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kouri-chan_xx Vice Captain
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Posted: Thu Jan 05, 2012 9:35 pm
Contents:
Page 1 -Saitou, Andou [kouri-chan_xx] [NPC-able] -Hadara, Takasugi ("Taka") [Gideon Commando] -Akara, Shinzu [Gideon Commando] -Huji, Tenko [The Winged Guardian] -Hoshigaki, Mizuiro [Qyp] -Hozuki, Shizoni [Qyp] -Hoshigaki, Masaraku [PupSage] -Nekonosei, Boom ("Boom Boom") [Mastur Sage] -Tabibito, Ishi [noting-le-do-po] -Fubuki, Tenshi [Exodus Revel] -Watanabe, Batsu [Kosmic Khaos] -Kaijuu, Masanori [Dimi Deiod] -Kugutsu, Mokujin [Hoshigaki Hiru]
Page 2 -Hoshigaki, Hiru [Hoshigaki Hiru] -Hitokiri, Battosai [Black n White_07] -Keon Kamori [Keon Kamori] -Kayuga, Karasu [Jin Shirosin] -Tusania, Kokoa [Wow_me_2] -Teranishi, Ryota [Diamond_Angelo] -Murakami, Gennosuke [Hademaru] -Yawataru, Masumi [Noxvayon] -Usotsuki, Byakuran [The Ghost of Xmas Awesome] -Bo, Jun [Armads the Doom Bringer] -Fubuki, Shirome [iAnnarrhh] -Tsubaki, Yuriko [Nura Tai] -Ikina, Tamuramaro [Semi-NPC] -Mosa [Semi-NPC]
Page 3 -Sakakibara, Naru [kouri-chan_xx] [Semi-NPC] -Karina [Semi-NPC] -Hawkins, Talwin [ReaperTalwin] -Arata, Kaito [System of a pwn] -Tsukimiya, Inori [ProtoXtreme] -Myaku, Tebiki [Rin Kairiu] -Murakami, Genma [Hademaru] -Fubuki, Koyuki [ProtoXtreme] -Fubuki, Hatsuyuki [ProtoXtreme] -Kayuga, Rokku [Gideon Commando] -Kana, Tatsuya [Homocidal Love] -Furukami, Shin [Armad the Doom Bringer] -Enimara, Shinta [Black n White_07] -Hayaikoetetsu, Ryudo [Greiztoph]
Page 4 -Sohryu, Shinju [Black n White_07] -Kin [Hedpefan] -Fubuki, Yun [PonPon-kun] -Chishio, Yuiitsu / Okazai, Toshi / Mazakou, Hibiku [Dai the fang] -Inechi, Shironaegi [Naomi Tenkou] -Long, Shinra [Lord_Titus2012] -Hoshigaki, Tsuyo [The Winged Guardian] -Kayuga, Kimiko [Fishicks] -Melinora, Urza [YourLittleNarrator] -Uchiha, Sakurayuki [Cleric Saphire]
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Posted: Thu Jan 05, 2012 9:36 pm
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kouri-chan_xx Vice Captain
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kouri-chan_xx Vice Captain
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Posted: Thu Jan 05, 2012 9:37 pm
User-name: kouri-chan_xx Posting: Everyday Time zone: GMT+8
~Character Data~
Name: Saitou Andou Village: Kiri Clan/Bloodline: Saitou clan. Element Affinity: Water Age: 26 Gender: M Rank: Semi retired Special Jounin/Foodie Sushi Sage/Academy Principal
~Appearance~
Headband: Ibiki-style. It's like a skullcap with the metal plate where his forehead is. Andou's ditched his headband for a while now though. He still has it, but hasn't worn it for a few months at least. Height: 5'11" - 1.8m Weight: 154lbs - 70kg Hair: Light, wispy and platinum blonde it nonetheless is so thick and abundant that it usually resembles a lion's mane. Andou shaved it once when he became a sage, but it just came back thicker than ever. Eyes: Soft, brown and quite depressing to look at actually... Cassie says they look like a cuddly brown bear, while Batou is of the opinion that his eyes are rich like toffee. Andou likes to think that he can switch on a killer filter and make his eyes cold as ice... which he can. Physical Description: Andou keeps a lean figure for ease of quick dodging and travel. He trains daily and makes sure to stretch after any exercise to maintain lean muscles, since he's kind of a metrosexual like that. A severely repressed one. Despite his affinity for direct combat he has never gotten any scars from any missions and fights. He attributes that to his superior skill and just pure luck. Despite his thinness though Andou's muscles are toned and there is not one inch of unnecessary fat on his body. Nor one millimetre either. Clothing: Anything loose and comfortable. Andou prides comfort over appearance. He is a big fan of yukatas.
Background: As a child, Andou was always a bit of a downer. He came from a katana-specialising shinobi family and after graduating the academy he was put into a team with Batou, a gypsy, and Cassie, a pirate. Yeah. They had fun, I guess. But then Cassie had to leave Kirigakure, and shortly after that, at the age of 16, Andou was promoted to chuunin. The team split up. Andou had had a crush on Cassie and was devastated when she did not return when promised, and never forgave her for that (although it's likely that she isn't aware of this). Also, around this time Andou's father died in a mission. All this contributed him to conclude that caring was overrated and he slowly withdrew into himself, keeping only a professional attitude to survive. He applied and was accepted into CORAL, the Kirigakure secret shinobi service, where he received training to become the perfect human machine. It was during his service to CORAL that he received his new code name, "Sensei", that he would be known as for several years. Gradually he lost much of his capacity to feel and only his continuing friendship with Batou kept him truly sane. He was never really an excellent CORAL agent due to this, but he did his job and life remained like this for several years. After Mistress, the Water Master, took over the village she disbanded CORAL in a fit of (unfounded) paranoia, worrying that these shinobi would depose her. Sensei kept a low profile and applied for a job at the academy, and pushed for his best friend Batou to become Mistress' assistant. Perhaps due to this course of action the Master's hatred of the gypsy community never came to direct combat. The return of Cassie, a full five years after promised, turned Andou's emoness on its heels. They still haven't made up and they still live their separate lives. But her mere presence, as lame as it sounds, irritated Andou so much that he found himself showing more of his personality day by day. After the second recent invasion of Kiri, this time by the Earth Master, Andou inexplicably found himself in a leadership position. He had a secondary role in coordinating the rebuilding of Kirigakure. The political leaders of Kirigakure began to see him as a threat and a few months later, Andou was framed for a political murder by a rival and was forced to leave Kirigakure temporarily. Helped by one of his former students, Battousai, Andou escaped and settled into a remote village far up northwards of Kirigakure. He shaved his head and became a sage for six months until the sage had too much of him and kicked him out. Andou then travelled to the Lightning Country (under the false identity of "Toshi the Nutty Chef"), where he met and cultivated a friendship with the Raikage Satsuki Biorr Yuria. All this caused a profound psychological change and he became a much more open person, although not necessarily more well-adjusted. Andou became much more open to new experiences and even had a stint at being a sushi master for a few months (his sushi house was wildly popular). He also learned how to smile. After a year, though, Andou grew homesick and returned to his home country, again with the assistance of his student Batosai. You could say that he got bored and the sea shore was a callin' if you will. Andou settled back into the remote sage village of earlier and made a detour to retrieve his ancestral weapon, all the while receiving updates on Kirigakure from Batosai. Eventually, when it was safe to return, Andou strolled back into Kirigakure, enjoying the liberation of his heart. Andou has now secured a position in the administrative ranks of Kirigakure and is serving as the academy principal. His appetite for combat has somewhat faded after all that meditation, after all.
Personality: Andou is just weird. He's the type of grumpy sage that occasionally spouts out words of wisdom. He also has an inappropriate sense of humour. He makes odd requests of you intently and then just forgets about it or dismisses it the next day. But deep down there exists the old Andou, the caustic, sadistic, depressing stick in the mud. Perhaps it's a good thing it's been buried so deep. I mean, at least he is capable of smiling now. Andou has embraced his training as a shinobi and, despite his year mellowing out as a moral sage, is still not above underhanded tactics such as poison, ambush and deceit. It is his firm belief that a person always has to be ready for anything and perhaps that is why the closer he is the you, the more he tries to test you. However, he would never really cause you true harm and if he sees you about to bite the bullet, he'd do anything to save you. Other: He's bleeding money all over the place because he inherited money from his dead family. It seems like his house was one of the few unaffected by the massive landslides and earthquakes that plagued the rest of Kirigakure after the Earth Master's invasion. Andou is a perfect example of karma never hitting you, at least not financially. When he does bother to enter lotteries and luck contests he always wins one of the top prizes without fail. Andou is also really, really good at money laundering. Not that he's had any experience with it, of course. His chakra is a muddy gold. It's been a sad constant that over his life he's had absolutely shitty luck in combat. Though his face remains pristinely clear of scars. He likes to quote a lot. Most of his quotes sound wise, at least... When he was on the run from the Kiri hunter-nin, Andou kept up a few personas, including Harusame the thrifty housewife, Makoto the art collector... Toshi the Nutty Chef was also one of them, of course.
Missions:
S: ? A: ? B: ? C: ? D: ?
Jutsu:
Ninjutsu-
E-Rank
Bunshin no Jutsu (Clone Technique) This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent. Cp cost: 1 pt. per clone. Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit. To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Cp cost: 2 +1 per post Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the Academy. Special: +intelligence modifier to disguise (Craft) check.
Kakuremino no Jutsu (Cloak of Invisibility Technique) This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible. Cp cost: 1 Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Special: +2 to your Stealth check when hiding.
Kawarimi no Jutsu (Replacement Technique) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 4 Dice Rolls: n/a Damage: n/a Requirements: Learn in the academy. Chakra Control 3 Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Nawanuke no Jutsu (Rope Escape Technique) A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu. Cp cost: 1 Dice Rolls: n/a Damage: N/A Requirements: Learn in the Academy. Special: +2 to your Escape Artist roll when escaping from rope.
Jibaku Fuda: Kassei, (Exploding Tag: Activate) Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag. Cp cost: 3 per tag Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Learn in the academy. Chakra Control 2.
D-Rank
Blocking: Katana, Ninja to Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. Obviously the techniques for blocking with a kunai are not the same as blocking with a spear. The size categories are Small(kunai and smaller)/Medium(katana and smaller)/Large(Kusarigama and smaller/Huge(15 feet or 25 pounds and smaller). Cp cost: --- Dice Rolls: 2 Rolls Damage: N/A Requirements: Strength 12/14/16/18, Dexterity 12/14/16/18, Associated Weapon Skill 5 Special: Use the formula 1D20+Weapon Skill against attackers attack score. If the Block is higher all damage from the attack is negated.
Genjutsu Kai: Release The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else. Cp cost: 10 Dice Rolls: 2 Rolls Damage: N/A Requirements: Chakra Control 8, Genjutsu 4 Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. Cp cost: 15 or 1 per ft Dice Rolls: 2 Rolls Damage: N/A Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8 Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.
Suiton: Mizu Kassou (Water Release: Water Gliding) The technique is an improved version of water walking. The user condenses a thin layer of water under his feet and uses it to propel himself with bursts of speed in any direction and ignore terrain difficulties. Instead of moving his feet, the user moves the water he generates to initiate movement before he even moves a muscle. The technique is usually used on the ground, but can also be used on water for a reduced chrakra cost. Cp: 2 cp per post on water or in a water field, 8 initial cp + 4 cp per post on land Dice Rolls: 2 Damage: Add chakra mod charging attacks (started from a distance) Reflex DC: N/A Requirement: Chakra control 15, water walking, Ninjutsu 10. Special: Add your chakra mod to dodge rating and any chasing, racing, or charging roll while this mode is active. Ignore any terrain penalties to these rolls. Owner: Hoshigaki Hiru
C-Rank
Kanashibari no Jutsu (Temporary Paralysis Technique) A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this technique. Cp cost: 40 Dice Rolls: 3 Rolls Damage: N/A Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Will Save DC: 12 + chk mod + 2 per 10 ranks in Intimidation Requirements: Chakra 25, Chakra Control 20, Ninjutsu 16 Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact.
Suiton: Mizu Bunshin no Jutsu (Water Release: Water Clone Technique) The technique creates clones out of water. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. The range of the clone is limited however, as it can not travel very far from the original body without losing control. Additionally, water clones only have a fraction of the original person's power. Like other clone techniques, if the water clones are injured enough they will revert back to normal water. Rank: C Dice Rolls: 3 Cp cost: 15 per clone Damage: Physical damage caused by clones is cut by half. Reflex DC: n/a Requirements: Kirigakure or Amegakure or Takigakure, Water Affinity, Chakra control 20, Ninjutsu 18 Special: *Mizu Bunshin can only perform water jutsus and normal attacks. *CP used for clones performing jutsu is 1.1x as much and is taken from the creators cp pool *Clones have to stay within same thread as user and within eye or ear shot of them as well *HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP *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. *Clones cannot mimic special weapon properties, such as the Samehadamaku's Chakra absorption, or producing wire like Nubari. To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
Suiton: Mizuame Nabara (Water Release: Syrup Capture Field) Using this technique, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught. Cp cost: 30 Dice Rolls: 3 Damage: N/A Awareness DC: 12 + sneak attack + 2 per 10 ranks in Ninjutsu Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Escape Artist DC: 12 + user's Chakra Control + 2 per 10 ranks in Ninjutsu Requirements: Water Affinity, Chakra Control 16, Ninjutsu 14 Special: Renders victim immobile for [chk mod] number of turns. Victim can only attack using long-ranged attacks or techniques. If used as a sneak attack, user must roll and pass an awareness check before his reflex DC. If he fails Reflex Check, target cannot dodge the technique.
B-Rank
A-Rank
Mikazuki no Mai (Dance of the Crescent Moon) Creates three solid Bunshin of the user, which along with the user attack in a complicated sword-dancing pattern which confuses the opponent. Cp cost: 25 Cp + Cp for creating bunshin Dice Rolls: 5 Rolls Damage: Seven times katana damage. Must make attack roll. Reflex DC: N/A Requirements: A jutsu which produces solid clones (Kage Bunshin/grass/sand/water/earth etc.), Ninja Weapons (Katana) 40, Concentration 18
Medical Ninjutsu-
C-Rank
Medical Technique: Minor Chakra Heal By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. [no bones can be repaired by this technique.] Cp Cost: 12 per usage Dice Rolls: 2 Heals: 1 - 10 + Chakra Mod. Requirements: Medical Ninjutsu 15, Chakra Control 20
Genjutsu-
Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique) This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great. Cp cost: 12 Dice Rolls: 2 Damage: 10 - 25 + int mod Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 8, Chakra Control 10
Taijutsu-
Style: Gouken (Strong Fist) Gouken aims at inflicting external damage and breaking bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi. Cp cost: ---- Dice Rolls: n/a Damage: Basic Taijutsu Damage increases to 5 - 12. Requirements: Taijutsu 5, Strength 12.
Saitou Style (Saitou-Ryuu)-
E-Rank This style consists of many quick deliberate precise cuts, much like when slicing sushi. This style prides accuracy and beauty over force. Cp Cost: - Dice Rolls: 1 Damage: Weapon damage. Requirements: Any blade 5 Special: Ensure entry and exit are as seamless as possible. Yes, messing around in the body with your blade is fun and even more damaging. However, it's ugly. All cuts and variations cause Bleeding.
D-Rank
Shiitake A rapid series of three cuts, usually across a large surface area such as the chest or back, forming a six-pointed star shape commonly seen on shiitake mushrooms. Cp Cost: - Dice Rolls: 1 Damage: Weapon damage + str mod + dex mod Requirements: Any blade 10 Special: It's highly suspected that this technique was only developed because it looked cool. Leaves a scar.
C-Rank
Dice A rapid crisscross of cuts over a large surface area that is sure to nick at least a few major arteries. Cp Cost: - Dice Rolls: 2 Damage: Weapon damage x1.5 Requirements: Any blade 20, Dex 20 Special: Bleeding effect is doubled.
B-Rank
Onion Developed from the traditional onion cutting technique. First, a vertical slice, followed by a quick parallel slice, preferably before the opponent can react. Then a series of rapid vertical slices finish up the move. Cp Cost: - Dice Rolls: 3 Damage: Quadruple weapon damage Requirements: Any blade 30, Str 15, Dex 28 Special: Bleeding effect is doubled.
Summoning Contract-
~Stats~ LV. 22 Experience: 1098/1150 Hp: 374 Cp: 242 MHp: 462
Strength: 11 + 20 + 1 = 32 | Mod: +11 Dexterity: 11 + 23 = 34 | Mod: +12 Constitution: 11 + 13 = 24 | Mod: +7 Intelligence: 11 + 11 + 4 = 26 | Mod: +8 Wisdom: 11 + 21 = 32 | Mod: +11 Charisma: 11 + 13 = 24 | Mod: +7 Chakra: 11 + 13 = 26 | Mod: +8 Dodge Bonus: 45
Base Attack Bonus: 22/17/12/7/2 Attack Melee: 33/28/23/18/13 Attack Ranged: 34/29/24/19/14
Base Save Bonus: 11 Fort: 18 Rex: 23 Will: 22
~Skills~
Total skill points: ([Level + 1] x 10) = 230 Skill cap: 42
Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): 8 Alchemy (Int): 8 Awareness (Wis): 15 Athletics (Str): 6 Chakra Control (Int): 20 Concentration (Con): 18 Craft (Int): Diplomacy (Cha): 8 Escape Artist (Dex): Handle Animal (Cha): Innuendo (Cha): Intimidate (Cha): 10 Perform (Cha): Read Lips (Wis): Seduction (Cha): Sense Motive (Wis): 10 Sleight of Hand (Dex): Stealth (Dex): 10 Survival (Wis): 2 Treat Injury (Int): 5
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons Katana: 40 Ninja to: 4 Wakizashi: 4 Taijutsu: 5 Ninjutsu: 18 Medical Ninjutsu: 15 Genjutsu: 10 Fuuin Jutsu: Sneak Attack: 14 Puppet Play:
~Possessions~
Money:
Ryo: 491
Equipment:
Daiyanagiba The Daiyanagiba is frankly... you got it. A huge sashimi slicer. Well, shoot the Saitou clan, although you can't really since they are all dead and buried except for Andou, and you really don't want to shoot him. Anyway, the blade is beautiful. The hilt and sheath are both black and made of metal, although the sheath is wrapped with a layer of fine leather. The blade itself measures around 4 feet, and has a faint tinge of blue. It's not as straight as a normal yanagi blade but it isn't as curved as a normal katana blade. Damage: 10 - 18* + 1.5x str. mod. Requirements: Katana 30, Dex 25 Range: Melee. Special: Always a master work item. Causes a Bleeding Wound upon a natural 19 or 20. +4 to blocking checks. Dual Wield: No. Owner: Saitou Andou *Note: Master work bonus means a further +2 to attack roll and damage
1x Katana (at home) 1x Ninja to (at home) 1x Wakizashi (at home) 1x Kozuka 10x Kunai 10x Shuriken 1x Pack of 5 smoke bombs 1x Pack of 10 exploding tags
Scroll: Kiri Gakure no Jutsu Scroll: Suirou no Jutsu Scroll: Tobidogu no Jutsu Two books on kenjutsu
Valuables Fraying photo of Cassie
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Posted: Thu Jan 05, 2012 9:40 pm
User-name: Gideon Commando Posting: Everyday (almost) Time zone: Central
~Character Data~
Name: Takasugi “Taka” Hadara Village: Kirigakure Clan/Bloodline: N/A Element Affinity: Water/Lightning Age: 32 Gender: Male Rank: Jonin (to become Mizukage)
~Appearance~
Headband: Red, worn Across his forehead Height: 5’ 9” Weight: 180 Hair: Black, Semi-Long Eyes: Dark Brown Physical Description:  Taka is a lean 5’ 9” from serving Kirigakure as a ninja his whole life. While he isn’t overtly muscular, Taka is plenty strong and makes up for anything he make lack in technique. Clothing: Taka dresses simply and practically, he wearing a black long sleeved t-shirt and pants. Right below his pants he wears dark blue leggings, and below those are his black shoes. Over his T-shirt Taka wears his Chuunin vest though he’s modified it to his liking, only the two innermost scroll holders actually hold scrolls. Three of the other four each carry one kunai knife, while the last one holds around 40 Senbons. Across his back he wears a blade from Kumo steel. Background: Taka is a veteran of every war Kirigakure has fought in the last 20 years, and has been loyal to the village throughout. Though he has seen much combat and seen a lot of his comrades die around him Taka is not a firm supporter of Kiri’s recent Isolationist Policies. He has always believed in preventing wars by having a somewhat aggressive and active foreign policy. Knowing this the Village Council has kept him out of the village doing relatively mundane tasks, creating a gap between him and the council. Personality: Despite all pain and death he has seen, and caused, Taka still keeps a bright attitude and is always quick to look for the silver lining. However when it comes to actually fighting, he gets dead serious and will never make a joke in combat. That is unless certain death awaits him. Other:
Missions:
S: 53 A: 298 B: 414 C: 190 D: 197
Jutsu:
Ninjutsu- Bunshin no Jutsu (Clone Technique) This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent. Cp cost: 1 pt. per clone. Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Training: 1 stage Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart. Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit. To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Cp cost: 2 +1 per post Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the Academy. Training: 1 stage. Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose. Special: +intelligence modifier to disguise (Craft) checks.
Kakuremino no Jutsu (Cloak of Invisibility Technique) This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible. Cp cost: 1 Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Training: 1 stage. Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect. Special: +2 to your Stealth check when hiding.
Kawarimi no Jutsu (Replacement Technique) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 4 Dice Rolls: n/a Damage: n/a Requirements: Learn in the academy. Chakra Control 3 Training: 1 stage Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack! Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Jibaku Fuda: Kassei, (Exploding Tag: Activate) Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag. Cp cost: 3 per tag Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Learn in the academy. Chakra Control 2. Training: 1 stage Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.
Nawanuke no Jutsu (Rope Escape Technique) A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu. Cp cost: 1 Dice Rolls: n/a Damage: N/A Requirements: Learn in the Academy. Training: 1 stage Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it. Special: +2 to your Escape Artist roll when escaping from rope. Genjutsu Kai (Genjutsu Release) The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else. Cp cost: 10 Dice Rolls: 2 Rolls Damage: N/A Requirements: Chakra Control 8, Genjutsu 4 Training: 2 stages Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it. Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu. Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. Cp cost: 15 or 1 per ft Dice Rolls: 2 Rolls Damage: N/A Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8 Training: 2 stages Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie! Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects. Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.
Kanashibari no Jutsu (Temporary Paralysis Technique) A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this technique. Cp cost: 40 Dice Rolls: 3 Rolls Damage: N/A Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Will Save DC: 12 + chk mod + 2 per 10 ranks in Intimidation Requirements: Chakra 25, Chakra Control 20, Ninjutsu 16 Training: 3 stages Stage I: Intimidate DC 20 Make yourself as assertive and frightening as possible. Stage II: Ninjutsu DC 28 Use chakra to enhance the effect, eg. by creating a chakra aura around you. Stage III: Chakra DC 20 {d20 + chk mod} Combine the previously learned elements. Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact.
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. Requirements: Craft 2 Training: 1 stage. Stage I: Craft DC 12 Figure out and learn the best way to position the four bomb tags for maximum effectiveness. 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.
Utsusemi no Jutsu (Projection Technique) In order to hide their location and not disclose their posture, the user projects their voice by resonating everything they say from all possible directions with this technique. Dice Rolls: N/A Cp cost: N/A Damage: N/A Awareness DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Perform 30, Chakra Control 28, Ninjutsu 25 Training: 3 stages Stage I: Perform DC 40 Ventriloquism, practice it! Stage II: Chakra Control DC 40 Use your chakra to create and enhance the echoing effect when using this technique. Stage III: Ninjutsu DC 35 Combine the previously learned elements. Special: Able to speak without disclosing your position.
Kawara Shuriken (Ninja Art: Tile Shuriken) This technique requires chakra to pressurize nearby tiles/similar objects in an area. The objects are then levitated and hurled over towards the opponent, spinning at fast speeds similar to shuriken. Cp cost: 10 per Shuriken. Dice Rolls: 4 Rolls Damage: Each shuriken deals 6 - 15 damage + chk mod. Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Must have the objects close to you when using the technique. Chakra 25, Wisdom 25, Ninja Weapons (Shuriken) 10, Chakra Control 25, Ninjutsu 25 Training: 4 stages Stage I: Shuriken DC 20 Weapon familiarization. Pay special attention to the properties of a shuriken and its spin. Stage II: Chakra Control DC 35 Pour large amounts of chakra into the objects you want to use as the projectiles. They should shoot out at a quick speed. Stage III: Wisdom DC 17 {d20 + wis mod} Don't get hit by your own projectiles. Instead, focus on directing the projectiles to where you want with accuracy and speed. Stage IV: Ninjutsu DC 35 Combine the previously learned elements.
Sakura Fubuki no Jutsu (Sakura Blizzard Technique) The user hurls several kunai at her opponent, each with a small sack of miniature explosive tags attached. The opponent, while deflecting the kunai, will cause the sacks to break and scatter the tags on themselves and the area around them. The user merely has to throw another kunai with an explosive tag to ignite them, thus catching her opponent in an immense explosion. Cp cost: Cost to activate any and all tags Dice Rolls: 5 Rolls Damage: Depends on kunai and exploding tags used. Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Must have the necessary equipment. Kunai/Shuriken 20, Jibaku Fuda: Kassei (Exploding Tag: Activate) learned. Training: 2 stages Stage I: Kunai/Shuriken DC 30 Weapon familiarization. If you can, throw the kunai/shuriken against a surface that produces sparks. Stage II: Ninjutsu DC 35 Infuse your final kunai/shuriken with some of your chakra. Use that chakra to activate all bomb tags in the area to create a beautiful explosion. Special: Any bag attached to regular kunai can hold up to 5 bomb tags. Shuriken bags can hold up to 2 tags.
Meisai Gakure no Jutsu (Hiding Camouflage Technique) This technique renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however. Cp cost: 40 + 5 per round held Dice Rolls: 5 Rolls Damage: N/A Requirements: Chakra Control 38, Ninjutsu 35, Stealth 30 Training: 5 stages Stage I: Awareness DC 30 Pay attention to your surroundings. It's the very thing that you will be attempting to replicate when using this technique. Stage II: Stealth DC 40 Now work on your concealment techniques. Keep your body absolutely still and your breathing inaudible. Don't disturb the environment at all costs! Stage III: Chakra Control DC 48 Create a thin layer of chakra around now. Now, with the same principles as the Henge no Jutsu (Clone Technique), alter the chakra layer to look exactly like your surroundings. Stage IV: Chakra Control DC 53 Refine the thin chakra layer even more. For example, work to rid the layer of the shimmer effect, react quickly to changes in the environment and so on. Stage V: Ninjutsu DC 50 Combine the previously learned elements. Special: User receives +30 to his Stealth (hiding) roll
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.
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.
Suiton: Suijinheki (Water Release: Water Encampment Wall) This defensive technique creates a wall of water around the user. Enemy attacks are completely intercepted by a fence of water blown out from the mouth, and is raised from below with tremendous might. The water is blown out is in the form of a circle around the user, and it makes for a defense without openings. It is also possible for the user to control the amount of water and duration at will. The wall's strength and resistance change following the quantity of chakra poured down into the water, so a skillful shinobi will be able to build a sturdy one. Cp cost: 90 Dice Rolls: 4 Damage: N/A Reflex DC: N/A Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25, Chakra 32, Concentration 20 Training: 4 stages Stage I: Chakra Control DC 40 Raising water into a wall. Stage II: Ninjutsu DC 35 Spreading the wall in a circle around the user. Stage III: Chakra DC 21 Generating a strong current to block attacks. Stage IV: Concentration DC 30 Maintaining the barrier while fighting or doing other attention demanding activities. Special: Completely avoid area effects that strike the user head on. The wall remains in place for a number of rounds equal to the user’s chakra modifier + 10 (1 post = 1 round). To Be Updated.
Suiton: Bakusui Shōha (Water Release: Exploding Water Shockwave) The user generates a great volume of water, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks. The amount of water created is proportional to the amount of chakra used; when used with an enormous chakra, even a dry wasteland can become a small ocean. Cp cost: 130 Dice Rolls: 4 Damage: 130 - 150 + chk mod Reflex DC: n/a Athletics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30, Dexterity 20 Training: 4 stages Stage I: Chakra DC 20 Creating or gathering extremely large quantities of water for a technique. Stage II: Chakra Control DC 45 Launching the water into a wave. Stage III: Dexterity DC 15 Riding the wave while maintaining balance. Stage IV: Ninjutsu DC 40 Launching an attack while the wave hits. Special: Cannot be dodged due to the volume of the attack, targets must flee or get caught in the blast. Creates a water source. User can launch an attack in the same turn as he uses this technique, if the victim fails the Reflex save, his dodge rating will be 0.
Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique) This technique shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. Cp cost: 170 Dice Rolls: 5 Damage: 175 – 275 + chk mod Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Water Affinity, Chakra Control 40, Ninjutsu 45, Chakra 35 Training: 5 stages Stage I: Chakra DC 22 Gathering large quantities of water for a jutsu. Stage II: Chakra Control DC 50 Forming the water in the shape of a dragon. Stage III: Chakra Control DC 52 Animating the dragon. Stage IV: Ninjutsu DC 55 Aiming the dragon for an attack. Stage V: Ninjutsu DC 57 Adding concussive force to the attack.
Suiton: Hahonryū (Water Release: Tearing Torrent) This technique creates water that spirals in the user's hand and fires at a high speed at the enemy like a spinning fastball of water. The overall amount of water formed is large enough to help extinguish even large-scale Fire Release techniques. Cp cost: 120 Dice Rolls: 5 Damage: 140 – 160 + chk mod Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Water Affinity, Chakra Control 45, Ninjutsu 42, Strength 30 Training: 5 stages Stage I: Chakra Control DC 55 Condensing an important quantity of water in the palm of your hand. Stage II: Chakra control DC 57 Making the water rotate a high speeds. Stage III: Strength DC 20 Hurling the water ball with decent strength. Stage IV: Ninjutsu DC 52 Maintaining water rotation during the throw. Stage V: Ninjutsu DC 54 Expanding the water as it approaches the target for defensive uses. Special: Can be used as a defensive technique to nullify Fire Release techniques. {Pit d20 + Ninjutsu DC vs. d20 + Ninjutsu DC.}
Suiton: Mizu Bunshin no Jutsu (Water Release: Water Doppelganger Technique)
The technique creates clones out of water. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. The range of the clone is limited however, as it can not travel very far from the original body without losing control. Additionally, water clones only have a fraction of the original person's power. Like other clone techniques, if the water clones are injured enough they will revert back to normal water. Rank: C Dice Rolls: 3 Cp cost: 15 per clone Damage: Physical damage caused by clones is cut by half. Reflex DC: n/a Requirements: Kirigakure or Amegakure or Takigakure, Water Affinity, Chakra control 20, Ninjutsu 18 Training: 3 stages Stage 1: Ninjutsu DC: 28, Making a solid clone from water. Stage 2: Chakra Control DC: 30, Animating the water clone. Stage 3: Ninjutsu + Chakra Control DC: 51, Fighting maneuvers with the clone while making him mimic your combat style. Special: *Mizu Bunshin can only perform water jutsus and taijutsu. *Reflex and Dodge Bonus increased by half compared to user's base stats. *Clones have to stay within same thread as user and within eye or ear shot of them as well *HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
Raiton: Raidendou (Lightning Release: Lightning Conduction) The user channels his lightning chakra through his weapon for added damage. Only weapons made with Kumo steel can conduct lightning chakra. Cp cost: 10 per attack Dice Rolls: 2 (to activate) Damage: See Special. Reflex DC: N/A Requirements: Lightning Affinity, Kumo steel weapon, Chakra Control 10, Ninjutsu 6 Training: 2 stages Stage I: Ninja Weapons DC 12 Weapon familiarisation. Stage II: Chakra Control DC 22 Practise conducting the chakra through the weapon. The weapon should be like an extension of your own hand. Special: Add chakra mod. to damage. Melee weapons only.
Raiton: Jibashi (Lightning Release: Electromagnetic Murder ) This technique allows the user to create a wave of electricity from his hands. The user can vary its power from a small surge to shock an opponent to a powerful stream of lightning capable of ripping through solid rock. It is ideal to use in conjunction with a water technique. Cp Cost: 95 Cp Dice Rolls: 3 Damage: 75 – 90 + chk mod + 2 per 10 ranks in Ninjutsu Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Lightning Affinity, Chakra Control 30, Ninjutsu 20, Chakra 22 Training: 3 stages Stage I: Chakra Control DC 40 Convert your chakra to pure lightning. Stage II: Chakra DC 16 {d20 + chk mod} Forcing your electric chakra towards a target with as much strength as possible. Stage III: Ninjutsu DC 30 Using a conductor or water jutsu as a vehicle for the technique. Special: Technique can be used through a conductor for a 25% reduced chakra cost. Can be used in conjunction with a water jutsu that will act as conductor, however the target only has to make one Reflex save for both attacks if such is the case. If jutsu makes contact, victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.
Raiton: Rairyu Dageki Dangan (Lightning Release: Lightning Dragon Shock Bullet) The user begin to channel and attract all the static electricity within the air around them, and from within there bodies in to a small sphere at the front of there open mouths, as well as applying as they do so to strengthen the charge. Once enough static electricity is gathered, it is expelled. The expelled charge of electricity acts like cloud to cloud lightning. The charge seeks out a differing electric potential, other than the user. As it does so, the user shapes the front of this lightning-like charge in to that of a dragon head with his chakra. Because it is seeking out another electric potential this technique rarely misses its target. Cp cost: 200 Dice Rolls: 4 Damage: 100 - 200 + chakra mod. Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Lightning affinity, Chakra Control 35, Ninjutsu 33 Training: 4 stages Stage I: Chakra Control DC 45 Use your chakra to seek and generate static charge around you and into a sphere in your mouth. Stage II: Chakra DC 28 {d20 + chk mod} Increase the potential difference of your electricity and continue to build up the charge. Stage III: Chakra Control DC 48 Practise aiming and unleashing the technique accurately on targets. Stage IV: Ninjutsu DC 48 Combine the previously learned elements. Special: Add +12 to the Reflex DC for this jutsu.
Chou Raidendou (Super Lightning Conduction) Follow-up to Raidendou (Lightning Conduction). The user passes lightning chakra through an object, causing it to vibrate at a high frequency. The kinetic energy of the object is raised, causing it to hit at a much higher force. Cp cost: 70 per post Dice Rolls: 5 Damage: See Special. Reflex DC: N/A Requirements: Lightning Affinity, Chakra Control 50, Ninjutsu 48 Training: 5 stages Stage I: Ninja Weapons (Melee) DC 40 Weapon of your choice. Weapon familiarisation. Stage II: Chakra Control DC 60 Pass lightning chakra through the weapon. Stage III: Ninja Weapons (Melee) DC 42 Learn to control your weapon even as it vibrates wildly. Stage IV: Chakra Control DC 62 Practise attacking targets and if possible fine tune your control to achieve maximum damage and minimum whiplash. Stage V: Ninjutsu DC 63 Combine the previously learned elements. Special: Add double chakra mod. to damage. Melee weapons only. Medical Ninjutsu- Genjutsu-
Taijutsu- Style: Gouken (Strong Fist) Gouken aims at inflicting external damage and breaking bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi. Cp cost: ---- Dice Rolls: n/a Damage: Basic Taijutsu Damage increases to 5 - 12. Requirements: Taijutsu 5, Strength 12. 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.
Dynamic Entry Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack. Cp cost: --- Dice Rolls: 1 Damage: Add 3 - 8 to Taijutsu dmg Requirements: Taijutsu 6. Training: 2 stages. Stage I: Taijutsu DC 18. Train jump kick from standing. Stage II: Taijutsu DC 20. Train jump kick from a running start.
Blocking: Katana, Kunai Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. Obviously the techniques for blocking with a kunai are not the same as blocking with a spear. The size categories are Small(kunai and smaller)/Medium(katana and smaller)/Large(Kusarigama and smaller/Huge(15 feet or 25 pounds and smaller). Cp cost: --- Dice Rolls: 2 Rolls Damage: N/A Requirements: Strength 12/14/16/18, Dexterity 12/14/16/18, Associated Weapon Skill 5 Training: 1 stage Stage I: Associated Weapon Skill DC 17 Stop weapons from hitting you with a melee weapon. 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. 60 Experience:0/4050 Hp: 1860 Cp: 1680 MHp: 2100
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Strength: 20+50=70 Mod: +30 Dexterity: 20+30=50 Mod: +20 Constitution: 20+30=50 Mod: +20 Intelligence: 20+20=40 Mod: +15 Wisdom: 20+40=60 Mod: +25 Charisma: 20+38=58 Mod: +24 Chakra: 20+50=70 Mod: +30 Dodge Bonus: 60 + 20 + 25 = 105
Base Attack Bonus: 60 Attack Melee: 85 Attack Ranged: 85
Base Save Bonus: 30 Fort: 51 Rex: 55 Will: 55
~Skills~
Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): 10+25 = 35 Alchemy (Int): 10+25 = 35 Awareness (Wis): 10+25 = 35 Athletics (Str): 10+25 = 35 Chakra Control (Int): 20+25 = 45 Concentration (Con): 10+21 = 31 Craft (Int): 10+25 = 35 Diplomacy (Cha): 10+22=32 Escape Artist (Dex): 15+25=40 Handle Animal (Cha): 25+22=47 Innuendo (Cha): 10+22=32 Intimidate (Cha): 10+22=32 Perform (Cha): 15+22=37 Read Lips (Wis): 20+25=45 Seduction (Cha): Sense Motive (Wis): 25+25 = 50 Sleight of Hand (Dex): 25+25 = 50 Stealth (Dex): 15+25 = 40 Survival (Wis): 20+25=45 Treat Injury (Int): 10+25 = 35
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons (Melee): -Katana: 80 -Kunai: 40 Ninja Weapons (Ranged): -Shuriken: 30 -Senbon: 30 Taijutsu: 30 Ninjutsu: 70 Medical Ninjutsu: Genjutsu: 30 Fuuin Jutsu: Sneak Attack: 50 Puppet Play:
~Possessions~
Money:
Ryo: 1000
Equipment: Kumo Bladed Katana 9 Kunai 20 Shuriken 40 Senbon Valuables
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Posted: Thu Jan 05, 2012 9:42 pm
New ProfileUser-name: Gideon Commando Posting: A couple times a day Time zone: Central Standard Time ~Character Data~Name: Shinzu Akara Village: Village Hidden in the Mist Clan/Bloodline: N/A Element Affinity: Wind Age: 13 Gender: Male Rank: Chuunin ~Appearance~ Headband: Wears it around his waist Height: 5'7" Weight: 115 Lbs Hair: Straight healthy short brown hair Eyes: Average Green Eyes Physical Description: Kind of skinny but is somewhat muscular from training He has a fairly average face not particulary handsome though his teeth aren't the best Clothing: A dark black Gi with no sleeves. He wears red tabis under the Gi's pants but only the feet are visible. Background: Shinzu grew up in a normal household his father was a Ninja who died during Mistress' invasion protecting his Mother and his Mother a former Ninja who left the Shinobi after his father died. It was because of the memory of his father he decided to join in the first place his mother tried to talk him out of it but he wanted enter the academy and she couldn't stop him. Personality: He has become fairly obtimistic over the last two years and has had the urge to travel around the world. Other: N/A Missions: S: A: 1 B: C: 2 D: 5 Jutsu: None 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.
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. 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.Genjutsu- None 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}.
Dynamic Entry Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack. Cp cost: --- Dice Rolls: 1 Damage: Add 3 - 8 to Taijutsu dmg Requirements: Taijutsu 6. Training: 2 stages. Stage I: Taijutsu DC 18. Train jump kick from standing. Stage II: Taijutsu DC 20. Train jump kick from a running start
Senpū (Whirlwind) A taijutsu technique where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint. Cp cost: ----- Dice Rolls: 2 Damage: Double taijutsu damage. Requirements: Style: Gouken, Taijutsu 11. Training: 2 stages. Stage I: Taijutsu DC 21. Practice arriving in a position capable of performing Senpu - in a brief moment. Stage II: Taijutsu DC 23. Send heavy objects flying using the Senpu.
Daisenpū (Great Whirlwind) A series of kicking attacks, starting from a low kick and linking into a middle kick and high kick then finishing off with a heel drop. As the rotation speed picks up the user gains buoyancy, which they use to shift into gradually higher attacks. Dice Rolls: 3 Damage: Triple taijutsu damage. Eight Celestial Gates-1. Opening (Initial) releases the brain's limit on the total strain on the muscles. Hp Cost: 50 + 10 damage per round. Dice Rolls: 2 Requirements: Taijutsu 20, Chakra Control 20 Training: 3 stages. Stage I: Chakra Control DC: 30 Locating and opening the first gate. Stage II: Taijutsu DC: 30 Familiarise self with punching and kicking with the power surge that comes with opening the first gate. Stage III: Taijutsu DC: 32 Start dealing some serious damage either on a dummy or another person. Special: +10 Str / Dex
2. Rest (Heal / Energy) releases the brain's limit on the body's stamina, making a battle-worn person become miraculously ready to fight as if the fight had just started. Hp Cost: 60 + 16 per round. Dice Rolls: 2 Requirements: Taijutsu 25, Chakra control 25 Training: 3 stages. Stage I: Chakra Control DC: 35 Locating and opening the second gate. Stage II: Taijutsu DC: 35 Familiarise self with punching and kicking with the power surge that comes with opening the second gate. Stage III: Taijutsu DC: 40 Start dealing some serious damage either on a dummy or another person. Special: +16 Str / Dex Summoning Contract- None ~Stats~ LV. 15 Experience: 504/800 Hp: 240 Cp: 180 MHp: 225 Black - Base Points ll Red - Distributed Points ll Blue - Trained Points ll Bold - Total Points
Strength: 8 ll 19 ll 5 ll 32 = Mod: +11 Dexterity: 8 ll 15 ll 3 ll 26 = Mod: +8 Constitution: 8 ll 12 ll 3 ll 23 = Mod: +6 Intelligence: 8 ll 10 ll 0 ll 18 = Mod: +5 Wisdom: 8 ll 12 ll 0 ll 20 = Mod: +5 Charisma: 8 ll 8 ll 0 ll 16 = Mod: +3 Chakra: 8 ll 6 ll 0 ll 14 = Mod: +2 Dodge Bonus: W:5 ll D:8 ll L:14 ll 27 Base Attack Bonus: 14 Attack Melee: 23 Attack Ranged: 21 Base Save Bonus: 7 Fort: 12 Rex: 15 Will: 11 ~Skills~
Ninja Skills [Mundane] ((Modified By)):
Strength Skills: -Athletics (Str): 5+8+1= 14
Dexterity Skills: -Acrobatics (Dex): 2+6=8 -Sleight of Hand (Dex): 1+6=7 -Stealth (Dex): 14+6=20 -Escape Artist (Dex): 1+6=7
Constitution Skills: -Concentration (Con): 0+7=7
Intelligence Skills: -Alchemy (Int): 0+4=4 -Chakra Control (Int): 29+2+4= 30 -Craft (Int): 0+4=4 -Treat Injury (Int): 0+4=4 Wisdom Skills: -Awareness (Wis): 10+4=14 -Sense Motive (Wis): 1+4=5 -Survival (Wis): 4+4=8 -Read Lips (Wis): 4+4=8
Charisma Skills: -Handle Animal (Cha): 0+3=3 -Innuendo (Cha): 3+3=6 -Intimidate (Cha): 2+3=5 -Perform (Cha): 0+3=3 -Seduction (Cha): 0+3=3 -Diplomacy (Cha): 4+3=7 Ninja Skills [Passive] ((No Modifiers)):
-Ninja Weapons (Melee): --Katana: 6 --Kunai: 6 --Butterfly Knife: -Ninja Weapons (Ranged): --Shuriken: 6 --Fuma Shuriken: 3 -Taijutsu: 32+5=37 -Ninjutsu: 16 -Medical Ninjutsu: -Genjutsu: 8 -Fuuin Jutsu: -Sneak Attack: 10 -Puppet Play:
~Possessions~
Money:
Ryo: 37
Equipment: 20 Shuriken 7 Kunai Knives 3 Katanas 10 Exploding Tags 2 Soldier Pill 1 Butterfly Knife 2 Aian Nakku 2 Smoke Bombs 2 Sai
Valuables His Father's Shinobi Headband which was given to him after it was retrieved by one of his father's teammates.
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Posted: Thu Jan 05, 2012 9:53 pm
User-name: The Winged Guardian Posting: Daily if not at least weekly Time zone: Mountain time. ~Character Data~ Name: Tenko, Huji (First name, Last name) Village: Kirigakure Clan/Bloodline: None Element Affinity: Water(main)/ (? 2nd) Age: 9 Gender: Male Rank: Student ~Appearance~ Headband: None currently. Height: 3'10'' Weight: 48 lbs Hair: Usually dyed Dark Blue otherwise it's Black and straight medium length. Eyes: Dark blue almost black. His eyes always dash towards an exit so he knows the fastest way out. His eyes have an odd star shape around the pupil that is almost the same dark blue as the rest. Physical Description: Thin and lean. He has a thick clip attached on his right ear with an identical on his left ear. His hands are covered with scars on the back and sides of them to be exact. He has a high metabolism and loves candy, He'll always have candy somewhere near him. He has a scar on the right side of his his face by his eyebrow. Clothing: White cotton vest that ties close at the sides on wooden toggles. Over that he has a Black button up long sleeve shirt unbuttoned exposing the white vest underneath. It's two sizes too big for him and results in the sleeves covering his hands that are riddled with scars from making toys and non-combat puppets. Inside his white vest is a pocket where he can hold a little notebook. he wears cargo pants and has loops and pockets in the back for kunai or senbon and a strap for a scroll. His pants are black as well. They have two deep side pockets that normal cargo's have. Background: Tenko grew up as an odd kid. Up until recently his mother was a Medic Ninja. Whilst his father was a Toy Maker. While she was off on missions he taught Tenko the art of making things, puppets, yo-yo's, and other things. His father first gave him a puppet to entertain his younger cousins. But after that he fell in love with them. His mother told him how to become aware of his chakra as well as told him a little about how to control it. When he was off for his first day of Ninja Acedemy his mother tossed him his bag. It jingled as he caught it. When he opened it he found a strap to hold in some senbon with a Kunai and Shuriken thrown in there as well. He smiled and nodded. His mother told him about his puppet jutsu and that's when he decided what he'd do from then on. Be a Medic-Ninja/Puppeteer. Personality: Kind, Thoughtful, Caring, Will always look and consider a way out unless he has something he likes and wants to protect. Frightens easily but loves being involved. Other: Don't insult his family. Missions: S: A: B: C: D: Jutsu: Ninjutsu- Nawanuke no Jutsu (Rope Escape Technique) A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu. Cp cost: 1 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. Name: Kawarimi no Jutsu (Replacement Technique) Description: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 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. Special: +intelligence modifier to disguise (Craft) checks. 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. C Rank:Kugutsu no Jutsu (Puppet Technique) Just like a marionette, the user controls a puppet using strings of chakra from his fingers. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extendable blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. See the puppet thread for more info. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets. Cp cost: 2 cp per round the puppets are used. Damage: Depends on puppet power. Requirements: Puppet Play 3, Chakra Control 10 Training: 2 stages Stage I: Puppet Play DC 15 Familiarisation with the art of puppetry. Stage II: Chakra Control DC 20 Combining puppetry with the usage of chakra strings, which are stronger, but less flexible until high control is achieved. Special: Must master this jutsu before attempting to fight with puppets. Medical Ninjutsu- Genjutsu- Taijutsu- Summoning Contract- ~Stats~ LV. 4 Experience: 163/250 Hp: 36 Cp: 56 MHp: 40 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< Base | Distribution | Training | Total Strength:------>|6|+|2|+4=12 Mod: (1) Dexterity:----->|6|+|4|+0=10 Mod: (0) Constitution:->|6|+|2|+0=8 Mod: (-1) Intelligence:-->|6|+|5|+3=14 Mod: (2) Wisdom:------>|6|+|4|+0=10 Mod: (0) Charisma:---->|6|+|0|+0=6 Mod: (-2) Chakra:------->|6|+|12|+0=18 Mod: (4) Dodge Bonus: 4 Base Attack Bonus: 4 Attack Melee: 5 Attack Ranged: 4 Attack Puppet: 12 Base Save Bonus: 2 Fort: 1 Rex: 2 Will: 2 ~Skills~ Ninja Skills [Mundane] ((Modified By)): Distributed/Trained/Mod. Athletics (Str): ------------|0|+0+1=1 Acrobatics (Dex):--------|0|+0+0=0 Escape Artist (Dex):----|0|+0+0=0 Sleight of Hand (Dex): -|0|+0+0=0 Stealth (Dex): ----------|0|+0+0=0 Concentration (Con):--|2|+0+(-1)= 1 Alchemy (Int):-----------|0|+0+1= 1 Chakra Control (Int):--|15|+6+1= 22 Craft (Int):--------------|15|+0+1= 16 Treat Injury (Int):-------|0|+0+1= 1 Awareness (Wis):------|0|+0+(0)= (0) Read Lips (Wis):--------|0|+0+(0)= (0) Sense Motive (Wis):---|0|+0+(0)= (0) Survival (Wis): ----------|0|+0+(0)= (0) Diplomacy (Cha):-------|0|+0+(-2)= (-2) Handle Animal (Cha)--|0|+0+(-2)= (-2) Innuendo (Cha): -------|0|+0+(-2)= (-2) Intimidate (Cha): ------|0|+0+(-2)= (-2) Perform (Cha): ---------|0|+0+(-2)= (-2) Seduction (Cha): ------|0|+0+(-2)= (-2) Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons: Taijutsu: 3 Ninjutsu: Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: Puppet Play: 15+1=16 ~Possessions~ Money: Ryo: Equipment: 1xKunai 10xSenbon Valuables: A toy puppet that he keeps in his back pack ______________________________________________________________________________________________ ser-name: The Winged Guardian Posting: Often or daily Time zone: Mountain time. ~Character Data~ Name: Shuurai, Shikon, Fenrir(Last, Middle, First) Village: Kirigakure Clan/Bloodline: N/A Element Affinity: Lightning/ Water Age: 19 Gender: Male Rank: Anbu ~Appearance~
           Headband: He wears it covering the upper half of his eyes to hide them from the harsh light. (when he's wearing one.) Height: 5' 9'' Weight: 150 lbs Hair: Black Eyes: Green Physical Description: He has a lean muscular build with a dragon tattoo on the right side of his neck. He has a few scars of which he doesn't care to hide or show. Other than the tattoo there isn't really distinguished about him. Clothing: Normal Anbu garb but when hes lounging around he'll be found wearing a choker with a cross upon the front. Red short sleeve button up left open with a black no sleeve underneath. Black gloves with a horizontal steel plate on each which is one inch wide, three inches long and one fourth of an inch thick, to help with...Negotiations if a good back hand is needed. His pants are outfitted to hold up to six kunai that fit tight enough that they don't come out while doing spins, being upside down, or fighting in intense battle, but loose enough where if he needs to pull them out for quick use it won't hinder him as well as a thin pocket just for Explosive Tags. Background: Fenrir grew up on the boarder of the village. He was raised by his grandfather as soon as he was able to walk. Since then his life became hell. day in and day out. He was trained in how to use a katana by being thrown into the woods, and being forced to fight the wolves for survival as well as food. He was left in the woods for a years time. In that time his views changed. He felt alive while fighting for his life. The blade he had once had in the wood became to damaged to use. It caused him to learn how to hide and move around without being spotted. Once he had been tracked and found by his grandfather he was given a name. His training became even more intense still as he was forced to use real Katana's in practice. He was then taught Raidendou when he was eleven, or the basics of how to do it, when his grandfather noticed that his hair stood on end almost like a wolf with his hackles raised. After the year he had learned how to do Raidendou he still couldn't get it. He was kicked out and told to join in the Acedemy. At first all he could do was nod, glare and growl when he joined. Eventually he became able to express feelings, until the final exam... After that his expressions have been kept as little as possible. He understood that the Kage was the top dog and followed orders from those above him. Once graduated and put into a squad he was given a sword from his grandfather on how to keep it well oiled and in top shape. He formed a small bond with his teammates over a few missions. When on a mission where the enemy had killed the rest of the team, he went into a rage and used Raidendou. His Chakra raged like a torrent inside him as he looked at the last man that stood. He moved with deadly grace as he ended the half dead man's life. He even blink as the guy convulsed from the shocks. He stayed there with his group and growled at passerby's who tried to help He hunted the surrounding area to survive, always coming back to check on their bodies after each kill, he never ate their share. He didn't let anyone touch them other than Kiri Shinobi and when they finally arrived he just followed and obeyed. He told them that they were ambushed and that the leader of his team had killed most of the others but got killed while defending them. Later on he became a Chuunin He learned his other element along with Kiri's mist and water clone jutsu's. He also learned a few other Jutsu's but liked the few he knew. Anbu had always interested him for some reason. He wanted to help protect those lower and higher than him. He gladly fought his way through the proving ground to become an Anbu. Since then he had been more than glad to help out where he was called into missions to help. Personality: Not good at expressing his feelings other then the basic and the love of a fight. Other: Hates certain frequencies, it makes him want to slice up whatever it doing it. Interestingly enough the hum of Raidendou also starts to make him bloodthirsty. Missions: S: ? A: ? B: ? C: ? D: ? Jutsu: E-Rank Bunshin no Jutsu (Clone Technique) This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent. Cp cost: 1 pt. per clone. Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit. To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones. Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Cp cost: 2 +1 per post Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the Academy. Special: +intelligence modifier to disguise (Craft) 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. Special: +2 to your Stealth check when hiding. Kawarimi no Jutsu (Replacement Technique) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 4 Dice Rolls: n/a Damage: n/a Requirements: Learn in the academy. Chakra Control 3 Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack. 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. Nawanuke no Jutsu (Rope Escape Technique) A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu. Cp cost: 1 Dice Rolls: n/a Damage: N/A Requirements: Learn in the Academy. Special: +2 to your Escape Artist roll when escaping from rope. D Rank Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. Cp cost: 15 or 1 per ft Dice Rolls: 2 Rolls Damage: N/A Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8 Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks. 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 Requirements: Strength 12/ 14/16/18, Dexterity 12/ 14/16/18, Associated Weapon Skill 5 Special: Use the formula 1D20+Weapon Skill against attackers attack score. If the Block is higher all damage from the attack is negated. B Rank 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 (Chakra Control / 2) to (Chakra Control x 2) 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. Ninjutsu- Water Jutsu's C-Rank Hijutsu: Kiri Gakure no Jutsu (Hidden Technique: Art of the Hidden Mist) This displacement technique is a specialty of the Ninja from Kirigakure, where one causes a mist to spring forth by lifting up some water, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It cannot fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan-user will see the mist colored by their opponent's chakra, which will effectively hide the user from the dōjutsu. Rank: C Dice Rolls: 3 Cp cost: 20 + 10 per turn the jutsu is mantained. Damage: n/a Reflex DC: n/a Awareness DC: *User: 12 + [Stealth] + [Chakra mod] + 1 per 5 in [Ninjutsu] *Others: 12 + [Stealth] + User's [Chakra mod] Requirements: Kirigakure, Water Affinity, Chakra Control 25, Ninjutsu 22 Special: If victims fail awareness check versus a character, they do not know their whereabouts and cannot attack them directly. Even if the user knows the location of the people in the mist, his allies must roll awareness checks versus their opponent's stealth checks also unless they too use the Hidden Mist art. First attack launched against an enemy who does not know your location is considered a Sneak Attack. Suiton: Mizu Bunshin no Jutsu (Water Release: Water Doppelganger Technique) The technique creates clones out of water. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. The range of the clone is limited however, as it can not travel very far from the original body without losing control. Additionally, water clones only have a fraction of the original person's power. Like other clone techniques, if the water clones are injured enough they will revert back to normal water. Rank: C Dice Rolls: 3 Cp cost: 15 per clone Damage: Physical damage caused by clones is cut by half. Reflex DC: n/a Requirements: Kirigakure or Amegakure or Takigakure, Water Affinity, Chakra control 20, Ninjutsu 18 Special: *Mizu Bunshin can only perform water jutsus and normal attacks. *CP used for clones performing jutsu is 1.1x as much and is taken from the creators cp pool *Clones have to stay within same thread as user and within eye or ear shot of them as well *HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP *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. *Clones cannot mimic special weapon properties, such as the Samehadamaku's Chakra absorption, or producing wire like Nuibari. 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. Lightning Jutsu's D-Rank Raiton: Raidendou (Lightning Release: Lightning Conduction) The user channels his lightning chakra through his weapon for added damage. Only weapons made with Kumo steel can conduct lightning chakra. Cp cost: 15 cp to activate + 5 cp per turn. Dice Rolls: 2 (to activate) Damage: See Special. Reflex DC: N/A Requirements: Lightning Affinity, Chakra Control 10, Ninjutsu 6 Special: Add [chk mod] to damage. Melee weapons only. C Rank Rai Bunshin no Jutsu (Lightning Clone Technique) Developed in the halls of Amegakure but used by Lightning Element ninja the world over. This technique gathers the negative ions in the air and binds it with your chakra to form a clone of your likeness. To touch these clones is to get quite the shocking surprise. Cp cost: 60 Dice Rolls: 3 Damage: 10 – 25 + chk mod Reflex DC: N/A Requirements: Lightning Affinity, Chakra Control 18, Ninjutsu 15 Special: Each clone has half your stats and 50 Hp. Clones cannot use ninjutsu or genjutsu and are maintained for [user’s chk mod + 10] turns. Medical Ninjutsu- Genjutsu- Taijutsu- Summoning Contract-~Stats~ LV. 20 Experience: 1006/1050 Hp: 400/400 Cp: 420/420 MHp: 400/400 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< Base/ Dist./ Trained/ Mission/ Total Strength:-------11+19+0+=30-- Mod: 10 Dexterity:------11+19+0+=30-- Mod: 10 Constitution:---11+19+0+=30-- Mod: 10 Intelligence:---11+11+0+=22-- Mod: 06 Wisdom:--------11+19+0+=30-- Mod: 10 Charisma:------11+0+0+2=13--- Mod: 01 Chakra:---------11+21+0+0= 32-- Mod: 11 Dodge Bonus: 40 Base Attack Bonus: 20/15/10/5 Attack Melee: 30/25/20/15 Attack Ranged: 30/25/20/15 Base Save Bonus: 10 Fort: 20 Rex: 20 Will: 20 ~Skills~ Ninja Skills [Mundane] ((Modified By)): Base/ Trained/ Mission/ Mod/ Total Str Mod. (10) Athletics (Str): 0+0+0+10= (10) D ex Mod. (10) Acrobatics (Dex): 10+0+0+10= (20) Escape Artist (Dex): 0+0+0+10= (10) Sleight of Hand (Dex): 0+0+0+10= (10) Stealth (Dex): 30+0+2+10= (42) Con Mod. (10) Concentration (Con): 10+0+0+10= (20) I nt Mod. (06) Alchemy (Int): 0+2+0+6= (07) Chakra Control (Int): 30+0+0+6= (36) Craft (Int) 0+1+0+6= (07) Treat Injury (Int): 0+0+0+6= (06) Wis Mod. (10) Awareness (Wis): 10+1+0+10= (21) Read Lips (Wis): 0+1+0+10= (11) Sense Motive (Wis) 10+0+0+10= (20) Survival (Wis): 10+0+0+10= (20) Cha Mod. (01) Diplomacy (Cha): 0+0+0+1= (01) Handle Animal (Cha): 0+0+0+1= (01) Innuendo (Cha): 0+0+0+1= (01) Intimidate (Cha): 0+0+0+1= (01) Seduction (Cha): 0+0+0+1= (01) Perform (Cha): 0+0+0+1= (01) Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons: Katana 40 (Damage: 4 - 12 + 1.5x str. mod. Total Damage: 14 - 22 + 15(str. mod.)) Taijutsu: Ninjutsu: 30 Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: 30 Puppet Play: ~Possessions~ Money: Ryo: 600 Equipment: 1x Kumo Steel Katana 6x Kunai 10x Explosive tags Valuables: Kumo Steel Katana.
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Posted: Thu Jan 05, 2012 9:56 pm
User-name: Qyp Posting: Frequent Time zone: New Zealand
Character Data
Name: Mizuiro Village: Kirigakure Clan/Bloodline: Hoshigaki Element Affinity: Water Age: 10 Gender: male Rank: Genin
Appearance

Headband: Head Height: 5' 5" Weight: 127lbs Hair: A light blue. Eyes: The same as any other Hoshigaki. Little circles. Physical Description: He is tall, like any other Hoshigaki, but a little slender than normal. His skin is gray-blue. His teeth are pointy and razor sharp. Clothing: He wears a black 3/4 sleeve top, which is to big for him, with a blue vest over it. His pants reach down over his black sandals. He also wears goggles sometimes. Background: Mizuiro was born into one of the noble families of the Hoshigaki, his father was son of a patriarch, and his mother a daughter of a priest. They were forced to be married to each other, have children, and then that was it. Mizuiro, knew nothing of affection, he just knew that he if didn't look out for himself, no one will. He was raised by the clan, and bred to be the ultimate warrior. He kept this mostly to himself, and did not intend to help others, except when it was good for the whole village to do so. Mizuiro liked swords, he started this fascination when seeing a scroll about the Seven Swordsman of the Mist. He read that the seven swords were now keep away in secret, or lost forever. Samehada was the only one known to be still around, supposedly, for it's spawn was given to the clan members. Mizuiro was intrigued, and dared to asked his grandfather matriarch about Samehada, but was kicked out for they were in a meeting, and he never got the chance to ask about it. He decided to look around the library some more, even though he hated the place, he liked swords to much to shake it off. But the time to go to the Academy caught up with him, and he was sent there because he was destined to do so.
Going through the Academy was easy sometimes, hard other times, but he learned many things. Not only the standard techniques, but much more. He learned about weapons, like the Kusarigama. Which he grew to like, and use more and more. He also made friends with many fellow students. Personality: Thinks he is the most important Hoshigaki, a superiority complex, being bred specifically to the ultimate warrior. He is also very easily bored. But the rest of the time, he is like most other Hoshigaki. Though he now respects Hiru for becoming the next wielder of Samehada. So he is seen as very important. Other: He is left handed.
Stats
LV. 5 Experience: 191/300 Hp: 60 Cp: 50 MHp: 50
[Distribute]...[Level]...[Training]...[Clan]...[Total]
Strength:.........[12]...[--]...[02]...[+20%]...[16] Mod: +3 Dexterity:........[10]...[04]...[02]...[------]...[16] Mod: +3 Constitution:.....[10]...[02]...[02]...[------]...[14] Mod: +2 Intelligence:.....[09]...[--]...[--]...[-30%]...[06] Mod: -2 Wisdom:..........[06]...[04]...[--]...[------]...[10] Mod: 0 Charisma:........[06]...[01]...[--]...[-20%]...[05] Mod: -2 Chakra:...........[09]...[01]...[--]...[------]...[10] Mod: 0 Dodge Bonus: 8
Base Attack Bonus: 5 Attack Melee: 8 Attack Ranged: 8
Base Save Bonus: 2 Fort: 4 Rex: 5 Will: 2
Skills
Ninja Skills [Mundane] ((Modified By)):
Distribute + Mod = Total
Acrobatics (Dex): 2 + 3 Alchemy (Int): 0 + -2 Awareness (Wis): 2 + 0 = 2 Athletics (Str): 4 + 3 = 7 Chakra Control (Int): 10 + -2 = 8 Concentration (Con): 8 + 2 = 10 Craft (Int): 0 + -2 = -2 Diplomacy (Cha): 0 + -2 Escape Artist (Dex): 3 + 3 = 6 Handle Animal (Cha): 0 + -2 Innuendo (Cha): 0 + -2 Intimidate (Cha): 2 + -2 Perform (Cha): 0 + -3 Read Lips (Wis): 0 + 0 Seduction (Cha): 0 + -2 Sense Motive (Wis): 3 + 0 Sleight of Hand (Dex): 3 + 3 = 6 Stealth (Dex): 2 + 3 = 5 Survival (Wis): 1 + 0 = 1 Treat Injury (Int): 2 + -2
Ninja Skills [Passive] ((No Modifiers)): Kusarigama: 5 Kunai: 4 Taijutsu: 11 Ninjutsu: 10 Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: Puppet Play:
Missions:
S: A: B: C: D:
Passive Abilities:
Water Walking and Wall Climbing
Samekansou (Shark Physiognomy) The Hoshigaki are part shark, and therefore, share many biological similarities with the animal, most notably its great physical strength. Because of their unique skin and physiognomy, Hoshigaki are naturally far superior to normal humans for underwater movement, greatly increasing their ability to move when submerged. The Hoshigaki also have gills on their cheeks and shoulder which they can use to extract the oxygen from the ambient water and increase their ability to smell blood, allowing them detect it with accuracy at far greater distances than the average person. However, their brain being also part animal, their instincts were develloped at the cost of some of their advanced cognitive skills, decreasing their overall analytical and social intelligence. Rank: Limit, passive Requirements: Hoshigaki Clan Special: *Increase Strength by 20%. *Decrease Intelligence by 30%. *Decrease Charisma by 20%. *User can breathe underwater. *While underwater, increase [Base Attack Bonus], [Dodge Bonus], [Reflex], and any check related to underwater movement by 20%. *Double awareness checks against bleeding targets.
Jutsu:
Samekamu (Shark Bite) The Hoshigaki's shark teeth make a useful weapon when both hands are immobilized. The sharpness of the two rows of teeth are sure to make the victim bleed should he or she be struck by this attack. Rank: E Dice Rolls: 1 Cp Cost: None Damage: (2 - 4) + str mod Reflex DC: n/a Fortitude DC: 10 + str mod (user) + 2 Per 20 hp past half hp (victim) Requirements: Hoshigaki Clan Training: None, basic instincts Special: Can be used when grappling ot grappled. If used when grappled and victim fails fortitude check, grapple is broken due to pain. If used when grappling, user can hold the bite to increase the DC to maintain grapple by 5.
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.
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.
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-
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 weight
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}.
Summoning Contract-
~Possessions~
Money:
Ryo: 28
Equipment: Kunai x10
Kusarigama The kusarigama is the union of a normal kama with a chain on the end of the kama handle. The kusarigama is one of the hardest weapons to master and one of the most useful ones. The kama can be used to attack in close quarters while the chain, which most of the time has a small metal sphere-like tip, can be used for ranged attack, trips, immobilisation and disarming as well as creating vast numbers of opening for the user to kill with the kama's sharp edge. Damage: 1 - 8 + 1.5x str. mod. “Kama”, 2 - 6 + 1.5x str. mod. “Chain” Range: Melee or Ranged 30 ft. Special: Can be used to make disarm, grapple/strangle or trip checks with a +4 bonus. Causes a Bleeding Wound upon a critical hit with the kama side. Dual Wield: No.
Valuables
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Posted: Thu Jan 05, 2012 9:57 pm
User-name: Qyp Posting: Frequent Time zone: New Zealand
~Character Data~
Name: Shizoni "Aozu Imosarada" Hozuki Village: Kirigakure Clan/Bloodline: Hozuki Element Affinity: Water (Specialist) Age: 25 Gender: Male Rank: High Jounin, Seven Ninja Swordsmen of the Mist, Sensor, ANBU.
~Appearance~
 
Headband: Blue, Loosely around neck. ANBU mask. Height: 6' 7" Weight: Hair: White, clean cut, slick back. Eyes: Silver-Blue Physical Description: Slender and tall, like most who have wielded the Sewing-Needle Sword. His skin is tanned, and his muscle tone is hardly noticeable. Clothing: Long black pants, that are tucked into camouflage leg warmers that also cover his feet, with heal and toes showing only. To match, his arm warmers are the same design, both black and white. Large white sash around his waist, with a black sleeveless top tucked under the sash, making it look like the top and pants are connected. His sandals have a singe strap going over the foot only. He also has a steel waist guard. Background: Shizoni was born and raised in Kirigakure to Hozuki loyalists of the lords who apposed the Mizukage. But he eventually convinced his parents to let him join the Ninja Academy. He went through Academy pretty quickly, but decided to wait until others had graduated so he could join a team. During his early genin years, the Seven Swordsmen of that time were recruiting. His whole generation at the academy entered. The way to enter was to hand in their scores in the academy and how many missions they had done, etc and then they were divided into groups of seven that was determined by their body build and number one skill. Most others were actually taller than him, because Shizoni took a little longer to go through his growth spurt. After an hours fighting, it was down to him and another. They had recognized each others skills and joined forces temporarily. But then they knew they would have to fight each other. It was the second most noticeable fight, the other was for the great decapitating sword, between too brutally strong ninja. But Shizoni and the other ninja were using many skills to determine who would win. But the end was not as exciting as the Swordsmen would of liked. Shizoni's opponent gave up. He was nearly out of chakra, but still had enough physical strength to go on. But Shizoni had yet to use to many ninjutsu, he was conserving it, making sure he had enough to carrying on for a long time. But Shizoni, though he was disappointed on how he won, was praised by the Swordsmen on how he thought ahead. He was chosen by the wielder of the Long "Sewing-Needle" Sword, who was very tall, but had a nice build to him. He was a great enthusiastic teacher, but died on a S-class mission while Shizoni was almost finished with his training. The current leader of the Swordsmen deemed him worthy to wield the sword from the day he was appointed to be the previous owners apprentice. He left the sword on the grave of his master for two weeks as a sign of respect and honor. It was then decided that the next generation was ready to receive the swords. Shizoni was appointed the Sewing-Needle officially. Over time, he went on many missions for the council, until he realized what a lot of these missions had done to the village. Shizoni eventually was put on a team in combat that was not as loyal as he thought he was. The leader of this team was named Takasugi Hadara. He was an impressive ninja, even to the standards of the Swordsmen. he learned from him how he was being repressed by the council and that they were never intending a Mizukage to come into power. They also never intended for other villages to visit, to which a shinobi war could be caused by their ideals. He was furious by these accusations, but eventually questioned if they were true. He later came to the council and stated there was one loyal to them who could be the Mizukage. But they said that the Mizukage would never be loyal, and would have more power, especially with the ANBU at their side. Shizoni was shocked by the honestly, but maybe it was because he was a child of councilmen, and also been very loyal. He later found Takasugi and said that they need to appoint a Mizukage to bring peace to the village, because a civil war would break out soon enough. Takasugi said that plans have long been in place to get the power away from the council. Shizoni was impressed by how organized they were, and decided to was time to join. He joined the ANBU forces, to get to the most secret inner secrets, and found many ANBU wished to only serve a Mizukage. so he organized amongst those who openly said they would want a Mizukage to lead them, to be the force to be under his command, and to only attack at his command. But he said he would not be the Mizukage, but it is best to take his lead until one comes forward and takes the title. He now spends most of his time helping Takasugi preparing forces... Personality: Enthusiastic, but not joyful. He can laugh sometimes, but his charisma is quite low. He isn't one for socializing, he prefers to only be in groups if they are going on a mission, etc. He liked to remain neutral emotionally, so he can stay focused. He enjoys watching sparring fights. Other: IQ is high
~Stats~ LV. 51 Experience: 191/3100 Hp: 1530 Cp: 1989 MHp: 1428
BASE + DISTRIBUTE + TRAINING + LEVEL UP = TOTAL
Strength: 18 + 12 + 00 + 00 = 30 Mod: 10 Dexterity: 18 + 48 + 00 + 00 = 66 Mod: 28 Constitution: 18 + 32 + 00 + 00 = 50 Mod: 20 Intelligence: 18 + 41 + 00 + 01 = 60 Mod: 25 Wisdom: 18 + 24 + 02 + 02 = 46 Mod: 18 Charisma: 18 + 20 + 00 + 00 = 38 Mod: 14 Chakra: 18 + 40 + 00 + 00 = 68 Mod: 29 Dodge Bonus: 97
Base Attack Bonus: 51 Attack Melee: 61 Attack Ranged: 79
Base Save Bonus: 25 Fort: 45 Rex: 53 Will: 43
~Skills~
Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): 22 Alchemy (Int): Awareness (Wis): 22 Athletics (Str): 20 Chakra Control (Int): 50 Concentration (Con): 30 Craft (Int): 15 Diplomacy (Cha): Escape Artist (Dex): 25 Handle Animal (Cha): Innuendo (Cha): Intimidate (Cha): 30 Perform (Cha): Read Lips (Wis): 10 Seduction (Cha): Sense Motive (Wis): 20 Sleight of Hand (Dex): 20 Stealth (Dex): 30 Survival (Wis): 20 Treat Injury (Int): 10
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons: Taijutsu: 24 Ninjutsu: 55 Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: 40 Puppet Play:
Missions:
S: 23 A: 61 B: 58 C: 17 D: 2
Jutsu:
E-Rank
Bunshin no Jutsu (Clone Technique) This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent. Cp cost: 1 pt. per clone. Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the academy. 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.
D-Rank
Genjutsu Kai (Genjutsu Release) The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else. Cp cost: 10 Dice Rolls: 2 Rolls Damage: N/A Requirements: Chakra Control 8, Genjutsu 4 Training: 2 stages Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it. Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu. Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. Cp cost: 15 or 1 per ft Dice Rolls: 2 Rolls Damage: N/A Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8 Training: 2 stages Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie! Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects. Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.
C-Rank
Ayame Tori (Murderous Grasp) This technique uses a metal string strengthened with chakra to make a thread capable of cutting through steel with little difficulty. Cp cost: 8 per turn Dice Rolls: 3 Rolls Damage: 5 - 12 + half chk mod + half str mod Reflex DC: N/A Use as a melee weapon. Requirements: Chakra Control 14, Ninjutsu 12, metal wire. Training: 2 stages Stage I: Chakra Control DC 24 Create a thin layer of chakra around your metal string. It should be thin enough to be almost unnoticeable until it's too late. Stage II: Ninjutsu DC 25 Focus on strengthening the chakra layer around your metal wire.
Fukumikuchi Hari (Hidden Mouth Needles) The user is able to summon forth needles into the mouth and then spit them out at their opponent with precise accuracy. Cp cost: 2 per needle Dice Rolls: 4 Rolls Damage: Total Needle "Senbon" damage + chk mod instead of dex mod Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Dexterity 20, Chakra Control 12, Ninjutsu 10 Training: 2 stages. Stage I: Chakra Control DC 22 The technique works by quickly transporting the needles in your pouch or on your body into your mouth. It's hard to get but practice enough and you should do it with negligible injury. Stage II: Dex DC 18 {d20 + dex mod} Now that you can fill your mouth with needles you'll probably want to get them out. Work on your aim and the speed of your spitting. Special: You can only spit out an amount of needles equivalent to your ranks in Chakra Control. Eg. you have 12 in Chakra Control, you can only spit out 12 needles and your technique damage is 12 - 13 + chk mod. Of course you must have enough needles in your possession.
Kanashibari no Jutsu (Temporary Paralysis Technique) A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this technique. Cp cost: 40 Dice Rolls: 3 Rolls Damage: N/A Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Will Save DC: 12 + chk mod + 2 per 10 ranks in Intimidation Requirements: Chakra 25, Chakra Control 20, Ninjutsu 16 Training: 3 stages Stage I: Intimidate DC 20 Make yourself as assertive and frightening as possible. Stage II: Ninjutsu DC 28 Use chakra to enhance the effect, eg. by creating a chakra aura around you. Stage III: Chakra DC 20 {d20 + chk mod} Combine the previously learned elements. Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact.
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. Requirements: Craft 2 Training: 1 stage. Stage I: Craft DC 12 Figure out and learn the best way to position the four bomb tags for maximum effectiveness. 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.
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 Training: 3 stages Stage I: Chakra Control DC 30 Manipulate your inner chakra circulatory system so that your chakra masses around your heart, muting your heartbeat and pulse. Stage II: Concentration DC 20 Meddling around with your body is unnatural and has its consequences. Get used to the feeling and practice maintaining the technique. Stage III: Ninjutsu DC 28 Combine the previously learned elements. Special: You appear dead. Successful usage of this technique gives you a chance to Sneak Attack opponent.
Meisai Gakure no Jutsu (Hiding Camouflage Technique) This technique renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however. Cp cost: 40 + 5 per round held Dice Rolls: 5 Rolls Damage: N/A Requirements: Chakra Control 38, Ninjutsu 35, Stealth 30 Training: 5 stages Stage I: Awareness DC 30 Pay attention to your surroundings. It's the very thing that you will be attempting to replicate when using this technique. Stage II: Stealth DC 40 Now work on your concealment techniques. Keep your body absolutely still and your breathing inaudible. Don't disturb the environment at all costs! Stage III: Chakra Control DC 48 Create a thin layer of chakra around now. Now, with the same principles as the Henge no Jutsu (Clone Technique), alter the chakra layer to look exactly like your surroundings. Stage IV: Chakra Control DC 53 Refine the thin chakra layer even more. For example, work to rid the layer of the shimmer effect, react quickly to changes in the environment and so on. Stage V: Ninjutsu DC 50 Combine the previously learned elements. Special: User receives +30 to his Stealth (hiding) roll.
Ninjutsu-
C-Rank
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.
Hijutsu: Kiri Gakure no Jutsu (Hidden Technique: Art of the Hidden Mist) This displacement technique is a specialty of the Ninja from Kirigakure, where one causes a mist to spring forth by lifting up some water, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It cannot fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan-user will see the mist colored by their opponent's chakra, which will effectively hide the user from the dōjutsu. Rank: C Dice Rolls: 3 Cp cost: 20 + 10 per turn the jutsu is mantained. Damage: n/a Reflex DC: n/a Awareness DC: *User: 12 + [Stealth] + [Chakra mod] + 1 per 5 in [Ninjutsu] *Others: 12 + [Stealth] + User's [Chakra mod] Requirements: Kirigakure, Water Affinity, Chakra Control 25, Ninjutsu 22 Training: 3 stages Stage 1: Chakra Control DC: 35, Vaporizing water into the air to form a mist. Stage 2: Ninjutsu DC: 32, Flooding the mist with chakra to control density. Stage 3: Ninjutsu + Chakra Control DC: 57, Keeping track of the victim's whereabouts. Special: If victims fail awareness check versus a character, they do not know their whereabouts and cannot attack them directly. Even if the user knows the location of the people in the mist, his allies must roll awareness checks versus their opponent's stealth checks also unless they too use the Hidden Mist art. First attack launched against an enemy who does not know your location is considered a Sneak Attack.
Suiton: Mizu Bunshin no Jutsu (Water Release: Water Doppelganger Technique) The technique creates clones out of water. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. The range of the clone is limited however, as it can not travel very far from the original body without losing control. Additionally, water clones only have a fraction of the original person's power. Like other clone techniques, if the water clones are injured enough they will revert back to normal water. Rank: C Dice Rolls: 3 Cp cost: 15 per clone Damage: Physical damage caused by clones is cut by half. Reflex DC: n/a Requirements: Kirigakure or Amegakure or Takigakure, Water Affinity, Chakra control 20, Ninjutsu 18 Training: 3 stages Stage 1: Ninjutsu DC: 28, Making a solid clone from water. Stage 2: Chakra Control DC: 30, Animating the water clone. Stage 3: Ninjutsu + Chakra Control DC: 51, Fighting maneuvers with the clone while making him mimic your combat style. Special: *Mizu Bunshin can only perform water jutsus and taijutsu. *Reflex and Dodge Bonus increased by half compared to user's base stats. *Clones have to stay within same thread as user and within eye or ear shot of them as well *HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
B-Rank
Hijutsu: Suika no Jutsu (Secret Technique: Hydration Technique) By liquifying the whole body, this technique makes it impossible to receive damage from physical attacks. As this technique turns the body into water, the user is vulnerable to lightning techniques. Given the nature of the technique, the user must have a very strong affinity to water to use it. Rank: C Dice Rolls: 4 (can be used as reaction) Cp: 50 + 8 per holding post Damage: n/a Reflex DC: n/a Requirement: Kirigakure, Main Water Affinity, Chakra Control 35, Ninjutsu 30, Mizu Bunshin no Justsu. Training:4 stages Stage 1: Ninjutsu DC: 40, Changing the body's constitution to liquid. Stage 2: Ninjutsu DC: 42, Switching to water quickly enough to prevent damage from an incoming attack. Stage 3: Chakra Control DC: 40, Maintaining the liquified form for prolonged periods of time. Stage 4: Chakra Control DC: 42, Returning to solid form quickly to attack. Special: Can be used as a reaction (During opponen'ts turn). If used as a reaction, replace user's dodge rating by [10 + wis mod + chakra control] and user's reflex rating by [Chakra Control + Base Save Bonus]. Gives immunity to physical, earth, wind and water damage. Fire jutsus deal half damage although they cause no status ailments. Ice jutsus deal no damage but cause status ailments. Lightning jutsus inflict normal damage and cancel the jutsu immediately upon impact.
Hijutsu: Kirisame (Secret Technique: Mist Rain) A jutsu known by some Kirigakure shinobis, the user generates a light mist in the area of his target in which a delicate rain starts to pour which eats up the chakra it comes into contact with that is not of the same signature as the original user. Rank: C Dice Rolls: 4 Cp: 60 + 10 per holding post Damage: n/a Reflex DC: n/a Requirement: Kirigakure, Chuunin Rank, Water Affinity, Chakra Control 34, Ninjutsu 30. Training:4 stages Stage 1: Chakra Control DC: 44, Vaporizing water into the atmosphere. Stage 2: Ninjutsu DC: 40, Imbuing the water with a chakra void to absorb the chakra it come into contact with. Stage 3: Chakra Control DC: 46, Adapting the chakra so it will not absorb the user's if it come in contact with him. Stage 4: Ninjutsu DC: 42, Condensing the water over the target to trigger rain. Special: *Reduce victim's damage dealt by ninjutsu by 15 + chk mod + 2 per 10 points in ninjutsu skill. Double this effect for Katon Jutsus and cut it in half for Doton Jutsus. *Cancels enemy field of effect jutsus. *All chakra constructs not generated by the user take [15 + chk mod + 2 per 10 points in ninjutsu] damage per turn regardless of their regenerative capacities.
Suiton: Suigadan (Water Release: Water Fang Bullet) This technique creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block. Cp cost: 70 Dice Rolls: 4 Damage: 60 – 95 + chk mod Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25 Training: 4 stages Stage I: Chakra Control DC 40 Forming water into a tentacle. Stage II: Chakra control DC 42 Rotating the tentacles into a drill. Stage III: Ninjutsu DC 35 Projecting the spinning tentacle at a target with concussive force. Stage IV: Ninjutsu + Chakra Control DC 65 Making multiple water tentacles attack simultaneously. Special: Reflex DC required to dodge is increased by 5 if target is on or under water.
Suiton: Suijinheki (Water Release: Water Encampment Wall) This defensive technique creates a wall of water around the user. Enemy attacks are completely intercepted by a fence of water blown out from the mouth, and is raised from below with tremendous might. The water is blown out is in the form of a circle around the user, and it makes for a defense without openings. It is also possible for the user to control the amount of water and duration at will. The wall's strength and resistance change following the quantity of chakra poured down into the water, so a skillful shinobi will be able to build a sturdy one. Cp cost: 90 Dice Rolls: 4 Damage: N/A Reflex DC: N/A Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25, Chakra 32, Concentration 20 Training: 4 stages Stage I: Chakra Control DC 40 Raising water into a wall. Stage II: Ninjutsu DC 35 Spreading the wall in a circle around the user. Stage III: Chakra DC 21 Generating a strong current to block attacks. Stage IV: Concentration DC 30 Maintaining the barrier while fighting or doing other attention demanding activities. Special: Completely avoid area effects that strike the user head on. The wall remains in place for a number of rounds equal to the user’s chakra modifier + 10 (1 post = 1 round). To Be Updated.
Suiton: Bakusui Shōha (Water Release: Exploding Water Shockwave) The user generates a great volume of water, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks. The amount of water created is proportional to the amount of chakra used; when used with an enormous chakra, even a dry wasteland can become a small ocean. Cp cost: 130 Dice Rolls: 4 Damage: 130 - 150 + chk mod Reflex DC: n/a Athletics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30, Dexterity 20 Training: 4 stages Stage I: Chakra DC 20 Creating or gathering extremely large quantities of water for a technique. Stage II: Chakra Control DC 45 Launching the water into a wave. Stage III: Dexterity DC 15 Riding the wave while maintaining balance. Stage IV: Ninjutsu DC 40 Launching an attack while the wave hits. Special: Cannot be dodged due to the volume of the attack, targets must flee or get caught in the blast. Creates a water source. User can launch an attack in the same turn as he uses this technique, if the victim fails the Reflex save, his dodge rating will be 0.
A-Rank
Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique) This technique shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. Cp cost: 170 Dice Rolls: 5 Damage: 175 – 275 + chk mod Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Water Affinity, Chakra Control 40, Ninjutsu 45, Chakra 35 Training: 5 stages Stage I: Chakra DC 22 Gathering large quantities of water for a jutsu. Stage II: Chakra Control DC 50 Forming the water in the shape of a dragon. Stage III: Chakra Control DC 52 Animating the dragon. Stage IV: Ninjutsu DC 55 Aiming the dragon for an attack. Stage V: Ninjutsu DC 57 Adding concussive force to the attack.
Suiton: Daibaku no Jutsu (Water Release: Great Explosion Technique) A technique that creates a massive tidal wave of water in all directions. Cp cost: 150 Dice Rolls: 5 Damage: 150 – 230 + chk mod Reflex DC: n/a Athletics DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Water Affinity, Chakra Control 45, Ninjutsu 40, Chakra 36 Training: 5 stages Stage I: Chakra DC 23 Creating or gathering extremely large quantities of water for a technique. Stage II: Chakra Control DC 55 Making the water into a massive tidal wave. Stage III: Chakra Control DC 57 Expanding the wave in all directions. Stage IV: Ninjutsu DC 50 Increasing wave concussive force. Stage V: Ninjutsu DC 52 Focusing the currents on targets. Special: Cannot be dodged due to the volume of the attack, targets must flee or get caught in the blast. Creates a water source. Also targets any nearby allies.
Suiton: Daibakufu no Jutsu (Water Release: Great Waterfall Technique) This technique extends water over a large scale, surges and rises up to several dozen meters high. Then it streams down to the ground in one big cascade, much like a gigantic waterfall. In doing so, it resembles a huge wave, with tremendous power that can hollow out the ground. What remains after the technique's utilization is reminiscent of no less than the aftermath of a natural disaster. This is a considerably advanced ninjutsu, and activating this technique requires a fair share of chakra. Cp cost: 180 Dice Rolls: 5 Damage: 200 – 250 + chk mod Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Water Affinity, Chakra Control 42, Ninjutsu 40, Chakra 40 Training: 5 stages Stage I: Chakra DC 25 Creating or gathering large quantities of water for a jutsu. Stage II: Chakra Control DC 52 Extending the water several meters high. Stage III: Chakra Control DC 54 Releasing the water to the ground, and guiding the current towards an enemy. Stage IV: Ninjutsu DC 50 Converging as much of the stray water as possible towards the enemy. Stage V: Ninjutsu DC 52 Flooding the water with chakra to increase concussive force to dangerous levels.
Suiton: Daibakure no Jutsu (Water Release: Furious Current Technique) The user creates an enormous, inescapable maelstrom to trap and drown the target. Cp cost: 200 (if no water source is present) + 50 per turn Dice Rolls: 5 Damage: 100 – 150 + chk mod per turn trapped Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu Athletics DC: 18 + user's chk mod + 2 per 10 ranks in Ninjutsu Requirements: Water Affinity, Chakra Control 50, Ninjutsu 45, Chakra 40 Training: 5 stages Stage I: Chakra DC 25 Creating or gathering extremely large quantities of water for a technique. Stage II: Chakra Control DC 60 Imbuing a quantity of water as large as a lake with your chakra. Stage III: Chakra Control DC 62 Initiating currents inside the water. Stage IV: Ninjutsu DC 55 Causing a vortex effect in the water. Stage V: Ninjutsu DC 57 Keeping a target trapped underwater with the force of the vortex. Special: If victim is underwater, increase Reflex DC by 50%. Victim has to swim to the surface to avoid drowning if caught in this technique.
Suiton: Hahonryū (Water Release: Tearing Torrent) This technique creates water that spirals in the user's hand and fires at a high speed at the enemy like a spinning fastball of water. The overall amount of water formed is large enough to help extinguish even large-scale Fire Release techniques. Cp cost: 120 Dice Rolls: 5 Damage: 140 – 160 + chk mod Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Water Affinity, Chakra Control 45, Ninjutsu 42, Strength 30 Training: 5 stages Stage I: Chakra Control DC 55 Condensing an important quantity of water in the palm of your hand. Stage II: Chakra control DC 57 Making the water rotate a high speeds. Stage III: Strength DC 20 Hurling the water ball with decent strength. Stage IV: Ninjutsu DC 52 Maintaining water rotation during the throw. Stage V: Ninjutsu DC 54 Expanding the water as it approaches the target for defensive uses. Special: Can be used as a defensive technique to nullify Fire Release techniques. {Pit d20 + Ninjutsu DC vs. d20 + Ninjutsu DC.}
Suiton: Kaihodan (Water Release: Pressure Cannon) A strong jet stream of water is blasted out of the user's mouth. If enough power is put into the blast, this technique can cut through rock and metal pipes. Cp cost: 100 Dice Rolls: 4 Damage: 100 - 140 + 6 x chk mod Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Water Affinity, Chakra Control 40, Ninjutsu 38 Training: 5 stages Stage I: Chakra Control DC 50 Condensing water into user's mouth. Stage II: Chakra Control DC 52 Spitting out a continuous stream of water. Stage III: Ninjutsu DC 48 Increasing water pressure while reducing the opening of the mouth. Stage IV: Ninjutsu DC 50 Aiming the stream at various targets. Stage V: Ninjutsu + Chakra Control DC 88 Cutting through objects with the stream.
Kenjutsu
Stitch Them All Up Description: This technique is used to sew multiple people together in succession. One throws the sword and used body flicker to catch it once it comes out of the person on the opposite side. This technique doesn't necessarily kill, but it's bleeding effect is worse use to the wound being kept open by the wire. Rank: B-Rank. Cp Cost: 15 per enemy sown Attack Turns: 2 Reflex DC: Escape Artist DC: 15 + dex mod + 2 per 10 ranks in Nuibari Damage: Sword Damage + 6 per post due to wire keeping wound open to bleed. Requirements: Long "Sewing-Needle" Sword, Body Flicker Technique, Nuibari 45, Dex 40, Int 40, Craft 15. Training: 4 stages. Stage I: Craft DC 30 10/10 Learn to sew up a dummy so it can't move as if it was a real person. Stage II: Intelligence DC 50 10/10 Learn the anatomy of the human body in a detailed manner so that one knows how to stitch people together and keep them alive if necessary. Stage III: Dexterity DC 50 10/10 Throw and catch the Nuibari at long distance. Challenge yourself by going further and further each throw. Stage IV: Nuibari DC 55 10/10 Throwing the Nuibari at dummies and connecting 10 of them together. They can not be pulled apart. Special: *All victims who fail Reflex save are sown together and have a dodge rating and Reflex of 0. *To break free, the victims must roll an Escape Artist check and beat the technique's DC.
Human Pin Cushion Description: Multiple stabbing attacks upon one person, causing more long term damage then anything. Rank: B Cp Cost: N/A Attack Turns: 4 Reflex DC: 15 + dex mod + 2 per 10 ranks in Nuibari Damage: Sword Damage + 1 Bleeding damage per wound per post until treated. Requirements: Long "Sewing-Needle" Sword, Nuibari 50, Dex 50 Training: 4 stages. Stage I: Dexterity DC 60 10/10 The quicker the stabs, the more effective they will be. Stage II: Nuibari DC 55 10/10 Stage III: Dexterity DC 62 10/10 Efficiency in targeting vital points. Stage IV: Nuibari DC 55 10/10 Special: To Determine how many strikes hit after successful roll, one must first do a random number of 1 - [Nuibari skill / 5]. Then do the damage, and all hits do the same damage.
Voodoo Doll Maker Description: Stitching up of a single person. Rank: B-rank Cp Cost: n/a Attack Turns: n/a Reflex DC: n/a Escape Artist DC: 15 + str mod + 2 per 10 ranks in Nuibari Damage: Nuibari damage + 2 bleeding per post until treated Requirements: Long "Sewing-Needle" Sword, Body Flicker Technique, Nuibari 45, Dex 40, Int 40, Craft 15. Training: X stages. Stage I: Intelligence DC 50, Study anatomy for knowledge on how to keep from killing someone, yet efficiently incapacitating them. Stage II: Craft DC 30, Stitch up a dummy through means of incapacitating them. Stage III: Dexterity DC 50, Throwing the Nuibari at the none vital points of the body so as to know what to target when stitching up a person. Stage IV: Nuibari DC 55, Combination of all knowledge, throwing the Nuibari to stitch someone up, and catching it while using the body flicker technique. Special: *After any series where a successful attack was landed on a target, user may roll a grapple attempt on target for no additional dice roll. *Add 2 to any grapple roll attempted through this technique. *Any target under the effect of a grapple initiated with this technique can still cast jutsus but cannot move or attack otherwise. Owner:Seven Swordsman of the Hidden Mist.
~Possessions~
Money:
Ryo: Lots.
Equipment:
Nuibari (縫い針; Literally meaning "Sewing Needle") Type: Legacy (Seven Swordsmen of the Mist) History: handed down between Swordsmen of the Mist. Description: A longsword in the shape of a needle with long thin wire that resembles thread. This sword can pierce multiple enemies in succession and stitch them together in large bundles. Damage: 2 - 14 + (1.25 x dex mod) Requirements: Nuibari 46, Dex 40, Int 30, Craft 15. Acquisition: To get this sword, you must train under the guidance of the current owner. The owner will come up with their own individual training for the pupil. Special: *-20% to rolls for defensive maneuvers. Owner: Seven Swordsman of the Hidden Mist.
Senbon x50
Valuables
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Posted: Thu Jan 05, 2012 11:07 pm
~Character Data~
User-name: Nekkid Sage Posting: Twice a week Time zone: Central Time
~Character Data~
Name: Hoshigaki (干柿, Dried Persimmon), Masaraku (Honest Pleasure) Village: Village Hidden in the Mist Clan/Bloodline: Hoshigaki Element Affinity: Water/Wind Age: 14 Gender: Female Rank: Chunin
~Appearance~
Headband: Around her waist. Height: 5'10 Weight: 175 lbs Hair: Light blue Eyes: Aqua Physical Description: She is a half-breed, and thus her physical Hoshigaki traits are much more subtle. She has light blue skin and almost white hair that has a blue tinge to it. Her gills are easily seen on her cheeks, and her teeth, while less vicious looking from the front, are double rowed, with many more rows lying in wait behind them. Clothing: Leather pants and a long sleeved shirt that has had the midsection removed. Now that she is a chunin she wears black cotton pants and a purple tank top with a leather jacket that has armored shoulders. Background: Masaraku is a prodigy child who graduated the academy just before the last great war at age 13. She was forced onto a B rank mission shortly after her graduation and was greatly injured during the missions outplay. For the last year she has been in the hospital recovering her strength, but in light of the recent shortage of genin she has been released to hopefully straighten out some of these uncontrollable ninja. ------------------After RP started------------------- Masaraku had a rough start with her team. Being raised among her own kind, Masaraku was not used to more intelligent and sensible company. Her sparring matches with her teammates left them at death's door and her recklessness cost them the element of surprise on more than a few occasions. Her strength saved them more than once though, and thus she was left with a big ego. That lasted until just before the chunin exams when Masaraku entered the academy basement to train with Shinzu and Batsu and overheard them talking about her. Nothing that they said was good, and in fact they seemed more worried about beating her in the exams than anyone else, not because she was strong, but because they wanted to embarrass her. This really made Masa feel low and from then out she tried to be a little better of a teammate, though she was still rough around the edges. After the chunin exams ended Masaraku went to an island temple just outside of the Land of mist to learn how to be a better person, with her training finished she looks forward to rekindling her relationships with her teammates once more.
Missions:
S: 0 A: 0 B: 2 C: 2 D: 5
Jutsu:
Ninjutsu-
E Rank Henge no Jutsu (Transformation Technique) Bunshine no Jutsu (Clone Technique) Jibaku Fuda: Kassei, (Exploding Tag: Activate) Kawarimi no Jutsu (Replacement Technique) Nawanuke no Jutsu (Rope Escape Technique) Kakuremino no Jutsu (Cloak of Invisibility Technique) Water Walking / Surface Walking Technique Samekamu (Shark Bite)
D Rank Genjutsu Kai
C Rank Hidden Mist Jutsu Mizu Bunshin no Jutsu (Water Release: Water Doppelganger Technique) Fūton: Jūha Shō (Wind Release: Beast Wave Palm) Suirō no Jutsu (Water Prison Technique) Suiton: Suikōdan no Jutsu (Water Release: Water Shark Missile Technique)
Genjutsu-
Taijutsu- Mizukokyuu (Water Breathing) Samesoku (Shark Alacrity) Chuujitsubuki (Loyal Weapon)
Summoning Contract-
~Stats~
LV. 16 Experience: 049 / 850 Hp: [10 + constitution modifier] x level = (10 + 10) x 16 = 320 Cp: [4 + chakra modifier] x level = (10 + 16) x 16 = 416 MHp: [10 + wisdom modifier] x level = (10 + 4) x 16 = 224
Stat cap: [Level + 20] = 36
Attribute: ...... Distribute | Level | Training | Clan | Total
Strength: ………12 | 11 | 01 | x1.2-----| 28 mod = +9 Dexterity: ……..12 | 06 | 11 | ------------| 29 mod = +9 Constitution: ….10 | 20 | 00 | ------------| 30 mod = +10 Intelligence: …..15 | 02 | 00 |x0.7-------| 11 mod = +0 Wisdom: ……….10 | 08 | 00 |------------| 18 mod = +4 Charisma: ……..13 | 00 | 00 | x0.8-----| 10 mod = 0 Chakra: …………16 | 17 | 00 | x1.3----| 42 mod = +16
Dodge: [LVL + dex mod + wis mod] = 16+9+4= 29 +2 for nodachi = 31
Base Attack Bonus: [level] = 16 Attack Melee: [str mod + bab] = 9 + 16 = 25 /+20/+15/+10 Attack Ranged: [dex mod + bab] = 9 + 16 = 25 /+20/+15/+10 Number of attacks: 4
Base Save Bonus: [level/2 (down)] = 8 Fort: [con mod + bsb] = 10 + 8= 18 ( +1 for marine poisons) Rex: [dex mod + bsb] = 9 + 8 = 17 Will: [wis mod + bsb] = 4 + 8= 12
~Skills~
Skill cap: [Level + 20] = 36 Number of skill points to distribute: [Level x 10] + 10 = 170
Skill: (Mod) | Distribute | Rewards | Level |Clan bonus | Total
Strength modifier: +9
Athletics: .................(Str) | 00 | 01 | 00 | 10
Dexterity modifier: +9
Acrobatics: ...............(Dex) | 00 | 00 | 00 | 09 Escape Artist: ..........(Dex) | 00 | 00 | 00 | 09 Stealth: ....................(Dex) | 00 | 22 | 00 | 31 Sleight of Hand: .......(Dex) | 00 | 00 | 00 | 09
Constitution modifier: +10
Concentration: .........(Con) | 00 | 00 | 00 | 10
Intelligence modifier: 0
Alchemy: ...................(Int) | 00 | 08 | 00 | 08 Chakra Control: ........(Int) | 26 | 08 | 05 | 39 Craft: ........................(Int) | 00 | 00 | 00 | 00 Treat Injury: .............(Int) | 00 | 00 | 00 | 00
Wisdom modifier: 4
Awareness: ..............(Wis) | 00 | 17 | 01 | 22 Read Lips: ................(Wis) | 00 | 00 | 00 | 04 Sense Motive: ...........(Wis) | 00 | 10 | 00 | 14 Survival: ...................(Wis) | 00 | 00 | 00 | 04
Charisma modifier: 00
Diplomacy: ...............(Cha) | 00 | 00 | 00 | 00 Handle Animal: .........(Cha) | 00 | 00 | 00 | 00 Intimidate: ...............(Cha) | 00 | 00 | 00 | 00 Innuendo: ................(Cha) | 00 | 00 | 00 | 00 Perform: ...................(Cha) | 00 | 00 | 00 | 00 Seduction: ................(Cha) | 00 | 00 | 00 | 00
Ninja Skills [Combat] ((No Modifiers)):
Medical Ninjutsu: .......(---) | 00 | 00 | 00 | 00 Taijutsu: .....................(---) | 00 | 00 | 00 | 00 Ninjutsu: ....................(---) | 23 | 13 | 00 | 36 Genjutsu: ...................(---) | 04 | 00 | 01 | 05 Fuuin Jutsu: ...............(---) | 00 | 00 | 00 | 00 Sneak Attack: ............(---) | 00 | 30 | 00 | 30 Puppet Play: ..............(---) | 00 | 00 | 00 | 00 Ninja Weapons (Melee): --Nodachi: (---) | 16 | 20 | 00 | 36 Ninja Weapons (Ranged):
~Possessions~
Money:
Ryo: 236
Equipment: Flashbang x2 Red Soldier pill x2 Green Soldier pill Clothes
Weapons: Samehadamaku (Seed of Samehada): Nodachi The Nodachi is a really big and long katana mostly used to deal with cavalry in open ground combat, however the sword can be also used for normal combat by skilled people. Damage: Base Damage: 5-16 Skill Bonus Damage: 9-18 STR x 1.5: 13-13 27-47 DMG +6 to attack roll Range: Melee + 5 ft. Special: *+2 to Dodge Bonus and blocking checks. *Can be used while mounted on a horse. *Critical hits do not cause additional damage for the initial blow. *Regular hits that beat dodge DC by 10 cause bleeding (-2 hp per turn). *Regular hits that beat dodge DC by 20 cause minor wounds (-4 hp per turn) and bleeding (-2 hp per turn) *Critical hits on regular attacks inflict critical wounds (-8 hp per turn) and severe bleeding (-4 hp per turn). *Critical hits on sneak attacks inflict alarming wounds (-16 hp per turn) and extreme bleeding (-8 hp per turn). *If wrapped, treat weapon as blunt. *Does Chakra damage equal to damage up to a max of 5% of the person's total chakra. Dual Wield: No.
Kusarigama
Kunai x5 Senbon x5
Valuables None
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Posted: Thu Jan 05, 2012 11:09 pm
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Posted: Fri Jan 06, 2012 3:46 am
User-name:notingles-do-po Posting: Frequent, mostly 3-4 hours a day from 13:00 Time zone:-3:00(summer time NOT in effect) ~Character Data~ Name:Ishi Tabibito(First-Surname) Village:Kirigakure Clan/Bloodline:None Element Affinity:Suiton Age:13 Gender:Male Rank:Academy studant ~Appearance~ Headband:N/A Height:165cm (5'5'') Weight:57,1Kg (125lb) Hair:Ishi sports a long, black ahir that is kept in a ponytail for pratical purposes. The hair itself is straight and, when released, reaches just below his armpits. While kept on the ponytail, hangs near the shoulder length. Eyes:While he haves overly light blue eyes, he uses dark colored lenses to reduce reflection. The eyes as themselves are average in size, but the iris is wider that most. Physical Description:Ishi keeps himself thin, yet phisically well to keep his ideal form. One that he is both small enough to sneak about, but large enough to pack a good punch, should strength be needed. His skin is sightly pale, for he uses long sleeves when training, and his house finds itself in an area that is constantly cloudy, but nothing out of the ordinary. His face is average in size, but strict. His theet are mostly well kept, but his two lower incissors sigthly overimpose each other. His nose is narrow. Clothing:Ishi keeps a simple selections of clothing, mostly archaic ninja suits, with loose pants, a undershirt and small but deep pockets. he keeps them in a number of tones to fit his assignment. When using civilian clothing, he ussualy keeps the shinobi pants so he can move with ease, but uses simply his undershirt with a dark-colored jacket. Background:Ishi was born in a family that belived strictly in the ancient shinobi tradition, having a strict conduct and keeping their emotions at a minimum. But they aknologed the change in times, alowing themselves to create ties with other, even if without frequency. Ishi was raised no diferent that the others of this family, but grew to be more strict with himself that most of his generation... and even a bit more that those of the one before his, mutch to his family's surprize. As a child, he was trained by his parents in the path of the ninja, with arduous phisical training. he lived knowing only his family until his 8th birthday, when he was first sent to the academy. He would go through a single year there, to see if he had the potential. He had. While no genious, he was above the average in many fields, compared to his companions. While nt open, he was sociable, advoiding reclusion. After that year, he returned to the training with his family, who had the tradition of only allowing children of 11 years or older to take the title of genin. But after his return home, the invasion of the earth master forced his clan into hiding. As a tradition, the clan, as a whole, had to keep themselves neutral towards the political afairs, even if they came to this magnitude... After the battle, some of Ishi's past collegues were reported dead. Grief was taken into him, but endured as the ancient ninja ways instructed. After the battle, things went into relative peace in his clan... at least internally. Once again back to his old tradition, he became increasingly aware of his suroundings, noting his own faults and correcting them himself. He needed to be able to become a respectable ninja within his family, should he become a true shinobi... At least that was his mindset, as even the elders agreed he would be sent to continue his life in the academy as he reachedthe minimum age. Refusing in the first year, he did not feel prepared. At his 12th birthday, he went back to the academy. Now in his third and last year at the acadmy, he nears his goal. As a sign of trust, he was gifted a small house in kirigakure, where he must live as long as he needs. Personality:While stric with himself and diligent in his training, Ishi is sociable enough to pass a normal life, even if somewhat reclusive. As time went on, he gained a knack for snark. He does not like rebels without a couse, and doesn't know why he sees badly done training as a crime, but tries to keep the latter to himself. Other:Ishi is obssesed with short blades and is alergic to carrots. Missions: S: A: B: C: D: Jutsu:Ninjutsu- Medical Ninjutsu- Genjutsu- Taijutsu-Summoning Contract-~Stats~ LV. 1 Experience:20/100 Hp:9 Cp:3 MHp:10 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< Strength:12 (6-6-0) Mod:+1 Dexterity:12 (6-6-0) Mod:+1 Constitution:8 (6-2-0) Mod:-1 Intelligence:8 (6-2-0) Mod:-1 Wisdom:8 (6-2-0) Mod:-1 Charisma:6 (6-0-0) Mod:-2 Chakra:8 (6-2-0) Mod:-1 Dodge Bonus:10 Base Attack Bonus:1 Attack Melee:2 Attack Ranged:2 Base Save Bonus:0 Fort:-1 Rex:1 Will:0 ~Skills~ Ninja Skills [Mundane] ((Modified By)):Acrobatics (Dex):3(+1) Alchemy (Int):0(-1) Awareness (Wis):2(-1) Athletics (Str):1(+1) Chakra Control (Int):2(-1) Concentration (Con):0(-1) Craft (Int):1(-1) Diplomacy (Cha):1(-2) Escape Artist (Dex):2(+1) Handle Animal (Cha):0(-2) Innuendo (Cha):1(-2) Intimidate (Cha):0(-2) Perform (Cha):0(-2) Read Lips (Wis):0(-1) Seduction (Cha):0(-2) Sense Motive (Wis):1(-1) Sleight of Hand (Dex):0(+1) Stealth (Dex):3(+1) Survival (Wis):0(-1) Treat Injury (Int):0(-1) Ninja Skills [Passive] ((No Modifiers)):-Ninja Weapons- Melee weapons -Wakizashi:2 Ranged weapons -- Taijutsu:1 Ninjutsu:0 Medical Ninjutsu:0 Genjutsu:0 Fuuin Jutsu:0 Sneak Attack:0 Puppet Play:0 ~Possessions~ Money:0 Ryo:0 Equipment:Valuables:A small silver pendant kept by all the ninja of his family once they reach the age of 11. It is a circle with the image of a ninja-to engraved in it. Ishi keeps it hidden under his clothes.
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Posted: Fri Jan 06, 2012 11:13 am
User-name: Exodus Revel Posting: Almost every day Time zone: CST (-6 GMT)
~Character Data~
Name: Fubuki Tenshi Village: Kirigakure Clan/Bloodline: Fubuki
In Game Stats: (normal) 1.1x Dex 1.2x Chk 0.9x Wis 0.8x Str
+Gamibuyou no Fubuki (normal): 1 - 6 + Str mod. (+Dex mod. to max damage) +Gamibuyou no Fubuki (7 Cp per strike): 1 - 6 + Chakra mod. (+Dex mod. to max damage)
(activated) +Fubuki bloodlimit: Boushi no Hyouden (Eye of the Eternal Snow Field, 3 Cp starting activation cost) +3 Fortitude for every 10 ranks in Survival (Only for Enduring Temperature changes) +5 Awareness (Only for Sensing those inside the Absolute Tundra. Does not count towards other Fubuki)
Element Affinity: Wind/Ice Age: 12 Gender: Male Rank: Genin
~Appearance~
Headband:His head band has black cloth and is currently strapped across his right bicep. Height: 4' 9" Weight: 89 Hair: Long white hair that goes a little past his neck. Eyes: Near color-less blue-gray eyes.
Physical Description: Has long legs which make him taller than most students his age. Clothing: His favorite clothing consists of a white kimono embroidered with black phoenixes and flowers and geta adorning his feet. However, he also wears a white sleeveless yukata, or a white and blue Happi with his clan crest on the back. He has chosen to wear the black metal, chakra suppressing gauntlets on both hands for the sake of style. Background: Tenshi, born in the first main sect of Janus, first began life like any normal being. He attended the academy and began meeting friends easily. His father, Fubuki Mamoru, was the idol of Tenshi's life. Always willing to protect what was his, his family, even in the face of death. When the Water Mistress attacked, his father took his stand with the many others and gave his life for the sake of his clan.
Even though the efforts of those sacrificed were noble to those within the clan, those of the village had scorned the Fubuki for opposing and making the entire village suffer for it. Tenshi, still idoling his father's virtues, stood up for the Fubuki and in turn was beaten, spat on, and laughed at. Fortunately he was not of those incarcerated, or those that had left the village, secretly, to escape the mistreatment of the Water Mistress, and was left behind, although his mother, Fubuki Karin, was taken from him. While his mother was away, he had helped rebuild the Fubuki compound as well as bury the dead. He took his father's necklace before placing him in the ground with the rest of the clan. He had missed an entire year at the academy, and so is behind in his training, and his friends have long since graduated.
A year had passed since the invasion when Fubuki Hatsuyuki had managed to break a deal with the Water Mistress. When the news reached the clan that the imprisoned clanmembers were to be released Tenshi had grown excited, his mother free at last, however... freedom didn't come without a price. He hopes the Fubuki clan can be rebuilt to their previous glory, and will do whatever it takes to live up to his family's name.
Throughout the academy he spent most of his time training alone, whether it was the academy jutsu, or personal training, he found it easier to keep going if he was by himself. He flew through all the assignments and so was given extra work by his 'super sex goddess' sensei, Nekonosei Bumu, until others were ready to graduate. In an informal graduation ceremony upon the new Mizukage's rise to power, he was assigned to a squad with his classmate Mizuiro Hoshigaki, and his newly appointed Jounin captain, Yuriko Tsubaki.
Personality: Likes to keep calm, almost monotone, but has his moments when he can lose his cool. He tries his best to be as courteous and caring as possible, however due to what his clan has gone through it is sometimes hard to be so nice. Other:
Missions:
S: A: 1 B: C: 1 D:
Jutsu:
Ninjutsu-
Kakuremino no Jutsu (Cloak of Invisibility Technique)
Kawarimi no Jutsu (Replacement Technique)
Nawanuke no Jutsu (Rope Escape Technique)
Bunshin no Jutsu (Clone Technique)
Henge no Jutsu (Transformation Technique)
Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Water Walking
Surface Walking
Fūton: Kaze Dama (Wind Release: Spiraling Wind Ball) This technique allows the user to breathe wind-infused chakra into the palm of their hand, shaping it into a small, whirlwind-like ball. Then the user will shoot it at their opponent. Given the light weight of the ball and it's nature, the user can easily adjust it's trajectory in mid air to close in on the target. This technique seems to be very fast and powerful, as it is capable of smashing through thick rock. Rank: C Dice Rolls: 3 Cp cost: 40 Damage: (40 - 60) + chk mod + 2 per 10 ranks in Ninjutsu. Reflex DC: 12 + 2 x chk mod + 2 per 10 ranks in Ninjutsu Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 12. Training: 3 stages. Stage I: Chakra Control DC 30 Gathering wind chakra in the palm of your hand. Stage II: Ninjutsu DC 22 Adding rotation to the wind ball to increase power. Stage III: Ninjutsu DC 24 Throwing the ball at high speeds at the opponent while maintaining ball integrity and curving trajectory.
Fusajin no Jutsu (Dust Wind Technique) This technique produces a strong wind current which will cover the surrounding area in dust, which in fact serves to completely loosen the footing for any nearby opponent. Cp cost: 40 Dice Rolls: 3 Damage: ---- Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Wind Affinity, Chakra Control 18, Ninjutsu 15 Training: 3 stages. Stage I: Chakra Control DC 28 Manipulate your chakra to affect the air currents around you to produce light gusts of wind. Stage II: Chakra DC 18 {d20 + chk mod} Increase the power of your gusts until you reach a strong current. Stage III: Ninjutsu DC 30 Combine the previously learned elements not forgetting to work also on speed of delivery. Special: Opponent must succeed a balance check {DC: 14 + opponents chk. modifier} or they are automatically knocked to the floor, prone and blinded by the dust suffering a -10 penalty on attacks and losing their wisdom mod bonus to their Dodge Bonus.
Reido Tougen (Absolute Tundra) Description of Jutsu: The first and all future activations of the Fubuki kekkai genkai is accompanied by their doujutsu. Icy chakra emits from their bodies, freezing their nearby surroundings. The clansmember will be able to sense intruders in their tundra field due to body heat and recognizing a foreign type of chakra in their purely ice chakra-based field. However, if this technique is kept on for too long, rebounding damage will be inflicted on the clansmember as well. It is possible to keep this technique on indefinitely. Rank: D Attack Turns: 3 Reflex DC: n/a Awareness DC: *User: 12 + [Stealth] + [Chakra mod] + 1 per 5 in [Ninjutsu] *Others: 12 + [Stealth] + User's [Chakra mod] Fort DC: 10 + 1 (every 4 rounds after initial 4) + Chakra Mod. + 1 (every 10 ranks in Ninjutsu) [Roll every 2 rounds] Cp Cost: 20 Cp + 2 per extended yard, 8 Cp per round Damage: 20-25 + Chakra Mod. Requirements: Fubuki Clan, 22 Chakra Control, 15 Ninjutsu Training: 3 Stages Stage I: Chakra Control DC 32; The Fubuki will even out the ice chakra in their body to cover their entire body, rather than the left side. Stage II: Chakra Control DC 36; The Fubuki will then release the chakra outside their body and freeze the molecules around them, creating the frozen tundra needed for their doujutsu. Stage III: Ninjutsu DC 25; Using the knowledge of previous stages, use your wind and ice chakra to stir up the air, creating a near blinding snow storm in the area. Special: *From the third round forth, the same amount of damage inflicted on the opponent is done to the Fubuki clansmember as well unless a protective Jutsu is active. *After being the blizzard for four rounds, you must roll to avoid frostbite. Due to remaining in cold weather, the Fort DC increases every four rounds. Sidenote: The first four rounds do NOT count for the Fort DC. *First attack launched against an enemy who does not know your location is considered a Sneak Attack.
Medical Ninjutsu-
Genjutsu-
Genjutsu Kai (Genjutsu Release)
Taijutsu- +Gamibuyou no Fubuki (normal): 1 - 6 + Str mod. (+Dex mod. to max damage) 3-12 +Gamibuyou no Fubuki (7 Cp per strike): 1 - 6 + Chakra mod. (+Dex mod. to max damage) 3-11
Summoning Contract-
~Stats~ LV. 10 Experience: 277/550 Hp: 140/140 Cp: 160/160 MHp: 130/130
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
(Creation Distribute) Level Up Clan Training Event
Strength: 6+(3)+4+7+3*0.8= 18 Mod: 4 Dexterity: 6+4+5+1*1.1= 18 Mod: 4 Constitution: 6+(4)+5+3= 18 Mod: 4 Intelligence: 6+(5)+1= 12 Mod: 1 Wisdom: 6+(5)+4+2+2*0.9 = 17 Mod: 3 Charisma: 6+(3)+4+1= 14 Mod: 2 Chakra: 6+4+5+3*1.2= 22 Mod: 6 Dodge Bonus: 9+Wis Mod (3)+ Dex Mod (4)= 16
Base Attack Bonus: 10 Attack Melee: 10+(4)= 14 Attack Ranged: 10+(4)= 14
Base Save Bonus: 5 Fort: 5+4= 9 Rex: 5+4= 9 Will: 5+3= 8
~Skills~
Ninja Skills [Mundane] ((Modified By)):
Training/Distribute/Mod/Total
Acrobatics (Dex): 1/3/4/8 Alchemy (Int): 0/0/1/1 Awareness (Wis): 1/6/3/10 Athletics (Str): 4/0/4/8 Chakra Control (Int): 11/18/1/30 Concentration (Con): 0/1/4/5 Craft (Int): 0/0/1/1 Diplomacy (Cha): 0/0/2/2 Escape Artist (Dex): 1/3/4/8 Handle Animal (Cha): 0/0/2/2 Innuendo (Cha): 0/0/2/2 Intimidate (Cha): 0/0/2/2 Perform (Cha): 0/3/2/5 Read Lips (Wis): 0/0/3/3 Seduction (Cha): 0/5/2/7 Sense Motive (Wis): 0/6/3/9 Sleight of Hand (Dex): 0/0/4/4 Stealth (Dex): 0/4/4/8 Survival (Wis): 0/0/3/3 Treat Injury (Int): 1/2/1/4
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons (Melee): TABWakizashi 24 TABKunai Ninja Weapons (Ranged): TABShuriken TABFuma Shuriken TABKunai Taijutsu: 6 Ninjutsu: 24 + 2 = 26 Medical Ninjutsu: 0 Genjutsu: 4 Fuuin Jutsu: 0 Sneak Attack: 4 Puppet Play: 0
~Possessions~
Money:
Ryo: 232
Equipment: Wakizashi The katana's sister and one of the most famous weapons of the ninjas. The sword is smaller than the katana and is normally used as a piercing weapon. It is around 60cm long. Damage: 2 - 6 + str. mod. Range: Melee. Special: Causes a Bleeding Wound upon a critical hit. Dual Wield: Yes, -7 to attack roll.
Fuuma Shuriken (2) The fuuma shuriken is a bigger version of a normal shuriken that normally has 4 sides to balance its rotating speed. People normally carry these shuriken in summoning scrolls. Damage: 4 - 7 + dex. mod. Range: 40 ft
Kunai (20) 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 thrown to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut. Damage: 1 - 4 + str. mod. in melee combat. 1 - 4 + dex. mod. in ranged combat. Range: Melee or Ranged 50 ft. Special: Causes a Bleeding Wound upon a critical hit. Dual Wield: Yes, -4 to attack roll.
Shuriken (5) The shuriken is a traditional Japanese concealed weapon that was used for throwing and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal. They were not designed to kill but rather to distract, harass, scare and deliver poison. This is the weapon that gave ninjas the reputation for being able to attack with "a wave of their hand". They were actually throwing shuriken, but as the shuriken cut through the skin and disappeared into the distance it was as if a cut had appeared by magic. Damage: 2 - 4 + dex. mod. Range: 50 ft.
Metal wire (1 Spool of 500 ft) Wire can be used in several situations. It can allow the ninja to create trip wire explosive traps, it can be used in grappling, or as a method to tie down and restrict the movement of an opponent.
Smoke bombs (10) An item which creates a dense cloud of smoke that can provide an opportunity to attack. Effects: Increases Stealth roll by +6.
Possessions: The necklace mentioned in his background.
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Posted: Sat Jan 07, 2012 1:41 pm
User-name: Kosmic Khaos Posting: Multiple times daily Time zone: Eastern ~Character Data~ Name: Batsu Watanabe Village: Kirigakure Clan/Bloodline: N/A Element Affinity: Lightning Age: 12 Gender: Male Rank: Chuunin ~Appearance~ Headband: Doesn't wear one, but has forehead protector on his medical bag Height: 124.5cm Weight: 37.3 kg Hair: White and tends to pull his mid-back-length hair into a ponytail Eyes: Blue Physical Description: Batsu Small-framed but is somewhat muscular, has even-toned ivory skin except for a small mole on his left cheek. Clothing: Batsu has definitely come into his own after graduating the chuunin exams... and if anything, his style of dress reflects that. Batsu now looks the part of a true ninja. Background: Batsu was raised as the youngest of five siblings. All of them became successful shinobi, and mastered genjutsu. Batsu chose a different path and decided to focus on medical ninjutsu. This caused him to be teased within his own household and was often the dummy used for their genjutsu training. He had to learn to combat the skill at an early age while still trying to master his own craft. The academy was not exactly kind to him. Taijutsu was never his strong point and the academy was mostly that. However, he was the first one in his class to graduate by special request of the Mizukage himself. He was rushed into his first mission without a formal graduation and it left him looked at as a skilled child by some and lucky by others. Batsu became forced into an improper team along with Akemi Hoshigaki, who was later badly beaten by his fellow clan member Masaraku who, oddly enough, became his replacement on the team. His other team mate became Shinzu Akara who Batsu tends to see as his mentor of sorts, though he won't come out and say it. Personality: Batsu was a shy and reserved kid up until the chuunin exams came. Somethiing snapped in him and he became a very confident individual with the 'I don't give a damn' mindset. He has gotten over what other people thought of him and focused more on what he thought of himself. Yet and still, Batsu remains to be a goofball at times... but knows when to be serious. Batsu is the opportunistic-type in that he plays to his strengths and refuses to allow anyone to get to exploit his flaws without a fight... if they even make it that far. Other: Batsu is gay and right-handed. SongMissions: S: A: 1 B: 2 C: 1 D: 3 Jutsu: Ninjutsu- Bunshin No Jutsu [Doppelganger 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 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.
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.
Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 4 Dice Rolls: n/a Damage: n/a Requirements: Learn in the academy. Chakra Control 3 Training: 1 stage Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack! Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu. Cp cost: 1 Dice Rolls: n/a Damage: N/A Requirements: Learn in the Academy. Training: 1 stage Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it. Special: +2 to your Escape Artist roll when escaping from rope.
Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. Cp cost: 15 or 1 per ft Dice Rolls: 2 Rolls Damage: N/A Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8 Training: 2 stages Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie! Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects. Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.
Genjutsu Kai (Genjutsu Release) The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else. Cp cost: 10 Dice Rolls: 2 Rolls Damage: N/A Requirements: Chakra Control 8, Genjutsu 4 Training: 2 stages Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it. Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu. Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
Fukumikuchi Hari (Hidden Mouth Needles)
The user is able to summon forth needles into the mouth and then spit them out at their opponent with precise accuracy. Cp cost: 2 per needle Dice Rolls: 4 Rolls Damage: Total Needle "Senbon" damage + chk mod instead of dex mod Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Dexterity 20, Chakra Control 12, Ninjutsu 10 Training: 2 stages. Stage I: Chakra Control DC 22 The technique works by quickly transporting the needles in your pouch or on your body into your mouth. It's hard to get but practice enough and you should do it with negligible injury. Stage II: Dex DC 18 {d20 + dex mod} Now that you can fill your mouth with needles you'll probably want to get them out. Work on your aim and the speed of your spitting. Special: You can only spit out an amount of needles equivalent to your ranks in Chakra Control. Eg. you have 12 in Chakra Control, you can only spit out 12 needles and your technique damage is 24 - 48 + chk mod. Of course, you must have enough needles in your possession.
Raiton: Jibashi (Lightning Release: Electromagnetic Murder ) This technique allows the user to create a wave of electricity from his hands. The user can vary its power from a small surge to shock an opponent to a powerful stream of lightning capable of ripping through solid rock. It is ideal to use in conjunction with a water technique. Cp Cost: 95 Cp Dice Rolls: 3 Damage: 75 – 90 + chk mod + 2 per 10 ranks in Ninjutsu Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Lightning Affinity, Chakra Control 30, Ninjutsu 20, Chakra 22 Training: 3 stages Stage I: Chakra Control DC 40 Convert your chakra to pure lightning. Stage II: Chakra DC 16 {d20 + chk mod} Forcing your electric chakra towards a target with as much strength as possible. Stage III: Ninjutsu DC 30 Using a conductor or water jutsu as a vehicle for the technique. Special: Technique can be used through a conductor for a 25% reduced chakra cost. Can be used in conjunction with a water jutsu that will act as conductor, however the target only has to make one Reflex save for both attacks if such is the case. If jutsu makes contact, victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.
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 broken 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 20Genjutsu- Kuro Ikkou no Jutsu (Black Thought Technique) This Jutsu, while simplistic, can also act as a reflection of a Genjutsu user's talent. The aim of this genjutsu is primitive, but the effects can be devastating in the hands of a master. While not showing any horrible visions or disrupting the person’s perception directly, it causes the person to think things he or she would normally find unthinkable; murdering their own family, killing their closest friend, betraying their lover. The stronger the user of this jutsu is the more the person is consumed by this terrible thought, and the more it damages their psyche. Cp Cost: 15 + 5 per turn the technique is continued. Dice Rolls: 2 Damage: 15 - 30 + int mod per turn. Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 14, Chakra Control 18 Training: 2 stages Stage I: Chakra Control DC 24 Stage II: Genjutsu DC 22 Special: If jutsu is maintained for more than 3 turns, the opponent becomes Frightened (-2 to all rolls). Owner: The Ghost of Xmas Awesome Taijutsu- Summoning Contract- ~Stats~ LV. 18 Experience: 95/1000 Hp: 216 Cp: 360 MHp: 414 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< Strength: 10 + 0 + 0 = 10 Mod: 0 Dexterity: 10 + 23 + 10 = 43 Mod: 16 Constitution: 10 + 3 + 1 = 14 Mod: 2 Intelligence: 10 + 19 + 11 = 40 Mod: 15 Wisdom: 10 + 23 + 3 = 36 Mod: 13 Charisma: 10 + 0 + 0 = 10 Mod: 0 Chakra: 10 + 12 + 8 = 30 Mod: 10 Dodge Bonus: 47 Base Attack Bonus: 18 Attack Melee: 18 Attack Ranged: 34 (+4) Base Save Bonus: 9 Fort: 11 Rex: 25 Will: 22 ~Skills~ Ninja Skills [Mundane] ((Modified By)): Acrobatics (Dex): 15 + 14 = 29 Alchemy (Int): 15 + 5 = 20 Awareness (Wis): 13 + 29 = 42 Athletics (Str): 0 + 3 = 3 Chakra Control (Int): 15 + 31 (+2) = 48 Concentration (Con): 2 + 10 = 12 Craft (Int): 15 + 0 = 15 Diplomacy (Cha): 0 + 0 = 0 Escape Artist (Dex): 14 + 0 = 14 Handle Animal (Cha): 0 + 0 = 0 Innuendo (Cha): 0 + 0 = 0 Intimidate (Cha): 0 + 1 = 1 Perform (Cha): 0 + 0 = 0 Read Lips (Wis): 13 + 0 = 13 Seduction (Cha): 0 + 0 = 0 Sense Motive (Wis): 13 + 0 = 13 Sleight of Hand (Dex): 15 + 0 = 15 Stealth (Dex):15 + 13 = 28 Survival (Wis): 13 + 0 = 13 Treat Injury (Int): 15 + 6 = 21 Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons: TAB Bow - 20 (DMG 20 - 25) Taijutsu: Ninjutsu: 21 Medical Ninjutsu: 40 (+20 - 4 cool Genjutsu: 19 (+1) = 20 Fuuin Jutsu: Sneak Attack: 10 Puppet Play: ~Possessions~ Money: Ryo: 93 Equipment: A bow that his dad purchased for him before heading off to the academy. It is a basic bow constructed of wood. Wooden Arrow x25 Steel Arrow x10 Barbed arrows x27 Bandages Burn Salve x1 11x Kunai 9x Shuriken 352x Senbon 4x Explosive tag Vial of fire jellyfish poison (10 uses) 2x Katana ValuablesLight Alloy Kunai - given to him after rescuing a poisoned granddaughter, belonged to a deceased shinobi
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Posted: Sun Jan 08, 2012 4:09 am
User-name: Dimi Deiod Posting: Atleast twice per day Time zone: GMT +1
~Character Data~
Name: Kaijuu Masanori (meaning; Monster, model of justice) Village: Mist Clan/Bloodline: Kaijuu. + 1 cha - 1 str, every 5 level. Element Affinity: Wind Age: 14 Gender: Male Rank: ANBU Division: Information gathering

~Appearance~
Headband: Masanori’s mist headband is a miniature version of the original size so that is could fit around his right wrist. Which is covered by his standard ANBU glove. Height: 5’5 Weight: 110lbs Hair: Blonde, styled in a very high-fashioned fashion. Eyes: Green Physical Description: Masanori is a skinny fourteen year old, but still having enough of muscle strength and control to have passed the minimum requierments of the shinobi academy. The reason being of his lack of strength, is that he put most of his practice into knowledge, such as human behaviour, different psychological practices as well as Genjutsu. His skin has an average white color with no sign of scars, bruises nor birthmarks. Some say that he has come up with a miraculous make up to cover up anything that is less than beautiful. With that said, his face is an extremely attractive one. Clothing: In the moments that he is not on duty, he wears very simple cloths. Having realised that he is so attractive - that it is not nessecary to spend much time on his choice of clothing, he normally just walks around in a green tanktop with a pair of white shorts and brown sandals. In his pockets, he usally have a small bundle of rose seeds. But when on a mission, he is dressed in his standard kiri-ANBU equipment. His mask having three blue circles that increases in diameter, starting from his lower left corner to his right top corner.
Academy years: Masanori has had a kind of a good childhood. Since his remarkable skills in socializing and his gift of appearance, he have had no problem in fitting in where ever he might have been. Tn parties he was always invited to, at school many would talk to him during the breaks. This led to some jealousy among his male classmates. But nothing that he couldn't slink out of. In the last days of his academy time he met up with a bunch of people that he now refers to as his "temporary friends". Temporary since he believes that people are very unimportant, atleast anyone other than himself. The two that made the most impact as his classmates were Hiru and Shin. Hiru being part of some freakish shark clan, while Shin were an seemingly well trained ninja that had somewhat of a smartmouth.
Genin years: When he was an early Genin, there was a girl that he had met that proved to be of such a challenge, that Masanori was forced to change his style of appearance and personality, to get her to go out with him. He went from a; goody-two-shoes, to more of a punk. He dyed his hair and pierced his ear to try and get more of an hard-*ss look. Masanori continued as a genin should, to follow on any mission that he were instructed to do. Months went by and suddenly, Masanori had dissapered. He just recently returned to his village, to be a member of the Kirigakure ANBU team.
ANBU years: To be continued..
Personality: Masanori is a charming, kind, supportive, open, helpful, positive, optimistic and all around fantastic person. But that is only on the outside. On the inside, Masanori is a vauge, selfish, hateful, cunning and sadistic person. Masanori has only one thing in mind, and that is power, stopping at nothing to get it. He knows that the easiest way to achieve this, is to distance himself from the public, to easily betray and decieve without any sideeffects such as remorse or heartbreak. Other:
Missions:
S: A: B: 1 C: D: 2
Jutsu:
Ninjutsu-
Nawanuke no Jutsu (Rope Escape Technique) A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu. Cp cost: 1 Damage: N/A Requirements: Learn in the Academy. Training days: Academy time. Special: Roll an escape artist skill check when using this. Add your chakra mod to the check.
Kakuremino no Jutsu (Cloak of Invisibility Technique) This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible. Cp cost: 1 Damage: N/A Requirements: Learn in the academy. Training days: Academy time. Special: Add chakra mod to your Hide check.
Bunshin no Jutsu (Clone technique) This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent. Cp cost: 1 pt. per bunshin. Damage: N/A Requirements: Academy students learn it on the academy as a basic jutsu. Training days: Academy. Chakra control check DC: 5 per bunshin. Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created. *The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit. The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.
Kawarimi no Jutsu (Replacement Technique): This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 1 Damage: N/A Requirements: Must have something to replace with. Training days: Academy time. Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Jibaku Fuda: Kassei, (Exploding Tag: Activate) Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag. Cp cost: 3 per tag Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Learn in the academy. Chakra Control 2. Training: 1 stage Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.
Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Cp cost: 2 +1 per post Dice Rolls: 1 Roll Damage: N/A Requirements: Learn in the Academy. Special: +intelligence modifier to disguise (Craft) checks.
Genjutsu-
物理的で誘惑的なばら色の錯覚(Phsyical seductive rose illusion) Rank : C. Cp Cost : 15. Damage : None. (maybe a few scratches from the thorns) Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu. Special : Target gets "Seduced" and suffers -6 on all Sense Motive. The caster gains +5 Seduction, +1 every 10 point in the Seduction skill, this Charisma roll. Description: The user uses a rose peddal(a whole rose) to touch his target to then set her/him in an sensuell trans with a combination of a seductive smile and Genjutsu. Owner: Kaijuu Masanori.
身体検査しかし友人のばら色の錯覚以外の何も(Physical but-nothing-other-than-friends rose illusion) Rank : C. Cp Cost : 15. Damage : None. (maybe a few scratches from the thorns) Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu. Special : +10 Diplomacy +1 every 10 point in Diplomacy, this Charisma roll. Description: The user uses a rose peddal(a whole rose) to touch his target to then set her/him in in an trans of close friendship and understanding for the user. Owner: Kaijuu Masanori.
様式を分割しなさい(Break up style) Rank : C. Cp Cost : 15. Damage : 8 - 16 + int mod + Genjutsu bonus Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu. Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu. Special : Once the the target is put in any of the gimmick justus of Masanori's. If Masanori so wishes to choose, he can cancel the Genjutsu by giving the effect that he has said some very harsh words and have left their relationship very abruptly. Resulting in a heartbreak. Owner: Kaijuu Masanori.
神は性能を好む(God like performance) Rank : C. Cp Cost : 20. Damage : None. Special : +13 in Perform. Description: While dancing, Masanori uses his Wind affinity to control his rose peddlas in such a manner that it is if tough, god, has come down and performed a show. Owner: Kaijuu Masanori.
長距離のばら色の錯覚(Long distance rose illusion) Rank : B. Cp Cost : 50 + 5 each rose used. (each rose containing up to 7 petals) Damage : None. Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu Special : Target gets "Seduced" and gets -6 on all Sense Motive, +13 Seduction, +1 ever 5 point in the Seduction skill. The user, removes the pedals from the rose then uses his Wind affinity to slide them over to a target, making it rain peddals that when it touches then, they are set in a sensuell trans. This could create a massive ocean of seductive people. Owner: Kaijuu Masanori.
Taijutsu-
Summoning Contract-
~Stats~ LV. 20 Experience: 1008/1050 Hp: 260 Cp: 360 MHp 260
~Ability points~ Orange = Base points. Blue = Points achieved through level-distribution. Olive = Points achieved through training. Red = Ability mod. Purple = Clan points. Indigo = Reward points.
Strength: 6 - 4 + 3 = 5 Mod: -3 Dexterity: 6 + 20 + 2 = 28 Mod: +9 Constitution: 6 + 10 = 16 Mod: +3 Intelligence: 6 + 10 = 16 Mod: +3 Wisdom: 6 + 10 = 16 Mod: +3 Charisma: 6 + 10 + 4 + 2 = 22 Mod: +6 Chakra: 6 + 20 = 26 Mod: +8 Dodge Bonus: 31
Base Attack Bonus: 20/15/10/5 Attack Melee: 17/12/8/3 Attack Ranged: 28/23/18/13/8
Base Save Bonus: 10 Fort: 13 Rex: 18 Will: 13
~Skills~
Acrobatics (Dex): 8 + 13 = 21 Alchemy (Int): 3 Athletics (Str): -3 Awareness (Wis): 3 + 12 + 1 = 16 Chakra Control (Int): 3 + 37 = 40 Concentration (Con): 3 + 12 = 15 Craft (Int): 3 + 1 = 4 Diplomacy (Cha): 5 + 15 = 20 Escape Artist: (Dex): 8 + 12 = 20 Handle Animal (Cha): 5 Innuendo (Cha): 5 + 10 = 15 Intimidate (Cha): 5 + 10 = 15 Perform (Cha): 5 + 15 = 20 Read Lips: (Wis): 3 + 7 = 10 Seduction (Cha): 5 + 25 + 1 = 31 Sense Motive (Wis): 3 + 7 = 10 Sleight of Hand (Dex): 2 + 8 = 10 Stealth (Dex): 8 + 7 + 2 = 17 Survival (Wis): 3 + 7 = 10 Treat Injury (Int): 3 + 7 = 10
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons (Melee): Ninja Weapons (Ranged): -Kunai: 14 (+3-6 damage, +2 attack roll) Taijutsu: Ninjutsu: 2 Medical Ninjutsu: Genjutsu: 30 (+12-24 MHp-damage, +6 Will DC, +6 Genjutsu Will saves) Fuuin Jutsu: Sneak Attack: Puppet Play:
~Possessions~
Money:
Ryo: 15
Equipment: 10x kunais 30x shurikens 5x exploding tags
1, Charisma Rose Seeds Effect: Charisma Roses give a +1 bonus to charisma and related skills when used. Special: Can never be used up. {Growing roses will also produce seeds}
Valuables
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Posted: Sun Jan 22, 2012 11:32 am
~Character Data~
  Name: Kugutsu (傀儡, Puppet) Mokujin (木人, Wooden Man) Clan/Bloodline: Kugutsu Element Affinity: Wood (Earth, Water) Age: 25 Gender: Male Rank: Jounin
~Appearance~

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

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

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

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

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

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

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

Hp: 234 Dodge Bonus: 65 Reflex: 50 Puppet Damage: (29 - 32) Gadget Bonuses: None
Description: Clones spawned from Mokujin's Kugutsu Senjoo Jutsu..
Complete Sheet and Stats
~Jutsus~
Ninjutsu:
E-Rank :
Bunshin no Jutsu (Clone Technique) This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent. Cp cost: 1 pt. per clone. Dice Rolls: 1 Roll Damage: N/A To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
Henge no Jutsu (Transformation Technique) The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Cp cost: 2 +1 per post Dice Rolls: 1 Roll Damage: N/A Special: +intelligence modifier to disguise (Craft) checks.
Kakuremino no Jutsu (Cloak of Invisibility Technique) This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible. Cp cost: 1 Dice Rolls: 1 Roll Damage: N/A Special: +2 to your Stealth check when hiding.
Kawarimi no Jutsu (Replacement Technique) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 4 Dice Rolls: n/a Damage: n/a Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Nawanuke no Jutsu (Rope Escape Technique) A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu. Cp cost: 1 Dice Rolls: n/a Damage: N/A Special: +2 to your Escape Artist roll when escaping from rope.
Jibaku Fuda: Kassei, (Exploding Tag: Activate) Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag. Cp cost: 3 per tag Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20] Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu
Sōen: Kugutsu Kawarimi no jutsu (Puppet Performance: Puppet Replacement Technique) User siwtches place with one of his puppets. Momentum is used to increase chances of grappling the opponent. Cp Cost: 4 cp Damage: n/a Reflex DC: n/a Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Add opponent's [str mod] to bondage roll immediately following the kawarimi. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
D-Rank:
Kugutsuken (Puppet Fist) A technique developed by the Kugutsu Clan over the years, although not necessarily for combat. Using his unique physiognomy, the user manipulates his body as he would his puppet. Therefore, he pulls his limb with his chakra instead of pushing with his strength to increase power and uses his puppeteering skills rather than his agility to move. It is, obviously, not the most graceful combat style. Cp: 3 cp per turn used. Damage: (2-5) + chk mod + 2 per 10 in [Puppet Play] base damage per hit. Special : *Replace [Dexterity] by [Puppet Play]. *Replace [Strength] by [Chakra]. *Replace [Attack Melee] and [Attack Ranged] by [Attack Puppet]
Genjutsu Kai (Genjutsu Release) The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else. Cp cost: 10 Dice Rolls: 2 Rolls Damage: N/A Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
Shunshin no Jutsu (Body Flicker Technique) A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. Cp cost: 15 or 1 per ft Dice Rolls: 2 Rolls Damage: N/A Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.
Mokuton: Shokugutsu no Jutsu (Wood Release: Puppet Healing Technique) The Kugutsu uses this technique to repaire damage done to his puppet by reforming wood where some might have been damaged during combat. Rank: D Cp cost: 1 cp per point healed. Attack Turns: 2 Damage: n/a Reflex DC: n/a Special: Restore puppet Hp.
C-Rank:
Kugutsu no Jutsu (Puppet Technique) Just like a marionette, the user controls a puppet using strings of chakra from his fingers. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extendable blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. See the puppet thread for more info. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets. Cp cost: 2 cp per round the puppets are used. Damage: Depends on puppet power. Special: Must master this jutsu before attempting to fight with puppets.
Mokuton: Kugutsu Bunshin no Jutsu (Wood Release: Puppet Clone Technique) The technique for which the Kugutsu are the most famous for. The user spawns wooden puppet from the ground in his exact image and uses it for puppet combat. Rank: C Cp cost: 10 per puppet created (shouldn't be too much if a fully working clone costs 15...) Attack Turns: 3 Damage: n/a Reflex DC: n/a Special: *Puppet DC = [Chakra Control] - 10 *Puppet's attributes are spread evenly across the three stats. *When this technique is known, add chakra mod to crafting checks made when creating the main body of a puppet.
Mokuton: Kugutsutane no Jutsu (Wood Release: Puppet Seed Technique) Technique used by the Kugutsu to carry their puppets around without needing to carry cumbersome scrolls. A combination of elemental ninjutsu and basic fuuinjutsu, the user condenses his puppet's blueprint into the form of a seed and seals all gadgets and metal components into it. When he wishes to summon it, he simply tosses his seed to the ground and summons a puppet clone that will grow through the seed as all of the components unseal in the process. Rank: C Cp cost: 10 per seed Attack Turns: 3 Damage: n/a Reflex DC: n/a Special: Allows user to carry multiple puppets around without having to use scrolls or inscriptions. Any number of seeds can be thrown during a single attack turn for simultaneous growth.
Sōen: Sōshūjin (Puppet Performance: Manipulating Attack Blades) Similar to the basic technique that bares the same name. User attaches a chakra strings to various weapons to control them from a distance. Can be used to guide projectiles or throw large weapons. Cp Cost: 2 cp per large weapon, 1 cp per projectile Damage: Weapon damage + 2 per 10 points in [Puppet Play] Reflex DC: 12 + chk mod + 2 per 10 points in [Puppet Play] for large weapons. Special: Using these attacks does not require to release control of a puppet. Succesful hits by these attack can cause chakra strings to attach to target if user wishes it to. Attaching chakra strings to a target counts as manipulating a puppet for Chakra Control requirements. *Projectiles: Can control up to 4 blades + 3 more for every 10 points in [Puppet Play]. *Large Weapons: Can control up to 2 blades + 2 more for every 10 points in [Puppet Play].
Sōen: Hitomi Gokū (Puppet Performance: Skillful Achievement with a Human Body ) A puppet performance technique where chakra strings are attached to various spots on a person's body. The person being manipulated gains the ability to not only use their own techniques, but the skills of the puppeteer as well. The origins of this technique lie on the battlefield. When a puppet user's puppets where all destroyed, they would begin using corpses. To perform this technique with a living person requires both parties to trust each other deeply. Cp Cost: 2 cp per round this technique is used. Damage: n/a Reflex DC: n/a Special: Using this technique counts as manipulating a puppet. *Makes user's [Puppet Play] target’s [Dexterity]. *Makes target's [Attack Melee] and [Attack Ranged] user's [Attack Puppet] *Makes user's [chk mod] target’s [str mod]. *Add user's [wis mod] to target's [Dodge].
B-Rank:
Sōen: Kugutsumahi (Puppet Performance: Puppet Paralysis) User uses the chakra strings on his enemy to prevent any movement, leaving him open to attacks from the puppeteer’s puppets or allies. Cp Cost: 30 cp to to initiate the jutsu, 8 cp per turn to maintain. Damage: n/a Reflex DC: n/a Escape Artist DC: 16 + chk mod + 2 per 10 ranks in [Puppet Play] Special: Using this technique counts as manipulating a puppet. User is completely paralyzed until he can get free.
Seimeinokugutsu no Jutsu (Puppet Soul Technique) Developed by the Kugutsu Clan. This jutsu allows the user to imprint his chakra and consciousness into his puppets, much like bunshin techniques. This way, the puppet gains autonomous consciousness identical to the user's, and can move and fight, use jutsus or control other puppets without the puppeteer having to use the kugutsu no jutsu on them. These puppets, however, do not have an internal structure like the Kugutsu and can thus only move using the Kugutsuken technique. In order to use this technique, the puppets must be equipped with the Kugutsu's signature chakra battery and will stop moving once it is exhausted. Cp: 10 cp per puppet for initial imprint. Damage: n/a Special: *Puppets use chakra solely from their chakra organ and fall lifeless if it is exhausted. *Puppets can only move using the Kugutsuken technique. *Puppets retain their attributes but have all of the user's skills.
Mokuton: Ningen Kugutsu Keesu (Wood Release: Human Puppet Casing) The Kugutsu forms a segmented wooden shell around a willing target or a target under the effect of a body manipulation puppet jutsu. This technique bears this name because when the shell is fully formed around the victim, his or her appearance is nearly identical to that of a puppet. In addition to generating a protective shell around the target, this technique increases the effectiveness of the manipulation technique by allowing the user to control the target both through puppet play and nature manipulation, further constraining his victim. Rank: B Cp cost: 40 Attack Turns: 4 Damage: n/a Reflex DC: n/a Special: *Add 1 per 5 in Ninjutsu to Escape Artist DC for Sōen: Kugutsumahi and Sōen: Itowohiku. *Casing has 2x user's chk mod HP. Destroying the casing cancels the effects of this technique. *This technique can be used on a friendly target under the effect of Sōen: Hitomi Gokū to add a protective shell around it. If jutsu is stopped, the target will have to take one full turn to remove the wooden shell or suffer a -10 penalty to all movements rolls.
A-Rank:
Meisai Gakure no Jutsu (Hiding Camouflage Technique) This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however. Cp cost: 40 + 2 per round held Damage: N/A Roll: d20 + Chakra Control vs d20 + Spot or Listen
Mokuton: Kugutsu Senjoo Jutsu (Wood Release: Puppet Field Technique) The user summons hundreds of puppet clones from the ground that lay lifeless across the battlefield. Taking advantage of the incredibly large number of puppets lying around, the user alternates attacks between them to constantly keep his opponent off blance. This technique also enables the user to blend in with his puppets to confuse his opponent who cannot differentiate him from the others. Rank: A Cp cost: 200 Attack Turns: 5 Damage: n/a Reflex DC: n/a Awareness DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu Special: *Summons puppets across the entire battlefield. *All puppets created through this technique have a DC of [Chakra Control - 20] and have stats spread equally across all three attributes. *At the start of every turn, target must roll an awareness checks. If he fails, all first attacks from puppets are considered sneak attacks from the user this turn and target cannot attack the user during that turn. *Given the fact that this technique requires very high similarity between the puppets to confuse the opponent, the user's opponent will not have to roll an awareness check if user attacks with custom puppets.
Sōen: Itowohiku (Puppet Performance: Pulling the Strings) User uses the chakra threads on his enemy to control him against his will, as a human puppet. Cp Cost: 50 cp to to initiate the jutsu, 10 cp per turn to maintain. Damage: n/a Reflex DC: n/a Escape Artist DC: 18 + chk mod + 2 per 10 ranks in [Puppet Play] Special: Using this technique counts as manipulating a puppet. User can manipulate the target at will as if he was his puppet. Replace victim's [Attack Melee] and [Attack Ranged] to user's [Attack Puppet] while manipulated.
S-Rank:
Hitokugutsu (Art of the Human Puppets) A technique developed by the great puppet master Sasori and rediscovered by Sunagakure specialists. By removing the internal organs of a foe and preserving the body to prevent decomposition, this technique allows the user to create puppets from human corpses. These puppets are different from normal ones, as they retain their use of chakra and any kekkei genkai that the human host once had. Cp Cost: All jutsus used are fueled by the user's chakra. Damage: Puppet damage. Reflex DC: Jutsu basic reflex DC. Special: Allows user to make a puppet out of a corpse. Regular rules of puppet making apply. User can use the defunct's jutsus when manipulating the puppet as though they were his own, regardless of affinity or genkai. He must still pay the required chakra cost from his chakra reserves however. Indicate on the puppet's sheet what its jutsus are.
Taijutsu:
D-Rank
Itoken (String Fist) Through physical contact, the user places chakra strings on an unwilling target to allow puppet jutsus to be performed on it later on. Cp Cost: 1 cp Damage: n/a Reflex DC: n/a Special: This attack is used simultaneously with a succesful physical attack or block for no extra attack turns. Attaching threads to a target counts as controlling a puppet for chakra control requirements.
~Possessions~
Money:
Ryo: 300
Equipment:
Mechanical Light Shield x2 This chakra shield can be installed in any puppet. A mechanism inside the puppet opens its arms into a couple of segments, through which the user radiates their chakra. The chakra spreads out like a thin film and turns into a protective sheet, blocking all physical attacks and some jutsu. Number of weapon slots required: 2 Damage: n/a. Special: Can be used as a reaction (during opponent's turn). Gadget can be used by the puppet individually or on itself and another character if the puppet make a successful defensive maneuver roll to protect another person. Completely nullify damage dealt by any attack or jutsu. Can only be used once per battle, needs to recharge afterwards. Requirements: Craft 42, Intelligence 30, Chakra Control 40. Crafting DC: 52
Mechanically reinforced limbs The puppet's limbs built to extend around the target and increase constriction. Number of weapon slots required: 1 Damage: n/a Special: Add 5 points to DCs to maintain grapple. Increase puppet strength by 1. Does not stack with trap compartment bonuses. Requirements: Craft 10, Intelligence, 10. Crafting DC: 20
Valuables
None
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