Warr Posted June 11, 2010 Posted June 11, 2010 (edited) "You are the thunder, and I am the lightning. Because of your loud noise everyone knows I'm coming. But they don't know where I'll strike. You've spoiled the surprise of my entrance, but not the surprise of my Impact. I am Takashuri Uramuki, I am the storm on the horizon, and you will feel the power of my wind. You will see my Noble Reason in all it's Mastery, pulled from the hidden depths of my flaws and the shadow of my father's shadow.” -Takashuri Uramuki grumbling about his father, and his family. I am: タカシュリ ウラムキ (Takashuri Uramuki) Despite being born as I was; I have no Clan to call my own. If blood had color; Mine'd be Kaze no Kuni Blue! And as the family Business Dictates; I'm a Suna-nin. Of course while I'm; "Sixteen. (16)” Pops Acts like I'm a newborn baby just entering the academy. And as sure as I was born in; the Spring of 2098; I'll make him acknowledge me. Nicknames & Titles: Kimi no Kaze no Kuni [Prince of Wind Country], Sunagani [sand Crab]*, Amia [Mudfish]* Ura, Muki, Mu. *Actually insults towards him, because he's always complaining about the lack of good crab in Suna, and because he's 'always a fish in the mud'. Despite them being insults from people of his age group, Uramuki wears them proudly. Edited September 30, 2011 by Warr
Warr Posted June 12, 2010 Author Posted June 12, 2010 (edited) Portrait Height: 5'10” [1.77 Meters] Weight: 180 Ibls. [81.64 KG] Eyes: Uramuki's eyes are a mixture of dark blue and turquoise. Hair: Like his father and many of his line, Uramuki's hair is an auburn tint. Reddish-brown, and entirely messy in cut, with spikes fanning out from the right and left side of his hair, sticking out in clumps that replicate spikes, at least, while the back of his hair lays fairly flat. Physical Description: Uramuki is his father's son no matter if he likes it or not. With medium width shoulders, and a somewhat toned physical appearance, Uramuki's girth is about normal. His skin is a faint tone that is almost tanned, but still looks vaguely pale to those who're around tanned people all the time [such as is in the case of Kaze no Kuni]. From a life at least in the last five years of little sleep and constant studying or training, a faint bit of pale purple exists under his eyes. His face is fairly rounded, and pretty normal looking, despite his noble ancestry. In various places, there are scars from cuts, particularly upon his left upper forearm. A series of deep scars exist there from a particularly intense training session, where the young prince of Kaze no Kuni may or may not have been trying to kill the jounin who was teaching him, however the only notable one is upon his left knee. Clothing: Being the son of someone with as much power as the Kazekage who is also the Daimyo of Kaze no Kuni, one would assume that the clothing of Uramuki would be unilaterally flashy. He's got the money to make sure he can get all the best things, after all. But such is not the case, Uramuki was shaped by the days where the older generation beat back the NCIA. He remembers what he saw then, and even as he suddenly had access to money to buy clothing, stuck to simple things. Uramuki normally wears a pair of khaki cargo shorts with his kunai pouch tied shortly below that. He's normally wearing a t-shirt, with bright colors favored, and black almost entirely ignored. The heat of Kaze no Kuni would make black clothing an unfavorable color of clothing, after all. Typically a pale Tangerine sweater is over his t-shirt, and sea-green blue is the color of his favorite pair of rubber soled tabi. Edited October 10, 2011 by Warr
Warr Posted June 12, 2010 Author Posted June 12, 2010 (edited) SUBAKU Dossier excerpt; Personality Profile, Hobbies, Likes, Dislikes of Prince Takashuri Uramuki Personality:Uramuki is an inward, quirky person. While his introversion wouldn't make sense considering his position within our country, or the fact that he is often prone to not shut up, trained observers have noticed that the Prince rarely exhibits any emotional shows. He freezes up when hugged, and typically tries to destroy his feeling of awkward by asking something rude. While unmistakably intelligent and his father's son, where Keito-sama has an assured attitude and a calmness, Uramuki-san is prone to fits of animalistic, almost primal, rage and tantrums. He is highly emotional, and sometimes ignores logic for his emotions. While rarely depressed, he is often irritated, and has before assaulted a Sunagakuran Chuunin whom he thought was abusing a child, just out of instinct. While his highly emotional state makes him an unlikely candidate for SUBAKU or any highly valuable shinobi placings, his emotionalness has a few aspects which are admirable. He is highly devoted to his country and village, and feels protective of everyone around him who is apart of it. He has shown he has no qualms making decisions on the punishments on criminals, or whetting out those punishments. In fact, several courts within the country have suits filed against the Daimyo for monetary damages that the Prince has caused them or in return for 'emotional harm' he caused them from attacking them or using Ninjutsu upon them when they were 'minding their own business'. While the validity of their claims are questionable, at least in the amount of minding their own business, it is still true that those cases exist. He alternates from working very hard on assignments given to him and ignoring them entirely. During his time in the Academy, he often ignored worksheets entirely, but enthusiastically jumped at tests. It was then that he began to show his problems with being associated with his father, and what this report assumes is a craving for respect that is not associated with Keito-sama. Likes & Dislikes: Crabs, Observing Animals, Reading Training Manuals, Training. This Dossier warns any teacher of the Takashuri Prince against giving him praise. He has shown horrible reactions in the past. He also seems to have an ungentlemanly fondness for women, and reading books which he shouldn't be reading in proper conditions. He's an enthusiastic disciple of the Scorpion Style of Sword-fighting. He also has an unhealthy fascination with the manga works of Nagauta "Amegumo-San” Chouka. He has shown an extreme dislike of discussions about his father, and likewise of apples. He has thrown fits from being offered prime Konohagakuran Apples! Uramuki has a severe hate for women's perfume. He has been in no less than twelve incidents which came about from him assaulting other young men when he felt they were mistreating their female companions, so we believe he has a great dislike for un-chivalrous men, and/or 'jerkswads' to quote the prince. It is ill-advised to use the words "As I expected.” towards Uramuki. Favorite: -Foods:Any variation of cooking of Crab; Grilled Catfish; Noodle Mixtures. -Color:From the connection he puts on his Tangerine Sweater, SUBAKU records assume Uramuki-san's favorite color is Tangerine. -Music Genre: Uramuki seems to have a favoritism for music with fast beats, or natural sounds. He particularly likes the sound of the Bass Guitar. -Book Genre: From his grades and proneness to have his head in them, from straight up books, it seems that History is his favorite genre, though this report would also like to clarify many nanny's have found the young lord reading Adult Romance novels. It is also not unlikely to see the young lord reading technique guide scrolls or manuals for training. -Hangout: The most often point of hiding from bodyguards and 'hanging out' the young man has is the Bubbling Creek Tavern within Sunagakure's slums [known for it's seafood], or upon a sea of sea facing cliffs near Arakis. Edited June 13, 2010 by Warr
Warr Posted June 12, 2010 Author Posted June 12, 2010 (edited) A Penny for his thoughts:. Current Allegiance: Sunagakure no Sato Relationship Profile •Immediate Family• Takashuri Keito- The father of Uramuki, he had been a friend of Amaki for a few years before they had a trist, and were begot Uramuki. Despite the fact that his son was a bastard born of a bastard, Keito treated Uramuki like a true-born son, and made sure his followers did as well. He was always too busy with business to spend time with Uramuki, and this only compounded as time passed, particularly with the NCIA war. While he is prone to compliment Uramuki, because he never spent the building time with his son, it unilaterally comes off as 'Good job, but I'd not expect anything else.' whenever Keito compliments him. This, combined with the high amount of business the dual Kazekage and Kaze no Kuni Daimyo has, has made Uramuki have a very complex, cracked, and irrate relationship with his father. Mizuko Amaki- A Jounin Kunoichi of Sunagakure no Sato, Amaki had been a teammate and follower of Keito for quite a while when they finally connected. She was already devoted to him and absolutely in love with him by the time this happened, and after she healed from having their son and they were sure the child was old enough to be away from his mother again, she went back to doing tasks which Keito required of her. While there is a strong love for Keito within her heart, Uramuki has only ever been loved by extension of being the product of her and Keito. More than anything from Keito, for the longest time, Amaki was the target of Uramuki's efforts and wants. He wanted nothing more than his mother's affection and attention, and when he realized that while she gave it to him, she didn't give it to him simply because he was her son; that changed. An energetic and happy child became quickly bitter, sinister, quiet. •Family• Kabari Toshou- A Deceased Jounin of Sunagakure no Sato, and former all around jack of all trades. A mercenary at the time when he was in the service of Takashuri Keito as the bodyguard of Uramuki, he was also the first person to foster and mentor Uramuki in a genuine way. In the three years which they hide out in the southern coastline of Kaze no Kuni, Toshou became like a faux grandfather to Uramuki, and even after his death, the young prince of Kaze no Kuni considers Toshou his grandfather, or a grandfather. •Friends• •Rivals• A Rhapsody of the Wind:. Sand begets sand, dust begets dust. Blood begets blood, passion begets passion. As the Bastard Prince of Kaze no Kuni, Takashuri Keito, was on the run from his father and learning his birthright, the arts of ninjutsu and the ways of true battle, the blood red sandman had a staunch bunch of companions. And of these companions, was a girl whom had been devoted to him since they had originally formed a team. A girl meta-morphed by time into a beautiful woman, who's features were rare and charming within Kaze no Kuni, dark hair with faint highlights, and bright blue eyes. She loved Keito-sama in every way, and when he made his move she accepted it happily. They had a quick, heavy, passionate tryst, and from that was the seeds which would become the boy known as Uramuki. As Keito trained himself and moved to gain the trust of the desert tribes and desert clans, Uramuki was always with his parents. He was with them, but apart of them, his young turquoise-blue eyes searching the horizon for his parents every day, and watching them with intent when they were around him. Sands shifted, and times passed, with the Princeling watching his parents, and being schooled even at the early age of 4 in the arts of desert survival, and on nindo. While he quickly caught on, what should've been given as unabashed praise and encouragement for such potential was instead given "I'm happy you're catching on so quickly, Uramuki-chan! Just as I expected from Keito-sama's son!” As the boy grew, it continued. Even when he should have been punished for doing things, his father's followers simply said "That's okay, that's okay! I know you're just being bad because you want to test our loyalty to Keito-sama!” So it continued, as his father wandered and learned the arts of ninjutsu more masterfully, Uramuki was coddled and ignored. He was underestimated and undervalued. This shadow army kept itself hidden, and while it had been out of things for a good deal of time, when Kumogakure invaded Suna and set up the NCIA, the time seemed ready to strike. As Takashuri Shiro mistreated his citizens within Sunagakure and Soma, Uramuki's father began to make his moves. The Carvan split up, and Uramuki was taken to a decayed old fortress on the southern coast of Kaze no Kuni. It was there that the crabby child began to become something else. While he normally would have had plenty of nannies and bodyguards around him, he had been sent to the castle with a simple cell of shinobi-nin, and with a simple commander above them. An old man who had been a great number of things in his life, shinobi-nin, swordsman, mercenary, outlaw, teacher, and semi-tribal. But never been a baby sitter, and as the group nestled itself in the crumbling old stones, this man, Kabari Toshou, didn't set out to be a babysitter for a brat who talked too much or too little, who was either two excited or a little asshole. He saw the potential in the kid, as very few kids could before any ninja arts by the time they were six, but Uramuki had already been pulling pranks with Henge no Jutsu, and could already kill a rabbit at fifty feet with a kunai. The old man figured the best way to keep the kid out of trouble was keep him busy, and so he did. Toushou-ojiichan, as Uramuki would eventually call him, set up a trap in the most dangerous of the ruins. While the cell which was assisting in guarding him were out scouting, he acted as if was atop one of the highest towers. He created Suna Bunshin copies of himself and had them cast Henge no Jutsu, to look like bandits. Then he sent the bunshin to attack the Takashuri kid. It was a test of Uramuki's steel, to see if he would fight or flight, and it ended surprisingly to the old man. As the Bunshin rushed forward, the Princeling threw everything from kunai to rocks at them, and as they got too close, he steeled himself, standing his ground until the opponents were almost upon him in a charge. Then he rolled out of the way, letting the slices they would've given him from their kunai hit each other, and he threw himself into a spin, kicking one of them in the knee and turning it into a puff of sand. Three years passed, peacefully, as the NCIA war raged on. The cell of shinobi-nin and their ward sparked up a friendship, and Toushou schooled Uramuki in the shinobi arts on his own. Uramuki learned many different things from the old man, and was given the first bit of respect he had ever been given by someone simply because he was Uramuki, and not Uramuki son of Keito. It was a happy time for the boy, until the day the revolution happened, and Toushou died. While one might assume from those words it was during the revolution that it happened, it was not. Toushou died within the morning, his age and hard lifestyle finally having caught up to him, and one of his organs failing. In that time, Toushou sat patiently, calmly, watching his mentor pass on. He listened to the words of confidence in Uramuki that his mentor spoke to him, and the nine year old listened to a single, significant phrase. "A man should be respected for his efforts, not be given respect for nothing. You may have been born a noble, Uramuki-kun, but you have earned my respect like a true man.” And of course, after Tashou was buried, the rest of the year was in silent study. When the war was over, and Keito sent for his son, there was no glee upon the boy's face. He reported in silence for duty, and followed his father as he had as a child. Sitting on a lonely cliff-face as his father built the new city in Arakis, watching the sea brush the sand. He entered the academy, and while he excelled, while he was better in skill than most of his fellow students, and had far higher knowledge, he was only given slight acknowledgment, and it was always the same as before. "As I expected.” "As Expected.” "No surprise.” Words similar to that again and again as he went through his academy schooling, and by the time he had almost finished the academy, halfway into having graduated, he had gained a number of bad traits. He had decided he was only going to try when he wanted to, he was going to do what he wanted and push himself at his own pace. He'd make them acknowledge him, but he didn't need to listen to them to do it. Training, pranks, and dozens of fights and incidents later, and the boy completed the academy, he even went on a few gennin missions. And he was ready to make everyone in the country acknowledge him, and not simply because he was the Kazekage's son. Edited September 27, 2011 by Warr
Warr Posted June 12, 2010 Author Posted June 12, 2010 (edited) Reserved. Edited June 13, 2010 by Warr
Warr Posted June 15, 2010 Author Posted June 15, 2010 (edited) Ninja Stats Rank: Gennin Intellect [Death Bonus]: Genius Level: 30 TXP: 7681 Next Level: 4200 Level 24: 4600 Level 30: 7000 -Stats (3,700 used out of 3,700 total)- (Health Power) 500 (Stamina) 360 (Chakra) 400 (Taijutsu) 240 [260] (Defense) 300 [360] (Ninjutsu) 400 (Genjutsu) 40 (Concentration) 200 (Speed) 400 (Accuracy) 460 (Evasion) 400 [uramuki's Lucky Tangerine Hoodie] AkaSabure Kouta Plushie +65 Taijutsu Damage -165 Incoming Damage +100 Ninjutsu Damage -/+ 10 Genjutsu Effects +/- 20% to-hit with/from genjutsu +2% Critical Hit Chance with Taijutsu 4% Ninjutsu Cost Reduction +46% to Hit -40% to Incoming Hits Edited September 3, 2012 by Warr
Warr Posted June 15, 2010 Author Posted June 15, 2010 (edited) "I am Takashuri Uramuki. And I have no intent to lose to the likes of you!" Skill Point Gains [25] + 2 (Character Creation) + 1 (Hindrance) + 2 (Genius Death Bonus) + 10 (Levels 1-10) + 10 (Levels 11-30) + Skill Point Spendatures [25] - 2 (Second Wind) - 3 (Strategist) - 1 (Path of the Scholar) - 1 (Subtle Elementals Rank 1&2) - 5 (10 Ranks of Merchant) - 2 (Godaime Redux: Inheritance) - 1 (Standard Issue) - 3 (Copperhead) - 1 (Copperhead's Slither) - 2 (And Paid for it in my Teeth) - 2 (Inheritance) - 2 (2 ranks of Priceless) - - - - - - - - - - Remaining Skill Points 0 Skills: Second Wind Description/Effects: Upon reaching 0 health, user regains 1Hp, but only once per battle. Cost: -2 Strategist Once a battle, and only once, you may choose to have any one of your attacks become a critical hit for 1.5 times its usual damage. Cost: -3 Subtle Elements; (Water, Earth, Wind) Ranks: 2 Cost: -1 Subtle Elements; Wind Effect: May use Wind element techniques. Any response phase techniques that blocks a Wind Techniques costs an additional 10% to use, rounded up. All 5 “Subtle Element” skills share ranks. Description: Taught in the Suna Academy and required as the primary or supplementary element for the ninja of that village, it's hard to get through the exams without mastering it. Requirements: N/A Free for Suna-nin Cost: 0 Ranks: 1 out of 3 Subtle Elements Ranks. Subtle Elements; Earth Effect: May use Earth element techniques. All defensive Earth Techniques give an additional 10% to their effects, rounded up. All 5 “Subtle Element” skills share ranks. Description: A prodigy with recognition or not, through his days in isolation and tutoring from Toushou, Uramuki has picked up the use of the Earth Type from studying of Iwa-nin, from books, and also from comic books depicting the NCIA/Kumo War. Requirements: N/A Cost: 1/2 a SP (Paid for above) Ranks: 1 out of 3 Subtle Elements Ranks. Subtle Elements; Water Effect: May use Water element techniques. All Water Techniques cost 10% less and deal 10% more base damage when near a large source of liquid water, rounded up. All 5 “Subtle Element” skills share ranks. Description: His mother was a water user, and Uramuki felt an innate connection to the waters as he lived in Arrakis before it became the capital. As such; he quickly picked up on water type ninjutsu use when he was studying the elements in school, and he has since mastered it. Requirements: N/A Cost: 1/2 a SP (Paid for above) Ranks: 1 out of 3 Subtle Elements Ranks. Merchant -40% Discount at stores. Ranks: 10 Cost: -5 Death Bonus Genius- A genius shinobi is one of incredible improvisation and tactic, relying upon stratagem and intelligence to overcome a foe, more so than raw power. These ninja are calculating and meticulous, surprising even the most experienced of shinobi in combat with well timed traps or mastery over a unique bloodline. Going above and beyond the expectations of others, these ninja take the world by surprise with their incredible ability to overwhelm with sheer prediction and maneuver. Advantages: -+200 Stats (does not count as a level) - +2 Skill Point - +20 Jutsu Points - Character gains +10% EXP from Training & Missions. Does not stack with Quick Learner. Kekkei Genkei Other Positive Godaime Redux:. Inheritance Description: You were born with an innate closeness to the desert, to the land of Winds. It's wilderness is a hug upon your spirit, and the sand is something you've always understood. A friend, a confident, and ally. While it was just something that worried people at first, it eventually grew into power. You became quickly skilled in Sand Type Ninjutsu when it was introduced to you, and you may have begun to master it when simple ninjutsu techniques were introduced to you. The kind of familarity that makes people wonder the full extent of your genetic heritage, who your ancestors were. The kind of familarity which makes people think that you may be possessed by a spirit of Kaze no Kuni itself. Effect: The taker of this skill may learn and utilize Sand Type Ninjutsu one rank higher at the cost of JP they would spend if they were at that rank. When using any technique in said matter, either the technique's rank or the user's rank is considered the 'User's rank', depending on which is higher. Cost: -2 Combinatorial; Sand Effect: May use Sand Element techniques. Sand Techniques give an additional 10% health points on techniques that create objects with health points. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Description: Having lived in Suna and being taught with sand jutsu the ninja is able to use such jutsu without the great effort normally required by this. Requirements: Suna Ninja and/or Subtle Elements; Earth & Wind Cost: 0 Ranks: 1 Standard Issue:. Description: You know the official in charge of the Village Armory by first name. You know the name of their kids, you know their favorite type of ramen and their favorite candy bar. That's how much time you spend in your spare time at the armory, helping around it and getting given 'spare items'. You know the forms to fill out when you run out of the weapons which all shinobi-nin are supposed to have. Effect: User immediately gains 6 Kunai, 6 Shuriken, and 8 Senbon Needles. After Every battle, mission, or spar, the user gains an additional 3 Shuriken, Kunai, and 4 Senbon Needles. If this would not bring their inventory to 6 kunai, 6 shuriken, and 8 Senbon Needles, they are given enough kunai, shuriken, and senbon needles to bring them back to this title. While these items may be sold, they are sold at a rate of 1/4th of their actual value. [Reflected ICly as no one wants to buy stuff with the village property stamp upon it.] Cost: -1 .:Copperhead:. The sands are ever-shifting, ever changing. The nations, habits, and attitudes of the ninja world are ever shifting as well. In times before one might devote themselves to a singular element to master it. In times before they might devote themselves to a singular element in hopes of making their use of it more powerful, they may have learned many in hopes of discovering a new and powerful chakra alignment for themselves. They may have even called these powers 'Kekkei genkei', the traits passed down by bloodlines. But the sands of time and fate are ever changing. They are becoming something different, and in such away the mud-prince of The Country of Wind, Takashuri Uramuki came to be known as 'the Copperhead'. The elements which he had mastered beyond sand transforming his sand ninjutsu into something different. Something liquid, visceral, elemental, deadly; and all the while something which takes more energy to use than normal sand. Like a copperhead it strikes with speed, and it shows within his sand techniques, a faint bit of chakra from the elements doing more than changing the consistency of the sand, but making it copper in color. Beware the hiss and the bite. Effect: The user loses bonus to created object's health that Combinational; Sand provides, additionally the user loses their secondary elemental affinity. All 'Sand' type techniques used by the user are henceforth considered 'Copperhead Sand' type. Copperhead Sand is considered to be a third tier element, and receives any bonuses and skill effects which sand would be otherwise allowed or applied to sand type ninjutsu; but any skills [bloodline or otherwise], armor effects, jutsus, etc that would cause negative effect to 'Sand Jutsu' are not considered active unless the targeting ninja is above the user's ninja rank. The user may not take/have any bloodline while in possession of the skill 'Copperhead'. Copperhead Sand techniques are considered sealless. Additionally, Copperhead Sand techniques deal 2X more damage [where X is the user's level]. Every turn in battle, the user must roll a D10. The roll must be linked, and the user must pay 10 times X percent [where X is the number rolled] of the chakra cost additionally. This extra cost spent may be split between chakra and stamina at the user's discretion. Requirements: Combinatorial Elements; Sand & Combinatorial Elements; Mud. Warr's permission Cost: -3 Copperhead's Slither The sands, and the animals that move amongst them had an economy of motion unlike that of many other places. So too, with the influx of 'different' chakras within the user that turned their use of sand techniques into use of Copperhead Sand techniques a certain economy of motion came about for the users own abilities; reducing the energy necessary to stand and strike. Effect: The user pays 10% less chakra when using Copperhead Sand type techniques than they otherwise would have to pay. The user pays 5% less chakra when using wind type techniques. May not stack with other cost reducing skills. Requirements: Copperhead Cost: -1 And paid for it with my teeth:. Description: Your hungry hungry hippo of a body has told you it needs food to sate its huge hunger before; but you ignored it time and time again. In the years of cuisine warfare you've inflicted upon your body, it's begun to gain more nutrition from junk food than it got before; a lot more. You don't even have to chew them much anymore. Effect: Double the effects of Gummi Squids, and increase the maximum amount of handfills eatable to 8 per turn. Cost: -2 Inheritance Description: Inheritance is the practice of passing on property, titles, debts, and obligations upon the death of an individual, to that of a second party, and in this case, it refers to items. Effect: A character with this skill may start or receive an item or items valued at 1000 Ryo or less without the proper funds. This skill may only be taken once with staff permission, and does not apply to items that involve quests to obtain. Cost: -2 .:Priceless Description: There are sometimes things that are utterly important to a person, and they are used so often that they become 'apart' of the person. Imbued with a sort've lucky magic thanks to this attachment, it seems that the weapon cannot be destroyed or taken away by any lesser men. Effect: When taking this skill, choose one weapon, equipment, or piece of armor. If it did not have the special ability 'indestructible' add it to the weapon, armor, or equipment now. If a technique or skill user by a ninja of equal or lesser rank would destroy this weapon during a battle, ignore the destruction. Additional ranks may be purchased to apply this effect to other weapons, or pieces of armor or equipment. Ranks: 2 (Deisa no Inu & Uramuki's Lucky Tangerine Sweater] Cost: -2 Basic Path: Path of the Scholar Description: Although quite rare, a few Ninja proceed down the path of the scholar, spending a lot of time in research and in trying to understand the world around them. These Ninja are not to be underestimated, however, as they can be quite deadly. Effects: Character gains 1 extra Jutsu Point per level Scholarly Mastery: -May gain 2 'Subtle Elements' skills for 1 skill point. -May gain 2 ranks of 'Merchant' for 1 skill point. Cost: -1 Hindering Merciful Effects: 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 Jounin Taught Skills [0/4 SP] Elemental Affinities: Skill Points Balance: [0/25] Edited October 10, 2011 by Warr
Warr Posted June 15, 2010 Author Posted June 15, 2010 (edited) Jutsu Point Gains [99] + 4 (Character Creation) + 20 (Gifted Death Bonus) + 16 (Levels 1-16) + 30 (30 Levels with 'Path of the Scholar') + 28 (Levels 17-30) + + + Jutsu Point Spendatures [26] - 4 (Third Eye) - 0 (Techniques Listed under Techniques II) - 0 (Techniques Listed Under Techniques III) - 0 (Techniques Listed under Techniques IV) - 5 (Suna no Tate) - 3 (Sand Type; Sand Erupt) - 2 (Sand Slide) - 1 (Wind Type; Gale) - 5( Yoroi no Suna) - 3 (Sand Shell) - 3 (Suna Bunshin) - (-) - (-) - (-) - (-) - (-) Remaining Jutsu Points 3 Techniques I: Academy Techniques, Jounin Taught Techniques & Basic Ninjutsu Academy Techniques Bunshin no Jutsu (Clone Technique) Type: Genjutsu Rank: Academy Student Cost: 10 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. Damage: None Effects: Adds +5 evasion and +5 accuracy for each clone. Once a clone is hit it is destroyed, and the bonuses with it. Henge no Jutsu (Transformation Technique) Type: Genjutsu Rank: Academy Student Cost: 5 Description: Wrap chakra around your body to change your appearance. You can still use the features of the thing you can become, e.g. use the claws of a clawed animal, but not to the extent of if you were that thing. Damage: None Effects: Change your appearance. Kawarimi no Jutsu (Body Substitute Technique) Type: Ninjutsu Rank: Academy Student Cost: 10 Ninjutsu 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. You can only use this 3 times per battle. Damage: None Effects: Evade the next attack aimed at you. You are unable to attack the opponent the turn you use this. You can only use this 3 times per battle. This technique cannot be used to dodge Ninjutsu, Taijutsu or Genjutsu Techniques. Jounin Taught Techniques [0/12 JP] basic Suna Type Ninjutsu Third Eye (Daisan no Me) Type: Ninjutsu (Sand) Rank: Gennin Cost: 80 Effect: Used in the Setup Phase. Creates an eye of sand for three turns. This sensory unit acts as a third eye, and while active the user cannot suffer the effects of Blind. The eye, while active, also adds +40 Accuracy to the user. The eye itself has 1 HP and is destroyed by any attack that includes it as a target. May only have one Third Eye in play at any given time. Description: This jutsu creates a floating eyeball out of sand that is connected to the user's optic nerves. Its main purpose is spying, since it can form and disperse in any location on command. Points: 4 Shield of Sand (Suna no Tate) Type: Ninjutsu (Sand) Rank: Genin Effect: --Activated in the main phase and may be de-activated in any phase. While active the user recieves no dodge roll, though they may still use jutsu, skills or weapons to defend against the incoming attack. If deactivated during the response phase, the user does not recieve a dodge roll. -Void-type Jutsu = 2 chakra for every 1 damage -Fire-type Jutsu = 4 chakra for every 1 damage -Water-type Jutsu = 3 chakra for every 1 damage -Lightning-type Jutsu = 1 chakra for every 2 damage -Earth-type Jutsu= 2 chakra for every 3 damage -Wind-type Jutsu = 4 chakra for every 1 damage -Sand-type Jutsu = 1 chakra for every 4 damage -Other = (Amount of combinations) chakra for every 1 damage -Weapons = 1 chakra every 2 damage -Taijustu = 4 chakra for every 5 damage --If the opponent's speed stat is more than or equal to 1.25x the user's Ninjutsu, then the shield is bypassed and the attack cannot be blocked. --If the opponent's speed stat is higher than the user's Ninjutsu stat and less than 1.25x the user's ninjutsu, the user must pay 1.5x the cost to block the damage. --Suna no Tate does not apply to Genjutsu and the user may roll to dodge against it. Description: After the passing of the Fifth Kazekage many of the ninja within the village who looked up to him decided to try and preserve his specialty jutsu to be used by all Suna ninja. Since many of his most basic attacks and defenses relied on the Shukaku demon, they had to alter the workings of many of them. The only successful jutsu to come out of this plan was the Suna no Tate. It is a modified version of the technique that instead of running off of the abilities of the Shukaku demon instead are based upon the actual reaction time of the ninja himself. This jutsu is known through the village as the ‘Gift of the Fifth' which shows his determination to protect all the villagers even after his death. Points: 5 Sand Type; Sand Erupt Type: Ninjutsu (Sand) Rank: Gennin Cost: 45 Damage: 30 Effect: Causes Impaired Eyesight for one turn. Description: Causing the sand hidden into the ground to erupt dealing minor damage along with sand getting into the eyes of the opponent slightly causing them to have reduced eyesight. Points: 3 Sand Slide Type: Ninjutsu (Sand) Rank: Gennin Cost: 40 Damage: 15 Effect: Opponent is prone for one turn. Description: By quickly manipulating sand to get under the opponent and not stop moving, the user of this jutsu attempts to make them lose balance and fall over. In addition to the difficulty to gain footing, the opponent must contend with constantly moving sand. Points: 2 Wind Type; Gale Type: Ninjutsu (Wind) Rank: Gennin Cost: 20 Damage: 5 Effect: Opponent has Impaired Hearing for one turn. Description: A weaker version of Shippuu, Gale relies on rushing winds to interfere with the enemy's ability to hear. Most of the damage is caused by debris caught in the gale. Points: 1 Armor of Sand: Rank 1(Suna no Yoroi) Type: Ninjutsu (Sand) Rank: Chuunin Cost: 120 Chakra; 90 Chakra to repair. Effect: Used in the Response Phase. Creates an Armour of Sand around the user with 150 health points. May prevent damage (not effects) from any non-Genjutsu attacks aimed at the user. If the health of the armour is reduced to 0 it may be repaired in the immediate set-up phase in the turn which it was broken for 90 Chakra; else they will have to pay the full intial cost when next used. May repair the Armor to full health points for the same repairation cost of 90 in the set-up phase. User may act in the turn as normal. Armor of Sand does not stack with one another. May only be activated twice per battle. Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger. Points: 5 Sand Shell Type: Ninjutsu (Sand) Rank: Chuunin Requirements: Armor of Sand and Third Eye known Cost: 80, 55 upkeep Effect: User Gains Enlarged status and gains +60 Defense Description: The ninja surrounds themselves in sand fused with chakra to increase their size and therefore increase their combat strength Points: 3 (Erosion 1) Suna Bunshin No jutsu (Sand Clone) Type: Ninjutsu [Suna, Sand] Rank: Chuunin Cost: 50 Effects: Each Sand Clone has 1/10 stats of the user, but only 1hp. They are automatically hit by any attack that includes them as a target (they get no dodge roll). Description: The clones of sand are quite obviously not the original and pose no threat, but they will eagerly throw themselves between their creator and harm to keep them safe, often proving a hassle to get by. Points: 3 JP Kaze no Usagigari (Rabbit Killing Wind) Type: Ninjutsu (Wind Type) Rank: Chuunin Cost: 7X Chakra [Where X is the number of Kunai sent forth] Damage: 16X [Where X is the number of Kunai sent forth] Effect: Throws X kunai, up to 7 kunai may be thrown. This attack may receive any bonuses that a basic attack from a ninja with 'weapon user [kunai]' would receive. [but is considered one attack for those purposes]. Kunai launched in this way do not have their damage counted additionally, it is already factored into the technique and its cost. This is a multi-hit jutsu. Kunai throw by this technique are not reusable, they are broken. Description: A simple technique which utilizes a similar mechanic to Shippuu, but which uses the wind not to cut but instead to propel many kunai forward at once. The user throws a number of kunai into the air and sends a blast of wind at them to send them flying forward in the direction of the target. It's name was earned by the fact that it has been used many times to slay rabbits hopping about in the desert. Because of its simplicity and the velocity which the kunai are rocketed forward, they are invariably broken. Points: 4 JP Swing Low Type: Taijutsu [styleless] Rank: Chuunin Cost: 130 Stamina+ [1] Swing Cost of Weapon. Damage: Damage of [1] swing from Weapon. Effect: Opponent is dealt 'Prone' for two turns. Shackled [One Leg] for two turns. If used with any weapon which would cost over 20 stamina to swing, any weapon levels which the weapon has which are over the amount of weapon levels which could be paid for by the swing are considered void. All abilities of the weapon used are considered to be in effect for this technique. Description: A dirty dirty attack which is simple as can be as well. The user throws themselves into a low posture and throws their body forward from the hip. Holding their weapon perpendicular from the ground, the user throws themselves to the left like a crab might walk, slamming the weapon upwards in the process and aiming the smash it into their opponent's kneecap. Points: 5 JP Bang your head. Type: Taijutsu [styleless] Rank: Chuunin Cost: 130 Stamina+Swing Cost of [1] swing of Weapon. Damage: Damage of [1] swing from Weapon. Effect: Opponent is dealt 'Stunned' for one turn, Migraine for two turns. If used with any weapon which would cost over 20 stamina to swing, any weapon levels which the weapon has which are over the amount of weapon levels which could be paid for by the swing are considered void. All abilities of the weapon used are considered to be in effect for this technique. Description: A simple technique which is effective only because its simplicity makes it unexpected, with it the user throws an elbow as if they're about to attack the opponent's midsection, and then spins their weapon around and smashes it down in a way which will hopefully hit the top of the opponent's head or face. Points: 5 JP Negligible Mercy of the Dunes Type: Ninjutsu (Sand Type) Rank: Chuunin Cost: 150 Damage: 50 Effect: Opponent is dealt 'prone' and 'fazed' for 2 turns. In addition, they are dealt Numb for one turn. Description: A technique that begins with a quick series of hand seals revolving primarily around the rat hand seal, as the user channels chakra into the dirt beneath their feet, when the fifth hand seal is formed, the sand snakes up behind the user and billows over them at the enemy like a tidal wave of sand and more sand. Did I mention sand? Points: 5 Dirty Kiss of the Dunes Type: Ninjutsu (Sand Type) Rank: Chuunin Cost: 118 Chakra Damage: 5 Effect: Tired for 1 turn, slow for 2 turns, Distracted for 1 turn, bleed for 10 damage for 2 turns. Description: A deceptive technique where one channels sand type chakra to their lips and the edges of their nostrils, before forming a rooster hand seal and forcing themselves to sneeze. The resulting attack hits the opponent in a puff of sand and likely will wind them for a while, if not cut their throat and provoke light bleeding. Points: 4 JP Sting of the Bark Scorpion Type: Ninjutsu (Sand Type)/Styleless Taijutsu Rank: Chuunin Cost: 75 Chakra/75 Stamina Damage: 30 Damage Effect: Clobbered for 2 turns, exposed for 1 turn. Opponent must roll dodge roll twice, first for damage and second for effects. Description: A favored technique for all the a-holes and tricksters out there, when using Sting of the Bark Scorpion one channels chakra into the heals of the feat, forming a quick rat and dog hand seal series before charging at the opponent and attempting to jump-kick them in the head. While the kick is coming, the chakra sent below launched forward in a claw like wave into the opponent's stomach and groin. Points: 5 JP Sand Type; Power Spear Type: Ninjutsu (Sand; Personal to Takashuri Uramuki) Rank: Genin Cost: 72 Damage: 60 Effects: This technique has a 10% higher chance to be a critical hit. Description: A knock-off of a technique depicted in the pages of Nagauta "Amegumo-san" Chouka's "Tales of the Hachinin" graphic novel series, this technique was created by Takashuri Uramuki after he began to master the fact that he could use sand type ninjutsu without seals. It is a near duplicate in purpose and style of the technique of Umikoi Warrusu za Shichi, the user channeling sand chakra and spinning it into a tight ribbon of sand; keeping it tightly spinning around the user before launching it at at the opponent and sending it out in a wave like spray at point blank range, actually exploding outwards when the technique connects. Points: 4 Sand Type; Power Lance Type: Ninjutsu (Sand; Personal to Takashuri Uramuki) Rank: Chuunin Cost: 150 Damage: 120 Effects: This technique has a 28% higher chance to be a critical hit than it otherwise would. Description: A knock-off of a technique depicted in the pages of Nagauta "Amegumo-san" Chouka's "Tales of the Hachinin" graphic novel series, this technique was created by Takashuri Uramuki after he began to master the fact that he could use sand type ninjutsu without seals. It is a near duplicate in purpose and style of the technique of Umikoi Warrusu za Shichi, the user channeling sand chakra and spinning it into a tight ribbon of sand; keeping it tightly spinning around the user before launching it at at the opponent and sending it out in a wave like spray at point blank range. This one creates a larger, more tightly packed ribbon, and sprays far more sand as it impacts the opponent, actually exploding outwards when the technique connects. Points: 5 Scorpion Strike Fist Type: Hybrid Ninjutsu (Sand; Personal to Takashuri Uramuki)/Taijutsu (Styleless) Rank: Chuunin Cost: 150 Damage: 150 Effects: The Opponent is Stunned for this next turn. Description: A technique created in honor of the Godaime Kazekage, Gaara, this techniques channels the all too favored references to the Shukaku, one-tailed beast partially. The user channels chakra up their leg, gathering sand and quickly building it up onto the user's arm from the shoulder, lashing out as the user swings their fist into a clawing punch, the sand slinking down rapidly and launching as the fist does, working as a giant bestial sand arm fist. Points: 6 Aiyou no Sasori (Embrace of the Scorpion) Type: Taijutsu (Styleless, Suna only) Rank: Chuunin Cost: 50 Effect: 50 Chakra Damage to the opponent Description: A ruthless, underhanded technique wherein the user launches a knee at the opponent's head only to corkscrew themselves midair and slam a balled fist into the opponent's stomach in an attempt to disperse [and waste] the opponent's chakra. Points: 2 Suu no Sasori (Kiss of the Scorpion) Type: Taijutsu (Styleless, Suna only) Rank: Chuunin Cost: 150 Effect: 150 Stamina Damage to the opponent Description: A ruthless, underhanded technique wherein the user knees towards the opponent's stomach only to rear back and jab them in the ribs with a half balled fist, aiming to knock the air out of the opponent. Points: 5 Atari no Sasori (Bite of the Scorpion) Type: Taijutsu (Styleless, Suna only) Rank: Chuunin Cost: 150 Effect: 150 Chakra Damage to the opponent Description: A ruthless, underhanded technique wherein the user launches a knee at the opponent's head only to corkscrew themselves midair and slam a 'clawed' hand into the opponent's stomach in an attempt to disperse [and waste] the opponent's chakra. Points: 5 Semi no Kiba (Fang of the Locust) Type: Taijutsu (Styleless) Rank: Gennin Cost: 80 Damage: 37 Effect: Target suffers 'Impaired Eyesight' for 2 turns, and 'Distracted' for one turn. Damage dealt by this technique is considered 'Ninjutsu (Sand) for purposes of defensive mods & techniques, but uses the user's taijutsu mod. Description: A clever, and horribly unhonorable and cheap move; when one performs the 'Fang of the Locust', they rush forward at their opponent as if they planned to kick them, then throw their weight backwards into a flip, coming down in a skid/kick a foot or two behind their 'original trajectory' and kicking up a plume of smoke at their opponent, and into their eyes. Called the 'Fang of the Locust' as a metaphor for the bite of sand. Points: 4 Edited October 14, 2011 by Warr
Warr Posted June 15, 2010 Author Posted June 15, 2010 (edited) Reserved. Edited June 15, 2010 by Warr
Warr Posted June 15, 2010 Author Posted June 15, 2010 (edited) Reserved. Edited June 15, 2010 by Warr
Warr Posted June 15, 2010 Author Posted June 15, 2010 (edited) Items, Armor, Weapons, and Updates Armor: -Head: Hitai-Ate -Neck: -Body (Underlay): -Body: Uramuki's Lucky Tangerine Hoodie -Waist: AkaSabure Kouta Plushie on a keychain 'noose'. -Left Forearm: -Right Forearm: -Hand(s): -Thigh(s): -Calve(s): -Feet: Weapons: -Main Weapon: -Sub Weapon: Uramuki's Lucky Tangerine Hoodie Armor Kind: Hooded Jacket/Hooded Sweater Body Placement: Torso Attributes: + 360 Defense + 16 Item slots Description: A tangerine colored hoodie-jacket which is zip up and which is made with fine chakra-weave thread. It is as durable as some armor, and more importantly to Uramuki, keeps him warm on cold days and cool on hot days. It's one of the first things he bought for himself [though his father footed a sizable portion of the bill as a '16th Birthday Present', but it has plenty of room for items and supplies on top of its extremely durable frame, so Uramuki loves it. Cost: $1600 Takashuri Uramuki's BackpackA slick, slender backpack that looks to be of the newest style. While it's cool shine stands out and makes the tangerine, beige and gray backpack stand out ever so slightly, it is varied and has a varied amount of pockets, one which is sealed to hold water bottles or canteens in, pockets with dozens of holes to allow air to enter, as well as straps within the larger two pockets, and the outside, to allow for storage of pointed objects, such as kunai, swords, and other weapons, without ripping the pockets in half. +10 Equipment Slots Cost: 100$ Gummi Squids Item Slots Taken: 1 per pound. Effect: Restore the User's Chakra, Stamina, and HP by 5 points each, after a handful of gummi squids have been eaten. Eating a handful of gummi squids takes 1 set-up phase to accomplish. No more than 2 handfuls may be eaten in a singular set-up phase. Description: A favorite of many children, the origins of the candy known as 'Gummi Squids', are long lost, multiple companies making them and each claiming to be the original. Regardless of the brand of Gummi Squid, they all taste the same, something akin to a bite of sweetened fruit juice. Green-yellow worms are lemon-line, orange-red are cherry, clear yellow are pineapple. Occasionally other flavors are seen, but rarely. While the fruit juice gives a bit of refreshment from the fruit juice taste, an once rare plant used to sweeten the candy while being made actually boosts a person's metabolism and makes them heal a bit. Because of their high demand, they can be a bit expensive. But better quality than cheapness, neh? The most famous brand of Gummi Squids (Culu & Hulu Brand Gummi Squids) have a set of cartoon octopuses and squids gracing it's packaging, 'Culu' and 'Hulu' being the main gummi squids featured. Cost: 15$ per half-pound bag, which has 2 handfuls. 30$ per 1 pound bag, which has 4 handfuls. 60$ per 2 pound bag, which has 8 handfuls. Items: 2 Rank 1 Soldier Pills, 1 Rank 1 Flashbang, 5 Rank 1 Explosive Scrolls, Deisa no Inu, 5 2 pound Bags of Gummi Squids -Pouch: 9 Shuriken, 21 Kunai, and 0 Senbon Needles -Items in Vault: Nothing. -Item Slots: 41/41 slots. -Money on hand: $300 [286$ pre Senbon Buy from K Mitsuhide] Deisa no Inu: Dog of Mud and Sand Weapon Type: Shovel Size: Medium Level: 20 Attributes: Notarejini, Clakclakclak, True Digger, Elemental Affinity (Sand), Elemental Affinity (Wind), Description: It is a relic of a long gone day, this rusted shovel. Once the weapon of a shinobi-nin of Sunagakure's earliest era, it has been lost in the dirt like so much trash. With a patina of rust about its spade shaped blade, and a rough and scratching surface against its pole, it seems to be the last thing one could consider a shinobi's weapon. The last thing one would consider a shinobi's weapon. But the wielders before left their imprint upon it, and it's constant companionship turned what was perhaps an exceptional shovel with a little enchantments upon it into something magical. And dirty. Mostly dirty. It has a barking dog inscribed upon it's poles midsection. Cost: 230$ Indestructible- Your weapon has been finely crafted of the most resilient materials available. Even if wounded in battle, it can easily be repaired for use again without any knowledge of blacksmithing. Effect: If an effect would 'destroy' this equipment, that equipment is instead rendered unusable for the remainder of the battle, after which it may be used normally. Cost: 50$ Notarejini- Deisa no Inu is a peculiar weapon beyond simply being a shovel. Like a loyal dog thrown to the side, it festered and thought it was going to die a dog's death, on the side of a road in a ditch. But it was not to be, and a new master found it before it could find the will to finally sleep. Takashuri Uramuki, the Prince of Wind Country, a boy as lost as the shovel. A boy with the urge to take care of it and return it to its former glory. Effect: Deisa no Inu was saved from its status as being doomed to Notarejini, and with every level that its owner gains with it in his possession, it becomes closer to its former glory. For every level the user gains after obtaining this weapon, increase the user's taijutsu [for techniques and weapon attacks with this shovel] 10 per level up to +800 to Taijutsu. Before the bonus is gained, the user must spend 40$ per each level [and 150 words] to role play repairing and the shovel and training with it. These stat additions are lost until the user regains the shovel, if the blade is transferred from one user to another, as they represented a combined sum of the user's mastering of the shovel, the shovels attunement with the master, and the shovel's returning to its own form through the latent chakra of its user. Cost: 100$ Clakclakclak- The unassuming shovel, Deisa no Inu, has spent centuries under the sands of wind country. It has been pushed miles and touched by dozens of particles of that sandy force. And so it has become closer to oneness with the sands, allowing its user to fill this supreme oneness as well, and to hear and see unimpaired so long as there is sand beneath their feet or in the air. Effect: Whenever the battlefield's terrain is 'thick mud', 'sandstorm', or 'sand' the user cannot be rendered Blind, Impaired Vision, Deafened, or Impaired hearing by any technique or climate effect by a ninja of equal or lesser rank. For every rank below sennin the user has while this effect is active, they have a 10% fail chance to dodge. [so Gennin get a 30% fail chance to dodge, before they even roll to dodge, chuunin get 20%, etc etc.] Cost: $180 True Digger- Even in its well worn state, Deisa No Inu is an exceptional shovel, and as such is a grand tool against sand and earth. Effect: Deal an extra 5 damage to sand constructed defenses [including sand armor] and earth constructed defenses per 20 levels the user has. Cost: $100 Elemental Attunement (Sand) Description: This weapon has a faint chakra-residue upon it (intentional or not) that permits those whom use it to instinctively use a ninjutsu technique of the attuned type as if they were forming hand-seals. Effect: The user may channel a ninjutsu technique of [sand Element] which they know and could normally use through this weapon as if their hands were free. This ninjutsu has a 5% chance to fail for every level the weapon has above the rank of elemental attunement. In addition, the user may pay an additional 20% of the ninjutsu's chakra cost in Stamina or chakra (Whichever the weapon uses normally) to deal additional damage as if this weapon was used in that technique. The element type and technique must be one that the user could use without holding the weapon. Ranks: 20 Cost: $200 Elemental Attunement (Wind) Description: This weapon has a faint chakra-residue upon it (intentional or not) that permits those whom use it to instinctively use a ninjutsu technique of the attuned type as if they were forming hand-seals. Effect: The user may channel a ninjutsu technique of [Wind Element] which they know and could normally use through this weapon as if their hands were free. This ninjutsu has a 5% chance to fail for every level the weapon has above the rank of elemental attunement. In addition, the user may pay an additional 20% of the ninjutsu's chakra cost in Stamina or chakra (Whichever the weapon uses normally) to deal additional damage as if this weapon was used in that technique. The element type and technique must be one that the user could use without holding the weapon. Ranks: 20 Cost: $200 Hachinin Plushie Series; Akasubare Kouta Item Slots Taken: 2 Effect: While this plushie is in the user's direct possession, consider their taijutsu to be +20 what it would normally be. Multiple copies of the same plushie do not stack bonuses. Description: A stuffed, chibi plushie of the famous Jounin of Sunagakure no Sato, skilled swordsman, and mysterious man of Kaze no Kuni. Dressed in a Chibi Suna Jounin vest, khaki cargo pants, and a brown t-shirt. Comes with detachable dual katanas. Said to be the most skilled if Taijutsu of the Hachinin, from his battle exploits. Cost: 80 Edited October 21, 2011 by Warr
Warr Posted June 15, 2010 Author Posted June 15, 2010 (edited) ~Update Log~ Approvals: Leveled up: 1-13 [before Creation] Experience Gained: 75% TXP From Akimichi Chouka 100 EXP from Graduation Event 111 EXP from First Training Session in Start it All Up:. and from Genius' EXP gain bonus. 125 EXP+10 EXP; 135 EXP from D-rank; "A trash Mission" and GEnius' EXP gain bonus. 600EXP from Escape into the Wasteland 300+30EXP from D-rank 'Pest control' mission Here As detailed here. 551 EXP [Quick Learner Included[ from training. Here. 350EXP+35EXP [Quick Learner] from mission Armadillo Ball Brothers, D Rank Baby Sitting Mission 200EXP+20EXP [Quick Learner] from Mission Nyan Nyan, D rank Finding Lost Pet Mission 2893 EXP+289 approved here. 380 EXP From Participating in the Chuunin Exams. ~Money Log~ Started with 450$ 100$ from Graduation Event 70$ from D-rank A trash Mission 236$ Spent 100$ from D-rank 'Pest Control' mission Here As detailed here. +100$ From D-rank 'Baby Sitting' mission found here. +25$ from D-rank 'Pet Finding' mission found here. +358$ from D-rank 'Paint the World' mission found here AkaSabure Kouta plushie gained ~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~Battle Log~ Wins: Losses: Draws: ~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~Mission Log~ Official Missions! Rank D: 5 Rank C: Rank B: Rank A: Rank S: Unofficial Missions! Rank D: Rank C: Rank B: Rank A: Rank S: Edited September 3, 2012 by Warr
Azure Posted June 15, 2010 Posted June 15, 2010 You spent 10/16 skill points, or two were spent invisibly and I'm not quite sure what skill point balance is at the bottom?
Warr Posted June 15, 2010 Author Posted June 15, 2010 It's 12/16, I just must've forgot to write it on one of the sections. The bottom one is a typo from using my other sheet as a format from the skills.