, best friend and eternal rival, who she would someday reform into a true Hero, just like she herself intended to be.

While her success in changing Xenon's seemingly unmoving nature seems limited, merely her own vibrant self seems to have had more effect than her efforts themselves, Maboroshi having greatly softened since knowing her.

As She was placed on a Genin team, having passed the Genin test, Kimiko was partnered with her Rival Xenon, and yet another person destined to become her close friend, Raine Tekkenseisai. As another person with a strong heart and firm morals, Kimiko and Raine hit it off immediately, Kimiko often having to act to prevent clashing between Raine and Maboroshi, who's personalities didn't click quite as easily at first.

Her Genin team excelling together, quickly becoming the strongest in the village practically over night, Kimiko herself was learning a great many things. Her Mother it seemed, Sanako, was once Rogue Ninja by the name of Broken Lotus, and unlike Kimiko's father who was a remedial Shinobi at best, Sanako was a master with a sword. Apprenticing herself under her mother, Kimiko's abilities with a sword were nothing less then prodigal, as though she had been born to wield it, her talent with Ninjutsu equally impressive, despite her trouble with it during the academy. Training herself desperately to catch up with her two powerful teammate's, Kimiko was able to train her chakra to incredible levels, mastering even the Kage Bushin, which she found amongst the home of Raine's former master when the team came across it.

Finally having caught up with her impressive teammate's however, her life, and the lives of many in the world, was about to change.

Time Skip
Kimiko's rival, for whom she relied on unconsciously as her drive to grow stronger, left on a training mission with Crow, the very friend of her Mother's who'd rescued her, and brought her to the village all those years ago. In the wake of this, Kimiko might have been expected to slow down, but the idea that somewhere her rival might be surpassing her, seemed to drive her even harder, though, in truth, this was likely just Kimiko's way of dealing with missing her friend. Training with Raine, Dash, and her Mother on a daily basis for many months, Kimiko's skills continued to grow, and when the war broke out in fire country, Kimiko, despite her rank as a Genin, was assigned a Mission close to the border with the Nation at war. Her actually team incomplete, Kimiko was placed on a make shift team compiled under a Chuunin named Mikito Kaito, who was actually a friend of Xenon's. The other two members of the team were actually from another squad which had graduated with them, Kimiko familiar with one of them, Atsuki Saijo, the very personification of man of few words, and another who'd been in a separate class, an eccentric young kunoichi name Yukimaru.

While their mission should have been routine, a merely escorting refugee's crossing over the border, when a group of deserters from the Daimyo's army, led by a young upstart ex officer with delusions of grandeur, attacked, attempting to take the village as their own.

After clashing with the Officer, one Ryousei Edo, who it seemed was trained as Shinobi, the true threat behind him seemed to a female assistant by the name of M, who pushed Kimiko to her limits in a one on one final battle. Claiming victory, Kimiko earned herself something of a reputation with the refugee's, her make shift team patrolling the borders for a few more months before returning to home.

Xenon finally returning himself, Kimiko proved that she had matured over the course of the year, much of her childlike temper gone, her innocent, more naive nature, and her slight serious side, both having grown to eclipse it completely. With a smile on her face, Kimiko faced down Maboroshi with every she had, the two eventually fighting to a draw.

Over the course of the next year, Kimiko continued to train though now it was Raine that off on a journey, Kimiko was content that he too would return, and didn't much it bother her. In the end she was proved correct, her team reunited just in time to take the Chuunin exams, at which they preformed with Distinction.

Personality: Kimiko's mixture of Kindness, and Heroism, coupled with her firmly rooted ideals and passionate drive to speak her mind, often leads to a somewhat mixed impression. She's capable of being gentle and innocent, while also cocky and overly dramatic. Her tendency to be overly dramatic sometimes seeming more like a condition handed down by her Father Keisuke.
In many ways she's much like the fire that she wields via her justu, able to burn those who aren’t careful around her, but life giving and warm to those she keeps close.
Other: "Justice and love, will always win!"

Missions:

S:
A:
B:3
C:8
D:12

Jutsu:

Ninjutsu-


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.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
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.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
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
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilising your chakra to enhance the effect.
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
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
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.

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 practise activating them.

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.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practise wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.

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
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practise fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.


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
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practise breaking your chakra circulation and the genjutsu.
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.


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: 45
Dice Rolls: 3
Damage: 35 - 50 + chk mod
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Generate the flame from within you by molding your Fire Affinity chakra.
Stage II: Chakra DC 18 {d20 + chk mod} Slowly increase the ball of flame in size and temperature and thus lethality.
Stage III: Ninjutsu DC 30 Combine the previously learned elements. Work on speed and smoothness of delivery.

Kage Bunshin no Jutsu (Shadow Doppelganger Technique)
http://images2.wikia.nocookie.net/__cb20100411014043/naruto/images/thumb/0/01/Naruto_shadow_clones.jpg/300px-Naruto_shadow_clones.jpg
Description: 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. Though Uchiha members claim they could tell the difference, the real one also cannot be detected by the Sharingan. However, they can keep track of the original's movements. 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: 25 per bunshin and resulting CP divided by number of Clones created
Damage: Clones have same stats as you.
Reflex DC: n/a
Requirements: Konohagakure, Chakra 30, Chakra Control 25, Ninjutsu 30.
Training days: 4 stages
Stage 1: Chakra DC: 20, Forming physical forms from the user's chakra.
Stage 2: Chakra Control DC: 35, Building a working chakra system in each clone.
Stage 3: Ninjutsu DC: 40, Animating the clones.
Stage 4: Ninjutsu + Chakra Control DC: 65, Making clones fight.
Special:
*Clones can use any Jutsu the user can so long as they have the CP.
*Clone HP: 50 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP
To See Through Clones: 15 + 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.


Hien (Flying Swallow)
This technique requires a bladed weapon. By feeding chakra into the weapon, the ninja will increase the length and density of his blade to strike an enemy from several feet out of the physical blade's range. This is accomplished by creating an invisible extension of chakra that shapes into an edge that functions like the normal blade itself. Seeing the blade, the opponent may misjudge how far they need to move to avoid an incoming strike and thereby still be cut even if they manage to avoid the metal portion of the blade.
Cp cost: 30 + 2 chakra points per round the blade is maintained this way.
Dice Rolls: 4 Rolls
Damage: Add [chk mod] to [attack melee] with the weapon.
Reflex DC: n/a
Awareness DC: 15 + user's chakra mod + 2 per 10 level in user's ninjutsu
Requirements: Bladed weapon skill 25, Ninjutsu 30, Chakra Control 30, Sneak Attack 20
Training: 4 stages
Stage 1: Chakra Control DC: 40, Infusing blades with chakra flow.
Stage 2: Ninjutsu DC: 40, Extending the chakra flowing through the blade passed its tip.
Stage 3: Sneak Attack DC: 30, Concealing the extension of the blade to keep the opponent guessing.
Stage 4: Bladed weapon skill DC: 35, Adapting to fighting with the weapon without cutting yourself.
Special: As long as Awareness DC is not matched by opponent, all attacks are considered Sneak Attacks.

Soshuha (Manipulating Attack Blades)
http://images2.wikia.nocookie.net/__cb20100227213509/naruto/images/thumb/9/94/Flying_Kunai.jpg/300px-Flying_Kunai.jpg
Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target.
Cp cost: 6 per blade per turn
Dice Rolls: 3 Rolls
Damage: weapon damage + chk mod
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 15, Ninjutsu 13, the weapons..
Training: 3 stages
Stage I: Ninja Weapons DC 20 {any weapon/mix of weapons} Weapon familiarization.
Stage II: Chakra Control DC 25 Create chakra threads that are connected to your weapons so you can control them, and practice moving them around and attacking.
Stage III: Ninjutsu DC 26 Combine the previously trained elements.
Special: Can control up to 2 blades + 2 more for every 10 ranks in Chakra Control

Genjutsu-

Taijutsu-


Summoning Contract-
N/A
~Stats~

LV. 26
Experience: 0156/1350
Hp: 432
Cp: 456
MHp: 384

((All points not specified were obtained via the system reformation, previous training points lopped in with the rest, as per request.))
Strength: 6+40 46(Total) Mod:+18
Dexterity: 6+14 20(Total) Mod:+5
Constitution: 6+40 46(Total) Mod:+18
Intelligence: 6+6 12(Total) Mod:+1
Wisdom: 6+20 26(Total) Mod:+8
Charisma: 6+30 36(Total) Mod:+13
Chakra: 6+36 42(Total) Mod:+16
Dodge Bonus:[/b:cfe0489
PostPosted: Sat Dec 12, 2009 7:03 pm


User-name: ellreka
Posting: off and on
Time zone: central
~Character Data~
Name: Kenkomishi Shif
Village: otogakure no sato
Clan/Bloodline: kenkomishi
Element Affinity: fire/water
Age: 22
Gender: male
Rank: anbu

~Appearance~

Headband: tied firmly to his anbu mask
Height: 6ft 1 in.
Weight: 150
Hair: black long with bangs over the eyes
Eyes: green
Physical Description: tall,muscular but a little chubby *look at the picture*




Clothing: regular anbu outfit with equipment pouches on both legs and a back pouch
Background:
Personality: funny but when it comes to work serious
Other:


Missions:

S:
A:
B:
C:
D:

Jutsu:

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

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 Spot DC to see through a bunshin is 1/2 of your Chakra mod + 1/2 of your Int 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.
Very Special: This jutsu is currently being hotly debated on and may change.

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.

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.

Kanashibari no Jutsu (Temporary Paralysis Technique)
This technique is used to cause one's opponent to lose the advantage of movement. Freezing them in their tracks, this creates an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu.
Cp cost: 20
Damage: N/A
Requirements: Chakra 20+ Level 15+
Fort DC: 10 + Character level + Chakra modifier.
Training days: 20 days.

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.
Requeriments: Puppet users only, Chakra Control 5, Perform (Puppet play) 5. Mast master this jutsu before attempting to fight with puppets
Training days: 2 days

Soshuha (Manipulating Attack Blades)
Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target.
Cp cost: 6 per blade.
Damage: weapon damage + chk mod
Requeriments: Chakra 25 +, Chakra Control 10, the weapons..
Training days: 14 days.
Special: Can control up to 5 blades + 2 more for every 10 ranks in Chakra Control

Chakra Kyūin Jutsu, (Chakra Absorption Technique)
Description: This jutsu allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media, as Jirobo did with his Earth Release Barrier: Dungeon Chamber of Nothingness. The only necessary condition is some medium through which chakra can be channeled.
Cp cost: 1/3 amount of chakra taken
Damage: Loss of CP
Requirements: Chakra Control 35
Training: 7 days
Special: Regain Cp.

Hari Jizo (Needle Guardian)
The user causes their long, spiky hair to wrap around him and harden, in a manner similar to a hedgehog's or porcupine's quills, defending against any physical attacks. This is effective as a method for forcing someone away, or stopping a powerful strike.
Cp cost: 20
Damage: 15 - 25 + chakra mod. "Can be used as a form of defense"
Requeriments: "Long hair"

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

Suiton: Suigadan (Water Release: Water Fang Bullet)
This jutsu creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block.
Cp cost: 20
Damage: 30 - 45 + chakra mod.
Requeriments: Water Affinity.
Training days: 5 days.

Shuriken Kage Bunshin no Jutsu (Shuriken Shadow Clone Technique)
Similar to Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), the user throws one shuriken at the victim and then uses this jutsu to create multiple copies of the shuriken to make the attack more powerful.
Cp cost: 2 per shuriken created.
Damage: Normal shuriken damage
Requeriments: Kage Bushin. At leaste one shuriken.
Training days: 6 Days.

sound radar:keriitsu release
Description of Jutsu: the user activates his/her keriitsu and pick up sound waves around them and locates its source usually this jutsu is used as a training excercise for first level kenkomishi clan members
Cp Cost: 5+3 per round used
Damage: N/A
Requirements: must be of the kenkomishi clan,acadamy student or above
Training: 5 days
Special: spot checks+5, listen +3

motion copy:keriitsu analyzer
Description of Jutsu: in combination with "sound radar:keriitsu release" the user analyzes the sound he has pinpointed and makes a picture of what he/she has recieved then he/she uses the information he/she has made to make strategical attacks, spying information, or even simple tracking identifiers for the specific sound pattern used as an information gathering technique for first level kenkomishi clan members
Cp Cost: 5 for original use +5 if used with "sound radar:keriitsu release"
Damage: N/A
Requirements: be of the kenkomishi clan, acadamy student or above,must have learned "sound radar:keriitsu release"
Training: 5 days
Special: Listen +5, can add half of Listen to Spot. No spot bonus.. You could merge this with Analyser with an Int 15 requirement.

~Stats~
LV. 35
Experience: 133/5500

Hp: 770
Cp: 1190
Mhp: 525
Strength: 73 | mod = +31
Dexterity: 30 | mod = +10
Constitution: 34 | mod = +12
Intelligence: 25 | mod = +7
Wisdom: 21 | mod = +5
Charisma: 19 | mod = +4
Chakra: 72| mod = +31
Dodge Bonus: 24

Base Attack Bonus: 35
Attack Melee: 66
Attack Ranged: 45

Base Save Bonus: 17
Fort: 29
Rex: 27
Will: 22

Damage:
~Skills~
listen: 23/100 +3 +5 +10
Hide: 50/100
Ninjutsu: 20/100
Genjutsu: 20 /100
Craft: 30/100
Ninja weapon(to): 51 /100
Chakra control: 50/100
Perform(puppet): 5/100
Kunai: 5/100
Survival:3/100



~Possessions~

Money:

¥en: 0
Ryo: 50

Equipment:
Anbu gear
Ninja to
Kunai
shuriken

User-name: Ellreka
Posting: if you dont stop i dont stop...
Time zone: CST/CDT - Central

~Character Data~

Name: Shikaree Anzan
Village: Otogakure
Clan/Bloodline: Anzan
Element Affinity: Water/Fire
Age: 10
Gender: Male
Rank: Student

~Appearance~

Headband: not gotten yet
Height: 4'0
Weight: 110 lbs
Hair: long and bleach blonde. short bangs over the eyes.
Eyes: purple with predatory slashes
Physical Description: short,skinny, and muscular!
Clothing: The usual anzan family robes (a Azure blue top with baggy Azure blue far eastern shorts) including a face mask(black and covers the mouth). azure blue shinobi shoes complete the outfit.
Background: Shikaree Anzan is the only child from his family.He is also 23rd in line for the Anzan clan head position. His family originally came to oto long ago like the rest of the clan. On boats from a far off land far to the east. His families ancestors where high up in the chain of the ancient court. His family is treated like royalty around the compound but this hasnt changed him any though it has changed his cousins and many other members of his family. He is discouraged to go in the woods wich he loves even though his family are hunters and wanderers they changed over the years to become noble layabouts. Shikaree's grandmother was unchanged by the riches of nobility and she was the one to originally sign shikaree up for the otogakure acadamey. Even after the attack on oto took place she still wanted him to explore and adventure as he was ment to.
Personality: a cunning intellectual but he doesnt show it. Very serious when it comes to tracking and watching animals.Doesnt show much interest in doing anything even though he can complete it if he tried to.
Other:

Missions:

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

Jutsu:
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

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.

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.


Summoning Contract-

~Stats~
LV. 1
Experience: 89/100
Hp: 8
Cp: 5
MHp: 11

Strength: 9 | mod = 0
Dexterity: 9 | mod = 0
Constitution: 6 | mod = -2
Intelligence: 16 | mod = 3
Wisdom: 8 | mod = -1
Charisma: 6 | mod = -2
Chakra: 15 | mod = 2
Dodge Bonus: 9

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

Base Save Bonus: 0
Fort: -2
Rex: 0
Will: -1

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

~Skills~
Chakra Control: 3/20
Kawarimi: 1/20

~Possessions~

Money:

Ryo: 0

Equipment:
Anzan family cloathes

Valuables

User-name: Ellreka
Posting: meh...whenever
Time zone: CST- central

~Character Data~

Name: Shisui,Anzan
Village: Otogakure no sato
Clan/Bloodline: Anzan
Element Affinity: Water + Earth
Age: 20
Gender: Male
Rank: ANBU

~Appearance~

Headband: Tied firmly to his ANBU mask.
Height: 5'10''
Weight: 150 lbs
Hair: Blond with silver highlights
Eyes: Purple with Predatory slashes
Physical Description: Tall.Skinny. He seems to be fast too. muscles abound this skinny agile mysterious middle aged body.
Clothing: the regulate ANBU style clothing. His ANBU mask however has a facial mask tied over it and when he isn't wearing his mask he is wearing the usual anzan style family clothing. Black shinobi shoes finish the outfit.
Background: A long while ago....in a distant far away place. This is where his dreams of ninjutsu took him. The lands of sacred serpents...a far off kingdom...This was his dream when he started off in the academy. When he was a Chuunin he had the opportunity to visit this far off land. But he soon had to flee with his sensei and his teammates. They where all Anzan family....they weren't welcomed there. Before this little trek to the far off land he was nothing but a tactical smart young Anzan. He studied hard in the academy. Top of his class actually. Only matched by One notoriously intelligent Kenkomishi. This kenkomishi however went on a mission with his gennin tem. They where never heard of again. This memory often troubles shisui. He was rivals with the kenkomishi boy. Sadly their rivalry never went past their gennin rank. Throughout his gennin years he strived to be the best shinobi of his group. He learned all of his families techniques. He strived to learn just about any jutsu that would help him in succeeding in his mission. His mission...to be...the best.
Personality: Intelligent.combat ready.serious
Other: he's an over achiever. Dont get in his way!

Missions:

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

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 individually. The attacker rolls a 6 sided die to see what they hit.
The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.

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

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.

Jutsu Name: Zenith art: Camoflauge Blend
Description of Jutsu: zenith art learned from chameleons. much like kakuremino jutsu the user disapears and blends into the environment but the user can augment the appearance of their clothing aswell.
Rank: C
Cp Cost: 40 + 5 per round held
Damage: n/a
Requirements: Knowledge(Biology)25, Knowledge(Anatomy)30,
Training: 4 studying chameleons, 5 training
Special: allow you to add 1.5 x your chakra mod to your hide check
Owner:

Jutsu Name: Zenith art: Berserk Rage
Description of Jutsu: Zenith art learned from primates. throws the user into a rage. enhances the users strength and decreases intelegence
Rank: C
Cp Cost: 20 cp
Damage: n/a
Requirements: Knowledge(biology) 20, strength 25, intellegence 20+,Taijutsu 20
Training: 2 days studying primates, 3 days training
Special: enhances users strength by 50% lowers users intellegince by 50%
Owner:

Jutsu Name: Zenith Art: Chemical Regeneration
Description of Jutsu: Zenith art learned from starfish. when the user loses a limb or any part of their anatomy is removed from the body the user can use this technique to make a living clone from the disembodied limb.
Rank: C
Cp Cost: 20 per clone
Damage: n/a
Requirements: Knowledge (Biology)20 ,Knowledge(Anatomy) 40,Treat Injury 20
Training: 5 studying starfish, 3 training
Special: effect will not work if vital limbs are detatched.
Owner:

Jutsu Name: Zenith Art: Hive Collaberation
Description of Jutsu: Zenith art learned from bees. allows Anzan clan members to communicate and attack as if they where one breathing entity. Other clan members must have learned this technique and be nearby for this to take effect. clan members must be a member of your village "hive" to be able to collaberate.
Rank: B
Cp Cost: 25 per message sent
Damage: n/a
Requirements: Knowledge(biology) 35
Training: 6 studying bees, 10 training
Special: all sneaking type moves or searching type moves gain a boost of 1.2x per each person aiding you.

Owner:

Jutsu Name: Zenith Art: Hecatomb Glare
Description of Jutsu: Zenith art learned from snakes. useing the chakra spike technique the user ensnares the opponent in a hypnotic trance forcing the target into a deep phase of REM sleep.
Rank: C
Cp Cost: 40
Damage: n/a (causes the target to sleep)
Requirements: Knowledge(biology)30,chakra control40,Genjutsu 40
Training: 5 studying snakes, 10 training
Special: target must roll a fort save to escape ensnarement
1d20+con
Owner:


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

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.

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.

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.

~Stats~
LV. 35
Experience: 128/5500
Hp: 595
Cp: 770
MHp: 980

Strength: 51 (-5)| mod = +20
Dexterity: 24 | mod = +7
Constitution: 24 | mod = +7
Intelligence: 61 (+7)| mod = +25
Wisdom: 47 (-8 )| mod = +18
Charisma: 24 | mod = +7
Chakra: 49 (+12)| mod = +19
Dodge Bonus: 35

Base Attack Bonus: 35
Attack Melee: 54
Attack Ranged: 42

Base Save Bonus: 17
Fort: 24
Rex: 24
Will: 35

Damage:
Taijutsu: 5-12
(To) 1-8 + str mod
(Kilij) 1-8+str mod

~Skills~


Knowledge(Biology):35/700
Genjutsu:40/700
Chakra Control:40/700
Taijutsu:20/700
Knowledge(Anatomy):50/700
Treat Injury:30/700
Ninjutsu:92/700
Ninja Weapons(To):30/700
Ninja Weapons(Kilij):70/700
Sneak Attack:30/700
Survival:20/700
Spot:33/700
Listen:30/700
Balance: 20/700
Escape Artist: 30/700
Hide: 50/700
Move Silently: 50/700
Sleight of Hand:20/700
Tumble: 30/700
Use Rope: 52/700
Craft(Smithing):62/700
Craft(Jewelry):28/700
Intimidate: 70/700
Innuendo: 50/700
Ninja Lore:70/700
~Possessions~


Money:

Ryo: 50

Equipment:
Shinobi headband
ANBU gear
Anzan family cloathing
Ninja To
Kilij


Valuables





User-name: Ellreka
Posting: meh....whenever theres activity
Time zone: CST/CDT (central)

~Character Data~

Name: Raubahn Anzan (Waoud)
Village: Otogakure
Clan/Bloodline: Anzan (head of houshold)
Element Affinity: Fire/Water
Age: seems to be 30...
Gender: Male
Rank: Sennin / Civilian
Title: The Zahak General

~Appearance~

Headband: he chooses not to wear his
Height: 6 ft
Weight: 150 lbs
Hair: Black and long
Eyes: Black with a white predatory slash
Physical Description: Tall.Lanky.Mysterious
Clothing: Ancient Anzan family cloathing with the families current style (Azure blue turban with black face mask,azure blue robe,azure blue shorts, and blue shinobi shoes.
Background: A long time ago there existed a kingdom...or so the Anzan say. This kingdom developed a soldier. Not just any soldier however,a soldier that could use animal tactics but still retain their humanity. The experiments destroyed many lives. But when raubahn became one of these soldiers he was just a young boy. Over the ages Raubahn aged normally. Until he reached the age of 30 he grew normally. The experiments effects made hims top aging but he still grew stronger retaining his youthful muscular density. This led Raubahn to be the favorite among the Noble houses of this far off country. He was so favored that he was granted the title "Zahak General" a title granted by the highest nobility to the worthiest of Anzan. Raubahns predicessor Waoud was infuriated by this reward. He soon tried to assasinate him for his acheivments. Waoud soon failed and was killed in the battle between the two Anzan. Feeling guilty for taking the life of such a great warrior he took the mans name as one of his covers walking throughout the kingdom. Waoud would make appearances at civil engagements while Raubahn would spare no life on the battle field. A ruthless monster while at the same time a gifted fortune teller. Long years passed and as the days moved forward the nobles ideals of the Anzan degraded. They aged and yet the Anzan did not. They grew weaker. Yet the Anzan stayed at the peak of their performance. This poisonous ideal of the Anzan soon led to a mass eviction of the clan from the lands of the sacred serpent Zahak. Thousands even millions of Anzan traveled the harsh shores of the kingdom to its shores. Here they loaded the Anzan up into ships and they set sail for an unknown world. This bittered Raubahns heart as he had served the kingdom for many years and this was the way they would repay him and his kinsmen. When the Anzan landed in the now Shinobi village of Konohagakure they met with a shinobi leader. The hokage. They reached an agreement to harbor the Anzan and teach them their ways. This is when Raubahn aswell as his hundreds of Anzan that survived the sea trip had learned their ninjutsu and also studied this new lands animal tactics. Throughout the years Raubahn accelerated in Ninjutsu. Throughout his life he has wandered the shinobi kingdoms with his clan settling each clan home in each nation. Now Raubahn is a mysterious hermit still unaged as he was hundreds of years before when the experiments effects stopped his body from aging. He still holds his title of Zahak General and he is the undesputed head of the Anzan clan. He frequently apoints assistants by the royal line from the original Anzan clans monarchy system. His closest relative is Shisui Anzan an ANBU of Otogakure no Sato.
Personality: Raubahn: Wise yet Savage. Waoud: Trickster yet wise
Other: he is old. A relic of the old Anzan ways.

Missions:

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

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.

Jutsu Name: Zenith art: Camoflauge Blend
Description of Jutsu: zenith art learned from chameleons. much like kakuremino jutsu the user disapears and blends into the environment but the user can augment the appearance of their clothing aswell.
Rank: C
Cp Cost: 40 + 5 per round held
Damage: n/a
Requirements: Knowledge(Biology)25, Knowledge(Anatomy)30,
Training: 4 studying chameleons, 5 training
Special: allow you to add 1.5 x your chakra mod to your hide check
Owner:

Jutsu Name: Zenith art: Berserk Rage
Description of Jutsu: Zenith art learned from primates. throws the user into a rage. enhances the users strength and decreases intelegence
Rank: C
Cp Cost: 20 cp
Damage: n/a
Requirements: Knowledge(biology) 20, strength 25, intellegence 20+,Taijutsu 20
Training: 2 days studying primates, 3 days training
Special: enhances users strength by 50% lowers users intellegince by 50%
Owner:

Jutsu Name: Zenith Art: Chemical Regeneration
Description of Jutsu: Zenith art learned from starfish. when the user loses a limb or any part of their anatomy is removed from the body the user can use this technique to make a living clone from the disembodied limb.
Rank: C
Cp Cost: 20 per clone
Damage: n/a
Requirements: Knowledge (Biology)20 ,Knowledge(Anatomy) 40,Treat Injury 20
Training: 5 studying starfish, 3 training
Special: effect will not work if vital limbs are detatched.
Owner:

Jutsu Name: Zenith Art: Hive Collaberation
Description of Jutsu: Zenith art learned from bees. allows Anzan clan members to communicate and attack as if they where one breathing entity. Other clan members must have learned this technique and be nearby for this to take effect. clan members must be a member of your village "hive" to be able to collaberate.
Rank: B
Cp Cost: 25 per message sent
Damage: n/a
Requirements: Knowledge(biology) 35
Training: 6 studying bees, 10 training
Special: all sneaking type moves or searching type moves gain a boost of 1.2x per each person aiding you.

Owner:

Jutsu Name: Zenith Art: Hecatomb Glare
Description of Jutsu: Zenith art learned from snakes. useing the chakra spike technique the user ensnares the opponent in a hypnotic trance forcing the target into a deep phase of REM sleep.
Rank: C
Cp Cost: 40
Damage: n/a (causes the target to sleep)
Requirements: Knowledge(biology)30,chakra control40,Genjutsu 40
Training: 5 studying snakes, 10 training
Special: target must roll a fort save to escape ensnarement
1d20+con
Owner:

Owner:ellreka

b]Jutsu Name: Zenith Art:Azure Borealis
Description of Jutsu: An ancient Zenith Art created by the Anzan from the far off empire to the east. The users chakra is pulsed out from the chakra network and covers the user in a azure blue flame. The flame engulfed Anzan is not recognizeable because they are shrouded inside the flames. The flames seem to burn whatever they touch but they do not act like normal flames.Instead they entrap the engulfed victim in a mental prison that the Anzan clan member creates. If the engulfed victim does not break free from the anzan clan members prison their mind breaks from the extreme stress put on them from the jutsu.
Rank: A
Cp Cost: 200 cp +10 per every round held
Damage: 100 - 300 MhP perevery failure to escape
Requirements: Anzan Clan, Genjutsu 150,Fire affinity,Ninja Lore 70, Chakra Control 90
Training: Study Ancient Anzan 30 days, Training 8 days
Special: engulfs the target in a prison of fire. every turn the engulfed must perform a will save against the user to escape. if not the engulfed retains mental damage from the failure.
Owner: Anzan clan

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.

Chakra Kyūin Jutsu, (Chakra Absorption Technique)
This jutsu allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media, as Jirobo did with his Earth Release Barrier: Dungeon Chamber of Nothingness. The only necessary condition is some medium through which chakra can be channeled.
Cp cost: 1/3 amount of chakra taken
Damage: User can drain from 1 cp to (chk mod * 1.5) cp per usage
Requirements: Chakra Control 30
Training: 7 days
Special: Regain Cp.

Suiton: Suijinheki (Water Release: Water Encampment Wall)
This jutsu creates a water barrier to protect the user from any offensive attacks. The water rises from the ground or is created by the jutsu user.
Cp cost: 50 "With body of water nearby", 120 Without it.
Damage: N/A
Requirements: Water Affinity, Level 40+
Training days: 10 days.
Special: Wall is completely encompassing and fully blocks any attack once and one time only. The user will have to use it again to block any other attacks.
*Jutsu can only block up to 6 Taijutsu attacks, 1 Ninjutsu or lasts for one of the users turns, whichever comes first.

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.


Summoning Contract-

~Stats~
LV. 40
Experience: 34/8000
Hp: 1520
Cp: 1520
MHp: 400

Strength: 33 (-13)| mod = +11
Dexterity: 18 | mod = +4
Constitution: 66 | mod = +28
Intelligence: 80 (+14)| mod = +35
Wisdom: 10 (-10)| mod = +0
Charisma: 18 | mod = +4
Chakra: 81 (+15)| mod = +35
Dodge Bonus: 14

Base Attack Bonus: 40
Attack Melee: 51
Attack Ranged: 44

Base Save Bonus: 20
Fort: 48
Rex: 24
Will: 20

Damage:
Taijutsu: 1-8
Kilij: 1-28+str
[any other weapon you use]

~Skills~
(SP:1400)
(cap: 0/800)

Chakra Control: 91(Int)
Knowledge (Biology): 35(Int)
Knowledge (Anatomy): 40(Int)
Listen: 50(Wis)
Spot: 100(Wis)
Survival: 200(Wis)
Treat Injury: 45 (Wis)
Intimidate: 200(Cha)
Ninjutsu: 200(Chk)
Genjutsu: 151(Int)
Taijutsu: 20(Str)
Fuuin Jutsu: 100(Int)
Ninja Weapons (Kilij): 100
Knowledge (Ninja Lore): 70 (Int)

~Possessions~

Money:

Ryo: 0

Equipment:
Anzan Clan Cloathing
Elogant Kilij

Valuables
Anzan Clan Head Medal

ellreka

Dapper Browser

1,650 Points
  • Informer 100
  • Gaian 50
  • Window Shopper 100

Hiro Knight Kansei

PostPosted: Fri Dec 18, 2009 2:07 pm


User-name: Hiro Knight-Ieviathan
Posting: Most of the time
Time zone: PST

~Character Data~


Name: Lag
Village: Otogakure
Clan/Bloodline: None
Element Affinity: Wind
Age: 8
Gender: Male
Rank: Academy Student

~Appearance~


Headband: Doesn’t have one yet
User Image

Pre-Academy
Background: When lag was born, his parents were already in ridiculously bad circumstances. They had made a living by stealing from commoners and weaker ninja. They would raid the caravans transporting villagers and goods and steal everything. Lag was more or less born of an accident. His parents were never abusive, but his living conditions were poor to say the least. Despite the massive amounts of money his parents were making selling goods on the black market, Lag saw very little of that wealth. Lag’s main purpose in his life was made clear to him by his parents- he would be a runner. His job was to take stolen goods and transport them quickly and stealthily to and from buyers. He was small and agile, so there were was no better job than being a runner in his parents mind. On one particular job at the age of five, Lag had transported more goods than he had ever done before. He brought back the money to his house, but to his surprise, his parents were nowhere to be seen. The entire house was ripped apart, as if someone was looking for something. Lag waited for days for his parents to return. Days turned to weeks, and weeks turned to months. He had eventually waited a full year for them to return, but they were either dead or never coming back. He cried, for they were his parents, evil or not. When he had finally gathered his composure, he decided to make a living for himself. He kept a very small portion of what was left of the massive amount of money he had transported that night, but burned the rest. He saw it as dirty money and from that day on, Lag had a new goal in mind. He was going to become a shinobi of honesty and values, a complete opposite of his parents. He also decided that somehow, he would pay back the people whom his parents had harmed in their conniving ways. Since that revelation, Lag has gained two years and is now a pretty reputable delivery boy for various organizations.


Personality: Lag is timid from years of seclusion, but is very outspoken when it comes to his personal beliefs. He is not overly mature for his age, either. He shares pretty average interests with others his age, but he does know when to be quiet when adults are speaking (Adults to him, as in, anything three years older than himself)

Other: Lag’s years of being a runner and delivery boy have made him quite stealthy, and he has picked up some skill using small projectiles such as kunai, shuriken, and senbon

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 48/100
Hp:8
Cp:2
MHp:10

Base+ Level+ Distribute+ Train= Mod

Strength:6+0+0 Mod: -2
Dexterity:6+0+10 Mod: 3
Constitution:6+0+0 Mod: -2
Intelligence:6+0+4 Mod: 0
Wisdom:6+0+4 Mod: 0
Charisma:6+0+0 Mod: -2
Chakra:6+0+2+1 Mod: -1
Dodge Bonus: 13

Base Attack Bonus:1
Attack Melee:-1
Attack Ranged:4

Base Save Bonus:0
Fort:-2
Rex:3
Will:0

~Skills~


Strength Modifier:-2
Swim:
Taijutsu:

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

Constitution Modifier: -2
Concentration:

Intelligence Modifier: 0
Chakra Control: 1
Craft:
Disable Device:
Forgery:
Knowledge:
Repair:
Research:
Search:
Genjutsu:
Fuuin Jutsu:

Wisdom Modifier:0
Alchemy:
Listen:
Read Lips:
Sense Motive:
Spot:
Survival:
Treat Injury:

Charisma Modifier:-2
Bluff:
Diplomacy:
Disguise:
Gather Information:
Handle Animal:
Intimidate:
Innuendo:
Perform:
Seduction:

Chakra Modifier:-1
Ninjutsu:

Weapons: [add Strength or Dexterity modifier depending on circumstances]
Kunai: 2
Shuriken: 3
Senbon:3
Ninja Weapons:

No Modifiers:
Sneak Attack:
Kawarimi:

~Possessions~


Money:

Ryo: 100

Equipment:
- Shoulder Bag (Contents; 10 Kunai, 15 shuriken, 10 senbon, Academy Curriculum (Temp))

Valuables
PostPosted: Tue Jan 05, 2010 8:53 am


User-name: Black n White_07
Posting: whenever I can
Time zone: GMT

~Character Data~


Name: Isshin Sado
Village: Otogakure
Clan/Bloodline: none
Element Affinity: Earth, Wind
Age: 28
Gender: Male
Rank: Jounin

~Appearance~


User Image - Blocked by "Display Image" Settings. Click to show.

Headband: Wrapped around his eyes
Height: 5' 9-1/2"
Weight: 155lbs
Hair: medium lenght dark hair. Very shaggy since it hardly ever combed, his bangs flow down over his headband that covers his eyes.
Eyes: white (he is blind)
Physical Description: In great shape. Has very defined muscles and is very tan then usual.
Clothing: see avi above
Background: Isshin was born unlike any other children in his home. He was born to very poor farmers out in the rice fields that bordered Otogakure and Kohonagakure. But his life was to become a lot more challenging and filled with grief. At age four, his father died in a fire. Soon after that, Isshin slowly began to go blind. His mother tried everything she could to save her son's sight, but nothing worked. Instead, she began to teach him how to use his memory, instead of his sight. Within two months, Isshin sight faded and all he could see now was darkness. But because of his mother, he learned and remember where everything was at plus how to survive in a cruel world that made him blind.

As the years past, Isshin began to master his hearing and touch. At age eight, he enrolled into the academy to make a better future for him and his mother. He might have not been the strongest or smartest in his class, but he had what the other didn't. That was the heart to work on your goals in order to succeed. Upon graduation he was placed into a genin squad right away. As a genin it was a quiet life, nothing to do but mission that seemed to be challenging but too easy. That all changed at the chunin exams. There Isshins abilities were put to the test, as the other genin particiapating. But Isshin was the only one in his squad to pass the exams.

After the exams, life returned to becoming quiet once more. That was until the FIfth Dawn and the Master's appeared. Then things became hectic around the world. But unlike his peers, Isshin was calm under pressure. Within time, they all disappeared. As time grew by, Isshin was offered a jounin position to teach the next generation of genin. He accepted hoping that he could train the children into fine shinobi.
Personality: Very kind and spiritual man. Belives in god and that everything happens for a reason, whether if its destiny or a higher power.
Other: He is not afraid to admit his weaknessess. He is also not afraid to die, and is willing to die for his beliefs.

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 Clone), these illusory clones will simply disappear if come into contact, 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: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per point 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 post
Damage: N/A
Requirements: Learn in the Academy.
Training: Academy time. Chakra control check DC: 10


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.

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, Chakra Control 10
Training: 30 posts
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area. It is known that a variation of the technique involves a smaller blast of wind which gets ignited with flame, making it stronger and more damaging to the target.
Cp cost: 50
Damage: 55 – 80 + chk mod
Requirements: Wind Affinity/ Chakra control: 25 Ninjutsu: 20
Training: 45 posts.
Special: Opponents might be pushed back provoking an attack of opportunity from the user. To prevent this the target must succeed a strength check DC 16 + user Chk modifier.

Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Technique)
The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own.
Cp cost: 30 / +4 chakra per post underground/ must maintain a concentration check DC 18 to stay underground.
Damage: ----
Reflex DC: N/A
Requirements: Earth Affinity/ Chakra control: 16 Ninjutsu: 14
Training: 40 posts.
Special: Enemy is considered Unaware when victim of this jutsu.

Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness)
Traps the victims inside a self-repairing dome of earth.
Cp cost: 100 + 10 per turn.
Damage: ----
Reflex DC: 18 + chk mod.
Requirements: Earth Affinity/ Chakra control: 40 Ninjutsu: 40
Training: 70 posts
Special: User must keep constant physical contact with dome. Victim may break loose using lightning or wind ninjutsu or another doton to escape.

Doton: Doryuheki (Earth Release: Earth Style Wall)
The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall.
Cp cost: 155
Damage: ----
Reflex DC: N/A
Requirements: Earth Affinity/ Chakra control: 45 Ninjutsu: 42
Training: 75 posts
Special: Completely avoids area effects that strike the user head on, the wall remains in place for a number of rounds equal to the user’s chakra modifier + 10. 1 post = 1 round.

Kamaitachi no Jutsu (Cutting Whirlwind Technique)
A technique that, using a giant fan or similar, creates huge gusts of wind mixed with chakra capable of cutting the target apart. This whirlwind is powerful enough to repel and destroy multiple types of throwing weapons and can even reflect sound waves right back at their original source.
Cp cost: 35
Damage: 35 – 55 + chk mod
Requirements: Wind Affinity/ Chakra control: 20 Ninjutsu: 18
Training : 40 posts
Special: Knocks back throwing weapons.

Daikamaitachi no Jutsu (Great Cutting Whirlwind Technique)
A more powerful version of the Kamaitachi no Jutsu.
Cp cost: 80
Damage: 100 – 150 + chk mod
Requirements: Wind Affinity/ Chakra control: 35 Ninjutsu: 32
Training: 70 posts

Doton: Doryudan (Earth Release: Earth Dragon Bullet)
Used in conjunction with Doton: Doryū Taiga (Earth Release: Earth Flowing River), this jutsu creates a likeness of a dragon's head that launches mud balls from its mouth onto the opponent.
Cp cost: 180
Damage: 52 – 190
Requirements: Earth Affinity/ Chakra control: 50 Ninjutsu: 42
Training: 90 posts
Special: Can be combined with Katon: Karyuudan for extra damage.

Doton: Doryu Taiga (Earth Release: Earth Flow River)
The user performs a technique that forms a rapid river of mud on the ground beneath the opponent.
Cp cost: 120
Damage: ----
Requirements: Earth Affinity/ Chakra control: 40 Ninjutsu: 38
Training: 65 posts
Special: Opponent’s reflex save roll is decreased -20 points.

Kaze no Yaiba (Blade of Wind)
This technique creates a blade out of wind which, being wind, makes it impossible to block. However, unlike the Kamaitachi no Jutsu, this technique requires no tool.
Cp cost: 150
Damage: 100 – 300 + chk mod
Requirements: Chakra control: 45 Ninjutsu: 37
Training : 100 post


Genjutsu-

10 Sou no Genjutsu (Ten Layer Genjutsu)
This genjutsu sends the victim through a scenario of several alternate realities, tortures, and worlds that test and strain the mind by working through complicated puzzles. These puzzles come in the form of many things, and some that test the user to actually give up their life in the genjutsu in order to pass on to the next layer. The tests and warped realities bend the laws of physics, and twist all which is known as true and false, and right and wrong. The tests and worlds vary from person to person, but for sure, those that leave this genjutsu alive, are changed forever.
Cp Cost: 100 (10 per Layer)
Damage: 20 per Fail (See Special)
Requirements: 50 Genjutsu
Training: 8 Days
Special: The Victim of this jutsu rolls 10 20-sided die at once. Each die is calculated separately. If a roll fails to pass the DC set by the genjutsu, the victim receives 20 damage to their MHp. A roll of a natural 20 breaks the genjutsu and cancels all damage after it, however, damage before the 20 is still calculated.
Will Save: 15 + half character level + half int mod + half wis mod
Owner: RhikoDemson

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
Forming the tiger hand seal, this powerful Genjutsu creates an ambiance of complete darkness around the surrounding background, enabling the user to attack without being seen.
Cp cost: 100 + 10 per post
Damage: 8 MHP per post
Training days: 12 days.
Will save: 20 + half character level + half int mod + half wis mod
Special: User cannot see, and he loses half of his dodge bonus/Reflex Save.

Taijutsu-

Summoning Contract-

~Stats~

LV. 35
Experience: 0/35,000
Hp: (Found by using the formula: [16x35] + [10x35]= 910+10= 920Hp
Cp: [20+3) x (35-1)]= 782+10]= 792Cp
MHp/SP: [10x35] + [10x35]= 700+10= 710MHp
Stat Points: 6x(35-1)= 204+18= 222
Cap: 35+18= 53

Strength: 8+30= 38 l mod= +14
Dexterity: 8+32= 40 l mod= +15
Constitution: 8+34= 42 l mod= +16
Wisdom: 8+22= 30 l mod= +10
Intelligence 8+26= 34 l mod= +12
Charisma: 8+36= 44 l mod= +17
Chakra: 8+42= 50 l mod= +20
Dodge: 10+15+10= 35

Base Attack Bonus: [(1/2x35) + (14)]= 31.5+[3]= 34.5
Attack Melee: [(1/2x35) + (14)]= 31.5+[2]= 33.5
Attack Ranged: [(1/2x35) + (15)]= 32.5+[2]= 34.5

Base Save Bonus: ([(35-1)/2]= 17+2)= 19
Fort: 19+16= 35
Rex: 19+15= 34
Will: 19+10= 29

~Skills~


Skill Points: [(35x10)= 350+10]= 360
Cap: 35+14= 49

Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex): 30
Alchemy (Int): 12
Awareness (Wis): 40
Athletics (Str): 24
Concentration (Con): 21
Craft (Int): 12
Chakra Control (Int): 37
Diplomacy (Cha): 35
Escape Artist (Dex): 15
Handle Animal (Cha): 17
Innuendo (Cha): 20
Intimidate (Cha): 24
Perform (Cha): 17
Read Lips (Wis): 10
Stealth (Dex): 30
Sense Motive (Wis): 40
Seduction (Cha): 17
Survival (Wis): 22
Sleight of Hand (Dex): 25
Treat Injury (Int): 22


Ninja Skills [Combat] ((No Modifiers)):

Ninja Weapons (Melee): 20
Ninja Weapons (Ranged): 20
Taijutsu: 30
Ninjutsu: 45
iryō- Ninjutsu: 0
Genjutsu: 45
Fuuin Jutsu: 0
Sneak Attack: 10
Puppet Play: 0

[
~Possessions~


Money:

Ryo:

Equipment:
25x Kunai
25x Shuriken
15x Explosive Tags
1x Radio
1x Katana
3x Bandages

Valuables
1x Bible

~Trained points~

LOL0800

5,100 Points
  • The Perfect Setup 150
  • Forum Sophomore 300
  • Forum Regular 100

The Winged Guardian

Generous Friend

6,200 Points
  • Survivor 150
  • Conversationalist 100
  • Tycoon 200
PostPosted: Fri Feb 05, 2010 1:01 am


User-name: The Winged Guardian
Posting: daily
Time zone: Central

~Character Data~


Name: Toshi, Kai, Okazai
Village: Otogakure
Clan/Bloodline: Okazai
Element Affinity: Wind
Age: 14
Gender: Male
Rank: Academy

In game Stats:
+1.3x Chakra Control.
-0.8x Strength
All wind affinity jutsu do not require a large fan.
+3 bonus when learning wind based jutsu.
+2 per 10 ranks in concentration to fortitude checks when holding breath





~Appearance~

User Image

Headband: Around the neck hanging.
Height: 5'5''
Weight: 110
Hair: Blond tips gradually getting dark towards the roots. Soft, and naturally spiky.
Eyes: Endlessly deep and equally dark blue eyes
Physical Description: Kinda short as of right now, lean, tanned skin from the being so high up in the mountains. (Just like picture minus the tattoo.)
Clothing: Everything is Black. zip up vest without arms. Elbow guards with steel plates for extra protection. No fingered gloves with steel backing. Tight pants, and open-toed ninja shoes. A strap wrapped around him to hold his Fuuma Shuriken (2 slots) as well as Senbon (Can hold up to 40).
Background:
Toshi grew up in the village of Okazai over looking the surrounding lands. Ever since Toshi was little he always remembered how important his cousin was to the village of Okazai AND Otogakure. Little Toshi aspired to be like him. To be important to his clan and his fellow people of Otogakure. When Toshi was growing up he was amazed by how cool it was to be a ninja.

He also wanted to learn as much as he could about them, although if it was about anything other then ninjas... or, the recently occurring, occasional cute girl, he would lose interest. Which means he never really got to play with the other kids. They saw him as "weird" since he always wore a smile on his face. The fact that he was extremely blunt about things never occurred to him. Eventually the other children just ignored him all together, if they couldn't run and hide in time.

The only person he ever looked up to or played with was his cousin. Ever since then hes wanted to become a ninja and protect the people of both Okazai and Otogakure just like his cousin did. He still see him from time to time but not as much anymore since his cousin has become the Otokage. Shortly after he begged his mother to let him go. He left the village of Okazai for the first time and headed to Otogakure to begin his training in the ninja arts.

Personality: Always smiling even if hes sad or serious. Only time he doesn't is when hes upset, angry or afraid. Hes kind hearted and caring, passionate and misunderstood, blunt and all around will do anything to protect the ones he cares about, as well as the villages. Intuitive, sometimes reckless and rash but usually level headed and thinks things through.
Missions:

S:
A:
B:
C:
D:

Jutsu:
E-Rank

Bunshin no Jutsu:
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.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
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.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
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
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilising your chakra to enhance the effect.
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
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
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.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practise wriggling out of it.
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.
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 practise activating them.


Ninjutsu-

C-Rank

Fūton: Suiran Reppū (Wind Release: Verdant Mountain's Violent Wind)
By using wind-based chakra, the user can infuse their bladed weapons from a distance and manipulate them.
Rank: C
Dice Rolls: 3
Cp cost: 6 per blade
Damage: Weapon damage + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 18, Ninjutsu 17.
Training: 3 stages.
Stage I: Chakra Control DC 28 Weapon familiarisation, study of how each individual reacts in wind.
Stage II: Ninjutsu DC 17 Create gusts of wind around your weapons so you can control them, and practise moving them around and attacking.
Stage III: Ninjutsu DC 25 Infuse the chakra inside the blades to further stabilize their movements.
Special: User can manipulate 4 small to medium sized weapons + 2 per 5 ranks in Chakra Control.

Medical Ninjutsu-

Genjutsu-
D-Rank

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
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practise breaking your chakra circulation and the genjutsu.
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.

Taijutsu-

Summoning Contract-

~Stats~

LV. 5
Experience: 0/300
Hp: 45
Cp: 30
MHp: 50

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Base/Distributed/Trained.
Strength:-------6+4+0= 10 ( cool ---------Mod: -1
Dexterity:------6+6+0= 12---------Mod: 1
Constitution:--6+2+0= 8-----------Mod: -1
Intelligence:---6+4+0= 10---------Mod: 0
Wisdom:-------6+4+0= 10---------Mod: 0
Charisma:-----6+2+0= 8-----------Mod: -1
Chakra:---------6+10+0= 16-------Mod: 3
Dodge Bonus: 11

Base Attack Bonus: 5
Attack Melee: 5
Attack Ranged: 6

Base Save Bonus: 2
Fort: 1
Rex: 3
Will: 2

~Skills~


Ninja Skills [Mundane] ((Modified By)):

-1
Athletics (Str):

1
Acrobatics (Dex): 4+1=5
Sleight of Hand (Dex):
Stealth (Dex): 4+1=5
Escape Artist (Dex):

-1
Concentration (Con):

0
Alchemy (Int):
Chakra Control (Int): ("25") (reminder for me sorry: 20 normal 26 uncapped)
Craft (Int): 3
Treat Injury (Int):
0
Awareness (Wis): 1+0=1
Sense Motive (Wis):
Survival (Wis):
Read Lips (Wis):

-1
Diplomacy (Cha):
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha):
Perform (Cha):
Seduction (Cha):




Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons (Melee):
Ninja Weapons (Ranged):
--> Senbon: 2
--> Fuuma: 2
Taijutsu:
Ninjutsu: 20
Medical Ninjutsu:
Genjutsu: 4
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Okazai Outfit. (only worn when going to the Okazai Village.)

Money:

Ryo: 50


Valuables:
User Image - Blocked by "Display Image" Settings. Click to show.
Cats Eye fanged necklace, Okazai Traditional Uniform.

Equipment:
2 xFuuma Shuriken: The fuma shuriken is a bigger version of a nirmal shuriken that normally has 4 sides to balance its rotating speed. People normally carry these shuriken in summoning scrolls.
Damage: 1 - 8 + Dex. mod. (+2-4 damage)
Range: 50 ft.
Special: Can be used with the shadow shuriken no jutsu.

40xSenbon: 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. (+3-6 damage +dex mod.(1))
Range: 30 ft.
Special: Can throw six senbon per turn. "In other words 3 from each hand."
PostPosted: Wed Feb 10, 2010 9:32 am


User-name: Kazuma Ryuuzaki
Posting: Maybe for an hour or two a day about 5 days a week... if only gaia made gaia mobile it would be far more. xD
Time zone: -6 (I think. xD)

~Character Data~


Name: Kazuma Railto
Village: Otogakure
Clan/Bloodline: Railto
In game Stats: Puppets get +5 damage to all attacks,
-2DC for all DC related to puppet creation,
*1.2(20% increase) HP to all Puppets created.
Element Affinity: Suiton and Doton
Age: 8
Gender: Male
Rank: Academy Student

~Appearance~
User Image


Headband: (When applicable, currently not) He normally wonders around without it on as it itches his forehead wearing it only during formal occasions, which missions don't count as one of them, on his forehead as most other ninjas do. The band is Black.
Hair: Brown
Eyes: Gold
Background: Five years prior to the massacre of the clan, a small family of the Rialto Clan fled to a place far from their roots in Sunagakure to Otogakure to escape the battles and settle down in a place that wouldn't have to worry about their children being pushed into the military to achieve greatness. They had bore a son not to soon afterwards, and as soon as the news of the clan massacre happened the small family was relieved that they had moved away before the Clan's own fame had gotten them and their son killed as well. The lived a quite peaceful life until their son had came to them announcing he wanted to become a ninja, not sure what bought about this revilation they accepted that he would do it with or without them eventually, so they helped him enroll into the Otogakure Ninja Academy weary of the dangers of it and hoping for the best for their child. They only hope he would choose something other then puppeteering to concel their roots to the clan and not be killed to tie up loose ends. But if they did, they would share their secrets to the Clan's Jutsu with there child to give him a fighting chance against those who would want to do harm to him.
Personality: Generally quite and focused, though does have a rare occasion or two where he becomes really talkative.

Missions:

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

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 13/100
Hp: 8
Cp: 4
MHp: 8

Stat: Start + LvUp + Train = Total

Strength: 6 | mod = -2
Dexterity: 12 | mod = 1
Constitution: 6 | mod = -2
Intelligence: 14 + 1 = 15 | mod = 2
Wisdom: 6 | mod = -2
Charisma: 6 | mod = -2
Chakra: 12 | mod = 1
Dodge Bonus: 9

Base Attack Bonus: 1
Attack Melee: -1
Attack Ranged: 2

Base Save Bonus: 0
Fort: -2
Rex: 1
Will: -2

Damage:
Taijutsu: 1-4

~Skills~



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 (Puppets): (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:

~Possessions~


Money:

Ryo: 0

Equipment:


Valuables

Kazuma Ryuuzaki

Distinct Conversationalist


Zent0s

PostPosted: Sun Feb 14, 2010 7:28 pm


System 1.0

User-name: Zent0s
Posting: A few times per day
Time zone: California PST

~Character Data~


Name: Hibiki Hato(Last, First)
Village: Otogakure
Clan/Bloodline: N/A
Element Affinity: Fire
Age: 18
Gender: Male
Rank: Chuunin

~Appearance~

User Image
Headband:Forehead
Height: 5'8
Weight: 160 lb
Hair: Buzzcut, black color
Eyes: Black

Physical Description: Extremely toned body, he has conditioned his endurance and strength to a ridiculous level, where he can lift small boulders with ease. His mental discipline is also almost unmatched. In games of Shogi, the only time he has ever lost was to a member of the Nara clan, and the game had taken 4 hours. Otherwise, he isn't exactly fat, just a bit chubby, his biceps being ridiculously tough, but his chest area being slightly flabby.

Clothing: Normally wears the white chuunin vest that is traditional to his rank, but otherwise wears regular shorts with high shoes that protect his shins from the cold. Under his chuunin vest, he wears a long sleeved black shirt that protects his arms.

Background: Orphan Arc


An orphan from birth, his father abandoned his mother months before the actual birth took place, and his mother died while "producing" him. He was born in a small rural village on the border of the Land of Sound, but during a raid by missing-nin from either Konohagakure or Otogakure, his small village was destroyed, his caretakers killed. He being one of few survivors, he tried to live on his own, but that didn't work, because the days were short and the nights cold and unfriendly. Eventually he found his way to a neighboring village, and took refuge there. Due to the shinobi shortage, he was drafted as a child to see if he had the abilities to become a ninja. At first, the instructors were dissatisfied with his results, but as he was failed out of the first trial, he became angry and seemingly assaulted the residing chuunin proctor and the chuunin was interested to feel a sensation of genjutsu being used on him. Curious, he took Hato in and trained him to better focus his skills.

Genin Arc
Hato had passed the academy test easily, showing proficiency in genjutsu and taijutsu, and only just satisfactory in ninjutsu. He didn't care, he had found a purpose in life, to get revenge on all missing-nin, to pay back the destroyers of his home village, where he had led a peaceful existence, and so he aspired to become a hunter-nin, or an ANBU. Hato was placed in a team and easily surpassed his other classmates with his well-trained genjutsu, tricking others into believing that he was weak and trustworthy, while he back-stabbed all necessary people to make his way to the top. He's been on a few missions, and he is just a few steps away from taking the beloved ANBU position.

Chuunin Arc
Hato has been a Chuunin for a year now, and wants to become a jounin, but the residing Kage has denied him multiple times, and he is now content to simply do the missions assigned to him, and put aside thoughts of revenge, although some thoughts linger around him whenever he thinks about his past. So far he has only been on 2 A-rank missions, and a various number of lesser missions, and he has made himself financially stable with all the work he does for the village, so his existence is once again tolerable, if not enjoyable for him.


Personality: He is a conniving and very cunning person, decieving any he deems unworthy to know the truth, and lying about even the simplest facts about himself. He is not exactly mean, in fact the opposite, he is very nice to most people, but when they get in his way, he does not hesitate in the slightest. In his ventures so far as a Sound Shinobi, he has made few friends, his social skills and mental trauma as an orphan and having to leave his first home at a very early age has scarred him extremely. His mental state is precarious at best, and at worst, he will insult the person working with him until they too share his emotional pain.

Other: He is average in studies and spends his free time lifting weights, training, or doing missions. He has an all-work and no-play mentality, and doesn't allow anyone to stop him from completing a mission.

Missions:

S: 0
A: 2
B: 6
C: 20
D: 38

Jutsu:

E-Rank

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.


Ninjutsu-

D-Rank

Kyomeisen (Vibrating Sound Drill)
An attack that involves the use of the sound amplifier, a device used to amplify and control the sound waves emitted from it to attack his opponent's sense of hearing. By damaging the victim's inner ear, the victim is rendered off-balance and nauseous.
Cp cost: 4 points per attack.
Damage: 10 - 20 + chk mod
Requeriments: Sound amplifier
Training days: 4 days
Special: Balance -2 and all other checks -1





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


C Rank
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-

C-Rank

Kori Shinchu no Jutsu (Sly Mind Affect Technique)
Kori Shinchū no Jutsu is a Genjutsu which causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over.
Cp cost: 40 + 5 per turn
Requirements: Genjutsu 30 Ranks
Training days: 6 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials: For every other post that the jutsu remains in effect, subtract 30 MHp and 20 Hp from fatigue

B-Rank

Mateki: Mugen'onsa (Demonic Flute: Dream Sound Chain)
The recipient will feel like they are tied with numerous wires, restricting their movement. Then, their flesh will begin to melt away from their bones, causing great pain and horror to the person receiving the jutsu. The user must be playing the flute the entire time the Jutsu is being used.
Cp cost: 70 + 15 per turn
Damage: 232 MHp initial damage, 30 continual damage per turn afterwards.
Requirements: Genjutsu 70 Ranks, Perform (Woodwind) 30+ Training days: 5 days
Will save: 15 + half character level + half int mod + half wis mod


Taijutsu- N/A

Summoning Contract- N/A

~Stats~

LV. 10
Experience: 160/200
Hp: 120
Cp: 130
MHp: 150

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Base|Levels|Training|Clan Bonus| (mod)

Strength: 10+4 (+2)
Dexterity: 10+10+1 (+5)
Constitution: 10+4 (+2)
Wisdom: 10+10 (+5)
Intelligence: 10+20 (+10)
Charisma: 10+0 (0)
Chakra: 10+20+3 (+11)
Dodge Bonus: 20

Base Attack Bonus: 10
Attack Melee: 12
Attack Ranged: 15

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

~Skills~


Strength Modifier: +2
Swim: +2
Taijutsu: +2

Dexterity Modifier: +5
Balance: +5
Escape Artist: +5
Hide: +5
Move Silently:+5
Sleight of Hand: +5
Tumble: +5
Use Rope: +5
Perform : +5 +25 = 30

Constitution Modifier: +2
Concentration: +2

Intelligence Modifier: +10
Chakra Control: +10+15++3=28
Craft: +10
Disable Device: +10
Forgery: +10
Knowledge: +10
Repair: +10
Research: +10
Search: +10
Genjutsu: +10 + 60 =70
Fuuin Jutsu: +10

Wisdom Modifier: +5
Alchemy: +5
Listen: +5
Read Lips: +5
Sense Motive: +5
Spot: +5
Survival: +5
Treat Injury: +5

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

Chakra Modifier: +10
Ninjutsu:+10

Weapons: [add Strength or Dexterity modifier depending on circumstances]
Kunai: 6-11 damage per kunai thrown
Shuriken: 6-7 per shuriken thrown
Ninja Weapons: *Depends on weapon*

No Modifiers:
Sneak Attack: N/A
Kawarimi: N/A?

~Possessions~


Money: 0 on hand, rest in apartment.

Ryo: 350

Equipment:

(1x) Naginata: The naginata is a pole weapon that was traditionally used in Japan by members of the samurai class. It has become associated with women, and in modern Japan, it is studied by women more than men. It consists of a wood shaft with a curved blade fashioned onto the end, and is similar to the European glaive. Usually, it also had a sword-like guard (tsuba) between the blade and shaft.
Damage: 1 - 12 + Str. mod.
Range: Melee + 10 feet.
Special: Can be thrown at a range of 50 feet.
Notes: Hato's naginata is double-bladed and custom built by Sara here and here. The naginata doesn't do any more damage than the norm, but it is cosmetic and fits Hato's style.

(x2)Kyoumei Supi ka: A special speaker which amplifies sound waves and also resonates it at a specific frequency. The sound released can then be controlled with chakra to a specific target
Damage: Chakra determines the damage dealt by this weapon. The damage is always your chakra modifier.
Range: Melee.
Special: Even if the attack is dodge the user must still make a fortitude save DC 10 + Damage dealt or go dizzy and deft. Deft people has - 10 penalty on listen checks and suffer - 4 penalty in all rolls.

(x15) 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."

(x1)Oto Kemuridama: (Sound Bomb) Perfected in the village of Oto. The sound bomb releases a high pitched screeching noise that varies in waves to effect all hearing both human and animal. Causes excruciating pain. They decrease any sound checks by 10. If enhanced hearing is used, the effect is doubled.



Valuables: N/A
PostPosted: Tue Feb 16, 2010 9:19 pm


[Not sure if this is the riight place but...]

User-name: Rom3ro IV
Posting: I post often
Time zone: East Coast

~Character Data~


Name: Rom3ro
Village: Otogakure
Clan/Bloodline: [unknown] (fits in with his character plot}
Element Affinity: Wind and earth
Age: 13
Gender: Male
Rank: Accademy student

~Appearance~


Headband: Upon getting his headband he would tear off the cloth leaving just the metal and then sewed it onto his V nech just under the neck area with his vest over laping it only allowing the village sign to be seen.
Height: 5' 3"
Weight: 105
Hair:A dark brown with patches of darker brown colors
Eyes: Brown left eye is a darker shade then the other but not very noticable.
Physical Description: R3 weared a pair of black tabi fitted with brown trousers over lapped by a spiderweb skirt [more like an over coating] with a holster layed over them but intsead of guns his holsters hold his sword [to be describes] and there are two other pouches which hold lengths of guitar and instrumental string. He also wears a Black V neck with his headband attatched [decribed above] to it and on top of the V neck he wears a darkbrown sleevless vest, paired with those he has brown striped tattoos on bothars to blend with his brown, black trimmed, glove [that of a farmer] and upon his head he wears his traveller hat and a pair of sunglasses.
Clothing: [Kind of redundant after I just described him]
Background: at birth he was taken away from his family and was forced for 10 years to train and be tested on to become the ultimate ninja and during the ninja war he was forced to fight his own people. R3 began to become rebelious and refused to fiight but that just made things worse as they preformed a mind wipe on him forcing him to forget everything incuding his realname and he was labled project R3 and thus he becam a merciless killer until he came across his family in battle and his father on the other side of the battle field and when the time came R3 faced him his father faught well ennough to manage his mask off and he immediately recognised him as his son but R3 did not know him as a father and soon after killed him but before he had completely killed him his father said but one word his name "Romero" which caused R3 to go in a berserk status which caused him to become blind in confusion as he slaughtered both sides including his current masters the one who had done this to him. after all was done took one of the enemy ships and set sail into the ocean and two years later he found himself washed up on the shore of Otogakure remebering nothing but was soon found by an older couple who raised him for another year before they passed away and with R3 having nowhere else to go he set out to become a ninja by enrolling in the ninja accademy.
Personality: R3 is a good guy once you get to know him but if you don't, lets just say you better not be on the opposite side on the field as he is...
Other: [Um I dont believe so, if ther is anything just PM me i guess, oh wait theres one thing]
-He has a very keen sense of hearing


Missions:

S:
A:
B:
C:
D:

Jutsu:
[due to passed events he know no justsu]
Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0xp
Hp: 10
Cp: 1
MHp: 10

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

Strength: 6+5 Mod: -1
Dexterity: 6+5 Mod: -1
Constitution: 6+4 Mod: 0
Intelligence: 6+2 Mod: -1
Wisdom: 6+4 Mod: 0
Charisma: 6 Mod: -2
Chakra: 6 Mod: -2
Dodge Bonus: 19

Base Attack Bonus: 6
Attack Melee: 6
Attack Ranged: 6

Base Save Bonus: 6
Fort: 6
Rex: 6
Will: 6

~Skills~


Strength Modifier: -1
Swim:
Taijutsu:

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

Constitution Modifier: 0
Concentration:

Intelligence Modifier: -1
Chakra Control:
Craft:
Disable Device:
Forgery:
Knowledge:
Repair:
Research:
Search:
Genjutsu:
Fuuin Jutsu:

Wisdom Modifier: -2
Alchemy:
Listen:
Read Lips:
Sense Motive:
Spot:
Survival:
Treat Injury:

Charisma Modifier: -2
Bluff:
Diplomacy:
Disguise:
Gather Information:
Handle Animal:
Intimidate:
Innuendo:
Perform:
Seduction:

Chakra Modifier: -2
Ninjutsu:

Weapons: [add Strength or Dexterity modifier depending on circumstances]
Kunai:
Shuriken:
Ninja Weapons:

No Modifiers:
Sneak Attack:
Kawarimi:

~Possessions~


Money: $5 [found on floor of ninja academy]

Ryo:

Equipment:
-He carries two custom swords each about 2' long and are light in weight and easy to manuver and upon the dulls half there are 3 strings tied making it seem like an intrument.
-In his pockets he carries a pair of fist weapons, more like bladed brass knuckles made of an Iron of mysterious value that fell from the sky years ago which glows a pitch black when there is an enemy near by...

Valuables:
-He has on valuable and that is his family necklace he recovered from his father's body that he wears every day and every minute of the day, he wears it religously to put it in an easier to understand way.

Rom3ro IV


Bel Biv Lucid

PostPosted: Mon Jun 21, 2010 4:01 pm


User-name: Bel Biv Lucid
Posting: Daily
Time zone: Eastern

~Character Data~


Name: Uchiha Ryuuku
Village: Otogakure no Sato
Clan/Bloodline: Uchiha/Sharingan-
Int + 6
Dex+ 4
All elements.
1 skill per level in genjutsu,
+10 intimidate, seduction, chakra control

First Toma: The Sharingan's first and most well known ability is to memorize any technique that it witnesses. It can memorize ninjutsu, genjutsu, and taijutsu with perfect accuracy, allowing the user to use the techniques as his own. In order to reproduce copied jutsu, however, one must have the necessary skill or ability to perform them. A prime example is Rock Lee's Strong Fist taijutsu. While Sasuke was able to copy some of Lee's moves, they put a much more significant strain on him since he hasn't trained nearly as hard as Lee has. In addition to physical skill, the Sharingan cannot allow the user to reproduce other kekkei genkai since the Sharingan user doesn't possess the same genetic trait. Additionally, Sharingan users cannot summon a creature which they have not made a contract with
User Image

In game stats:
Each eyes gives two attack bonus and dodge bonus unless both are activated which gives a five bonus overall to AB and DB.
1 skill per two levels spot, search, read lips
1 skill per level of sense motive
Genjutsu Eye Cast: Able to cast genjutsu during the enemies turn or yours as a free move. This free move can only be done once per players turn though.
Eye Copy Jutsu: Allows the user to memorize any technique it sees that isn't a bloodline or a summoning contract they do not have. The user must still meet all the requirements except for level requirements.
+20 genjutsu, ninjutsu, taijutsu


Element Affinity: Katon(All Elements)
Age: 11
Gender: Male
Rank: Academy Student

~Appearance~


Headband: N/A
Height: 5'7
Weight: 127lbs
Hair: Light black and Long
Eyes: Light Blue
Physical Description: His muscles are rather tone for a Shinobi his age. He has a slight tan ontop of his fair skin.
Clothing: Blue Shirt with the Uchiha clan symbol in the middle with likght colored shorts.
Background:

In the Beggining


Being born into the Uchiha Ryuuku was treated like royalty from the start. Unlike most children in this terrible world Ryuuku didn't have to face much hardship in his childhood. He had both parents in his life normal siblings as well as Loving grandparents. But because of these things he became soft unlike the already hardened children in the world. And because of this softness he was not able to unlock the sharingan when he most needed it at the invasion of the masters years ago. His family was entirely destroyed spareing him because he posed no legitamite threat to the occupation of the masters. After the destruction of his family he was taken in by an old Uchiha who had lived in Otogakure. Soon after adoption this Uchiha passed away and Ryuuku went on to live in the Uchiha compound.

Academy
Before even beggining the Academy Ryuuku was involved in a fight with a fellow student. This paticular student however had a bloodline limit that allowed him to be an excellent Taijutsu user by blood. This child beat Ryuuku close to death after challenging him to a fight which Ryuuku accepted. before the last blow that would've killed Ryuuku his bloodline activated to save him. In the end Ryuuku was able to deffat the classmate but this fight landed them both in the hospital.

Personality: He is a very outgoing character with few flaws in is disposition. Although he does have one problem with anger management
Other: User Image

Missions:

S:
A:
B:
C:
D:

Jutsu:

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


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.
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


Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: 10
Cp: 3
MHp: 9

Strength:6+5 | mod = 0+
Dexterity:6+3+4 | mod = 1+
Constitution:6+3 | mod = 0-
Intelligence:6+1+6 | mod = 1+
Wisdom:6+1 | mod = 1-
Charisma:6+1 | mod = 1-
Chakra:6+5 | mod = 0+
Dodge Bonus: 10

Base Attack Bonus: 1
Attack Melee: 1
Attack Ranged: 2

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

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

~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:10 (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:1 (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury: (Wis)

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

Ninjutsu:(20) (Sharingan) (Chk)
Genjutsu:1+ (20) (Sharingan) (Int)
Taijutsu:(20) (Sharingan) (Str)
Fuuin Jutsu: (Int)
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:


Valuables
Reply
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