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Anima

Darksol Anima

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Posted (edited)

Character Sheet

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User Information

Username: AnimaDarksol

Posting: Everyday

Time Zone: Eastern time zone

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Basics

Name: Darksol, Anima

Village: Oto

Alliance: Resistance

Clan: Darksol Clan

Age: 17

Gender: Male

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Appearance

o Height: 5'11”

o Weight: 140lbs

Hair

The boys hair falls just below his chin. It holds a pitch black tint to it that seems darker than if it were on another. Just above his hairline breaks out a few wild strands of pearl white hair that out reaches his jet black hair lying just below his shoulders. It has a shine to it in the right light and comes off looking like dolls hair..

Eyes

A dark grey envelops this young mans eyes which causes people that he comes in contact with to speak oddly about him. His eyes seem cloudy when he's lost in thought and jet black when he's serious. Because his eyes are grey it is hard to spot his pupils which is another reason to talk about him.

Clothing

He wears a sleeveless leather vest that encompasses his chin but reveals his stomach. On both arms he wears tight leather bracers that look as if they are worn from years of use. He wears black leather pants. Dark boots travel up to his knees and are secured with overly sized buckles. Occasionally he will take to either the traditional war outfit of the Darksol clan, or the clothing of Jorihime.

Physical Description

The boy has a slim frame that regularly fits a 15 year old boy. Both his nails and eyelids are unnaturally black and. His mother had a condition during Anima's birth where a smaller amount of oxygen could be sent to her child causing his lips to have a slightly purple tone to them instead of the usual pink. His skin in fact also seems to have an unnatural tone as it is dead pale and he can never seem to tan. The mans breath also seems to be cooler than usual person and his expression seems to have a look beyond his age. The absence of any real facial expression and lack of emotion tends to express the loss he has felt in his life and the way he has decided to deal with it. He comes off cold and distant most of the time, his eyes deep and black, often out of focus. A blank stare is how he greets most people he meets, in hopes that he will never have to feel the loss of someone he cares about ever again. He has two lines that run from under his eyes down his face, Marks that he has given to himself to remind him that he has felt enough pain to last him a life time. Besides that his face is very fine as he never really moves it.

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History

~The never ending spiral~

Chapter 1 ~ The beginning

Anima from the time he had been born had lived a very hard life. Even during his birth he had trouble as his mother had a strange disease in which the child receives a smaller amount of oxygen causing an abnormal coloring in the boys lips. Growing up in a very dangerous area, the Darksol estates, Anima had to grow up really fast. The only real escape he had was within his friendship with his brother, the prodigy of the clan. By the time he was seven he had already had a reputation for being very cold and very aggressive. He never had any attention from parents as they had left him alone at a young age so he continously tried to find ways in which they would notice him.

In the estates that he resided in there had been heavy drug activity which created many civil outbreaks on the outskirts of the hidden sound village. After a small drug transiting incident between two gang factions, Anima had began a relationship with a much older girl that had taken part in one of the gangs activities. For the next couple of years Anima had entered the drug dealing business in hopes to attract his fathers attention, as he worked with his older brother and his significant other. Apart of being introduced into the Darksol's outer drug transiting circles Anima was forced to undergo a tattooing process that identified its members. Anima's eye lids and nails were dyed with a permanent black ink, that would mark him for the rest of his life. The day the boy turned 12 there was going to be a very large drug exchange with an opposing gang that Anima thought would catch the attention of his father. During the exchange a fight had shot out of control with two opposing members and soon led to an all out bloodbath. Amongst the chaos Anima had lost the one women that he had learned to care for and exited the dealing rings. The events that occurred during the major exchange caused the Hidden village of Oto to under go an investigation with the estates.

To preserve the Darksol drug rings, Anima's father blamed the inncident on his oldest son, Anima's brother, and suggested that he place his son under household arrest. With the nin of the village believing the deceiving tongue of the elder Darksol and the rumors of an upcoming war with Kumo the issue was put to rest. As time passed Anima began to feel a kind of hate for his father as he never released his brother for putting the clan in such a situation. Anima was forced to procure dark deeds to further his families power shortly after this time as Anima's brother had been locked away for the inncident that had occurred and the boy believed fulfiling these deeds would free his brother. Throughout his childhood he framed and sabotaged specified people that were opposed to his parents and brought many families to distraught. Anima was lured into a false hope that he might be able to save his brother. During these years there were rumors about Kumo and the threats of war rampaged the war loving clan. Fights constantly broke out in the Darksol estates that sprouted from these rumors until everything the Darksols suspected came true, Kumo was finally making its move.

A council was then formed consisting of the various nin in the village, including many prominent members of the Darksol clan. At the end of the three year war only a fraction of the Darksol had survived. When Oto was siezed by Kumo the Darksol removed all ties to the council that had once opposed the new force in Oto and became secluded to there estates outside the former village. Although there connection to the village began to fade there work for the local fuedal lords had not. During this time Anima was forced to meet in secret with the fuedal lords along with other members of the clan. Many lords felt that the loss of the village met that many of the jobs and missions they had once put in were now going to be forgotten about. Anima began working under the table for the lords keeping out of view of the NCIA. As time progressed nightmares of his countless sins haunted him in his sleep until finally Anima's obedience broke. At the age of fifteen he broke into his own family estate being that he slept outside and fought his way to his brother which he had been promised by the head of the clan, his own father, would be free'd If Anima cooperated. Anima even severely injured his own cousin to free his brother.

The boy arrived in the chamber of where is brother had been looked up to find his parents waiting for him. Anima threw himself at his family but his parents had been far to powerful to overwhelm and cast him away without breaking a sweat. With his final strength Anima broke threw his parents and made it to the foot of his brothers cage. He called out to his brother as he reached for his hand threw the cage. His father threw a single kunai at the boy in the cage, with Anima reaching for it , but the blade slipped past his hand and the breath in his brothers body had expelled from his chest for the last time. With his brothers death Anima escaped his families estates. He found himself in village hidden in sound and arrived in a weakened state being taken in by the village. Now with no purpose but to avenge his fallen brother, Anima is eager to improve himself. Seeing an opportunity under the new NCIA Anima has decided to take to there cause. Throughout this experience the young man has learned to keep his emotions in check, to the point were he expressed them no more.

Chapter 2 ~ The Lesser of Two Demons

After Anima arrived in Fang, escaping the grasp of his murderous family, he immediently went about releasing the stress that had built up over the last couple of days. The way in which he did so was by beginning an outstreched, ovely exhausting training regement, something he'd stick to for the next week. Everyday it had started from sun up to sun down, constantly pushing his body while striving to forget about Oto. After only a couple of days into his training routine, Anima encountered two shinobi that would unseemingly at the moment, lead a major role in the young Darksol's life.

Nenshou Toko of the nenshou clan and Mizumono Hyuuga of the Hyuuga. Instead of greeting the two as he would have before he left his home, he rather rudely offered them to join him in training. At the moment he only saw the Konoha nin as tools, things that would only help rid him of the pain he bore from his clan. After a brief spar with the two, sending one to the hospital due to loss of blood, he had grown, rather quickly, annoyed by their performance and left. Though he acted as if the confrentation didn't matter, he knew that it had indded helped, if not only by a little. Aside from that, Anima also learned the ability of both shinobi.

Not much later in the day Anima had decided to take a walk through one of the NCIA recreational parks. This was one of those brief times in which he didn't train so hard, and had the need for a fresh breath of air. The spar he just had still fresh in his mind. Just before he finished up his little break, Anima encountered a large assortment of drooling men and angry Konoichi. It seemed as If the Hyuuga girl he had meant earlier had gotten into a fight with another Konoichi over a simple piece of fruit. While Anima tried getting a better look at things, the over hormonal men that had gathered to watch rudely stopped him from investigating, something Anima would not have. After hastly getting rid of any thought of stopping him from proceeding, the young Darksol continued to the front of the group, getting a better look of the situation. Mizumono had actually gotten herself into a fight with someone of a clan he immediantly recognized. The Kaguya, a clan that rivaled the Darksol's fierce temper and overly prideful take on life. After the two girls finished their brawl, Mizumono being the clear victor, Anima took the unconcious Hyuuga back to the NCIA dormitories.

The next day had mimicked that of the previous one. Full of training and hardwork, with Anima still not able to get over the thought of his clan on him. Instead of taking his usual break midday, he decided to hold up on it and take it at the end. He knew that the bathhouses would be closed during the night and would allow him the isolation he needed. After completing the strenuous workouts he usually went through he arrived at the bathhouses, fulling prepared to get some well needed relaxment. Not moments though, after he arrived and gotten in the warm waters of the male side of the building, he was encountered by the young Hyuuga from before. The thought of someone interrupting his peace, not because he was nude as the Darksol had learned that ones body was natural, pushed him over the edge. To escalate his anger the Hyuuga girl undressed herself in his presence and entered the bath by his side.

The thought of ever getting into a realtionship was far of in Anima's mind as he had just recently lost his beloved in one of Oto drug smuggling operations. Once the girl laid a hand on his body he was ready to kill her. He would have done so as well, had Toko, also a shinobi from before, not entered the room and eventually threw a ball of lava into Anima's direction. Just before the jutsu connected with him and Mizu, the Hyuuga passed out and fell over across Anima. Though he was not a second ago prepared to kill her, he wasn't about to let Toko do it. In an instant he shot himself up out of the water, with Mizu of his shoulder, and landed just before the Nenshou. Soon enough Anima had knocked the boy out, almost killing him at that had the Hyuuga girl not interviened. After relizing that he was becoming what he strove to forget about he quickly dismissed the two and fell into an even deeper disarray of emotions.

The next day Anima resumed his training early in the morning, this time crossing paths with an Uchiha, a chuunin Uchiha at that. After briefly sparring with the women he quickly came to the relization that she was stronger and he was not. Something Anima did not take to quite as well as another shinobi would. After the Uchiha left he had been greeted by Toko and another nin. Due to the fact that he was not strong enough to take the Uchiha, Anima challenged both Shinobi to a spar. In reality, the battle was really against Toko as the other ninja had not the skill to compare to the two. Though Anima was on the brink of victory, another nin interfered, attacking from behind.Not long after the spar, Toko had asked Anima to accompany him to Konoha, the land of Fire. Seeing this as an oppurtunity to learn more about the famous taijutsu of the country, Anima rather dimily agreed to tag along.

Chapter 3 ~ Searching for the Impossible

After arriving in Konoha, Anima immediantly lost himself in the immense forest the country boasted. While searching for the village, Anima stumbled upon a Nara jounin and two other familiar faces, Toko and Kin, the ones he had sparred just before he left the country Fang. Once he had met the two with his usual hostile attitude, the Jounin now identified as Nara Gensai challenged him and the other shinobi to a fight, the jounin versus a couple of genin. Anima was aware of the conditions he had been faced with and assumed the role of squad captain. After saving one of the weaker genin from the Jounins trap, the group was forced to split up and look for him as he ran off into the forest.

The Jounin had left a letter telling the group to split up and search for him in groups of two. Anima choose Toko to accompany him as he was by far the more experienced of his options. After searching the north area of the forest vigorously with his teammate, and after encountering a few of the Jounin's traps, he found the Jounin but did not stick around to see what he intended for the two to do. Anima felt that he had waisted enough time running around the forest, searching for Gensai, instead if studying the Taijutsu clans of Konoha. After finding an exit out of the forest Anima quickly made his way into the village hidden in the leaves.

Not to long after he arrived, Anima was asked by a superior NCIA nin to investigate a seemingly deserted village near Konohakagure with a small squad, and determine why indeed this village was empty. Upon reaching the village the squad, Nenshou Toko, Darksol Anima, and the Konoha Jounin Nejei, split apart and began searching the village up and down in hope of finding what had happened to all of the civilians. Eventually Nejei had relised that the well in the center of the village had been an opening to a dungeon below the empty village. When Nejei and Anima entered the dungeon they had learned that Nenshou Toko had been captured, causing Anima to have to track down his partner as well. After a few encounters with those who had captured the people below, the squad came to find the civilans and released them from their prison.

Once the mission had been completed the three split up, with Anima entering the konoha leaf village's market place in search for a pub. While searching for a pub the Darksol met an NCIA chuunin by the name of Yamanaka Bara. The Oto nin, at first, didn't quite have the best reaction to the girl as her happy go lucky attitude clashed with his blood mongering one, but eventually the shinobi was able to deal with the girl long enough to go out to get a drink. Before the two could do so though the Nara Jounin from before had interrupted the two and dragged the girl away for training. Taking offense to Gensai's actions, Anima followed the two and watched as they began a somewhat weak training regement, at least compared to that of the Darksol. As the two trained though, a nearby caravan came under attack causing Anima to divert his attention from the two Konoha nin and to the civilians. After killing most of the bandits attacking the group of people Anima fled back into town so that he could gather the rest of his thoughts.

The next day Anima had recieved a letter from Nejei-sensei asking the Darksol to meet him in the fourteeth training district. Once the oto nin meant up with the Konoha Jounin he learned that they man had set up a personal chuunin exam in to which both Toko and Anima were to be tested and see if the two were worthy of excelling to the next level. Upon moving into and through the training grounds, Anima made chuunin with his partner in no time at all. Impressed Nejei bestowed upon the two congradulations as well as their new chuunin vests. From then on the two would no longer be known as genin of the NCIA, but instead officers able to lead shinobi into battle. Becoming bored with the events passing though, Anima left the forested area and headed back into the village for his preporation for moving on.

Upon reaching the hidden leaf village, Anima was invited to a bar common to the citizens of Konoha. There the Nenshou, and Anima's partner, Toko had began to suggest the two begin to train thereselves against the many techniques the two had witnessed while in Konoha. In a rapid amount of time, Anima learned to counter one of the most potent techniques a chuunin wielded, the body freeze skill. In doing so though he had found himself in a battle with his comrade, eventually leading to the Nenshou's hospitilization. From the moment Toko fell unconcious in his arm's, Anima knew that it would most likely be there last friendly match. Upon taking the boy to the Konoha hospital, the sound shinobi left leaving his former loyalties behind him with Toko.

Just before leaving the village, Anima was encountered by a beautiful women named Meikin. She was a high ranking jounin within the NCIA and had sent for Anima as to aid her in her upcoming mission. It was to diminsh the power of the oto syndicate on the Konoha/Oto border, by taking out a essential shipping base that the Darksol clan ran and operated.

Chapter 4 ~ To the Bloody Mist

Upon accomplishing the mission on the boarder of the sound and Konoha, which ended with Anima killing his cousin, Darksol Malus, Anima and Meikin fled the country with their allegiances sworn to the people, the resistance. In truth though, Anima had come to the conclusion that the NCIA was a machine ran by the weak, those that would inflict harm onto those who could not in turn protect themselves from the empire. Pulling into his Darksol heritage, Anima based his desicion on a teaching taught by the evil clan. Fighting the weak will only strengthen them, and weaken you. On the other hand defending the weak will only cause those you protect to become weaker, while you grow stronger. The concept was really what drove him from the NCIA, though his intention was not what the now revealed Kiri Jounin, Meikin had planned on.

After travelling the continent, causing Anima to see almost every great Nation in the land due to the fact that the woman had no sense of direction, the two arrived in a small town, one that exported berries to provide them the daily essentials every village needed. Meikin had planned to pick up a new student here, though the plan would end in failure. While within the village, an NCIA strike team had arrived, burning the village to the ground in search of an NCIA defectee. Luckily for both Anima and Meikin, the NCIA was not aware of their change in allegiance, and were not after the two. Deciding that it was not best to continue any plan the woman might of had, the two escaped and ended up taking a boat from the Konoha shore as to reach Kiri. While the two made way through the vast body of water that seperated the two countries from each other, Meikin had decided to perform a little test on Anima, to draw out his true art in Ninjutsu wielding. The outcome of the test revealed that Anima was a water adept, perfect for the place they were going to.

Once within the country, the two split up as to gather information about the current resistance movement within the nation as well as figure out where the NCIA had posts up. After scouting the country out, the two arrived in a small fishing village, though really it would turn out to be one of Kiri's most powerful clan's estates, the Umikoi. Breaking into the estates, the two were challenged by two of the Umikoi guards that protected their home from intruders such as Meikin and Anima. Wishing not to hurt the people, as if he did Anima would not be able to get on the good side of what he found to be the resistance headquarters. Spending almost no energy holding off the Umikoi, Anima was given the ok by Meikin to enter further into the estates as to meet up with the rest of the resistance in Kiri.

Once the Darksol met up with the resistance, he discovered the Yamanaka Bara, the NCIA hunter nin Anima met in Konoha, standing along side of the rest of the shinobi within the headquarters. As to acqaint the group with the new Anima, the Umikoi had set up a sparring match in one of the clan's chambers. Bara and her cousin had been paired up together, while Anima had been paired with the only gennin in the area. Without much effort at all, Anima disposed of the group, sending Bara into the medical wing of the estates. Soon after the resistance shinobi embarked on a variety of mission's to weaken the NCIA's power within Kiri, which would ease the battle that was to come to free the country. After accomplishing their missions the resistance shinobi met back up within the Umikoi estates as to prepare for the final battle within the Village Hidden in the Mist.

The Bloody Mist really earned it's name that day as Anima paired up with a few members of the resistance to take the battle to the NCIA. The team leader Anima was assigned under was a medical shinobi whom he had joined in a mission prior to the Main attack on the NCIA within the nation. Their job was to take out a stronghold that held domain over the main port city, Avalon. It wasn't to difficult to take the stronghold by force, but it was indeed a challenge to get rid of the forces within the area of the fortress. Utilizing a variety of Ninjutsu techniques, the group was able to accomplish their mission, and aided in the success of the freedom of the Bloody Mist. The outcome of which had caused the Darksol to question the reasons why the resistance strived to get out of the embrace of the Imperial Armies of Kumo. Such questions in turn sturred up the darker side of his personallity, just in time for the main attack on the NCIA's main facilities in the country of Fang.

Chapter 5 ~ The End of Imperialism

To Be Continued..

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Persona

Chapter 1 ~ The beginning

Quite and respectful to an extent, this boy seems to be always watching something around him and questions its origin. He is not truly violent because he doesn't really know the outside world, and thus, he does not know why he really fights. He also excells most his age in natural intelect and even some double his age. He never gets emotionally connected with anyone as he fears that he may lose them like he had seen before. When he fights he does it as quickly and effeciently as possible in a way that some call him unorthodox. In battle he never seems to lose his cool which makes it possible for him to think in the heat of battle.He has a habit of knowing things he should not know for years past his age. He always wondered what really was accomplished through the fighting he knew. Anima does not show much of any emotion.

Chapter 2 ~ The Lesser of Two Demons

After spending timewithin the NCIA headquarters located in the country of Fang, Anima's way of expressing himself begins to warp into the very thing he strived to change in his clan. Very high agitation levels and very short fuses. Due to the meeting of Nenshou Toko and Hyuuga Mizumono, Anima has begun to speak out more and not keep so silent, as to him if he did his anger would get to the point were he would end up killing the two Shinobi. The very thing almost occured as the lack of respect and the presence of ignorance overwealmed him in the form of the two children, though the Hyuuga girl pleaded for Anima to lay down his arms. His fighting style has adapted to the change in scenery as well, adapting a more wide range characteristic straying away from hiis usual one on one combat oriented system.

Chapter 3 ~ Searching for the Impossible

During his time in the country of fire the young Darksol began to question his feelings, believing that he was turning into the very thing he hd swore to destroy. At this point of his life Anima had been known to preform generous acts of kindness, and ackward thing for the Darksol, while also on the other hand diverting back to his murderous ways. With the stress of being held up in the great forest of konoha during the jist of his visit to the great country, Anima has had little time to settle with his issues making the young man very aggitant and prone to randomly destroying things as he traveled. Many times he would believe himself to be a mad man as he often found himself pondering on organic research and bodily dissection. During his stay, Anima's fighting style has highly diverted from his clan's taijutsu, with the oto nin experimenting with organic shojutsu.

Chapter 4 ~ To the Bloody Mist

Now apart of the resistance in Kiri, becoming one of the few shields of the Mist, Anima had diverted from his darker side. Pushing it into the back of his being, Anima has taken on a bit of a lighter personality, one that doesn't explode at trivial things and is easier to talk to. This Anima is a polar opposite to that of the Darksol Anima was known to be, though it would seem that not all was well. On the outside Anima may appear to be calm and peaceful, though on the inside, at least near the end of the re-establishment of Kiri as a free nation, the two personalities of the young man clashed. This in turn would no doubtly lead to problems later on, especially if his former personality resurfaced. During his time in Kiri, Anima learned of his water mastery and in turn created a few ninjutsu techniques that utilzed the water element. Mixing that with his formerly learned earth element, Anima developed plant ninjutsu, namely of the Bunshin type.

Likes

- Quiet

- Developing as an individual

- Strong individuals

Dislikes

- Unneeded noise

- Stuck up people

- Insects

- NCIA

Favorite

-Food: Pizza

-Color: Purple

-Music Genre: Rock

-Book Genre: horror

-Hangout: Nowhere

Edited by Anima
Posted (edited)

Relationships:

(•) Love

(•) Neutral

(•) Enemy

(•) Friend

-Color represents the Level of Relationship Anima had/has with the person

(•) Darksol, Jorihime (Father)

(•) Darksol, Malus (Cousin, Deceased)

(•) Hikari, Akemi (Lover, Deceased)

(•) Hyuuga, Mizumono

(•) Nenshou, Toko

(•) Nenshou, Zaku

(•) Hiyabusa, Kinetsu

(•) Nara, Gensai

(•) Yamanaka, Bara

(•) Hamaratsu, Korin

(•) Shikutsu, Mugetsu

(•) Yamanaka, Yaiba

(•) Umikoi, Warrusu

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Ninja Status

Rank: 'Acting' Jounin

Level: 73

TXP: 24328 [24600 - Is next level]

Missing-Nin Rank: B-Rank Missing Ninja

Crimes:

-Member of the Otogakure no Sato Rebellion

-Assistance in the freedom of Kirigakure no Sato

-Infiltration of Fang's border and outer walls

-Destruction of NCIA Armories and Military Facilities

Stats

-Stats 0 pts. left

(Health Power) 600

(Stamina) 600

(Chakra) 1000

(Taijutsu) 900 [+225 Damage]

(Defense) 0 {40} [-10 Damage]

(Ninjutsu) 600 [+150 Damage]

(Resistance) 20 {60} [-15 Damage]

(Genjutsu) 120

(Concentration) 400

(Speed) 1250

(Accuracy) 1200 [+300% Chance to Hit]

(Evasion) 1200 {1240} [+310% Chance to Evade]

[stat Bonuses]

{NCIA Chuunin Vest}

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Skills

Remaining Skill Points:

2 | 51

Skills List

Elements

~Water Specialty ~

Description: Naturally aligned to the element of the water, this character has a natural tact at using and manipulating water to their bidding. These characters are often solemn, and have uncannily good aim.

Effect: User can use water based ninjutsu (no need for Subtle Elements) and has a +10% stat reduction or addition with all attacks. Water-derived jutsu cost one less JP to a minimum of 1.

Requirement: Level 20, 10 post jounin training [x]. (3)

~Fire Specialty ~

Description: Naturally aligned to the element of the fire, this character has a natural tact at using and manipulating fire to their bidding. These characters are often very nimble and lighthearted.

Effect: User can use fire based ninjutsu (no need for Subtle Elements) and has a +10% chance to dodge any attack. Fire-derived jutsu cost one less JP to a minimum of 1.

Requirement: Level 50, 5 post Sennin training. [LOCKED] (2)

~Sonic Boom~

Description: Having lived in Oto and being taught with sound jutsu the ninja is able to use such jutsu without the great effort normally required by this.

Effect: The user can use Sound jutsu without having the ability to use Lightning, Wind, or even Twisted Colors.

Requirements: Oto Ninja.

Cost: 0

Bloodline

Darksol Bloodline: Ketsueki Taisha.

The first thing a Darksol learns about governing the aspects of blood is controling ones own. The Ketsueki Taisha causes the blood of an individual to circulate through the body in a way that a usual person cannot achieve. This allows the body to effectively increase its regeneration rate.

Ketsueki Taisha - Rank 1:

Effect: Every other turn the user regenerates 20% of there max stanima.

Requirement: Membership

Cost: -2

Ketsueki Taisha - Rank 2:

Effect: Every other turn the user regenerates 30% of there max stamina.

Requirement: Rank 1

Cost: -4

Darksol Bloodline: Ketsueki Tsumibito.

Through further training a Darksol may learn to begin controling the flow of an opponents blood. When the user causes an opponent to suffer from the status effect: 'bleeding' the user may introduce their own blood which stimulates the opponents blood into adapting the users blood quality, causing it to accelerate its flow out of the wound. ~Abilities from ranks are cumulative/May only be used if users blood comes in contact with their opponents~

Ketsueki Tsumibito - Rank 1:

Effect: Bleeding effect inflicted from this player deal an additional 10 damage.

Requirement: Membership

Cost: -2

Darksol Bloodline: Ketsueki Gaijo.

With enough focus the user may target vital veins in an opponents limbs during battle an cause them to lose function until the opponent can either find medical treatment or wait until the bleeding stops. This technique was developed to prevent a target from escaping an assassins attack but may also serve to prevent the opponent from using jutsu that require the arms, legs, and other limbs.

Ketsueki Gaijo - Rank 1:

The user may choose to apply either the effect 'bound' or the effect 'shackled' to any taijutsu that either (1) specifically targets an opponents pressure points or (2) is a Darksol clan jutsu by adding the required DP cost to the attack. The effect may also be added to any basic attack by adding the required DP cost to the attack. The user may choose whether a single limb is effected nor multiple limbs. The user of this jutsu may add one of the following status effects per strike. If a jutsu or basic attack consists of multiple strikes, you may pay the cost to add Bound/shackled to each strike. The effect fails if the jutsu and/or basic attack misses.

Single arm: Bound [Arm]: No Taijutsu or basic attacks which require two hands may not be used in battle until effect has worn off. Weapons which require two hands may not be used in battle until effect has worn off. No seals could be used unless the target has the ‘one hand seals' skill. Defend and Parry weaponry skills are 50% to fail. Opponent is not affected by bound if used consecutively after the previous attack which used it went to its maximum duration.

Max Duration: 4

DP: 40/turn

Both arms: Bound [Paired Arms]: Any action requiring hands may not be used in battle until effect has worn off. Opponent is not affected by bound if used consecutively after the previous attack which used it went to its maximum duration.

Max Duration: 3

DP: 50/turn

Single leg: Shackled [Leg]: Speed and Evasion are reduced by 50%, any action requiring legs (taijutsu or basic attack kick combinations, running) may not be used for duration of battle until effect has worn off and cannot be stacked with 'Hamstrung'. Opponent is not affected by shackled if used consecutively after the previous attack which used it went to its maximum duration.

Max Duration: 4

DP: 40/turn

Both legs: Shackled [Paired Legs]: Speed and Evasion are reduced by 75%, any action requiring legs (taijutsu or basic attack kick combinations, running) may not be used for duration of battle until effect has worn off and cannot be stacked with 'Hamstrung'. Opponent is not affected by shackled if used consecutively after the previous attack which used it went to its maximum duration.

Max Duration: 3

DP: 50/turn

Cost: -3

Darksol Bloodline: Crimson claws

The Darksol believe that through there dedication to there idols they may be granted the protection of the cerebrus, the crimson claw bloodline. when achieved a Darksol is granted the ability to extend there nails to be used as weapons. ~Damage is cumulative~

Effect: 'All Taijutsu and basic attacks that directly involve the claws [Ex. Not an attack in which you use your hands to wield a blade] will add the effect 'bleeding' on an opponent dealing 5 damage for two turns.

Cost: -6

Darksol Bloodline: Demonic Blood Cling

A Darksol's blood as the tendiency to cling to his or her body in an alien kind of way preventing the loss of blood.

Effect: Character is immune to the status effect, bleeding

Cost:-2

~Paths~

The 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 underestimates, however,as they can be quite deadly.

Effect: Character gains 1 extra Jutsu Point per level

Scholarly Mastery: Choose Two:

-May gain 2 'Subtle Elements' skills for 1 skill point.

-May gain 2 ranks of 'Merchant' for 1 skill point.

Cost: -1

Restriction: Character may not have more than +2 points of Hindering Traits.

The Path of the Sage

Description: The 'Sage' is a source of great knowledge to other Ninja. They have either spent their lives hidden behind books or travelling all over the world, gaining practical knowledge. In either case, the Ninja has added much to their learning, and have a lot to offer their teammates.

Effect: Character gains 1 skill point every 2 levels beyond lvl 50 instead of 2 every 5 levels

Knowledge Mastery: The skills 'Knowing the Elements' and 'The Seeing Mind' cost -1 skill points.

Cost: -1

Requirement: Chuunin. Must have Path of the Scholar or Path of the Scout

Battle Skills

My Way of the Ninja!

Effect: Used in the Setup Phase as a free action. Once per battle, when character is reduced to 10% Health or lower (choose one of the following):

1. Remove all negative status effects from the character

2. Your next attack may not be dodged

3. Gain 10% of your Total Chakra

Description: When a Ninja is taken down to their very last reserves, they will dig down deep and pull out just a little bit more, in desperation to continue fighting for all that they believe in. This phrase was coined by Uzumaki Naruto of Konoha, and its popularity has spread around to other Villages.

Cost: -1

Restriction: May not be used in the same turn as 'Guts Pose!' or 'Hooray for the Big Boned People!' or 'Stroke of Genius!

Body Freeze Resistance

Bloodline: No

Description: Having been subjected to the power of the Body Freeze Skill, this ninja has trained to gain a resistance to it, allowing him to change an opponent's grand attack into an opportunity of his own.

Effect: When a ninja with this skill is targeted by the jutsu body freeze skill, they reduce their roll by 75. If the ninja using body freeze skill is of a higher rank than the possessor of this skill, the reduction of the role is reduced by 25 for each rank higher. This skill does not need to be revealed at the beginning of battle.

Requirements: + 10 post training; know the jutsu; affected by the jutsu at least once in battle.

Cost: -1

Hunt By Sound

Description: Shinobi that have trained in this skill have discovered how to fight efectively even when their vision is impaired by simply ignoring what their eyes see and by focusing on what they hear with their ears.( If from oto my permision is not required to learn this. If from any other village you need my permission.)

Level 1

Rank: Gennin

Effects: Anything that would hinder the user's accuracy

is only 75% as effective.

Requirements: none

Cost: 2 skill points, 1 skill point if from oto or you

have subtle element sound

Savior

Once per team battle you may choose to take an attack in place of your ally without need for any rolls. Apply all armors against this attack regardless of if it is supposed to bypass armor or not. When you take the hit, you gain a +100 to the relevent defence stat. Cannot be used against Genjutsu.

Cost: -1

Second Wind

Upon reaching 0 health, user regains 1Hp, but only once per battle.

cost: -2

Ninjutsu Skills

Subtle Elements: (Fire & Earth & Lightning & Wind) [Path of the Scholar] -2

The Twisted Colors

You may create and use techniques using combinatorial elements of complexity equal to or less than your rank in this skill plus one.

-2 [Rank 2]

Other Skills

Merchant [Rank 10]

You get a 50% discount at stores.

Cost: -5 [Path of the Scholar]

Quick Learner

+10% EXP From Missions and Training. EXP given as holiday gifts or handed out from events by the staff are not included in this.

Cost: -2

Iron Will [Rank 1]

Once per your rank in this skill you may negate the damage from a Taijutsu attack against you. The incoming attack must be at least of the rank of your own. This may not be used against an attack from a Ninja of higher Ninja Rank to your own. Does not negate the effects of selected jutsu.

Cost: -2

The Seeing Mind [Rank 2]

Once per your rank in this skill you may negate either the damage or the effect from one Genjutsu attack against you. The incoming attack must be at least of the rank of your own. This may not be used against an attack from a Ninja of higher Ninja Rank to your own.

Cost: -2 [Path of the Sage]

Knowing the Elements [Rank 2]

Once per your rank in this skill you may negate the damage from a Ninjutsu attack against you. The incoming attack must be at least of the rank of your own. This may not be used against an attack from a Ninja of higher Ninja Rank to your own. Does not negate the effects of selected jutsu.

Cost: -2 [Path of the Sage]

Scribe [Rank 4]

You may inscribe techniques into scrolls. These techniques have 1/4, 1/2, 3/4, or 100% of the original posts/damage (depending on your rank in the skill). Any technique that ends up being a number less than one cannot be inscribed within the scroll.

Cost: -4

Fast Hand

-2 posts when writing on Scrolls. Minimum of 1 post.

Cost: -2

Skills learned from Jounins:

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

--

Edited by Anima
Posted (edited)

Techniques

o Creation: +4 JP

o Scholar: +73 JP

o Lvl 0-15: +15 JP

o Lvl 16-30: +30 JP

o Lvl 31-45: +45 JP

o Lvl 46-73: +108 JP

o Chuunin: +5 JP

o Jounin: +10 JP

o Christmas Bonus: +2 JP

Remaining Jutsu Points: 40 Remaining.

Basic Academy Jutsus

Bunshin no Jutsu (Clone Technique)

Type: Genjutsu

Rank: Academy Student

Cost: 10 Genjutsu

Description: Creates illusionary replicas of the user. They are unable to attack or interact with other objects, but can serve as good distractions.

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 Genjutsu

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 actually 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.

Jutsus

(-) Fire Element (-)

Shadow Clone Skill (Kage Bunshin no Jutsu)

Type: Ninjutsu

Rank: Chuunin

Cost: 60 Per Clone

Damage: N/A

Effect: Creates multiple clones. All clones have stats equal to the original's stats divided by the number of clones created + the original + 1. The original retains full HP, but all clones are destroyed in one hit. Clones gain phases every other turn that the user has. May have 2 simultaneous clones at Gennin, 5 at Chuunin, 8 at Jounin, and 15 at Sennin/Kage level.

Description: Unlike the normal Bunshin no Jutsu, this jutsu does not create illusions, but real bodies of the user. The user's chakra is evenly distributed among every clone. This could be very dangerous if the user is low on chakra or makes too many clones. Because the clones are basically real, they can perform jutsu and cause real damage to their target. They can also take some hits themselves, even being able to bleed, although they'll still disappear when enough damage has been done, which is usually after one blow or fatal attack. Since the clones are exact replicas of the user, one can use them in combination with many other techniques.

Points: -8 [+4 chuunin]

Firefly (Hotaru)

Type: Ninjutsu (Fire)

Rank: Gennin

Cost: 5

Damage: N/A

Effect: Lights dark areas

Description: Creates one to fifteen small phantom fireflies. These are beautiful to look at and light up an area very well. Excellent date jutsu, really impress your date.

Points: -1

Blaze (Kaen)

Type: Ninjutsu (Fire)

Rank: Jounin

Cost: 100

Damage: 75

Effect: Inflicts 75 damage to anyone that enters melee with the user for the next three posts. Does not prevent the user from taking damage.

Description: A blaze of flame rises around the user about a foot away from them in all directions. Anyone that gets to close will be burned.

Points: -3

Fire Dragon Flame Blast (Katon Karyuu Endan)

Type: Ninjutsu (Fire)

Rank: Jounin

Cost: 120

Damage: 150

Effect: This skill causes severe burning over the body; if used by an Uchiha this technique will cause an additional five damage for the next five posts if the burns are not tended. A non-Uchiha will only cause these effects for two posts. Due to the nature of this jutsu, any attempts to dodge without using a jutsu have their relevant stat reduced by 20 points.

Description: The ninja draws in a deep breath and lets it out in a flame that flies at their opponents in a huge wall of incindiary might. This move is for obvious reasons very difficult to avoid.

Points: -3

Katon Hijutsu: Harumagedon (Fire Release Secret Technique: Armageddon)

Type: Ninjutsu (Steam + Earth)

Rank: Chuunin

Cost: 250

Effect: Used in the Setup Phase. Changes the Terrain to: Thick Mud. The Boiling Mud Terrain Effect is active for 5 turns.

Thick Mud: -30% to Speed, -10% to hit with Taijutsu.

Boiling Mud: Take 20 damage a turn, unreducable.

Description: A secret technique where the user utilizes their chakra to begin to melt the very ground itself, causing searing pain to all those who are around. There is no escape, as pockets of gas in the ground cause the mud to 'erupt,' hitting those who think they can take refuge in trees or in the air. Although this is called a 'Katon' Jutsu, it actually takes a master of the Elements to be able to use this technique.

Points: 6

Katon Hijutsu: Soudaimusubi (Fire Release Secret Technique: Grand Ending)

Type: Ninjutsu (Steam + Earth)

Rank: Jounin

Cost: 300

Damage: 300

Effects: The Jutsu Does not Require Handseals. If the Terrain is "Thick Mud" the opponent is treated as if they are under Full Chain Opening to Katon Hijutsu: Soudaimusubi (Its effect is directed at this specific use of this jutsu, not their next response phase). Only Useable Three Times Per Battle.

Description: The Grand Ending is a technique that expresses the users destructive will. It requires a large amount of mud in the area to perform, though if there is not mud immediantly present the user can break down the earth below them to make up a bit less potent mixture. By focusing their chakra into the ground, the user will summon a large amount of Mud from the area to create the form of a Dragon, consuming the target and anything else in the area. When the user's chakra does begin to warp the mud around them, it superheats the substance to the point where it boils. Once the form has been created and formed around the target, the mud will come crashing down on the opponent, leaving them trapped under the enormous amount of boiling mud produced.

Points: 7

Katon: Chitai no Hitei (Fire Style: Area of Negation)

Type: Ninjutsu [Fire]

Rank: Jounin

Cost: 200 chakra; 150 to regenerate

Damage: N/A

Effects: Creates an invisible perimeter around all individuals in combat that activates upon the usage of a scroll from anyone within the battle. Destroy the said scroll used before activation. Once this technique is used the user of this technique may regenerate the perimeter in their next setup phase for 150 chakra. If not done within the immediate setup phase following the use, must be cast again. Maximum of two regenerations.

Description: A special technique created by Darksol Anima after learning about the wanders of the scrolling arts. After finding that such techniques can be very power as well as very annoying when on the business end of a technique, Anima has created a simple techinque to rid the opponents ability to use scrolling ninjutsu. By creating a perimeter of specialized chakra around the user and their opponents, a person is able to get rid of pesky scrolls an adversary might use in the mist of combat by immediantly causing it to erupt in flames once the chakra enscripted objects are detected. The reason why the user's own scrolls are uneffected by such a technique is because the perimeter of chakra only targets 'foriegn' chakra, or energies instilled that are not of their own. The negative aspect about this jutsu is that if an ally should use a scrolling technique while inside the perimeter, the same eruption is bound to occur.

Restrictions: Must have 4 ranks of Scribe

Points: -5

Shadow Shuriken Clone Skill (Shuriken Kage Bunshin no Jutsu)

Type: Ninjutsu

Rank: Jounin

Cost: 8x chakra (x = amount of clones you want to make.) Max of 320 chakra can be spent on this.

Effects: Multiplies the amount of the small weapons you threw by x. You throwing limit is uneffected by this, since it happens after you throw it.

Description: A powerful technique. The user throws an object, in this case a Shuriken, and uses Ninjutsu to make it divide in the air, creating a few, or hundreds, of other real Shuriken.

Points: -14 [+7 Jounin]

(-) Water Element (-)

Usui Boketsu

Type: Personal Ninjutsu (Water)

Rank: Jounin

Cost: 125, then 100 to keep effective.

Damage: n/a

Effects: Both the user and the target are now considered 'Drowning' though they immediantly take 50 damage a turn. All Offensive Ninjutsu, Genjutsu, and Taijutsu follow the guidelines stated below. Should a shinobi find themselves in the position where they do NOT suffer from the status effect 'drowning' the restrictions on Taijutsu/Genjutsu do not apply to them. Anyone on the outside of the jutsu may target the jutsu with Ninjutsu, long range taijutsu, and long range weaponary, causing the full damage of the technique to connect with both the user of this technique and the opponent the user directed this jutsu towards initially. Doing so will disrupt the jutsu and free the two within. Both the user and the target may not use jutsu that effect the outside of the technique while the jutsu is in effect. Maximum upkeep of 4 turns.

Description: The user of this technique gets into close range of their target and begins to take in water from their surroundings. This in turn forms a sphere of water around the two, which is held together by the users chakra. While in the sphere of water, both individuals are unable to breath, which in turn prevents hasty movement and restricts energy. Due to the suddeness of the attack, it prevents a person from taking a deep breath before being submerged.

Points: -4 [Water speciality +1] [Jounin +2]

Drowning: Speed is at 70% and if this effect is kept up for more than 4 of their turns the target takes 50 damage a turn for every turn afterwards.

Max Duration: n/a

~Taijutsu

Only Taijutsu with at max, 40 DP

~Genjutsu

All Genjutsu is unavailable

~Ninjutsu (Logic is key, staff decision applies if there is a disagreement)

Earth- 50% Effectivness

Fire- 0% Effectiveness

Wind- 50% Effectiveness

Water- 100% Effectiveness

Lightning- 125% Effectiveness (AOE)

Combonational- Staff decision

Water Prison Skill (Suirou no Jutsu)

Type: Ninjutsu (Water)

Rank: Jounnin

Cost: 100, then 50 every turn afterwards to keep effective.

Effect:You and your opponent cannot move as long as this is active. You recover 5 HP every post as long as the Water prison is kept up.

Description: When fighting in areas with large bodies of water, the users puts chakra into the water which is used to put the opponent in a water-like prison. This incapacitates the opponent as long as the prison is up, allowing the user time to recover. *This technique can only be used in areas with large bodies of water. Therefore, you CANNOT use this technique in the desert or areas like that(duh)*

Points: -4 [+1 water speciality] [-2 Jounin Rank]

Water Type; Water Dragon Blast Skill (Suiton Suiryuudan no Jutsu)

Type: Ninjutsu (Water)

Rank: Chuunin

Cost: 80

Effect: Deals 100 damage to any one opponent. -20 to opponents evasion before they try and dodge because of fear from dragon form.

Description: After performing a series of hand seals, the user gathers water around him with his/her chakra. In an instant the water takes form of a dragon and hurrles itself at the opponent. The impact causes an immense amount of damage.

Points: -2 [+1 water speciality]

Water Clone Skill (Mizu Bunshin no Jutsu)

Type: Ninjutsu (Water)

Rank: Chuunin

Cost: 60 per clone (max of 6 clones on the field)

Effect: Each Water Clone has 1/6 stats of the user, but only 1hp.

Description: Using the surrounding water, the user makes clones of himself/herself. This helps in fooling the opponent, making it less likely that they will hit the user.

Points: -2 [+1 water speciality]

Water Type; Artic Wind

Type: Ninjutsu (Water)

Rank: Chuunin

Cost: 120

Damage: N/A

Effects: Opponent is under the effect of "Numb” for 4 turns.

Description: Manipulating the element of water or ice in the air the Shinobi can send a chilling blast of wind at the opponent that quickly numbs the opponent. Highly useful for fighting opponents reliant on weapons.

Points: -4 [+1 water speciality]

Water Type; Water Barrier Wall (Suiton Suijinheki)

Type: Ninjutsu (Water)

Rank: Jounin

Cost: 300

Effect: Used in the Response Phase. Negates damage and effects from all Ninjutsu string of attacks (of equal or less rank to the user) aimed at the user of this jutsu. Negates the effects but only half the damage from all Taijutsu string of attacks (of equal or less rank to the user) aimed at the user of this justu. May not act in their main phase the turn that this is used. May only use two times per battle.

Description: A barrier made out of water from the surrounding area. This barrier is effective with blocking incoming Ninjutsu techniques and stops them from reaching the user. Unfortunately, it cannot fully stop Taijutsu techniques.

Points: -6 [+1 water speciality]

Water Type; Whirlpool of Despair

Type: Ninjutsu (Water)

Rank: Chuunin

Cost: 50/Turn

Damage: N/A

Effects: Opponent is under the effect of "Drowning” for 3 Turns. Additionally the opponent cannot perform any offensive action as long as this is active. User has to keep completely still and cannot perform any action at all while this is active. Large body of water must be near and target submerged in that body of water.

Description: A teamwork Jutsu used primarily to capture a target in a whirlpool while his teammates dish out the damage on the opponent.

Points: -4 [+1 water speciality]

Water Type; Dehydrate (Gansuikagoubutsu)

Type: Ninjutsu (Water)

Rank: Jounin

Cost: 170

Damage: 255

Effect: n/a

Description: The user manipulates the water in the cells of the target, causing it to be used at an increased rate. The target's body is starved for water, several impairing their ability to function and causing great internal mayhem. This condition must be treated very quickly, or else the chance of fatality is high.

Points: -3 [+1 water speciality]

(-) Earth Element (-)

Doton: Doryudan (Earth Release: Earth Dragon Bullet)

Type: Ninjutsu (Earth)

Rank: Jounin

Cost: 220

Damage: 300

Effect: -100 evasion to opponent the first time you use this attack in a battle, requires mud to be on the field.

Description: Used in conjunction with the field, this jutsu creates a likeness of a dragon's head that launches itself at the opponent from the mud on the field.

Points: -5

Sphere of Sand

Type: Ninjutsu (Sand)

Rank: Jounin

Cost: 400

Damage: 20 (unmodified; if struck with a close range attack)

Effect: Creates a Sphere of Sand around the user. The user may not attack in any way while inside the Sphere of Sand, and they have no evasive roll, though their Resistance and Defence stats are increased by x1.5. Sphere has 700 health points and abosrbs all damage from non-Genjutsu attacks, negating any effects. If the user is attacked with a close range attack, spikes dart at the opponent that deal 20 unmodified damage which they roll to evade applying only 25% of their evasion. The user is stunned for one turn if the sphere is brought to 0 HP. If the user has Suna no Tate and/or similar Jutsu (not including Armor of Sand) active when used, it is deactivated immediately and may not be used while the Sphere of Sand is in play.

Description: An enormous sphere of sand surrounds the user, leaving them blind and cut off from battle but protecting them with incredible fortitude. Nearly a completely immobile defense.

Points: -8

Doton Hijutsu: Yamajiro (Earth Release Secret Technique: Mountain Castle)

Type: Ninjutsu (Earth)

Rank: Chuunin

Cost: 250

Effect: Used in the Setup Phase. Changes the Terrain to: Rocky Plateau

Rocky Plateau: Speed and Evasion are at 75%

Description: A secret technique where the user utilizes their chakra to thrust out the rocks that are laying a few meters below the earth surface, creating a battlefield that makes it more difficult to move through. This high-level Jutsu is a favorite among those in Iwa, as a master of it can sculpt monuments.

Points: -6

Doton Hijutsu: Yamagoya (Earth Release Secret Technique: Mountain Hut)

Type: Ninjutsu (Earth)

Rank: Chuunin

Cost: 150

Damage: N/A

Effects: N/A

Role-play Effects: Creates a small, single-roomed hut out of the earth around the user large enough to house no more than three ninja including the user; the room is empty and devoid of furniture, plumbing, and walls, windows remaining an optional feature.

Description: The user of this technique uses a large amount of chakra and their ability to mold the earth around them to create a small hut or shelter large enough to house three comfortably within its single room. Depending upon the situation, the user can choose to create gaps in the building's structure in order to create custom windows both for ventilation and perimeter surveillance. In addition, the user can choose to from the structure around its occupants to enclose them within a door-less shelter. The physical design of the hut varies depending upon what its creator decides necessary. Unfortunately, this rank of the technique can only forge a structure roughly eight-feet high, but its shape is also dependent upon its user. Though accessories such as furniture and walls are doable with the earth element, the user of this technique is not yet skilled enough and the hut is not yet large enough to adequately include them into the Yamagoya.

Requirements: Ability to use Earth Style techniques; available soil, stone, or gravel; enough room to forge the structure.

Restrictions: Gennin may have one, Chuunin three, Jounin ten, and Sennin thirty created at any given time.

Points: -5

Doton Hijutsu: Yamadera (Earth Release Secret Technique: Mountain Temple)

Type: Ninjutsu (Earth)

Rank: Jounin

Cost: 350

Damage: N/A

Effects: N/A

Role-play Effects: Creates a large, two-story, multi-roomed building from the earth and stone available large enough to house no more than fifteen shinobi including the user; furniture and plumbing is now available.

Description: The user of this technique uses a large amount of chakra and their ability to mold the earth around them to create a large home or temple large enough to house fifteen comfortably within its two-story, multi-roomed structure. Depending upon the situation, the user can choose to create gaps in the building's structure in order to create custom windows both for ventilation and perimeter surveillance. In addition, the user can choose to from the structure around its occupants to enclose them within a door-less temple. The physical design of the home varies depending upon what its creator decides necessary. Unfortunately, this rank of the technique can only forge a structure roughly twenty-feet high, but its shape and architecture is also dependent upon its user. At this rank, the user is now able to mold and create various furniture decors like beds, tables, and chairs. Granted, their rough surfaces make them rather uncomfortable, but a nice advantage nonetheless. When coupled with water, the Yamadera can also include various plumbing from toilets to sinks and fountains.

Requirements: Ability to use Earth Style techniques; available soil, stone, or gravel; enough room to forge the structure. Any plumbing systems require available water and the ability to use Water Style techniques.

Restrictions: Chuunin and Jounin may have one, and Sennin two created at any given time.

Points: -8 (-3 Yamagoya no Jutsu is known)

Doton Hijutsu: Junsui Yamashiro (Earth Release Secret Technique: True Mountain Castle)

Type: Ninjutsu (Earth)

Rank: Sennin

Cost: 600; 100 to Repair; 200 to Reinforce

Damage: N/A

Effects: Those within the castle may attack opposing shinobi outside with ranged attacks, but suffer a 30% loss of accuracy after modifiers. Those caught outside of its walls may only attack ninja who are positioned near the window (or those who have been attacking outwards) but at a 30% decrease in accuracy after modifiers. Those hidden within the castle may only be attacked from the inside. Any one point of the castle's outer wall and roof has 750 health while the main gate or door has 900 health; once either is broken, outside shinobi may enter and attack those within its confines. Ninja able to use specific earth-penetrating techniques ignore any and all health points of the walls and door. The user of this technique may spend 100 chakra to repair 200 health points to any one point of either the castle's outer wall or gate per turn, forfeiting their Response, Set-up, and Main Phases. They may also reinforce the walls and door with steel, adding an additional 100 health to each at a cost of 200 chakra apiece. Once reinforced with steel, the walls cannot be compromised by another Earth Style user.

Role-play Effects: Creates a massive, multi-story, multi-roomed castle from the earth, stone, or mountain available large enough to house no more than a fifty shinobi including the user; furniture, plumbing, heating, lighting, and reinforcements are now available.

Description: The user of this technique uses a massive amount of chakra and their ability to mold the earth around them to create a large castle or fortress large enough to house fifty comfortably within its multi-story, multi-roomed structure. Depending upon the situation, the user can choose to create gaps in the building's structure in order to create custom windows both for ventilation and perimeter surveillance. These windows may also be used to attack from within the castle while remaining relatively safe from outside attackers. In addition, the user can choose to from the structure around its occupants to enclose them within a door-less fortress. The physical design of the castle varies depending upon what its creator decides necessary. This rank of the technique allows for a structure roughly sixty-feet tall, but its dimensions and architecture is also dependent upon its user. At this rank, the user is now able to mold and create various furniture decors like beds, tables, and chairs out of either stone or wood. Granted, their rough surfaces make them rather uncomfortable, but a nice advantage nonetheless. When coupled with water, the Yamashiro can also include various plumbing from toilets to sinks and fountains. Fire can be used to light and heat the castle, and steel can be forged in an attempt to fortify the doors and walls both in and outside of the building.

Requirements: Ability to use Earth Style techniques; available soil, stone, or gravel; enough room to forge the structure. Any plumbing systems require available water and the ability to use Water Style techniques. Any wood furnishings or plant-life require the ability to use Wood/Plant Style techniques. Any heating and lighting require the ability to use Fire Style techniques. Any metal additions require the ability to use Steel Style techniques.

Restrictions: May only have one at any given time.

Points: -24 (-12 Sennin)

Earth Type; Rising Earth Wall (Doton Doryuuheki)

Type: Ninjutsu (Earth)

Rank: Jounin

Cost: 350

Effect: Used in the Response Phase. Creates a wall with 700 health points that absorbs damage from all non-Genjutsu string of attacks (of equal or less rank to the user) aimed at the user of this jutsu. If all damage is absorbed by the wall, effects are negated too; user suffers damage that is not negated by the wall. This wall crumbles after the turn in which it was used ends even if damage sustained did not destroy the wall. May be used three times per battle. Descripition: The user "vomits" a small wave of mud, which suddenly turns into a large wall made out of that mud. The mud solidifies and is virtually impenetrable.

Points: 8

Doton: Yomi Numa (Earth Release: Swamp of the Underworld)

Type: Ninjutsu (Earth)

Rank: Jounin

Cost: 200 for Pet/Clone, 100*X for Summon (X = level of summon)

Effect: Target Summon, Pet, or Clone has its turn delayed by 1.

Description: This technique turns a large area of land into a sinking swampland, making it impossible for anyone or anything in that area to move around. When performed properly, it is supposed to engulf the target

Points: -4

(-) Wind/Sand Element (-)

Armor of Sand: Rank 2 (Suna no Yoroi)

Type: Ninjutsu (Sand)

Rank: Jounin

Cost: 200; 160 to repair.

Effect: Used in the Response Phase. Creates an Armour of Sand around the user with 300 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 160 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 160 in the set-up phase. User may act in the turn as normal. Armor of Sand does not stack with one another.

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 Evolving: 2 Point cost if Armor of Sand: Rank 1 is known.

(-) Lightning Element (-)

(-) Steam Element (-)

(-) Steel Element (-)

Hagane Tooriame (Steel shower)

Type: Clan Taijutsu, personal (Steel)

Rank: Chuunin

Cost: 8 stamina per projectile

Damage: 8 damage per projectile

Effects: Creates 10 small projectiles that are thrown at an opponent. The user may choose to throw less than the max amount of weapons available. Breaks the max limit for thrown projectiles.

Description: Anima has learned to launch his claws at an opponent, turning each into a Senbon-like steel weapon that can be launched off of each one of Anima's fingers.

Points: -2 [-2 clan] (+1 chuunin)

Iyouseishou Settouzai Bunshin

Type: Personal Clan Ninjutsu, [steel]

Rank: Jounin

Cost: 80 chakra (Maximum of 5 clones)

Damage: N/A

Effects: Creates clones with 100% of the users Accuracy, 20% of the users chakra, and 10% of the rest of the users stats, but only 1 hp. Clones created are only allowed to use the technique, 'Energy Absorbtion (Chakra Kyuushuu)'. Once a clone performs a jutsu, it is immediantly destroyed.

Description: Unlike other clone techniques, the bunshin's originate from the user himself, pouring out of the Darksol's steel fingertips. Anima creates a pack of what would seem to be metallic hounds, bent on tracking down his opponents. Though they seem to be small and indeed weak on their own, in a pack they are capable of sucking an opponent for all of their energy.

Points: -2 [-2 clan] (+1 Jounin)

Gaidansu

Type: Ninjutsu [Magnetic]

Rank: Jounin

Cost: 150 chakra

Damage: N/A

Effects: Opponent must roll a second time when deciding if small projectiles connect with them by the user. A second roll is only needed if the first roll fails. Should a second roll be made, the users accuracy is set at 75% it original. Should the user have to evade small projectiles thrown at him, he may re-roll any evasion roll a second time should the original state that he is hit. Lasts until all participants on the battlefield have taken four turns. Should the user choose to re-roll, he forfiets his next main phase. When any second roll is made, the second can only be used. May only re-roll twice per battle.

Description: Using the power of magnetic chakra, the user is able to re-direct any small projectiles in the air so that their final destination may come out in the users favor. Doing this though can cause the user to get caught up in redirecting 'traffic' more than actually fighting.

Points: -4

(-) Ice Element (-)

(-) Plant/Wood Element (-)

Death Tree (Desu Mokuhon)

Type: Ninjutsu (Wood)

Rank: Jounin

Cost: 90 Chakra per Tree (Max of 3)

Damage: 45 Damage per tree per turn

Effects: Tree like creatures that attack the enemy for two turns. Enemy must attack the creatures, cannot target user. If trees take over 200 damage they fall dead and stop attacking. For all purposes the trees are considered to have the same stats as their owner. User performing the jutsu cannot attack while using this technique. Can only be used once every 5 turns.

Description: Tree-like creatures grown by forcing chakra into seeds of trees. These creatures live on flesh or meat.

Points: 6 [+3 Jounin]

Wood Clone (Moku Bunshin no Jutsu)

Type: Ninjutsu (Wood)

Rank: Chuunin

Cost: 120 (maximum of 1 clone)

Effects: The Wood Clone has 1/2 stats of the user, but only 1hp.

Description: Unlike other clone techniques, the replica originates from the user himself. This clone is markedly more powerful than any other bunshin jutsu, and was used by the First Hokage and by the famous Jounin, Yamato of Konoha.

Points: 3

Plant Type; Shield of Nature

Type: Ninjutsu (Wood)

Rank: Chuunin

Cost: 100

Damage: N/A

Effects: Creates an armor from the surrounding elements. Armor has 100 hit points and opponent must go through this armor before he can reach you. As many armor pieces can be made for the amount of armor slots you have left. (Chest, leg, forearm(s), etc…)

Description: Using the natural elements around you a Shinobi is able to create a piece of armor to protect him/her for a short amount of time.

Points: -3 (Jounin Rank Erosion +1)

(-) Sound Element (-)

Sound Type; Brown Note

Type: Genjutsu (Sound)

Rank: Genin

Cost: 30 Requirements: Requires a Air Pressure device.

Effect: Opponent Rolls a d10. 1: No effect 2-4: Sickened for one round 5-6: Dizzy for one round 7-8: Distracted for one round 9-10: Confused for one round

Description: The legendary brown note, saying to reside on the 9 Hz wave length. It is rumoured to cuase Nausea, confusion, anxiety and even forced bowel movements.

Cost: -2

Sound Type: Hibiki Bakudan (Sound Bomb) Lvl 1

Type: Genjutsu

Rank: Genin

Cost: 80 chakra

Damage: n/a

Effects: AOE, Opponent is distracted and tired for one turn. Does not effect ninja with the Sonic Boom skill. Must have Air pressure device

Description: The user channels a small amount of chakra into a sound amplifer then swings their arm out into the air. The target believes they are spinning in circles and will cause them cover their ears in hopes of blocking out the sound.

Points: -4

Sound Type: Ookii Hibiki Bakudan (Great Sound Bomb) Lvl 2

Type: Genjutsu

Rank: Chuunin

Cost: 120 chakra

Damage: n/a

Effects: AOE, Opponent is deafened for two turns and distracted for one. Does not effect ninja with the Sonic Boom skill. Must have Air pressure device.

Description: The user channels a large amount of chakra into a sound amplifer then swings their arm out into the air. This causes a powerful burst of sound to erupt from the user causing all who are not of the Oto to fall ill to its devastating effects. The target believes that they are spinning furiously around in circles and cant keep their balance, opening them up to a more poweful attack.

Points: -1 (or 5)

Special: Evolving: if you have the level before this one, this Jutsu costs -1 point to learn

Hibiki Byouki (Sound Sickness) Lvl 1

Type: Taijutsu

Rank: Genin

Cost: 65 stamina

Damage: 10 damage

Effects: Opponent is sickened for one turn and tired for three. Must have used Sound Bomb or Great Sound Bomb previous to this attack.

Description: The user quickly dashes behind their opponent after they have effectively stunned them with a sound bomb and strikes their target at the base of their neck.

Points: -4

Tsuyoi Hibiki Byouki (Mighty Sound Sickness) Lvl 2

Type: Taijutsu

Rank: Chunnin

Cost: 115 stamina

Damage: 25 damage

Effects: Opponent is sickened and dizzy for one turn and tired for three. Must have used Sound Bomb or Great Sound Bomb previous to this attack.

Description: The user quickly dashes behind their opponent after they have effectively stunned them with a sound bomb and strikes their target at the base of their neck. This causes the effects previously obtained to grow in severity

Points: -1 (or 5)

Special: Evolving: if you have the level before this one, this Jutsu costs +1 point to learn

(-) Void Element (-)

Instant death technique

Type: Taijutsu (clan)

Rank: Genin

Cost: 5 stanima per strike, up to 5 attacks

Damage: 1 damage/5 damage due to bleeding for one turn

Other: Each strike is considered an individual basic attack

Description: A seemingly worthless attack when used by the normal shinobi but when executed by a crimson angel, a member of the Darksol clan, it becomes a very deadly skill. The user strikes an opponent in a flurry gentle slashes.

Points: -1 [-2 clan]

Flailing bomb technique

Type: Taijutsu

Rank: Genin

Cost: 40 stanima

Damage: 10, AOE

Effect/ Restriction: Effects only opponents in close range. Must have claw-type weapon or Crimson claws skill.

Description: Utilizing a small amount of stanima, the user spins themselves like a top with claws extended outward to cause a small amount of damage to a group of opponents.

Points: -2

Piercing Fang (Gatsuuga)

Type: Taijutsu

Rank: Chuunin

Cost: 60 Taijutsu

Damage: 75 Damage. Opponent Bleeds 10 HP for 3 turns. +10 damage for every pet using this attack with the user.

Description: Powerful Beast Human Taijutsu Skill where the user spins at a fericious speed toward the opponent, aiming to cut and scratch them with the claws. Most effective when performed by two or more people/animals.

Points: -4 ((+2 for chuunin rank))

Body Freeze Skill (Kanashibari no Jutsu)

Type: Ninjutsu

Rank: Chuunin

Cost: 100

Effects:

- Cannot be dodged. Opponent rolls 1d100.

- If they roll higher than 25, then they skip their next response and main phase. - May only target the same opponent with this technique after 4 turns since they were last effected by it.

- 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.

Points: -8 ((+4 for chunnin rank))

Feathery Sleep

Type: Genjutsu

Rank: Jounin

Cost: 50 Chakra per person per turn. (Max of 500 chakra can be spent on this.)

Effects: Target(s) are asleep.

Description: This Jutsu is used to put one or even a very large group of people into a long deep sleep.

Points: 8

Energy Absorbtion (Chakra Kyuushuu)

Type: Ninjutsu

Rank: Chuunin

Cost: x Ninjutsu (x <= 80)

Effect: Opponent looses x chakra.

Description: This Jutsu allows the user to suck out his or her opponents Chakra through the plam of their hand.

Points: 3

Dead Soul Skill (Shikon no Jutsu)

Type: Ninjutsu

Rank: Jounin

Cost: 300 to activate, 10% total Chakra per body per turn. Advanced chakra regeneration skills can not be active during this time.

Effects: Must have a dead body to manipulate. The body is under the control of the user like a bunshin or summon. Has 75% of the user's stats.

Description: With this Jutsu the user can make the dead seem lifelike. Allowing dead bodies to move around as a diversion or decoy. This skill causes the dead bodies' hearts to beat allowing the user to control them for a few minutes.

Points: 7

Four Man Purple Flame Array (Shishienjin)

Type: Ninjustu

Rank: Chuunin

Cost: 40 Ninjutsu too activate, 15 per turn afterwards. User's chakra does not regenerate while using this technique.

Effect: Requires 4 people who know this technique to perform. This creates a large box where no one can exit or enter. The box stays until one of the users stops, either from an attack or from lack of chakra.

Description: This Jutsu, which is done in co-operation with four people, creates a large cube shaped shield; a barrier which can surrond a person or battle. Any person who touches this barrier will burst into a purple flame.

Points: 2

The Crow

Type: Ninjutsu [Void]

Rank: Chunnin

Cost: 6o

Damage: ---

Effects: User takes on a crow's shape.

-Drops all weapons and carried armor/items where transformation took place. Must return to where items are kept to obtain them. Equipped items/armor remain on caster.

-48 hour time limit of transformation. User must wait 12 hours before using this technique again. (Both RL time.) Must make a post to notify others that user regained human form.

While in this state:

-Stamina and chakra do not regenerate.

-Cannot use jutsu but simple pecks do 3 unmodified damage.

-Can hold 1 item or a small weapon, but cannot use them. (Common sense applies. Small birds cannot carry oversized first-aid kits.)

-User applies 75% of res/def/gen stat against incoming attacks.

-Additional 25% added to dodge roll.

Additional RP wise:

-User can only be attacked if possible attacker has knowledge that the crow is human (Heard from another nin, witnessed, etc)) or witnesses suspicious behavior (lurking about base camps, carrying letters/items, etc), or someone just enjoys attacking hapless birds.

-Two less posts (4oo words) when traveling. Minimum of 1oo words, however. This cannot be used to shorten a group's time of travel if they do not possess this technique.

-Can fly. (Dur.)

Description: Modified Henge no Jutsu, the user has strengthened the technique and managed to manipulate it until he/she can take on the form and ability of a crow. The crow state has numerous pros and cons. Of all, the purpose of this jutsu was not intended for battle, but more for the ease of slipping into various places.

Points: -3

Mimicking

Type: Ninjutsu [Void]

Rank: Chuunin

Cost: 3o per hour.

Damage: --

Effects: RP effect only. User of this jutsu may imitate the voice of other characters. The user must have heard the other person's voice before. [Make it realistic- a voice can't be copied if all the user ever heard was a one-word statement or a chuckle.] If ever used in battle, this jutsu may be used in the Setup Phase.

Description: The product of a trained ear and spare time, this technique focuses on bending the pitches of a person's voice as it leaves his or her throat. Handy when used at a distance, but the trickery of it disappears if the caster's face is visible.

Points: 1

Shushagan no Jutsu (Vanishing Facial Copy Technique)

Type: Ninjutsu (Void)

Rank: Chuunin

Cost: 100

Effect: Used on a dead foe. 'Steals' their face. May ignore visibility rolls while in that Ninja's home village. [Effect ends if mask is removed, or based on roleplay]

Description: This jutsu allows the user to peel the face of another person off and wear it like a mask, effectively impersonating the said person. The grisly effect of this is that the target loses their face entirely, as if it was dissolved clean off their head. Orochimaru uses it to infiltrate Konoha during the Chunin Exam arc and again to impersonate the Fourth Kazekage just before the invasion.

Points: -4

Strategic Kawarmi

Type: Ninjutsu; personal

Rank: Jounin

Cost: 75 chakra

Damage: n/a

Effects: Switch the user of this technique with a teammate on the battle field so that an opponents attack(s) are directed towards them instead. Teammate must know the jutsu 'Kawarmi Suprise!' to switch with the user of this technique. You loss your main phase the turn you use this. This technique counts towards the Kawarmi no jutsu 3x limit.

Description: Coming to grips with the fact that Nenshou Toko is indeed quicker to react to an attack than himself, Darksol Anima has learned to utilize the basic academy jutsu, Kawarmi to replace himself with his quick thinking partner.

Points: -2

Kawarmi Suprise!

Type: Ninjutsu; personal

Rank: Chuunin

Cost: 25 chakra

Damage: n/a

Effects: Used in the setup phase when a teammate uses 'Strategic Kawarmi'. User is granted +20 evasion while determining if an opponent hits them with the next technique directed towards them.

Description: Following the Strategic Kawarmi, a nin is able to use the confusion created by the replacement of his own body to throw the attacker off guard while the nin himself was ready from the moment his ally began to use the former jutsu, this in turn causes a very short moment in which the user of this technique may better dodge a attack.

Points: -1

Double Snake Assassination Skill (Souja Sousai no Jutsu)

Type: Forbidden (Powerful)

Rank: Jounin

Cost: The user's life or 1/2 full chakra.

Effects: If this technique hits, the opponent rolls 1d100. If they roll >50 or the technique misses completely they live and the user loses 1/2 of their full chakra. If they go to 0 or under chakra they pass out. If the technique hits, both the user and the opponent die instantly. No jutsu or skill can be used too dodge this, only rolling. If the user preforms this technique and then they have less than 0 chakra, the technique is still preformed. They wouldn't pass out until after.

Description: A murder-suicide attack. With this attack both the user and the enemy are meant to die.

Points: -10

Demonic blade dance

Type: Clan Taijutsu

Rank: Jounin

Cost: 380 Stamina

Damage: 10

Effects: 463 Bleed damage for one turn

Description: One of the Darksol's most powerful jutsu. The user launches his claws at an opponent, aiming all claws at vital organs, completely seperating the very life force of the foe by ripping open every important vein and artery. A devastating attack that few ever survive.

Points: -6 [+2 Clan]

Bai

Type: Personal Taijutsu

Rank: Jounin

Cost: 90 Stamina ~ 90 Chakra

Damage: 290

Effects: Opponent is Vulnerable & Clobbered for 1 turn.

Description: The result of a pissed off Darksol, the user of this technique focuses an intense burst of chakra into their dominant arm and tightly compresses their fingers together and direct them towards their opponent. By utilizing the brute strength of their own body combined with the burst of chakra, the user is able to deliver a massive blow to an opponent that will quite literally knock them on their ass.

Points: 8

Kieuseru

Type: Personal Taijutsu

Rank: Sennin

Cost: 225 Stamina ~ 225 Chakra

Damage: 700

Effects: Opponent is Vulnerable for 1 turn & Clobbered for 2 turns. Creates the terrain "Rubble/Ruins" if it is RP'd that the opponent connects with a structure. Opponent is now considered in long range.

Description: The result of a majorly pissed off Darksol, the user of this technique focuses an Enormous burst of chakra into their dominant arm and tightly compresses their fingers together and direct them towards their opponent. By utilizing the brute strength of their own body combined with the burst of chakra, the user delivers a devistating blow to an opponents ribcage. The attack instantaniously sends the opponent flying, with the user left standing in the spot in which the technique connected. Should their be any kind of structure in the way, it to will feel the sting of the attack sending it crumbling into the ground.

Points: -10 (or 5 if "Bai" is known) [-5 Jounin]

Edited by Anima
Posted (edited)

Inventory

Armor:

Head:

Neck: Oto; Hitai-Ate

Body: NCIA: Chuunin Vest

Waist:

Forearm(s): Air Pressure Device

Hand(s):

Thigh(s):

Calve(s):

Feet:

NCIA: Chuunin Vest

Armor Kind: NCIA Vest

Body Placement: Chest

Attributes: +40 Defence, +40 Resistance, +40 Evasion.

Special: +5 Weapon Slots

Description: This all black over-vest is much like a traditional Chuunin vest in appearance. Serves primarily as a uniform so that members of the proud Ninja Crime and Investigation Agency are easily identifiable by the public in general. A Gold cheveron indicates that Anima was of the Chuunin rank. Above the left breast pocket is the wearers name-tag which also has the emblem of their unit; Kusagakure, Konohagakure, etcetera.

Air Pressure Device

Armor Kind: Gauntlet

Body Placement: Forearm

Attributes: Indestructable, Chakra Resistance, Chakra Defense

Description: A small device which can be mounted on almost any piece of armor. It is used to preform many sound techniques and even amplifies some.

Gluttony

Item Slots Taken: 1 slot

Effect: Gluttony, Indestructable, Ninjutsu Amplifier [Rank 2]

Description: A small pendant with a dull jewel set into it's dark surface. The edges of the object jut out in an intricate fashion that appears to be spider-like more than anything else. When an elemental jutsu is used against the holder of this object, the said element will be consumed by the jewel leaving behind the raw chakra of the attack.

Taijutsu weights [Rank 3]

Item Slots Taken: 1 slot

Effect: All taijutsu cost 20 less stamina and do 40 more damage/effect.

Description: A pair of small weights mades to fit around the waist, shoulders, and upper arms. These weights are used to amplify a shinobi's physical ability to do damage as well as to lower the amount of energy it would take to deliver said physical ability. This is possible because it builds upon a taijutsu users strengths by passively increasing muscle size, flexibility, and other related areas.

Main Weapon:

Sub Weapon:

Un-equipped Slot one:

Un-equipped Slot two:

Un-equipped Slot three:

Items:

Flare Rod

Item Slots Taken: 1

Effect: Fires up to three flares into the air that glow a bright orange/red. Allows others to know your position, or signals for help. Every time you use it, you remove one charge.

Description: A small rod, about a half foot long, and having the look of a roman candle, but without the colorful decorations on the side. Instead, the sides are colored black with an orange ring around the end that shoots out, and three matches were attached to the tubing. Written in small kanji on the orange ring were the numbers 1-3. Right above each of these was a wick that stuck out of the barrel. You light these in the numbered order, otherwise it will not fire and break, setting itself on fire at the same time.

Charges: 3

Turkey Dinner

Item Slots Taken: 1

Effects: Opponent is striken with the status effect 'sleep' for one turn.

Description: Afflicts the opponent with the status effect 'Asleep' for one turn due to the goodness of savory, delicious, family gathering around the table turkey.

Small Scroll (Doton Hijutsu: Junsui Yamashiro (Earth Release Secret Technique: True Mountain Castle)

A small white scroll in a variety of colored edges. This can be used to record information or one jutsu. (You must have the proper skills to record jutus). One use only. Takes up 1 slot point. [x]

Small Blank Scroll (Empty)

A small white scroll in a variety of colored edges. This can be used to record information or one jutsu. (You must have the proper skills to record jutus). One use only. Takes up 1 slot point.

Pouch: n/a.

Items in Vault: Nothing.

Money on hand: $5

NCIA: Identification Card

Item Type: ID Card

Item Slots Taken: --

Description: A laminated identification card, simply a must have when apprehending troublesome and mischievous people within The Empire's realm, no one wants to be accused of falsely impersonating an NCIA officer.. Keeping the peace, the duty of the Ninja Crime and Investigation Agency. This simple card bears the name, passport photo sized picture, and general information of the officer; assigned unit, date of registration, etcetera.

Animals:

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

Update Log

Leveled Up/Experience Earned

[Note: Sheet was erased and had to be repopulated - 88 XP Log Lost]

[Personal training: 601 TXP (+6 levels)]

[spring is in the air: 157 TXP (+1 level)]

[Another day of training: 974 TXP (+6 level)]

[Yay Training:682 TXP (+4 level)]

[some training: 415 TXP (+2 level)]

[Pushing it to the limit: 267 TXP (+1 level)]

[Training in the shadows: 355 TXP (+1 level)]

[searching for Gensai: 330 TXP (+0 level)]

[spirit vs. Shadow: 1132 TXP ( +3 level)]

[Out of the Darkness: 660 TXP (+2 level)]

[Fourteenth Training Grounds: 1603 TXP (+2 level)]

[Little Birdy, Sing! Sing!: 880 XP (+2 level)]

[song Bird and her Pupil!: 733 XP (+ level)]

[songs Of The Sea: 244 XP ()]

[stroll Down the Tide: 114 TXP (+2 level)]

[between Mission Respite: 187 TXP (+ level)]

[Team Korin: Catch the Boy!; 2420 TXP(+ -)]

[Freedom of the Bloody Mist!: 5682 TXP (+ -)]

[NCIA Infiltration!; 990 TXP (+ -)]

[Warfare of Titans!: 1100 TXP ()]

[boundless Spirit!: 1980 TXP ()]

[The River of Flames Turns Dry!: 990 TXP ()]

[shadows: 165 TXP ()]

[Getting Back with the Main Group!: 149 TXP ()]

[but it's a long, long, long way down: 1430 TXP (+4 Level)]

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

Battle Log

Wins:

- [Nenshou Toko x1]

- [Nenshou Zaku x1]

-

Losses:

- [Nenshou Toko x1]

-

-

Draws:

- [Hyuuga Mizumono x1]

-

-

Transactions

Buy:

- Bought Gluttony & Taijutsu Weights; - $1560

- Buying Sound Amp; - $405

- Upgrading Sound Amp; - $350

- Two Blank Scrolls; - $10

Sell:

Reward:

- Pre-Bonus; $200

- Borrowing Money; $70

- B-Rank Mission; $150

- B-Rank Mission; $300

- D-Rank Mission; $70

- A-Rank Mission; $1200

Loss:

- Money Returned; - $70

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

- Missions -

Mission Log

  • D Rank - I
    C Rank - I
    B Rank - IIIII
    A Rank - II
    S Rank - I

Edited by Anima


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