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

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ProtoXtreme
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Obsessive Gaian

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PostPosted: Mon Aug 02, 2010 11:42 am


Please refrain from posting here until your post time-skip profile has been finalized and approved. This, however, may still mean you might have to make later edits as revamp is occurring (such as to Jutsu, clan information, etc.).

All Konohagakure no Sato shinobi, please remember rping without a profile, unless under special extended permission, is neither condoned nor appreciated. Highlight clan bonuses accordingly - red is for the permanent "physical" boosts and blue for the bonuses given only upon activating a kekkai genkai (i.e. a doujutsu).

Please update your profile accordingly, as your character grows and levels. If there are any questions concerning profiles, refer to the Game System subforum. If further assistance is necessary, drop a pm to me, ProtoXtreme.

Page One
- Reserved
- Reserved
- Reserved
- Nara Rhaim [Aruil]
- Daiichi Taiyou [TheEpicSound]
- Koari Emi [Hypocrites Live Longer]
- Dageki Aisu [I_Refuse_to_Return]
- Laram Myusai [j3susfr3ak1991]
- Fujiko Tenma [Homocidal Love]
- Jomei Bunraku [BloodyShinobiOokami]
- Otome [Sondra Starfire]
- Areno Anlu [Rin Kairiu]

Page Two
- Hyuuga Tao [Tairu Khime]
- Utishi Madara [IsaiGMH Killer]
- Hiro Sasaku [Technicianryan]
- Hanako Kiyomizu [Pr0dlgy]
- Fudou Akio [Fudou Akio / kouri-chan_xx]
- Kotochi Doru [Qyp]
- Alucard Daemon [Alucard Daemon]
- Yae [GoldenMyr]
- Kiyoshi Masaru [Armads the Doom Bringer]
- Shitome Matsumi [Chains of Freedom]
- Strife Diamond [Tigerveil]
- Uchiyama Hirokuma II [iDizzy Da Kidd]
- Inechi Shironaegi [Tairu Khime]

Page Three
- Marioka Adrienne [kiska166]
- Inuzuka Hoeru [dragaosagrada]
- Shirayuki Kaede [Minimidget]
- Kamitori "Shinko" Kayori [Konako_Akari]
 
PostPosted: Mon Aug 02, 2010 11:43 am


Reserved for Kage.

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: Mon Aug 02, 2010 11:44 am


Reserved for Kage.
PostPosted: Mon Aug 02, 2010 11:45 am


Reserved for Kage.

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: Mon Aug 02, 2010 11:45 am


Reserved for Kage.
PostPosted: Fri Aug 06, 2010 6:57 pm


Reserved for Kage.

ProtoXtreme
Vice Captain

Obsessive Gaian

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

Aruil

PostPosted: Mon Aug 30, 2010 12:25 pm


User-name: Aruil
Posting: Every 1-3 days
Time zone: No longer certain

~Character Data~


Name: Nara Rhaim
Village: Konohagakure
Clan/Bloodline: Nara
Element Affinity: Earth
Age: 14
Gender: Male
Rank: Genin

~Appearance~


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

Headband: Forehead with tan material. The actual metal emblem is centered over his left eye. Most of the headband is covered by his hair.
Height: 5’2”
Weight: 103 lbs.
Hair: brown wavy mop of hair that often obstructs his headband.
Eyes: Green eyes that are often hidden behind a squint from being in the sun so often. The left eye is a very faint pink where it should be white from damaged veins suffered during an ill fated run in with a doorknob.
Physical Description: A fairly unremarkable boy with a heavy olive tan and a normal 14 year olds build. He has the normal scars that any child gets from horsing around with their friends outdoors all day. His fingernails and the tips of his fingers in general are a much darker complexion from the amount of dirt he finds himself in.
Clothing: Standard shoes. Dark brown cargo pants held over a black long sleeve shirt, usually rolled to the elbows. A black baklava sits about his neck with the Nara clan symbol etched in green into the left cheek and brown fingerless gloves on his hands. He tends to also wear a second lighter black sleeveless shirt to add a little extra padding between himself and his two utility pouches on the back of his belt. The teen wears only the padding cloth and no kunai pouches high on his left thigh.
Background: The only boy in a family with four older sisters and three younger sisters, Rhaim was constantly being punished by his father for sneaking out to explore, play and fight with his pals. Having watched his older sisters all take on the ninja occupation he was forced to prove his masculinity and surpass them, despite the fact that he is in no way exceptional or all that interested in competing with his sisters.
Rhaim's academy life was more or less uneventful with a lack of instructors forcing the child to study on his own most days. Consequently he did not find much time to interact with his fellow students and developed no greater attachment to them. Despite those handicaps he still managed to graduate on his first attempt and begin his tenure as a genin. The first years of his genin life he spent mostly doing recon missions of little danger. He also acquired his first kill in that time, which he found to be much easier than he would have previously assumed. Those years with his first team have shaped his view on what a team leader should be and how a team should function.
Since the onset of the civil war within the Fire Country the Nara clan has been less than stable. For reasons beyond the boy's comprehension many of the families could not come to an agreement about what the best course of action for Konoha was. What made it more confusing for the young Genin was the fact that all of the views seemed logical and well thought out. As it was though, his parents held the belief that it was not an environment that their children should grow and develop in. Thus Rhaim and his sisters found themselves in an underground movement to get the younger generation to safer lands where they could train to one day return to their homeland. Unfortunately all of the siblings went off in different directions with Rhaim only receiving instructions to follows the orders of members of the underground.
Personality: A passive teen Rhaim often follows the lead of those willing to take on the extra effort of leading. He is never angered so much as confused as to why people waste his and others time with extensive lectures. With the onset of puberty he is becoming sarcastic. As is the case with most teens his desires for what kind of shinobi he wants to be has begun to grow hazy and he currently leans towards the medical field.
Other:

Missions:

S:
A:
B:
C: 2
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
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
Special: +intelligence modifier to disguise (Craft) checks.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Special: +2 to your Stealth check when hiding.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Special: +2 to your Escape Artist roll when escaping from rope.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu

Genjutsu Kai (Genjutsu Release)
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else.
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

Kekkai Hojin (Barrier Encampment Method)
An array of four explosive tags are jointly placed around the boundary of an area. If anyone or anything happens to walk through the boundary, the seals will instantly activate and explode, killing the imprisoned target.
Cp cost: N/A
Dice Rolls: 1 Roll
Damage: 10 - 20 per tag, all four means 40 - 80 damage.
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu. -2 per detected bomb tag.
Special: This technique requires 4 (nonconsecutive) turns to set up. You must hide each tag with a Stealth roll vs. your opponent's Awareness roll.

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]
Dice Rolls: 1 Roll
Damage: N/A

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}
Special: Enemy is rendered immobile when victim of this jutsu.

Kagemane no Jutsu (Shadow Bind Technique)
A skill that originally was used as a delaying tactic, the user is able to control an opponent's movement by connecting his shadow to theirs. The user's shadow is able to move, extend and change shape, but it must maintain the same surface area as the original. Any shadows between the user and opponent can be used to increase the total surface area, thus allowing the user's shadow to extend further than normal. The technique is also known as the Shadow Imitation Skill (Kage Shibari no Jutsu). This jutsu does not harm the ninja using it when their opponent is harmed, unless they're harmed by an outside force. Distortions to the overall shape of either the target or the Nara (if they can maintain the jutsu) can harm the other party, such as breaking an arm. Punctures to the skin however do not transfer between the Nara and the target.
Cp cost: 20 (+5 per round), +1 per opponent level per round
Damage: N/A
Reflex DC: 1D20 + Reflex save vs. 1D20 + users Ninjutsu.
Attack Turns: 2
Special: Foe's dodge bonus is 0 and cannot perform any actions until free of the jutsu.
If caught: Escape attempts are done by foes 1D20 + Will save vs users 1D20 + Chakra Control

Kage Kubi Shibari no Jutsu (Shadow Neck Bind Technique)
After capturing an opponent with the Shadow Imitation Technique, the user can then further extend their shadow up to the target's throat in the shape of a hand, which chokes them to death. Also, if the Shadow Imitation Technique isn't making the opponent copy their movements, this can be used to bind opponent's body in order to restrain them.
Cp cost: 30 (+10 per round), +1 per opponent level per round, initial cost is only 15 if Kagemane is already in use.
Damage: 25 - 40 + chk mod
Reflex DC: 1D20 + Reflex save vs. 1D20 + users Ninjutsu.
Attack Turns: 2
Rank: C
Special: Foes dodge bonus is 0 and cannot perform any actions until free of jutsu.
If caught: Escape attempts are done by foes 1D20 + Will save vs users 1D20 + Chakra Control



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


Taijutsu-

Dynamic Entry
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Cp cost: ---
Dice Rolls: 2
Damage: Add 3 - 8 to Taijutsu dmg

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 head butts. 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, head spins, 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
Special: +2 to maximum damage per 5 ranks in Acrobatics when using this style. Immune to attacks of opportunity.

Blocking
Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. Obviously the techniques for blocking with a kunai are not the same as blocking with a spear. The size categories are Small(kunai and smaller)/Medium(katana and smaller)/Large(Kusarigama and smaller/Huge(15 feet or 25 pounds and smaller).
Cp cost: ---
Dice Rolls: 2 Rolls
Damage: N/A
Weapons: Kunai
Special: Use the formula 1D20+Weapon Skill against attackers attack score. If the Block is higher all damage from the attack is negated.


Summoning Contract-

~Stats~

LV. 20
Experience: 953/1050
Hp: 320
Cp: 400
MHp: 220

>>>level up + training<<<

Strength: 19 Mod: 4
Dexterity: 40 Mod: 15
Constitution: 22 Mod: 6
Intelligence: 40 Mod: 15
Wisdom: 12 Mod: 1
Charisma: 8 Mod: -1
Chakra: 30 Mod: 10
Dodge Bonus: 36

Base Attack Bonus: 20/15/10/5
Attack Melee: 24/19/14/9
Attack Ranged: 35/30/25/20
- Kunai - 37/32/27/22
- Shuriken - 39/34/29/24

Base Save Bonus: 10
Fort: 16
Rex: 25
Will: 11

~Skills~


Ninja Skills [Mundane] ((Modified By)):
Dist+Trained

Acrobatics (Dex): 1
Alchemy (Int):
Awareness (Wis): 1+1
Athletics (Str): 1
Chakra Control (Int): 38+3
Concentration (Con): 14
Craft (Int): 1+2
Diplomacy (Cha):
Escape Artist (Dex): 3
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha): 7
Perform (Cha):
Read Lips (Wis):
Seduction (Cha): 11
Sense Motive (Wis):
Sleight of Hand (Dex): 12+1
Stealth (Dex): 1
Survival (Wis): 1
Treat Injury (Int): 20


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

Ninja Weapons (Melee):
Ninja Weapons (Ranged):
-Kunai: 10
-Shuriken: 24
Taijutsu: 16
Ninjutsu: 18+1
Medical Ninjutsu: 15+1
Genjutsu: 16+1
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo: 0

Equipment:

Kunai x 10 (Tobidogu)
Shuriken x 11 (2x Tobidogu) (9x Left utility pouch)
Senbon x 5 (Left utility pouch)
Soldier Pill x 1 (Left utility pouch)


Valuables
Monkey Hair Cord x 3 (Right utility pouch)
Human Hair Cord x 1 (Right utility pouch)
Sewing kit (Right utility pouch)
Thread x 41 (Right utility pouch)
Canteen x 2 (1x Middle back of belt) (1x Connected to pack)
Magen Narakumi no Jutsu Scroll (Pack)
Pen (Left utility pouch)
Pack (Back)
Mechanical Parts x 4 (Pack)
Sleeping bag (Pack)
Tarp, Brown (Pack)
Flint and Steel (Pack)
Goggles (Pack)
Rations x10 meals (Pack)
Rope x 25 feet (Pack)
Kagemane no Jutsu scroll (Pack)
Small scroll x 7 (Pack)
Medium scroll x 4 (Pack)
Large scroll x 1 (Pack)

-At home:
PostPosted: Tue Aug 31, 2010 11:57 pm


User Image
User-name: TheEpicSound
Posting: Everyday
Time zone: Central

~Character Data~


Name: Daiichi Taiyou
Village: Konohagakure
Clan/Bloodline: None
Element Affinity: Water
Age: 12
Gender: Male
Rank: Academy Student

~Appearance~


Headband:
Height: 4''11'
Weight: 82 lbs
Hair: Bleached Green
Eyes: Emerald Green and Ruby Red
Physical Description: Only standing at four foot eleven inches tall Daiichi is really nothing to look at. He isn't very attractive, his hair is always unkempt and he has a smoking habit that has stunted his growth. He always sports bruises and cuts on his body from family issues.
Clothing: Has a yellow headband, scarf, overalls two sizes to big and ankle weights. Coupled by a purple shirt with a green stripe down the middle, greens pants pants and purple shoes with a red soul.
Background: Daiichi was born on the waxing moon after his mother endured seventeen hours of painful labor. He was a very healthy baby and was taken home from the hospital about a week later. His mother didn't waste time and began drinking again as so a Daiichi arrived at his new home. Most of his life, Daiichi was raised by his father until about the age of ten when he left him and his mother due to his mothers drinking. This only led his mother into deeper depression causing her to drink even more. With the stresses of home life due to his fathers absence Daiichi's mother eventually began to beat him on a regular basis forcing Daiichi to eventually pick up smoking. This stunted his growth and killed his lungs at a pretty early age making him very sickly at times and pretty fragile. At the age of eleven he was removed from his mothers house due to his neighbors hearing his mom take a pin roller to his face screwing up his jaw making it click. Daiichi was moved to a half way house for young children with similar issues. Here he made a few friends, Jakuu and Toshi but, still stayed rather distant especially from girls. Most of these children have nothing and so they have no other choice but, to become Shinobi to get anywhere in life. This was also the case for Daiichi when he turned twelve years old and singed up for the ninja academy.
Personality: Very distant when it comes to talking or being around women. He tends to over analyze everything, even when it's very simple. Pain doesn't scare him and neither does fighting due to the de-sensitivity as a child. He tends to be a bad influence when it comes to decision making. He craves structure due to the lack of structure in his life and desperately looks for father figures. When it comes to interacting with other children he looks to others as beneath him because, of all the trauma he has suffered. He does not believe he is special but, acts more like a punk then anything else.
Other: His high-gene is sub par and he always smells of cigarettes. That's probably because, he smokes pretty regularly to relieve the stress of having a drunk abusive mother.

Missions:

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

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience:
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: 14 Mod: +2
Dexterity: 6 Mod: -2
Constitution: 10 Mod: +0
Intelligence: 10 Mod: +0
Wisdom: 10 Mod: +0
Charisma: 6 Mod: -2
Chakra: 6 Mod: -2
Dodge Bonus: 8

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

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

~Skills~


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

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


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

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

~Possessions~


Money:

Ryo:

Equipment:

Valuables
- Scarf
- Overalls
- Cigarettes
- Lighter

TheEpicSound


Hypocrites Live Longer

PostPosted: Wed Sep 01, 2010 1:42 pm


User ImageUser-name: Hypocrites Live Longer
Posting: Often as possible
Time zone: European standard

~Character Data~


Name: Koari Emi
Village: Konohagakure
Clan/Bloodline: None
Element Affinity: Earth
Age: 11
Gender: Female
Rank: Academy student

~Appearance~


Headband: -
Height: 125 cm
Weight: 18,5 kg
Hair: Pale blonde, straight with some stubborn wisps.
Eyes: Light blue

Physical Description: Being rather short and lean, Emi's build isn't ideal for the job of a kunoichi, easily overpowered due to her poor muscle strength. She mostly hides her body, for as she grows older her female features become more prominent. Embarrassed about these, she often wraps herself up, covering even more than just her small frame underneath her familiar oversized-sweater. Her tanned skin comes from the many hours she spends in the sun, forced to work at the large rice fields at home. Her normally darker hair bleached by the over-exposure of constant sunlight beaming down upon her. A thick scar covers her neck, blemishing her soft look. Dark rims surround her eyes, suggesting she doesn’t get a lot of sleep. Small freckles cover her tanned cheeks, mingling with her slight blush. A smile always lingers upon her face and in her eyes, believing there is no point in sulking.

Clothing: She wears mostly blue, for the cooling feel of it distracts her from the ruthless heat of the sun. Never leaving the door without her oversized-sweater she makes sure to look as big and baggy as possible. Underneath it she keeps herself wrapped up with several layers of bandages, covering all that she does not want to be seen. Her trade mark bandana never leaves her neck, hiding an unpleasant scar underneath. Also hidden underneath her sweater is a large knife, once used to try and slit her throat.
Background: Being born in a poor household, she struggles with the many issues her parents have against her. Not being the son they wanted she was unwanted at first. Initially they tried to cut their newborn’s throat, hoping they’d have better luck next time. Starting to feel guilty at the very last second, they changed their minds, not wanting to bear the blood on their hands. The imprint of their machete still visible on her neck, they decided she’d come in handy to work at the fields, thus not bothering them during their daily routine. Starting ever since she was able to walk, she never had the opportunity to fully express herself. By chance she found the one and only thing that helped her cure her depressed mind, art. Staying up all night to draw and paint, she found herself enjoying the way she could capture the world on paper. Dreaming of becoming one of the greatest artist of all time, this hope was quickly shattered when her parents forced her to become a shinobi, needing the extra money to come around.
Personality: Even though life’s been hard on her, she tries to stay as positive as possible. Enjoying the littlest things in life, she spends most of her days just gazing off. Being forced to become a shinobi, her heart doesn’t go out for it. Needless to say her motivation is rather crappy. Often distracted by what goes on around her, she has a hard time focusing on what is to be expected from her. Taking things seriously just isn’t her style, often dismissing the problems at hand with a joke and a laugh. Internally she struggles with whom she truly wants to be, superficial or sophisticated, she’s afraid to let her true self out. Not having endured the needed human contact in her life, she’s grown to lack some basic social skills and come to over think most situations, always looking for bad intentions behind simple actions. And of course, often being too honest for her own good, she is known for her blunt statements.

Other: -

Missions:

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

Jutsu:

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

Ninjutsu-
-

Genjutsu-
-

Taijutsu-
-

Summoning Contract-
-

~Stats~

LV. 2
Experience: 17/150
Hp: 10 +10 = 20
Cp: 2 +6 = 8
MHp: 9 +18 = 27

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

Training - level up

Strength: 8 Mod: -1
Dexterity: 11 Mod: 0
Constitution: 10 Mod: 0
Intelligence: 11 +2 = 11 Mod: 0
Wisdom: 11 Mod: 0
Charisma: 10 Mod: 0
Chakra: 10 Mod: 0
Dodge Bonus: 9

Base Attack Bonus: 1 +1 = 2
Attack Melee: 0
Attack Ranged: 1

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

~Skills~


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

Acrobatics (Dex): 34
Alchemy (Int): 1
Awareness (Wis): 4
Athletics (Str): 2
Chakra Control (Int): 4 +1 = 5
Concentration (Con): 1
Craft (Int): 2
Diplomacy (Cha): 1
Escape Artist (Dex): 0
Handle Animal (Cha): 1
Innuendo (Cha): 0
Intimidate (Cha): 0
Perform (Cha): 1
Read Lips (Wis): 0
Seduction (Cha): 1
Sense Motive (Wis): 1
Sleight of Hand (Dex): 1
Stealth (Dex): 3
Survival (Wis): 0
Treat Injury (Int): 0


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

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

~Possessions~


Money:

Ryo: 0

Equipment:
-

Valuables
- Bandana
- Machete
- Scrolls
- Brushes
PostPosted: Wed Sep 01, 2010 1:57 pm


User ImageUser-name:I_Refuse_to_Return
Posting biggrin aily
Time zone: Central

~Character Data~


Name biggrin ageki, Aisu
Village:Konohagakure
Clan/Bloodline:None
Element Affinity:Earth
Age:11
Gender:Male
Rank:Academy Student

~Appearance~


Headband:
Height:4"5'
Weight:76
Hair:Blue
Eyes:Black
Physical Description:He stands at 4 feet 5 inches. He is a small kid. He has the occasional cuts and bruises cause he is not afraid to get into a fight. Which he is nearly in 55% of the time due to his gambling issue.
Clothing: A sleeveless t-shirt with a scarf. Baggy pants that are half white and half black. and shoes that match. He also wears a pair of gloves. Black and white is pretty much his apparel.
Background: He was born into a typical family. The mother worked at a restaurant and the father worked as a card dealer at the nearby parlor. His mother worked days and his father worked the nights. So he usually had a parent with him at all times. With that said he still found many ways to get into trouble. Always getting into things. Climbing things he wasn't supposed to. Aisu never really found anything that kept him completely occupied for more than 5 seconds. Its not that he was ADD or anything its just that nothing seemed that interesting once he figured out what it was.
One day his father took him to work at the parlor. There was a special client that requested the entire day instead of the evening. Aisu's father made it clear on how important this client was and asked that Aisu be on his best behavior. Aisu being the terrible child he was. He was about to go and start messing with all the neat things in the parlor. Until he saw his father start to deal the cards. His father was said to be the best card dealr in all of konoha. He would do tricks, slides, flips. Anything you can imagine doing with a card. His father was doing it before his very eyes. When they got home Aisu begged his father to show him how to do those tricks. Aisu was a natural. A gifted card dealer. However as all mischief children do they use their gifts to exploit some awes from the crowd. So he went out to the streets and would play other kids in a game of cards. Showing off his new skills. If other kids complained Aisu would get all prideful and start teasing the other kids saying they just are not as special as the great Aisu. Which also resulted in many little fist fights.
Personality:He is a hyper go to kid. If something looks exciting sure enough he is going to try it. Most of the reason he entered the ninja academy. Cause a ninja's life is always exciting and hardly ever boring. He loves to play cards and even gamble a little bit on the side.
Other:He constantly has a deck of cards on him at all times. A special deck his father gave him.

Missions:

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

Jutsu:
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.

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.
Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 2
Experience: 68
Hp: 20
Cp: 6
MHp: 16

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

Strength: 6+1=7             Mod:-2
Dexterity:  15            Mod: +2
Constitution: 10        Mod:0
Intelligence: 10+2=12        Mod:+1
Wisdom: 6              Mod:-2
Charisma: 8            Mod:-1
Chakra: 10               Mod:+0
Dodge Bonus: 10

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

Base Save Bonus: 1
Fort: 1
Rex: +3
Will: -1

~Skills~


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

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


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

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

~Possessions~


Money:

Ryo:

Equipment:


Valuables
- Scarf
- Cards

I_Refuse_to_Return


Laram Myusai

PostPosted: Wed Sep 01, 2010 4:45 pm


Visitor



User-name: j3susfr3ak1991
Posting: when I can
Time zone: GMT -8 hours

~Character Data~


Name: Laram Myusai
Village: Konohagakure
Clan/Bloodline: Hatake (does not know)
Element Affinity: Raiton, water
Age: 10 years old
Gender: Male
Rank: Acadamy Student

~Appearance~


Headband: not earned yet
Height: 5'0"
Weight: 105 lbs
Hair: black
Eyes: red(not sharingan, or any other kekke genkai, just red)
Physical Description:
User Image
Clothing: it's in the picture

Background:
Laram grew up in the Takigakure village with his parents. He was a happy-go lucky kid until early in his tenth year of life, his parents were killed on their latest mission. The shinobi assigned to destroy his parent's bodies brought back four things: his father and mother's headbands, his father's Ninja to, and a small, white, baby tiger. Laram was eavesdropping when he heard them say that it looked like the parents killed each other. After hearing this the village's kage decided that Laram could not stay in Takigakure, and that he couldn't find out the truth about his parents. The kage had some heart, however, because she allowed Laram to keep the things brought back.

It was decided that Laram would be shipped to the country of water's village hidden in the mist as part of a good faith gesture. Laram was transported by a Jounin that that had been a friend of the family. They boarded the ferry that would take them to their desired destination. They had to walk a distance before Laram's new village came into view. With his parents headbands in his pack, and a tiger in his arms, Laram kept on towards the village. His transport stopped, however.

Looking back, Laram gave him a questioning look. He said, "My orders were to transport you to the village, that is all. I have this note that you need to keep on you. Now, what you do is your choice." Winking, he disappeared, leaving Laram alone on the road. As he stood there, trying to understand what he was told, he saw a group of people that looked like they were trying to escape the village in a boat. He thought that if it was a village that people had to escape from, it wasn't a village he wanted to be apart of. He hid aboard a vessel that seemed to be chasing them. He followed the refugees all the way to Konohagakure, before they spotted him. He told them his story, and about the people chasing them, and they decided to allow him to join them.
Personality: Laram is serious, and sorrowful for now. The death of his parents hit him incredibly hard.
Other: ???

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 30/100
Hp: 10
Cp: 3
MHp:8

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

Strength: 10 Mod: 0
Dexterity: 14 Mod: +2
Constitution: 6 Mod: -2
Intelligence: 14 Mod: +2
Wisdom: 6 Mod: -2
Charisma: 6 Mod: -2
Chakra: 15 Mod: +2
Dodge Bonus: 8

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

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

~Skills~


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

Acrobatics (Dex): 0
Alchemy (Int): 0
Awareness (Wis): 0
Athletics (Str): 0
Chakra Control (Int): 4
Concentration (Con): 0
Craft (Int): 4
Diplomacy (Cha): 0
Escape Artist (Dex): 0
Handle Animal (Cha): 4
Innuendo (Cha): 0
Intimidate (Cha): 0
Perform (Cha): 0
Read Lips (Wis): 0
Seduction (Cha): 0
Sense Motive (Wis): 0
Sleight of Hand (Dex): 0
Stealth (Dex): 0
Survival (Wis): 0
Treat Injury (Int): 0


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

Ninja Weapons (Melee): Ninja to
Ninja Weapons (Ranged): kunai knife
Taijutsu: 4
Ninjutsu: 4
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:


Valuables father's headband, mother's headband, father's ninja to



~Pet Data~


Name: Mitukai
Species: Tiger
Size: Medium
Element Affinity: Fire
Age: 9 Weeks
Gender: Male

~Appearance~



Height: 2'
Weight: 14 lbs
Fur: White with black stripes
Eyes: Blue
Physical Description:
User Image

Background: Mitukai was found by Laram's parents when the were on their last mission. They meant to take him back to his mother until they found out that she was dead. Rather than leave the cub to fend for itself, they decided to keep it as a pet for their son. They, unfortunately, never made it home alive. When the search party found their corpses, they found Mitukai scared, and shivering next to them. They brought him back to the village where the kage decided to give him to Laram.
Personality: Mitukai is still a baby, luckily he was weened, and eats hard food. He does not like to leave Laram since he is the one that smells most like his parents.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

~Stats~

LV. 1
Experience: 0/100
Hp: 10
Cp: 2
MHp: 4

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

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

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

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

Damage: 1-5 -1


~Skills~


>>>PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<

Mundane Skills

Athletics: (Str) 1

Acrobatics: (Dex) 1
Stealth: (Dex) 2

Concentration: (Con) 2

Chakra Control: (Int) 2

Awareness: (Wis) 2
Sense: (Wis) 2
Survival: (Wis) 2
Track: (Wis) 2

Diplomacy: (Cha) 1
Intimidate: (Cha) 1
Perform: (Cha) 0

Ninja Skills

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

~Possessions~


Equipment: none

Valuables none
PostPosted: Sun Sep 19, 2010 10:11 am


User-name: Homocidal Love
Posting: As Often As Possible
Time zone: US Pacific, Washington

~Character Data~

User Image
Name: Fujiko Tenma
Village: Konoha
Clan/Bloodline: Fujiko
+3 Strength
+3 Strength when in water
+3 Charisma
+2 Dexterity
+4 Trip
+4 Disarm
Element Affinity: Water
Age: 9
Gender: Female
Rank: Genin

~Appearance~


Headband: Konoha; right upper arm. Amegakure; left upper arm.
Height: 4’3”
Weight: 75
Hair: Tenma’s hair is a long but thin mess that often is pulled up in a tangle. The color of her hair is a blurred fusion between black and gray. To compliment her mess Tenma wears her bangs at various lengths, anywhere from ending at her eyebrows to the middle of her pupils. This particular mess slithers down to Tenma’s hips. Though it doesn’t look very health, her hair is well taken care of -- even if she does need to brush it more often. There is one lock of her hair where she has three beads; one tan, one red and one white, stacked on top of each other next to her right eye.
Eyes: Most say the eyes are the window to the soul, if that is the case then Tenma’s eyes show energetic lightning strike. Her eyes are a vibrant and unusual muted purple. When one looks close enough it looks like silver lightning is flashing and swirling endlessly in her eyes. Her eyelashes compliment her eyes beautifully by causing a thick black lining around her purple eyes.
Physical Description: Physically Tenma is your average child. Her limbs are gangly for her size as she is still growing into her own body. Because Tenma is such a small child, and so young, there is no definite muscle or build on her. Her skin is pale and fair, contrastingly so thanks to her constant play outside. Her facial features are also small and petite to fit with the rest of her stature.
Clothing: Tenma wears loose black shorts that brush the tops of her knees and a midnight blue top with sleeves that just barely skim over the curve of her shoulders, which surprisingly fits the child. Her feet have remained bare over the years, even as the rest of her has changed. There is a rawhide cord around her neck with a single, thick wooden bead that rests in the spot where her collarbones meet. Both of her arms, full length, are covered in the mystical bandages from her village so that she may control the spirit residing within herself. Finally, there are black fingered gloves on both hands that fit quite snuggly for the sake of mobility, but immediately loosen and fold around her wrists.
Background:

*~*Pre-Konoha*~*


Tenma was born to a poor couple of the Fujiko clan. Their names were Kimiko and Michiro. They weren’t supposed to be wed, but they defied their parent’s wishes a married. After their wedding they were banded from the family. Tenma was born less than a year later in the wilderness; her family had yet to find a home. Because there was no doctor or assistant Kimiko died during childbirth. This left Michiro to care for his new-born child; no milk for her, no shelter for her, and no name for her. With all of his energy and love Michiro attempted to raise the child, but in only weeks both he and his child were nearing starvation. With the last of his energy Michiro summoned a spirit, begging it to take the unnamed child home to his family. The spirit agreed, but at a price. Michiro was to spend the rest of time as an assistant to this particular spirit.

In the darkness of night the spirit arrived at the village Amegakure. This was the only village were the child could be with her own kind. The only true question was whether or not she would be accepted home. The spirit left the child on the doorstep of Michiro’s parents who only knew of the child’s presence the next morning when Takashi, Michiro’s father, left to help a friend repair their roof. The child had Michiro’s headband tucked within its blanket, which is how she was identified. Reluctantly, Takashi submitted to his wife’s pleas to keep the child, who was then named Tenma; the evil spirit. Takashi chose this name because, even though she was so young, the child had not been introduced to the spirits – corrupting her.

As the years passed the child continued to grow and to become stronger. She typically assisted her grandmother and father with chores and other things to do around the house. It was a quiet and peaceful life, nothing exciting or heart pounding. For that reason alone Tenma decided to pursue becoming a ninja. Now her grandfather felt it was time to make something of her; other than the walking and talking reminder of his son’s betrayal that she is.

As Tenma readied herself for her first day at the academy the child heard a crash in the kitchen. It sounded like a plate falling. As the child left to invesigate her grandfather came running down the hall. After being grabbed by the arm Tenma found herself back in her room. As she stared at her grandfather in confusion he sad nothing, all he did was shove various items in a bag. Her bandage, her beads - something had to be wrong. Not sure what to do, Tenma decided to help. She found her father's headband and placed that in the bag, but it was abruptly shut afterwards. Takashi lifted Tenma while sliding the bag over her shoulder. He placed her up in the window sill of her room and looked at her worriedly. "Tenma, my beautiful grandchild," Tenma stared in confusion, her mouth slightly agape, as her grandfather gently stroked her face. He had never called her "his", much less "beautiful". His eyes expressed a range of emotions, fear and worry, but one that Tenma had never seen before: love. "You must run my child. You must run and never look back. Run to Konoha, there you will find safety." At that Takashi gently pushed Tenma out of the window and Tenma had lost sight of her grandfather for the last time. She did as she was told - she ran. The trees of the forest blurred past as she sped through, praying she would be able to find help before it was to late.

After days of running Tenma finally made it to the country of fire, but she collapsed in exhaustion. She had failed. She had failed her grandfather. She hadn't made it to safety. She hadn't made it to Konohagakure. As her eyes began to close she felt someone, no, multiple someones land around her. One began to speak, but she couldn't tell what he was saying as she slipped into the black.

*~*Konoha*~*


After falling unconscious in the forest, Tenma was brought into the village of Konoha in order to be treated in the hospital. This took weeks in order to reverse the damage that she had caused herself before that she could be released from the blindingly white room and syrupy sweet staff. However, before getting to taste the outside world, she was escorted to meet the Hokage and explained to him what had happened. Finally, once all of that was completed, she was sent to live in a hotel and, in order to pay for the room, she cleaned the establishment. Luckily for the child, this wasn’t a permanent or even long term situation.

Her studies in the academy were swift and exciting, especially for a child that had never been allowed to play with children her own age. It was there that she met a boy by the name of Rhiam. Though he wasn’t the most motivated of the group, he was quite intelligent, patient, and kind to the girl. Quickly she grew to enjoy his company and his assistance in her lessons when there was no one else around. In her mind, this was her first ever friend; and she quite intended to keep him as a friend. Not only did she have a friend, but he also offered to let her stay with him and his family. So, she now resides in the Nara compound.

The genin exams were exciting and challenging. She got to match wit for wit with her proctor, though it was quite anti-climatic since in the end she just asked where in the world the statue was hidden. Tenma worked with both Rhiam and Tairu to complete their “mission” of sorts. After a lot of fighting, yelling, confusion – all three were promoted to genin status. The graduation ceremony was filled with smiles and hugs from the Nara family, though it made Tenma a bit uncomfortable.

*~*Timeskip*~*


Year One:
Tenma made several trips back to Ame in order to learn about her clan’s specific fighting techniques and jutsus. All of her trips had their moments, but nothing good ever seemed to come of them. The first time, when Tenma decided to brave seeing whether or not her grandparents had managed to survive whatever evil she had fled from, the young girl learned that it was all just a ploy to get rid of her. In the wake of her devastation she fled and found herself in a holy place where she meditated for quite some time. Between her trips to Ame, she became one with a spirit, far later than most children from her clan. The second trip ended with her being captured by the same group that killed her grandparents, but for some reason unbeknownst to her, they let her live. Once more she was returned to the hospital in Konoha.

Year Two:
This year was highly uneventful. She fell into a routine of meditate, work, train, meditate, dance or play music, and repeat. The cause of this: a temporary suspension for all missions in fear that she would have to leave the country for any reason. If the men who captured, and nearly killed, her were still out there then she would only endanger herself, her teammates, and their sensei. However, because of this she grew at an impressive rate while growing closer and closer with the spirit that resided within her.
Personality: With time Tenma has grown more confident in herself. She now carries herself upright but still prefers the background. Overall she is quiet and highly respectful; but she had developed that spitfire attitude that her grandfather was notorious for. Comparatively it is very subdued, but when it does come out she is quite the force to be reckoned with. Even with her recent development she has managed to hold onto both her inquisitive and pessimistic trademarks, though she has managed to begin her pull away from the concept that she is simply an inferior creature that should just stay out of the way.
Other: Nothing here.

Missions:

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

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.
Genjutsu-

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: ----



Style: Gouken (Strong Fist)
Gouken aims at inflicting external damage and breaking bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
Cp cost: ----
Dice Rolls: n/a
Damage: Basic Taijutsu Damage increases to 5 - 12.
Requirements: Taijutsu 5, Strength 12.
Training: 2 stages.
Stage I: Strength DC 12. Punch hard surfaces with weights strapped around your arms.
Stage II: Taijutsu DC 17. Punch through less hard surfaces without the weights.

Reppū (Gale)
Using their quickness and agility, the user performs a spinning kick to sweep their opponent off their feet. This technique is a good example of how even simple taijutsu can become a preeminently destructive, lethal technique. The move here is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Cp cost: -----
Dice Rolls: 2
Damage: Taijutsu damage.
Requirements: Style: Gouken, Taijutsu 9 ranks.
Training: 2 stages.
Stage I: Taijutsu DC 19. Practice spinning on one leg while keeping your kicking leg straight.
Stage II: Taijutsu DC 22. Add more speed and power to "Stage I"
Special: Enemy is flat footed after the attack and loses the Dex mod to his Dodge Bonus unless he succeeds a Acrobatics check {DC: half the damage}.

The Kapchico fighting style:
The Kapchico fighting style is primarily a defensive fighting style with only a few offensive motions. The Kapchico appears to be a dance between fighters and was based on a traditional style of festival dance by the Fujiko. The motions are fluent like water and the hits are sharp and precise. When a Fujiko does go on the offense they attack their opponent's soft spots, such as kidneys, joints, and weak muscles and tissues. This is a taijutsu style developed only a handful of decades ago.

Dansu no ookawa supirittono jutsu (Dance of the River Spirit)
Description of Jutsu: This taijutsu appears to be a dance because it was originally a dance to honor the great river spirit. The two fighters will mainly be back to back because or the movements of the dance. As this dance goes on the fighters will appear to be circling each other but still almost touching. And when there is an opening, the perform will be able to knock their opponent off balance and down to the ground. If the dance was done correctly then the performer also should be able to disarm and pin their opponent down holding the enemy's arms behind their back. This jutsu is one of the Fujiko's peaceful techniques that wasn't meant to harm.
Cp Cost: N/A
Damage: N/A
Requirements: Genin, Perform(Dance) 15, Fujiko clan, must know the Kapchico fighting style.
Training: 2 days
Special: +2 to Disarm check and +4 to grapple check

Summoning Contract-

~Stats~

LV. Seventeen
Experience: 110/900
Hp: (10 + 2) * 17 = 204
Cp: (3 + 5) * 17 = 136
MHp: (10 + 2) * 17 = 204

<
Conditional>>

Strength: 18 + 0 + 7 + 3->6 Mod: +9->+10
Dexterity: 12 + 0 + 7 + 2 Mod: +5
Constitution: 12 + 0 + 3 + 0 Mod: +2
Intelligence: 12 + 0 + 3 + 0 Mod: +2
Wisdom: 10 + 0 + 4 + 0 Mod: +2
Charisma: 14 + 0 + 5 + 3 Mod: +6
Chakra: 17 + 0 + 4 + 0 Mod: +5
Dodge Bonus: 10 + 9 + 7 = 26

Base Attack Bonus: 17/12/7/2
Attack Melee: 17 + 9->10/12 + 9->+10/7 + 9->10/2 + 9->10 = 26->27/21->22/16->17/11->12
Attack Ranged: 17 + 5/12 + 5/7 + 5/ 2 + 5 = 22/17/12/7

Base Save Bonus: 17 / 2 = 8
Fort: 8 + 2 = 10
Rex: 8 + 5 = 13
Will: 8 + 2 = 10

~Skills~

<>

Ninja Skills [Mundane]:

Acrobatics (Dex): 11 + 5 + 0 = 16
Escape Artist (Dex): 14 + 5 +0 = 19
Sleight of Hand (Dex): 8 + 5 + 0= 13
Stealth (Dex): 11 + 5 + 0 = 16


Alchemy (Int): 4 + 2 + 0 = 6
Chakra Control (Int): 17 + 5 + 0 = 22
Craft (Int): 2 + 5 + 0 = 7
Treat Injury (Int): 4 + 5 + 0 = 9

Awareness (Wis): 7 + 2 + 0 = 9
Read Lips (Wis): 3 + 2 + 0 = 5
Sense Motive (Wis): 6 + 2 + 0 = 8
Survival (Wis): 14 + 2 + 0 = 16

Athletics (Str): 14 + 9->10 + 0 = 23->24

Concentration (Con): 10 + 2 + 0 = 12

Diplomacy (Cha): 10 + 6 + 0 = 16
Handle Animal (Cha): 12 + 6 + 0 = 18
Innuendo (Cha): 9 + 6 + 0 = 15
Intimidate (Cha): 2 + 6 + 0 = 8
Perform (Cha): 20 + 6 + 0 = 26
Seduction (Cha): 2 + 6 + 1 = 9




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

Ninja Weapons (Melee):
Ninja Weapons (Ranged):
Taijutsu: 19 + 0 + 0 = 19
Ninjutsu: 3 + 0 + 0 = 3
Medical Ninjutsu: 0 + 0 + 0 = 0
Genjutsu: 4 + 0 + 0 = 4
Fuuin Jutsu: 0 + 0 + 0 = 0
Sneak Attack: 0 + 0 + 0 = 0
Puppet Play: 0 + 0 + 0 = 0

~Possessions~


Money:

¥en: 0
Ryo: 0

Equipment:
- 15 Senbon

Valuables
- Mother’s Sash (In a chest under her bed)
- Father’s Headband (Left bicep)
- Enchanted Bandage Made By Her Grandmother (Wrapped around both hands and arms)
- Blue Crystal Pendant (Attached to belt loop)
- Thick Wooden Bead Necklace (Single bead and cord around neck. Remaining beads in chest under her bed)
- Colored Beads (In a small box under her bed. Three are in her hair)
- Large Chest Of Scrolls (A large locked chest that remains hidden under her bed)

Homicidal Love

Timid Seeker


BloodyShinobiOokami

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PostPosted: Sun Sep 26, 2010 7:00 am


User-name:BloodyShinobiOokami
Posting: I get on at least 1 hour everyday...unless i have hw or something like that.....but i get on in the afternoon
Time zone: GMT -5

~Character Data~


Name: Jomei Bunraku
Village: Konoha
Clan/Bloodline: Rialto
Element Affinity: Water
Age: 10
Gender: Male
Rank: Academy Student

~Appearance~

User Image

Headband: On his hat where his goggles are the material matches his hats fabric.
Height: 5'1"
Weight: 110
Hair: Brown
Eyes: Brown
Physical Description: He is not a person that could easily win a fight hand to hand. He looks very small, but he uses his small body to move quickly and to get into small places. He uses his speed so that he could fight in his comfortable long range fighting style and so he could charge his chakra. But with some good training he might become a well rounded student.

Clothing: White Short Sleeve Shirt and brown pants with standard shoes. On his back is his puppet that is wrapped up in a gauss. (Think of Kankuro...its the same thing)

Winter Time wear: He is still wearing the same as above but he wears a black and white stripped hoodie to fight against the cold weather.

Background: He and his father live in a puppeteer theater in the upper floor and is being sent to the Academy to learn how to control his chakra so he could be a better puppeteer. He has spent most of his life without his mother. She was killed on top secret mission with the Konoha Black Ops and ever since then he has wanted to join the Black Ops and fight in her honor. He has spent most of his life in the Theater helping his father with his failing business of entertaining others with Puppet Play. Because of this he and his father don't speak on the same terms. His father always saw him as a failure because he refuses to use the puppets for entertaining others, he wanted to use them for how they were made protecting those he loved. Jomei looks at his father like a coward because while his mother was using her puppet play to protect the village, his father stayed at home. On a normal day, He and his father barely spoke to each other let alone ate with one another. So his whole life Jomei has lived without a father figure and a mother. But he doesn't use that hatred to scare and cry out for attention to the other villagers, he treats all of them with respect. Because he knows that they were lucky to have a family that cares and would fight for the death if something happened to anyone of their family. But when he sees a happy family Jomei has an inner pain, or an inner longing for that happy family, because he is pretty much alone.

Personality: Young, trustworthy, easily trust others, Friendly

Other: Even though he is not physically strong he is really fast. He is really good at aiding those that are in need (In time when i am able to be a puppetmaster i am going to use them for attack and aid)

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Bunshin no Jutsu (Clone Technique)
http://images1.wikia.nocookie.net/__cb20090307095343/naruto/images/thumb/d/d1/Replication_Technique_Fail.jpg/300px-Replication_Technique_Fail.jpg
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.


Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 67/100
Hp: 10
Cp: 4
MHp: 9

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

start +ability points +Training
Strength: 6 Mod: -2
Dexterity: 6 +6 Mod: 1
Constitution: 6 +4 Mod: 0
Intelligence: 6 +2 +2 Mod: 0
Wisdom: 6 +2 Mod: -1
Charisma: 6 Mod: -2
Chakra: 6 +6 Mod: 1
Dodge Bonus:10

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

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

~Skills~


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

(Skill Points + Mod+ Training)

Acrobatics (Dex):
Alchemy (Int):
Awareness (Wis):
Athletics (Str):
Chakra Control (Int): 9 (8+ 0+ 1)
Concentration (Con):
Craft (Int):
Diplomacy (Cha):
Escape Artist (Dex): 3 (2 +1)
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha):
Perform (Cha):
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis):
Sleight of Hand (Dex):
Stealth (Dex): 5 (4 +1)
Survival (Wis):
Treat Injury (Int):


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

Ninja Weapons (Melee):
Ninja Weapons (Ranged):
Taijutsu:
Ninjutsu:
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack: 1
Puppet Play: 5

~Possessions~


Money:

Ryo:

Equipment:


Valuables: He owns a fluffy flapped hat on his head. He has had it since birth. His mother gave it to him before she died.

Hoshizora- puppet (Profile in the make not able to use yet)
PostPosted: Sun Sep 26, 2010 9:34 pm


I not claim or did this artwork. The credit goes to my best friend Marieanne McKassion from Deviantart and Gaia, who helped me and drew this character for me.

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



User-name: Sondra Starfire
Posting: 1
Time zone: Don't know

~Character Data~


Name: Otome
Village: Leaf
Clan/Bloodline: N/A
Element Affinity:
Age: 12
Gender: Female
Rank: Academy Student

~Appearance~


Headband: N/A
Height: 5'6
Weight: 135
Hair: Black with gold strikes on front of bangs and on tips of her ends.
Eyes: Ice Blue

Physical Description: Pretty and innocent with a baby face, pale skin, and has very sharp fangs, her chest size is 30C but later on in the years she will 40c. Has a slim body avenge body, small waist with nice long slender legs, with smooth curves. But she does have a strange birthmark on her back left shoulder of some sort of animal.

Clothing: Short sleeve top blue shirt, black stretch pants, and navy blue sandals.

Background: She was abandoned in the woods when she was a new born baby. Two lovely couples find her who were circus performers and the couple decided to adopt the child. Later in the years She become very good and she also learned a lot while in the circus like trapeze, (sense her adopted parents were trapeze and acrobatics) tightrope walking, rolling globe, juggling, magic tricks, knife throwing, fire eating, and dancing.

By the age 10 She was on her way back to the circus when she saw fire and smoke She quickly ran as fast as she could, but by the time she got there everybody was dead. She looked to see if there were any survivors but sadly find none. She buried everyone the best that she could and started her adventures. During her time of training, adventures and traveling she tries to find jobs to earn some money but can be hard when looking for one. She works on the streets showing her amazing talented circus skills which she earn a bit of money than she off on the road.

Personality: Smart, funny, stubborn, charming, brave, hard worker, strong will, kind and a very caring person she loves to have fun and likes to make people laugh and happy. And she a bit wild, full of energy, and a tough cookie. Though, sometimes she can get easily mad at little things if someone made a mess or ruined something that she worked really hard on. Otome is a sweet loving girl and is very good with children. She can get along with other people very well.

Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

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


Strength: 6 + 6 = 12 Mod: 1
Dexterity: 6 + 3 = 9 Mod: -1
Constitution: 6 + 3 = 9 Mod: -1
Intelligence: 6 + 2 = 8 Mod: -1
Wisdom: 6 + 2 = 8 Mod: -1
Charisma: 6 + 2 = 8 Mod: -1
Chakra: 6 + 2 = 8 Mod: -1
Dodge Bonus: 0

Base Attack Bonus: 2
Attack Melee: 2
Attack Ranged: 0

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

~Skills~


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

Acrobatics (Dex): 6
Alchemy (Int):
Awareness (Wis):
Athletics (Str): 5
Chakra Control (Int): 5
Concentration (Con):
Craft (Int):
Diplomacy (Cha):
Escape Artist (Dex): 1
Handle Animal (Cha):
Innuendo (Cha):
Intimidate (Cha):
Perform (Cha):
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis):
Sleight of Hand (Dex):
Stealth (Dex): 1
Survival (Wis): 1
Treat Injury (Int): 1


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

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

~Possessions~


Money:

Ryo:

Equipment:  

Christine Alina

8,450 Points
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Rin Kairiu

Astral Visitor

35,565 Points
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PostPosted: Sat Feb 05, 2011 9:37 pm


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."

Valuables

Burn 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
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