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The Ghost of Xmas Awesome

PostPosted: Sun Jun 10, 2012 1:29 pm


Otogakure NPC Index

Here is where all the NPC information for the Village is contained. Feel free to post your own NPC's here if you wish, if you require information on an NPC you wish to use for role play, consult the information below.
PostPosted: Sun Jun 10, 2012 3:03 pm


The Knight's of Forte

The 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~


User Image

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:


Valuables

1 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".



-----------------------------------------------------------------------------


Director of The Secret Police

Name: 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~


User Image

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

Valuables

Access pass to the Oto Secret police's files

The Ghost of Xmas Awesome


The Ghost of Xmas Awesome

PostPosted: Sun Jun 10, 2012 6:26 pm


Otobe Government NPC's



Name: Yuzuki Otobe
Village: Village Hidden in the Sound (Otobe Regime)
Clan/Bloodline: Otobe
Element Affinity: Wind/Fire
Age: 26
Gender: Male
Rank: Special Jounin (Academy Instructor)

~Appearance~


User Image

Headband: Like Most Otobe, Yuzuki carries his headband sewn into a silk band which he carries around with him along with his Identification papers.
Height: 6'1
Weight: 180
Hair: Blonde, generally rather tame
Eyes: Black as coal.
Physical Description: Tall and a generally possessed of fine posture, he often gives the impression of a business like, military, individual.
Clothing:He usually wears a black coat and dress pants western in style.
Background: Yuzuki was born as most Otobe of the age, shortly after sent into exile when he was young. He was selected to be the new academy instructor for his skill as an interrogator, as well as a drill instructor. He is skilled as a teacher and can often bring out the very best in his students, provided they are able to survive his training. He is not forgiving to the weak and does not abide it in any of it's forms. He intends for the future of Otogakure to be a bright one, and believes that it's future soldiers are one way to do that.
Personality: Often a confident and commanding presence, Yuzuki is sometimes prone to snarky remarks and taunts if it means it will drive his students harder. He is not likely to back down when he gives an order and will not go easy on anyone who he see's as weak. He does, however, for what it's worth, seem to be a well intentioned person behind this...even if one would never know it from watching him teach...

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.

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.

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.

Futon: Daitoppa (Wind Release: Great Breakthrough)

The user sends out a powerful explosion of wind, which can easily level almost an entire area.
Cp cost: 50
Dice Rolls: 3
Damage: 55 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 25, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 35 Use your chakra to change and manipulate the air currents around you, causing powerful gusts of wind to blow in any direction you choose.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power and scale of your wind gusts even more. Aim to level a tree or two or ten. Well if your village has trees...
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special: Opponents may be pushed back provoking an attack of opportunity from the user. To prevent this the target must succeed a strength check {DC: 16 + user's Chk modifier}

Name: Minor Vibration
Description: +10 Chk Cont, +8 Nin (15 for both in order to be used in conjucture with other techniques without hand signs.)
Rank: D
Cp Cost: 12
Attack Turns: 2 (0, but can only use as such once per 5 possible attack rolls and must meet requirements, in addition to preforming extra training stage)
Reflex Save: N/A Unavoidable if used for physical damage
Will Save: 10+half user's level+user Chakra control (If attack is aimed for mind)
Damage:5-10 either MHp of Hp depending on the use of low or high frequencies.
Requirements:Otobe,+10 Chk Cont, +8 Nin (15 for both in order to be used in conjucture with other techniques without hand signs.)
Training: 2 stages (3 if preform extra)
Stage I: DC: Chakra control DC of 20, focus the sound waves in the air around you, use your chakra to guide manipulate them.
Stage II: DC: Constitution DC 15 Control the sound waves within one's own body and emit the proper frequency into the air, finally working out the proper technique for both low and high frequencies. A failed roll here will result in 5 mhp or hp damage.
Stage III(Extra): DC:40 Chakra Control. Fully master the technique, till emitting the sound waves becomes nearly second nature to you, allowing you to preform it without hand signs, or indeed any real effort.
Special: Anyone in the area besides the user -5 to all listen and balance checks for 5 turns. (This effect does not stack when used multiple times.
Owner: Oto

Katon: Hosenka no Jutsu (Fire Release: Phoenix Immortal Fire Technique)
Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack.
Cp cost: 30 + 12 per ball
Dice Rolls: 3
Damage: 12 – 30 + chk mod per ball that lands.
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu. Roll a Reflex check for each fireball.
Requirements: Fire Affinity, Chakra Control 25, Ninjutsu 22
Training: 3 stages.
Stage I: Chakra Control DC 35 Generate the fireballs with a focus on speed and accuracy. Aim for 2-3 in quick succession.
Stage II: Chakra Control DC 37 Work on making the fireballs hotter. Aim for 4-5 in quick succession.
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special: Maximum amount of fireballs created is 3 + 1 per 10 ranks in Chakra Control

Name: Shock Wave
Description: One of the Otobe's favored attacks. Using high frequency vibrations, the user emits a potentially powerful thrust of force into the air,
Rank:C
Cp Cost: 45
Attack Turns: 3
Reflex DC: 12+ half user's level+ Ninjutsu skill bonus
Damage: 30-70 -hp
Requirements: 15 chakra 15 chakra control
Training: 3
Stage I : DC: 25 Chakra excercise, build up the pressure of the sound waves, force your chakra to amplify the disruption.
Stage II: DC: 25 Chakra Control. Control the disruption, bend it to your will.
Stage III: DC 30 Chakra. Now release the pressure, practice firing the shock wave until you've finally mastered it.
Special: All victims of the technique must preform a Balance check, or they suffer a -3 to all checks their next turn.

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.

Medical Ninjutsu-

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
Training days: 2 stages
Stage I: Chakra Control DC 20
Stage II: Genjutsu DC 18

Taijutsu-


Summoning Contract-

~Stats~

LV. 20
Experience:
Hp: 360
Cp: 220
MHp: 360

Strength: 11 +11 22 Mod: 6
Dexterity: 11 +21 32 Mod: 11
Constitution: 11 +15 26 Mod: 8
Intelligence: 11 +15 26 Mod: 8
Wisdom: 11 +13 24 Mod: 7
Charisma: 11 +11 22 Mod: 6
Chakra: 11 +21 32 Mod: 11
Dodge Bonus: 26

Base Attack Bonus: 20/15/10/5
Attack Melee: 26/21/16/11
Attack Ranged: 31/26/21/16

Base Save Bonus: 10
Fort: 18
Rex:21 (Black jack)
Will:18

~Skills~


Ninja Skills [Mundane] ((Modified By)):
220
Acrobatics (Dex): 7
Alchemy (Int): 0
Awareness (Wis): 14 (+ cool
Athletics (Str): 7
Chakra Control (Int): 30
Concentration (Con): 0
Craft (Int): 7
Diplomacy (Cha): 14
Escape Artist (Dex): 5
Handle Animal (Cha): 0
Innuendo (Cha): 0
Intimidate (Cha): 21
Perform (Cha): 7(+4)
Read Lips (Wis): 0
Seduction (Cha): 0
Sense Motive (Wis): 14
Sleight of Hand (Dex): 0
Stealth (Dex): 14
Survival (Wis): 7
Treat Injury (Int): 0


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

Ninja Weapons (Melee): 0
Ninja Weapons (Ranged): 14 (Hand Cuff's (custom))
Taijutsu: 15
Ninjutsu: 25
Medical Ninjutsu: 0
Genjutsu: 12
Fuuin Jutsu: 1
Sneak Attack: 7
Puppet Play:

~Possessions~


Money:

Ryo: 80

Equipment:

Metal wire
20x Shuriken
20x Kunai
Metal Wire
Hand Cuffs (custom)

Valuables
Instructors Certification
PostPosted: Fri Jun 15, 2012 6:49 pm


Otobe Government NPC's

Name: Otogakure Secret Police Officer
Village: Village Hidden in the Sound (Otobe Regime)
Clan/Bloodline: N/A Usually Otobe, exceptions rare.
Element Affinity: N/A
Age: N/A
Gender: N/A
Rank: Special Jounin or Above

~Appearance~


User Image

Headband: The Secret Police carry their headbands sewn into silk bands which they carry around with them along with their Identification papers.
Height: N/A
Weight: N/A
Hair: N/A
Eyes: N/A
Physical Description: While this varies, naturally, the Secret police are often a very intimidating sight, the symbol of the new authority in Oto. They always travel in pairs.
Clothing:The Secret Police almost always wear their trademark cloaks, hardly ever seen out of uniform, much like their ANBU counterparts. Beneath their black cloaks they often carry an assortment of weapons and scrolls, as well as a pair of handcuffs.
Background: The Secret Police were formed under the hand of the new Otokage, Orikami Otobe, to serve as a hand of justice and order amidst the masses...or so he says. They do a very good job of keeping order, certainly, a crime has gone down substantially, but they are also the eyes, ears, and fist of the Otobe clan on the streets, and will suffer no treasonous words or actions against the new regime. While word's merely get off with a warning, generally, true traitors are not given the benefit of a trial, and often dragged off never to be seen again...
Personality: While the obviously varies, most of the Secret police are stoic and driven by their duty. As the majority are Otobe clan members, they're often very loyal to the new regime and would gladly die to serve their village.

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.

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.

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.

Futon: Daitoppa (Wind Release: Great Breakthrough)

The user sends out a powerful explosion of wind, which can easily level almost an entire area.
Cp cost: 50
Dice Rolls: 3
Damage: 55 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 25, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 35 Use your chakra to change and manipulate the air currents around you, causing powerful gusts of wind to blow in any direction you choose.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power and scale of your wind gusts even more. Aim to level a tree or two or ten. Well if your village has trees...
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special: Opponents may be pushed back provoking an attack of opportunity from the user. To prevent this the target must succeed a strength check {DC: 16 + user's Chk modifier}

Name: Minor Vibration
Description: +10 Chk Cont, +8 Nin (15 for both in order to be used in conjucture with other techniques without hand signs.)
Rank: D
Cp Cost: 12
Attack Turns: 2 (0, but can only use as such once per 5 possible attack rolls and must meet requirements, in addition to preforming extra training stage)
Reflex Save: N/A Unavoidable if used for physical damage
Will Save: 10+half user's level+user Chakra control (If attack is aimed for mind)
Damage:5-10 either MHp of Hp depending on the use of low or high frequencies.
Requirements:Otobe,+10 Chk Cont, +8 Nin (15 for both in order to be used in conjucture with other techniques without hand signs.)
Training: 2 stages (3 if preform extra)
Stage I: DC: Chakra control DC of 20, focus the sound waves in the air around you, use your chakra to guide manipulate them.
Stage II: DC: Constitution DC 15 Control the sound waves within one's own body and emit the proper frequency into the air, finally working out the proper technique for both low and high frequencies. A failed roll here will result in 5 mhp or hp damage.
Stage III(Extra): DC:40 Chakra Control. Fully master the technique, till emitting the sound waves becomes nearly second nature to you, allowing you to preform it without hand signs, or indeed any real effort.
Special: Anyone in the area besides the user -5 to all listen and balance checks for 5 turns. (This effect does not stack when used multiple times.
Owner: Oto

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
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

Name: Shock Wave
Description: One of the Otobe's favored attacks. Using high frequency vibrations, the user emits a potentially powerful thrust of force into the air,
Rank:C
Cp Cost: 45
Attack Turns: 3
Reflex DC: 12+ half user's level+ Ninjutsu skill bonus
Damage: 30-70 -hp
Requirements: 15 chakra 15 chakra control
Training: 3
Stage I : DC: 25 Chakra excercise, build up the pressure of the sound waves, force your chakra to amplify the disruption.
Stage II: DC: 25 Chakra Control. Control the disruption, bend it to your will.
Stage III: DC 30 Chakra. Now release the pressure, practice firing the shock wave until you've finally mastered it.
Special: All victims of the technique must preform a Balance check, or they suffer a -3 to all checks their next turn.

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.

Medical Ninjutsu-

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
Training days: 2 stages
Stage I: Chakra Control DC 20
Stage II: Genjutsu DC 18

Taijutsu-


Summoning Contract-

~Stats~

LV. 20
Experience:
Hp: 360
Cp: 220
MHp: 360

Strength: 11 +11 22 Mod: 6
Dexterity: 11 +21 32 Mod: 11
Constitution: 11 +15 26 Mod: 8
Intelligence: 11 +15 26 Mod: 8
Wisdom: 11 +13 24 Mod: 7
Charisma: 11 +11 22 Mod: 6
Chakra: 11 +21 32 Mod: 11
Dodge Bonus: 26

Base Attack Bonus: 20/15/10/5
Attack Melee: 28/23/18/13
Attack Ranged: 28/23/18/13

Base Save Bonus: 10
Fort: 18
Rex:21(Black Jack)
Will:18

~Skills~


Ninja Skills [Mundane] ((Modified By)):
220
Acrobatics (Dex): 7
Alchemy (Int): 7
Awareness (Wis): 7 (+ cool
Athletics (Str): 7
Chakra Control (Int): 30
Concentration (Con): 7
Craft (Int): 7
Diplomacy (Cha): 7
Escape Artist (Dex): 5
Handle Animal (Cha): 7
Innuendo (Cha): 7
Intimidate (Cha): 14
Perform (Cha): 7(+4)
Read Lips (Wis): 0
Seduction (Cha): 0
Sense Motive (Wis): 7
Sleight of Hand (Dex): 0
Stealth (Dex): 14
Survival (Wis): 7
Treat Injury (Int): 0


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

Ninja Weapons (Melee): 0
Ninja Weapons (Ranged): 14 (Hand cuffs, Custom)
Taijutsu: 15
Ninjutsu: 25
Medical Ninjutsu: 0
Genjutsu: 12
Fuuin Jutsu: 1
Sneak Attack: 7
Puppet Play:

~Possessions~


Money:

Ryo: 80

Equipment:

Hand Cuffs (Custom)
30x Shuriken
30x Kunai
Metal Wire

Valuables
Hidden Sound Police cloak
Secret Police Identification Papers

The Ghost of Xmas Awesome


The Ghost of Xmas Awesome

PostPosted: Sun Jul 08, 2012 7:10 pm


Name: Rima
Village: Village Hidden in the Sound
Clan/Bloodline: N/A
Element Affinity: N/A
Age: Now you shouldn't ask such questions!
Gender: Female
Rank: Civilian

~Appearance~

User Image


Headband:N/A
Height: 5'10
Weight: A woman never tells~!
Hair: Silver
Eyes: Brown
Physical Description: A rather shapely woman who has a fair many admirer's around the village. Her good cooking only get's her half her customers.
Clothing: She generally wears casual clothing with an apron, not really given to priming herself up.
Background: Rima is a long standing resident of the village, having been born and raised there. She has been a civilian her entire life, and a rather industrious young woman, tending to see things that most people don't despite not being a ninja herself. Many of the young Ninja sometimes come to her for her advice. She's a very optimistic woman, but she has her doubts about the Otobe occupation. She'd never express these doubts out loud, and personally doesn't dislike any of the members of the clan, but she believes that they're cannot be true peace if the only people that Ninja are willing to protect are their own.
Personality: Very bright and cheerful, she's always up for a nice chat with her customers, and even more glad to offer them sagely advice.'
Other: She is always willing to give students their first meal free.
PostPosted: Tue Jul 10, 2012 8:05 pm


Name: Mikito Kaito
Village: Hidden Sound (New Regime)
Clan/Bloodline: N/A

Element Affinity: Fire/Wind
Age: 24
Gender: Male
Rank: Jounin

~Appearance~

User Image

Headband: Around the brim of his hat
Height: 6'0
Weight: "Why the friggin hell would you want to know that?"
Hair: "It's long, black, and kinda scraggy alright? Back off."
Eyes: "Deep limpid pools of- they're black ya moron, what ya blind?"
Physical Description: Mikito tends to hunch over slightly, his rather laze fair posture a slight representation of how he deals with things. He takes life as it comes. He tends to be rather gruff looking, but can make himself presentable when need be.
Clothing: He generally is seen wearing back pants, a hip pouch tied at the side like most Ninja, and a dark burgundy coat. He is almost never seen without his black hat, rumor has it he even wears it when sleeping and while in the shower.
Background: Mikito came from a rather seedy background, his family a collection of thieves and backstabbers. Rather than letting them mold who he was by example, he instead built himself up in spite of them, gaining a very strong personal code of morals that, while they don't always adhere to the norm, he'll follow till his dying breath. His own personal code of honor. He joined the Shinobi forces to try and get away from his family when he was young, but to his ill fortune ended up getting put on a team with a pair rather similar to those he was trying to escape. Though he backed them up regardless, it eventually came down to a situation where, during "The second great misunderstanding" his teammates were looting homes and businesses during the evacuation... he didn't join in, but he didn't stop them either... it was then that Xenon Maboroshi appeared. despite the fact that Mikito and his team were all Chuunin at the time, Xenon defeated and killed Mikito's two teammates, Mikito himself letting it fall with a sigh, and a statement that he would have to fight Xenon now as a matter of principle. He fell victim to the boy's Genjutsu, but even though he was defeated, Xenon chose to spare him, believing that there was value in the life he was leading.

This belief, this encouragement, surprised Mikito, and he made an oath to himself that day to prove the younger boy right. That there was value in his life. He and Xenon Maboroshi have been friends through thick and thin since, Mikito even the one who led Xenon's teammate's Kimiko's team on their infamous runs to southern border where they saved several villages during the Fire Daimyo's deserter's raids. It was then he earned his reputation as a hero to the people, as well as his nickname, Sonic fist Mikito.

When the invasion occurred, the Otobe taking control of the City, Mikito surrendered and offered them his services as though he had some intel as to how the battle might end. He was, as a result, promoted to the rank of Jounin directly by Orikami for his skills, and is now one of the more prominent ninja's in the village outside the Otobe clan, as a reward for his service to them. His conversation with Xenon involving the invasion and what to do is not widely known, and thus it is not even suspected that he surrendered himself to the Otobe following Xenon's projections of how the battle might go, and how to respond if it seemed like Oto might lose. As it is, Mikito Kaito is still a loyal Shinobi to Oto. But as to whether or not he's loyal to the Otobe...
Personality: Miki is a rather stubborn and gruff person, generally found will a distempered scowl on his face. However he does have brief glimpses of compassion and a good heart behind it, and even if he may not always act happy about it, he'll always rush in to help someone who's in trouble.
Other: He tends to swear a bit, and doesn't often show much decorum for people...even if they're the Otokage.

Missions:

S: 0
A: 3
B: 8
C: 12
D: 20

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.


Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique)
Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth.
Cp cost: 45
Dice Rolls: 3
Damage: 35 - 50 + chk mod
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Generate the flame from within you by molding your Fire Affinity chakra.
Stage II: Chakra DC 18 {d20 + chk mod} Slowly increase the ball of flame in size and temperature and thus lethality.
Stage III: Ninjutsu DC 30 Combine the previously learned elements. Work on speed and smoothness of delivery.

Chakra Kyūin Jutsu (Chakra Absorption Technique)
User Image - Blocked by "Display Image" Settings. click to show.
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.


Fūton: Reppūshō (Wind Release: Violent Wind Palm)
A simple technique that when the users hands are clapped together, wind is compressed and transformed into a powerful gale. The jutsu used as an isolated attack has the power to easily knock over a human. Though the true value comes from using it together with projectile weapons like shuriken or kunai. Their speed, power, and ability to wound or even kill are all increased several times.
Rank: B
Dice Rolls: 4
Cp cost: 80
Damage: Gust of wind: (80 - 100) + chk mod + 1 per 5 levels in Ninjutsu. Reflected projectiles: Regular projectile damage + 3 x chakra mod + 2 per 10 in ninjutsu.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 26, Ninjutsu 30.
Training: 4 stages.
Stage I: Chakra Control DC 36 Flood the Surrounding wind with your chakra.
Stage II: Chakra Control DC 38 Increase the scale of the gusts of wind.
Stage III: Ninjutsu DC 40 Work on directing the wind towards the targets and improving your control.
Stage IV: Ninjutsu DC 42 Aim the wind to reflect incoming projectiles.
Special: When technique is used, target must roll 1 Reflex check to get clear of the blast. If he fails, he takes damage and must roll an Acrobatics check to see if he manages to stay on his feet. If target fails the acrobatics check, he loses his first 2 attacks from his next attack turn. Can be used to reflect projectiles if user's d20 + Ninjutsu beats attacker's d20 + Ranged Attack. If projectiles are returned, in addition to having to roll Reflex DC for the gust of wind, attacker must roll 1 Reflex save per projectile.



Medical Ninjutsu-

Genjutsu-

Taijutsu-

Kyomeisen (Vibrating Sound Drill)
An attack that involves the use of the sound amplifier, a device used to amplify and control the sound waves emitted from it to attack his opponent's sense of hearing. By damaging the victim's inner ear, the victim is rendered off-balance and nauseous.
Rank: D
Cp cost: 5 cp per attack.
Damage: Add chk mod to regular taijutsu damage
Reflex DC: n/a
Requirements: Otogakure, Sound amplifier, wind affinity, chakra control 15, ninjutsu 13
Training: 2 stages
Stage 1:, Chakra Control DC: 25, Feeding the sound amplifier with chakra.
Stage 2: Ninjutsu DC: 23, Directing sound waves to victim's eardrums.
Special: Activating this technique does not use an attack turn. All succesful hits reduce the victim's dodge bonus and reflex saves by 1 for this turn (adds up between attacks).

Hayabusa Otoshi (Peregrine Falcon Drop)
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.

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.
Cp cost: ----
Dice Rolls: 3
Damage: Triple taijutsu damage.
Requirements: Taijutsu 24, Strength 18, Dexterity 24
Training: 3 stages
Stage I: Taijutsu DC 34 Link kicking attacks without giving a pause for counterattack.
Stage II: Strength DC 16 {d20 + str mod} Practice launching kicks hard enough and in a proper angle to propel a target upwards each time.
Stage III: Dexterity DC 17 {d20 + dex mod} Follow the target's trajectory as he is kicked higher in the air each time to complete your combo.

Hachimon (The Eight Celestial Gates)
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.

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.

4. Pain (Harm / Wound) releases the limit on oxygen intake in the lungs, creating much more oxygen for the body to use.
Hp Cost: 90 + 24 per round.
Dice Rolls: 3
Requirements: Taijutsu 35, Chakra Control 35
Training: 4 stages.
Stage I: Chakra Control DC: 45 Locating and opening the fourth gate.
Stage II: Taijutsu DC: 45 Familiarise self with punching and kicking with the power surge that comes with opening the fourth gate.
Stage III: Strength DC: 23 {d20 + str mod} Start dealing some serious damage either on a dummy or another person.
Stage IV: Taijutsu DC: 50 Combine previously trained elements.
Special: +30 Str / Dex / Con

Summoning Contract-

~Stats~

LV. 30
Experience:
Hp: 780
Cp: 630
MHp: 600

Strength: 12 +31 Mod: 16
Dexterity: 12+21 Mod: 10
Constitution: 12+31 Mod: 16
Intelligence: 12+11 Mod: 6
Wisdom: 12+21 Mod: 10
Charisma: 12+11 Mod: 6
Chakra: 12+22 Mod: 11
Dodge Bonus: 50

Base Attack Bonus:30/25/20/15/10/5
Attack Melee: 46/41/36/31/26/21
Attack Ranged: 40/35/30/25/20/15

Base Save Bonus: 15
Fort: 31
Rex: 25
Will: 25

~Skills~


Ninja Skills [Mundane] ((Modified By)):
310
Acrobatics (Dex): 10
Alchemy (Int): 0
Awareness (Wis): 30
Athletics (Str): 10
Chakra Control (Int): 30
Concentration (Con): 0
Craft (Int): 10
Diplomacy (Cha): 10
Escape Artist (Dex): 10
Handle Animal (Cha): 0
Innuendo (Cha): 10
Intimidate (Cha): 20
Perform (Cha): 0
Read Lips (Wis): 10
Seduction (Cha): 0
Sense Motive (Wis): 30
Sleight of Hand (Dex): 10
Stealth (Dex): 20
Survival (Wis): 10
Treat Injury (Int): 10


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

Ninja Weapons (Melee): 0
Ninja Weapons (Ranged): 0
Taijutsu: 40
Ninjutsu: 30
Medical Ninjutsu: 0
Genjutsu: 0
Fuuin Jutsu: 0
Sneak Attack: 10
Puppet Play:

~Possessions~

Money:
Ryo: 500

Equipment:
40x Kunai
40x Shuriken
Amplifier
Valuables:
Bingo Book
A button carved with the sigil 4.

The Ghost of Xmas Awesome


The Ghost of Xmas Awesome

PostPosted: Mon Jul 16, 2012 1:11 pm


Name: Kina Maboroshi
Village: Village Hidden in the Sound
Clan/Bloodline: Maboroshi
Genjutsu 1.3
Taijutsu 0.7
Int 1.2
Str 0.8
Wis 1.1
Con 0.9
Element Affinity: Earth/wind
Age: 13
Gender: Female
Rank: Student

~Appearance~

User Image


Headband: N/A
Height: "Well...I'm not really tall..."
Weight: "I'm more petite then muscled...
Hair: Black, and usually kept cut short like a boys.
Eyes: Soft and charcoal black, but there's still a strange quality to them that seems almost...shimmering.
Physical Description: Kina is rather one the skinny side, and her body is rather light for a shinobi, but as a Maboroshi, this isn't surprising. She more then makes up for her disadvantages with her dexterous movements and wiry frame.
Clothing: She often wears a black over shirt and pants, a belt with various packs about her waist, she can also almost always been seen wearing her brown long coat. The long coat a tradition she perhaps inherited from her cousin.
Background: Kina was actually born far away from the Land of the Rice, in a remote village on the outskirts of Wind Country. She left this life behind her when her mother died, going off in search of her father at a staggeringly young age. She didn't really feel all that torn up about it, actually, in fact she remained remarkably down to earth about the whole matter. In fact, before she arrived in Oto and managed to track down her Cousin, Xenon Maboroshi though she didn't actually know her relationship to him at the time, she did not even consider the fact that she might have been the slightest bit unfortunate. As fellow clan member of the Maboroshi, Xenon occasionally looked in and checked up on her over the course of the passed year, accusing the generally mellow and indifferent girl to grow something of a hero worship for her older cousin, evolving him into something of a big brother archetype in her own mind. She began learning the ninja arts and studying them so that she could find her father, but when the Otobe took Oto and Xen left, Kina's priorities changed. She has now made it her goal to find her cousin, because, apparently, she has something that she wants to ask him...

The first day of the new academy, Kina met and became friends, odd for people as generally ambivalent for the Maboroshi but there you are, with Urza of the Knight clan. And indeed took a liking to a few other students as well. She is currently rather enjoying her life and her place with in the world, her goal merely a destination she calmly strolling towards...as though she know's she'll get there eventually.
Personality: Kina is somewhat the quintessential Maboroshi, much akin to her elder Cousin, perhaps more by his example and her emulation of him, than by any in born genetics, but regardless. She tends to be rather relaxed and cool headed most of the time, until she either feels threatened or her intense curiousity takes hold, and then she's off like shot. She tends to lose her temper only when things or people she is attached to become endangered... her own life included in this, of course. She does emulate the self proclaimed Selfish Ninja, after all. She tends to be rather skeptical in her own mind towards high ideals, but at the same time deeply respects people who have the strength to believe in them, and almost always finds herself sinking off into deep thoughts once someone get's her going on philosophy.
Other: Like most of her clan, she is very smart for her age.

Missions:

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

Jutsu:

Ninjutsu-
Bunshin no Jutsu (Clone Technique)
User Image - Blocked by "Display Image" Settings. click to show.
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)
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The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.


Kawarimi no Jutsu (Replacement Technique)
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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)
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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.

Genjutsu-

Jutsu Name: Shisshin no jutsu (Trance Technique)
Description of Jutsu: The Maboroshi clan's infamous Kekke Genkai, with this Jutsu the Maboroshi are said to be able to use any pendulum like object, from a pocket watch to a wagging finger, to place their audience into a captive trance, lowering their mental defenses and making them susceptible to other, far more dangerous illusions, the user might have in store...
Rank: C
Cp Cost: 45
Dice rolls:3
Damage: N/A
Will Save: User's Level+Int+Chakra+4 per 10 Genjutsu
Requirements: Maboroshi clan, 25+ Genjutsu, 20 int
Training:
Stage I: Genjutsu DC:35 Master untangle the defenses of a basic mind, like that of an animal, lull it into the trance.
Stage II: Int DC: 30 Study the workings of the human minds Genjutsu defenses, and study how the Kekke Genkai circumvents them...
Stage III: Genjutsu DC: 40 Fully activate the Blood line, lulling a human into the Shisshin.
Special: The Target's mind is clouded, sent into almost a haze. Their world becomes softer and blurred at the edges, and any Genjutsu used on them until the end of the user's next turn have the Will save DC increased by 10.


Taijutsu-

Summoning Contract-

~Stats~

LV. 5
Experience: ((NPC, will only level up when necessary))
Hp: 50
Cp: 60
MHp: 60


Strength: 8+3 11x.8= 9 Mod: -1
Dexterity: 8+6 14 Mod: +2
Constitution: 8+3 11x.9= 10 Mod: +0
Intelligence: 8+8 16x1.2= 20 Mod: +5
Wisdom: 8+5 13x1.1=14 Mod: +2
Charisma: 8+5 13 Mod: +1
Chakra: 8+6 14 Mod: +2
Dodge Bonus: 9

Base Attack Bonus: 5
Attack Melee: 4
Attack Ranged: 7

Base Save Bonus: 2
Fort: 2
Rex: 4
Will: 4

~Skills~

Damage Tonfa: 5-12


Ninja Skills [Mundane] ((Modified By)):
Skill cap: 25
8

Strength-1
Athletics (Str): 0

Dexterity:+2
Acrobatics (Dex): 3
Escape Artist (Dex):0
Sleight of Hand (Dex):0
Stealth (Dex): 5

Constitution: +0
Concentration (Con):

Intelligence: +5
Alchemy (Int):0
Chakra Control (Int): 10
Craft (Int): 5
Treat Injury (Int): 0

Wisdom: +2
Awareness (Wis): 5
Read Lips (Wis): 0
Sense Motive (Wis): 3
Survival (Wis):

Charisma:+1
Diplomacy (Cha): 3
Handle Animal (Cha):0
Innuendo (Cha):0
Intimidate (Cha): 0
Perform (Cha):0
Seduction (Cha): 1

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

Ninja Weapons (Melee): 5 (Tonfa)
Ninja Weapons (Ranged)
Taijutsu: 6 x .7= 2
Ninjutsu: 2
Medical Ninjutsu: 0
Genjutsu: 20x 1.3 25
Fuuin Jutsu: 0
Sneak Attack: 0
Puppet Play:0

~Possessions~


Money:

Ryo: 0

Equipment:
15 Kunai
1x Pair of Tonfa:
Name: Tonfa
Type: Tonfa
Description: The Tonfa was made mainly as a defensive weapon. It utilizes blunt force and blocks, coupled with a great deal of finesse, to defeat it's opponents, and out maneuver them in combat. Using this weapon is much more a question of speed, timing, and using the opponents momentum against them, then merely swinging about a normal club. The Weapon was not made to be used as a single unit, and like the oft used Aian Nakkaru, was made to be wielded as a pair.
Damage: 2-3 Additional damage to taijutsu damage, and the Str mod normally applied to taijutsu is converted to Dex mod.
Range: Melee
Special: For every ten in Weapon skill: Tonfa, +2 additional to Weapon checks concerning the Taijutsu: Block. While using, dex mod applied to close range attack roll rather than Str mod. (Taijutsu styles may not be used in conjuncture with this weapon. Style of fighting all it's own.)
Dual Wield: Designed to be dual wielded, no bonus.

Valuables
PostPosted: Mon Jul 23, 2012 12:53 am


Name: Wolfgang.....?
Village: Hidden Sound (New Regime)
Clan/Bloodline: N/A

Element Affinity: Lightning
Age: 37
Gender: Male
Rank: Jounin/ Leader of the Granzenstraum Mercenaries

~Appearance~

User Image

Headband: Being a Mercenary in service to the Otobe, by extension the village of Oto, and a member their Mercenary army, despite being a man well trained in the Ninja arts, he doesn't carry or wear a Headband. He does however bear the Otobe's official seal, and can conduct business of their behalf.
Height: 6'7
Weight: "Heh...that sort've information's useless to you."
Hair: Silver hair that's swept back on one side, the same side with his rather badly scarred eye.
Eyes: His remaining eye is always rather sharp and alert, but his other his most certainly far more noticeable. A large spider webbed scar covers that side of his face, and the eye on that side is bleached white with scar tissue.
Physical Description: He is a very large man with a extremely muscular figure. He is clearly a battle hardened warrior who has seen a great many battles in his time, and he looks the part.
Clothing: He wears a white scarf hung on either side of his neck, always untied and loosely hanging, yet it never seemed to fall. His chest is covered in metallic body armor which outlines his muscles and his black coat bears two large metal shoulder pads on either side.
Background: Wolfgang is apparently not his real name, but this information has been long lost in the string of battles that this man has fought over the course of his lifetime. He adapted the Ninja arts young, from the Otobe clan, like most of the mercenaries who follow him, and has sense served their clan as they fought to gain power and influence of the decades so that they might one day return and claim the home that scorned them. Following them back across the sea to the elemental nations, Wolfgang fulfilled this duty and helped lead the Otobe's forces into the brunt of the invasion along with their Knights, and Missing Nin Kyojin Kotei. When the dust settled he was charged with clearing out the Fire Daimyo's forces and the various bandits from the southern borders of sound...which he likewise succeeded at with flying colors.

As the commander of the Granzenstraum, Wolfgang is not to be underestimated. His skills my be level with that of a jounin, but his capacity for battle is not something to be taken likely...
Personality: Wolfgang tends to be in rather good humor most of the time, surprisingly. He is often bemused with what he see's around him, and talks in a deep corded grizzly tone. While he shows no mercy in battle, and will not hesitate to complete a job, he's a surprisingly open and good natured individual, who genuinely believes in the Otobe and their ideals, that the strong are superior to the weak, but as a result have a duty to watch over and protect them. He is slightly more jaded as to the absolutism of those beliefs, but at the same time believes that it's the best conclusion to be had, and the way he has chosen to live his life.
Missions:

S: 0
A: 4
B: 25
C: 34
D: 10

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.


Chakra Kyūin Jutsu (Chakra Absorption Technique)
User Image - Blocked by "Display Image" Settings. click to show.
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.

Soshuha (Manipulating Attack Blades)
Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target.
Cp cost: 6 per blade per turn
Dice Rolls: 3 Rolls
Damage: weapon damage + chk mod
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 15, Ninjutsu 13, the weapons..
Training: 3 stages
Stage I: Ninja Weapons DC 20 {any weapon/mix of weapons} Weapon familiarization.
Stage II: Chakra Control DC 25 Create chakra threads that are connected to your weapons so you can control them, and practice moving them around and attacking.
Stage III: Ninjutsu DC 26 Combine the previously trained elements.
Special: Can control up to 2 blades + 2 more for every 10 ranks in Chakra Control

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
Training: 3 stages
Stage I: Chakra Control DC 28 Use your chakra to seek out the ions in the air and mold them into a feasible model of your likeness.
Stage II: Chakra DC 22 {d20 + chk mod} Pack as many ions into the clone as you can. Make the technique as dangerous as possible.
Stage III: Ninjutsu DC 27 Combine the previously learned elements.
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.


Raiton: Gian (Lightning Release: False Darkness)
The user emits lightning in the shape of a spear from his mouth, which then pierces the enemy. Its destructive power is great enough to even pierce through rock, meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies.
Cp Cost: 210 Cp
Dice Rolls: 5
Damage: 125 – 175 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30
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 20 {d20 + chk mod} Increase the charge of electricity in your mouth to greatly destabilize its form.
Stage III: Ninjutsu DC 40 Practise aiming and unleashing the technique towards targets.
Stage IV: Ninjutsu DC 42 Increasing charge as you let the electricity from your mouth flow to the outside to maximize power and piercing.
Special: This technique can target 1 enemy per 10 ranks in Ninjutsu. Succesful hit will cause a Bleeding wound in the target, taking 6 hp damage per turn until it is treated. Critical strikes cause a Bleeding critical wound, target taking 12 hp damage per 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.

Medical Ninjutsu-

Genjutsu-

Taijutsu-

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
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.


Hachimon (The Eight Celestial Gates)
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.

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


Summoning Contract-

~Stats~

LV. 30
Experience:
Hp: 630
Cp: 810
MHp: 600

Strength: 12 +32 Mod: 17
Dexterity: 12+22 Mod: 11
Constitution: 12+22 Mod: 11
Intelligence: 12+10 Mod: 6
Wisdom: 12+20 Mod: 10
Charisma: 12+10 Mod: 6
Chakra: 12+32 Mod: 17
Dodge Bonus: 51

Base Attack Bonus:30/25/20/15/10/5
Attack Melee: 47/42/37/32/27/22
Attack Ranged: 41/36/31/26/21/16

Base Save Bonus: 15
Fort: 26
Rex: 26
Will: 25

~Skills~


Ninja Skills [Mundane] ((Modified By)):
310
Acrobatics (Dex): 10
Alchemy (Int): 0
Awareness (Wis): 30
Athletics (Str): 10
Chakra Control (Int): 40
Concentration (Con): 0
Craft (Int): 10
Diplomacy (Cha): 10
Escape Artist (Dex): 10
Handle Animal (Cha): 0
Innuendo (Cha): 10
Intimidate (Cha): 20
Perform (Cha): 0
Read Lips (Wis): 10
Seduction (Cha): 0
Sense Motive (Wis): 30
Sleight of Hand (Dex): 5
Stealth (Dex): 10
Survival (Wis): 10
Treat Injury (Int): 10


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

Ninja Weapons (Melee): Katana 30
Ninja Weapons (Ranged): 0
Taijutsu: 20
Ninjutsu: 35
Medical Ninjutsu: 0
Genjutsu: 0
Fuuin Jutsu: 0
Sneak Attack: 0
Puppet Play:

~Possessions~

Money:
Ryo: 50,000

Equipment:
12x Katana
The katana is the most artistic and well-crafted sword in the world. The curve of the katana's blade allows the user to draw the sword at a faster speed than any other sword created by man. The sword itself is both hard and light and can cut through almost anything with ease.
Damage: 4 - 12 + 1.5x str. mod.
Range: Melee.
Special: Always a master work item. Causes a Bleeding Wound upon a critical hit. +4 to blocking checks.
Dual Wield: Yes, -10 to attack roll. Calculate damage with 1x str mod.
Valuables:
Bingo Book

The Ghost of Xmas Awesome


The Ghost of Xmas Awesome

PostPosted: Mon Jul 30, 2012 9:45 pm


Name: Airi Anzan
Village: Oto
Clan/Bloodline: Anzan
wisdom-2 every 4 lvls
intelligence+2 every 5 lvls
strength -3 every 7 lvls
chakra +3 every 8 lvl

Element Affinity: Water/Wind
Age: 13
Gender:Female
Rank: Student

~Appearance~

User Image

Headband: N/A
Height: "Tall enough..."
Weight: "It...it isn't proper to ask a girl that..."
Hair: Long a red, though she dyes it from the Anzan's traditional long black. something of a sign of her rejection towards her heritage...
Eyes: She poesses the Anzan clan's usual predatory eyes, the slit in them resembling the slash of a single claw down the center, which serves as the pupil.
Physical Description: She has a thin and atletic frame, perfect for evading moving quickly, she's very light on her feet, and besides her eyes appears to be a rather normal girl.
Clothing: She tends to wear a black sweater and white scarf, coupled with the white hat she often bears, finishing off her ensemble with black leggings and shoes.
Background: Airi was born into the Anzan clan as many before her, but her childhood in Oto was never an easy one. While she tended to have rather harsh fits of animalistic rage that conflicts deeply with her normally calm personality. Because of this, she constantly fought to prove that she could control her more...bestial inner tendencies, to the point where she strives to always be polite, humble, and proper, as she believes that she must. When the Otobe invaded and the other members of her clan in the village rebelled, Airi refused to follow them.

She believes in the Otobe's system of temperance, guardianship and guidance of the weak, and discipline of the self, leading her to even further despise her own heritage, blaming the clan in part for the bestial presence inside herself. She particularly hates Raubaun himself...blaming him for the curse placed on their family, and their own misbegotten sense of pride that has led them to be as they are. She admits she has no choice but to use her bestial powers...the Zenith arts, but maintains that she must use them with strict dicipline, so as to never lose control...
Personality: Airi is very collected and level headed most of the time, always trying to do things respectably, and often looking to others to lead the way for her, so that she can meet their expectations. She seems to greatly value the approval of others, and seeks to gain their approval through patience, hard work, and good manners. However she still has a very strong cursed side due to her clan's abilities, and can often completely give into this side when she let's her guard down, flying into fits or rage or animal instinct. It apparently get's harder for her to contain when she's hungry...
Other: She tends to be very calm and proper...until she get's hungry or loses her temper...then oooh my...

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Bunshin no Jutsu (Clone Technique)
User Image - Blocked by "Display Image" Settings. click to show.
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)
User Image - Blocked by "Display Image" Settings. click to show.User Image - Blocked by "Display Image" Settings. click to show.
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)
User Image - Blocked by "Display Image" Settings. click to show.
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.

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 4
Experience: (NPC, only levels when plot demands)
Hp: 40
Cp: 44
MHp: 30



Strength: 6+4= 10 Mod: 0
Dexterity: 6 +8= 12 Mod: 2
Constitution: 6+4= 10 Mod:0
Intelligence: 6 +10= 16 Mod: 3
Wisdom: 6 +4 (-2) = 8 Mod: -1
Charisma: 6 +8= 12 Mod: 2
Chakra: 6 +6= 12 Mod:1
Dodge Bonus: 6

Base Attack Bonus: 4
Attack Melee: 4
Attack Ranged: 6

Base Save Bonus: 2
Fort: 2
Rex: 4
Will: 2

~Skills~


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


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


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

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

~Possessions~


Money:

Ryo: 10

Equipment:
5x Kunai


Valuables
PostPosted: Mon Aug 06, 2012 6:12 pm


Alias: Phantom
Village: ?????????
Clan/Bloodline: ?????
Element Affinity: Wind
Age: 20
Gender: Male
Rank: ???? A-rank Criminal, Member of Missing Nin Organization 4

~Appearance~

User Image


Headband:N/A
Height: ????
Weight: ?????
Hair: As a Master of disguise and an avid user of the henge technique, this is difficult to establish...
Eyes: ??????
Physical Description: He seems to be incredibly agile, but his description is often hard to define due to his ability to disguise himself...
Clothing: When in his proper form, he dresses in all white Western Formal attire, complete a theatric looking cape and top hat, coupled with a cane which fires smoke bombs.
Background: Unknown. He first appeared in Oto Two years before the reclaimation, and was behind a rash of high profile sensationalist robberies, always sending a politely worded warning letter ahead of himself. His profile changes each time, but he seems to not be interested in hurting people with his crimes, and the items he has taken have not turned up anywhere despite extensive search of the black market, leading investigators to believe that he is keeping them for himself, as trophies. It is unlikely this man is a thief for the sake of money, but rather thrill. It has recently been uncovered that he his comrades and friends with the Missing Nin's of the Organization 4. Details in this are unclear, but he seems to have encountered them many times in the past when they foiled his plots, and has such taken a liking to them... it is believed they may have discovered his true identity, and didn't reveal it, and this friendship he extends is a manner to pay them back.
Personality: Extremely confident and charming, the Phantom will often be able to talk his way out of a situation without ever having to raise a hand to fight. His skill for social interaction is unebleivable, and it's been widely regarded that he is....ahem "A total babe magnet." As well as being "Fiiiiiiiine". One eye wittiness even claimed that he was "FREAKIN HAWT!" Details on this have yet to be confirmed...

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.


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.


Medical Ninjutsu-

Genjutsu-

Taijutsu-


Summoning Contract-

~Stats~

LV. 25
Experience:
Hp: 475
Cp: 400
MHp: 575

Strength: 11 Mod: 0
Dexterity: 11 +29 40 Mod: 15
Constitution: 11 +17 28 Mod: 9
Intelligence: 11 +19 30 Mod: 10
Wisdom: 11 +25 36 Mod: 13
Charisma: 11 +31 42 Mod: 16
Chakra: 11 +11 22 Mod: 6
Dodge Bonus: 53

Base Attack Bonus: 25/20/15/10/5
Attack Melee: 25/20/15/10/5
Attack Ranged: 40/35/30/25/20

Base Save Bonus: 12
Fort: 21
Rex: 27
Will: 25

~Skills~


Ninja Skills [Mundane] ((Modified By)):
260
Acrobatics (Dex): 10
Alchemy (Int): 0
Awareness (Wis): 22
Athletics (Str): 10
Chakra Control (Int): 20
Concentration (Con): 0
Craft (Int): 45
Diplomacy (Cha): 10
Escape Artist (Dex): 20
Handle Animal (Cha): 0
Innuendo (Cha): 0
Intimidate (Cha): 0
Perform (Cha): 10
Read Lips (Wis): 0
Seduction (Cha): 45
Sense Motive (Wis): 30
Sleight of Hand (Dex): 0
Stealth (Dex): 30
Survival (Wis): 0
Treat Injury (Int): 0


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

Ninja Weapons (Melee): 0
Ninja Weapons (Ranged):0
Taijutsu: 0
Ninjutsu: 8
Medical Ninjutsu: 0
Genjutsu: 0
Fuuin Jutsu: 0
Sneak Attack: 0
Puppet Play:

~Possessions~


Money:

Ryo: 10,000

Equipment:


1x Metal wire
15 x Smoke Bombs

Valuables/ Items he has made off with:

The Amethyst Statue,

The painting of the first Great Ninja war as done by famed Artist of the time Nikito Arita,

A large diamon taken from a wealthy merchant on the eastern side of Oto,

A 30 foot tall stone Statue stolen from the Oto museum,

A very nice Pen taken from the Otokage's office.

The Rope which was tied behind the First Otokage's outfit.

The Ghost of Xmas Awesome


The Ghost of Xmas Awesome

PostPosted: Mon Aug 13, 2012 6:11 pm


Name: Kikyomori Okazai
Village: The Village Hidden in the Sound
Clan/Bloodline: Okazai
Element Affinity: Wind
Age: 15
Gender: Female
Rank: ?Cruxis Operative?, Chuunin

~Appearance~


User Image

Headband: Carries around concealed, more like a badge.
Height: 5'10
Weight: "Tchhh- *laughter* I have a fine figure! That's all you need to know!"
Hair: Long and blonde.
Eyes: They're actually more of deep purple, but are constantly hidden beneath the girl's mask...
Physical Description: She's a rather well toned young lady, agile and limber enough to call herself a proper agent of Oto, and she could attract more then a few eyes when she get's the mind to. She also bears a rather healthy tan, contrary to most Okazai who tend to be more fair skinned. Not that, as she would say, her skin isn't fair in it's own way.
Clothing: She wears a black top that splits low to expose her upper back, with shoulder pads bearing the Otobe Clan emblem, a proud servant of the Seventh House. She then tends towards wearing very short purple shorts, which leave her legs exposed. She seems to be banking on the fact it will distract any opponents of the hetero male variety... or she merely enjoys strutting her stuff...
Background: Not much is known about the girl, save in the records of the phantom Organization Cruxis, but it's apparent that she is the only member of the Okazai clan thus far, who openly welcomes the rule of the Otobe, and is a loyal member of their forces. Oddly, though she has been given the chuunin certification by the village, she has never participated in any such exam, and seems to have had most of her public records confiscated by the Secret police. What does seem to be clear however is that she, despite being an apparent member of the Oto Shinobi force, answers directly to the Seventh House of the Otobe clan, and even so does not appear to take Order's directly from the House's current Clan head, Senkyoku Otobe. This might lead to some odd questions if a report was ever filed, but any such reports have never made it passed the Secret Police offices. In truth, she serves directly under the Leader of Cruxis, and is one of the current five agents specifically trained, raised, and conditioned to fulfill their agenda at any and all cost. She is fanatically loyal to the this orginization's "Agenda" and will do anything to see it come to fruition. That said, she also seems to have a slight streak of free will the others lack, often going off mission parameters to have her own little bouts of mischievous fun.
Personality: She seems to be rather playful and doesn't take much seriously, even when faced with a serious situation. She has brief periods of serious behavior, only only in the form of malicious smirks and bouts of villainous subterfuge which seem imprinted in her by her Masters in Cruxis. She doesn't seem to have any qualms with wanton murder, even if not ordered to do so, and tends more than not towards messing with people's heads for her own amusement. While she does appear to have brief, BRIEF, shows of genuine emotion or sympathy, these are rare, and as subtle and ever changing as the wind...
Other: She does appear to have an almost fanatic love for the "Lord" that Cruxis seems to worship, and may indeed have had some manner of history concerning this as of yet unknown figure...

Missions:

S: ???
A: ???
B: ???
C: ???
D: ???

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.

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.


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.

Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area.
Cp cost: 50
Dice Rolls: 3, can be used defensively as a reaction (during opponent's turn).
Damage: (55 - 80) + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 25, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 35 Use your chakra to change and manipulate the air currents around you, causing powerful gusts of wind to blow in any direction you choose.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power and scale of your wind gusts even more. Aim to level a tree or two or ten. Well if your village has trees...
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special:
*If technique connects target must roll an acrobatics check. If victim fails acrobatics check, user may get one attack of opportunity.
*Can be used defensively to deflect projectiles. User may roll 1d20 + Ninjutsu against opponent's ranged attack rolls. All throwing rolls beaten by Ninjutsu roll are deflected.

Kamaitachi no Jutsu (Wind Scythe Technique)

A technique that, using a giant fan or similar, creates huge gusts of wind mixed with chakra capable of cutting the target apart. This whirlwind is powerful enough to repel and destroy multiple types of throwing weapons and can even reflect sound waves right back at their original source.
Cp cost: 35
Dice Rolls: 3
Damage: 35 – 55 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 18
Training: 3 stages
Stage I: Chakra Control DC 30 Create huge gusts of wind by skilfully manipulating the air around you with your chakra.
Stage II: Chakra DC 20 {d20 + chk mod} Make the wind more deadly. Instead of sheer force or a large area, make the wind bursts sharp and deadly.
Stage III: Ninjutsu DC 33 Practise with throwing weapons in this stage. Combine the previously learned elements with an emphasis on repelling the throwing weapons.
Special: Knocks back throwing weapons. .

Oto Bunshin no Jutsu (Sound Doppelganger Technique)
Based off the Kage Bunshin no Jutsu created by the original leader of Oto, this jutsu also uses no direct element to create itself and has a chakra system all it’s own. The difference between this clone and the original is that once this clone is destroyed, instead of just vanishing in a puff of smoke, a loud burst of air shoots forth to push the opponent back as well as firing at a high pitch to damage the user’s eardrums. When combined with the explosive clone jutsu, this can be a very deadly clone to have.
Rank: B
Cp cost: 20 per bunshin and resulting CP divided by number of Clones created
Damage:
*Damage dealt by clones reduced by 25%.
*Popping damage = 30 - 50 + chk mod + 2 per 10 points in ninjutsu
Reflex DC: (versus user triggered pop) 14 + chk mod.
Requirements: Otogakure, Chakra 30, Chakra Control 25, Ninjutsu 30.
Training: 4 stages
Stage 1: Chakra DC: 20, Forming physical forms from chakra and air waves.
Stage 2: Chakra Control DC: 35, Building a working chakra system in each clone.
Stage 3: Ninjutsu DC: 40, Animating the clones.
Stage 4: Ninjutsu + Chakra Control DC: 65, Loading the clones with resounding air waves to cause sound explosion upon destruction of the bunshin.
Special:
*Clones can use any jutsu the user can so long as they have the CP.
*Any cutting/piercing will damage the integrity of the bunshin causing the unstable airwaves inside the clone to automatically trigger popping effect.
*Clone’s ‘popping’ is treated as a Ninjutsu attack and can be forcibly ‘popped’ but will only do half damage DC if they do hit.
*Clone HP: 50 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP
To See Through Clones: 15 + 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.

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.


Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 16
Experience: (NPC)
Hp: 272
Cp: 320
MHp: 240

Strength: 10 Mod: +0
Dexterity: 10+14 24 Mod: 7
Constitution: 10+14 24 Mod: 7
Intelligence: 10+20= 30 Mod: 10
Wisdom: 10+10 20 Mod: 5
Charisma: 10+18 28 Mod: 9
Chakra: 10+20 30 Mod: 10
Dodge Bonus: 28

Base Attack Bonus: 16/11/6/1
Attack Melee: 16/11/6/1
Attack Ranged: 23/18/13/8

Base Save Bonus: 8
Fort: 15
Rex: 15
Will: 13

~Skills~


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


Acrobatics (Dex): 10
Alchemy (Int): 0
Awareness (Wis): 20
Athletics (Str): 0
Chakra Control (Int): 30
Concentration (Con): 0
Craft (Int): 0
Diplomacy (Cha): 5
Escape Artist (Dex): 5
Handle Animal (Cha): 0
Innuendo (Cha): 0
Intimidate (Cha): 10
Perform (Cha): 0
Read Lips (Wis): 0
Seduction (Cha): 20
Sense Motive (Wis): 10
Sleight of Hand (Dex): 0
Stealth (Dex): 20
Survival (Wis): 0
Treat Injury (Int): 0


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

Ninja Weapons (Melee): 0
Ninja Weapons (Ranged): 10 ( Handcuffs, Custom)
Taijutsu: 0
Ninjutsu: 30
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:

Name: Hand Cuffs (Custom)
Type: Ranged
History: These Handcuffs were developed by the Otobe Clan, the current ruling body in the village hidden in the sound, and they were created to be used as the trademark weapon of it's Anbu unit equivalent, the Secret Police. They allow for the quick arrest and apprehension of traitors and seditious criminals who would oppose the Otobe's "fair and just" rule. While they are more famously a weapon of the Secret Police, they are also available for use by the villages other Shinobi.
Description: A four sided grip which allows the extension and retraction via chakra control of four long chains with cuffs at the end. Skilled users can immediately bring an untrained shinobi to the ground with relative ease, though they don't actually serve as very good offensive weapons unless put in the hands of a true master.
Damage: 2-5+dex mod
Range: 30 feet
Requirements: Chakra control 20 Dexterity 20
Acquisition: Available for free for all members of the Oto Secret Police, or for a fee from Oto weapon shops to Shinobi.
Special: This weapon allows for long distant grapple checks, as well as a +2 to grapple for every 10 points of skill with this weapon. May also be used in unison with the Jutsu "Ayame Tori" in substitute for the string. If used in this manner, the jutsu's damage is increased by weapon skill damage bonus, but the chakra cost is increased by 15 per turn, the half str mod normally added to the jutsu is not used.
Dual Wield razz ossible. -10 to all attack rolls, but +5 to all grapple rolls assuming both are used at once.
Owner: Otogakure

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