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Reply Sunagakure ((Hidden Village of Sand)) [Wind Country]
[Village Info] Sunagakure Concensus ll Profiles Thread

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Natsuhi Fukunaga

4,150 Points
  • Risky Lifestyle 100
  • Hygienic 200
  • Signature Look 250
PostPosted: Wed Sep 12, 2012 10:42 pm


Use the profile template below as it is very simple. If you have any questions feel free to PM me, Hademaru, or Black_n_White_07. If neither of us are on go to the chatterbox in the main forum and ask a mod. They will help you without a problem.

[size=9][b]User-name:[/b]
[b]Posting:[/b]
[b]Time zone:[/b]

[align=center][b]~Character Data~[/b][/align]

[b]Name:[/b]
[b]Village:[/b]
[b]Clan/Bloodline:[/b]
[b]Element Affinity:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Rank:[/b]

[align=center][b]~Appearance~[/b] [/align]

[b]Headband:[/b]
[b]Height:[/b]
[b]Weight:[/b]
[b]Hair:[/b]
[b]Eyes:[/b]
[b]Physical Description:[/b]
[b]Clothing:[/b]
[b]Background:[/b]
[b]Personality:[/b]
[b]Other:[/b]

[b]Missions: [/b]

S:
A:
B:
C:
D:

[u][b]Jutsu:[/b][/u]

[u][b]Ninjutsu- [/b][/u]

[u][b]Medical Ninjutsu- [/b][/u]

[u][b]Genjutsu- [/b][/u]

[u][b]Taijutsu-[/b][/u]

[u][b]Summoning Contract-[/b][/u]

[align=center][b]~Stats~[/b][/align]
[b]LV. [/b]
[b]Experience:[/b]
[b]Hp:[/b]
[b]Cp:[/b]
[b]MHp:[/b]

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<

[b]Strength:[/b] Mod:
[b]Dexterity:[/b] Mod:
[b]Constitution:[/b] Mod:
[b]Intelligence:[/b] Mod:
[b]Wisdom:[/b] Mod:
[b]Charisma:[/b] Mod:
[b]Chakra:[/b] Mod:
[b]Dodge Bonus:[/b]

[b]Base Attack Bonus:[/b]
[b]Attack Melee:[/b]
[b]Attack Ranged:[/b]

[b]Base Save Bonus:[/b]
[b]Fort:[/b]
[b]Rex:[/b]
[b]Will:[/b]

[align=center][b]~Skills~[/b][/align]

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

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


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

Ninja Weapons:
Taijutsu:
Ninjutsu:
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

[align=center][b]~Possessions~[/b][/align]

[b]Money:[/b]

Ryo:

[b]Equipment:[/b]


[b]Valuables[/b][/size]
PostPosted: Wed Sep 12, 2012 11:42 pm


User ImageTAB
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TAB TAB TAB TAB TAB TAB TABCalm Cool Collected

Everything has its limit - iron ore cannot be educated into gold.
- Sunakagure's Iron Kazekage Tetsuru Takuma


Level 60 | Experience 0/4050

TAB TAB▬▬▬▬▬
TABHp MHp Cp
2220/2220 | 2160/2160 | 1500/1500
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Kazekage Sunagakure, Land of Wind


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n a m e

Tetsuru, Takuma
h a i l i n g

Tetsuru
a f f i n i t y

Earth/Lightning
g e n d e r

Male
b i r t h d a y

09-07
a g e

31
h a i r

Sandy Brown
e y e s

Grey
h e i g h t

6'2''
w e i g h t

176 lbs

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Strength 20+38-3
xxxxxxxxMod: 22
xxxxxxxxxxxxAthletics
xxxxxx22+30 ll 52

Dexterity 20+58+2
xxxxxxxxMod: 35
xxxxxxxxxxxxAcrobatics
xxxxxx35+0 ll 35
xxxxxxxxxxxxEscape Artist
xxxxxx35+30 ll 65
xxxxxxxxxxxxSleight of Hand
xxxxxx35+0 ll 35
xxxxxxxxxxxxStealth
xxxxxx35+0 ll 35

Constitution 20+47-2
xxxxxxxxMod: 27
xxxxxxxxxxxxConcentration
xxxxxx27+30 ll 57

Intelligence 20+45
xxxxxxxxMod: 27
xxxxxxxxxxxxAlchemy
xxxxxx27+0 ll 27
xxxxxxxxxxxxChakra Control
xxxxxx27+30 ll 57
xxxxxxxxxxxxCraft (INSERT)
xxxxxx27+0 ll 27
xxxxxxxxxxxxTreat Injury
xxxxxx27+0 ll 27

Wisdom 20+20
xxxxxxxxMod: 15
xxxxxxxxxxxxAwareness
xxxxxx15+30 ll 45
xxxxxxxxxxxxRead Lips
xxxxxx15+20 ll 35
xxxxxxxxxxxxSense Motive
xxxxxx15+30 ll 45
xxxxxxxxxxxxSurvival
xxxxxx15+0 ll 15

Charisma 20+20
xxxxxxxxMod: 15
xxxxxxxxxxxxDiplomacy
xxxxxx15+40 ll 55
xxxxxxxxxxxxHandle Animal
xxxxxx15+0 ll 15
xxxxxxxxxxxxInnuendo
xxxxxx15+30 ll 45
xxxxxxxxxxxxIntimidate
xxxxxx15+30 ll 45
xxxxxxxxxxxxPerform (INSERT)
xxxxxx15+0 ll 15
xxxxxxxxxxxxSeduction
xxxxxx15+0 ll 15

Chakra 20+40+3
xxxxxxxxMod: 26

Shinobi Skills
xxxxxxxxxxxxMelee Weapon (INSERT)
xxxxxx50+0
xxxxxxxxxxxxRanged Weapon (INSERT)
xxxxxx50+0
xxxxxxxxxxxxSneak Attack
xxxxxx40+0
xxxxxxxxxxxxPuppet Play
xxxxxx10+0

xxxxxxxxxxxxTaijutsu
xxxxxx40+0
xxxxxxxxxxxxNinjutsu
xxxxxx40+0
xxxxxxxxxxxxEseijutsu
xxxxxx20+0
xxxxxxxxxxxxGenjutsu
xxxxxx20+0
xxxxxxxxxxxxFuuinjutsu
xxxxxx40+0

Base Attack 60
xxxxxxxxxxxxDodge Bonus 50
xxxxxxxxxxxxAttack Melee 82 / 77 / 72 / 67 / 62 / 57 / 52 / 47 / 42 / 37 / 32 / 27 / 22 / 17 / 12 / 7 / 2
xxxxxxxxxxxxAttack Ranged 95 / 90 / 85 / 80 / 75 / 70 / 65 / 60 / 55 / 50 / 45 / 40 / 35 / 30 / 25 / 20 / 15 / 10 / 5

Base Save 30
xxxxxxxxxxxxFort 57
xxxxxxxxxxxxRex 65
xxxxxxxxxxxxWill 45

Base Taijutsu
xxxxxxxxxxxxFinal Damage 83-88

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Taijutsu

    Raiton: Raidendou (Lightning Release: Lightning Conduction)
    The user channels his lightning chakra through his weapon for added damage. Only weapons made with Kumo steel can conduct lightning chakra.
    Cp cost: 15 cp to activate + 5 cp per turn.
    Dice Rolls: 2 (to activate)
    Damage: See Special.
    Reflex DC: N/A
    Requirements: Lightning Affinity, Chakra Control 10, Ninjutsu 6
    Special: Add [chk mod] to damage. Melee weapons only.


    Hien (Flying Swallow)
    This technique requires a bladed weapon. By feeding chakra into the weapon, the ninja will increase the length and density of his blade to strike an enemy from several feet out of the physical blade's range. This is accomplished by creating an invisible extension of chakra that shapes into an edge that functions like the normal blade itself. Seeing the blade, the opponent may misjudge how far they need to move to avoid an incoming strike and thereby still be cut even if they manage to avoid the metal portion of the blade.
    Cp cost: 30 + 15 chakra points per round the blade is maintained this way.
    Dice Rolls: 4 Rolls
    Damage: n/a
    Reflex DC: n/a
    Awareness DC: 15 + user's chakra mod + 2 per 10 level in user's ninjutsu
    Requirements: Bladed weapon skill 25, Ninjutsu 30, Chakra Control 30, Sneak Attack 20
    Special:
    *Add [chk mod] to [attack melee] with the weapon.
    *As long as Awareness DC is not matched by opponent, all attacks are considered Sneak Attacks.


    Blocking
    Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. Obviously the techniques for blocking with a kunai are not the same as blocking with a spear. The size categories are Small(kunai and smaller)/Medium(katana and smaller)/Large(Kusarigama and smaller/Huge(15 feet or 25 pounds and smaller).
    Cp cost: ---
    Dice Rolls: 2 Rolls
    Damage: N/A
    Requirements: Strength 12/14/16/18, Dexterity 12/14/16/18, Associated Weapon Skill 5
    Special: Use the formula 1D20+Weapon Skill against attackers attack score. If the Block is higher all damage from the attack is negated.



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.
    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: 1d20 + user's Chakra Control skill vs 1d20 + opponent's Intelligence mod. + opponent's Awareness skill. Opponent will target the real ninja among the clones.


    Henge no Jutsu (Transformation Technique)
    The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
    Cp cost: 2 +1 per post
    Dice Rolls: 1 Roll
    Damage: N/A
    Requirements: Learn in the Academy.
    Special: +intelligence modifier to disguise (Craft) checks.


    Kakuremino no Jutsu (Cloak of Invisibility Technique)
    This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
    Cp cost: 1
    Dice Rolls: 1 Roll
    Damage: N/A
    Requirements: Learn in the academy.
    Special: +2 to your Stealth check when hiding.


    Nawanuke no Jutsu (Rope Escape Technique)
    A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
    Cp cost: 1
    Dice Rolls: n/a
    Damage: N/A
    Requirements: Learn in the Academy.
    Special: +2 to your Escape Artist roll when escaping from rope.


    Kawarimi no Jutsu (Replacement Technique)
    This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
    Cp cost: 4
    Dice Rolls: n/a
    Damage: n/a
    Requirements: Learn in the academy. Chakra Control 3
    Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.


    Magnetic Control (Jishakusuru)
    This is a training jutsu, but can also be used in basic combat. This is the final stage in the training to control the magnetic chakra field, and lift a small iron object (Kunai, Shuriken, Senbon, etc) from the ground to over your head. Then to move it around freely, even throwing it.
    Rank: E
    Cp Cost: 5
    Attack Turns: 1
    Reflex DC: 8
    Damage: Weapon damage of weapon thrown.
    Requirements: 5 Chakra Control.
    Special: Lifting of a metal object, such as a Kunai, and controlling it within their own personal magnetic field made from the user's chakra.
    Magnetic field size is as big as the users Chk mod. The greater the chakra mod, the bigger the radius. A Kage should be able to have a whole village in their magnetic field when in the center, while a Genin is a few meters.


    Magnetic Sensory Ability
    Using magnetic objects that have been infused with the magnetic chakra, can be used to sense people, summonings and clones.
    Cp Cost: 10 + 5 per post it is active.
    Requirements: Magnetic Control, 15 Wisdom
    Special: Ad +5 to Awareness, which stays for every turn this technique is used.


    Iron Sand Lift (Satetsu Agemasu)
    The ability to use sand is a difficult one, but iron sand, is far more complex for someone with magnet release. They have to give all the grains of sand a magnetic field of it's own so as to have direct control over each grain perfectly.
    Rank: C
    Cp Cost: 40
    Attack Turns: 3
    Reflex DC: 12
    Damage: N/A
    Requirements: Magnetic Control (Jishakusuru)
    25 Chakra Control, 20 Concentration, 18 Ninjutsu.



    Iron Sand Drizzle (Satetsu Shigure)
    This gunshot-like attack uses Iron Sand, hardened into microscopic grains, to attack simultaneously across a vast range. The bullets are so fast, they're difficult to see. From the moment the user has finished preparing the attack, evading it becomes extremely difficult. Using the repellent force of magnetism, the speed of the bullets is rapidly increased after they are shot. Furthermore, the user can also use an attack pattern where the Iron Sand bullets are shaped into sharp needles, increasing their ability to wound or kill the enemy. Since the Iron Sand carries magnetic force, defending against this technique is almost impossible. This technique is especially threatening to puppet users, since the puppets can be made completely unable to fight, if the sand gets lodged into their joints.
    Rank: B
    Cp Cost: 30 per clump.
    Attack Turns: 5
    Reflex DC: 15
    Damage: (2+Chakra mod) x # of projectiles formed
    Requirements: Iron Sand Lift (Satetsu Agemasu)
    35 Chakra Control, 34 Concentration, 33 Ninjutsu.
    Special: 1 Clump per 5 Chakra Control.
    It can also be used as a sensing technique over a large area, in it's non-projectile form, when you let the grains just float around. Anything touching the sand will cause a disruption in the magnetic field, which will then be noticed by the user. To avoid sand, you must do a Stealth check vs the user's Awareness.


    Iron Sand Gathering (Satetsu Kesshuu)
    This technique gathers a great volume of Iron Sand and compresses it into a high-density shape. This greatly increases the hardness, creating a gigantic steel-like weapon in an instant. The weight and size of these shapes are so great, they can easily shatter bedrock and break through most defenses with one hit.

    Because the weapon is made out of Iron Sand, the shape can be whatever the user wants, and can even be changed during the fight. This allows the user to create the best weapon for the fight, by taking into account the opponent's abilities and the surrounding environment. Since the Iron Sand generates a strong magnetic field, the opponent cannot use any metal weapons or tools.
    Rank: A
    Cp Cost:
    The Giant Spear (Kyodaisou): 100
    The Giant Hammer (Kyodai Tettsui): 150
    The Giant Sphere (Kyodai Tama): 80
    Attack Turns: 6
    Reflex DC: 18
    Damage:
    The Giant Spear (Kyodaisou): 110 + chk mod
    The Giant Hammer (Kyodai Tettsui): 160 + chk mod
    The Giant Sphere (Kyodai Tama): 90 + chk mod
    Requirements: Iron Sand Lift (Satetsu Agemasu), Iron Sand Drizzle (Satetsu Shigure)
    43 Chakra Control, 40 Concentration, 38 Ninjutsu.
    Special:
    The Giant Spear (Kyodaisou): by forming the Iron Sand into a triangular, spindle-shaped object (much like a pyramid) and tapering it into a sharp point at one end, the user creates a giant spear. The pyramid can also spin like a giant top.

    The Giant Hammer (Kyodai Tettsui): by forming the Iron Sand into a large rectangular shape, the area of contact is increased greatly, creating a giant, hard-to-evade hammer.

    The Giant Sphere (Kyodai Tama): by forming the Iron Sand into a large sphere, it becomes like a wrecking ball that can go into any direction the user wishes.
    Owner:


    Iron Sand World Method (Satetsu Kaihou)
    This jutsu uses Iron Sand to create a gigantic sphere of branching spikes. The user creates two masses of Iron Sand with opposite polarities and then merges them together. This causes the magnetic forces to instantly increase and the repellent force created by the two opposing magnetic fields scatters the Iron Sand across a vast area.

    The Iron Sand spreads in spikes that branch off irregularly, making it almost impossible to get a clear overview of what is happening. This also makes evading the spikes nearly impossible. Even if the opponent has managed to evade getting hit, the Iron Sand spikes will have filled the entire surroundings, cutting off any escape routes. With the opponent trapped, the user is free to attack in person.
    Rank: S
    Cp Cost: 250
    Attack Turns: 8
    Reflex DC: 20 + Chakra mod. + 2 per 10 Ninjutsu
    Damage: 200-350 + chk mod to EVERYONE except the user, in the area.
    Requirements: Iron Sand Lift (Satetsu Agemasu), Iron Sand Drizzle (Satetsu Shigure), Iron Sand Gathering (Satetsu Kesshuu)
    43 Chakra Control, 40 Concentration, 38 Ninjutsu.
    Owner: Canon / Qyp


    Kanashibari no Jutsu (Temporary Paralysis Technique)
    A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this technique.
    Cp cost: 40
    Dice Rolls: 3 Rolls
    Damage: N/A
    Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
    Will Save DC: 12 + chk mod + 2 per 10 ranks in Intimidation
    Requirements: Chakra 25, Chakra Control 20, Ninjutsu 16
    Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact


    Doton: Doryuheki (Earth Release: Earth Style Wall)
    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
    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)
    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
    Special: Can be combined with Katon: Karyuudan for extra damage.


    Raiton: Raishindou (Lightning Release: Lightning Surge)
    The user slams his hand onto the ground and causes lightning to spread from his hand to underneath all opponents.
    Cp Cost: 80 Cp
    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
    Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
    Requirements: Lightning Affinity, Chakra Control 25, Ninjutsu 20, Chakra 26
    Special: All opponents and allies must succeed a Reflex save or take full damage from the technique and then have to roll a Fortitude check. If victim fails Fortitude check, he suffers -5 to all movement rolls in his next turn.


    Raiton: Raihappa no Jutsu (Lightning Release: Lightning Blast Technique)
    The user creates a lightning bolt out of his chakra and sends it swiftly to his opponent.
    Cp cost: 70
    Dice Rolls: 4
    Damage: 40 – 70 + chk mod
    Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
    Requirements: Lightning Affinity, Chakra Control 28, Ninjutsu 25


    Doton: Doryu Taiga (Earth Release: Earth Flow River)
    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
    Special: Opponent’s Reflex save roll is decreased -20 points.


    Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Technique)
    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
    Special: Enemy is considered Unaware when victim of this jutsu {so your attack is considered a Sneak Attack}.



Genjutsu

    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
    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.


    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



Fuuinjutsu

    Technique 1
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    Technique 2
    Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text Test Text


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Contracted
xxxxxxxxxxxxSee Species Summons

Pets
xxxxxxxxxxxxSee Name in-detail

Natsuhi Fukunaga

4,150 Points
  • Risky Lifestyle 100
  • Hygienic 200
  • Signature Look 250

Black n White_07

Interesting Sex Symbol

6,350 Points
  • Ultimate Player 200
  • Flatterer 200
  • Entrepreneur 150
PostPosted: Fri Jan 04, 2013 10:06 pm


User-name: B&W
Posting: Whenever I get a chance
Time zone: GMT zone


~Character Data~


Name: Sazasuki Kudoki (Suki for short)
Village: Sunagakure no sato
Clan/Bloodline:
Element Affinity: Earth, Water
Age: 32
Gender: male
Rank: Politician / Shinobi (ret.)



"We all have burdens. But if the world came together and lifted the total sum of our troubles together... it would be almost weightless."





~Appearance~

User Image


Headband: no headband, tattoo of Sunagakure Symbol on chest with a scar running through it.
Height: 6' 4"
Weight: about 250 lbs
Hair: Bald
Eyes: Blue, small scar over left eyebrow
Physical Description: A very large man with a very shaggy beard. Very often intimidating to most. With scars on his arms, chest, and back, and one above his eye. A Sandstorm Op tattoo on his left arm.
Clothing: Standard diplomatic robe but black instead with Sunagakure symbol on back in red
Background: A very large child, during his academy student days he was often mistaken for a chunin or an older genin. Because of his size, most kids were afraid of him. Though once they began to know him, they realized he was a gentle giant. Due to his size and strength, Sazasuki had natural talent for taijutsu. Because of this, Sazasuki found it only natural to make it his mastery. Though not the best in his class (due to lack of skill in ninjutsu), he was still the toughest.
Now a genin, Sazasuki was put into a squad with his two classmates, Tsuki and Konoki.
After the death of Tsuki, Konoki and Sazasuki were reluctant to move on. But they knew that being a ninja meant dealing with losses of comrades. Both promoted to Chunin, Konoki returned to the academy to be a teacher. Sazasuki however, now highly respected for his skill, was taken under the wing of an old family friend and anbu member Yumi. After 2 years of intense and thorough training in the desert, Sazasuki's skill nearly doubled. After high recommendation from Yumi and the current Kazekage at the time, Sazasuki became an Anbu member.
As an anbu member, Sazasuki was often assigned to several of the most dangerous missions, including protection of high ranking officials and assassinations. During one of the missions, Sazasuki jumped in front of a devastating attack for his friend Yumi, which nearly killed him. Though mortally wounded, Sazasuki rose back to his feet and defeated 6 ninja and saved his comrades. After weeks of treatment and rest, Sazasuki recovered from the attack but was left with a scar across his chest over his heart.
Now 20, Sazasuki was promoted into Sandstorm Black Ops. All of the missions he undertook are shrouded in mystery, and not one mission can even be proven to have existed. While in this elite unite, Sazasuki met and befriended now current Kazekage Takuma Tetsuru. Their duties and accomplishments are unknown, but feared none the less.
After a couple years, Sazasuki grew tired of the shinobi life. After discussing it with his friends, Sazasuki made the decision to retire. After 2 years of peace, Sazasuki decided to still help his village and country and became a politician. Though not a glamourous nor exciting life, Sazasuki had made a large impact for his people through diplomacy. Though retired, and not having seen conflict in years, he is still one of the highest and feared shinobi in the village. He still today great friends with Takuma, and works together with him to make political progress for their people.
Personality:
Other:

Missions:

S: ? (all Sandstorm missions "techincally" never even happened)
A: ?
B: 24
C: 56
D: 43

Jutsu:

Ninjutsu-

Kuchiyose no Jutsu (Summoning Technique)

This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the being can be summoned with a blood sacrifice to perform a task or help the user in battle.
The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices.
Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread.
Cp cost: Varies.
Dice Rolls: 4 Rolls
Damage: Depending on summon's power.
Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25
Training: 3 stages
Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply.
Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along.
Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it

Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)

After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall.
Cp cost: 45
Dice Rolls: 3
Damage: ----
Reflex DC: N/A
Requirements: Earth Affinity, Chakra Control 20, Ninjutsu 18
Training: 3 stages
Stage I: Chakra Control DC 30 Pack large quantities of earth together to create a sturdy wall.
Stage II: Chakra DC 20 {d20 + chk mod} Reinforce with chakra.
Stage III: Ninjutsu DC 30 Draw the earth wall up from the ground focusing on speed.
Special: Grants +10 reflex bonus and halves area effect ninjutsu damage for [user's chk mod / 2] turns, unless the area is bigger than the wall can cover. Of course the user must be behind the wall to enjoy the benefits.

Doton: Doryu Dango (Earth Release: Earth Mausoleum Dumpling)

The user is able to overturn the earth into a large dumpling-shaped chunk of earth the size of a mausoleum. Using their immense strength, they can lift up the ball and hurl it at his opponent, flattening everything in its path.
Cp cost: 70
Dice Rolls: 4
Damage: 65 – 85 + chk. mod
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 32, Ninjutsu 30
Training: 4 stages
Stage I: Chakra Control DC 42 Focus chakra towards your arm muscles, enhancing their power and giving you superhuman strength.
Stage II: Dexterity DC 18 {d20 + dex mod} Such a large chunk of earth is very unwieldy. It takes practice to acquire the skill of accurately hurling it to where you want it to go.
Stage III: Chakra Control DC 45 Inject more chakra into the earth chunk to increase damage.
Stage IV: Ninjutsu DC 45 Combine previously learned elements.

Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness)

Traps the victims inside a self-repairing dome of earth.
Cp cost: 100 + 20 per turn.
Dice Rolls: 4
Damage: ----
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 40, Ninjutsu 40
Training: 4 stages
Stage I: Chakra Control DC 50 Create a dome of earth.
Stage II: Chakra DC 28 {d20 + chk mod} Infuse the dome with a chakra system.
Stage III: Chakra Control DC 43 Have someone attack the dome and practise repairing it.
Stage IV: Ninjutsu DC 55 Combine the previously learned elements.
Special: User must keep constant physical contact with dome. Victim may break loose using Lightning or Wind ninjutsu or another Earth Release to escape

Doton: Doryuheki (Earth Release: Earth Style Wall)

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. To Be Updated.

Doton: Iwayado Kuzushi (Earth Release: Rock Lodging Destruction)

Rocks are dislodged from above the opponent to crush them.
Cp cost: 100
Dice Rolls: 4
Damage: 80 – 150 + chk mod
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 30, Ninjutsu 28
Training: 4 stages.
Stage I: Chakra Control DC 40 Use chakra to source out the weak points in the ceiling.
Stage II: Concentration DC 30 Attack the weak points quickly.
Stage III: Chakra Control DC 43 Control the fall for maximum damage.
Stage IV: Ninjutsu DC 43 Combine all previous elements focusing on speed.

Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)

Using this technique, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught.
Cp cost: 30
Dice Rolls: 3
Damage: N/A
Awareness DC: 12 + sneak attack + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + 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.

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

The victim of watery traps has an unkind fate to come. Water spreads up around the poor soul and they begin to drown. The lucky can break loose, but then they still have to face the caster of the technique.
Cp cost: 45 + 20 per turn
Dice Rolls: 4
Damage: 40 – 80 + chk mod per turn
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 30.
Training: 4 stages
Stage I: Chakra Control DC 40 Forming a water sphere not connected to your arm.
Stage II: Chakra Control DC 42 Maintaining the sphere's shape and consistency.
Stage III: Chakra DC 20 {d20 + chk mod} Keeping a trapped object from escaping
Stage IV: Ninjutsu DC 40 Keeping the sphere active while doing other activities.
Special: Can only be used if target is on or underwater. Victim is completely immobilized until she can break free and is considered drowning. Victim must roll a Fortitude check of 5 + 5 per round or otherwise take the full damage from the technique.

Suiton: Suitenhōfutsu (Water Release: Water Sky Convergence)

This technique enables the user to control water and moisture. The air becomes saturated with water bubbles and the combat field becomes a water source for use of water techniques. Allows water-based summons that would normally need water to move around to fight in on land in the area by either trapping the target in the same water or maneuvering the water to allow the summing to chase the target. It is able to extract and utilize groundwater, and is very effective in most areas but rocky areas.
Cp cost: 70
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30
Training: 4 stages
Stage I: Chakra DC 20 {d20 + chk mod} Sucking out water from the ground
Stage II: Chakra Control DC 45 Vaporizing the water into the air.
Stage III: Ninjutsu DC 40 Condensing the vaporized water into balls of water in suspension in the air.
Stage IV: Ninjutsu + Chakra Control DC 75 Condensing the water around specific areas or targets.
Special: Creates a body of water only usable by the user and his summons. Allows water based summons to move on the ground. Techniques that must usually be done underwater can now be done on the ground in the area. Techniques that have special effects if underwater now have these effects on the ground in the combat area.


Suiton: Bakusui Shōha (Water Release: Exploding Water Shockwave)

The user generates a great volume of water, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks. The amount of water created is proportional to the amount of chakra used; when used with an enormous chakra, even a dry wasteland can become a small ocean.
Cp cost: 130
Dice Rolls: 4
Damage: 130 - 150 + chk mod
Reflex DC: n/a
Athletics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30, Dexterity 20
Training: 4 stages
Stage I: Chakra DC 20 {d20 + chk mod} Creating or gathering extremely large quantities of water for a technique.
Stage II: Chakra Control DC 45 Launching the water into a wave.
Stage III: Dexterity DC 15 {d20 + chk mod} Riding the wave while maintaining balance.
Stage IV: Ninjutsu DC 40 Launching an attack while the wave hits.
Special: Cannot be dodged due to the volume of the attack, all targets in the area must flee (athletics) or get caught in the blast. Creates a water source. Any victim who fails the Athletics has a dodge rating of 0 for the rest of the user's turn.

Suiton: Suijinheki (Water Release: Water Encampment Wall)

This defensive technique creates a wall of water around the user. Enemy attacks are completely intercepted by a fence of water blown out from the mouth, and is raised from below with tremendous might. The water is blown out is in the form of a circle around the user, and it makes for a defense without openings. It is also possible for the user to control the amount of water and duration at will. The wall's strength and resistance change following the quantity of chakra poured down into the water, so a skillful shinobi will be able to build a sturdy one.
Cp cost: 90
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25, Chakra 32, Concentration 20
Training: 4 stages
Stage I: Chakra Control DC 40 Raising water into a wall.
Stage II: Ninjutsu DC 35 Spreading the wall in a circle around the user.
Stage III: Chakra DC 21 {d20 + chk mod} Generating a strong current to block attacks.
Stage IV: Concentration DC 30 Maintaining the barrier while fighting or doing other attention demanding activities.
Special: Completely avoid area effects that strike the user head on. The wall remains in place for a number of rounds equal to the user’s chakra modifier + 10 (1 post = 1 round).

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Style: Gouken (Strong Fist)
Gouken aims at inflicting external damage and breaking bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
Cp cost: ----
Dice Rolls: n/a
Damage: Basic Taijutsu Damage increases to 5 - 12.
Requirements: Taijutsu 5, Strength 12.
Training: 2 stages.
Stage I: Strength DC 12. Punch hard surfaces with weights strapped around your arms.
Stage II: Taijutsu DC 17. Punch through less hard surfaces without the weights.


Senpū (Whirlwind)

A taijutsu technique where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint.
Cp cost: -----
Dice Rolls: 2
Damage: Double taijutsu damage.
Requirements: Style: Gouken, Taijutsu 11.
Training: 2 stages.
Stage I: Taijutsu DC 21. Practice arriving in a position capable of performing Senpu - in a brief moment.
Stage II: Taijutsu DC 23. Send heavy objects flying using the Senpu.
Special:


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.


Gōriki Senpū (Strong Whirlwind)

A taijutsu technique using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that not a single person can follow the user's movement, smashing his enemy with overwhelming strength.
Cp cost: ----
Dice Rolls: 4
Damage: Four times taijutsu damage.
Fort DC: 15 + str mod + 2 per 10 points in Taijutsu
Requirements: Taijutsu 35, Strength 28, Dexterity 22
Training: 4 stages
Stage I: Taijutsu DC 45 Getting the feel of the technique, the movement.
Stage II: Dexterity DC 16 {d20 + dex mod} Increase speed of the kick through flexibility and technique.
Stage III: Strength DC 19 {d20 + str mod} Adding as much strength to the movement as possible.
Stage IV: Taijutsu DC 47 Using the technique effectively on various targets.
Special: If target fails Fortitude check, cause disorientation effect for one round, causing a -4 penalty on attack, damage and dodge.


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

5. Closing (Limit) releases the limit on the amount of chakra released at one time.
Hp Cost: 220 + 28 per round
Dice Rolls: 3
Cons Cost: -4 PERMANENT constitution lost.
Requirements: Taijutsu 40, Chakra Control 45
Training: 5 stages.
Stage I: Chakra Control DC: 55 Locating and opening the fifth gate.
Stage II: Taijutsu DC: 50 Familiarise self with punching and kicking with the power surge that comes with opening the fifth gate.
Stage III: Constitution DC: 28 {d20 + con mod} Opening the fifth gate releases a lot of chakra which can cause dizziness, deal with it.
Stage IV: Strength DC: 28 {d20 + str mod} Start dealing some serious damage either on a dummy or another person.
Stage V: Taijutsu DC: 60 Combine previously trained elements.
Special: +38 Str / Dex “Con Bonus remains +30”

6. Joy (View) removes the limit on how much fat and proteins the intestines can digest, and releases otherwise useless energy resources, giving the user even more power and stamina.
Hp Cost: 350 + 30 per round
Dice Rolls: 4
Cons Cost: -10 PERMANENT constitution lost.
Requirements: Taijutsu 45, Chakra Control 55
Training: 5 stages.
Stage I: Chakra Control DC: 65 Locating and opening the sixth gate.
Stage II: Taijutsu DC: 55 Familiarise self with punching and kicking with the power surge that comes with opening the sixth gate.
Stage III: Constitution DC: 32 {d20 + con mod} Opening the sixth gate causes your body to absorb even its reserve nutrients which is difficult to cope with, however... deal with it.
Stage IV: Strength DC: 32 {d20 + str mod} Start dealing some serious damage either on a dummy or another person.
Stage V: Taijutsu DC: 60 Combine previously trained elements.
Special: +50 Str / Dex / Con, Hp is replenished to 70% of its max {Recalculate Max Hp after Con bonus} before Hp cost is applied.




~Stats~

LV. 40
Experience: 0/2050
Hp: (10 + 15) = 25 x 40 = 1,000
Cp: (4 + 10) = 14 x 40 = 560
MHp: (10 + 13) = 23 x 40 = 920

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<

Strength: 16 + 44 = 60 Mod: +25
Dexterity: 16 + 44 = 60 Mod: +25
Constitution: 16 + 25 = 41 Mod: +15
Intelligence: 16 + 20 = 36 Mod: +13
Wisdom: 16 + 20 = 36 Mod: +13
Charisma: 16 + 20 = 36 Mod: +13
Chakra: 16 + 15 = 31 Mod: +10
Dodge Bonus: 10 +25 + 13 = 48

Base Attack Bonus: 40
Attack Melee: 40 + 25 = 65
Attack Ranged: 40 + 25 = 65

Base Save Bonus: 20
Fort: 20 + 15 = 35
Rex: 20 + 25 = 45
Will: 20 + 13 = 33


~Skills~


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

Acrobatics (Dex): 20 + 25 = 45
Alchemy (Int): + 13 = 13
Awareness (Wis): 20 + 13 = 33
Athletics (Str): 25 + 25 = 50
Chakra Control (Int): 42 + 13 = 55
Concentration (Con): 30 + 15 = 45
Craft (Int): + 13 = 13
Diplomacy (Cha): 47 + 13 = 60
Escape Artist (Dex): 20 + 25 = 45
Handle Animal (Cha): + 13 = 13
Innuendo (Cha): 15 + 13 = 28
Intimidate (Cha): 30 + 13 = 43
Perform (Cha): + 13 = 13
Read Lips (Wis): 10 + 13 = 23
Seduction (Cha): 5 + 13 = 18
Sense Motive (Wis): 10 + 13 = 23
Sleight of Hand (Dex): 15 + 25 = 40
Stealth (Dex): 15 + 25 = 40
Survival (Wis): 15 + 13 = 28
Treat Injury (Int): + 13 = 13


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

Ninja Weapons:
Kunai~ 10
Taijutsu: 60
Ninjutsu: 30
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack: 10
Puppet Play:


~Possessions~


Money:

Ryo:

Equipment:
20x kunai

Valuables
Old Sandstorm amour
PostPosted: Mon Jan 14, 2013 7:59 am


User-name: KromeKitten
Posting: Late Evenings to Early Mornings
Time zone: GMT -5

~Character Data~


Name: Yuzuki Tanaka
Village: Sunagakure
Clan/Bloodline: N/A
Element Affinity: Wind
Age: 11
Gender: Female
Rank: Academy Student

~Appearance~

User Image

Headband: N/A
Height: 4' 9"
Weight: 80 lbs.
Hair: Yuzuki 's hair is straight and black falling to the small of her back with long bangs framing her face. She usually keeps it in a neat braid down her back or tied back in a ponytail. Ocassionally she lets her hair down, but only when she's not on a mission.
Eyes: Yuzuki has dark blue eyes, an expression of curiosity usually on her face.
Physical Description: Yuzuki has really pale skin, as a result of shutting herself inside all the time. She has an overall slim figure, with the slight hint of curves developing on her hips.
Clothing: Most times Yuzuki wears a navy blue short sleeve shirt, with a pair of tan shorts.
Background: Yuzuki takes a lot after her parents, her mother was a ninja to Sunagakure for a long time before she had Yuzuki. Her mother still works with training academy students and the odd genin here and there, never really wanting to give up her ninja lifestyle, but did so in order to stay around and have an effect on her daughter. Yuzuki’s father on the other hand owned a bookstore and never had much desire for excitement outside of his books. The two of them seem like a very unlikely couple, and when asked how exactly they fell for each other they both laugh, as if it was a private joke between the two of them. Never the less they loved each other and loved her too.

She developed her father’s thirst for books at an early age, reading anything and everything that she could get her hands on. Every night her father would read to her, and even after he was done reading she would read late into the night. Her mother on the other hand, didn’t want Yuzuki to life an isolated life, surrounded by her books so she started to train her daughter. Simple skills, slight of hands, anything to spark a little interest in the skills that she had that weren’t written in any old book, the way of the ninja. The naturally curious Yuzuki was fascinated by her mother’s skill and she would want to learn more and more of her mother’s special skills.

This continued for a while and at first it seemed like her parents were working together, later she felt like she was stuck in the middle of them, each one of her parent tugging for her attention for her to grow into the person they wanted her to be. Conflicted with this, she ran away from home, away from her mother and her father. Of course a seven year old girl couldn’t hide from her parents for long. In the end she told her parents how she felt and how she felt like she was choosing one of them over the other. In the end her mother pulled her close and spoke softly, “We wanted the best for you, Yuzumi. But we never said you had to pick the path we set. We can only guide you on your own path.” Yuzumi remembered her father smiling as he piped in, “No one said you can’t do both. Be strong like your mother, and wise like myself.” Four years later she joined the Suna Ninja Academy to follow her own path and to become a scholarly ninja.
Personality: Yuzuki is sometime called a bit "stand off-ish" or "rude", but she's really just a quiet person who can find herself so engrossed with her studies that she doesn't realize that someone is talking to her. She is naturally curious and analytical, but behind her sharp mind is a kind heart.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 10/100
Hp: 9
Cp: 10
MHp: 9

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Base + Training + Level Up

Strength: 6 Mod: -2
Dexterity: 12 Mod: +1
Constitution: 8 Mod: -1
Intelligence: 12 + 1 Mod: +1
Wisdom: 8 Mod: -1
Charisma: 6 Mod: -2
Chakra: 10 Mod: 0
Dodge Bonus: 1

Base Attack Bonus: 1
Attack Melee: -1
Attack Ranged: 2

Base Save Bonus: 0
Fort: -1
Rex: +1
Will: -1

~Skills~


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

Acrobatics (+1): 1 [Total: 1]
Alchemy (+1): 2 [Total: 3]
Awareness (-1): [Total:]
Athletics (-2): [Total:]
Chakra Control (+1): 4 [Total: 5]
Concentration (-1): 5 [Total: 4]
Craft (+1): [Total:]
Diplomacy (-2): [Total:]
Escape Artist (+1): [Total:]
Handle Animal (-2): [Total:]
Innuendo (-2): [Total:]
Intimidate (-2): [Total:]
Perform (-2): [Total:]
Read Lips (-1): [Total:]
Seduction (-2): [Total:]
Sense Motive (-1): [Total:]
Sleight of Hand (+1): 2 [Total:3]
Stealth (+1): [Total:]
Survival (-1): [Total:]
Treat Injury (+1): 3 [Total:4]


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

Ninja Weapons:
Taijutsu:
Ninjutsu: 3
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:

~Possessions~


Money:

Ryo:

Equipment:


Valuables

KromeKitten

Dapper Gaian

1,700 Points
  • Treasure Hunter 100
  • Hygienic 200
  • Dressed Up 200

Armads the Doom Bringer

PostPosted: Mon Jan 14, 2013 9:28 pm


User-name: Armads the Doom Bringer
Posting: As often as possible.
Time zone: EST.

~Character Data~


Name: Isamu / Katsu
Village: Sunagakure
Clan/Bloodline: None.
Element Affinity: Wind.
Age: 10.
Gender: Male.
Rank: Academy Student.

~Appearance~


Headband: none.
Height: 5'5"
Weight: 110 lbs.
Hair: Black.
Eyes: Green.
Physical Description: A physically unimposing figure, he seems quite weak and frail at first glance. His body is lithe rather than bulky, and lanky rather than compact.
User Image
Clothing: He wears long, poncho-like clothes that cover most of his body, hiding his body. They are loose enough to provide him freedom of movement, without being a hindrance.
Background: Katsu is someone who probably should never have been a ninja. Not because he was physically unable, but because he was always mentally detached. He was always observed talking to someone who was never there; when questioned about it, he responded that the person was Isamu. One would automatically inquire about the meaning of the name; while Katsu means "victory," Isamu meant "courage" or "bravery." As he got older, this person manifested itself as a secondary personality when dealing with stressful situations. The two personalities are actually quite friendly with each other and know of the existence of the other, Isamu simply chooses to make himself known when his namesake is required. With this kind of issue, his parents decided to leave him in the care of the village, since they did not know what else to do with him.
Personality: Katsu is quiet, reserved, and prefers to speak using a varied vocabulary. He is a scholarly type, interested more in reading and meditation. In contrast, Isamu is a firebrand, always speaking his mind and has no interest in dealing with red tape. He always takes the shortest route, even if that's the hardest one.
Other: The two personalities do not confer any benefits upon this character; they are simply for RP flavor. When one learns something, they both know it, and they can switch back and forth at will if they choose. Therefore, they are simply two parts of the same mind sharing the same body.

Missions:

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

Jutsu:

Ninjutsu-

Medical Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Stats~

LV. 1
Experience: 0/100
Hp: 10/10
Cp: 10/10
MHp: 8/8

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<

Base+Level up+Trained

Strength: 6+4+0 = 10 Mod: +0
Dexterity: 6+4+0 = 10 Mod: +0
Constitution: 6+4+0 = 10 Mod: +0
Intelligence: 6+4+0 = 10 Mod: +0
Wisdom: 6+0+0 = 6 Mod: -2
Charisma: 6+0+0 = 6 Mod: -2
Chakra: 6+4+0 = 10 Mod: +0
Dodge Bonus: 1+0-2 = -1

Base Attack Bonus: +1
Attack Melee: 1+0 = +1
Attack Ranged: 1+0 = +1

Base Save Bonus: +0
Fort: 0+0 = +0
Rex: 0+0 = +0
Will: 0-2 = -2

~Skills~


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

Level Up+training+Modifier

Acrobatics (Dex): 0+0+0 = +0
Alchemy (Int): 0+0+0 = +0
Awareness (Wis): 0+0-2 = -2
Athletics (Str): 0+0+0 = +0
Chakra Control (Int): 10+0+0 = +10
Concentration (Con): 10+0+0 = +10
Craft (Int): 0+0+0 = +0
Diplomacy (Cha): 0+0-2 = -2
Escape Artist (Dex): 0+0+0 = +0
Handle Animal (Cha): 0+0-2 = -2
Innuendo (Cha): 0+0-2 = -2
Intimidate (Cha): 0+0-2 = -2
Perform (Cha): 0+0-2 = -2
Read Lips (Wis): 0+0-2 = -2
Seduction (Cha): 0+0-2 = -2
Sense Motive (Wis): 0+0-2 = -2
Sleight of Hand (Dex): 0+0+0= +0
Stealth (Dex): 0+0+0 = +0
Survival (Wis): 0+0-2 = -2
Treat Injury (Int): 0+0+0 = +0


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

Level+Trained

Ninja Weapons: 0+0 = +0
Taijutsu: 0+0 = +0
Ninjutsu: 0+0 = +0
Medical Ninjutsu: 0+0 = +0
Genjutsu: 0+0 = +0
Fuuin Jutsu: 0+0 = +0
Sneak Attack: 0+0 = +0
Puppet Play: 0+0 = +0

~Possessions~


Money:

Ryo: 0

Equipment:


Valuables
PostPosted: Sun Jan 20, 2013 8:00 pm


User-name:
Posting:
Time zone:

~Character Data~


User Image


Name: Tobitake Toribizu
Village: Sunagakure no Sato
Clan/Bloodline: ----------
Element Affinity: ----------
Age: 18
Gender: Male
Rank: Chuunin

~Appearance~


Headband: On a scarf around his neck.
Height: 5' 6"
Weight: 143lbs
Hair: Light Brown
Eyes: Light Brown
Physical Description: Toribizu is rather short in spite of his age. He is skinny and light. He isn't very strong with the way his body is built but his speed helps keep him out of trouble. He usually looks whimsical or spaced out but thats just his way of throwing off his opponents.
Clothing: He wears a red scarf with his symbol of Sunagakure. He has a brown colored shirt and pants held together with a rope. Both articles of clothing are rather large and flowing to combat the harsh conditions of the desert. He also wears a sheathe on his back for his katana.
Background: Toribizu grew up in the deserts of Sunagakure. He was always thought to have been special. He wasn't very talkative and he wasn't very social. His parents thought he needed help. One day while wondering around their property he found a stick and began to play with it. Smiling and playing like a normal child and his mom saw him and knew exactly what to do. She enrolled him into the ninja academy and he began his straining. He took to the basics rather fine and learned everything rather quick. He took especially well to swords and weapons.

Once he was a Genin he soared through combat based missions. He was a talented combatant and after 20 missions he and his team were entered into the Chuunin Exams. He breezed through the exams keeping his team in order and actually being the only Genin to kill another Genin though by accident. He ended up passing the Chunnin Exams and is now a teacher at the academy.
Personality: Toribizu is very thoughful at times. He is very protective of his subordinates. He chose to teach at the academy because his mom is ill and he feels that he needs to stay in the village and watch after her. He doesn't feel like he will be a good teacher but then again he won't know until he tries.
Other: ----------

Missions:

S: 0
A: 0
B: 4
C: 13
D: 19

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.
    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: 1d20 + user's Chakra Control skill vs 1d20 + opponent's Intelligence mod. + opponent's Awareness skill. Opponent will target the real ninja among the clones.


    Henge no Jutsu (Transformation Technique)
    The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
    Cp cost: 2 +1 per post
    Dice Rolls: 1 Roll
    Damage: N/A
    Requirements: Learn in the Academy.
    Special: +intelligence modifier to disguise (Craft) checks.


    Kakuremino no Jutsu (Cloak of Invisibility Technique)
    This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
    Cp cost: 1
    Dice Rolls: 1 Roll
    Damage: N/A
    Requirements: Learn in the academy.
    Special: +2 to your Stealth check when hiding.


    Nawanuke no Jutsu (Rope Escape Technique)
    A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
    Cp cost: 1
    Dice Rolls: n/a
    Damage: N/A
    Requirements: Learn in the Academy.
    Special: +2 to your Escape Artist roll when escaping from rope.


    Kawarimi no Jutsu (Replacement Technique)
    This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
    Cp cost: 4
    Dice Rolls: n/a
    Damage: n/a
    Requirements: Learn in the academy. Chakra Control 3
    Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
    Blocking
    Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. Obviously the techniques for blocking with a kunai are not the same as blocking with a spear. The size categories are Small(kunai and smaller)/Medium(katana and smaller)/Large(Kusarigama and smaller/Huge(15 feet or 25 pounds and smaller).
    Cp cost: ---
    Dice Rolls: 2 Rolls
    Damage: N/A
    Requirements: Strength 12/14/16/18, Dexterity 12/14/16/18, Associated Weapon Skill 5
    Special: Use the formula 1D20+Weapon Skill against attackers attack score. If the Block is higher all damage from the attack is negated.


    Medical Ninjutsu-

    Genjutsu-

    Taijutsu-

    Summoning Contract-

    ~Stats~

    LV. 10
    Experience:
    Hp: 150
    Cp: 130
    MHp: 150

    >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<

    Strength: 10 + 18 ll 28 Mod: 9
    Dexterity: 10 + 12 ll 22 Mod: 6
    Constitution: 10 + 10 ll 20 Mod: 5
    Intelligence: 10 + 8 ll 18 Mod: 4
    Wisdom: 10 + 10 ll 20 Mod: 5
    Charisma: 10 + 4 ll 14 Mod: 2
    Chakra: 10 + 6 ll 16 Mod: 3
    Dodge Bonus: 10 + 6 + 5 = 21

    Base Attack Bonus: 10
    Attack Melee: 19 + 1 - 6 ll 20 - 25
    Attack Ranged: 16 + 1 - 6 ll 17 - 22

    Base Save Bonus: 5
    Fort: 5 + 5 = 10
    Rex: 5 + 6 = 11
    Will: 5 + 5 = 10

    ~Skills~


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

    Acrobatics (Dex):
    Alchemy (Int):
    Awareness (Wis):
    Athletics (Str):
    Chakra Control (Int): 15
    Concentration (Con):
    Craft (Int): 10
    Diplomacy (Cha): 15
    Escape Artist (Dex):
    Handle Animal (Cha):
    Innuendo (Cha):
    Intimidate (Cha):
    Perform (Cha):
    Read Lips (Wis):
    Seduction (Cha):
    Sense Motive (Wis):
    Sleight of Hand (Dex):
    Stealth (Dex):
    Survival (Wis):
    Treat Injury (Int):


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

    Ninja Weapons:
    Katana - 30
    Taijutsu: 20
    Ninjutsu: 20
    Medical Ninjutsu:
    Genjutsu:
    Fuuin Jutsu:
    Sneak Attack:
    Puppet Play:

    ~Possessions~


    Money:

    Ryo:

    Equipment:
    Katana

    Valuables

Natsuhi Fukunaga

4,150 Points
  • Risky Lifestyle 100
  • Hygienic 200
  • Signature Look 250
Reply
Sunagakure ((Hidden Village of Sand)) [Wind Country]

 
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