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elsie

Hanamajo Sara

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~User Data~

-Posting: -All the Time-
-Time Zone: GMT+12 (NZT)
-Character Slot: 1

 

~Vital Statistics~

Name: Hanamajo Sara
Clan: Hanamajo
Birthplace: The Hanamajo Clan Estates of the Hanamajo Farms
Current Residence: Sunagakure no Sato
Age: 14
Birthday: April 20th
Sex: Female

 

~Appearance~

qCB0l6U.gif

Hair: Mid-back blonde hair typically worn in a high ponytail
Eyes: Green
Height: 4'8" or 142cm
Weight: 93lbs or 42kgs
Skin: Light
Description: Sara is usually seen wearing a loose white tunic with beige accents around the edges, and a pair of black ninja leggings and grey ninja sandals. Underneath her tunic, she wears a plain black tank top. She keeps a red ribbon in her straight, mid-back length blonde hair to keep it out of the way. There is usually some dirt under her nails, as she never goes too long without rummaging around in a garden or tending to a plant whilst at home. Strangely, like most Suna ninja, she has light skin even though she spends a large amount of time under the desert sun.

 

~Persona~

Personality: Aloof, Carefree, Cheeky
Likes: Plants, Sweets (excl. Chocolate), Small Animals
Dislikes: Cruelty to Animals and Plants, Cold Temperatures, Chocolate
Favorites:
-Food: Dango
-Color: Deep Blue
-Music Genre: Pop
-Book Genre: Horror Mystery
-Hangout: Hanamajo Tea Shop

 

~Background~

Current Allegiance: Sunagakure no Sato
Relationships:
-Parents: Mother - Hanamajo Tsubaki, Father - Hanamajo Haru
-Pet: Cat (Not a Ninja Cat, just catches mice) - Yureru

History:

Growing up on a farm, her days were filled with helping out on a farm, and spending her days daydreaming while hiding away behind some greenhouses. During this time, she saw the active Hanamajo ninjas around her, coming back with stories of foreign lands with exotic plants, and watching these ninja cultivate and use plant ninjutsu caused her to dream of becoming a ninja one day. Her parents actively discouraged her from taking the ninja lifestyle, hoping to have another hand to help out around the farm when she grew older, filling her head with stories of wars and the horrors of the battlefield. This didn't discourage her, but left her with a distaste for violence and cruelty. She has a positive outlook on life, having been sheltered from most things her entire life and hopes to see more of the world and encounter new plants she has never seen before.

 

~Statistics~

Death Bonus: None
Rank: Gennin
Level: 16
TXP: 6,727 / 6,800

Total Stat Points: 2,200

Unused Stat Points: 0

-Stats-

HP: 200
Stamina: 20
Chakra: 500
Taijutsu: 0
Defense: 20
Ninjutsu: 100
Genjutsu: 80
Concentration: 400
Speed: 400
Accuracy: 0
Evasion: 480

 

~Modifiers~

Damage: +5% Damage for Elemental Genjutsu [Elemental Archetype]; +10% Total Damage Done as Poison Damage [Combinatorial; Plant]

Defense: -5 Damage Taken; -2%/6% Total Damage Taken [Red Thread of Fate]

Ninjutsu: +12.5 Healing Done; +10% Healing on Medical Jutsu

Genjutsu: - 20 Stat Points on Enemy Stat Reduction; -20 Stat Drop from Enemy Genjutsu;+8 Ghost Damage

Concentration: +20% Hit on Genjutsu; +20% Dodge on Genjutsu

Speed: 200 Percentile

Evasion: +48% Chance to Dodge Physical Attacks

Chakra Cost: -10% Tree Climbing Training; -10% Subtle Elements; Water (Plant Only); -8% Concentration Modifier (Ninjutsu Only)

Edited by elsie
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~Skills~

Skill Point Tally: 13/17

Remaining Skill Points: 4

Skills:

Gains

    Creation  +2

    Self Defense  +2

    Merciful  +1

    Levelling (0->9)  +9
Spent

    Chakra Flow Rank 1 -5

    Quick Learner  -2

    Horticulturalist (Hanamajo Clan Skill)  -2

    Subtle Elements; Water -1

    Path of the Medic  -1

    Green Thumb (Hanamajo Clan Skill)  -1

    Elemental Archetype  -1

    Combinatorial; Plant  (Free with Green Thumb)

 

 

Hanamajo Skills

Green Thumb | -1 SP

Spoiler

Clan: Hanamajo
Description: With an inherent adeptness towards flora, the Hanamajo are naturally excellent gardeners. When this strength is honed and applied to the molding of chakra, the Hanamajo exude the teeming energy of life. It takes more training to remove the plant nature from a Hanamajo’s chakra than it does to add it.
Effect: When this skill is purchased at character creation, the skill 'Combinatorial; Plant' may be taken in place of their Free Village Element Skill. In addition, when this character rolls for their first Elemental Specialty, they roll a 1d2, 1 = Earth and 2 = Water. This specialty does not require any training.

 

Combinatorial; Plant | Free

Spoiler

 

Description: May use Plant Element techniques. Plant Element Medical techniques inflict "Induced Regeneration" for one (1) turn equal to 10% of the total amount of health healed. Offensive Plant Element techniques inflict "Poison" for 1 turn equal to 10% of the total damage. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it.

Requirements: Subtle Elements; Earth & Water

 

 

Horticulturalist |  -2 SP

Spoiler

 

Clan: Hanamajo

Description: The subtle nuances of the various species of plants may seem meaningless or even foreign to the average person, however Hanamajo are so in tune with plants and flowers that this insight comes as a second nature to them. This allows them to not only develop but also learn and teach complicated plant techniques to one another much more quickly than another person would.

Effect: Characters with this skill may purchase Plant Element techniques for 1 jp less. A minimum of 1 jp must be paid.

 

 

Medical Skills

The Path of the Medic | -1 SP

Spoiler

The road to becoming a Medical Shinobi is a long and difficult process. It takes a great amount of time to study Medical Jutsu, as the type of chakra used is quite different from that used to mold into Elemental Jutsu. To heal is considerably more difficult than it is to destroy. Those who go down this path sacrifice one type of strength in order to build up another.
Effect: This character no longer gains damage modifiers from their Ninjutsu stat. Whenever this character uses a Medical Ninjutsu they gain +x Evasion for one turn, where the value of x is equal to 2% of the Medical Ninjutsu's base cost for every 100 Concentration the character has.

 

Supplementary Discipline (Choose One)

Chakra Control: The skill "Chakra Training" no longer has a training requirement. The first rank of this skill is free.

 

Role Play Guide: A character that follows the Path of the Medic likely understands the fragility of life, and seeks to preserve it. Though not all medic-nin are caring, it is very likely that a shinobi who has begun to follow the path of medical ninjutsu is and does care for others immensely. Intelligence is something which is for the most part required to be a Medical Ninja, and likewise, curiosity into medical practices and surgical procedures is likely.
Advanced Path: Path of the Advanced Medic

 

Elemental Skills

Subtle Elements; Water | -1 SP

Spoiler

May use Water element techniques. All Water Techniques cost 10% less. All 5 'Subtle Element' skills share ranks.

 

Water Specialty [LOCKED - Level 30] | Free

Spoiler

Die Roll: http://ninja-academy-online.com/dierollphp/getRolls2.php?number=19507

Description: User has -10% chakra/stamina cost (rounded up) for all Ninjutsu -or- Taijutsu -or- Genjutsu (choose one when this skill is learned). Water 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; Water' for free and may purchase an additional rank of 'Subtle Elements'. If the user already has 'Subtle Elements; Water', they may have their points refunded.
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.

 

Earth Specialty [LOCKED - Level 80] | Free

Spoiler

Description: User has a -15% to base damage (rounded up) for incoming Ninjutsu -or- Taijutsu attacks (choose one when this skill is learned). Earth 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; Earth' for free and may purchase an additional rank of 'Subtle Elements'. If the user already has 'Subtle Elements; Earth', they may have their points refunded.
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.

 

Genjutsu Skills

Elemental Archetype | -1 SP

Spoiler

Description: Traditionally, elements are comprised solely of Yang energy, while illusions are fulled by Yin energy. With a degree of mastery, one can mimic the formation of Yang energy like the Sage of the Six Fold Paths once did and bring their dreams to reality. Shinobi are trained to use unstable forms of chakra in this creation, leading their attacks to be more damaging.

Effect: Users that focus on this archetype will gain the ability to use the Subtle Element and Combinatorial Element skills with Genjutsu techniques, replacing any physical damage bonuses with ghost damage. In addition, the user will receive +5% to their base ghost damage when they use elemental Genjutsu. The player still needs to have the Subtle Element and Combinatorial skills to use corresponding Genjutsu of that element.

 

General Skills

Quick Learner | -2 SP

Spoiler

Effect: You may gain +10% EXP From Training, Battles, Gamemaster and Mission rewards. Bonus EXP is not included in this.

Chakra Training Rank 1| 0 SP

Spoiler

You've pushed yourself to the brink, straining your chakra resources to their limits and even beyond. Someone get this kid some electrolytes.
User permanently gains 100 to their Chakra stat. Ranks in this skill may be purchased once every ten (10) levels.
Requirements: 10 post Training

Chakra Flow Rank 1 | -5 SP

Spoiler

Maybe you have spent countless hours of meditation and practice, and 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 superb 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 affects Health, Stamina, or Chakra Regeneration. This skill may not be taught.

 

Chakra Full-Burst | -2 SP

Spoiler

Effect: This skill may be activated as a Setup Phase action. The next Evolving technique performed by this character is treated as if it were an approved version of itself of up to 1 rank above the user's Ninja Rank, the user must still pay the full price of the higher ranking jutsu. After using this skill, the user may not perform actions in the setup phase for 2 turns. This skill may be activated 2 times per battle.
Description: The user floods their chakra pathways forcefully, causing visible blue strands of chakra around the user. All of this power is focused into their next jutsu, causing their next jutsu to grow bigger in magnitude. Unfortunately, if th
eir body is not capable of handling the scale of the next attack, the backlash can be severe.
Cost: -2

 

Red Thread of Fate | 赤い糸 | Akaiito | 0 SP (Wedding Event)

Spoiler

The red thread of fate is an old belief that the gods tie a thread between two individuals who are destined to be together. Though often interpreted as lovers, the red thread of fate may connect friends of deep bonds or others that will have significant impact on each other's lives. 
Effect: Once per lifetime this character may choose to bond with another character, adding their name to this skill below. If the user has a bonded character they gain [chosen bonus]. In addition, when the user is in a thread with the bonded character, triple this bonus. Once per lifetime the user may allow their bonded character a re-roll on any die as long as they are in the same thread.
Bond: [Character Name]

List of Available Bonuses
• [Experiences] +1% experience points from all sources.
• [Vengeance] +1 to Critical Strike Range.
• [Endurance] -2% to Chakra costs.
• [Vitality] -2% to Stamina costs.
[Resistance] -2% total Physical or Non-Physical Damage

Skills Learned from Jounins 1/4

 

Tree Climbing Training | -1 SP

Spoiler

Effect: Characters with this skill gain one of the following effects permanently;

• Gain a -10% Chakra cost reduction on any chakra-based technique.
• All Ninjutsu techniques deal +10% of their base damage.
• Basic elements have their effects increased by an additional +50% of their base.

Description: The idea behind climbing vertical surfaces to improve one’s chakra control is not new. Many shinobi traditions have taught it for years under different names. The exact details of the training vary, but the concept is simple, to climb a vertical surface one must focus a static amount of chakra to the soles of their feet. If too little chakra is applied, one simply falls. If too much chakra is used, they will repel themselves from the surface. The key is applying just the right amount, a trick which has many applications in the world of the shinobi.
Requirements: 15-Post Jōnin Training, x In-Character Time (Normal; 14 Days, Gifted; 12 Days, Genius; 10 Days, Prodigy; 8 Days, Legendary; 6 Days)

Link to Training

 

Edited by elsie
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~Techniques~

Jutsu Points: 19 Used : 1 Available : 20 Total

 

Plant Type

Genin Rank

Plant Type: Tiger Lily Nectar | -2 JP

Spoiler

Type: Ninjutsu [Medical][Clan; Hanamajo]

Rank: Gennin

Cost: 25 Chakra

Damage: NA

Effects: Target heals 20 points of Health

Description: Forming the correct hand signs and channeling their plant type chakra into the ground, the Hanamajo brings a large beautiful Tiger Lily to the surface. Harvesting the nectar of the plant, the Hanamajo, or their allies, ingest the liquid to renew their vigor.

 

 

Plant Type: Petal Dance | -2 JP (3 - 1 from Horticulture)

Spoiler

Type: Genjutsu [Plant] [Elemental Archetype]

Rank: Gennin

Cost: 60 Chakra

Damage: 30 Ghost Damage

Effects: Target is inflicted with "Headache" for 2 turns.

DescriptionViolet colored rose petals start falling down from the sky, swaying as if they were dancing. Staring at the petals starts to blur the victim's vision, causing an intense headache and any petals that make contact with the victim cause their skin to turn dark and rot away.

 


Plant Type: Grasping Vines | -3 JP (4 - 1 from Horticulture)

Spoiler

Type: Genjutsu [Plant][Elemental Archetype]
Rank: Genin
Cost: 80 Chakra
Damage: 20 Ghost Damage
Effects: Reduces target's 'Speed' stat by 75 for 1 turn.
Description: Two vines burst out of the ground, each wrapping around the victim's legs and tightening their hold. The more the victim struggles against the vines, the more they latch on tighter, pulling them backwards and trying to root them in place.

 

Plant Type: Mind Sprout | -3 JP (4 - 1 from Horticulture)

Spoiler

Type: Genjutsu [Plant][Elemental Archetype]
Rank: Genin
Cost: 80 Chakra
Damage: 60 Ghost Damage
Effects: Reduces target's 'Concentration' stat by 25 for 1 turn.
Description: The victim feels a foreign object inside their skull, and slowly, feels something growing inside their brain. As the pressure builds up, eventually it explodes, a small sapling sprouting from the top of their skull. The pain causes a momentary lapse in concentration.

 

Go My Minion! | -3 JP (4 - 1 from Horticulture)

Spoiler

Type: Genjutsu [ Plant | Elemental Archetype ]

Rank: Genin
Cost: 77 Chakra
Effect: Target is inflicted with 'Haste' for 1 Turn, and 'Enlarged' for 1 Turn, and gains 15 Evasion for 1 Turn
Description: A few flowers bloom, spraying their pollen and causing a sweet scent to linger in the air, triggering the parts of the brain that help build the target into a frenzy. Their reflexes are heightened, and their strength is increased for one turn.

 

Light of the Hanamajo | Soton: Hanamajo no Hikari | 花魔女の光 | -3 JP (4 - 1 from Horticulture)

Spoiler

Type: Ninjutsu [Plant | Medical | Hanamajo]
Rank: Gennin
Cost: 75 Chakra
Heal: 60
Effect: If the total amount of health to be healed by this technique exceeds the maximum health of the target, the user is healed for the remaining amount of health.
Description: The staple of the Hanamajo Clan Medic. Named after the clan itself, this jutsu is the perfect display of the healing power of plants and flowers. Forming a single seal, the User’s hands become enveloped in a green so vibrant it teems with the life energy of plants. This technique is one of the first to be taught to all Hanamajo who have even a slight interest in the medical arts. While it doesn’t appear to be any different from a standard medical technique, it can often be utilized to greater efficiency, by recycling excess medical chakra back into the Hanamajo, healing their own wounds.

 

Void Type

Genin Rank

Fairy Ward I | Yousei no Kekkai I | 3 JP

Spoiler

Type: Ninjutsu [Medical] 
Rank: Gennin
Cost: 40 Chakra 
Effect: Heal the target for 20 health. The next technique of Gennin rank or less used against the target of this technique is considered to have a fail chance of 10%. If that technique already has a fail chance, it is increased by 10%. This does not include Response Phase Techniques. Usable twice per battle. 
Description: The user heals their target a little bit, and leaves an imprint of curative chakra which may protect them in the future.

Academy Rank

Body Replacement Technique | Kawarimi no Jutsu | Free

Spoiler

Type: Ninjutsu 
Rank: Academy Student 
Cost: x Chakra 
Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique "x" is equivalent to the cost of 1 basic attack or small weapon attack that the user failed to dodge. The damage and effects of that basic attack or small weapon attack are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle. 
Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies.


Clone Technique | Bunshin no Jutsu | Free

Spoiler

Type: Ninjutsu 
Rank: Academy Student 
Cost: 5x Chakra 
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique "x" is considered to be the number of "Clones" created by the user and may never be greater than 2. "Clones" have 1 Health and 1% of the user's other statistics. "Clones" are not physical, and may not use items, techniques or attack during their turn. The user of this technique gains +20 Evasion or +20 Accuracy for every "Clone" on the battlefield. The effects of 'Clones' may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle. 
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshinjutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.


Transformation Technique | Henge no Jutsu | Free

Spoiler

Type: Ninjutsu 
Rank: Academy Student 
Cost: 10 Chakra 
Effect: During any situation in which a character with this technique would need to calculate their "Visibility Score", they may use this technique to reduce their "Visibility Score" by -10%. "Visibility Score" reduction caused by this technique may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). 
Description: The Transformation Technique is a time-honored staple of nearly every shinobi academy the world over. Its concept and execution are both extremely basic, making it a perfect training technique for young students. By molding chakra around their body, the user of the Transformation Jutsu is able to temporarily take on the physical characteristics of another person. Though the Henge no Jutsu rarely offers a perfect disguise, clever ninja have been using it for hundreds of years to confound their foes.

 

 

Jutsu learned from Jounins: 

 

Edited by elsie
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~Inventory~

--Armor:

Hitai-ate

-Head:
-Neck:
-Body:
-Waist:
-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

1 'Soldier Pill; Rank II' that also has the effects of a 'Shotrun Pill; Rank I'.
2 Blood Increasing Pills; Rank II
1 Antidote

-Items in Vault: None
-Money on Hand: $845
-Money in Bank: 0

Edited by elsie
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~Logs~

Exp Earned: 

+1,395 (1,268 + 126.8 Quick Learner) Exp from C Rank - In the Deserts Vipers Hide - 25-Oct-17

+275 (250 + 25 Quick Learner) Exp from Spar vs Renzukan - 4-Sep-17

+440 (400 + 40 Quick Learner) Exp from D Rank - Desertproofing - 31-Aug-17 #D010

+220 (200 + 20 Quick Learner) Exp from D Rank - Play Nice - 31-Aug-17 #D009

+770 (700 + 70 Quick Learner) Exp from D Rank - Entertain the Children - 17-Aug-17 #D008

+633 (575 + 57.5 Quick Learner) Exp from D Rank - Village Registration 15-Aug-17 #D007

+766 (696 + 70 Quick Learner) Exp from Training

+55 (50 + 5 Quick Learner) Exp from D Rank - Administrator's Assistant 11-Aug-17 #D006

+440 (400 + 40 Quick Learner) Exp from D Rank - Weather Proofing 11-Aug-17 #D005

+440 (400 + 40 Quick Learner) Exp from D Rank - Greenhouse Classes 11-Aug-17 #D004

+220 (200 + 20 Quick Learner) Exp from D Rank - Waterboy 7-Aug-17 #D003

+633 (575 + 58 Quick Learner) Exp from D Rank - Book Smarts 2-Aug-17 #D002

+440 (400 + 40 Quick Learner) Exp from D Rank - Greenhouse Classes 1-Aug-17 #D001

Transaction Log: 

+$100 from D Rank - Desertproofing - 31-Aug-17 D010

+$50 from D Rank - Play Nice - 31-Aug-17 #D009

+$125 from D Rank - Entertain the Children 17-Aug-17 #D008

+$110 from D Rank - Village Registration 15-Aug-17 #D007

+$20 from D Rank - Administrator's Assistant 11-Aug-17 #D006

+$100 from D Rank - Weather Proofing 11-Aug-17 #D005

+$50 from D Rank - Greenhouse Classes 11-Aug-17 #D004

+$50 from D Rank - Waterboy 7-Aug-17 #D003

+$75 from D Rank - Book Smarts 2-Aug-17 #D002

+$50 from D Rank - Greenhouse Classes 1-Aug-17 #D001

Mission Log:

Rank D:

Spoiler

#D010 - Desertproofing 31-Aug-17

#D009 - Play Nice 31-Aug-17

#D008 - Entertain the Children 17-Aug-17

#D007 - Village Registration 15-Aug-17

#D006 - Administrator's Assistant 11-Aug-17

#D005 - Weather Proofing 11-Aug-17

#D004 - Greenhouse Classes 11-Aug-17

#D003 - Waterboy 7-Aug-17

#D002 - Book Smarts 2-Aug-17 

#D001 - Greenhouse Classes 1-Aug-17


Rank C:

Spoiler

#C001 - In the Deserts Vipers Hide - 25-Oct-17

Rank B:

Spoiler

 


Rank A:

Spoiler

 


Rank S:

Spoiler

 

 

Edited by elsie
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