Post by DUNCE on Oct 22, 2006 1:57:29 GMT -5
Name:Yi Kau
Age:15
Sex:male
Height:5'7
Country/village:Stone
Rank:Chuunin
Physical Description: has very short hair, seems like he knows something you don't know
Clothing:stylish glasses, blue denim jeans, black T-shirt, with black tennish shoes, he wears his headband like a bandana over his head (example, mizuki/hayate)
Personality:friendly person that always has really bad jokes or tasteless jokes, but will laugh at anything
Nindo:if you don't do what you love you don't deserve to be doin' it
Clan/Bloodline: None
Archtype:
Genjutsu specialist
Ninjutsu specialist
Statistics:
Mental (primary):
Intelligence-8
Tactics-6
Willpower-9
Chakra (secondary):
Power-8
Control-7
Reserves-4
Physical(tritary):
Strength-3
Speed-4
Stamina-2
JUTSU
Universal Genjutsu
stage 1
Bunshin No Jutsu (Clone Technique)
Requirements: Control 2, Intelligence 2
Description: A jutsu that creates an illusionary clone of the user, in numbers of one or more. The clone disappears after being struck with an attack, and can deal no damage. This jutsu is one of the basics, and required to pass the shinobi academy.
Base Duration: 1 post
stage 2
Magen: Kokuni Arazu No Jutsu (Demonic Illusion: False Surroundings Technique)
Requirements: Control 5, Power 4, Reserves 4
Description: An illusion technique which disguises the surroundings as something else. For instance, you can make a classroom number that actually is room 201 appears as room 301... This will only work on targets no bigger than an adult man.
Base Duration: 2 posts
Universal Ninjutsu
stage 1
Kawarimi No Jutsu (Body Switch Technique)
Type: Ninjutsu
Requirements: Intelligence 3, Reserves 3
Description: A common jutsu - used to quickly replace a body with a close by object. Creates confusing among the opponent(s) - creating a chance to escape, or return with a larger strike. Useful for avoiding attacks, and hiding from potential enemies. Kawarimi may be used twice per battle.
Stage 2
Kinobori no Jutsu (Tree Walking Technique)/Kabenobori no Jutsu (Wall Walking Technique)
*Note: Unable to be taken by Genin at Character Creation
Requirements: Power 6, Control 6, Intelligence 4
Description: By focusing chakra into the feet and keeping it balanced, the user can walk up against vertical objects and cling to its surface.
Stage 3
Suimen Hokou no Gyou (The Art of Water Walking)
Type: Ninjutsu
Requirements: Power 10, Control 10, Willpower 8
Prerequisites: Kinobori no Jutsu
Description: A technique that enables the user to walk on the surface of water by concentrating chakra into the feet. It is also used for training; it allows an individual to learn how to control the release of chakra
Stone genjutsu
stage 1
Itsuwari Doton Bunshin no Jutsu (Fiction Earth Clone Technique)
Tactic=4, Willpower=4
Description: Similar to Doro Bunshin no Jutsu and the original Bunshin no Jutsu, this genjutsu creates false clones that appear to be Doton Bunshin.
Base Duration: 2
Stone Ninjutsu
Stage 1
Doton Tsuchi Gunjikoudou no Jutsu (Earth Military Movement Technique)
Requirement: Intelligence=3, Reserves=3
Description: This jutsu allows the user to enter the ground and "swim" in it for a limited time. The user can "swim" for a duration of one post for every 2 Control.
Doton Bunshin no Jutsu (Earth Element Earth Clone Skill)
Requirements: Power=3, Willpower=2
Description: This jutsu creates one single clone out of the ground. Its defense is incredible, and it's very powerful, but lacks speed. Two hits will destroy the bunshin. The user can create 1 bunshin for ever 3 Power.
Koujin Bunshin no Jutsu (Dust Clone Technique)
Requirements: Control=3, Intelligence=2
Description: A simple bunshin jutsu, using dust and small particles of dirt found everywhere but the cleanest of places, the user is able to form a clone. The clone itself cannot attack, but can pose as a good distraction, since once it is hit, the dust and dirt particles burst open, entering the enemy's eyes, mouth and nose. Also, the clone can be dismissed at will. 1 clone for every 2 Reserves can be created.
Stage 2
Ohitsuji Kashira (Ram head)
Control=5, Power=4, Reserves=4
A basic earth protection jutsu where a small, curved wall about the size of the creator is created. It can deflect shuriken and fire jutsu but is weakened by water jutsu. For every 4 Power and 2 Reserves, the wall is 5 feet by 5 feet. This jutsu blocks physical attacks when the attacker's strength and speed are less than or equal to the control and power of the Stone-nin. With a maximun of control + power of 20 for Genin, 40 for Chuunin, and 60 for jounin
Doton Shinjuu Zanshu no Jutsu (Earth Element Inner Decapitation Skill)
Requirements: Intelligence=6, Tactics=5, Control=5
Description: This earth jutsu allows the user to “dive” into the ground and move around in it as if it was water, or even thin air. This ability allows the user to get near an opponent without notice and when below him, pull down the opponent to ground, burying his body and leaving only the head above the ground. This particular jutsu isn’t an attack by itself, but it easily creates and opening for more deadly attacks.
Doton: Rikujou Douyou no jutsu (Earth element: Ground shaking technique)
Requirements: Power=7, Control= 7, Intelligence=6
Description: Using this technique, the user sends chakra into the ground to cause the ground to shake. The spot of the ground to affect can be controlled. The magnitude of shaking is rather minor though, only capable of probably slightly unbalancing the opponent. If done while the opponent is not on firm ground, it may cause him/her to fall. Usually used for distraction as well. For every 4 Power, the range of the attack is a 5 foot diameter.
Doton Jihibiki Kansei no Jutsu (Earth Element Earth Tremor Sense Technique)
Requirements: Intelligence=5, Tactics=4, Willpower=4
Description: By touching the ground, the user can sense tremors or vibrations in the ground. These tremors indicate movement, which the user can sense, although he doesn't know who exactly it is. The range is half a mile.
Duex Ex Machina
Stage 1
Forge Learner
Requirements: Intelligence 2, Control 2
The most basic foundation of the smith’s craft, this technique is the framework that ties this tree together. Essentially, this represents the shinobi’s knowledge of metallurgy in general and his ability to work as a blacksmith with the normal tools and materials that you’d expect to be used in the construction of everything from horseshoes to spears. Also, it represents the fundamental skills of manipulating your chakra through your skin and out into the world as a liquid metal.
This liquid, though cool to the touch, is fully capable of being shaped into any object the user desires. While this includes weapons it must be said the user’s skill at making them from scratch like this is rough and unprofessional at best. This isn’t helped by the user being limited only to the creation of bronze at this stage either – which is inferior to steel even if the quality of craft was the same – but it’s better than nothing. Importantly, once the metal is formed the user cannot affect it anymore and neither can they affect other metals at this stage. It takes two posts to form one item without leave to do much else at this stage (bar perhaps walking and talking).
Apotheosis I
Requirements: Intelligence 3, Reserves 2
Of all who tread the forger’s path there is nary a single one who cannot help but find beauty in metal and art in its construction. There are those though who see, not only beauty, but superiority in the glistening form and seamless function of the gear and the wire and the girder. Indeed, they see a superiority that exceeds that of their human form – a superiority that surpasses the sanctity of their body itself – and one that drives them to improve and better themselves in an effort to become closer to their craft; in an effort to become perfect.
The effects of this technique are rather simple: it represents a fundamental knowledge of the human body and its mechanical equivalents – a basic foundation to cybernetic theory if you will – as well as the first forays into such an art by the shinobi. The first apotheosis grants its buyer an extra 7 weapon points to be spent solely on mechanical implants that the user must create or receive permission to use.
Stage 2
Observation
Requirements: Intelligence 6, Control 5, Willpower 5
A simple technique for the pioneering tinker: this jutsu allows both the creation and the use of several very small, omnidirectional observation devices that provide both live video and live audio feed – as well as a handy recording feature – for the enterprising spy. All it requires is a small modification to one of your eyes (natural or artificial) to allow you to tap into the sensory information provided by these tiny cameras.
You may receive feed from up to four cameras at once – which will shut down the use of one of your eyes – and should you have placed more than four cameras you may cycle between then. A simple utility jutsu when all is said and done.
Stage 3
Forge Smith
Requirements: Intelligence 8, Willpower 8, Tactics 6
A great improvement in both skill and technique, the most noticeable is in the quality of the forgings the user is capable of making on the spot. The quality of the construction is now equivalent to a commercial standard and tool and weapon alike seem to be of a good quality. In addition to this, the user has moved on from bronze and is now capable of forcing liquid steel through their skin for personal use. Creation speed is unchanged at this stage as it is still a very careful process to manage. Reforming or repairing an object though is substantially easier and only takes a single post to execute.
Inventory
Name: Senbon Needles
Cost: 2
Description: Normally shinobi choose between senbon needles and kunai. The diffrence is quite obvious. Senbon needles are small and slender, much like long toothpicks, and take quite alot to wary down the opponent, though they are much harder to see and dodge. Senbon are not seen nearly as often, though, because they require much more skill and knowledge for effective use.
Name: Tanto*
Cost: 2
Description: A relatively short sword, enabling the user swift movement. The tanto is mostly used as a sword for defense, not capable of fencing on long range with a larger sword, and should be handled as such.
Name: Metaru Muchi*
Cost: 5
Description: A chain whip made of titanium which is 50% lighter and 30% stronger than steel. A chain whip is less flexible than a leather whip but it is much harder for the enemy to cut or destroy it.
Name: Armour spikes
Cost: 5 for the arms and 5 for the legs
Description: Armour that also acts as weapons. Pieces of metal plates covers the wearer's lower arms and lower legs. They can eject multiple one inch long spikes that are very helpful when fighting Taijutsu specialists. Enemies who try to block or attack the carrier with Taijutsu can get their limbs cut badly.
Breathing Apparatus
Rating: 2
A simple device that fits over the mouth of the user. It can partially scrub tainted air to provide the user protection from gases and poisons, affording the user a few extra minutes of precious air. Its most important use is specifically for allowing breathing under water. This comes in several styles. The device seems to be a favorite of water specialist Cloud, Rain and Mist nins
Communication Unit
Rating: 1
The basic communications device, the frequencies can be changed at the drop of the dime, but due to its simplicity anyone can tune into the broadcasts. Certain Frequencies have been known to actually be charged with chakra for high security between ANBU units. Attaches to the ear with a small microphone extending towards the mouth.
Name: Gas Grenade
Cost: 3
Description: A bigger, heavier yet more effective gas weapon than the smoke bomb. It is a small metal canister that contains thick black smoke. When the pin is pulled out, it detonates after a few seconds. The smoke coming out from the grenade covers a larger area and lasts longer than the standard smoke bomb.
Name: LED eyes
Cost:3
Descriprion: eye implants that flash brightly to attempt to draw the opponents eyes to the user's eyes, for the use of the genjutsu that need eye contact but the enemy is reluctant
Name: hand tendon implants
Cost:4
Description: tendons in the hands used to speed up hand seal speed and kunai-tossing speed
Biography:durring the academy days, he was in the lower end of his class, very reclusive, defensive, which will explain for his jutsu choices, went to the chuunin exam didn't do too well, but did well enough to become chuunin, just afterwards he ran away because he had a fight with his mother and decided to run away (mario's idea)
Other Info:
Age:15
Sex:male
Height:5'7
Country/village:Stone
Rank:Chuunin
Physical Description: has very short hair, seems like he knows something you don't know
Clothing:stylish glasses, blue denim jeans, black T-shirt, with black tennish shoes, he wears his headband like a bandana over his head (example, mizuki/hayate)
Personality:friendly person that always has really bad jokes or tasteless jokes, but will laugh at anything
Nindo:if you don't do what you love you don't deserve to be doin' it
Clan/Bloodline: None
Archtype:
Genjutsu specialist
Ninjutsu specialist
Statistics:
Mental (primary):
Intelligence-8
Tactics-6
Willpower-9
Chakra (secondary):
Power-8
Control-7
Reserves-4
Physical(tritary):
Strength-3
Speed-4
Stamina-2
JUTSU
Universal Genjutsu
stage 1
Bunshin No Jutsu (Clone Technique)
Requirements: Control 2, Intelligence 2
Description: A jutsu that creates an illusionary clone of the user, in numbers of one or more. The clone disappears after being struck with an attack, and can deal no damage. This jutsu is one of the basics, and required to pass the shinobi academy.
Base Duration: 1 post
stage 2
Magen: Kokuni Arazu No Jutsu (Demonic Illusion: False Surroundings Technique)
Requirements: Control 5, Power 4, Reserves 4
Description: An illusion technique which disguises the surroundings as something else. For instance, you can make a classroom number that actually is room 201 appears as room 301... This will only work on targets no bigger than an adult man.
Base Duration: 2 posts
Universal Ninjutsu
stage 1
Kawarimi No Jutsu (Body Switch Technique)
Type: Ninjutsu
Requirements: Intelligence 3, Reserves 3
Description: A common jutsu - used to quickly replace a body with a close by object. Creates confusing among the opponent(s) - creating a chance to escape, or return with a larger strike. Useful for avoiding attacks, and hiding from potential enemies. Kawarimi may be used twice per battle.
Stage 2
Kinobori no Jutsu (Tree Walking Technique)/Kabenobori no Jutsu (Wall Walking Technique)
*Note: Unable to be taken by Genin at Character Creation
Requirements: Power 6, Control 6, Intelligence 4
Description: By focusing chakra into the feet and keeping it balanced, the user can walk up against vertical objects and cling to its surface.
Stage 3
Suimen Hokou no Gyou (The Art of Water Walking)
Type: Ninjutsu
Requirements: Power 10, Control 10, Willpower 8
Prerequisites: Kinobori no Jutsu
Description: A technique that enables the user to walk on the surface of water by concentrating chakra into the feet. It is also used for training; it allows an individual to learn how to control the release of chakra
Stone genjutsu
stage 1
Itsuwari Doton Bunshin no Jutsu (Fiction Earth Clone Technique)
Tactic=4, Willpower=4
Description: Similar to Doro Bunshin no Jutsu and the original Bunshin no Jutsu, this genjutsu creates false clones that appear to be Doton Bunshin.
Base Duration: 2
Stone Ninjutsu
Stage 1
Doton Tsuchi Gunjikoudou no Jutsu (Earth Military Movement Technique)
Requirement: Intelligence=3, Reserves=3
Description: This jutsu allows the user to enter the ground and "swim" in it for a limited time. The user can "swim" for a duration of one post for every 2 Control.
Doton Bunshin no Jutsu (Earth Element Earth Clone Skill)
Requirements: Power=3, Willpower=2
Description: This jutsu creates one single clone out of the ground. Its defense is incredible, and it's very powerful, but lacks speed. Two hits will destroy the bunshin. The user can create 1 bunshin for ever 3 Power.
Koujin Bunshin no Jutsu (Dust Clone Technique)
Requirements: Control=3, Intelligence=2
Description: A simple bunshin jutsu, using dust and small particles of dirt found everywhere but the cleanest of places, the user is able to form a clone. The clone itself cannot attack, but can pose as a good distraction, since once it is hit, the dust and dirt particles burst open, entering the enemy's eyes, mouth and nose. Also, the clone can be dismissed at will. 1 clone for every 2 Reserves can be created.
Stage 2
Ohitsuji Kashira (Ram head)
Control=5, Power=4, Reserves=4
A basic earth protection jutsu where a small, curved wall about the size of the creator is created. It can deflect shuriken and fire jutsu but is weakened by water jutsu. For every 4 Power and 2 Reserves, the wall is 5 feet by 5 feet. This jutsu blocks physical attacks when the attacker's strength and speed are less than or equal to the control and power of the Stone-nin. With a maximun of control + power of 20 for Genin, 40 for Chuunin, and 60 for jounin
Doton Shinjuu Zanshu no Jutsu (Earth Element Inner Decapitation Skill)
Requirements: Intelligence=6, Tactics=5, Control=5
Description: This earth jutsu allows the user to “dive” into the ground and move around in it as if it was water, or even thin air. This ability allows the user to get near an opponent without notice and when below him, pull down the opponent to ground, burying his body and leaving only the head above the ground. This particular jutsu isn’t an attack by itself, but it easily creates and opening for more deadly attacks.
Doton: Rikujou Douyou no jutsu (Earth element: Ground shaking technique)
Requirements: Power=7, Control= 7, Intelligence=6
Description: Using this technique, the user sends chakra into the ground to cause the ground to shake. The spot of the ground to affect can be controlled. The magnitude of shaking is rather minor though, only capable of probably slightly unbalancing the opponent. If done while the opponent is not on firm ground, it may cause him/her to fall. Usually used for distraction as well. For every 4 Power, the range of the attack is a 5 foot diameter.
Doton Jihibiki Kansei no Jutsu (Earth Element Earth Tremor Sense Technique)
Requirements: Intelligence=5, Tactics=4, Willpower=4
Description: By touching the ground, the user can sense tremors or vibrations in the ground. These tremors indicate movement, which the user can sense, although he doesn't know who exactly it is. The range is half a mile.
Duex Ex Machina
Stage 1
Forge Learner
Requirements: Intelligence 2, Control 2
The most basic foundation of the smith’s craft, this technique is the framework that ties this tree together. Essentially, this represents the shinobi’s knowledge of metallurgy in general and his ability to work as a blacksmith with the normal tools and materials that you’d expect to be used in the construction of everything from horseshoes to spears. Also, it represents the fundamental skills of manipulating your chakra through your skin and out into the world as a liquid metal.
This liquid, though cool to the touch, is fully capable of being shaped into any object the user desires. While this includes weapons it must be said the user’s skill at making them from scratch like this is rough and unprofessional at best. This isn’t helped by the user being limited only to the creation of bronze at this stage either – which is inferior to steel even if the quality of craft was the same – but it’s better than nothing. Importantly, once the metal is formed the user cannot affect it anymore and neither can they affect other metals at this stage. It takes two posts to form one item without leave to do much else at this stage (bar perhaps walking and talking).
Apotheosis I
Requirements: Intelligence 3, Reserves 2
Of all who tread the forger’s path there is nary a single one who cannot help but find beauty in metal and art in its construction. There are those though who see, not only beauty, but superiority in the glistening form and seamless function of the gear and the wire and the girder. Indeed, they see a superiority that exceeds that of their human form – a superiority that surpasses the sanctity of their body itself – and one that drives them to improve and better themselves in an effort to become closer to their craft; in an effort to become perfect.
The effects of this technique are rather simple: it represents a fundamental knowledge of the human body and its mechanical equivalents – a basic foundation to cybernetic theory if you will – as well as the first forays into such an art by the shinobi. The first apotheosis grants its buyer an extra 7 weapon points to be spent solely on mechanical implants that the user must create or receive permission to use.
Stage 2
Observation
Requirements: Intelligence 6, Control 5, Willpower 5
A simple technique for the pioneering tinker: this jutsu allows both the creation and the use of several very small, omnidirectional observation devices that provide both live video and live audio feed – as well as a handy recording feature – for the enterprising spy. All it requires is a small modification to one of your eyes (natural or artificial) to allow you to tap into the sensory information provided by these tiny cameras.
You may receive feed from up to four cameras at once – which will shut down the use of one of your eyes – and should you have placed more than four cameras you may cycle between then. A simple utility jutsu when all is said and done.
Stage 3
Forge Smith
Requirements: Intelligence 8, Willpower 8, Tactics 6
A great improvement in both skill and technique, the most noticeable is in the quality of the forgings the user is capable of making on the spot. The quality of the construction is now equivalent to a commercial standard and tool and weapon alike seem to be of a good quality. In addition to this, the user has moved on from bronze and is now capable of forcing liquid steel through their skin for personal use. Creation speed is unchanged at this stage as it is still a very careful process to manage. Reforming or repairing an object though is substantially easier and only takes a single post to execute.
Inventory
Name: Senbon Needles
Cost: 2
Description: Normally shinobi choose between senbon needles and kunai. The diffrence is quite obvious. Senbon needles are small and slender, much like long toothpicks, and take quite alot to wary down the opponent, though they are much harder to see and dodge. Senbon are not seen nearly as often, though, because they require much more skill and knowledge for effective use.
Name: Tanto*
Cost: 2
Description: A relatively short sword, enabling the user swift movement. The tanto is mostly used as a sword for defense, not capable of fencing on long range with a larger sword, and should be handled as such.
Name: Metaru Muchi*
Cost: 5
Description: A chain whip made of titanium which is 50% lighter and 30% stronger than steel. A chain whip is less flexible than a leather whip but it is much harder for the enemy to cut or destroy it.
Name: Armour spikes
Cost: 5 for the arms and 5 for the legs
Description: Armour that also acts as weapons. Pieces of metal plates covers the wearer's lower arms and lower legs. They can eject multiple one inch long spikes that are very helpful when fighting Taijutsu specialists. Enemies who try to block or attack the carrier with Taijutsu can get their limbs cut badly.
Breathing Apparatus
Rating: 2
A simple device that fits over the mouth of the user. It can partially scrub tainted air to provide the user protection from gases and poisons, affording the user a few extra minutes of precious air. Its most important use is specifically for allowing breathing under water. This comes in several styles. The device seems to be a favorite of water specialist Cloud, Rain and Mist nins
Communication Unit
Rating: 1
The basic communications device, the frequencies can be changed at the drop of the dime, but due to its simplicity anyone can tune into the broadcasts. Certain Frequencies have been known to actually be charged with chakra for high security between ANBU units. Attaches to the ear with a small microphone extending towards the mouth.
Name: Gas Grenade
Cost: 3
Description: A bigger, heavier yet more effective gas weapon than the smoke bomb. It is a small metal canister that contains thick black smoke. When the pin is pulled out, it detonates after a few seconds. The smoke coming out from the grenade covers a larger area and lasts longer than the standard smoke bomb.
Name: LED eyes
Cost:3
Descriprion: eye implants that flash brightly to attempt to draw the opponents eyes to the user's eyes, for the use of the genjutsu that need eye contact but the enemy is reluctant
Name: hand tendon implants
Cost:4
Description: tendons in the hands used to speed up hand seal speed and kunai-tossing speed
Biography:durring the academy days, he was in the lower end of his class, very reclusive, defensive, which will explain for his jutsu choices, went to the chuunin exam didn't do too well, but did well enough to become chuunin, just afterwards he ran away because he had a fight with his mother and decided to run away (mario's idea)
Other Info: