Welcome to Gaia! :: View User's Journal | Gaia Journals

 
 

View User's Journal

Character Bios and samples
WotN Rin
User-name: KytanaTheThief
Posting: At least once a day
Time zone: -5 GMT [EST]

~Character Data~


Name: Rin Fukazawa (Given, Surname)
Village:
Clan/Bloodline: None
Element Affinity: Raikou
Age: 28
Gender: Female
Rank: Jounin

~Appearance~


Headband: A dark green band that usually hangs from her neck.
Height: 5'3"
Weight: 120lbs
Hair: Rin’s gray hair might make one think she’s getting on in years, but she’s had the color since birth. Her hair falls to about her mid-back, although she often keeps it done up in a braid or ponytail.

Eyes: Rin's eyes are an odd gray-green color, almost like a faded chalkboard.

Physical Description: She sports an even but slightly pale skin tone, although she wears brighter colors to offset the grayscale tone of her hair and skin. Being mainly a taijutsu and weapon’s specialist, Rin’s training has put her in peak physical condition. Well-toned arms and legs, although not so much as to look odd or unnatural.

Clothing: Typically wears shorts, even in cold weather, yet still wears boots, even in summer. Her top changes colors constantly, but it’s usually a tight-fitting, mid-riff baring, no sleeve shirt. White armwraps cover from her elbow to her palms.

Background: With most of her family killed in a tragic fire many years ago, Rin was brought up solely by her father, a kind yet serious man. She trained hard as a shinobi, rising easily through the ranks, but not really standing out much. It was soon discovered, however, that she had an incredible marksman ability, not just with small items, but even with larger weapons, such as swords. Before she was elevated to jonin status, Rin developed a technique that has earned her the nickname “cannon”, although no one calls her that to her face. She discovered that she could further enhance her projectile ability by storing chakra in her hands, and then exploding it out, launching the weapon any way she wished. This drastically increased her power, accuracy and range, allowing her to become a much more dangerous opponent. Also holding good tactical skills, and a more than decent ability in ninjutsu and genjutsu, it wasn’t any surprise when she was promoted to jonin rank.

Personality: Rin is very kind and caring, leaving some to wonder why she became a shinobi in the first place. But beneath that soft exterior is a warrior who will do anything to protect those around her. She always worries about others before herself, and will often play the distraction or the sacrifice to allow her teammates to escape in bad situations.
Other:

Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

E-Rank

Henge no Jutsu (Transformation Technique)

The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.

Kawarimi no Jutsu (Replacement Technique)

This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.

Bunshin no Jutsu (Clone Technique)

This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: 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.

Nawanuke no Jutsu (Rope Escape Technique)

A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.

Kakuremino no Jutsu (Cloak of Invisibility Technique)

This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.

D-Rank

Shunshin no Jutsu (Body Flicker Technique)

A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

Chakra Sensor Technique ll Presense

Description of Jutsu: The user sends out a sonar-ish chakra wave that allows for them to detect the number of people in the area around them.
Cp Cost: 5 cp to initiate jutsu,
1 - 20 meters ll +15 cp
21 - 35 meters ll +40 cp
36 - 50 meters ll +70 cp
51 - 65 meters ll +100 cp
66 - 80 meters ll +130 cp
Damage: -----
Requirements: Chakra Control 15+, Awareness 15+, Concentration 15+, and Ninjutsu 15+
Training:
Phase One [1]: User learns how to gather chakra in their head. This causes a warming sensation when done correctly. 10 post (DC:12 + Chk. Mod vs. 1d20 + 2 per 10 ranks in Concentration)
Phase Two [2]: After the user learns to gather chakra in their head they then learn how to send off a wave that travels out at a distance based on the amount of chakra gathered. This causes the warming sensation to instantly go away. 10 post (DC:12 + Chk. Mod vs. 1d20 + Wis. Mod.)
Special: Add Chakra modifier and Chakra Control Bonus (+2 per 10 ranks) to Awareness check vs. Opponent's Stealth check. If your sucessful in detecting the people around you then you know the exact amount of people around you regardless if they are hiding both physically around or behind something, or trying to mask their chakra.

Soshuha (Manipulating Attack Blades)

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

Raiton: Hiraishin (Lightning Release: Electric Needle Spark)

After coming into physical contact with the opponent, the user raises their arm into the air, generating a powerful bolt of electricity which will travel through their body into the body of the opponent.
Cp Cost: 80 Cp
Dice Rolls: 3
Damage: 65 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: n/a
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 20, Ninjutsu 25, Chakra 26
Training: 3 stages
Stage I: Chakra Control DC 30 Wrapping a limb with electric chakra.
Stage II: Chakra DC 18 {d20 + chk mod} Forcing your electric chakra inside the target.
Stage III: Ninjutsu DC 35 Not electrocuting yourself with your own jutsu despite contact.
Special: Used after a succesful melee or weapon attack or during a grapple. There is no reflex save for this technique, it is an auto-hit through direct contact. Victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.

B-Rank

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
Training: 4 stages
Stage 1: Chakra Control DC: 40, Infusing blades with chakra flow.
Stage 2: Ninjutsu DC: 40, Extending the chakra flowing through the blade passed its tip.
Stage 3: Sneak Attack DC: 30, Concealing the extension of the blade to keep the opponent guessing.
Stage 4: Bladed weapon skill DC: 35, Adapting to fighting with the weapon without cutting yourself.
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.

Medical Ninjutsu-

D-Rank

Chakra Transferal Technique

Description: The act of transferring your chakra to another person is as simple as molding your chakra, thus any ninja who has done chakra molding at some point can use it. Simple lay your hands upon the one you intend to transfer your chakra to and will it to go to them.
Rank: D
CP Cost: 1.5x amount given
Attack Turns: 3
Reflex DC: N/A
Damage: Can give up to a max of [level x 2 + chakra mod +2 for 4 chakra control] (As per medical ninjutsu skill bonus, add +2 per 4 ranks in medical ninjutsu since there is no range.)
Requirements: Chakra Control 5 or Medical Ninjutsu 10
Training: 2 stages
Stage I: Chakra Control DC 20, Convert your chakra into a neutral pallet. Strip it of its elemental ties.
Stage II: Medical Ninjutsu DC 22, Force your chakra into a living target and give it new life.
Special:
*Allows the user to determine chakra donated to target anywhere between 1 and the max determined by the above formula. Cannot be on unconscious target.
Owner: PupSage *Available for anyone*

Genjutsu-

Taijutsu-

D-Rank

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.

Reppū (Gale)

Using their quickness and agility, the user performs a spinning kick to sweep their opponent off their feet. This technique is a good example of how even simple taijutsu can become a preeminently destructive, lethal technique. The move here is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Cp cost: -----
Dice Rolls: 2
Damage: Taijutsu damage.
Requirements: Style: Gouken, Taijutsu 9 ranks.
Training: 2 stages.
Stage I: Taijutsu DC 19. Practice spinning on one leg while keeping your kicking leg straight.
Stage II: Taijutsu DC 22. Add more speed and power to "Stage I"
Special: Enemy is flat footed after the attack and loses the Dex mod to his Dodge Bonus unless he succeeds a Acrobatics check {DC: half the damage}.

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:

C-Rank

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.
Summoning Contract-

~Stats~

LV. 30
Experience: 1550
Hp: 630
Cp: 690
MHp: 540

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

Strength: 12+26=38
Mod: +13
Dexterity: 12+22=34
Mod: +12
Constitution: 12+20=32
Mod: +11
Intelligence: 12+17=29
Mod: +9
Wisdom: 12+15=27
Mod: +8
Charisma: 12+22=34
Mod: +12
Chakra: 12+26=37
Mod: +13

Dodge Bonus: +50

Base Attack Bonus: +30
Attack Melee: +43
Attack Ranged: +42

Base Save Bonus: +15
Fort: +26
Rex: +27
Will: +23

~Skills~


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

Acrobatics (Dex):____10(+12) = +22
Alchemy (Int):_________0(+9) = +9
Awareness (Wis):_____15(+8 ) = +23
Athletics (Str):_______20(+13) = +33
Chakra Control (Int): ___30(+9) = +39
Concentration (Con):__15(+11) = +26
Craft (Int):_____________5(+9) = +14
Diplomacy (Cha):_____10(+12) = +22
Escape Artist (Dex):____5(+12) = +17
Handle Animal (Cha):___0(+12) = +12
Innuendo (Cha):_______5(+12) = +17
Intimidate (Cha):______10(+12) = +22
Perform (Cha):________5(+12) = +17
Read Lips (Wis):_______5(+8 ) = +13
Seduction (Cha):_______5(+12) = +17
Sense Motive (Wis):_____5(+8 ) = +13
Sleight of Hand (Dex):_10(+12) = +22
Stealth (Dex):________15(+12) = +27
Survival (Wis):________10(+8 ) = +18
Treat Injury (Int):________5(+9) = +14


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

Ninja Weapons:
(Bladed): +25
(Ranged): +20
Taijutsu: +30
Ninjutsu: +30
Medical Ninjutsu: +0
Genjutsu: +0
Fuuin Jutsu: +0
Sneak Attack: +20
Puppet Play: +0

~Possessions~


Money:

Ryo:

Equipment:
- Katana x2
- Kunai x15
- Shuriken x15
- Senbon (Double Edged) x30
- Scroll of Tools: Contains another 15 Kunai, 15 Shuriken, 30 Senbon, and 2 Katana

Valuables





 
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum