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Naruto brought back to NWN.
If you want this back up PM me on the Forums (Host) Kurama I have a stable host platform now and am willing to have this going again with limited DM activity. It would be purely just for fun, no complaining no BS. Current Public IP 66.114.180.15
RACE:Oriental GENDER: Female BIRTH DATE: October, 13 AGE: 15 HEIGHT: 162.2 cm WEIGHT:46 kg BLOOD-TYPE: B EYES: Pale Lavander HAIR: Very Long, Dark Raven color with purple tint SKIN:Tan, flawless in appearance and softer than normal VOICE: Silky, Playful, and yet Strong when needed. BUILD: Curvaceous, Hourglass form, Chest size above average for her age. OUTFITS: - Favors Revealing garments, though fashionable, when traveling - Favors Regal Kimono and dressing as a Geisha in Customary events. SPECIAL: - TBA CREATION CONCEPT: Several Insiprations for Saiya include: - Japanese Geisha - Karin Uzumaki - NWN - Aardare Character: Juni (Played by Dark-Wings)
Last edited by invisibletruth on Fri Dec 19, 2014 7:33 pm; edited 2 times in total
NAME: Saiya Hakumei Inka ALIAS: SiSi REFERNCE: " The marked one of peace " - Saiya: the sheathed sword, referring to a time of peace - Hakumei: Twilight Princess - Inka: A marked one or to bare a mark RELATIVES: - Will blow your mind SEXUAL ORIENTATION: Bisexual CLASSIFICATION:Genin AFFILIATION: Sunagakure Kunoichi LIKES: - Geisha Training: Maiko Rank - Shopping - Anything relating to her - Cute Boys (Especially Eladar, he is sasuke to my karin) - Hot Girls - Pain / Suffering / Death to Everyone and Anyone DISLIKES: - Goody-two-shoes - Blondes - Ugly People - Poor People - Deebo's Characters GOALS: [X] - Join Academy [X] - Become Genin ??? - Become Chunin ??? - Become Jounin ???Marry Eladar (Secret life Mission) Life Mission - Become a Legendary Geisha BEHAVIOR: - First Impression: Innocent, Sweet, Emotional (All Fake) - Close Friends: Playful, Flirtatious, Caring (Not so Fake) - Enemies / Opponents: Sadistic, Fierce, Manipulative (Her true Self) THEME SONGS:
Last edited by invisibletruth on Sat Dec 20, 2014 9:33 pm; edited 5 times in total
LVL: 15 HP: 68 / 68 Hp (Current Level + 20 + Constitution Mod + Rank Mod + Ability/Clan/Bloodline Extras) CP: 73 / 73 Cp (+ 20 / 40 Temp Cp via Curse seals) (Current Level + 10 + Constitution Mod + Wisdom Mod + Rank Mod + Ability/Clan/Bloodline Extras) CLAN: Inka FOCUS: Fuinjutsu / Iryojutsu JOB: ABILITIES:
RITUALIST [50 Tokens]
Spoiler:
DESCRIPTION:A clan who had long since gained infamy in times past, now scattered and divided and forgotten by almost everyone. They are highly skilled Fuin practitioners, capable of augmenting not only their jutsu but that of their bodies. UNIVERSAL: Gain access to FUINJUTSU GENIN: + 1 Fuin Rolls, Unlock 2 Glyphs CHUNIN: + 2 Fuin Rolls, + 1 Extra Glyph JOUNIN: + 3 Fuin Rolls, + 1 Extra Glyph
[MINDS EYE]
DESCRIPTION:Members of this clan have access to a heightened sense of awareness to chakra, reading the subtle fluctuations. Their capabilities are said to surpass even the greatest of detectors. UNIVERSAL: Concentration + Level Subs Spot (Chakra sensory, up to 3 areas away) RPly: Can tell if someone is lying, colors of their chakra, and chakra levels.
SPIRITUAL SEALING [50 Tokens]
Spoiler:
DESCRIPTION:Members delving into the medical arts gain a wider array of fuinjutsu, that focusing on targeting an individuals chakra pathway system and sealing it away while amplifying their own vitality. UNIVERSAL: Gain access to IRYOJUTSU, + 3 Cp Regen
Fuinjutsu deal Dmg to Cp based on Jutsu rank and is returned to the User - 1 Round Cooldown (Bypasses CP DR) E: 0 D: 1 C: 1d4-1 (Min 1) B: 1d4 A: 1d4+1 S: 2d4
ASCENSION [100 Tokens]
Spoiler:
DESCRIPTION:Members within the clan can augument their jutsu via sealing techniques but also augument their bodies with seals that would endow unnatural capabilities. (These can be wings for flight, aura of flames, etc. etc.) UNIVERSAL: Create 2 Passive Seals, +10 HP / CP GENIN:+1 ATK / DEF Rplls CHUNIN: +2 ATK / DEF Rolls JOUNIN: +3 ATK / DEF Rolls
[JUTSU] (Create 2 E / D / C / B and 1 A / S Rank Fuinjutsu) (Auto Learn up to C-Rank Jutsu, + 5 Rolls Learning / Teaching Fuinjutsu)
CURSE-MARK MASTERY [100 Tokens]
Spoiler:
DESCRIPTION: The user of the Cursemark has learned total Mastery of their Mark, allowing them to enter the partial form at will, as well as suddenly gain the power of suffering far less physical damage with their cursemark itself active, not a natural host, however extremely close, a mastery of the cursemark however takes time and training. UNIVERSAL: Gains Access to 'Partial Form'. First Stage Cursemark is now 5 HP to activate, and 1 hp a Round. Second Stage Cursemark is now 5 Further HP to activate, and 2 HP a round. ACADEMY: +5 Total HP/CP, +0 CP Regen a Round GENIN: +10 Total HP/CP, +1 CP Regen a Round CHUNIN: +15 Total HP/CP, +2 CP Regen a Round JOUNIN: +20 Total HP/CP, +3 CP Regen a Round
PARTIAL FORM: 5 HP to Activate, +1 HP to Maintain (+ 1 CM if going straight to Partial, + 0 CM if going from Stage 1 > Partial) UNIVERSAL: +5 to Attack/Defense Rolls, +8 DR vs HP/CP Dmg, - 3 Cp Costs (Min. 1), Stage 2 Temp CP. XX: All Hp Regen is shut off while active, includes Jutsu based. (CP Regen, still applies)
EARTH CURSE-MARK [100 - 200 Tokens]
Spoiler:
DESCRIPTION:This is one of the strongest of the cursed seals, the other being its counterpart: the Cursed Seal of Heaven. This cursed seal is particularly strong even amongst the other already powerful cursed seal. It consists of three slightly curved lines, which spread in a rip-like pattern.When the second level of the seal is active, the shinobi takes on a dinosaur-like appearance complete with a tail. Several large bones also protrude from his darkened skin. Like all cursed seals, the shinobi receives increased chakra levels and physical capabilities when the seal is active.
STAGE I
COST: 10 HP to Activate, +1 HP to Maintain (1 CM) UNIVERSAL: Grants +20 Temporary CP, +4 to Attack/Defense Rolls, +4 DR vs HP/CP Dmg, and a -2 to CP Costs (Min of 1). (All Bonuses Count Toward the Jutsu Max, not the Passive Max) XX: All Hp / Cp Regen is shut off while active, includes Jutsu based.
COST: Further 10 HP to Activate, +2 HP to Maintain (+ 1 CM from Stage 1 > 2, + 2 CM from Stage 1 > Partial > Stage 2) UNIVERSAL: Grants +40 Temporary CP, +6 to Attack/Defense Rolls, +8 DR vs HP/CP Dmg, and a -4 to CP Costs (Min of 1). (All Bonuses Count Toward the Jutsu Max, not the Passive Max) XX: All Hp / Cp Regen is shut off while active, includes Jutsu based.
EQUIPMENT:
[6] Kunai Knives [2] Explosion Tag [2] Smoke Bombs [2] Ninja Wire [1] Chakra Pills
Learning Mod Chart: - Mod 4 to 9: +5 to Learning Rolls - Mod 10 to 15: +10 to Learning Rolls - Mod 16 to 21: +15 to Learning Rolls - Mod 22 to 25: +20 to Learning Rolls
Learning Roll Bonuses: - Rolling a Natural 15-18: Extra +5 to the Roll - Rolling a Natural 19-20: Extra +10 to the Roll
- HIDEN -
Spoiler:
[GLYPHS]
(Glyphs do not stack with each other, Max. 1 Glyph per Jutsu. Follows Free Action Rules)
GLYPH: MAXIMIZE TYPE: Fuin (Hiden) COST: + 3 Cp to Original Cost PvP: Apply to a Jutsu; Add 1/10th Concentration (Max. 10 - Base Concentration Only) to a Dmg / Heal roll.
GLYPH: EMPOWER TYPE: Fuin (Hiden) COST: + 3 Cp to Original Cost PvP: Apply to a Jutsu; + 2 to a Jutsu's Effect (Duration or bonuses or w/e etc.) Note: Cannot be applied to DoT, but can extend the round DoT is applied. Must select a single effect type.
GLYPH: EXTEND TYPE: Fuin (Hiden) COST: + 3 Cp to Original Cost PvP: Apply to a Jutsu; Have up to + 2 Extra targets. (Can not apply to single target jutsu.)
GLYPH: STILL TYPE: Fuin (Hiden) COST: + 3 Cp to Original Cost PvP: Apply to a Jutsu; This technique suffers no penalty and bypasses Physical stun with a -2 to ATK Roll. Can also be used to break Stun's. (May not use another Glyph during the round, if this is used to break a stun)
GLYPH: QUICKEN TYPE: Fuin (Hiden) COST: + 3 Cp to Original Cost PvP: Apply to a Jutsu; Reroll if it fails at no extra cost (Cannot crit) lose next turn.
- E RANK -
(Auto)
Spoiler:
ACADEMY: WALL/TREE WALKING(12/18/14, Transfer) COST: 1 Cp PvP: None, may walk on solid surfaces
ACADEMY: WATER WALKING(12/18/14, Transfer) COST: 1 Cp PvP: None, may walk on liquid surfaces
ACADEMY: ROPE ESCAPE(12/18/14, Transfer) COST: 2 Cp PvP: Resist: WIS Vs Physical Stun DC
ACADEMY: CLONE TECHNIQUE(12/18/14, Transfer) COST: 4 Cp / + 2 Cp Maintenance PvP: So long as Bunshin is maintained, attacker must roll 1d6: 1-3 Bunshin is attacked / 4-6 the real target is attacked.
ACADEMY: CLOAK OF INVISIBILITY(12/18/14, Transfer) COST: 1 Cp / + 1 Cp Maintenance PvP: + 5 Hide Skill Roll
ACADEMY: HENGE TECHNIQUE(12/18/14, Transfer) COST: 2 Cp / + 1 Cp Maintenance PvP: + 5 Hide Skill Roll (Disguise), Doesnt stack with other hide bonuses unless stated its for Disguise.
ACADEMY: SUBSTITUTION(12/18/14, Transfer) COST: 3 Cp PvP: WIS based Dodge
ACADEMY: KAI(12/18/14, Transfer) COST: 2 Cp PvP: Resist: WIS Vs Genjutsu / Mental Stun DC
MEDICAL: DRESS WOUND(12/18/14, Transfer) COST: 2 Cp PvP: Heal target for 1d4 Hp
MEDICAL: STERILIZE INJURY(12/18/14, Transfer) COST: 2 Cp PvP: Heal target for 1d4 Hp / round for 2 Rounds
ILLUSION: FALLING LEAVES(12/18/14, Transfer) COST: 2 Cp PvP: 1 Round Stun or until hit.
ILLUSION: HEAT WAVES(12/18/14, Transfer) COST: 2 Cp PvP: 1 Round Stun or until hit.
ILLUSION: FOG(12/18/14, Transfer) COST: 2 Cp PvP: 1 Round Stun or until hit.
ILLUSION: ELECTRICAL WAVES(12/18/14, Transfer) COST: 2 Cp PvP: 1 Round Stun or until hit.
- D RANK - (GENIN: 2 Cp per Attempt) Gate 1: 125 Gate 2: 175
Spoiler:
MEDICAL: CONTROL BLEEDING(12/18/14, Transfer) COST: 3 Cp PvP: Heal target for 1/10th Heal Skill Roll (Max. 10) NOTE: Uses 2 turns to fully control the bleeding.
MEDICAL: REMOVE POISON(12/18/14, Transfer) COST: 3 Cp PvP: Cures Poison, costs + 2 Cp per rank above E.
MEDICAL: MYSTICAL PALM(12/18/14, Transfer) COST: 5 Cp PvP: Two functions: A) Heal target for 1d4+1 Hp per Round for 1d4-1 Rounds (Min. 1) B) Hit a Target (via DEX / STR), - 3 Atk & Def rolls for 1d4+1 Rounds.
MEDICAL: HEALING MINOR(12/18/14, Transfer) COST: 3 Cp PvP: Healing a target for 1d10 Hp.
ILLUSION: SWIRLING SAND(12/18/14, Transfer) COST: 3 Cp PvP: 1d4 Round Stun or until hit.
ILLUSION: FAST BURST HAPPINESS(12/18/14, Transfer) COST: 3 Cp PvP: 1d4 Round Cannot perform Atks (Can Def normally) or until hit.
ILLUSION: LOVE OF TEARS(12/18/14, Transfer) COST: 3 Cp PvP: 1d4/2 Round Stun or until hit. (May use CHA to resist)
ILLUSION: GRAPPLING VINES(12/18/14, Transfer) COST: 3 Cp PvP: 1d4 Round Stun or until hit.
ILLUSION: VORTEX(12/18/14, Transfer) COST: 3 Cp PvP: 1d4 Round Stun or until hit.
ILLUSION: CLOUDY DAZE(12/18/14, Transfer) COST: 3 Cp PvP: 1d4 Round Stun or until hit.
ILLUSION: POD(12/18/14, Transfer) COST: 3 Cp PvP: 1 Cp Drain per round + Stun for 1d4 Rounds or until hit
BODY: CLONE COUNTER KICK(12/18/14, Transfer) COST: 2 Cp + Bunshin PvP: Counter Bunshin / Kage-Bunshin: 1 Dmg to destroy it.
- C RANK - (GENIN: 3 Cp per Attempt) Gate 1: 150 Gate 2: 200
Spoiler:
MEDICAL: ANGEL'S TOUCH(12/18/14, Transfer) COST: 5 Cp PvP: Healing a target for 2d6 Hp or Heal 2 Targets for 1d6 Hp
MEDICAL: HEALING LIGHT(12/18/14, Transfer) COST: 5 Cp PvP: Heal a target for 3d4 Hp
MEDICAL: PRECISION ANATOMY STRIKE(12/18/14, Transfer) COST: 5 Cp PvP: Hit a target, 3d4 Dmg (via DEX / STR) NOTE: Via Sneak Attack gain + 1d6 Dmg
MEDICAL: HERBAL EXTRACT MIX(12/18/14, Transfer) COST: 5 Cp + 1 Senbon PvP: 2 Functions: A) Heal a target for 3d4+1/10th Heal Skill (Max. 18 Hp) B) Hit a target, 1d6 Dmg per Round for 1d4-1 (Min. 1) Rounds.
MEDICAL: DEEPENING WOUND(12/18/14, Transfer) COST: 5 Cp PvP: (Requires an Injured target) 1d6 Dmg per Round for 1d4 Rounds.
ILLUSION: MIST SERVANT(12/23/14, Witness: Little Girl / DM Greedyshadow) COST: 5 Cp PvP: 1d4 Round Stun or until hit, for duration may use 1 kunai / shuriken on target without breaking stun.
MEDICAL: CHAKRA SCALPEL(12/18/14, Transfer) COST: 8 Cp PvP: Two Functions: A) Rank Dmg + Target body part for 1d6 Rounds: (Roll Penalty lasts 1d6+2 Rounds) Target Arms (L / R) - 2 STR Rolls (Stackable twice) Target Legs (L / R) - 2 DEX Rolls (Stackable twice) Target Wrists (L / R) - 2 WIS Rolls (Stackable twice) B) (Non-Combat) Heal a target's Cp for 4d8
MEDICAL: DEAD SOUL(12/18/14, Transfer) COST: 8 Cp PvP: (Requires a Corpse) For 1d4 Rounds summon a Corpse (Has all mods / bonuses user has, Unlimited Hp, Atks via highest mod.
MEDICAL: BONE MENDING(12/18/14, Transfer) COST: 8 Cp PvP: Heal a target for 3d8 Hp (Mends Bones)
- A RANK - (Sealed Atm!)
Spoiler:
MEDICAL: BALANCE DISRUPTION(12/18/14, Transfer) COST: 13 Cp PvP: Hit a target (via DEX / STR), Target cannot attack for 1d4+2 Rounds (Can defend at - 4 Rolls)
MEDICAL: DUAL CHAKRA SCALPEL(12/18/14, Transfer) COST: 13 Cp, + 3 Cp / Maintenance PvP: (Cannot be used in PvP) Two Functions: A) Greater effect of Chakra Scalpel, for efficient Surgery (RP Only) B) Heal the target for Heal Skill + 5 (Max. 20) x 2 and Cp for Heal Skill (Max. 15) x 2.
- S RANK -
Last edited by invisibletruth on Tue Dec 23, 2014 9:11 pm; edited 10 times in total