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Hiru's Tortoises

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Hoshigaki Hiru
Crew

PostPosted: Thu Feb 27, 2014 1:50 pm


~Character Data~


User Image

Name: Gakkame (楽亀)
Contract to which it is bound: Cool Springs Tortoises
Element Affinity: Water, Air
Gender: Male
Rank: MC (jounin equivalent for musical tortoises)

~Appearance~


Height: 1'0''
Weight: 10 lbs
Physical Description: Very small turtle with green scales, a red shell and red markings. A speaker is built into his shell to project sound despite his small stature.
Clothing: Never leaves his hut without his headphones. A mall Kirigakure plate is bolted to the hadphone's back as a symbol of fraternity to his summoner, Hiru. Wears colored feathers a bit like a ponytail for style and a few wooden bracelets.
Background: A musician of heart and soul, he can play the classical tortoise tunes by flipping on its back and drumming on his shell and singing, or by remixing his own composition through his speaker. Very catchy!
Personality: Gakkame likes crowds, and, contrarily to most Sameruizumi Tortoises, he likes a good battle as well. Although he doesn't really have any moves in his repertoire to cause harm to opponents, he sees bewitching them as a challenge, proving his musical prowess.


~Stats~


LV: 30
Hp: [10 + constitution modifier] x level = 450
Cp: [10 + chakra modifier] x level = 990
MHp: [10 + wisdom modifier] x level = 540

Stat cap: [Level + 30] = 60

Strength:......16 x 0.7 (Small) : 11 mod = 0
Dexterity:.....26 x 0.6 (Kikkou) : 18 mod = 4
Constitution:..20 x 1.25 (Kikkou) x 0.7 (Small) : 19 mod = 4
Intelligence:..56 mod = 23
Wisdom:........32 mod = 11
Charisma:......26 mod = 8
Chakra:........46 mod = 18

Dodge: [Level + dex mod + wis mod] = 45

Base Attack Bonus: [level] = 30 / 25 / 20 / 15 / 10 / 5
Attack Melee: [str mod + bab] = 30
Attack Ranged: [dex mod + bab] = 34
Number of attacks: 6

Base Save Bonus: [level/2 (down)] = 15
Fort: [con mod + bsb] = 23
Rex: [dex mod + bsb] = 19
Will: [wis mod + bsb] = 26

~Skills~


Skill cap: [Level + 30] = 60

Strength modifier: 0

Athletics: 0

Dexterity modifier: 4

Acrobatics: 0
Escape Artist: 10
Stealth: 25
Sleight of Hand:

Constitution modifier: 5

Concentration: 5

Intelligence modifier: 23

Alchemy:
Chakra Control: 50
Craft:
Treat Injury:

Wisdom modifier: 11

Awareness: 30
Read Lips:
Sense Motive: 10
Survival:

Charisma modifier: 8

Diplomacy:
Handle Animal:
Intimidate:
Innuendo:
Perform: 40
Seduction: 10

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

Taijutsu:
Ninjutsu: 10
Genjutsu: 60
Fuuin Jutsu:
Sneak Attack:
Puppet Play:
Ninja Weapons (Melee):
Ninja Weapons (Ranged):

~Size and Abilities~



Creature Type

Kaijuu (Marine Creature)
User Image
Summon is a creature able to walk on land effectively but is nevertheless physiologically made to spend significant periods of time underwater.
Rank: Ability, passive
Special:
*Decrease DCs to hold breath by 75%.
*Decrease Base Attack Bonus, Dodge Rating, Reflex and any check related to movement by 20% when on land.
*Increase Base Attack Bonus, Dodge Rating, Reflex and any check related to movement by 20% when underwater.



Physiological Characteristics

Kikkou (Tortoise Shell)
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Summon has an extremely solid exosquelettal shell covering its back and thorax, greatly increasing its durability but inevitably hindering its agility.
Rank: Ability, passive
Special:
*Increase Constitution by 25%.
*Decrease Dexterity by 40%.
*Natural armor bonus to Dodge and Reflex of [Level / 2].



Size

Small
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The summon is very small and light, allowing it to be carried by a person during combat. It's size, though making it easy to carry, also makes this summon more brittle.
Rank: Ability, passive
Special:
*Can "ride" or be carried by a person.
*While it is carried, replace summon's dodge rating and reflex by the carrier's.
*If target of a physical attack or jutsu, the summon can add its dodge rating to the carrier's for a single attack, but will have to hop off.
*If pushed off or jumped off the carrier, summon must use one attack turn (dice roll) to jump back on.
*Reduce constitution by 30%.
*Reduce strength by 30%.



Abilities

Kikkou Monokage (Shelled Cover)
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The tortoise, if in trouble, can pull back its limbs and head into its shell for protection. It is far from being a perfect defense, but it will significantly reduce the damage it could take in desperate situations.
Rank: Ability
Special: Usable if the turtle's save check fails against a jutsu that requires either a Reflex or Athletics check. If the failed check is within 10 of succeeding (inclusively), the turtle can sacrifice one of its dice rolls from its following attack sequence to retreat into its shell, cutting damage by half.



~Jutsus~


Ninjutsu

E-Rank

Bunshin no Jutsu (Clone Technique)
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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: 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)
User Imagehttp://images4.wikia.nocookie.net/__cb20091020053816/naruto/images/thumb/9/94/Transformation_Technique_part_2.png/300px-Transformation_Technique_part_2.png[/img]
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)
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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)
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This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
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Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Learn in the academy. Chakra Control 2.
Training: 1 stage
Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.

Nawanuke no Jutsu (Rope Escape Technique)
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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.

D-Rank

Suiton: Mizu Kassou (Water Release: Water Gliding)
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The technique is an improved version of water walking. The user condenses a thin layer of water under his feet and uses it to propel himself with bursts of speed in any direction and ignore terrain difficulties. Instead of moving his feet, the user moves the water he generates to initiate movement before he even moves a muscle. The technique is usually used on the ground, but can also be used on or under water for a reduced chrakra cost.
Cp: 4 cp per post on water or in a water field, 16 initial cp + 8 cp per post on land.
Dice Rolls: 2 to initiate, 1 if on water, can be used as a reaction.
Damage: Add chakra mod charging attacks (started from a distance)
Reflex DC: N/A
Special: While this mode is active:
*Replace [dex mod] in [Dodge] by [chk mod]
*Replace [dex mod] in [Reflex] by [chk mod]
*Add [chk mod] to [Athletics]
*Ignore terrain penalties to movement rolls.
Owner: Hoshigaki Hiru


Genjutsu

D-Rank

Suzu Senbon no Genkaku (Illusion Bell Needles)
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Technique which uses special bells attached to throwing needles {senbon}. The bells ring at a certain frequency and the sound directly affects the brain. This is able to disorient the opponent and create various illusions that hinder the opponent's ability to attack and defend.
Cp cost: 15 + 4 per post.
Dice Rolls: 2
Damage: See Special.
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Senbon, Crafted bells {Only available in Otogakure or Craft DC 20}, Genjutsu 16, Chakra Control 20
Training: 2 stages
Stage I: Chakra Control DC 30
Stage II: Genjutsu DC 26
Special: -2 compounding to all rolls per turn trapped in the Genjutsu, max is -8.

C-Rank

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
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A rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 35 + 8 per turn
Dice Rolls: 3
Damage: N/A
Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 30, Chakra Control 30
Training: 3 stages
Stage I: Chakra Control DC 40
Stage II: Chakra Control DC 42
Stage III: Genjutsu DC 43
Special: Maximum to +8 to certain checks. Effect of jutsu depends upon usage. Consult Crew.

B-Rank

Kikkouchou: Kameashi Regee (Shell Melody: Turtle's Pace Reggae)
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A technique made to compensate for the turtle's obviously less than on par speed in battle. By banging and knocking on various sections of his or her shell like a drum, the user plays a very slow reggae type music that is used as a trigger for the jutsu on enemies in an area. Affecting the victim's brains, this genjutsu gives the target the impression of everything around him accelerating, as though he was slowing down to a crawl. What the technique actually does is it slows down all sensory and motor functions of its victim's brain, making them a much easier target to reach and incapacitate and making encounters against large groups more manageable.
Cp Cost: 90
Dice Rolls: 4
Damage: n/a
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Sameruizumi Kame Contract, Genjutsu 35, Intelligence 35, Chakra Control 30, Shelled if no instrument.
Training: 4 stages.
Stage I: Genjutsu DC 45, Weaving chakra in the correct sound waves emanating from the instrument to enthrall a target.
Stage II: Intelligence DC 22, Synchronizing the rythm to specifically affect the brain's sensory and motor centers.
Stage III: Chakra Control DC 40, Using the chakra in the music to effectively slow down its processing, by inhibiting input and output from the processing centers.
Stage IV: Genjutsu DC 47, Imprinting the brain solidly enough for the effect to continue despite outside stimuli until released or broken by the victim.
Special:
*Affects all shinobis who hear the music, except for those with an active contract with the Sameruizumi Kame, friend or foe.
*Until the victim breaks free of the illusion, reduce base attack bonus, reflex, dodge rating and any check concerning speed by [Chakra Control / 4]. Victim loses attacks that would now have a base attack bonus reduced to 0.

Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
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A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 60 + 10 per turn
Dice Rolls: 4
Damage: N/A
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 34, Chakra Control 36
Training: 4 stages
Stage I: Awareness DC 30
Stage II: Chakra Control DC 46
Stage III: Chakra Control DC 48
Stage IV: Genjutsu DC 44
Special: This layer must be broken before the first genjutsu layer can be broken. Depending on the effect it may give extra bonuses to Will DCs or other checks (consult Crew).

A-Rank

Kikkouchou: Tenmin Haku (Shell Melody: Beat of Paradisiac Slumber)
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The Sameruizumi Kame's most sophisticated and effective genjutsu. It is particular in its nature as, even though it is meant to be used on enemies, it causes no mental damage to its victim. By banging and knocking on various sections of his shell like a drum, the user plays a soothing tropical tune used as a trigger for the jutsu on enemies in an area. The technique works in two distinct manners. On a primary level, it forces the victims into a relaxing dream, an image of peace and tranquility tailored upon their unconscious desires. On a second level, it stimulates the brain's release of various hormones to reduce the victims' desire to even break free of the illusion, making them want to stay for "just a few more minutes". It has been said that many who had been exposed to this technique joined the Cool Springs Tortoises' cause afterwards, realizing how fulfilling complete and absolute peace could be.
Cp Cost: 125
Dice Rolls: 5
Damage: None, + (25 - 75) mhp per turn trapped.
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Sameruizumi Kame Contract, Genjutsu 45, Intelligence 40, Chakra Control 43, Shelled or possess instrument.
Training: 5 stages.
Stage I: Genjutsu DC 55, Weaving chakra in the correct sound waves emanating from the instrument to enthrall a target.
Stage II: Intelligence DC 25, Specifically directing the chakra to the pleasure and endocrine centers of the brain.
Stage III: Chakra Control DC 53, Have the rythm tap directly into the victim's unconscious desires.
Stage IV: Chakra Control DC 55, Have the rythm adjust the hormone levels to optimize the illusion's efficiency.
Stage V: Genjutsu DC 57, Make the illusion as realistic and sturdy as possible to further reduce the target's chances of breaking it.
Special:
*Affects all shinobis who hear the music, except for those with an active contract with the Sameruizumi Kame, friend or foe (unless he or she willingly submits to the genjutsu).
*Once entranced, the victims are to all accounts unconscious (paralyzed and helpless).
*Reduce all will saves to break free of the jutsu by 20%.
*Any physical damage to the victims from an outside source breaks the illusion.
*Cures all mental status ailments of the victims.

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
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A genjutsu which exerts an hallucinatory effect upon the eyesight, stealing all light away. A world of darkness, as if a thick, jet-black curtain had been dropped. No matter how skilled someone is, they have no option besides turning into sitting ducks. This effect allows the user to attack unseen. Although it negates sight, it does not stop the other senses. In essence, the opponent can sense, hear and smell out the user of the technique.
Cp cost: 80 + 15 per post
Dice Rolls: 5
Damage: N/A
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 40, Chakra Control 42
Training: 5 stages.
Stage I: Chakra Control DC 52
Stage II: Chakra Control DC 55
Stage III: Genjutsu DC 50
Stage IV: Intelligence DC 30 {d20 + int mod}
Stage V: Genjutsu DC 52
Special: Target is considered Blind.


Taijutsu



~Possessions~


Weapons:

Kyoumei Speaker
A special speaker which amplifies sound waves and also resonates it at a specific frequency. The sound released can then be controlled with chakra to a specific target
Damage: (2 - 10) + chk. mod.
Range: Melee.
Special: Target is disoriented reciving a -6 penalty in all checks, attack rolls and damage. Cannot Block with this.
Dual Wield: No.

Other:
PostPosted: Thu Feb 27, 2014 7:25 pm


~Character Data~


User Image

Name: Kamesaru (亀猿)
Contract to which it is bound: Sameruizumi Kame
Element Affinity: Water (Can use Earth)
Gender: Male
Rank: Champion (jounin equivalent in the Kamezumo ring)

~Appearance~


Height: 10'3''
Weight: 1453 lbs (at last weigh in)
Physical Description: A giant bipedal tortoise covered in scars from its tournament combat hobby as a Kamezumo specialist. Very muscular and imposing, his size has set him apart often from many of his opponents. Has brownish scales with blue markings.
Clothing: One elbow and knee pad. A Kirigakure forehead protector is sown on his elbow pad (which kinda hurts during elbow drops!).
Background: A brawler by nature and interest, when Kamesaru isn't loafing around it's to train his signature Kamezumo fighting style or to take part in the various physical Cool Spring tournaments.
Personality: By his look, people would think he's aggressive but he's really not. Although he's fairly laid back, you'll usually find him "relaxing" more around the weight room than the beach.
Other: Unlike most tortoises in the Cool Springs, Kamesaru was actually born to another turtle contract and only (relatively) recently seceded from it to join the Sameruizumi Kame. Even though he did join them because he was fed up with the constant wars and bloodshed, the fact that he's seen more combat than most other turtles probably explains why he still appreciates the heat of battle a bit more than the Sage would like him to...


~Stats~


LV: 30
Hp: [10 + constitution modifier] x level = 1560
Cp: [10 + chakra modifier] x level = 600
MHp: [10 + wisdom modifier] x level = 450

Stat cap: [Level + 30] = 60

Strength:......54 x 1.5 (Large): 81 mod = 35
Dexterity:.....29 x 0.6 (Kikkou) : 17 mod = 3
Constitution:..53 x 1.25 (Kikkou) x 1.5 (Large) : 92 mod = 41
Intelligence:..20 mod = 5
Wisdom:........32 mod = 11
Charisma:......20 mod = 5
Chakra:........14 x 1.5 (Large): 21 mod = 5

Dodge: [Level + dex mod + wis mod] = 51

Base Attack Bonus: [level] = 30 / 25 / 20 / 15 / 10 / 5
Attack Melee: [str mod + bab] = 65 / 60 / 55 / 50 / 45 / 40
Attack Ranged: [dex mod + bab] = 40 / 35 / 30 / 25 / 20 / 15
Number of attacks: 6

Base Save Bonus: [level/2 (down)] = 15
Fort: [con mod + bsb] = 56
Rex: [dex mod + bsb] = 25
Will: [wis mod + bsb] = 26

~Skills~


Skill cap: [Level + 30] = 60

Strength modifier: 35

Athletics: 25

Dexterity modifier: 3

Acrobatics: 10
Escape Artist: 30
Stealth:
Sleight of Hand:

Constitution modifier: 41

Concentration: 5

Intelligence modifier: 5

Alchemy:
Chakra Control: 30
Craft:
Treat Injury:

Wisdom modifier: 11

Awareness: 40
Read Lips:
Sense Motive: 20
Survival:

Charisma modifier: 7

Diplomacy:
Handle Animal:
Intimidate: 20
Innuendo:
Perform:
Seduction:

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

Taijutsu: 60
Ninjutsu: 10
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:
Ninja Weapons (Melee):
Ninja Weapons (Ranged):


~Size and Abilities~



Creature Type

Kaijuu (Marine Creature)
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Summon is a creature able to walk on land effectively but is nevertheless physiologically made to spend significant periods of time underwater.
Rank: Ability, passive
Special:
*Decrease DCs to hold breath by 75%.
*Decrease Base Attack Bonus, Dodge Rating, Reflex and any check related to movement by 20% when on land.
*Increase Base Attack Bonus, Dodge Rating, Reflex and any check related to movement by 20% when underwater.



Physiological Characteristics

Kikkou (Tortoise Shell)
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Summon has an extremely solid exosquelettal shell covering its back and thorax, greatly increasing its durability but inevitably hindering its agility.
Rank: Ability, passive
Special:
*Increase Constitution by 25%.
*Decrease Dexterity by 40%.
*Natural armor bonus to Dodge and Reflex of [Level / 2].



Size

Large
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The summon is larger than a regular person, making it possible for a person to be carried by it or ride it, and making it stronger and tougher.
Rank: Ability, passive
Special:
*May only be summoned outside or in a large room.
*Can be rode or can carry a person. Summon suffers a -5 to dodge rating and reflex while ridden or carrying someone.
*While he or she is carried, replace user's dodge rating by the summon's.
*If target of a physical attack or jutsu while riding, the person can add his or her dodge rating to the summon's for a single attack, but will have to hop off.
*If pushed off or jumped off the summon, the person must use one attack turn (dice roll) to jump back on.
*Increase constitution by 50%.
*Increase chakra by 50%.
*Increase strength by 50%.
*Increase summoning cp cost by 50%.



Abilities

Kikkou Monokage (Shelled Cover)
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The tortoise, if in trouble, can pull back its limbs and head into its shell for protection. It is far from being a perfect defense, but it will significantly reduce the damage it could take in desperate situations.
Rank: Ability
Special: Usable if the turtle's save check fails against a jutsu that requires either a Reflex or Athletics check. If the failed check is within 10 of succeeding (inclusively), the turtle can sacrifice one of its dice rolls from its following attack sequence to retreat into its shell, cutting damage by half.



~Jutsus~


Ninjutsu

E-Rank

Bunshin no Jutsu (Clone Technique)
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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: 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)
User Imagehttp://images4.wikia.nocookie.net/__cb20091020053816/naruto/images/thumb/9/94/Transformation_Technique_part_2.png/300px-Transformation_Technique_part_2.png[/img]
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)
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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)
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This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
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Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Learn in the academy. Chakra Control 2.
Training: 1 stage
Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.

Nawanuke no Jutsu (Rope Escape Technique)
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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.

B-Rank

Konbi Henge (Combination Transformation)
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An advanced form of Henge no Jutsu (Transformation Technique), Konbi Henge is where both the users are transformed into one being.
Users: Hiru Hoshigaki and Kamesaru
Cp cost: 60
Dice Rolls: 4 Rolls
Damage: n/a
Reflex DC: n/a
Requirements: Henge no jutsu, both subjects most be willing to perform the jutsu, (Added Together) Chakra Control 50, (Added Together) Ninjutsu 48
Training days: 4 stages (together)
Stage I: Chakra Control DC 60 Study each other and brainstorm manually on a midway point between the two of you.
Stage II: Chakra Control DC 65 Transform into two halves of a whole that fit together. {eg. two halves of a heart, etc.} Use chakra to smooth the gaps and join the both of you.
Stage III: Ninjutsu DC 58 Merge both consciousness into one to allow normal movement and body control of.
Stage IV: Ninjutsu DC 60 Combine the previously learned elements.
Special: Two users combine into one being. Add both user's Cp and Hp. The new combined user has the dominant stats and skills of each of the users (use strongest stats and skills of both users). Combined user has the highest base attack bonus and base save bonus of both users. Combined user can use techniques and abilities of both users.
Note: This technique must be relearned every time a user wants to be able to use it with a different person. A character sheet must be made for the combined user before any battle in which they would want to use this technique.

Genjutsu

Taijutsu

D-Rank

Kamezumō (Turtle Wrestling)
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An ancient fighting style developed by the Cool Springs Tortoises that greatly resembles a hybrid of judo, catch wrestling, and sumo wrestling. Made to utilize the user's weight, this style focuses heavily (no pun intended) on various grappling and pinning techniques. These are used in two manners. The first is to chain attacks in an active grapple by smashing the opponent tagainst the ground under the user's weight, and the second in immobilizinge opponents to the ground, letting the user's weight do the damage to the victim rather than actually striking at them.
Cp Cost: n/a
Dice Rolls: n/a
Damage: ( 3 - 18 ) + [Con mod] + [Str Mod / 2] + [(1-2) x (Taijutsu / 4)]
Requirements: Sameruizumi Kame, Taijutsu 5, Constitution 25, Strength 15.
Training: 2 stages.
Stage I: Strength DC 12, Working on improving your grabbing efficiency for this art.
Stage II: Taijutsu DC 15, Effectively finding ways to immobilize opponents under your weight.
Special:
*Except for specific Kamezumo techniques, this style is only used during active grapples.
*Grapple DC is calculated using the formula [d20 + (Str Mod / 2) + (Con Mod / 2)] instead of the standard [d20 + Str Mod]. Use standard methods to break the grapple.
*When user attempts Kamezumo attacks during an active grapple, replace formula to calculate defender's dodge rating from [Level + Dex Mod + Wis Mod] to [Level + Str Mod + Con Mod]. "Dodging" grapple attacks does not break grapple, it simply prevents damage from occuring by using force and weight to avoid getting swung or toppled.
*Critical Hits during an active grapple daze the opponent for his next combat turn and a 50% chance to cause broken bones from the crushing weight. Both effects can occur on one move.
*If user is Shelled (Kikkou), increase contribution from [Con Mod] in all Kamezumō formulas by 25%.

Reverse Grapple
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While in a grapple, using sheer force and raw power, you are able to break free of a grapple, and reverse it, pinning your adversary to the ground.
Attack Turns: 2
Grapple DC: See Special
Damage: Normal Grapple Damage
Special: Uses the formula: 1d20 + Strength Mod + 2 per 10 ranks in Taijutsu vs. Opponent's Grapple DC to break free and grapple the opponent. Then continues to follow normal grapple protocol.

C-Rank

Kamezumō: Geigeki (Turtle Wrestling: Interception)
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Instead of trying to move away from an attack, the user takes advantage of a combination of his or her weight and his or her opponent's strength to reverse an incoming physical attack by destabilizing the opponent and projecting him or her to the ground before taking advantage of this vulnerable state to facilitate initiation of a grapple.
Cp Cost: n/a
Dice Rolls: 2
Damage: n/a
Requirements: Kamezumō, Taijutsu 20, Constitution 30, Strength 20.
Training: 3 stages.
Stage I: Taijutsu DC 30, Absorbing the momentum of an attack to turn it against its user.
Stage II: Strength DC 17, Flipping your opponent in mid attack.
Stage III: Constitution DC 20, Projecting opponrnt hard enough to prevent further attacks.
Special: Roll d20 + [Taijutsu] + [Attacker's Str Mod]. If roll beats incoming attack roll, damage is negated and opponent is forced into a grapple of a DC calculated from the same roll as Interception roll. Victim's remaining attack turns (dice rolls) for the turn can be used to break free from the grapple.

S-Rank

Hachimon (The Eight Celestial Gates)
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The eight chakra gates are eight specific points on a person's chakra circulatory system. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By opening these gates, the user can surpass their own physical limits at the cost of extreme damage to their own bodies.

Obviously, gates must be opened in order. The gates and what they release are listed below. The Gates each have a Hp cost with the exception of the eighth which kills the user at the end. This is so that the eight gates do not get spammed the hell out of.

The effects of the gates last for 10 user Rounds for Gates 1-5 and until death for Gates 5-8. However the Hp loss is constant. The effects of the gate opening can be healed up to the opening of the 6th gate. The strain placed on the body from opening the 7th and 8th gate is too much for anyone to heal. You can recover from opening the 7th gate, but you probably won't be ninja-ing around any more. The effects of the gates past the 4th gate come with a permanent lost of constitution; this represents the damage placed upon the body when the gates are open so be VERY careful when you use this power surge.

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.


~Possessions~


Weapons:

Other:

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Mon Nov 03, 2014 8:30 pm


~Character Data~


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Name: Kametate (亀楯)
Contract to which it is bound: Cool Springs Tortoises
Element Affinity: Earth
Gender: Male
Rank: High Protector (jounin equivalent for Island Guards)

~Appearance~


Height: 5'7''
Weight: 425 lbs
Physical Description: A sea blue bipedal tortoise of relatively small stature with gold circular makings to his skin and shell.
Clothing: Wears the mandatory shell armor of the sage's guards with the added Konohagakure symbol engraved on its front as a mark of friendship to Hiru. Practically always seen with his turtle shell shield even when off duty. (He has been known to use it a surf board!)
Background: A once promising up and comer in the Sage's personal guard unit, he was initially reluctantly appointed as Hiru's escort in his first contact with the group. Through their adventures, the two kindred spirit have since developed a great friendship and incredible combat chemistry, both never hesitating to summon the other in battle. Recently appointed to the Sage's personal elite close guard, he accepted the position on one condition: that it does not interfere with what he considers as his primary duties as Hiru's combat partner.
Personality: A specialist of defense and an artist with his shield, he will go to the moon and back to protect those he cares about, not afraid to jump right in the line of fire. When off duty, he's still a neverthless laid back guy who likes surfing and lazying around in the sun. He always has his shield with him however!

~Stats~


LV: 30
Hp: [10 + constitution modifier] x level = 750
Cp: [10 + chakra modifier] x level = 450
MHp: [10 + wisdom modifier] x level = 810

Stat cap: [Level + 30] = 60

Strength: .........40 | 00 | 00 | ------- | 40 mod = 15
Dexterity: ........27 | 00 | 00 | -40% | 16 mod = 3
Constitution: ....32 | 00 | 00 | +25% | 40 mod = 15
Intelligence: .....30 | 00 | 00 | ------- | 30 mod = 10
Wisdom: ...........50 | 00 | 00 | ------- | 50 mod = 20
Charisma: .........24 | 00 | 00 | ------- | 24 mod = 7
Chakra: ............19 | 00 | 00 | ------- | 19 mod = 4

Dodge: Level [30] + Dex Mod [03] + Wis Mod [20] + Natural Armor [15] = 68

Base Attack Bonus: [level] = 30 / 25 / 20 / 15 / 10 / 5
Attack Melee: [str mod + bab] = 45
Attack Ranged: [dex mod + bab] = 33
Number of attacks: 6

Base Save Bonus: [level/2 (down)] = 15
Fort: [con mod + bsb] = 45
Rex: [dex mod + bsb] = 33
Will: [wis mod + bsb] = 50

~Skills~


Skill cap: [Level + 30] = 60

Strength modifier: 15

Athletics: 20

Dexterity modifier: 3

Acrobatics: 25
Escape Artist: 40
Stealth:
Sleight of Hand:

Constitution modifier: 15

Concentration: 25

Intelligence modifier: 10

Alchemy:
Chakra Control:
Craft:
Treat Injury:

Wisdom modifier: 20

Awareness: 50
Read Lips:
Sense Motive: 30
Survival:

Charisma modifier: 7

Diplomacy:
Handle Animal:
Intimidate: 10
Innuendo:
Perform:
Seduction:

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

Taijutsu:
Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:
Ninja Weapons (Shield): 50
Ninja Weapons (Ranged):

~Size and Abilities~



Creature Type

Kaijuu (Marine Creature)
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Summon is a creature able to walk on land effectively but is nevertheless physiologically made to spend significant periods of time underwater.
Rank: Ability, passive
Special:
*Decrease DCs to hold breath by 75%.
*Decrease Base Attack Bonus, Dodge Rating, Reflex and any check related to movement by 20% when on land.
*Increase Base Attack Bonus, Dodge Rating, Reflex and any check related to movement by 20% when underwater.



Physiological Characteristics

Kikkou (Tortoise Shell)
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Summon has an extremely solid exosquelettal shell covering its back and thorax, greatly increasing its durability but inevitably hindering its agility.
Rank: Ability, passive
Special:
*Increase Constitution by 25%.
*Decrease Dexterity by 40%.
*Natural armor bonus to Dodge and Reflex of [Level / 2].



Size

Small
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The summon is very small and light, allowing it to be carried by a person during combat. It's size, though making it easy to carry, also makes this summon more brittle.
Rank: Ability, passive
Special:
*Can "ride" or be carried by a person.
*While it is carried, replace summon's dodge rating and reflex by the carrier's.
*If target of a physical attack or jutsu, the summon can add its dodge rating to the carrier's for a single attack, but will have to hop off.
*If pushed off or jumped off the carrier, summon must use one attack turn (dice roll) to jump back on.
*Reduce constitution by 30%.
*Reduce strength by 30%.



Abilities

Kikkou Monokage (Shelled Cover)
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The tortoise, if in trouble, can pull back its limbs and head into its shell for protection. It is far from being a perfect defense, but it will significantly reduce the damage it could take in desperate situations.
Rank: Ability
Special: Usable if the turtle's save check fails against a jutsu that requires either a Reflex or Athletics check. If the failed check is within 10 of succeeding (inclusively), the turtle can sacrifice one of its dice rolls from its following attack sequence to retreat into its shell, cutting damage by half.



~Jutsus~


Ninjutsu

E-Rank

Bunshin no Jutsu (Clone Technique)
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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: 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)
User Imagehttp://images4.wikia.nocookie.net/__cb20091020053816/naruto/images/thumb/9/94/Transformation_Technique_part_2.png/300px-Transformation_Technique_part_2.png[/img]
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)
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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.

Nawanuke no Jutsu (Rope Escape Technique)
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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.


Taijutsu

E-Rank

Uke (Blocking)
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Blocking is the most basic defensive maneuver a shinobi can learn. Aimed at preventing an attack from reaching its target, a block is basically a blow against a blow, applying the basic principle that two equal forces going in opposite directions will offset each other. Unless very specific skills have been learned, hands will not prove very helpful in blocking weapon attacks.
Attack Turns: 1 (Reaction)
Cp Cost: n/a
Damage: n/a
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Weapon or Taijutsu DC 10, Deflect attacks with your own to prevent them from hitting you.
Special:
*Roll 1d20 + [Base Attack Bonus / 2] + Strength Modifier + 2 per 10 in Weapon Skill. If block check beats the attack roll, the attack was succesfully blocked and causes no damage. If failed, blocker takes full attack damage.
*Bare hands can only be used to deflect taijutsu attacks.

Kabaiitate (Cover)
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The action of covering someone is made to protect more vulnerable targets in order to prevent that harm be done to them. Any person wishing to attack the protected target will have to “go through” the person covering them, something that can be quite a challenge depending on who they have to deal with.
Attack Turns: 1 per action (reaction)
Cp Cost: n/a
Damage: n/a
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Weapon or Taijutsu DC 10, Prevent attackers from damaging a target placed behind you.
Special:
*The action of moving to cover someone or moving into cover requires one attack turn to perform.
*Protector can use cover actions while providing cover.
*As a cover action, user can block or defend attacks aimed at the person behind them as though they were aimed at them.
*As a cover action, if protector’s dodge or reflex beats incoming attack score, they can take damage for the protected person.
*As a cover action, if protector’s dodge or reflex beats incoming attack by 10, they can move the protected person out of the way and dodge the attack themselves.
*Cover is broken as soon as an offensive maneuver that requires that the protector move from his spot is initiated (melee attacks, any jutsu requiring movement).
*Only 1 person may be covered at a time, although many people may provde cover for a single individual.

Kanshou (Intervention)
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If an attack is launched against a target that a shinobi wishes to protect, they can try to wedge themselves between the attacker and its target either to attempt to block the attack, take damage for them or to push them clear out of its way.
Attack Turns: 1 per action (reaction)
Cp Cost: n/a
Damage: n/a
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Dexterity DC 10, Wait for the signal and push a training dummy out of the way of a swinging log before it takes any damage.
Special:
*If protector’s dodge or reflex beats incoming attack by 10, they can take damage for the protected person.
*If protector’s dodge or reflex beats incoming attack by 15, they can attempt to block or defend from the attack.
*If protector’s dodge or reflex beats incoming attack by 20, they can move the protected person out of the way and dodge the attack themselves.
*After an intervention attempt, successful or not, target will be put under the user’s cover until it is broken.

Kumiuchi (Grappling)
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Grabbing an opponent in combat is a basic taijutsu technique aimed at holding an opponent in place rather than causing to damage to them directly. Getting close to an opponent, the person intending to restrain the other must find a way to get his hands on them and lock them in place to prevent any movement. This allows the victim to be used as a human shield or facilitates any partner's attempts at attacking them. In order for the victim to break free, they must either find a way to wiggle free from the user's hold or overpower them to break it.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Escape Artist DC: d20 + Strength Modifier + 2 per 10 in Taijutsu
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Taijutsu DC 10, Hold a struggling target in place while they are greased up, it can be quite a challenge!
Special:
*Grapple is initiated like any other melee attack but does not cause damage.
*Immediately following a succesful grapple attack and at the beginning of any round that the hold is maintained, user and defender must roll a Grapple check of d20 + Strength Modifier + 2 per 10 in Taijutsu to see if the grapple is maintained or broken (higher score wins).
*While grappled, victim rolls a free grapple check (d20 + Strength Modifier + 2 per 10 in Taijutsu) per round against the grappler's grapple check to attempt to break free from the hold, and may use their attack turns to attempt Escape Artist checks against the Grapple check to break free.
*While grappling or grappled, victim and grappler lose the benefit of their Dexterity to their dodge rating and may not attack other people, block, or use techniques that require more than 1 attack turn (dice roll).
*While grappling, grappler can use attack turns to either attempt taijutsu or small weapon attacks against the grappled target, attempt to disarm them, or attempt to wrestle them to the ground, negating their wisdom modifier to their dodge rating until they break free or until the grappler attempts another grapple action.
*While grappled, defender may attempt taijutsu attacks against the grappler but suffers a [4 + 1 per 10 in grappler's taijutsu skill] penalty to attack score.
*Any failed attack against the grappler or the grappled target has a 50% chance to hit the other party to the grapple.

Imashimeru (Binding)
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Using rope to immobilize and restrain an opponent is a basic maneuver often used by shinobi for various purposes.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Escape Artist DC: d20 + Sleight of Hand + Str Mod
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Sleight of Hand DC 10, Tie up one of your buddies as tightly as possible and see how long it takes for them to break free (often trained in conjunction with the Rope Escape Technique).
Special:
*Can only be used against an immobilized or grappled opponents.
*User must use this technique for (5 - 1 per 15 in Sleight of Hand) continuous attack turns to succesfully rope up an opponent.

Youdou (Feint)
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A combat application of masking your true intention, a shinobi can perform a feint in combat intended to mislead an opponent. The user fakes an attack in one direction to force a reaction from the opponent by telegraphing false information through body language and then uses the confusion to strike from another direction. If done successfully, this technique can leave an opponent wide open for an attack, greatly reducing chances of dodging. One of the weaknesses of this technique comes form its dependance on the opponent's ability to read the user's movements, making it less effective against targets that have different body types or limited intelligence.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Sense Motive DC: d20 + Innuendo + Charisma Modifier
Requirements: Learn in the academy
Training: 1 stage
Stage I: Taijutsu DC 10, Spar with an opponent and bait him to move in the wrong direction in an attempt to dodge a false attack.
Special:
*Roll an Innuendo check (1d20 + Innuendo + Charisma Modifier) against an opponent's Sense Motive check (1d20 + Sense Motive + Wisdom Modifier). If Innuendo check beats enemie's sense motive check, user's next melee attack that only requires one attack turn is considered a sneak attack and gains all bonuses accordingly.
*-4 penalty to Innuendo check against non humanoid creatures. -8 penalty against creatures of animal intelligence. Impossible against creatures devoid of intelligence.



~Possessions~


Weapons:

2x Bekkoutate

Bekkoutate (Turtle Shell Shield)
User Image
Made from the shells of turtles who, like some crustaceans, will discard their shells when they grow too large for them so that a new one may be generated, this shield is the trademark weapon of the Sameruizumi Kame. Made of biological material, it is unusually light for its combination of density and size and therefore is unique in significantly minimizing the impairment it could have on the shinobi's mobility making it possible to dual wield the shield as a weapon effectively. Because of its size, the shield passively provides the user with cover from attacks making it very practical from a defensive perspective. The downside of this focus on size is that it makes this tool somewhat cumbersome to carry around and can make complex combat maneuvers more difficult.
Type: Shield
Cp cost to summon: 50 cp
Damage: (1-5) + str mod + (1-2) per 4 levels in Shield
Range: Arms length.
Requirements: To wield: Strength 15. To summon: Sameruizumi Kame, Chakra Control 15, Ninjutsu 10.
Acquisition: Sameruizumi Kame
Special:
*Add armor bonus of [6 + 1 per 10 in Shield] to Dodge and Reflex when wielding this weapon (multiply if dual wielded).
*Reduce Dexterity Modifier by 3 when wielding this weapon (multiply if dual wielded).
*Multiply blocking checks using the shield by 25%.
Dual Wield: Yes, -4 to Attack Roll.
Owner: Sameruizumi Kame
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