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Blood Marsh Snake Contract (approved)

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The Ghost of Xmas Awesome

PostPosted: Thu Jan 06, 2011 12:04 am


Name of the contract: ) Snake (of the Blood Marsh)
Nature of the summons: Snakes
Description:
The Snakes of the Blood Marsh tend to be very proud, and often respect strength, in both mind, body, and spirit, in all it's forms. The weak among them are scorned, if not eaten, and the strong are honored accordingly. While they do possess a strange sort of honor all their own, their culture is a harsh one, often mired in internal war and struggle for dominance. Despite this struggle though, there is not one of them born that would ever wish to defy one they know to be stronger then themselves, the respect for strength surpassing their want for personal glory or influence.

They range in size, but the strongest of their race, Rethar, is well over the 600 yards, his body mass alone being enough to crush weaker opponents, in contrast to younger snakes, which are often 3 feet in length. There skin and scale patterns are often brown, purple, and black, with the rare one born with unique patterns, such as the black rings with surround their kings neck.
Origin: The Snakes of this particular contract have a rather sorted history with the world of the Shinobi. They are most famous for having served as the personal summons of Orochimaru himself, the devil of Oto, only made available to his closest apprentices.

Despite this rather dark stain on their reputation however, the snakes are not as dark as their former master, and in fact, nearly all of them, particularly those old enough to have served under him, still hold a deep and unrelenting hatred for him for various reasons.

Since a civil war amongst them after the fall of Manda, one Snake in particular, a large hooded cobra of enormous size, has risen to the position as their new king. This king, Rethar by name, is by comparison a far more reasonable ruler than Manda before him, but has a far more dangerous outlook upon humans. As one enslaved by Orochimaru, a tomoe brand burned into the back of his hood by the Sennin, Rethar is very opposed to humans, and will suffer NO insult from them before losing his temper. He would not consent to serve one for near any reason, no matter how many sacrifices they offer, unless they were to earn his respect, and in addition prove themselves stronger then he, both of which being no simple tasks.

Still, this was not an issue, as for nigh on a century no human hands touched the scroll, hidden deep within the dark madness ridden bowels of the Oto Laberynth as it was. The Snakes have long been removed from humans, and many of the youngest know little about them, some even developing a sort of curious fascination with them. The older one's by comparison, still hold a strong grudge against humanity at large, and it was into this situation that Xenon Maboroshi, the current master of contract, happened upon them.
Signature form: Snake
Physical requirements: N/A
Psychological requirements:
To gain the respect and loyalty of these summons, the answer is chillingly simple. Be cordial, treat them with respect, and prove that you are stronger then they. Dishonor them, dare to command them when you are not worthy, and you shall merely become their next meal.





(For now, only Medusa)



Name: Medusa (Usa-chan?)
Contract to which it is bound: Blood Marsh Snake Contract
Element Affinity: Water
Gender:Female
Rank:Chuunin

~Appearance~


User ImageUser Image




Height: Human: (Varies) Snake: 4 feet
Weight: Human: Varies Snake:20p.
Physical Description: In snake form she's surprisingly slim and light, her black scales adorned by vibrant yellow arrow like patterns which criss cross all over her coils. A master of the rare Ningen no Keshin, her human form, while varying in age, has short blond hair, and yellow serpentine eyes. She's pretty in this form, but she often spoils it with her smirks, which give her otherwise attractive feature's a decided snake like impression. The black snake tongue tendril of chakra which sometimes flickers in-front of her lips when she does this doesn't help matters.
Clothing:and can often be seen wearing a black hooded dress, the hood decorated with the pattern resembling a cobra's, complete with two large snake eyes.
Background: A relatively young snake as their ancient and long lived race goes, Medusa is somewhat of a black sheep among her kind for her fascination with humans. While she shares many of the traits of her fellows, she is far more mischievous and attracted to the many vices of humanity as a point of entertainment. She often would glimpse into the human world to learn as much as she could about her obsession, and even was first in many centuries to master the Ningen no Keshin, allowing herself to take actually human form.

She was positively delighted when she was summoned by her new contractor Xenon Maboroshi, the very first Snake summoned by his power. After he proved himself a worthy master, she has dedicated herself to him whole-heartedly...even if she often tries to sway him into giving into vice. Growing rather attached to her master, Medusa will often try to monopolize his attention, and takes pleasure in swaying him to her way of handling a situation, though it's few and far between.

Having been with her master for years now, she has grown into an even more formidable force at his side, and one that, like Mokutan, will follow Xenon's orders without question. The difference is, she is also prone into acting independently when not given commands to the contrary, and is exceedingly more dangerous.
Personality:
Selfish, mischievous, and more often then not the devil on Xenon's shoulder, Medusa's redeeming qualities are not large in number, but are present where it counts. She is genuinely earnest in her attentions to her master, and even to Mokutan, whom she has developed a strange friendship with over the years. While it's true she is mischievous, she is not unnecessarily cruel, and indeed she seems to, albeit reluctantly, have a heart beneath all her bluster.

While at often times she seems to be attempting to use her human form to flirt with her master, this is merely her instinctual reaction to showing affection. Being a snake, she naturally has no concept of personal space, and relishes in touch, and more particularly warmth. Despite human traditions, she see's no difference in tightly coiling about her master's shoulders no matter what form she's in, and indeed will generally wrap her coils or arms, respectively, about him when not otherwise occupied. It may also merely be her way of keeping his attention, as she seems to become almost childishly possessive of him at times, like a little sister and her favorite brother. (It should be noted she is not above taking the form of a little girl and playing such a card.)

While often prone to verbal prodding anyone besides her master, she is not impossible to befriend so long as approached with the right state of mind. She respects strength, and the ability and willingness to do what is necessary to achieve one's goals.
Other: It should be noted she is religiously protective of things she cares about, or thinks of as hers, becoming positively vicious when they are threatened. She'll think less then nothing of killing under these circumstances, human life not having the same meaning to her as it might to others.

~Jutsus~


Ninjutsu-
Bunshin no Jutsu (Clone Technique)

This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.

Henge no Jutsu (Transformation Technique)

The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.

Kakuremino no Jutsu (Cloak of Invisibility Technique)

This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.

Kawarimi no Jutsu (Replacement Technique)

This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)

Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Learn in the academy. Chakra Control 2.
Training: 1 stage
Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.

Nawanuke no Jutsu (Rope Escape Technique)

A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.


Ningen no Keshin (Human Incarnation)
Description of Jutsu: This Jutsu is only usable by pets and summons, for the simple reason that if a human were to use it, it would have no effect. This technique uses chakra to literally change the users form into that of human, with varying degrees of success, in a similar way a henge might, though the change is more stable. It is said the technique was developed by summon spirits who wished to walk in the human world unnoticed, but it is not entirely certain. The change is much easier for Summon Spirits, who's chakra systems are already similar to a humans, and animals who have been able to preform it in the past have always been nothing less then exceptional, as well as incredibly intelligent.

The Jutsu, if this otherworldly transformation can even be called that, does not allow one to take multiple human forms, as the ninjutsu merely changes the chakra coils and surrounding systems into those of a human, making the form they take what the animal themselves would look like, if they were a human. Though the age depends on the size of the animal, each appearance is as unique as one face is to another.

The only drawback to this technique seems to be that though the transformation is a true change of form, and not temporary, it expends a great deal of chakra, and even a fair amount to return to their original forms. Not a technique for the rabble of the animal kingdom, any who can use it outside the summon spirits are purely the elite.
Rank: B
Cp Cost: 100cp for summons, 300cp for pets, 50 cp to revert form.
Damage: N/A
Requirements: Summons: Int 20 Chakra 20
Non-Summons: 40 Int 35 Chakra
Special: Simply put, this jutsu allows something that is not human, to take human form. For Summons, who are already able to use Jutsu, this change is purely superficial, for animals however, this allows them to use simple Jutsu that would otherwise be impossible for their chakra networks to process, as well as Taijutsu that requires hands and feet. Though they will never be as adapt at using the human body as a real human would be, it can still make a seemingly harmless animal, into a suddenly formidable opponent.

Animals, unlike summons for who the change is merely superficial, cannot pick any age they choose. Users stats do not change, Small animals turn into Children, Medium into Teenagers, Large into Adults, and though they may use Justu, this is limited, and determined by their level. It also takes animals twice as long to learn Jutsu, meaning a 5 day Jutsu would take 10, and so on.
Level 1-10 D-rank or below
Level 11-30 C-rank or below
Level 31 and beyond B-rank or below

Animals who cannot already talk will not be able to talk just by changing into human form, unless they already fully comprehended the language, and merely couldn't accurately vocalize it.


Suiton: Suitenhōfutsu (Water Release: Water Sky Convergence)

This technique enables the user to control water and moisture. The air becomes saturated with water bubbles and the combat field becomes a water source for use of water techniques. Allows water-based summons that would normally need water to move around to fight in on land in the area by either trapping the target in the same water or maneuvering the water to allow the summing to chase the target. It is able to extract and utilize groundwater, and is very effective in most areas but rocky areas.
Cp cost: 70
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30
Training: 4 stages
Stage I: Chakra DC 20 Sucking out water from the ground
Stage II: Chakra Control DC 45 Vaporizing the water into the air.
Stage III: Ninjutsu DC 40 Condensing the vaporized water into balls of water in suspension in the air.
Stage IV: Ninjutsu + Chakra Control DC 75 Condensing the water around specific areas or targets.
Special: Creates a body of water only usable by the user and his summons. Allows water based summons to move on the ground. Techniques that must usually be done underwater can now be done on the ground in the area. Techniques that have special effects if underwater now have these effects on the ground in the combat area.

Suirō no Jutsu (Water Prison Technique)

A move used to trap the victim inside a virtually inescapable prison of water. The only downside to this technique is that the user must keep one arm inside the water sphere at all times in order for the victim to remain imprisoned.
Cp cost: 20 + 10 per turn held
Dice Rolls: 3
Damage: n/a
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod + 2 per 10 ranks in Ninjutsu.
Requirements: Water Affinity, Chakra Control 26, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 36 Forming a water sphere.
Stage II: Ninjutsu DC 30 Maintaining an object inside the sphere.
Stage III: Chakra Control + Ninjutsu DC 56 Preventing the trapped object from escaping.
Special: If victim is underwater, increase Reflex DC to dodge by 25%. Victim is completely immobilized until he/she can break free.

Kansei: Mizu no Kyuutai (Trap: Orb of Water)

The victim of watery traps has an unkind fate to come. Water spreads up around the poor soul and they begin to drown. The lucky can break loose, but then they still have to face the caster of the technique.
Cp cost: 45 + 20 per turn
Dice Rolls: 4
Damage: 40 – 80 + chk mod per turn
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 30, Suirou no jutsu.
Training: 4 stages
Stage I: Chakra Control DC 40 Forming a water sphere not connected to your arm.
Stage II: Chakra Control DC 42 Maintaining the sphere's shape and consistency.
Stage III: Chakra DC 20 Keeping a trapped object from escaping
Stage IV: Ninjutsu DC 40 Keeping the sphere active while doing other activities.
Special: Can only be used if target is on or underwater. Victim is completely immobilized until she can break free and is considered drowning. Victim must roll a Fortitude check of 5 + 5 per round or otherwise take the full damage from the technique.

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.
Training: 3 stages.
Stage I: Acrobatics DC 19. Use acrobatic moves (flips, cartwheels, handstands etc.) in a small radius.
Stage II: Taijutsu DC 26. Shadowbox using capoeira. Meaning; adding kicks, slaps, elbows, knees to Stage I.
Stage III: Taijutsu DC 28. Repeat Stage II in a narrow space.
Special: +2 to maximum damage per 5 ranks in Acrobatics when using this style.


~Stats~


LV. 16
Hp: 208
Cp: 208
MHp: 208
Stat cap: 45

Strength:......12 mod = 1
Dexterity:.....36 mod = 13
Constitution:..16 mod = 3
Intelligence:..20 mod = 5
Wisdom:........16 mod = 3
Charisma:......18 mod = 4
Chakra:........30 mod = 10

Dodge: 26

Base Attack Bonus: 16/11/6/1
Attack Melee: 17/12/7/2
Attack Ranged: 29/23/18/14
Number of attacks: 4

Base Save Bonus: 8
Fort: 8
Rex: 21(Black Jack)
Will: 11

~Skills~


Skill cap: 45

Strength modifier:1

Athletics: 0

Dexterity modifier:10

Acrobatics:10
Escape Artist:0
Stealth: 10
Sleight of Hand:0

Constitution modifier:0

Concentration:0

Intelligence modifier: 5

Alchemy:0
Chakra Control: 35
Craft:0
Treat Injury:0

Wisdom modifier: 3

Awareness: 5
Read Lips:0
Sense Motive: 5
Survival: 1

Charisma modifier: 4

Diplomacy:1
Handle Animal: 0
Intimidate: 0
Innuendo:0
Perform: 5
Seduction:1

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

Taijutsu: 20
Ninjutsu: 30
Genjutsu: 0
Fuuin Jutsu:
Sneak Attack: 0
Puppet Play: 0
Ninja Weapons (Melee): 0
Ninja Weapons (Ranged): 0
PostPosted: Thu Jan 06, 2011 6:12 am


Level 16? Lolz.

Anyways, I am so glad the contracts make sense now...

I approve of this contract ;D

Qyp
Crew

Manly Lunatic

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