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| Ping's character information Trait: Powerful Your body is naturally more powerful than everyone elses, as well as your knowledge of how to use your powerful Body. This knowledge lets you get the most out of using your brute strength Increases your Strength Stat by 5%. Applies to your base stat before items and jutsu are applied. Level: 6 Rank: Genin Experiance: 40/50 Stats PREV/ BOOST/ TOTAL/ With Trait Ninjutsu: 25 (1 = 26) Taijutsu: 45 (5 = 50) Genjutsu: 70 (2 = 72) Strength: 70 (5 = 75) 79 Speed: 25 (2 = 27) Vitality: 45 (5 = 50) Chakra: 148 Dodge: 54 Genjutsu Sokkoku Moe (Instant Infatuation) Skill: Genjutsu Rank: D Rank Cost: 15 Chakra Effect: 1/8 Taijutsu and 1/8 Strength debuff until genjutsu is broken Special: Technique casts a state of euphoria over an opponent's mind make them less aggressive in battle. Since they are no longer 'wanting' to attack, the opponent loses one action per turn. This genjutsu cannot be broken if cast successfully. The only way to be released of its spell will be from significant damage (determined by judge) that can snap them out of it or a teammate intervenes. Effect works as long as jutsu is in place and is only usable against opponents of the opposite sex. Description: The Sokkoku Moe causes the target to… instantly fall in love with the caster. Since most people aren't prone to attack 'the love of their life', the caster of the jutsu can monopolize on the lack of retribution. If the opponent does attack, they don't put much into the blow, thus lessening the damage. Limit: None Ninjutsu Kawarimi no Jutsu (Replacement Technique) Skill: Ninjutsu Rank: E Rank Progression: None Effect: -10 ACC to oncoming attack (Does not work against A rank attacks or above) Cost: 8 Chakra Description: Kawarimi no Jutsu is a basic Ninjutsu technique. When in danger the ninja will quickly substitute themselves with another nearby object. This can be a block of wood or even another person. This allows the ninja to quickly flee and hide while the original object takes the brunt of their opponent’s attack. Limits: None; can only be used ONCE per battle. Henge no Jutsu (Transformation Technique) Skill: Ninjutsu Rank: E Rank Progression: None Effect: Shape shift into anything the user desires. Cost: 8 Chakra Description: Henge no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. Henge allows the ninja to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents. Limits: None. Name: Suiton – Suirou no Jutsu (Water Prison) Skill: Ninjutsu Rank: C Rank Effect: The opponent will be entrapped for one turn in which the user will have limited use of actions as well since their hand must continue to remain in the prison. Cost: 33 Chakra Description: Suirou no Jutsu is a Ninjutsu technique that utilizes water to imprison an opponent. The ninja forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The ninja must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. When combined with a bushin technique, the ninja can imprison their target but still allow for a clone to attack others nearby. Limit: Elemental Affinity and must be near a water source Water Clone Rank: C Skill: Ninjutsu Progression: Star Cost: 15 per clone. Effect: Creates a water clone. This clone has 1/3 Speed, and the same Ninjutsu as it’s creator, as well as 1 Vitality. It has one attack that deals 1/X Ninjutsu damage at +3 ACC (Where X is equal to the number of clones made multiplied by 8). Special: Elemental - When a water clone is destroyed, the water left by it can be used for almost any Suiton technique that requires a water source. The Suiton technique used in this way gains +3 ACC. Drawback: All clones share their dodge stat, meaning that if one tries to dodge or jump in the way of an attack, all of the clones’ dodge stats are decreased for the rest of the turn as though they had dodged as well. Description: A clone that looks and reacts similar to that of the Shadow clone but is a solid manifestation of the user created from water. These clones are fast and deadly if used properly, and they are always useful, even in death. Limit: Requires water to create. Suiton Affinity. The amount of clones that can be created is equal to the number of stars the jutsu has. Taijutsu Sennen Goroshi (Thousand Years of Pain) Skill: Taijutsu Rank: E Rank Progression: Normal Damage: 1/12 Taijutsu Effect: -3 Accuracy to one action due to Chakra being thrown out of balance. Special: Judge decides which of oppponent's actions are effected by accuracy debuff. Special: +3 Accuracy on any attack directly following the Sennen Goroshi. Cost: 8 Chakra Accuracy: x1 Description: Though it is called "Leaf's Ancient Supreme Technique", Sennen Goroshi serves more as an insulting shock technique rather than a skilled Taijutsu technique. The ninja forms their hands into the seal of the tiger, and then jabs their fingers into the nether regions of their target. The result is shocking violation of the targets sanctity and often their launching in the air to stop the awkward feeling. Limit: None |
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| Statistical Data - Level: 5 (180/200 LP) Rank: Genin Unique Trait: Unpredictable - The movements of your body are unorthodox and strange in normal terms, throwing off any prior knowledge of body movement and dodge tactics that your opponent might have. This chaotic evasive tactic allows you to lessen your opponents ability to strike you. Reduces the accuracy of your opponents techniques by 2, only when the Acc bonus of the jutsu is greater than 1. Statistics: Skill points - 150 SP (Start), 50 SP (Genin Rank), 80 SP (4 Level Up), 25 to Puppet = 255 SP. Ninjutsu: 35 Taijutsu: 50 Genjutsu: 50 Strength: 50 Speed: 40 Vitality: 30 Chakra: 135 Dodge: 80 Techniques - Jutsu Known: E Rank - 3/-- D Rank - 2/3 C Rank - 1/1 B Rank - 0/0 A Rank - 0/0 S Rank - 0/0 Basic Skills: Punch Skill: Basic Damage: 1/20 Strength Cost: N/A ACC: +3 Limits: None. Kick Skill: Basic Damage: 1/15 Strength Cost: N/A Limits: None. Water walking Skill: Basic Effect: Allows user to walk on the surface of water. Cost: 2 Chakra per action. ACC: N/A Limits: None. Wall/Ceiling walking Skill: Basic Effect: Allows the user to walk on walls, or ceilings without restraints of gravity. Cost: 2 Chakra per action. They are stuck on the wall. ACC: N/A Limits: None. Ninjutsu: E Rank - Kawarimi no Jutsu (Replacement Technique) Skill: Ninjutsu Rank: E Rank Progression: None Effect: -10 ACC to oncoming attack (Does not work against A rank attacks or above) Cost: 8 Chakra Description: Kawarimi no Jutsu is a basic Ninjutsu technique. When in danger the ninja will quickly substitute themselves with another nearby object. This can be a block of wood or even another person. This allows the ninja to quickly flee and hide while the original object takes the brunt of their opponent’s attack. Limits: None; can only be used ONCE per battle. Henge no Jutsu (Transformation Technique) Skill: Ninjutsu Rank: E Rank Progression: None Effect: Shape shift into anything the user desires. Cost: 8 Chakra Description: Henge no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. Henge allows the ninja to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents. Limits: None. D Rank - Fukumi Hari (Hidden Needles) Skill: Ninjutsu Rank: D Rank Progression: None Effect: +3 ACC to senbon use (does not require an action to perform). Cost: 5 Chakra per senbon Description: The user is able to call forth needles into their mouth and then spit them at their opponent with great accuracy. Limits: Must have Senbon. C Rank - Kugutsu no Jutsu (Puppetry Technique) Skill: Ninjutsu Rank: C Progression: None Effect: Enables the full control of puppets in battle. Special: As long as this is in effect, all attacks against the user (not their puppets) have a -2 ACC debuff. Cost: 10 Chakra per turn Description: Kugutsu no Jutsu is a Ninjutsu technique that allows a ninja to use a puppet to attack from afar. Using their body's chakra, the ninja emits strings of chakra that run from their hand to the puppet. The puppet itself can be loaded with many weapons and tools, allowing the ninja to remain hidden while the puppet moves and attacks the target. Limits: Puppet Master exclusive. Mokuton Techniques: D Rank - Name: Mokuton: Makitsuke (Seed Sowing) Skill: Ninjutsu Rank: D Rank Progression: None Effect: +2 acc to all users subsequent attacks Effect 2: Opponent cannot hide from user (nulls jutsu that need distraction, etc) Acc: +1 Cost: 18 Chakra initially; 8 per turn after Description: The user plants a discrete chakra-filled seed within the opponent, via underground. Once the seed has made contact, this allows the user to keep track of the opponent where ever they go. Limit: Mokuton affinity Taijutsu: E Rank - Sennen Goroshi (Thousand Years of Pain) Skill: Taijutsu Rank: E Rank Progression: Normal Damage: 1/12 Taijutsu Effect: -3 Accuracy to one action due to Chakra being thrown out of balance. Special: Judge decides which of oppponent's actions are effected by accuracy debuff. Special: +3 Accuracy on any attack directly following the Sennen Goroshi. Cost: 8 Chakra Accuracy: x1 Description: Though it is called "Leaf's Ancient Supreme Technique", Sennen Goroshi serves more as an insulting shock technique rather than a skilled Taijutsu technique. The ninja forms their hands into the seal of the tiger, and then jabs their fingers into the nether regions of their target. The result is shocking violation of the targets sanctity and often their launching in the air to stop the awkward feeling. Limit: None Kugutsu - Genin Rank Puppet: Name: Sazanami user posted image Statistical Data - Skill Points - 25 (to Vitality). Ninjutsu: 35 Taijutsu: 50 Genjutsu: 50 Strength: 50 Speed: 40 Vitality: 30 Chakra: N/A Dodge: N/A Jutsu known: E Rank - 1/-- D Rank - 1/2 C Rank - 0/1 Taijutsu - E Rank - Sennen Goroshi (Thousand Years of Pain) Skill: Taijutsu Rank: E Rank Progression: Normal Damage: 1/12 Taijutsu Effect: -3 Accuracy to one action due to Chakra being thrown out of balance. Special: Judge decides which of oppponent's actions are effected by accuracy debuff. Special: +3 Accuracy on any attack directly following the Sennen Goroshi. Cost: 8 Chakra Accuracy: x1 Description: Though it is called "Leaf's Ancient Supreme Technique", Sennen Goroshi serves more as an insulting shock technique rather than a skilled Taijutsu technique. The ninja forms their hands into the seal of the tiger, and then jabs their fingers into the nether regions of their target. The result is shocking violation of the targets sanctity and often their launching in the air to stop the awkward feeling. Limit: None D Rank - Reppuu (Violent Wind) Skill: Taijutsu Rank: D Rank Progression: Normal Damage: 1/9 Taijutsu Effect: +1 accuracy to the following attack Cost: 24 Chakra Acc: x1 Description: Using their quickness and agility, the user moves low to the ground and delivers a spinning kick to sweep the opponent off their feet. Limit: None. Custom Jutsu/Weapons: 0/1 Main Weapon Slot: Wrist Blade Weapon Type: Main Rank: Genin Minimum Damage: 1/14 Strength (1.5x Critical) Cost: 3 Chakra ACC: +4 Description: The Wrist is clipped upon the arm, and this blade can spring forth from under a sleeve when needed to surprise any opponent he fights hand to hand. Limits: Main Weapon Slot. Compartments: 5/5 Slots used Kunai Shooter Weapon Type: Secondary Rank: Genin Minimum Damage: 1/12 Strength (2.0x Critical) Cost: 2 Chakra Acc: +2 Limit: Puppets Only. 2 Compartment Slots. Cables Weapon Type: Secondary Rank: Genin Minimum Damage: 1/15 Strength (2.0x Critical) Cost: 9 Chakra Acc: +3 Effect: Can restrain an opponent in place giving +2 accuracy to the following attack (does not require an action). Limit: Puppet Only. 2 Compartment Slots. Senbon Weapon Type: Secondary Rank: Genin Minimum Damage: 1/15 Strength (2.0x Critical) Cost: 2 Chakra Acc: +1 Special: 20% Chance of reducing opponent’s speed by 1/20 with successful hit for remainder of battle (effects are cumulative). Limit: 1 Compartment Slot. Equipment - Slots used - 5/5 Senbon Weapon Type: Secondary Rank: Genin Minimum Damage: 1/15 Strength (2.0x Critical) Cost: 2 Chakra Acc: +1 Special: 20% Chance of reducing opponent’s speed by 1/20 with successful hit for remainder of battle (effects are cumulative). Limit: 1 Spot in Weapons Pouch Ninja Wire Description: Wire can be used in several situations. It can allow the ninja to create trip wire explosive traps, it can be used in grappling, or as a method to tie down and restrict the movement of an opponent. Effect: +1 ACC when used in conjunction with ranged weapon attacks. Duration: Never runs out in battle unless used in conjunction with certain jutsus. Limit: 1 Slot in Equipment Pouch Exploding Notes and Pouches Description: The exploding note is a piece of parchment paper which has script on it that serves to facilitate its explosive properties. The ninja can attach the note to another object such as a kunai or log. When the note is set it begins a slow burn which results in a large explosion. A variation on the exploding note, the pouches can be attached to a ranged weapon and then explode a few seconds later. Effect: Does X amount of damage (determined by judge and RP of the dodge) Duration: Can only be used twice per battle before they need to be replenished. Limit: 1 Slot in Equipment Pouch Dokuyaku (Poison) Vial Description: A liquid based poison that when absorbed by the blood stream can prove fatal to a human being. Effect: Opponent suffers from a 1/15 Vitality loss each turn until cured. Duration: This can be used three times during battle before it needs to be replenished. Special: Must know Dokusatsu no Tsume to use effectively with claws. This can be used with any secondary weapon without need of a jutsu. Limit: 1 Slot in Equipment Pouch Antidote Description: A liquid based medicine that can cure adverse status effects on a user. Effect: Cures any negative status effects caused by poisons, making the user immune to it for the remainder of the battle as well. Duration: This can be used only once before it needs to be replenished. Limit: 1 Slot in Equipment Pouch |
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| Battle Information Character Name: Kisho Age: 13 Elemental Affinity: Ice/ Water Rank: Genin Level: 5 (3/50) Stats Ninjutsu: 71 Taijutsu: 44 Genjutsu: 10 Strength: 55 Speed: 60 Vitality: 40 Chakra: 125 Dodge: 120 Items
Equipment -------------------------------------------------------------------------------------------- Jutsu E 6/~ D 6/6 C 2/2 B A S Ninjutsu
Taijutsu
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Unique Trait: Unpredictable The movements of your body are unorthodox and strange in normal terms, throwing off any prior knowledge of body movement and dodge tactics that your opponent might have. This chaotic evasive tactic allows you to lessen your opponents ability to strike you. Reduces the accuracy of your opponents techniques a by 2, only when the acc bonus of the jutsu is greater than 1. Level: 6 (0/50 LP) Rank: Genin Ryou: 900 Stats Ninjutsu: 65 (40 Base + 25 SP) Taijutsu: 45 (20 Base + 25 SP) Genjutsu: 40 (10 Base + 30 SP) Strength: 45 (20 Base + 25 SP) Speed: 55 (30 Base + 25 SP) Vitality: 45 (25 + 20 Base) Chakra: 150 Dodge: 110 Total Stat Points: 300 (150 Base + 50 Genin Rank + 100 Rewards) Equipment: N/A Weapons N/A Known Jutsu: E - 3/- D - 0/6 C - 2/2 B - 0/X A - 0/X S - 0/X Ninjutsu Henge no Jutsu (Transformation Technique) Skill: Ninjutsu Rank: E Rank Progression: None Effect: Shape shift into anything the user desires. Cost: 8 Chakra Description: Henge no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. Henge allows the ninja to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents. Limits: None. Kawarimi no Jutsu (Replacement Technique) Skill: Ninjutsu Rank: E Rank Progression: None Effect: -10 ACC to oncoming attack (Does not work against A rank attacks or above) Cost: 8 Chakra Description: Kawarimi no Jutsu is a basic Ninjutsu technique. When in danger the ninja will quickly substitute themselves with another nearby object. This can be a block of wood or even another person. This allows the ninja to quickly flee and hide while the original object takes the brunt of their opponent’s attack. Limits: None; can only be used ONCE per battle. Taijutsu Sennen Goroshi (Thousand Years of Pain) Skill: Taijutsu Rank: E Rank Progression: Normal Damage: 1/12 Taijutsu Effect: -3 Accuracy to one action due to Chakra being thrown out of balance. Special: Judge decides which of oppponent's actions are effected by accuracy debuff. Special: +3 Accuracy on any attack directly following the Sennen Goroshi. Cost: 8 Chakra Accuracy: x1 Description: Though it is called "Leaf's Ancient Supreme Technique", Sennen Goroshi serves more as an insulting shock technique rather than a skilled Taijutsu technique. The ninja forms their hands into the seal of the tiger, and then jabs their fingers into the nether regions of their target. The result is shocking violation of the targets sanctity and often their launching in the air to stop the awkward feeling. Limit: None Genjutsu N/A Raiton Raiton - Kuuden Danchaku (Static Impact) Skill: Ninjutsu Rank: C rank Progression: Normal Damage: 1/6 Ninjutsu Cost: 50 Chakra Effect: 50% chance of the opponent losing an action after struck with this. Acc: x1 Description: Kuuden Danchaku is a ninjutsu that focuses on the buildup of bioelecritcal currents into the hand of the user, who then proceeds to strike the opponent with their appendage, causing a sudden serge of energy and currents to explode into the internal and surface of the opponent. The energy is powerful to even stun the opponent at times. However, this jutsu requires a rest time inbetween uses. Limit: Elemental Affinity, once per turn. Fuuton Fuuton - Daitoppa (Great Breakthrough) Skill: Ninjutsu Rank: C Rank Progression: Normal Damage: 1/6 Ninjutsu Cost: 45 Chakra ACC: x1 Description: This is a Ninjutsu which utilizes the Wind Element. After bringing their hands to their mouth, the user will blow a large blast of wind capable of leveling almost anything in its way. Limits: Elemental Affinity to Fuuton. |