User-name: Rin Kairiu
Posting: As often as I can
Time zone: Pacific
~Character Data~
Name: Areno, Anlu
Village: Jonohagakure
Clan/Bloodline: Areno
Element Affinity: Earth/Water
Age: 21
Gender: Female
Rank: Jounin
~Appearance~
Headband: Blue, around neck
Height: 5’4
Weight: 125 lb
Hair: Waist length, curly and brown with blond highlights near the ends. Braided from the nape of the neck and with a spiked strap.
Eyes: Large and chocolate brown that turns an odd shade of green when upset
Physical Description: Pale, but freckled skin. Her body is quite curvy with the advantages of strategically placed fat. Despite her feminine appearance, she is stronger than she looks.
Clothing: With a preference for earthy colors, Anlu wears brown pants, and a cream colored shirt along with her green jounin vest. She wears bandages over her hands up to her mid-upper arm.
Background: Anlu was born and raised in Konoha to the Areno clan, which was one of the most prominent in the medical arts. Growing up, she learned quickly what her talents were and how she was expected to use them. Though she knew she would have preferred to find her own path, she knew she would do best in the medical field and wanted to be the best she could possibly be for the sake of the village. So, she entered the academy all smiles and hard work, not trying to keep to herself but… well when you had to cram for a test then there were just some things you had to sacrifice... And sleep wasn’t one of them!
Becoming a genin wasn’t easy, but she earned her place and was proud of it. This was where her real tests would begin. She automatically placed herself behind her squad mates, doing her best with what first aid she knew, and little by little she started to learn medical ninjutsu and how to concoct antidotes and such for her team’s use. Doing so saved them on many occasions, and she felt good knowing that her talents were true and she was making a difference.
It was probably sheer dumb luck that she became a chunin, without much offensive power to her. However, it was hard for her opponents to land a hit on her in the first place, so dodging and healing herself to outlast the opponents was her main strategy. Chunin was her rank soon after and she started to work in the hospital from then on, only leaving to go on mission where she would most likely be needed. Time passed, her skills increased, and she achieved the rank of jounin then. She was one of the best medics in the village, or so she’d like to hope… and was quite surprised at the proposal to become a squad leader. This would prove to be an interesting challenge for her, yet!
Personality: Anlu is rather content with life, always smiling and ever playful. She is your average hard worker, doing her best to make things easier on everyone else. Once focused, it’s very hard to distract her. Her main passions are plant-life and medicine, so, naturally, she presents herself as a care-giver. Besides being the person that willing takes care of everyone, she doesn’t really have any close connections to anyone. Sure she has family, and she had friends, but she could never quite connect with anyone completely. Nevertheless, she continues on with her life and focuses on her purpose… healing and defending her kin. On another note, despite being a "care-giver" by nature, there are times when she can be rather blunt and/or sarcastic. She may not be strong physically, but she will tell you off if you irritate her, which is rare due to her normally happy nature. Still, she doesn't take crap from anybody... well, most anybody. She has a few exceptions.
Other: She has a fondness for stargazer lilies, and with that… starry nights as well. She tends to be poorer than the rest of her clan because she has a habit of giing out free medicine.
Missions: S:
A:
B:
C:
D:
Jutsu: Ninjutsu- Bunshin no Jutsu (Clone Technique)
Henge no Jutsu (Transformation Technique)
Kakuremino no Jutsu (Cloak of Invisibility Technique)
Kawarimi no Jutsu (Replacement Technique)
Nawanuke no Jutsu (Rope Escape Technique)
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
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.
Tanuki Neiri no Jutsu (Feigning Sleep Technique)
The user forces himself or herself into a deep sleep, using chakra to cover their pulse and heartbeat to fool an opponent.
Cp cost: 20 + 5 per turn
Dice Rolls: Full turn
Damage: N/A
Int check DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu.
Requirements: Chakra Control 20, Ninjutsu 18
Special: You appear dead. Successful usage of this technique gives you a chance to Sneak Attack opponent.
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
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.
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
Special: Enemy is rendered immobile when victim of this jutsu.
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
Special: Heals a small amount of HP on a desired target.
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.
Cp cost: 200 per person, minimum 3 people
Dice Rolls: 5
Damage: N/A
Requirements: Medical Ninjutsu 45, Chakra Control 40, Fuuinjutsu 15
Special: Revives a person who has been Dead (-10 Hp) for half an RP day or under. Using this technique takes the better part of 1 RP day.
Inyu Shometsu (Secret Healing Wound Destruction)
The user can concentrate their chakra to a prepared area on their body and begin the cell recreation process the very moment the targeted area becomes damaged. This ability activates dead cells and create new ones.
Cp cost: 60 + 20 per turn held
Dice Rolls: 5
Heals: 30 – 50 + chk mod per turn
Requirements: Medical Ninjutsu 35 Ranks, Chakra Control 30
Special: Immediately heals after receiving damage. {Holding the technique doesn't use up any attack turns.}
Shosen Jutsu (Mystical Palm Technique )
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 technique, however, uses up a high amount of chakra. This may also be utilized as the Chakra Scalpel to sever the opponent's muscle fibers at the point of contact.
Cp cost: 100 + 10 per additional 20 Hp healed
Dice Rolls: 5
Heals: 60 - 100 + chk mod
Damage: 1 - 6 + chk mod
Requirements: Medical Ninjutsu 50 ranks, Chakra Control 45, Taijutsu 15
Special: Against the Chakra Scalpel, the affected victim must roll a Reflex save (DC: your attack roll) to avoid inner bleeding. Should the Reflex check fail the victim shall lose 3 Hp per round per time hit.
Genjutsu- Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great.
Cp cost: 12
Dice Rolls: 2
Damage: 10 - 25 + int mod
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 8, Chakra Control 10
Taijutsu- Style: Capoeira
Capoeira is a style that combines elements of martial arts, music, and dance. The style is marked by fluid acrobatic play, feints, and extensive use of sweeps, kicks, and headbutts. Less frequently used techniques include elbow strikes, slaps, punches, and body throws. Lastly, striking with the hands is often seen as inelegant and disruptive to the flow of movement. Elbow strikes are commonly used in place of hand strikes. Capoeira also uses acrobatic and athletic movements to maneuver around the opponent. Cartwheels, handstands, headspins, hand-spins, handsprings, sitting movements, turns, jumps etc. are all very common in capoeira though vary greatly depending on the form and rhythm. Fakes and feints are also an extremely important element in capoeira and the setting of traps or illusory movements are very common. Capoeira defenses consists of evasive moves and rolls which allow the defensive players to quickly evade an attack and position themselves around the aggressor in order to lay up for an attack. Other evasive moves allow the capoeirista to move away or dangerously close in an attempt to trip up the aggressor in the briefest moment of vulnerability (usually in a mid-kick.)
Cp cost: ---
Dice Rolls: n/a
Damage: 8 - 14 + dex mod per hit
Requirements: Dex 20, Taijutsu 16, Acrobatics 9.
Special: +2 to maximum damage per 5 ranks in Acrobatics when using this style. Immune to attacks of opportunity.
Summoning Contract- ~Stats~
LV. 30
Experience: 0/1550
Hp: 630
Cp: 540
MHp: 1140
Attribute Name: Base Pt+ Dis Pt+ Ea Pt= Total
Strength: 12+ 0+ 0= 12 Mod: 1
Dexterity: 12+ 30+ 0= 42 Mod: 15
Constitution: 12+ 20+ 0= 32 Mod: 11
Intelligence: 12+ 18+ 0= 30 Mod: 10
Wisdom: 12+ 30+ 0= 46 Mod: 18
Charisma: 12+ 20+ 0= 32 Mod: 11
Chakra: 12+ 30+ 0= 40 Mod: 15
Dodge Bonus: 43
Base Attack Bonus: 30/25/20/16/10/5
Attack Melee: 31/26/21/16/11/6
Attack Ranged: 45/40/35/30/25/20
Base Save Bonus: 15
Fort: 26
Rex: 30
Will: 33
~Skills~
310 points
Ninja Skills [Mundane] ((Modified By)): Skill Name: Mod+ Dis Pt+ Ea Pt= Total
Acrobatics (Dex): 15+0+0= 15
Alchemy (Int): 10+20+0= 30
Awareness (Wis): 18+30+0= 48
Athletics (Str): 1+0+0= 1
Chakra Control (Int): 10+40+0= 50
Concentration (Con): 11+10+0= 21
Craft (Int): 10+0+0= 10
Diplomacy (Cha): 11+0+0= 11
Escape Artist (Dex): 15+0+0= 15
Handle Animal (Cha): 11+0+0= 11
Innuendo (Cha): 11+0+0= 11
Intimidate (Cha): 11+0+0= 11
Perform (Cha): 11+0+0= 11
Read Lips (Wis): 18+0+0= 18
Seduction (Cha): 11+0+0= 11
Sense Motive (Wis): 18+30+0= 48
Sleight of Hand (Dex): 15+0+0= 15
Stealth (Dex): 15+0+0= 15
Survival (Wis): 18+0+0= 18
Treat Injury (Int): 10+10+0= 20
Ninja Skills [Passive] ((No Modifiers)): Skill Name: Dis Pt+ Ea Pt= Total
Ninja Weapons (Melee): 0+ 0= 0
Ninja Weapons (Ranged): 0+ 0= 0
Taijutsu: 20+ 0= 20
Ninjutsu: 40+ 0= 40
Medical Ninjutsu: 50+ 0= 50
Genjutsu: 10+ 0= 10
Fuuin Jutsu: 20+ 0= 20
Sneak Attack: 20+ 0= 20
Puppet Play: 0+ 0= 0
~Possessions~
Money: Ryo:
Equipment: Kunai (x20): 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
Range: Melee or Ranged 50 Ft.
Special: Can be used in both melee and ranged combat.
Fuuma Shuriken (x5): 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.
Range: 50 ft.
Special: Can be used with the shadow shuriken no jutsu.
Senbon (x30): 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: Can throw six senbon per turn. "In other words 3 from each hand."
ValuablesBurn Salve (x5)
This gel is made with primarily aloe vera but also combined with other things to make it more soothing. This gel can treat burns as well as frostbite.
Ingredients: Aloe
Effects: Burn is healed, Hp +40 after 12 real life hours.
To Make It: DC 15, 2 Aloe
Concentration Juice (x5)
Drinking this juice will keep you awake and alert.
Ingredients: Coffee Beans, Club Moss, Ginkgo
Effects: Dodge Bonus +5, Concentration +3, Knowledge +5, for the next 50 posts or 5 minutes, whichever is sooner.
To Make It: DC 40, 1 Coffee Beans, 2 Club Moss, 1 Ginkgo
Medicinal Salve (x10)
Applying this gel everyday will heal any wounds given long enough.
Ingredients: Myrrh, Plantain, Shepherd's Purse, Turmeric
Effects: Without Myrrh- Hp +30 after 8 real life hours, With Myrrh- Hp +140 after 24 real life hours
Special: You can choose to not include Myrrh and the differences in healing are above.
To Make It: Without Myrrh- DC 10, 1 Plantain, 1 Shepherd's Purse, 1 Turmeric, With Myrrh- DC 30, 1 Myrrh, 3 Plantain, 2 Shepherd's Purse, 2 Turmeric
Painkiller (x20)
Although these pills will not heal your wound, they will at least make you feel better about it.
Ingredients: Plaintain, Turmeric
Effects: Stabilises dying patient.
To Make It: DC 8, 1 Plaintain, 1 Turmeric
Sedative and Truth Serum (x5)
Obviously this concoction will sedate a person and make it easier to force the truth out of him.
Ingredients: Coriander, Valerian
Effects: Makes patient drowsy, Will, Rex Save -10, all skills -15 for the next 2 hours. Interrogator receives +10 Gather Information bonus.
To Make It: DC 45, 10 Coriander, 1 Valerian
Special: Alternatively substitute 10 Coriander for 1 Hemlock
Soothing Tea (x10)
This tea soothes anxiety and helps people under trauma deal with their emotions.
Ingredients: Holly, Kava Kava, Passionflower
Effects: MHp +60 after 12 real life hours.
To Make It: DC 25, 1 Holly, 1 Kava Kava, 1 Passionflower
Cyanide (x5)
It is easily extractable from bitter almonds, the pits of plums and gorso.
Ingredient: Gorso
Effect: Hp -20 for 6 posts, -2 to all checks
Antidote: --
To Extract: Chakra Control DC 50
Fortitude DC: 40
To Make It: 2 Gorso, DC 40