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K Mitsuhide

Yamanaka Inoshishi

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Yamanaka Inoshishi
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Clan: Yamanaka
Birthplace: Konohagakure
Current Residence: Konohagakure
Age: 20
D.O.B.: 14 September 2095
Sex: Female
 
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Appearance


-Height: 1.74m
-Weight: 52.43kg
-Hair Color: Blonde
-Eye Color: Blue, but she sometimes likes to wear her green contacts
-Clothing: Inoshishi never wears quite the same thing all of the time, but her go-to involves a stylish black and green piece with disconnected sleeves and black shorts. Airy, but doesn't show too much skin. She normally wears her hitai-ate around her waist, but will wear it on her forehead while out and about on missions.
-Physical Description: Skinny. Inoshishi doesn't eat much, and it shows. She lacks all but the essential muscles, preferring chakra training over any other kind of serious physical activity. She always has a smile on her face, and her eyes shine a beautiful blue. She lets her hair hang down to the center of her back and almost never puts it up.

 

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Persona


You will never find a more sociable person. The sun always seems to shine on Inoshishi, and she loves to be social. She tries her very best not to think badly of others, and to shut out any judgment. She shies away from confrontation in most of its forms. Despite her high intelligence, she generally acts as the ditsy, quiet, stereotypical blonde – until it’s too much, in which case she will sneak off for a secret cigarette. What she leads people to believe is not the truth; her brain is always going 120%. She is technical and analytical by nature, but is good at organizing her thoughts so that they don’t get in the way of her social life. She doesn’t mind not being in line to become the head of the clan – it’s too much to worry about, too much stress.
 
Prefers to walk around smiling, no matter what she may be feeling. Lost her teammates shortly after she became a Chuunin, so she hides a deep pain within. Her smile warms the world. She does anything she can to stay happy, to not fall into the depths of grief and agony again. Yet nearly every night her smile fades, and she brings the saké to her lips. She used to be very up-and-at-em and never sat still, getting into fights over nothing and pranking people all the time. Despite her pain, she still loves life.
 
Likes:
Animals
Writing poetry
Calligraphy
Flower arranging
Cooking anything
Dinner with friends
Clothes shopping
Children – even feisty ones
Friendly people in general
Long talks below the night sky
 
Dislikes:
Scary insects
Angry people
Pointless violence
Funerals
The color brown
 
Favorites:
-Food: Yellowtail sushi
-Color: Any pretty shade of green
-Music Genre: She doesn’t mind anything
-Book Genre: Marriage magazines and the classics

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Simplicity Font

Edited by K Mitsuhide
Posted (edited)

Background

 

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Current Allegiance: Konohagakure no Sato
 
Relationships:
-Parent(s):
Yamanaka Miyoto
-Sibling(s):
Yamanaka Shirou, Yamanaka Aiko
-Significant Other(s):
-Teacher(s):
-Friend(s):
Hodaimo Hitori (Deceased), Hyoto Inari (Deceased)
 
History:
 
Academy
 
Inoshishi loved the academy, and despite her constant joking, pranking, and fighting, she received the top scores in her class consistently. Inoshishi went into the academy completely average – yet her ambition pushed her forward to be the best. She had to work hard every single day, but the effort was worth every second. She entered at the age of eight and graduated at eleven, a year early, and receiving that headband was a huge milestone for her. Little did she know that the life of a shinobi can be challenging to even the most enthusiastic.
 
Gennin Life and Chuunin Advancement
 
Placed into team thirteen, Inoshishi didn’t mind the seemingly endless streams of D-Rank missions. She quickly developed a close friendship with her two teammates, Hitori and Inari. They progressed more quickly than expected, taking on C-Rank missions, and even a B-Rank. Their Jounin instructor, Anri, advocated for them to participate in the next Chuunin exam.
 
Despite the grueling challenges posed by the Chuunin exams, all three members of team thirteen passed, and Inoshishi took great pride in donning the vest of a Konohagakure no Sato Chuunin. The three dedicated themselves to the village, and did everything they could for the people within. They aced through various, abundant missions. Hitori and Inoshishi fell in love, and no matter how arduous the task at hand, they always had a smile on their faces. They didn’t expect that the world would soon fall into a black chaos.
 
The NCIA
 
Kumogakure no Sato took the world by storm, and her family barely managed to constrain Inoshishi from the fight. Somehow they managed to keep her docile for almost a year. Then Hitori convinced his lover to join the resistance. They, and Inari, snuck away from the village to become rebels. Mostly engaging in maintaining food stores and dressing light wounds, Inoshishi was dying to do more. But the leaders of the resistance refused to let some inexperienced Chuunin involve themselves in something as perilous as guerilla warfare.
 
For another year she let herself comply. Until she found out about the planned coup at Hotarunoshi, and demanded to participate. She so fiercely advocated for herself and her teammates that the leaders had no choice but to let them do something so that they wouldn’t sneak away and try something stupid. So they sent team thirteen to do some intelligence gathering.
 
That was when everything went wrong. After hours of scouting and reporting, Hitori decided, with a smile, to wander off to take a leak. They were further out than ordered, behind enemy lines. A scream echoed from the forest, but by the time Inari and Inoshishi reached Hitori, it was too late. He lay, dead, and two shinobi stood over him with blades in hand. Even though they were well hidden, Inoshishi couldn’t handle the pain. She turned it into anger and hatred, and despite Inari’s attempts to calm her, Inoshishi boorishly revealed herself and attacked head on.
 
These shinobi were experienced Kumogakure scouts, and they wouldn’t go down easily. If not for Inari, Inoshishi would have died then and there. But she also revealed herself, and convinced her long-time friend to take Hitori’s body and run. She held the scouts off, but Inoshishi lost another close friend that day.
 

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After the Coup
 
With the fall of the Kumogakure empire, Inoshishi had plenty on her plate. She did her best to help, feeding refugees, helping to rebuild, and other necessary tasks. But she was grey. Every night she awoke, screaming, and eventually she found her parents’ store of alcohol. A quick addiction to burn away the pain and emptiness inside. This ended when her parents found out, and so Inoshishi fell into a spiraling depression.
 
It was decided that she needed to take a break from her shinobi life. She was introduced again to the business of gardening and flower arrangement, and seeing the happiness that those flowers brought others always showed her that life goes on, and to just be happy.
 
When she turned eighteen, she found alcohol again, and they became the closest of friends.
 
One night, bottle in hand, sitting atop a building and staring at the cold stone faces of all of the previous Hokages of her village, the current Hokage appeared and sat down with her. He explained that death was an inevitability, and the only way that she could truly break free was to become a shinobi again, and to make new bonds with the shinobi of her village. The ‘Will of Fire’, he said, would burn forever on within every shinobi, and that she needed to find her true happiness amidst her comrades.
 
What will become of Inoshishi? A New Adventure Awaits!
 

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Edited by K Mitsuhide
Posted (edited)

Statistics

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Rank: Chuunin
 
Level: 30

TXP: 12197
Next Level: 31 - 12500
 
Total Stat Points: 3500/3500
-Stats-
(Health) 500
(Stamina) 10 [8]
(Chakra) 300
(Taijutsu) 0
(Defense) 200 [240]
(Ninjutsu) 400
(Genjutsu) 400
(Concentration) 200
(Speed) 590
(Accuracy) 400
(Evasion) 500 [540]
[X]= Total With Passive Stat Additions
 
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Edited by K Mitsuhide
Posted (edited)

Skills


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Skill Point Tally: 25/32

+22 (Character Creation; Level 30)
+2 (Chuunin Advancement)
-1 (Advanced Chakra Control)
-3 (Mental Fortitude)
-1 (Path of the Mesmer)
-1 (Path of the Sensor)
-1 (Brahma, The Creator)
-2 (Genjutsu Creator)
-4 (Seeing Mind)
-4 (Aura Perception; Premonition)
-6 (Chakra Flow)
-2 (Inner Calm)
+8 (Hindering)



Yamanaka Clan Skills

Advanced Chakra Control
Requirement: Yamanaka or Haruno clan membership; May not be taught.
Description: Throughout the world, few are known to have the fine chakra control of the Yamanaka or the Haruno. Due to their training as sensors and medics, the rival clans have developed an almost genetic mastery of their own chakra; this trait allows them to create and control techniques with minimal exertion.
Effect: When purchasing ranks of Inner Calm, the user gains two [2] ranks per one [1] skill point spent. Ranks may only be purchased once per ten levels.
Cost: -1

Mental Fortitude
Requirement: Yamanaka Clan membership
Desciption: Yamanakas pride themselves on the degree to which they have mastered the discipline of their own minds. Firmly routed in their beliefs, is the fact that before leaving their own minds, they must have full knowledge of what lies inside themselves. Yamanakas will commonly meditate to learn everything that is within them before going without them. Once such meditation has been mastered, greater heights may be reached, such as the blocking of invading outside forces upon their own mind.
Effect: Characters with this skill may not be targeted by ninjutsu or genjutsu techniques that involve mind control (i.e. Shintenshin No Jutsu) of their rank or below. Additionally, Genjutsu targeting the user deal 20% less ghost damage and its effects are reduced by one turn, to a minimum of one turn.
Cost: -3


Yamanaka Telepathic Arts
Effect: Characters with this skill may purchase techniques with the ‘Hijutsu: Yamanaka’ descriptor. Techniques with the ‘Hijutsu: Yamanaka’ descriptor cost 10% less to perform, and additional 5% less for each combatant from the ‘Akimichi’ or ‘Nara’ clans on the battlefield. This effect may not be increased beyond 20%. This skill may be taken at character creation for the cost of 0 SP instead of a village element. The effects of this skill may never stack with skills that increase base damage, nor any 'Subtle Element' or 'Combinatorial Element' skills.
Description: As far back into the annals of history as even the eldest in Leaf Village can recall, the Yamanaka have practiced an obscure branch of ninjutsu that makes them a great asset to their village. By utilizing yin natured chakra, Yamanaka are able to control their consciousness, and the consciousnesses of others. This makes them among the most skilled intelligence gatherers in the world. When combined with their age-old allies, the Akimichi, and Nara clansmen, the Yamanaka are able to use their techniques to the greatest effect.
Cost: -0 (No village element)

Path Skills

Path of the Mesmer
Many people walk this earth not content with living in reality—Mesmers prefer to create their own realities. A Mesmer is a person who works in the arts of persuasion, illusion and trickery, using physical and non physical means to get their way, often through the use of genjutsu. Able to talk circles around even the most cunning of politicians, a skilled Mesmer could even talk brick mason into buying bricks. These people always have a plan, even if it is not obvious to those around them. Cunning and mysterious define these people, and they are often found rising to the top one way or another.
Effect: For every 100 points in Concentration, this character gains an additional +1% to hit with Genjutsu based attacks.

Persuasive Master: (Choose Two)
- Focused Mind: Gain 3 ranks of 'Genjutsu Shaper' for free.
- Destructive Mind: May gain 'Brahma the Creator' for 1 skill point.

RP Guide:
- Character should have a proficiency in Genjutsu at least to some degree. They also will often make use of persuasion to achieve the goals they assert for themselves. Cunning and mysterious, the true goals of a mesmer are often just out of reach of those around them.
Advanced Paths:
- Path of the Mystic, Path of the Sensor.
Cost: -1

Path of the Sensor
A Sensor is a type of ninja who is capable of detecting the presence of other people through their chakra. A skilled sensor can detect their targets from a great distance, as well as differentiate the characters by their signature chakra alone. Some examples are being able to tell exactly who is among a crowd of people, and being able to tell that a sensor type is within a group. Though many characters can "feel" other chakra and comment on it, a Sensor is a more refined version of this by either training or being born with a higher ability to sense.
Effect: Every 3 levels the user gains an additional Jutsu Point. The user may also add +30 to any Missing Ninja visibility roll that is in the same area as they are. In addition, they pick two of the following abilities.

Manipulation Mastery: (Choose Two)
- Premonish Ken: This character may take "Aura Perception; Premonition".
- Flowing Ken: "Intestinal Fortitude" and "Chakra Flow" cost -3 SP each rank.

RP Guide:
- A character that follows the Path of the Sensor is very acute to the chakra of people around them. Their ability is NOT perfect, nor are they able to tell where anyone is at all times, however they will be the first to notice if they can. A character with this path also has a limit to how far they can sense, which must be within reason. Usually this is within a hidden village at best.
Requirements:
- Chuunin. Must have Path of the Mesmer or Path of the Scout.

Cost: -1

Genjutsu/Ninjutsu/Regeneration Skills

Brahma, The Creator
Description: The mind is a strange and unknown organ- the depth of the entire human experience happens all in this single mass of flesh. You have a blessing, or maybe a taught ideology, or even an natural talent- no matter the origin you have a gift for Genjutsu. The molding of the mind and illusion just comes so naturally, you feel more at home in the wrappings of a strong Genjutsu than you ever did in your mother's arms. There is just something so right about it. Of course, the cost of such a mental talent comes at a great cost to the body.
Effect: Genjutsu of the user will deal an additional 20% more base ghost damage and an additional 20% stat reduction. This multiplier, in this case and this case only, allows you to break the base caps. You may not use any Taijutsu and may not have any skills that give negative effects towards Taijutsu abilities.
Cost: -1 (Path of the Mesmer)

Genjutsu Creator
"When the world is not what you wish of it - change it". When you were told this as a young child you may have taken it a bit too literally.
Genjutsu reduces opponent's stats by 5 more points per ninja rank of the technique (per skill rank). If the Genjutsu reduces multiple stats then the user must choose how to apply the bonus, but only in intervals of 5. Does not apply to tank stat damage.
Ranks: 2/10
Cost: -1 per rank

Genjutsu Shaper
The human mind is such a soft, soft thing. So easy to manipulate with the right pressure.
For every rank in this skill, status effects the user inflicts with Genjutsu on opponents have a chance to last one post longer based on the opponent's dodge roll. This will not allow you to break the maximum post duration of any status effect.
Rank 1: On a dodge roll of a 1-20, status effects last one turn longer.
Rank 2: On a dodge roll of a 1-40, status effects last one turn longer.
Rank 3: On a dodge roll of a 1-60, status effects last one turn longer.
Ranks: 3/3 (Free, Path of the Mesmer)

Aura Perception; Premonition
Description: You've been attacked from behind and ducked it without looking. Attacks you could never have seen coming you've sidestepped like they were child's play. Others might not know how, but you know that you can sense the moving chakra around you. It might as well be screaming as it moves through the air, without looking, hearing or sensing anything, you can point and trace the arc of a fireball that you shouldn't even be able to see- so long as you are close enough.
Effect: When targeted with an offensive Chakra-based attack, the user of this may roll 1d20. If they roll x or below, they may dodge the attack. This is done before a dodge roll. The value of x is equal to the rank in this skill obtained. Only attainable through 'Path of the Sensor'.
Requirements: Path of the Sensor; Premonish Ken
Ranks: 4/4
Cost: -1 per rank

Chakra Flow
Maybe you have spent countless hours of meditation and practice have crafted your mind and body into a temple of self discipline. Or maybe you're just naturally good at it. Either way, your chakra circulatory system is of supurb quality.
Rank 1: Gain 10% of your Total Chakra every turn. This replaces normal Chakra regeneration.
Rank 2: Gain 15% of your Total Chakra every turn. This replaces normal Chakra regeneration. Does not stack with previous ranks.
Requirements: User may not have any other skill (or bloodline skill) that effects Health, Stamina, or Chakra Regeneration. This skill may not be taught.
Ranks: 2/2
Cost: -3 per rank

Other Skills

Inner Calm
Your are more efficient with your chakra, doing more with smaller amounts than others.
Chakra-Based Techniques cost 5 less Chakra per ninja rank of the technique. This shares ranks with the skill 'Steadyfast Durability'.
Ranks: 4/10
Cost: -1 per 2 ranks

Lightning Specialty (Locked) 
Naturally aligned to the element of the lightning, this character has a natural tact at using and manipulating lightning to their bidding. This chakra is known for its ability to pierce barriers and move at rapid speeds, making it optimal for being able to strike an opponent.
User has a +10% chance to hit with all Ninjutsu -or- Taijutsu -or- Genjutsu attacks (choose one when this skill is learned). Lightning Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill “Subtle Elements: Lightning” for free and may purchase an additional rank of “Subtle Elements”. If the user already has “Subtle Elements: Lighting”, they may have their points refunded. *This skill may be learned before level 30, but the effects are not granted until level 30 is obtained.
Requirements: You get one specialty at level 30 and another one at level 80.
- Level 30*: 10 post Jounin training.
- Level 80: 5 post training.
Cost: 0


Hindering Skills

Hemophobia
You have an irrational or extremely rational fear of blood. Whether it is something you just can't stand or a trigger for a terrible memory, you just can't help but lose control when you see it.
User is stunned and disorganized for one post after first blood appears in the fight
Cost: +1

Merciful
You bring mercy to your opponents on the battlefield, no matter how terrible they may be. You refuse to bring yourself to their level, and as such will always pull back on that finishing blow. Not to say you won't finish them, but everyone deserves the chance to surrender.
Whenever you would deal the finishing blow in combat to an opponent, you must let them live with one HP left, only applies once a battle.
Cost: +1

Slow to Adapt
You do not think well on your feet, and you are not very good at adapting to situations. You like to stick your feet on familiar ground and go about the battle plan that you have practiced. Deviation from that throws you off.
A negative for being in terrain not of your current village. Gives -%10 speed when not in your village's terrain
Cost: +1

Lonely
Effect: Characters with this skill reduce Experience gained when training alone by 50%. Characters with this skill may not take missions alone.
Description: Some people can go through life relying only on their own strength of will, facing off against the world by themselves. Others, like those with this skill, are eternally desperate for companionship and find the idea of operating on their own as demoralizing as they do terrifying. They feel a constant, codependent need for a companion, or something like it that they can see, feel, and touch in order to cope with everyday life, finding even antagonistic company preferable to isolation. While these individuals often have a solid grasp of teamwork, they are often woefully unprepared for situations in which they must act by themselves for an extended period of time.
Cost: +3


Skinny
Effect: When targeted by any attack that has a chance of inflicting the status effect ‘Prone’, characters with this skill have a 100% chance of being inflicted with ‘Prone’ for the duration indicated by the attack.
Description: There’s a good chance that any skinny person you encounter is going to be swifter and more agile than their bigger counterparts, but it is equally true that when a tough guy hits a scrawny person they fall down.
Cost: +1


Advancement Seal; Stamina
Ever since you were a youngster just learning how to be a ninja, you've been just piss poor at this one area. No matter how hard you work, you just have some inability to learn this effectively. You may be tender about the situation.
You are considered to have 80% of the base stat points in the chosen stat, rounded up. May only be taken once per stat.
Cost: +1

Skills learned from Jounins: 0/4

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Edited by K Mitsuhide
Posted (edited)

Techniques
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Jutsu Points: 37 Used : 27 Available : 64 Total

+49 (Leveling)
+10 (Sensor)
+5 (Chuunin Advancement)
-17 (Yamanaka Jutsu)
-9 (Genjutsu)
-11 (Ninjutsu)



Yamanaka Jutsu:

Shintenshin No Jutsu | Mind Body Switch Technique | 心転身の術
Type: Ninjutsu [Void | Hijutsu; Yamanaka]
Rank: Chūnin
Cost: 100 Chakra
Effect: While this technique is active, the user may designate actions taken by the target of this technique during any phase of their turn. The user may take no other actions during any phase. Any damage that is dealt to the target while this technique is active is also dealt to the user. All damage dealt to the user in this way is unmodified. At the beginning of their turn the target of this technique must roll a z-sided dice, where ‘z’ is equal to 50 minus the difference between the user’s and target’s Concentration modifiers. (50 – [user’s Con. Mod. – Target’s Con. Mod])

0-10: Target must perform actions designated by the user.
11-20: Target may take actions not designated by the user. Undesignated actions have a 50% chance to fail, and the target must instead perform the designated action.
21-30: Target may take actions not designated by the user. Undesignated actions have a 25% chance to fail, and the target must instead perform the designated action.
31-40: Target may take actions not designated by the user. Undesignated actions have a 10% chance to fail, and the target must instead perform the designated action.
41-50: Target may take any action. The effects of this technique are negated.
51+: Target may take any action. The effects of this technique are negated. The user is afflicted with 1 turn of the status effect ‘Stunned’.

The user of this technique may only designate the use of techniques and skills that have been witnessed by the user (either in statistical battle, or role-play thread). This technique has a maximum duration of 3 turns.
Description: The trademark technique of the Yamanaka clan, the Mind Body Switch Technique has been the fundamental building block of their combat style and intelligence gathering skills for generations. This technique allows the user to marshal their consciousness and project it into another body. Once inside the foreign body, the user is able to control an opponent’s actions at the cost of leaving their own body vulnerable. The years of training underwent by Yamanaka clansmen allows them to peer into the minds of their targets and fight inside their body as if they were them, utilizing their techniques with the same skill as the possessed enemy. Because a projected consciousness can only move in a straight line, this technique’s accuracy is imperfect and often requires the intended target to be subdued in some way to ensure this technique's success.
JP: 5


Ishidenshin No Jutsu [Telepathy Technique] いしでんしん
Type; Ninjutsu/Genjutsu [Clan]
Rank; Chuunin
Cost; 70 + 15x/turn (x equals the number of allies effected.) [Maximum of 4 turns]
Effect; The user designates a number of allies on the battlefield. Each of these combatants receives +10% to both Accuracy and Evasion during each turn that this technique is active. While this technique is active the user may not make any offensive actions without ending the effects of this technique. When an attack is directed at the user of Ishidenshin No Jutsu they are allowed to either make their dodge roll per usual, and end the effects of the technique or they may continue the effects and forego their dodge roll. This technique has a cool-down period of two turns before it may be used again after it is used in combat.
Description; A less forceful form of mental connection, the Telepathy Technique allows Yamanaka clansmen to link their consciousness with that of their allies with the purpose of communicating without the needs of speech. Of course, when communicating with non-Yamanaka the user is the only one capable of relaying information to others. This technique requires much concentration, meaning that the user is unable to attack or even defend incoming attacks. This also leaves the user open to watch the battlefield and offer mental advice to those more involved in combat.
JP; 4

Shinranshin No Jutsu [Mind-Body Disturbance Technique] 心乱身の術
Type; Ninjutsu/Genjutsu [Clan]
Rank; Jounin
Cost; 1.5X where x is the cost of the applied Jutsu (See effect)
Damage; 60 (Ghost Dmage)
Effect; Usable twice per battle. On the turn following the succesful activation of this technique the effected opponent must attack one of his or her allies. (ie; Any other shinobi in combat not allied with the user of this technique) The user of Shinranshin No Jutsu selects a Taijutsu or Ninjutsu technique that has already performed by the opponent during combat, and the victim must perform that technique with an ally as the target. The user must have witnessed the attack performed for it to be applicable. If the opponent has no allies on the battlefield, the technique is still preformed, but it has a 0% chance to hit either the user or the user's allies. The effects of this technique when used on an enemy of Sennin rank act in a special manner. A Sennin has a 50% chance to ignore effects of the technique, and instead attack as per normal. (This grants them a roll to dodge, and a second response phase roll to overcome the attack.)
Description; The Yamanaka of old claimed that this technique called down a spirit of confusion upon their foe, causing them to attack their own comrades while they watched in horror. The more recent generations of the clan have admitted that the technique is a variation of the Shintenshin No Jutsu, but where the Yamanaka would force their entire being into the opponent, instead only a fragment of their consciousness is required to preform the Shinranshin No Jutsu. The mental effects of this attack have always been rather disturbing as the initial attack causes some damage to the brain, and the aftermath of attacking their allies can be equally traumatizing. This technique has caused many a person to question the morality of the Yamanaka clan for that reason.
JP; 4 (8)

Genjutsu

Beat of the Angel (Mitsukai no Hyoushi)
Type: Genjutsu [General]
Rank: Gennin
Cost: 80 Chakra
Damage: N/A
Effect: +60 to the non-tank stat of your choice for 3 turns. Can only be used once per battle.
Description: A simple technique that may be able to turn the tides of a battle, Mitsukai no Hyoushi is a technique in which the user will manipulate sound waves to alter a target's body for the better.
Cost: 4

Blossoming Flower
Type: Genjutsu [General]
Rank: Gennin
Cost: 30 Chakra
Damage: N/A
Effect: Causes 'Impaired Smell' for 3 turns.
Description: Manipulating the opponent’s sense of smell the Shinobi causes them to think there are multiple flowers blooming and in turn that dulls the opposing Shinobi’s sense of smell. Useful against pets and Shinobi that rely on their smell such as Inuzuka.
Cost: 1

Shifting Winds
Type: Genjutsu [General]
Rank: Chuunin
Cost: 105 Chakra
Damage: N/A
Effect: AoE, Target is 'Fazed' and -40 Evasion for 1 turn.
Description: The user of this jutsu makes the target see the wind as visible. Because of this, it distorts and blocks their vision, disabling their ability to act.
Cost: 4

Ninjutsu

Body Freeze Skill (Kanashibari no Jutsu)
Type: Ninjutsu [General]
Rank: Jounin
Cost: 100 Chakra
Effect:
- Cannot be dodged. Opponent rolls 1d100.
- If they roll higher than 50, then they are Vulnerable and Stunned for one turn.
- A single person may only be affected by this attack once every four turns.
- May only be used once a battle per enemy by Gennin, two times by Chuunin and three times by Jounin.
- If target is of two ranks or higher than the user, they are unaffected by this technique.
Description: Used to cause ones opponent to lose the advantage of movement. Freezing them in their tracks, this Jutsu creates an opening for a more dangerous attack. Most Anbu Ninjas seem to know this technique.
Cost: 4 (8)

Energy Absorbtion (Chakra Kyuushuu)
Type: Ninjutsu [General]
Rank: Chuunin
Cost: x Chakra
Effect: Opponent loses x chakra. The value of x cannot be more than 80.
Description: This Jutsu allows the user to suck out his or her opponents Chakra through the plam of their hand.
Cost: 3

Academy Jutsu

Name: Bunshin no Jutsu (Clone Technique)
Type: Genjutsu
Rank: Academy Student
Cost: 10x
Description: Creates an illusionary replica of the user. It is unable to attack or interact with other objects, but can serve as a good distraction.
Effect: Adds +5x evasion and +5x accuracy for each clone. Once a clone is hit it is destroyed, and the bonuses with it. A bunshin is considered to have 0 evasion and rolls to dodge whenever it is targeted in the user's response phase. The value of x is the number of clones you have made. Maximum of 8 bunshin can be made.

Name: Henge no Jutsu (Transformation Technique)
Type: Genjutsu
Rank: Academy Student
Cost: 5 Genjutsu
Effects: Change your appearance. A character 25+ levels above the one who uses this technique can see through it.
Description: Wrap chakra around your body to change your appearance. You take that physical form, but only to a certain extent, such as body shape and size. You cannot, for instance, turn your arm into a bow and start firing ammunition at an opponent.

Name: Kawarimi no Jutsu (Body Substitute Technique)
Type: Ninjutsu
Rank: Academy Student
Cost: 10
Damage: None
Effects: Evade the next attack aimed at you. Skip your main and setup phase this turn. You can only use this 1 time per battle. This technique cannot be used to dodge Ninjutsu, Taijutsu or Genjutsu Techniques.
Description: A lifesaver, and a must-have technique. With this technique, the user is able to swap their body with a nearby object, usually a log, which will take the full force of any incoming blows for them, while they retreat to safe ground or search for an opening.

Jutsu learned from Jounins: 0/12

Edited by K Mitsuhide
Posted (edited)

Inventory and Logs



(7 Slots Used [30 Slots Total])

--Armor:

-Head:
-Neck:
-Body: Chuunin Vest
-Waist: Hitai-Ate
-Forearm(s):
-Hand(s):
-Thigh(s):
-Calve(s):
-Feet:

--Weapons:

-Main Weapon:
-Sub Weapon:

--Item Listing

-Items on Hand:
3 Shuriken, 3 Kunai, and 4 Senbon Needles
 
Chuunin Vest
Body Placement: Chest
Attributes: +40 Defense, +40 Evasion.
Special: +15 Weapon Slots
Description: An over-vest worn by Shinobi of the Chunnin rank. The vest itself is a unsaturated green that works great for camouflage. The Konohagakure no Sato crest is emblazoned on the chest along with the traditional red swirl on the small of the back. Scroll and other holster adorn the chest.

-Items in Vault: None

-Money on Hand: $875 (Lvl 30 = $25x)

-Money in Bank: 0


~~~~~~~~~~~~~~~~~~~~~~~~~~~

Logs

Exp Earned:
+12197 (Death Transfer; Ishikawa Kotaro)

Transaction Log:
+$875 (Character Creation, level 30)

Mission Log:

Rank D:
Rank C:
Rank B:
Rank A:
Rank S:

Edited by K Mitsuhide
Posted

Your timeline is off. The year that Inoshishi graduated is the same year that the NCIA invaded all the countries. So she wouldn't likely have time to do as many missions and probably not become chuunin during occupation. So, take a look at the NA calendar on the mainsite to keep your history in line with those events.

Also, if you're chuunin, don't forget to add the Chuunin Vest to your sheet. And since you have Advancement Seal Stamina, put the modified number in brackets next to that stat. So if you have 10 stamina, you should put [8] bext to it.



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