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Lv12 :: Kuro Yamanaka - Sound Campaign

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ssAntonio
Captain

PostPosted: Wed Jan 23, 2013 5:29 am


Quote:
Player Info
Played By:TheBlazinDragon


Quote:
Character Name: Kuro Yamanaka
Age: 12
Height: 4'11"
Weight: 88lbs
Appearance: User Image - Blocked by "Display Image" Settings. Click to show.
Clan: Yamanaka
Role:
Combat, Medic, or Sensory
Affinity: Wind
Village: Sound
Rank: Academy Student
History: Living in the Yamanaka house hold, Kuro learnt about his abilities and the bloodline that ran through his veins while he was young. This didn't change though that he was still a kid and kids were meant to have fun so that's what he did. He mainly just stayed in the house, playing with the other kids but occasionally he'd go and meet other kids. He was the older of the few children though, so all of the younger kids would always ask him to tell them what the academy would be like when he got into it. The thing though was that he wasn't sure how he felt about going to the academy, kinda like mixed feelings about it. He wanted to go because it was an adventure, but he also didn't want to go due to the face that meant that his fun time would be over and the real world would take over. Ether way, he was going. How this experience would turn out though would be a different story.
 
PostPosted: Thu Jan 24, 2013 10:34 am


Quote:
Level: 12

4494/5304 EXP

Stats
Resolve

---Chakra: 4000
---Stamina: 1500
---Focusing: 20
---Toughness: 5

Taijutsu:

---Strength: 20
---Agility: 55 + 1

Ninjutsu:

---Seal Strength: 75
---Seal Speed: 75

Genjutsu:

---Intelligence: 120 + 1
---Will Power: 90


Quote:
Completed Missions:


Quote:
Mod Notes:
Teacher's Little Helper (Academy Arc - Sound Campaign) ~ +2 Base Chance During Yoshinaga's Lessons.
The Prey (Academy Arc - Sound Campaign) ~ Your Role in "The Warden's Hallway" Event

Last Updated By - Sai
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Thu Jan 24, 2013 10:35 am


Quote:
Bloodline:

Innate Ability
Quote:
---Masters of Will
Any checks to shake off a Genjutsu De-buff placed by a member of this clan are much more difficult to remove than others.
+50 Power to all Genjutsu type De-buffs.

Effects:
Quote:
Possession



Description:
The Possession effect is basically the mind control effect with some slight alterations. On the upside the controlled players stats are there own as with normal mind control other than their Genjutsu stats which the user keeps and the user can make them use any skills they, or the user knows including their Kekki Genkai (Though not any other Clan Jutsu the user knows beyond the Yamanaka, other than that the victims Kekki Genkai are all fair game). On top of all that the victim gets no reflexive saves for actions taken, instead only able to shake the Jutsu at the beggining of there normal turn via normal willpower checks. On the downside upon the de-buff becoming active the users normal body goes down becoming helpless and unable to re-act until the user stops sustaining the Jutsu (so interpose rules for defense are very useful for allies or possibly even the controlled body if it so needs).
Effect:
Cost 5 Pts.
While this de-buff is in effect the foe you control may only do two things on there turn. One is pay the sustain costs of any Jutsu they had in effect before mind control went off (That is if they choose to, they needn't keep them active unless you wish to). The second is to make a contested Willpower(x2) + Resilience buffs that apply checks normally to shake off any de-buffs (including mind control) off of themselves.
Once you've established control your body drops to the ground helpless against further attacks (Though it may maintain any Jutsu you where sustaining if you so choose to). You then gain 1 turn each round, that being giving the user commands.
Anything that would harm the user harms you, however you don't take the negatives of critical effects once you return to your body other than unconsciousness or death. If knocked out or killed control is obviously automatically broken.
The controlled player has all there normal stats other than there Genjutsu stats which the user has, however they may only use Jutsu the controller knows as the controller is pulling the strings and thus they can only do things the controller knows how to do even Kekkei Genkai.
Chakra to perform any of these tasks as well as to sustain powers must be paid by the controller not the subject of mind control making this power very taxing.
Sustainable.
Important Notes:
Yamanaka Only, Genjutsu Only

Jutsu's
Quote:
Yamanaka Possession
---Level: 15
---Style: Genjutsu
---Affinity: Wind
---Accuracy: +15
---Range: Sight
---Effect:
Possession(5pts), Range(+2)(10pts)
While this de-buff is in effect the foe you control may only do two things on there turn. One is pay the sustain costs of any Jutsu they had in effect before mind control went off (That is if they choose to, they needn't keep them active unless you wish to). The second is to make a contested Willpower(x2) + Resilience buffs that apply checks normally to shake off any de-buffs (including mind control) off of themselves.
Once you've established control your body drops to the ground helpless against further attacks (Though it may maintain any Jutsu you where sustaining if you so choose to). You then gain 1 turn each round, that being giving the user commands.
Anything that would harm the user harms you, however you don't take the negatives of critical effects once you return to your body other than unconsciousness or death. If knocked out or killed control is obviously automatically broken.
The controlled player has all there normal stats other than there Genjutsu stats which the user has, however they may only use Jutsu the controller knows as the controller is pulling the strings and thus they can only do things the controller knows how to do even Kekkei Genkai.
Chakra to perform any of these tasks as well as to sustain powers must be paid by the controller not the subject of mind control making this power very taxing.
Sustainable.
Important Notes:
Yamanaka Only
---Description:
The user leaves there body falling limply to the ground as their Chakra moves through the air and grabs hold of a foes mind controlling there body completely and utterly.
 
PostPosted: Sat Jan 26, 2013 7:02 am


Quote:
Items:


Name:
---Level:
---Style:
---Accuracy:
---Range:
---Uses: x/x
---Effect:
---Description:

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


 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Sat Jan 26, 2013 7:03 am


Quote:
Jutsu List

-Justu name 1 (Level)
-Jutsu name 2 (Level)
-etc, etc, etc


Quote:
Name: Rope Tying Technique
---Level: 0
---Style: Taijutsu
---Affinity: N/A
---Type: Passive
---Accuracy:
---Range: Touch
---Effect: RP Effect: The user is able to make numerous types of knots.
+2 Base Chance to Tying Knots
---Description: In order to escape from knots, one must be able to tie them. During the first classes they were taught how to tie knots, causing blisters but now the knowledge is sunk in.


Quote:
Name: Chakra's Presence
---Level: 0
---Style: Ninjutsu
---Affinity: N/A
---Type: Passive
---Accuracy:
---Range: Touch
+2 Base Chance for tracking Shiro, Takuya, and Jynn
---Effect: RP Effect: The user is able to feel if there is chakra around him
---Description: While in the academy, Kuro has learnt to occasionally pick up on chakra as like another sense of sorts though it doesn't really help, nor always work.


Quote:
Name: Darker Vision
---Level: 0
---Style: Taijutsu
---Affinity: N/A
---Type: Passive
---Accuracy:
---Range: Touch
---Effect: RP Effect: The user is able to see in the dark better
+10 While trying to do something the dark that relates to sight.
---Description: Kuro has gotten use to the dark, so his eyes have adjusted somewhat.
 
PostPosted: Sat Jan 26, 2013 7:04 am


Quote:
Normal Jutsu
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Sat Jan 26, 2013 7:05 am


Quote:
Custom Jutsu
 
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