§ Character Sheet §
ALIAS:
Toi-Toy, Koto, Kookie,
AFFILIATIONS
Kumogakure
RELATIVES:
SEXUAL ORIENTATION:
Heterosexual
MARITAL STATUS:
Single
OCCUPATION:
Shinobi in Training, Arms Crafter, Saleswoman, Booth Babe at Family's ninja tool shop
LIKES:
Success, Chakra pills, Ninja tools, Tiny Animals, Legend seeking, Asking questions
DISLIKES:
Her Ninjutsu skills, Scary people,
GOALS:
[X] Graduate from the Academy (At Some point)
[x] Close the Gap between her and the classmates
[x] Kumo R&D
[x] Kumo Information Squad
[ ] Establish Information Network
PERSONALITY:
Depressed, Nihilist, Yet oddly short tempered. Is recovering from lack of any kind of ability
THEME SONGS:
(WIP Placeholder)
[/center]
§ Shinobi Sheet §
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AcademyWater Walking
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1
RP Description: The user covers their feet with a thin layer of chakra, which acts as a solid surface to allow them to walk on water
PVP Effect: Rolepaly Jutsu Only.
Teaching/Learning: Gate System - E Rank
Rope Escape Technique
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: This jutsu is a simple technique, which can be several different ways. It's taught to all Academy students on how to break out of anything that is keeping them tied up
PVP Effect: This jutsu is used without hand seals. It is the simple concentration of chakra to rippple around the body in effort to release yourself from ninja wire and other such bindings. WIS is rolled vs the attacker's initial Roll. In the event of Set trap skill being used in combat the user must roll the appropriate skill other wise Break DC is decided by active DM.
Teaching/Learning: Gate System - E Rank
Cloak of Invisibility Technique
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1 (+1 per round maintained)
RP Description: A basic technique all Academy Students learn. Taking a simple piece of fabric, they can channel; a small amount of chakra into the fabric and change the fibers to the same as their surroundings
PVP Effect: +5 Hide Roll
Teaching/Learning: Gate System - E Rank
Clone Technique
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 4 + 1 per round maintained
RP Description: The ability to create a basic clone of themselves. Unlike other types of clones, these clones are not solid clones, so they cannot do any damage or attack the Enemy
PvP Effect: Opponent must roll INT/WIS vs the user's INT/WIS. On failure, the opponent must roll a 1d6 when attacking the user. A roll of 1-3 hits the Clone, and a roll of 4-6 hits the real target.
Special Note: Clones are destroyed on hit. Destroying a Solid Clone deals 1 HP damage to the caster, bypassing all DR.
Teaching/Learning: Gate System - E Rank
Henge Technique
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2 +1 per round it remains active
RP Description: This jutsu is a simple one, that changes the users body into one of which they choose
PVP Effect: +5 Hide (Disguise)
Special Note: Must learn before becoming Genin (Rolled with WIS)
Special Note: Doesnt Stack with any Hide bonuses that are not specifically noted for disguising.
Teaching/Learning: Gate System - E Rank
Kai
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: This jutsu is a simple two handed seal and then you focus your chakra to try and break off a genjutsu. This can also be used to harmlessly break a genjutsu's effect off another target.
PVP Effect: This jutsu is used without hand seals. It is the simple concentration of chakra to rippple around the body in effort to release yourself from genjutsu and other "stuns". WIS/INT/CHA is rolled vs the attacker's initial Roll.
Teaching/Learning: Gate System - E Rank
Customs:
Name: Keshōhin
Type: Ninjutsu
Rank: E
Chakra Cost: 1
Element: Unaspected
RP Description: A modification and localization of the Henge technique, Keshōhin is focused purely upon individual physical features. Eye color, hair color, skin tone, muscle definition, and others can all be changed at the users whim. Because of the focus upon one thing at a time, Keshōhin, unlike Henge, does not drain persistently upon the users chakra network, instead, functioning as a set-it-and-forget-it technique.
PVP Effect: Looks pretty.
Special: May also be used upon others.
Teaching/Learning: Gate System - E Rank
Name: Buffcuddles stage 1: Womanly Charms
Type: Ninjutsu
Rank: D
Chakra Cost: 3+2/round upkeep
Element: Unaspected
RP Description: An odd technique by typical ninjutsu standards, Buffcuddles Stage One involves the user affixing themselves to their target, offering hugs, cuddles, boobs-to-back and words of inspiration! Oh, and a minor flow of chakra from themselves into their target. The chakra, and the snuggles offered by a lovely lady, work to bring the target back into the fight, easing fatigue and letting them push their bodies slowly past their normal limits.
PVP Effect: Grants the target 1d4-1 (Min 1) to targets HP and CP regen for as long as the upkeep is maintained. User is considered in melee AoE range of the target until effect ends.
Special: May only be cast normally by women. Men must use Henge prior to use to turn themselves into a woman. May be dual-cast with Henge and Henge only.
Teaching/Learning: Gate System - D
Taijutsu: Full Block Guard
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 3
RP Description: The user sends chakra to their arms and body to defend against an attack that is incoming. If they fail to block the damage, they instead gain some damage reduction as their body is hardened to the attack
PvP Effect: Block as normal, if fail, gain 1d4+1 DR For the round
Teaching/Learning: Gate System - D Rank - Created by Kinnojo
Taijutsu
Rank E
Chakra Lace
Jutstu Type: Taijutsu
Rank: E
Chakra Cost: 1
Rp Description: With a thin layer of chakra covering their attack, they would strike the target with it doing a minimal amount of extra damage.
PVP Effect: Rank Damage + 1
Clone Counter Kick
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 2 + Bunshin
RP Description: Used in defense against a “Clone” if it is a clone attacking, the user forms a bunshin behind the clone or person, and sends two kicks at the stomach and back.
PVP Effect: 1 Damage
Special Note: Destroys a Bunshin/Kage Bunshin
Teaching/Learning: Gate System – D Rank
Swift Kick
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 2
RP Description: The user layers their shin with sharpened chakra, in order to increase both kicking power, allowing it to pierce some defenses.
PVP Effect: Rank Damage + Pierces 1 DR
Special Note:
Teaching/Learning: Gate System – D Rank
Leaf Whirlwind
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 2
RP Description: The user focuses their chakra to increase their speed while twisting making it harder to hit the user, or can utilized for a basic attack doing an enhanced round house kick.
PVP Effect: Regular Damage + 2 Damage
Special Note: Can be used to block dealing 1d4 damage
Teaching/Learning: Gate System – D Rank
Falcon Drop
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 4
RP Description: The user grabs an airborne opponent, and turns them facing head first to the ground, and wraps their arms around the opponents legs, and their legs around the opponents head, locking them in and slams them into the ground
PVP Effect: Rank Damage + One Round Stun (Or Until Hit)
Teaching/Learning: Gate System – D Rank
Tool Barrage
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 6
RP Description: The user grabs a single tool from their arsenal, and tosses it at the opponent with a replication jutsu placed on it; creating several more, in order to cause a barrage of tools.
PVP Effect: Tool Damage + 2d4
Special Note: Uses a single tool of user’s choice
Teaching/Learning: Gate System – C Rank
Kenjutsu
E-Rank
Chakra Dageki (Chakra Strike)
Jutsu Type: Kenjutsu
RP Description: By channeling a small amount of chakra into their weapon the user is able to hit more effectively.
CP Cost: 1
PVP: Rank Weapon Damage +1 damage
Note: This is required in order to learn other Kenjutsu
Teaching/Learning: Gate System – E Rank
Reverse Strike
Jutsu Type: Kenjutsu
RP Description: After feinting an attack, the user grips the weapon in reverse and strikes their opponent from the other side.
CP Cost: 3
PVP: +1 to attack roll
Teaching/Learning: Gate System – D Rank
Shadowing Block
Jutsu Type: Kenjutsu
Rank: C
Chakra Cost: 4
RP Description: Focusing a small amount of chakra the user draws their blade quickly too an oncoming close-quarters attack, they would then turn their blade to the nearest light source, creating a shadow over their blade that would distract the opponent, give them an open opportunity to allow for a better defence.
PvP Effect: +2 to block/parry
Special Note: Cannot be used against Ninjutsu or Genjutsu
Teaching/Learning: Gate System – C Rank
Head-hunter
Jutsu Type: Kenjutsu
RP Description: While the user is hidden, they may attempt a sneak attack, aiming to strike down at the targets neck.
CP Cost: 6
PVP: MS/Hide VS Listen/Spot. Rank Damage + 2d8 (Doesn’t need to be Hidden before Use, However if so It gains Sneak Attack Bonus Damage.)
Teaching/Learning: Gate System – B Rank
Journeyman’s Pose
Jutsu Type: Kenjutsu
Rank: B
Chakra Cost: 6+2 Per Round Active
RP Description: Focusing chakra within one’s blade and the stance of
themselves, the user is able to move and attack with far greater ease, causing
their strikes to be far more deadly.
PvP Effect: 1d4+1 Rounds for +1d6 Kenjutsu damage Rolls, and +1 to Strength/Dexterity Rolls.
Special Note: Can be ended early
Elementless Jutsu
D Rank
Chakra Burst
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user forces their chakra to condense in the palms of their hands, once concentrated the user the slaps their hands together creating a sonic cone to emit from their hands toward a target. Upon impact it causes the target to become temporarily deafened and causes their ear drums to bleed
PVP Effect: 1d6 damage to target, as well as a -5 to listen rolls , for 1d4 rounds
Teaching/Learning: Gate System - D Rank
Chakra Concentration
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user channels their whole chakra network, and increases the speed. Allowing them to use less Chakra when using jutsu
PVP Effect: -1d4+1 CP used on Jutsu for 1d4 rounds
Teaching/Learning: Gate System - D Rank
Chakra Absorption Technique
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The users hand glows blue, as a beam of chakra hits a single target. The beam drains some of the Targets Chakra and replenishes your own
PvP Effect: Drains 2d6 cp from your target, and returns it to your own CP Pool
Special Note: May be used twice per battle only
Teaching/Learning: Gate System - C Rank
Chakra Concentration: Core
Jutsu Type: Ninjutsu
Rank: C
Cp Cost: 5
RP Description: The user channels their chakra, focusing it to their Hands, Fingers and mouth to increase the strength and quickness of their ninjutsu
PVP Effect: +1d4 to WIS / CHA rolls for 1d4 rounds
Special Note:
Teaching/Learning: Gate System - C Rank
Chakra Concentration: Legs
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user focuses their chakra into their legs, giving them greater speed and dexterity for a certain amount of time
PVP Effect: +1d4 to DEX rolls for 1d4 rounds
Teaching/Learning: Gate System - C Rank
Chakra Concentration: Mind
Jutsu Type: Ninjutsu
Rank: C
CP Cost: 5
RP Description: The user channels their chakra into their mind, increasing the effectiveness of their thinking and the strength of their Genjutsu
PVP Effect: +1d4 to INT rolls for 1d4 rounds
Special Note:
Teaching/Learning: Gate System - C Rank
Kage Bunshin no Jutsu (Shadow Clone)
Jutsu Type: Ninjutsu (Elementless)
Rank: C
Chakra Cost: 5 + 2/per round maintained
RP Description: Much like the Solid Clone technique, the Shadow Clone is a more advanced form of the basic academy bunshin, where the clones carry physical traits, instead of just being images of the user's appearance. A Shadow Bunshin is capable of basic attacks, though they generally lack in tactics.
PvP Effect: Opponent must roll INT/WIS vs the user's INT/WIS. On failure, the opponent must roll a 1d6 when attacking the user. A roll of 1-3 hits the Clone, and a roll of 4-6 hits the real target. Created clone has it's own attack round, where they may only use basic Tai or E rank jutsu. Created clones only gain Attack/Defensive bonuses from the user, and no further Damage/DR/Regen/Ect. bonuses.
Special Note: Clone goes after the user.
Special Note 2: Clones are destroyed on hit. Destroying a Solid Clone deals 3 HP damage to the user, bypassing all DR.
Teaching/Learning: Gate System - C Rank
Body Flicker Technique
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8, -1 a Round (Or) 20 cp to Activate all Fight
Description: This jutsu is a high-speed movement technique, allowing a ninja to move short to long distances at an almost untraceable speed
PvP: Free Action) Grants +2 to Attack/Defense Rolls While Active.
Special Note: Requires a 15 Dex Mod
Teaching/Learning: Gate System - B Rank
Custom (mine)
[Sokkyū Bunshin – Clone Fastball]
Jutsu Type: Taijutsu
Rank: E
Cp: 1 + cost of a clone making technique
PVP: The user gains +10 to Hide/Move Silently for this free action.
Special Note: This expends 1 of the user's smoke bombs in their inventory.
[Bakuhatsu Bunshin – Clone Detonation]
Jutsu Type: Taijutsu
Rank: D
Cp: 2 per clone (Requires clones already be made)
Description: The Kimi have perfected the clone fast ball to no longer need a physical impact instead they can will the clone to fling themselves at a target and explode in a cloud of smoke.
PVP: Any number of clones attack a target for 1 damage each and detonate themselves in moderately harmless clouds of smoke that provides a +2 to escape checks per clone if used to hide +2 bonus per clone to hide.
Special Note: Can be used while physically stunned as the clones are killing themselves remotely. Using it in this way does cost twice as much CP due to stress.
Special Note 2: Damage from Clone Destruction still applies if applicable.
[Koibito Hensō - Lovers disguise]
Jutsu Type: Genjutsu (INT), Henge
Rank: C
Cp: 5
Description: By subtly invading the users mind through use of the kimi's own pheromone control and presence can influence their judgment and they believe you to actually be something insanely beautiful they can't help but be captivated by your chosen disguise.
PvP: DEF +1. If successful on a natural 15+ Roll, target may not ATK user for 2 rounds. They may still DEF as per usual, being hit breaks this effect.
Outside of combat: It's used for gathering intelligence sitting down with a target and helping them drop their guard. Mental state vs Mental stat checks or the subject answers one question to the best of their ability.
Note: Negated attacks do not cost resources they only negate an action so no tools or chakra are expended from the attack if the check is successful.
Note: Cannot be used vs Undodgeable / Unblockable Jutsu
[Kyokan - Emapthy]
Jutsu Type: Genjutsu (INT)
Rank: B
CP: 6 + 1 CP Maintenance
Description: The kimi send waves of chakra directly affecting the perception centers of the brain and create a real time feed of the Kimi's own sight making the target have to fight the kimi while only being able to see out of the Kimi's eyes
PVP: Victim suffers a -2 to atk rolls against the kimi but gain a +2 to defense checks
[Hari chiryō no gōmon - Acupuncturist’s Torture]
Jutsu Type: Genjutsu (INT) / Bukijutsu (Dex)
Rank: A
CP: 10
Description: Sometimes relaxing a bodies muscles can leave them vulnerable the Kimi subtly influences the victims mind into a relaxed state and then begins applying Sebon until the target has ceased animated functions.
PVP: Hurls one Senbon with INT or DEX that doesn't break a stun on a target Dealing normal damage and applies a 1 damage bleed on the target that ignores DR for one round. Each successive senbon attack with out breaking the binds increases the bleed by one damage and resets the bleed duration (max. of 4 damage). On a Natural roll of 18-20 the target suffers a -3 to escape attempts on their next turn.
Genjutsu
Rank E
Rakuyou no Jutsu (Falling Leaves Jutsu)
Rank: E
Chakra Cost: 2
RP Description: Leayes fall rapidly along the ground and world around them in a whirlwind.
PVP: Stunned for 1 Round, or Until Hit.
Teaching/Learning: Gate System - E Rank
Atsusa Nami (Heat Waves)
Rank: E
Chakra Cost: 2
RP Description: The user completes three hand-seals creating the illusion of dense heat waves that disorient the target stunning them.
PVP: Stunned for 1 Round, or Until Hit.
Teaching/Learning: Gate System - E Rank
Fogu (Fog)
Rank: E
Chakra Cost: 2
RP Description: The user completes three hand-seals creating the illusion of a dense fog that disorient the target stunning them.
PVP: Stunned for 1 Round, or Until Hit.
Teaching/Learning: Gate System - E Rank
Electrical Waves
Rank: E
Chakra Cost: 2
RP Description: The user completes a few hand-seals, creating the illusion of lightning zapping the opponent, stunning them briefly.
PVP: Stunned for 1 Round, or Until Hit
Teaching/Learning: Gate System - E Rank
Pod
Rank: D
CP: 3
RP Description: A large, bean like pod grows from the ground and encompasses the target. It holds them there dangling in the air.
PVP: Dazed target for 1d4 rounds or until hit. Target loses 1cp per round dazed.
Teaching/Learning: Gate System - D Rank
Kasumi Juusha no Jutsu "Mist Servant Technique"
Rank: C
Chakra Cost: 5
RP Descriotion: Kasumi Juusha no Jutsu is a Genjutsu technique that creates false attackers to delay and confuse the enemy. Though these servants are not real, the actual ninja is able to remain hidden and throw kunai and shuriken matching the movements of the servants. This makes it appear the false servants are capable of attacking. When the enemy attempts to attack the servant, they will merely disrupt the servants illusion body but not destroy it.
PVP: Target is stunned for 1d4 rounds or until hit.
Taking damage from Kunai or Shuriken does not break it. Only one Kunai
or Shuriken at a time can be thrown.
Special Note: Only the Genjutsu user can throw shuriken/kunai without breaking the stun.
Teaching/Learning: Gate System - C Rank
The Armory's Key.
Base Item: Bastard sword - Medium weapon (30 Tokens)
PvP Effects:
Kuchiyose art – Hundred blade summoning
RP: After burying the blade deep in the target the blood covers the summoning seals and multiple sword blades burst forth from the blade inside the wound struck which are then unsummoned due to space constraints and so the sword can be removed from it's target. This unintentional feature is what Kotoki most regrets about the blade, while it made the blade more lethal it's a rather gruesome feature of the weapon to be used outside of a life or death situation. Infact what she most fears is that someone else will attempt to recreate or perfect this effect and it will be mass produced among the shinobi world. This feature is why she regards her creation a successful mistake.
PvP effects: On a natural roll of 20, the user gains an additional +1d8 DMG to their DMG Roll (That bypasses DR) this is caused by the blade summoning multiple instances of it's own blade to blade to branch out from the original inside it's victim.
Special note: The blade may be used in such a way to negate this feature but it doubles the weapon penalty on the wielder.
Kuchiyose art – The Spares of War
RP: The orignal purpose of the blade was to summon tools to prevent a tool specialist form running out of her tools. As blood splatters against the sword the wielder can activate the inscribed seals to call on extra equipment from Kotoki's warehouse.
PvP: If the user hits the target with their sword, they may spend chakra equal to DMG Done (E.G 7 DMG, 7 CP Spent) to summon tools equal to 1 tool for 2 CP Spent (E.G 7 DMG, 6 CP Spent, 3 Tools Summoned). These tools only last to the end of the fight, and are lost if they are not used.
Special: These tools can be custom kunai, shurkien, and so forth. So long as they were crafted by Kotoki. But must still follow tool rules when being thrown / used etc.
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Insane Iron Clothing Training Weights: (30 Tokens)
Women frequently put their bodies through hell for the sake of their appearance training and toning muscles and binding them into shapes. What could possibly be more perfect for Kotoki then applying the same principles to not only keeping her body trim but keeping her body as deadly as possible.
These massive set of weights come in six pieces by removing each layer of weights the user can gain more speed and strength releasing the muscles from the stress of wearing the devices it's very effective as a surprise tactic but the muscles are tired from the sudden over exertion and most enemies soon adapt to the change in speed and strength.
PVP Effect: User suffers -1 to STR/DEX Rolls, from wearing 4 layers of weights. The user may, as a Free Action on their turn, choose to remove a layer of the weights. Depending on what layer they are removing, they gain bonuses accordingly.
First Layer: -1 to STR/DEX is removed.
Second Layer: 1d4 Rounds) +1 STR/DEX Rolls (Rounds do not stack with previous layers)
Third Layer: 1d4+1 Rounds) +2 STR/DEX Rolls (Bonuses replace Previous Layer Bonuses, Rounds stack with Previous Layer)
Fourth Layer: 1d4+1 Rounds) +3 STR/DEX Rolls (Bonuses replace Previous Layer Bonuses, Rounds stack with Previous Layer)
LvL: 16
HP: 68/68
CP: 74/74
AFFINITY:[1] -- / [2]-- / [3] --
TRAITS:
[Presence]
The Kimi clan possess a rather unique chakra. It manifests in an aura around them, a cloak that affects those in the immediate area depending on the intensity of the Kimis skill. The cloak allows the Kimi to play on their pheromones, body language, and chakra to subvert the networks and systems of others. This technique makes the Kimi a Clan of powerful genjutsu users.
Universal: CHA replaces INT for Genjutsu (Including Stat Bonuses)
Universal: Gain 1x Custom Jutsu of Each Rank. May be taught to other Kimi Clan Members.
Genin: +1 DEF Rolls, +1 Genjutsu Duration / DC
Chunin: +2 DEF Rolls, +2 Genjutsu Duration / DC
[Inspire]
Simply by being the proximity Kimi can inspire their allies into greatness. Their mere presence can afford bursts of insight and desires to excel. As they develop their Shinobi arts and greater control over their chakra they subliminally begin to direct their companies and pass on their comprehension. Like their presence this becomes a passive statement to the Kimi Conditioning techniques.
Free Action) 5 CP to Active, 2 CP Per Round Maintained
Universal: Kimi gains +2 HP Regen whilst inpsire is activated.
Genin: Kimi and Allies gain +1 to ATK/DEF Rolls, and +1 to DMG Rolls (Applies to Passive Cap)
Chunin: Kimi and Allies gain +2 to ATK/DEF Rolls, and +1d4-1 (Min 1) to DMG Rolls (Applies to Passive Cap)
[Demoralize]
When they desire the Kimi are able to manipulate their Aura on a reverse scale, selectively targeting individuals to blanket with thoughts and feelings of inadequacy and hopelessness. This leeches determination, passion, and focus, the more skilled the Kimi the more powerful their demoralization. In addition they gain the ability to spread their Genutsu through their aura, blanketing pocket areas and expanding their reach.
Free Action) 5 CP to Active, 2 CP Per Round Maintained
Universal: CHA vs Targets INT/WIS/CHA) Targets suffer -2 to ATK/DEF Rolls (Can Roll in DEF each turn)
Genin: Kimi Genjutsu Target an Additional Target
Chunin: Kimi Genjutsu Target two Additional Target's
Kimi Clan (100 feb. non-refund gift tokens)
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EQUIPMENT:
Combat kunai: 1
Explosive Tags: 2
Kunai: 10
Shuriken: 10
Smoke Bombs: 2
Military Ration Pills: 2
Windmill Shuriken: 1
Poison Smoke Bomb: 2
Caltrops: 2
Senbon: 10
Ninja Wire: 2