The Knight's of ForteThe Knights of Forte are the elite among the Otobe Clan, and are second in authority only to the Otokage himself. They vary in personality and duties, but often serve high positions in the new government, and also double, when need be, as the Otokage's personal guard. Not all the Knight's are, or will be, NPC's, but those listed below will serve as the NPC "face" of the Forte, where needed.
Head of Otobe Public Affairs
Name: Chishio Otobe
Village: The Village Hidden in the Sound (Otobe Regime)
Clan/Bloodline: Otobe
Element Affinity: Wind
Age: 21
Gender: Female
Rank: Knight of Forte (Elite Jounin)
~Appearance~
Headband: She insists that wearing such a thing would spoil her glorious visage, and refuses to wear one openly, she carries hers much like most of the Otobe clan, more like a badge then a form of protection.
Height: 5'6 < She has almost murdered people for insisting that she's short, she is not above henging herself to seem taller for special occasions.
Weight: Hair: Blonde, and often put back in a profoundly western fashion that marks her roots growing up abroad as a member of the Otobe while they were in exile.
Eyes: A striking emerald green.
Physical Description: As someone who is manically obsessed with beauty and personal perfection to the point of a true case of narcissism, Chishio always strives to look ravishing with every move she makes, and never shies away from using her sex appeal if necessary...or when unnecessary, come to that.
Clothing:She loves roses, often surrounding herself with them, even going so far as to forsake her clan's preference towards purple for an often all crimson ensemble for most of the time, save when she absolutely needs to do otherwise, at which time often only Lord Orikami himself, or another of her close friends in the knights of Forte, have to convince her of such.
Background: Chishio began her life as most Otobe, in the throws of their battle with their second self, and the mental illness, or, quirk, perhaps, that she seems to have developed is her almost complete and total obsession with beauty in all of it's forms, as well as her own perfection.
The rather unfortunate side effect of this is that she is very good at getting others to agree with her on her perfection. Appointed as the Head of the Otobe public affairs, she was appointed so merely because of the ease with which she can sway the masses, her beauty and musical talent making her somewhat of a born idol, even if it was her skills at killing which earned her position as a knight. Along with her self idolization, she has a rather quick temper on the insecurities she has concerning herself, and will often lay down the hammer on anyone who brings them up.
Finding the art of battle itself to be a beauty of life, she greatly admires the flow of battle, and finds the act of one life taking another poetry in motion. This has actually caused her final and somwhat odd psychosis of immediately "falling in love" with anyone who show's great skill at the act.
In short, she becomes extremely infatuated with very strong fighters, and shows absolutely no loyalty to said crushes either, insisting that her greatness allows her to love more then one person at a time. This often leads to rather awkward meetings amidst the knights of Forte, for whom she all has such admiration for. While this "love" could be argued as more a platonic thing, like a fan admiring a piece of art, it should be noted that she does not discriminate between males and females.
Personality: Narcissistic battle hungry sociopath has often been the term used to describe her ((when she's in a different area code)) but this is a harsh generalization. She does appear a lucid and clever individual behind all her various mental psychosis, and does appear to actually have a genuine affection and love, versus her somewhat manic and over dramatic affection she dotes on anyone she see's as strong, for a few of the other knights of forte.
Also though she is undoubtedly a bad example on them, she likes children, with whom she is always kind and forgiving, where normally she would explode into a fit of rage upon the wrong remark.
Her arrogance is never hard to spot as she will always talk about herself, in a very overly dramatic manner one might add, as though she was the greatest and most perfect human being alive, even more so than most of the Otobe, even if her own talk is merely naively self assured, and not mean spirited as most of the Otobe. She would shy away from underhanded tactics and actions merely because "they are for ugly people" in her personal opinion.
Other: It is difficult to say whether the girl is a villain as such, more, it seems she is merely one by circumstance, as she appears rather indifferent to morality in general, preferring to merely follow people she finds favor with. If she was merely not a member of the Otobe clan, it is likely she would merely be a monument to Ninja's propensity towards odd behavior. Her psychosis has also been described as an advanced form of "fangirlism" for strong warriors.
Missions: S:1
A:4
B:20
C:15
D: 0 < She simply refused to lower herself.
Jutsu:Ninjutsu- *All acadmy Jutsu*
Name: Musical Inclination
Description:The user creates an intricate display of vibrations to recreate musical melodies and the illusion of instruments. This is often used as a tool for amusement in the Otobe compound, and allows an Otobe to play without a real instrument, in addition to adding to a bit of flare to any performance they give.
Rank: D
Cp Cost: 15 per post
Attack Turns: N/A
Reflex DC: N/A
Damage: N/A
Requirements: 15 Chakra Control, 10 Ninjutsu Otobe
Training: 2
Stage I: DC: 25 Chakra Control. Simply listen to music, intently however, using one's second self to fully attune to the motion of the sounds waves, and work with one's chakra to think at how to imitate the effect.
Stage II: DC: 25 Ninjutsu Put your work to practice now as you initiate replicating the sound of an instrument, a song, or other work of music.
Special: Allows an Otobe to add their Chakra Control roll to any Music Based Performance.
Utsusemi no Jutsu (Projection Technique)
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In order to hide their location and not disclose their posture, the user projects their voice by resonating everything they say from all possible directions with this technique.
Dice Rolls: N/A
Cp cost: N/A
Damage: N/A
Awareness DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Perform 30, Chakra Control 28, Ninjutsu 25
Training: 3 stages
Stage I: Perform DC 40 Ventriloquism, practice it!
Stage II: Chakra Control DC 40 Use your chakra to create and enhance the echoing effect when using this technique.
Stage III: Ninjutsu DC 35 Combine the previously learned elements.
Special: Able to speak without disclosing your position.
Chakra Kyūin Jutsu (Chakra Absorption Technique)
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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
Training: 4 stages
Stage 1: Chakra Control DC: 40, Creating a vacuum to your chakra system.
Stage 2: Ninjutsu DC: 38, Draining chakra from another living organism through direct contact.
Stage 3: Ninjutsu DC: 40, Draining chakra from another living organism through an object or element.
Stage 4: Chakra Control DC: 42, Assimilating the stolen chakra to your chakra system.
Special: A successful Will check prevents any chakra from being drained. A natural 1 on Will check doubles it. The user gains the Cp drained from the target. Can be used while grappling.
Name: Great Silence
Description: Using their advanced second self, the Otobe are able to completely silence the vibration in their immediate area.
Rank: B
Cp Cost:50+10 per turn
Attack Turns: 4
Reflex DC: N/A
Damage: N/A
Requirements: 25 Chakra Control, 25 Ninjutsu Otobe
Training: 4 stages
Stage I: DC:35. Focus your chakra to quiet something small that makes near constant noise. The capture fly, a clock, clicking pendulums, etc.
Stage II: DC: 40 Now silence the sounds of your own body. Breath, heart beat, till it's as though you aren't standing there at all...
Stage III: DC: 35 Ninjutsu Focus on moving around while maintaining the state achieved in stage two, practice basic maneuvers
Stage IIII: DC: 45 Now silence a wide area, everything within it regardless of size or contents.
Special: Allows sound to be removed from the equation when sneaking about, while the technique is shattered by any large sound based attacks, it's still effective as a precursor to assassination. Add half of users Chakra control to Stealth rolls
Medical Ninjutsu- Chakura no Mesu (Chakra Scalpel)
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This medical technique forms one's chakra into a small, sharp blade. This can then be used for highly accurate incisions necessary for surgeries and anatomical dissections. Unlike regular scalpels, the chakra scalpel can actually make cuts inside the body without actually creating an open wound, limiting the risks of an infection. The chakra scalpel can also be used offensively, although it requires great precision to be effective. Because of this requirement, using the chakra scalpel offensively is highly unusual. In heated combat, even the greatest medical-nin won't be able to exert the precision needed to make fatal cuts, but it can still effectively cut muscle tissues and tendons, rendering the target immobile.
Cp cost: 10 cp per post.
Dice Rolls: n/a
Damage: (1 - 15) + [chakra control / 3] + 2 per 10 levels in Medical Ninjutsu
Reflex DC: n/a
Requirements: Chakra Control 30, Medical Ninjutsu 30, Intelligence 26, Taijutsu 15*
Training: 4 stages
Stage I: Chakra Control DC 40 Generating a chakra blade across your hand.
Stage II: Medical Ninjutsu DC 40 Targetting muscle tissue through thick clothing and/or skin.
Stage III: Intelligence DC 18 Identifying optimal strike zones for the chakra scalpel in combat.
Stage IV: Taijutsu DC 25 Applying the technique in combat training.*
Special:
*If used in conjunction with a treat injury maneuver, add 3 per 10 level in Medical Ninjutsu to all treat injury checks and Hp healed.
*User can only use the technique offensively if the taijutsu requirement is met, however, the technique can still be learned to assist treat injury without it.
*Critical hits cause severe muscle injury which reduce victim's [dex mod] and [str mod] by 1 per 10 points in Medical Ninjutsu until treated.
Shikon no Jutsu (Dead Soul Technique)
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With this technique, the user can make the dead seem lifelike and allow their bodies to run around a bit as a diversion or decoy. What this skill actually does is cause the dead to temporarily resuscitate, allowing the user to control them and their actions for only a few minutes.
Cp cost: 70 + 30 per turn.
Dice Rolls: 4
Damage: Damage dealt by the body.
Requirements: Chakra 30, Chakra Control 35, Medical Ninjutsu 35
Training:
Stage I: Chakra Control DC 45 Take control of a dead small animal.
Stage II: Chakra Control DC 48 Control the animal for a longer duration of time.
Stage III: Medical Ninjutsu DC 45 Study the human nervous system.
Stage IV: Medical Ninjutsu DC 50 Find a corpse of a structure as close to a human as possible and take control of it for 20 minutes.
Special: Each corpse can be controlled for max 20 posts.
Inyu Shometsu (Secret Healing Wound Destruction)
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The user can concentrate their chakra to a prepared area on their body and begin the cell recreation process the very moment the targeted area becomes damaged. This ability activates dead cells and create new ones.
Cp cost: 60 + 20 per turn held
Dice Rolls: 5
Heals: 30 – 50 + chk mod per turn
Requirements: Medical Ninjutsu 35 Ranks, Chakra Control 30
Training:
Stage I: Medical Ninjutsu DC 45 Maintain a green chakra field at a chosen place on the body then sustain a small amount of damage.
Stage II: Medical Ninjutsu 47 Hold the green chakra for a longer time before some damage is dealt.
Stage III: Chakra Control 40 Increase the number of chakra fields on the body.
Stage IV: Chara Control 42 Sustain a larger amount of damage.
Stage V: Medical Ninjutsu 48 Put the jutsu on another person and let him/her go through the other stages.
Special: Immediately heals damage, wounds, bleeding effects, burns and frostbites after receiving them. {Holding the technique doesn't use up any attack turns.}
Genjutsu- Taijutsu-Style: Gouken (Strong Fist)
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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
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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)
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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.
Special:
Hayabusa Otoshi (Peregrine Falcon Drop)
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The user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground.
Cp cost: ---
Dice Rolls: 3
Damage: Taijutsu damage x 2 + 10 – 15 damage per 10 feet of falling.
Requirements: Taijutsu 23, height to perform the move from (Konoha Senpu, a ledge, a crate etc.).
Training: 3 stages.
Stage I: Taijutsu DC 33. Dive from a high ledge and save yourself with a big log or some other kind of substitute for a person.
Stage II: Taijutsu DC 35. Dive from a higher ledge.
Stage III: Taijutsu DC 38. Jump together with your training object and then use the technique.
Hachimon (The Eight Celestial Gates)
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The eight chakra gates are eight specific points on a person's chakra circulatory system. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By opening these gates, the user can surpass their own physical limits at the cost of extreme damage to their own bodies.
Obviously, gates must be opened in order. The gates and what they release are listed below. The Gates each have a Hp cost with the exception of the eighth which kills the user at the end. This is so that the eight gates do not get spammed the hell out of.
The effects of the gates last for 10 user Rounds for Gates 1-5 and until death for Gates 5-8. However the Hp loss is constant. The effects of the gate opening can be healed up to the opening of the 6th gate. The strain placed on the body from opening the 7th and 8th gate is too much for anyone to heal. You can recover from opening the 7th gate, but you probably won't be ninja-ing around any more. The effects of the gates past the 4th gate come with a permanent lost of constitution; this represents the damage placed upon the body when the gates are open so be VERY careful when you use this power surge.
Finally, the effects of the gates don't stack, so when you open the 2nd gate the +10 strength/dex is replaced by +16 str/dex. However the cost does stack. For example to open the 2nd gate you must first pay 50 hp to open the 1st gate, then 80 hp to open the 2nd. Opening each gate takes up one attack turn as well, so if you only have 4 attack turns per round but know 5 gates, you have to wait for your next round to open the 5th gate.
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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
3. Life is located on the spinal cord, and releases the limit on the nervous system, which makes information travel at a faster rate and creates even more stamina. As a side effect, the user's skin turns red, indicating an increased blood-oxygen level.
Hp Cost: 70 + 20 per round
Dice Rolls: 2
Requirements: Taijutsu 30, Chakra Control 30
Training: 4 stages.
Stage I: Chakra Control DC: 40 Locating and opening the third gate.
Stage II: Taijutsu DC: 40 Familiarise self with punching and kicking with the power surge that comes with opening the third gate.
Stage III: Strength DC: 20 Start dealing some serious damage either on a dummy or another person.
Stage IV: Taijutsu DC: 45 Combine previously trained elements.
Special: +22 Str / Dex / Con, Hp is restored to 90% of its max before the Hp cost is applied.
Summoning Contract-~Stats~
LV. 40
Experience: N/A (NPC)
Hp: 1120
Cp: 880
MHp: 780
Strength: 16+35=51 Mod: 20
Dexterity: 16+20=36 Mod: 13
Constitution: 16+30=46 Mod:18
Intelligence: 16+30=46 Mod: 18
Wisdom: 16+10=26 Mod: 8
Charisma: 16+33=50 Mod: 20
Chakra: 16+30=46 Mod:18
Dodge Bonus: 31
Base Attack Bonus: 40/35/30/25/20/15/10/5
Attack Melee: 60/55/50/45/40/35/30/25
Attack Ranged: 53/48/43/38/33/28/23/18
Base Save Bonus: 20
Fort: 38
Rex: 33
Will: 28
~Skills~
Ninja Skills [Mundane] ((Modified By)):Acrobatics (Dex): 10
Alchemy (Int):0
Awareness (Wis): 20
Athletics (Str): 20
Chakra Control (Int): 35
Concentration (Con): 0
Craft (Int): 0
Diplomacy (Cha):30
Escape Artist (Dex): 10
Handle Animal (Cha): 10
Innuendo (Cha): 10
Intimidate (Cha): 30
Perform (Cha): 30
Read Lips (Wis): 0
Seduction (Cha): 50
Sense Motive (Wis): 10
Sleight of Hand (Dex): 0
Stealth (Dex):10
Survival (Wis): 0
Treat Injury (Int): 10
Ninja Skills [Passive] ((No Modifiers)):Ninja Weapons (Melee): 0
Ninja Weapons (Ranged): 0
Taijutsu: 50
Ninjutsu: 30
Medical Ninjutsu:35
Genjutsu: 0
Fuuin Jutsu: 0
Sneak Attack: 0
Puppet Play: 0
~Possessions~
Money:Ryo: 1000
Equipment:Valuables1 x Hand Mirror which she keeps on her person solely for the purpose of admiring herself.
1 x A small journal detailing everyone whom she "admires".
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Director of The Secret PoliceName: Hisoka Otobe
Village: Village Hidden in the sound.
Clan/Bloodline: Otobe
Element Affinity: Earth
Age: 32
Gender: Male
Rank: Knight of Forte (Elite Jounin)
~Appearance~
Headband: He doesn't appear to have one...
Height: 6'0
Weight: 170
Hair: Black, and well kept when need be, though he is rarely seen in public.
Eyes: Though few have seen beneath his mask, through it's slits one can make out that they're brown.
Physical Description: Hisoka is an imposing man, cold and pragmatic.
Clothing: He's most often seen wearing a black coat, but even more prominently, the white mask which obscures his facial features.
Background: Very little to nothing is known of Hisoka's past, even amidst the Otobe. He isn't a child from any of the higher houses, and attained his position based purely on his talent and pragmatist nature. He seems to be a close confidante of the the Otokage, and has apparently known him for a long time.
Personality: Very reserved and cold in both demeanor and tone, his speech the sort that though it's said quietly, is always heard. He cares nothing for abstract concepts such a mercy or forgiveness, or even, for that matter, anger or joy. He's a mysterious and shadowy figure, always preferring to work from the shadow's as opposed to out in the open. As the Director of the secret Police he is an enigma to the people of Oto, and his name is always spoken in a whisper.
Other: Missions: S: 2
A: 4
B: 20
C: 25
D: 20
Jutsu:Ninjutsu- *All Academy Jutsu*
Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Technique)
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The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own.
Cp cost: 30 / +4 Cp per post underground / must maintain a Concentration check DC 18 to stay underground.
Dice Rolls: 3
Damage: ----
Reflex DC: N/A
Awareness DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages
Stage I: Chakra Control DC 28 Dig underground using your chakra.
Stage II: Concentration DC 20 Keep focused to prevent accidental cave-ins.
Stage III: Ninjutsu DC 28 Mask your presence from those above ground.
Special: Enemy is considered Unaware when victim of this jutsu {so your attack is considered a Sneak Attack}.
Doton: Doryuheki (Earth Release: Earth Style Wall)
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The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall.
Cp cost: 90
Dice Rolls: 4
Damage: ----
Reflex DC: N/A
Requirements: Earth Affinity, Chakra Control 35, Ninjutsu 32
Training: 4 stages
Stage I: Chakra Control DC 45 Produce chakra enhanced mud out from your mouth.
Stage II: Chakra DC 26 {d20 + chk mod} Strengthen the mud so that it hardens immediately upon exposure to air.
Stage III: Chakra Control DC 48 Create the wall.
Stage IV: Ninjutsu DC 45 Combine all previous elements focusing on speed and finesse.
Special: Completely avoids area effects that strike the user head on, the wall remains in place for a number of rounds equal to the user’s chakra modifier + 10. 1 post = 1 round.
Doton: Doryuudan (Earth Release: Earth Dragon Bullet)
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This technique creates a likeness of a dragon's head that launches mud bullets from its mouth onto the opponent.
Cp cost: 120
Dice Rolls: 5
Damage: 82 – 190
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 40, Ninjutsu 38
Training: 5 stages
Stage I: Chakra Control DC 50 Create the dragon.
Stage II: Chakra Control DC 53 Make the dragon launch mud bullets.
Stage III: Chakra DC 28 {d20 + chk mod} Increase the potency of the mud bullets.
Stage IV: Ninjutsu DC 48 Increase the speed and improve the aim of the projectiles.
Stage V: Ninjutsu DC 53 Combine all previously learned elements.
Special: Can be combined with Katon: Karyuudan for extra damage.
Doton: Doryu Taiga (Earth Release: Earth Flow River)
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The user performs a technique that forms a rapid river of mud on the ground beneath the opponent.
Cp cost: 120
Dice Rolls: 5
Damage: ----
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 40, Ninjutsu 35
Training: 5 stages
Stage I: Chakra Control DC 50 Produce large amounts of mud.
Stage II: Concentration DC 32 Focus on maintaining the flow.
Stage III: Chakra DC 28 {d20 + chk mod} Propel the mud forward at a fast pace, like an uncontrollable current.
Stage IV: Chakra Control DC 55 Infuse the mud with enough chakra to sweep the opponent off his feet.
Stage V: Ninjutsu DC 50 Combine all previously trained elements.
Special: Opponent’s Reflex save roll is decreased -20 points.
Doton: Yomi Numa (Earth Release: Swamp of the Underworld)
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This technique turns a large area of land into a sinking swampland, making it impossible for anyone or anything in that area to move around or escape.
Cp cost: 400
Dice Rolls: 6
Damage: ----
Reflex DC: 20 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 55, Ninjutsu 50
Training: 6 stages
Stage I: Chakra Control DC 65 Create swampland.
Stage II: Chakra DC 32 {d20 + chk mod} Increase the scale and area of the swampland.
Stage III: Ninjutsu DC 60 Make the swampland stickier and deeper, to prevent easy escape.
Stage IV: Ninjutsu DC 62 Increase the scale and potency.
Stage V: Chakra Control DC 58 Constantly infuse chakra into the swampland to prevent drying out.
Stage VI: Ninjutsu DC 65 Combine previously learned elements.
Special: This technique can swallow up to a huge creature and stop the movements of a colossal creature.
Utsusemi no Jutsu (Projection Technique)
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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.
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)
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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.
Hiru Banshō: Bōka no Jutsu (Leech All Creation: Attack Prevention Technique)
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Description: With this technique, the user can combine with another object and take its properties to avoid damage. The user can also move unseen through the object and attack from behind.
Rank: A
Cp Cost: 90
Attack Turns: 5, Can be used as a reaction (During your opponent's turn)
Reflex DC: n/a
Awareness DC: 18 + Stealth + 2 per 10 in ninjutsu
Damage: n/a
Requirements: Ninjutsu 40, Charka Control 40, Stealth 25, Sneak Attack 20, Proximity to large, solid object.
Training: 5 stages
Stage I: Chakra Control DC 50, Imbuing a solid object with chakra and entering it seemlessly.
Stage II: Ninjutsu DC 50, Taking on the object's aspect and specific traits.
Stage III: Stealth DC 35, Moving through the object unnoticed towards a target.
Stage IV: Sneak Attack DC 30, Launching an effective attack at a target without giving away your position until contact.
Stage V: Ninjutsu DC 52, Activating the technique effectively while under pressure.
Special:
*Cannot be used to phase into the ground. Only into buildings/trees/rocks.
*When used as a reaction, user's dodge rating is calculated by [level + wis mod + ninjutsu] and reflex by [base save bonus + ninjutsu].
*If used succesfully as a reaction, prevents all damage from incoming Ninjutsu or Taijutsu attacks.
*When this jutsu is used, opponent must roll an awareness check. If it fails, user's first attack of his next turn will count as a sneak attack.
Medical Ninjutsu- Genjutsu- Nehan Shoja no Jutsu (Temple of Nirvana Technique)
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This jutsu causes everyone within a specific area to fall into a deep sleep. From the target's point of view, it seems as if feathers are falling from the sky, which serves as a distraction to allow the jutsu to take effect. The downside, however, is that any experienced ninja have more than enough time to dispel it.
Cp cost: 140
Dice Rolls: 5
Damage: N/A
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 42, Chakra Control 45
Training: 5 stages
Stage I: Chakra Control DC 55
Stage II: Chakra Control DC 57
Stage III: Concentration DC 35
Stage IV: Intelligence DC 30 {d20 + int mod}
Stage V: Genjutsu DC 54
Note: Victims can only be woken by breaking the genjutsu.
Shi no Kumi no Jutsu (Death Foreseeing Technique)
This jutsu is much like Kanashibari no Jutsu (Temporary Paralysis Technique), but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
Cp cost: 120
Dice Rolls: 6
Damage: 200 - 300 + int mod
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 44, Chakra Control 47
Training: 5 stages
Stage I: Intelligence DC 28 {d20 + int mod}
Stage II: Chakra Control DC 57
Stage III: Genjutsu DC 54
Stage IV: Chakra Control DC 60
Stage V: Genjutsu DC 56
Special: If Genjutsu DC is more than 10 points over Will Save check, target is put in a state of Panic.
Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
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A rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 35 + 8 per turn
Dice Rolls: 3
Damage: N/A
Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 30, Chakra Control 30
Training: 3 stages
Stage I: Chakra Control DC 40
Stage II: Chakra Control DC 42
Stage III: Genjutsu DC 43
Special: Maximum to +8 to certain checks. Effect of jutsu depends upon usage. Consult Crew.
Taijutsu-Summoning Contract-~Stats~
LV. 40
Experience: N/A NPC
Hp: 1120
Cp: 1160
MHp:1120
Strength: 16+10=26 Mod: 8
Dexterity: 16+20=36 Mod: 13
Constitution: 16+30=46 Mod:18
Intelligence: 16+36=52 Mod: 21
Wisdom: 16+30=46 Mod: 18
Charisma: 16+18=3 Mod: 10
Chakra: 16+44=60 Mod: 25
Dodge Bonus: 41
Base Attack Bonus: 40/35/30/25/20/15/10/5
Attack Melee: 48/43/38/33/28/23/18/13
Attack Ranged: 53/48/43/38/33/28/23/18
Base Save Bonus: 20
Fort: 38
Rex: 33
Will: 38
~Skills~
Ninja Skills [Mundane] ((Modified By)):Acrobatics (Dex): 10
Alchemy (Int): 0
Awareness (Wis): 30
Athletics (Str): 10
Chakra Control (Int): 55
Concentration (Con): 10
Craft (Int): 10
Diplomacy (Cha): 10
Escape Artist (Dex): 10
Handle Animal (Cha): 0
Innuendo (Cha): 10
Intimidate (Cha): 30
Perform (Cha): 30
Read Lips (Wis): 0
Seduction (Cha): 5
Sense Motive (Wis): 30
Sleight of Hand (Dex): 5
Stealth (Dex):40
Survival (Wis):10
Treat Injury (Int):0
Ninja Skills [Passive] ((No Modifiers)):Ninja Weapons (Melee):
Ninja Weapons (Ranged):
Taijutsu:
Ninjutsu: 50
Medical Ninjutsu:
Genjutsu: 45
Fuuin Jutsu:
Sneak Attack: 20
Puppet Play:
~Possessions~
Money:Ryo: ???
Equipment:10x smoke bombs
ValuablesAccess pass to the Oto Secret police's files