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

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????? The Crew of the Nippon'

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The Ghost of Xmas Awesome

PostPosted: Thu Jul 12, 2012 7:57 pm


Name: The Captain, Yoko Yusuke
Village: N/A
Clan/Bloodline: N/A
Element Affinity: Water
Age: 17
Gender: Female
Rank: Chuunin

~Appearance~

User Image

Headband: N/a
Height: Tall enough
Weight: Why would you ask a lady such a question!
Hair: Long and red
Eyes:
Physical Description: Rather short for a pirate captain, and rather dainty as well, but don't let this fool you, her tenacity is more than enough to make up for it.
Clothing: Her clothing is almost that of a stereo typical western pirate captain, as though she went to great lengths to fit the part.
Background: Yoko was born to a rather prominant family in the Land of Yu, however after her father went unfortunately bankrupt, she kidnapped the boy who had looked after her in her youth, as she couldn't afford to pay him anymore, and forced him into a life of Piracy alongside her. Though the boy, Kai, more or less goes along with it, the girl is rather insistent that if he ever leaves she'll make him walk the plank! Their relationship aside, the rather eccentric captain has picked up an equally eccentric crew, and though she lost henchmen 1-4 and 6-10 in the recent sinking of her ship in a storm, she still clings to the strongest and most formidable of her followers, who also happen to be the most loyal. She fully intends to get a new ship, and continue her "reign of terror" on the high seas...
Personality: Very abrasive and selfish, the girl also seems to be more or less merciful so long as she gets what she wants. She's obvious what most of the world would call Tsundre, and her bark is exceptionally worse than her bite.
Other: She often has Froidian slips when speaking to others.

Missions:

S: 0
A: 0
B: 1
C: 3
D: 15

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.


Medical Ninjutsu-

Genjutsu-

Taijutsu-


Summoning Contract-
N/A

~Stats~

LV. 16
Experience:
Hp: 272
Cp: 240
MHp: 240

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

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

Base Save Bonus: 8
Fort: 15
Rex: 15
Will: 10

~Skills~


Ninja Skills [Mundane] ((Modified By)):
180
Acrobatics (Dex): 10
Alchemy (Int): 0
Awareness (Wis): 20
Athletics (Str): 10
Chakra Control (Int): 20
Concentration (Con):
Craft (Int): 0
Diplomacy (Cha): 10
Escape Artist (Dex): 20
Handle Animal (Cha): 0
Innuendo (Cha): 0
Intimidate (Cha): 20
Perform (Cha): 0
Read Lips (Wis): 0
Seduction (Cha): 30
Sense Motive (Wis): 20
Sleight of Hand (Dex):
Stealth (Dex):
Survival (Wis):
Treat Injury (Int):


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

Ninja Weapons (Melee): 20
Ninja Weapons (Ranged): 0
Taijutsu:
Ninjutsu: 10
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo: 70 ryo

Equipment:
20x Kunai
25x Shuriken
Katana
Valuables


++++++++++++++++++++++++++++++++++
PostPosted: Thu Jul 12, 2012 7:58 pm


Name: First Mate: Kai Otsuo
Village: N/A
Clan/Bloodline: N/A
Element Affinity: Fire/Wind
Age: 22
Gender: Male
Rank: Chuunin

~Appearance~

User Image

Headband: N/A
Height: Eh, I'd say about 6'1
Weight: Hm...dunno. Haven't really been to a scale lately.
Hair: It's long and black
Eyes: Dull silver, actually.
Physical Description: A rather strapping young lad of the sea, Kai has a rather lean figure with plenty of muscle.
Clothing: He's generally seen wearing his black short sleeve coat halfway open over his likewise halfway open western style dress shirt, as well as long black pants and boots.
Background: Rather sensible for a member of the Nippon, he doesn't really fit when one get's down to it. He does at least seem to be able to reign in the captain on rare occasion, but such instances are few and far between. He does seem to have some history with her, and is apparently oblivious to the other female members of the crew constantly ogling him.
Personality: almost chronically laid back, he might actually have some Maboroshi somewhere in his ancestry, not much really gets to him, and he maintains a rather casual smile, as seen above, and an easy going demeanor One would suppose he would need it dealing with this crew on a day to day basis.
Other: N/A

Missions:

S: 0
A: 0
B: 1
C: 3
D: 15

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: Bakukadan (Fire Release: Exploding Flame Shot)

By creating a spark of fire release chakra from their hands, this jutsu allows the user to throw multiple balls of orange flame from their hands, which are able to cause fiery explosions on impact. The shots can also light the opponent on fire.
Cp Cost: 25
Dice Rolls: 3
Damage: (15 - 20) + dex mod + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 20, Ninjutsu 18, Dexterity 20
Training: 3 stages.
Stage I: Chakra Control DC 30 Generating fire in your hands from your chakra.
Stage II: Ninjutsu DC 28 Giving the flames physical form and spherical shape.
Stage III: Dexterity DC 15 {d20 + dex mod} Chucking fireballs at a target.
Special: User can create 2 fireballs + 1 per 10 levels in chakra control.


Medical Ninjutsu-

Genjutsu-

Taijutsu-

Kage Shuriken no Jutsu (Shadow Shuriken Technique)

The user of this technique throws multiple large shuriken in such a way that the first shuriken hides the subsequent ones by blocking the line of sight. To the target, it would look like only one shuriken was thrown.
Cp cost: ---
Dice Rolls: 2
Damage: Damage for all Shurikens.
Requirements: Shuriken 6.
Training: 2 stages.
Stage I: Shuriken DC 18. Study the flight of a shuriken.
Stage II: Shruiken DC 20. Throw multiple shuriken in such a way that only the first one is visible.
Special: d20 + Awareness vs attack roll. If fail, hidden shuriken are considered Sneak Attacks.


Summoning Contract-
N/A

~Stats~

LV. 12
Experience: 0/500
Hp: 180
Cp: 204
MHp: 180

Strength: 10+14 24 Mod: 7
Dexterity: 10+10 20 Mod: 5
Constitution: 10+10 20 Mod: 5
Intelligence: 10+9 19 Mod: 4
Wisdom: 10+10 20 Mod: 5
Charisma: 10+9 20 Mod: 4
Chakra: 10+14 24 Mod: 7
Dodge Bonus: 22

Base Attack Bonus: 12/7/2
Attack Melee: 19/14/9
Attack Ranged: 17/12/7

Base Save Bonus: 5
Fort: 10
Rex: 10
Will: 10

~Skills~


Ninja Skills [Mundane] ((Modified By)):
130
Acrobatics (Dex): 4
Alchemy (Int): 4
Awareness (Wis): 2
Athletics (Str): 4
Chakra Control (Int): 20
Concentration (Con): 2
Craft (Int): 0
Diplomacy (Cha): 2
Escape Artist (Dex): 4
Handle Animal (Cha): 4
Innuendo (Cha): 4
Intimidate (Cha): 4
Perform (Cha): 4
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis): 2
Sleight of Hand (Dex):
Stealth (Dex): 4
Survival (Wis): 2
Treat Injury (Int):


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

Ninja Weapons (Melee): 24
Ninja Weapons (Ranged): 9
Taijutsu: 10
Ninjutsu: 18
Medical Ninjutsu: 4
Genjutsu: 4
Fuuin Jutsu: 2
Sneak Attack: 4
Puppet Play:

~Possessions~


Money:

Ryo: 70 ryo

Equipment:
20x Kunai
25x Shuriken
Katana
Valuables

++++++++++++++++++++++++++++++++++++++++++

The Ghost of Xmas Awesome


The Ghost of Xmas Awesome

PostPosted: Thu Jul 12, 2012 8:08 pm


Name: Flonne....?
Village: N/A
Clan/Bloodline: N/A
Element Affinity: Fire/Wind
Age: 16
Gender: female
Rank: Chuunin

~Appearance~

User Image

Headband: N/A
Height: My height is that of justice! So it's infinite!
Weight: I am as light as a feather!
Hair: It's long and blonde......go figure.
Eyes: Blue
Physical Description: Rather dainty, and despite her claims, as flat as a washing board.
Clothing: This girl seems to enjoy dressing herself up in constumes, so there's no telling what she'll wear next...
Background: Little to nothing is known about this girl save that she is just plain....weird.
Personality: There...just aren't words.
Other: N/A

Missions:

S: 0
A: 0
B: 1
C: 3
D: 15

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: Bakukadan (Fire Release: Exploding Flame Shot)

By creating a spark of fire release chakra from their hands, this jutsu allows the user to throw multiple balls of orange flame from their hands, which are able to cause fiery explosions on impact. The shots can also light the opponent on fire.
Cp Cost: 25
Dice Rolls: 3
Damage: (15 - 20) + dex mod + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 20, Ninjutsu 18, Dexterity 20
Training: 3 stages.
Stage I: Chakra Control DC 30 Generating fire in your hands from your chakra.
Stage II: Ninjutsu DC 28 Giving the flames physical form and spherical shape.
Stage III: Dexterity DC 15 {d20 + dex mod} Chucking fireballs at a target.
Special: User can create 2 fireballs + 1 per 10 levels in chakra control.


Medical Ninjutsu-

Genjutsu-

Taijutsu-

Kage Shuriken no Jutsu (Shadow Shuriken Technique)

The user of this technique throws multiple large shuriken in such a way that the first shuriken hides the subsequent ones by blocking the line of sight. To the target, it would look like only one shuriken was thrown.
Cp cost: ---
Dice Rolls: 2
Damage: Damage for all Shurikens.
Requirements: Shuriken 6.
Training: 2 stages.
Stage I: Shuriken DC 18. Study the flight of a shuriken.
Stage II: Shruiken DC 20. Throw multiple shuriken in such a way that only the first one is visible.
Special: d20 + Awareness vs attack roll. If fail, hidden shuriken are considered Sneak Attacks.


Summoning Contract-
N/A

~Stats~

LV. 10
Experience:
Hp: 150
Cp: 150
MHp: 150

Strength: 10+10 20 Mod: 5
Dexterity: 10+10 20 Mod: 5
Constitution: 10+10 20 Mod: 5
Intelligence: 10+9 19 Mod: 4
Wisdom: 10+10 20 Mod: 5
Charisma: 10+9 20 Mod: 4
Chakra: 10+10 20 Mod: 5
Dodge Bonus: 20

Base Attack Bonus: 10/4
Attack Melee: 15/9
Attack Ranged: 15/9

Base Save Bonus: 5
Fort: 10
Rex: 10
Will: 10

~Skills~


Ninja Skills [Mundane] ((Modified By)):
120
Acrobatics (Dex): 4
Alchemy (Int): 4
Awareness (Wis): 2
Athletics (Str): 4
Chakra Control (Int): 20
Concentration (Con): 2
Craft (Int): 0
Diplomacy (Cha): 2
Escape Artist (Dex): 4
Handle Animal (Cha): 4
Innuendo (Cha): 4
Intimidate (Cha): 4
Perform (Cha): 4
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis): 2
Sleight of Hand (Dex):
Stealth (Dex): 4
Survival (Wis): 2
Treat Injury (Int):


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

Ninja Weapons (Melee): 4
Ninja Weapons (Ranged): 9
Taijutsu: 10
Ninjutsu: 18
Medical Ninjutsu: 4
Genjutsu: 4
Fuuin Jutsu: 2
Sneak Attack: 4
Puppet Play:

~Possessions~


Money:

Ryo: 70 ryo

Equipment:
20x Kunai
25x Shuriken
Valuables
PostPosted: Thu Jul 12, 2012 8:10 pm


Name: Unstoppable Death Machine, Zam: Yukimaru Shou
Village: Village Hidden in the Sound
Clan/Bloodline: N/A
Element Affinity: Water
Age: 13
Gender: female
Rank: Missing Nin C-rank

~Appearance~

User Image

Headband: Standard, worn about their forehead, and slashed.
Height: I am naturally this short, zam.
Weight: I may not look like I weigh much zam, but that is an amateur mistake.
Hair: My hair does not get the way of inflicting epic death, zam.
Eyes: They should strike terror into you, zam.
Physical Description: This strange girl's rather petit form makes her personality seem downright hilarious.
Clothing: a rather elaborate kunoichi outfit, or rather, what a civilian might imagine a kunoichi dressed like...
Background: Yukimaru has had a very troubled childhood, and constantly drilled by her equally insane father to be the most dramatic and amazing ninja imaginable. She is thus borderline delusional about her own abilities, and for some reason says the word "zam" after every sentence, despite apparently not being consciously aware of it. A former teammate of Atsuki Saijo, the girl fled from Oto during the Otobe take over and somehow found her way to the Ship Nippon... where she fit in surprisingly well. The girl is easily impressed by masculine behavior, and often calls boy's she has a crush on "stud". Her bizaare personality and habits maker difficult to forget...
Personality: Besides her odd quirks, the girl also has a habbit of speaking very formally, her monotone never wavering despite her cute voice and stature making this attempt at being cool equally hilarious. She often speaks of herself like she is some manner of amazing ninja, despite her subpar abilities.
Other: She has had crushes on Atsuki Saijo, Mikito Kaito, Ryuosei Edo, Kasuke Okazai, and Xenon Maboroshi respectively, and seems to just be another one waiting to happen, given her reaction towards masculinity...it also seems that cruel or cold behavior actually has a greater effect... which is even more greatly disturbing.

Missions:

S: 0
A: 0
B: 1
C: 3
D: 15

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.

Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)
User Image - Blocked by "Display Image" Settings. click to show.
Using this technique, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught.
Cp cost: 30
Dice Rolls: 3
Damage: N/A
Awareness DC: 12 + sneak attack + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 16, Ninjutsu 14
Training: 3 stages
Stage I: Chakra Control DC 26 Generating syrup from water inside the user's mouth.
Stage II: Chakra Control DC 28 Controlling the spread of the syrup.
Stage III: Ninjutsu DC 24 Increasing stickiness of the syrup to maximum viscosity.
Special: Renders victim immobile for [chk mod] number of turns. Victim can only attack using long-ranged attacks or techniques. If used as a sneak attack, user must roll and pass an awareness check before his reflex DC. If he fails Awareness Check, target cannot dodge the technique.

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Kage Shuriken no Jutsu (Shadow Shuriken Technique)

The user of this technique throws multiple large shuriken in such a way that the first shuriken hides the subsequent ones by blocking the line of sight. To the target, it would look like only one shuriken was thrown.
Cp cost: ---
Dice Rolls: 2
Damage: Damage for all Shurikens.
Requirements: Shuriken 6.
Training: 2 stages.
Stage I: Shuriken DC 18. Study the flight of a shuriken.
Stage II: Shruiken DC 20. Throw multiple shuriken in such a way that only the first one is visible.
Special: d20 + Awareness vs attack roll. If fail, hidden shuriken are considered Sneak Attacks.


Summoning Contract-
N/A

~Stats~

LV. 10
Experience:
Hp: 150
Cp: 150
MHp: 150

Strength: 10+10 20 Mod: 5
Dexterity: 10+10 20 Mod: 5
Constitution: 10+10 20 Mod: 5
Intelligence: 10+9 19 Mod: 4
Wisdom: 10+10 20 Mod: 5
Charisma: 10+9 20 Mod: 4
Chakra: 10+10 20 Mod: 5
Dodge Bonus: 20

Base Attack Bonus: 10/4
Attack Melee: 15/9
Attack Ranged: 15/9

Base Save Bonus: 5
Fort: 10
Rex: 10
Will: 10

~Skills~


Ninja Skills [Mundane] ((Modified By)):
120
Acrobatics (Dex): 4
Alchemy (Int): 4
Awareness (Wis): 2
Athletics (Str): 4
Chakra Control (Int): 20
Concentration (Con): 2
Craft (Int): 0
Diplomacy (Cha): 2
Escape Artist (Dex): 4
Handle Animal (Cha): 4
Innuendo (Cha): 4
Intimidate (Cha): 4
Perform (Cha): 4
Read Lips (Wis):
Seduction (Cha):
Sense Motive (Wis): 2
Sleight of Hand (Dex):
Stealth (Dex): 4
Survival (Wis): 2
Treat Injury (Int):


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

Ninja Weapons (Melee): 4
Ninja Weapons (Ranged): 9
Taijutsu: 10
Ninjutsu: 18
Medical Ninjutsu: 4
Genjutsu: 4
Fuuin Jutsu: 2
Sneak Attack: 4
Puppet Play:

~Possessions~


Money:

Ryo: 70 ryo

Equipment:
20x Kunai
25x Shuriken
Valuables

The Ghost of Xmas Awesome


The Ghost of Xmas Awesome

PostPosted: Thu Jul 12, 2012 8:31 pm


Name: Random Henchman Number 5: My name is Ryou!!!
Village: N/A
Clan/Bloodline: N/A
Element Affinity: He probably doesn't have one.
Age: He looks to be about 18
Gender: Male
Rank: (Roughly Genin)

~Appearance~


Headband: N/A
Height: About Average.
Weight: Pretty much average.
Hair: It doesn't really seem to stick out. It's brown.
Eyes: They are also brown.
Physical Description: His physique lacks a certain something...it's about average.
Clothing: He's wearing plain attire...you don't really see much out of the ordinary.
Background: This boy has lived a very hard life. No matter what he's done, he has always been frighteningly mundane at it. He has fought and clawed his way through life, trying to be more than just another face in the crowd, only to fail miserably. His life as pirate is the only thing interesting that has ever happened to him, and it's all because he fell head over heels in love for his captain, despite the fact she clearly has feelings for their first mate. Brushed aside and constantly berated for being average, his love hardly ever notices his existence, constantly calling him "henchman number 5" and he doubts she even knows his real name.
Personality: He's rather miserable and jaded at being constantly ignored and lost in the crowd. He has very low esteem and quite a temper for being underestimated.
Other: N/A

Missions:

S:
A:
B:
C: 1
D: 8

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.

Kawarimi no Jutsu (Replacement Technique)
User Image - Blocked by "Display Image" Settings. click to show.
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)
User Image - Blocked by "Display Image" Settings. click to show.
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)
User Image - Blocked by "Display Image" Settings. click to show.
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.
Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 5
Experience: 0/250
Hp: 55
Cp: 25
MHp: 55

Strength: 8+5 13 Mod: +1
Dexterity: 8+5 13 Mod: +1
Constitution: 8+5 13 Mod: +1
Intelligence: 8+5 13 Mod: +1
Wisdom: 8+5 13 Mod: +1
Charisma: 8+5 13 Mod: +1
Chakra: 8+6 14 Mod: +2
Dodge Bonus: 12

Base Attack Bonus: 5
Attack Melee: 6
Attack Ranged: 6

Base Save Bonus: 2
Fort: 3
Rex: 3
Will: 3

~Skills~


Ninja Skills [Mundane] ((Modified By)):
Skill cap: 25
60

Acrobatics (Dex): 0
Alchemy (Int): 0
Awareness (Wis): 3
Athletics (Str): 0
Chakra Control (Int): 3
Concentration (Con): 0
Craft (Int): 0
Diplomacy (Cha): 0
Escape Artist (Dex): 3
Handle Animal (Cha): 0
Innuendo (Cha): 0
Intimidate (Cha): 2
Perform (Cha): 0
Read Lips (Wis): 3
Seduction (Cha): 0
Sense Motive (Wis): 0
Sleight of Hand (Dex): 3
Stealth (Dex): 18
Survival (Wis): 2
Treat Injury (Int): 3


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


Ninja Weapons (Melee): 3
Ninja Weapons (Ranged): 2
Taijutsu: 3
Ninjutsu: 0
Medical Ninjutsu: 0
Genjutsu: 3
Fuuin Jutsu: 0
Sneak Attack: 10
Puppet Play: -

~Possessions~


Money:

Ryo: 30 ryo

Equipment:
15 Kunai
10 Shuriken
Valuables
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