- Academy:
- Genin:
- Chunin:
Name: Aburame, Ana
Clan: Aburame
Rank: Chunin
Tech Focus: Nin
Element: None
Job: Chakra Detection Personel
Age: 14
Senses: Chakra Sense; Listen: 51, Spot: 51
Languages: Common
Genin Squad:- Three:
Chunin Squad:- Tiger:
Health Points/Max: 106/106
Chakra Points/Max: 64/64
Swarm Points/Max: 2/30
Immunities: +2 Wind
Physical and Chakra Resist: +3/+4 General/Fire DR
Weakness: -2 Fire
Melee: Unarmed +0 (1d4/x2) or Kunai +0 (1d8/x2)
Range: Basic Attack +4 (1d8+2d6/x2) or Kunai +0 (1d6/x2) or Shuriken +0 (1d6/x2)
Tech Attack: +0 Tai, +0 Ken, +4 Nin, +0 Gen
Attack Options: Basic Attack
Special Actions: Drain Essence
Combat Gear: Tool Bag
Tech Rank/Number known: E/12, D/7, C/3, B/1, A/2, S/0
Abilities: Str 22, Dex 26, Con 32, Int 22, Wis 46, Cha 22
Special Qualities: Kikaichu Host, Hive Bodies, Advanced Breed, Hive mother
Skills: Concentration +52, Heal +46, Hide +41, Lore +34, Move Silently +41, Set Traps +39
Possessions: - Tool Bag:
Tool Own/Max
- Explosive Tags: 1/2
DF: An Explosive Tag can explode if activated by chakra. You can use the explosive tag with DEX (Sticking it to the Oppnent) or WIS / INT (Drop it as a Trap, use with Jutsu) Every tag does 2d10 damage, Unblockable.
- Kunai: 3/10
DF: Kunai knives take a DEX / STR roll to connect, and do Damage depending on your characters experience with them. You may throw multiple kunai to a maximum of 5. If you throw Multiple then it becomes that many attack rolls, but each Kunai thrown past 1 makes a -1. So if you attack with 3, and roll a 25 attack, the first Kunai attack is 25, second is 24, and third is 23. The opponent then Defends with one roll vs all Three kunai. Throwing with STR adds STR bonus, but you may not throw multiple Kunai. Note: The final Damage on multiple kunai is Qualified as One Hit vs DR. So if your Opponent has 6 DR, it isnt 6 DR vs Each Kunai that hits, its all three Kunai Dmg added together vs the 6 DR.
- Shuriken: 3/10
DF: Same rules that apply to Kunai apply to Shuriken.
- Smoke Bombs: 0/2
DF: Smoke bombs can be used for two things. It can let your shinobi hide, or it can cover the enemy so they cant see. Smoke bombs used to hide a shinobis presence gives the shinobi a +5 to hide and enables him to Hide. (Even if he already has hidden himself once before) Smoke bombs thrown at opponents uses DEX to hit and if connected gives the opponent -1 to rolls for 1d4 rounds.
- Military Ration Pills: 2/2
DF: Military Ration pills restore chakra. Eating a pill takes 1 round. Afterward, each round you recover recover 2d4 CP for 1d4+2 rounds. Note: Miltary ration pills are capped at two.
- Windmill Shuriken: 0/2
DF: The windmill shuriken takes a DEX roll to connect. It does Normal Rank Damage + 1d10. It can be dodged and blocked normally.
- Poison Smoke Bomb: 0/2
DF: This is a simple poison smoke bomb. You throw it at your opponent using DEX. They can dodge or block normally. If it hits it does not damage that round. However, after that, on your turn, it does 1d4+1 Damage a round bypassing DR for 2 rounds.
- Caltrops: 0/2
DF: Scattering caltrops takes 1 turn. It’s a DEX / WIS / INT roll v.s your opponents defensive roll. If you succeed, they take -1 to their Str/Dex Rolls, and 1d4+1 Damage for 1d6 rounds. (See Set Trap skill below)
- Senbon: 0/10
DF: Senbon are acupuncture needles. Throwing them takes a dex roll. If they connect, they cause 1d4+1 damage bypassing DR, if the Natural Attack roll is 15-20, then The target is physically stunned for one round or until hit.
- Ninja Wire: 1/2
DF: Ninja wire are used by using DEX / WIS / INT roll vs opponents roll. If hit the target is Physically stunned for one round or until Hit.
Tool Combos
- Kunai + Explosive Tag
DF: By using a kunai and a explosive tag, binding them together. A shinobi can throw it at a opponent, making it stab into their body and then explode. Does Kunai Rank Damage + 1d10 (uses up 1 kuna and 1 explosive tag), +3 Vs Block.
- Kunai + Ninja Wire
DF: By attaching ninja wire to a Kunai or a Shuriken the shinobi can roll a DEX roll -2 to capture and damage the opponent. Does Shuriken / Kunai Rank Damge and Physically stuns for one round or until Hit. (Uses up 1 wire and 1 Kunai or Shuriken)
- Bottle of Bugs:
RP: A small clay bottle. Stamped with the Aburame crest. Contains dozens of hungry destruction beetles. As they are readied to unleash the end of days upon anything they cross.
DF: +1 Swarm Points at the start of the battle
Known Techs- Chakra Control:
Body
- {CP: 1} {Nin: Vertical Scaling} {PVP: RP effect} {Kichida, Kotoyo}
- {CP: 1} {Nin: Water Walking} {PVP: RP effect} {Auto/DM Sasori}
- {CP: 5} {Nin: Chakra Concentration: Legs} {PVP: +1d4 to DEX rolls for 1d4 rounds} {Kenko, Mitsuko}
- {CP: 5} {Nin: Chakra Concentration: Core} {PVP: +1d4 to WIS rolls for 1d4 rounds} {Nara, Ashira/DM Sasori}
Spirit
- {CP: 2} {Nin: Release} {PVP: This jutsu is used without hand seals. It is the simple concentration of chakra to rippple around the body in effort to release yourself from genjutsu and other "stuns". WIS is rolled vs the attacker's initial Roll.} {Auto/DM Sasori}
- Fuin:
- Gen:
- {CP: 1(+1 Maintain)} {Gen: Cloak of Invisibility} {PVP: +5 Hide} {Auto/DM Sasori}
- {CP: 1} {Gen: Falling Leaves} {PVP: Stunned for 1 Round, or Until Hit.} {Kumo Jounin(Female)/Hinata}
- Nin:
Clan
- {CP/SP: 0/0} {Nin: Hivemind} {PVP: RP effect} {Creation}
- {CP/SP: 1/0} {Nin: Bug Bite} {PVP: 1d4 Dmg} {Aburame, Ivanahumpalot/GreedyShadow}
- {CP/SP: 1/1} {Nin: Bug Shield} {PVP: Block, can be used to DEF another as a free action once per round.} {DM Sasori, Tech exchange}
- {CP/SP: 1/1} {Nin: Bug Replacement} {PVP: Substitution, If it fails User gains 1 DR} {Aburame, Shino/DM Sasori}
- {CP/SP: 1/2} {Nin: Bug Gathering} {PVP: Grants a +1d4-1 (Min 1) to Clan Jutsu, and +1d4 to Clan Jutsu Damage, for 1d4+1 Rounds.} {Technique scroll}
- {CP/SP: 4/2} {Nin: Bug Eruption} {PVP: Attacks One Target for 3d6+1d4 HP or CP damage, or Attack up too Three Targets for 2d6+2 HP or CP damage. This jutsu restores a maximum of 6 CP.} {Technique Scroll/DM Konohamaru}
- {CP/SP: 6/3} {Nin: Bug Swarm Genesis} {PVP: The next Clan Jutsu Used Gains a +3 to the Attack Roll and +2d8 to its Damage Roll, Duration until a Clan Jutsu Attack is Made (Can be used as a free action). Only Usable Once per Fight.} {Technique Scroll/DM Konohamaru}
- {CP/SP: 6/4} {Nin: Bug Vortex} {PVP: Attacks One Target for 3d8+1d4 HP or CP damage, or Attack Three Tagets for 2d8+2 HP or CP damage. This jutsu restores a maximum of 10 CP.} {Technique scroll/DM Konohamaru}
General
- {CP: 2} {Nin: Bind Break} {PVP: WIS is rolled vs the attacker's initial Roll. In the event of Set trap skill being used in combat the user must roll the appropriate skill other wise Break DC is decided by active DM} {Yagami, Shun}
- {CP: 2(+1 Maintain)} {Nin: Transformation} {PVP: +5 Hide (Disguise)} {Auto/DM Sasori}
- {CP: 3} {Nin: Substitution} {PVP: Wisdom based Dodge} {Meshi, Tsurugi}
- {CP: 4(+2 Maintain} {Nin: Clone} {PVP: As long as the bunshin is maintained when being attacked the attacker must roll 1d6. On a 1-3 the bunshin is attacked, on a 4-6 the real target is attacked.} {Auto/DM Sasori}
- {CP: 3} {Nin: Chakra Burst} {PVP: 1d6 Dmg, Victim suffer -5 Listen for 1d4 turns} {Kichida, Suzumi}
- {CP: 3} {Nin: Chakra Concentration} {PVP: -1d4+1 CP used on Jutsu for 1d4 rounds} {Kenko, Mitsuko}
Earth
- {CP: 2} {Nin: Mud Slab} {PVP: -1 to Target for their next roll} {Jikodo, Haruko}
Water
- {CP: 2} {Nin: Water Gun} {PVP: 1d4 Dmg} {Kag'ame, Etsuko}
Fire
- {CP: 2} {Nin: Blazing Red Cannon} {PVP: 1d4 Dmg} {Kichida, Aoioki}
- {CP: 3} {Nin: Blazing Shuriken} {PVP: 2d4 Dmg} {Kag'ame, Etsuko}
Wind
- {CP: 2} {Nin: Minor Gust} {PVP: 1d4 Dmg} {Shirayuki, Misaki}
- {CP: 3 + 3 per additional kunai or shuriken thrown} {Nin: Flying Kunai} {PVP: Normal damage and penalties for multiple weapons except the attack roll is made with Wisdom} {Scroll/Kichida, Kotoyo}
Lightning
- {CP: 1} {Nin: Static Electricity} {PVP: 1d4 Dmg} {Kichida, Takeo}
- {CP: 2} {Nin: Simple Shock} {PVP: 1 round stun, or until hit} {Kichida, Takeo}
- {CP: 3} {Nin: Stun Gun} {PVP: The target is stunned for 1d4 Rounds by the electric volt. If hit, the stun ends} {Kichida, Takeo}
Dark
Light
- {CP: 2} {Nin: Light Globe} {PVP: 1d4+1 Dmg} {Kichida, Suzumi}
Medical
- Tai:
Enhancement
Mobility
stance
- {CP: 3} {Ken: Preparing Stance} {PVP: PvP Effect: -5 Chakra Cost for the Next Round (Must be a Kenjutsu move)} {Kumo Jounin(Female)/Hinata}
strike
- {CP: 1} {Ken: Chakra Strike} {PVP: Rank Weapon Damage +1 damage} {Kumo Jounin(Female)/Hinata}
- {CP: 1} {Tai: Chakra Lace} {PVP: Rank Damage +1 damage} {Kumo Jounin(Female)/Hinata}
Kikaichu Host: The kikaichu, or parasitic insect. Also commonly known as ‘parasitic destruction bug’ are the insects the Aburame clan raise. From the beginning, the clan offers its new born children to these insects to inhabit and take the role of their nest. They breed in their bodies and feed off their charkra. In turn, the clan is then offered the commanding of the kikaichu which forms their unique style of fighting. These bugs are known to eat away at life sources or chakra as well as dealing with poisons.
Universal: Does not gain Rank CP Bonus, +2 VS Wind Jutsu with Bug Techniques, -2 VS Fire Jutsu with Bug Techniques, Aburame may use Kikaichu to make basic attack's against targets (Uses turn). 1 SP) Basic attacks are rolled with WIS and deal Small Weapon Damage (Not Dual wield - Applies Damage bonus from Aburame Clan Only)
Chunin: +2 to WIS Rolls, +1d6 Damage to Clan Jutsu
Note: Some Aburame techniques can target either HP or CP. ANY damage bonus gained from Abilities / Jutsu referring to damage, does NOT apply to CP damage. only HP Damage. Basic attacks MAY Damage CP (But Cannot damage HP if this is chosen), but only do 1/2 of the damage rolled. (ONLY the Bonus Damage from Aburame included)
Hive Bodies: The Aburame holds a unique symbiotic relationship with their parasitic allies. By allowing the Kikaichu to use their bodies as a permanent nesting place and similarly allowing the Kikaichu to feed off of their own personal chakra reserves, the Kiakichu give the Aburame complete control over their lives, and also extend their ability to control bugs by utilizing Kikaichu to collect crowds of insects. Because the Aburame exists as the home of the Kikaichu, they ensure that the Aburame is as safe from harm as they can allow.
Universal: Swarm Point - SP is a separate pool and is equal to 1/2 Level + WIS mod that Bug Techniques can be used with instead of CP. 1 SP = 2 CP. May use SP and CP to pay for a jutsu (E.G 2 SP and 1 CP to use a 5 CP jutsu). SP cannot be targeted by CP Damage. If user reaches 0 CP, However, they are still Defeated. SP starts at 0 for every fight.
Chunin: Generate 2 SP/round, SP Pool starts at 1
Note: “Overpaying” with SP for an appropriate CP cost (I.e, paying 2 SP for a 5 CP jutsu) does not restore any chakra to the user. Any excess chakra is lost.
Advanced Breed: Some members of the aburame clan have what are known as The advanced kikaichu, by rapidly breeding the insects they are able to become far greater and more adaptable for combat itself. Protecting their post with more effectiveness as well as even gathering the chakra that they release to cause even more damage then would usually be formed, enhancing their hosts body to new levels for combat.
Universal: +2 HP Regen
Chunin: +2 DR vs HP/CP Dmg, +10 Total HP
Hive Mother: Though slightly larger than the average Destruction beetle. The hive mother releases a chemical pheromones which attracts nearby potential mates.
Universal: 3 CP to Activate +2 CP to Maintain; Self-Buff, Concentration + WIS mod Subs Spot & Listen checks.
Chunin: Chakra Sensory, can track + 1 Area away
Drain Essence: Aburame, signature weapon, the destruction beetle are renown for their ability to drain life and energy from what ever they feed from. Using this ability, certain properties can be cultivated and used to better the breed and the family as a whole.
Universal: 1 SP) Aburame basic attack. User has no Natural Chakra Affinity, but gains a temporary [Basic] Element from the target. Target chooses element taken and cannot repeat choice if attacked multiple times. Effect lasting 1d4+1 turns.
Chunin: +2 SP) Learns/Uses up to C rank
NOTE: Via Temp Element, May learn Jutsu of that affinity normally. But use is disabled without the Element.
NOTE: Each successful attack applies to new element [Max 3 elements], each new application resets duration
- Eye Color:
Normal | Light | Dark | Earth | Water | Fire | Wind | Lightning |
Amethyst | Celestial Silver | Obsidian | Hazel | Sapphire | Scarlet | Emerald | Gold |
| | | | | | | |
Essence Fusion: After hard study and experimentation. Ana has unlocked the ability to use an enemy's techniques for her own use through the use of her insects and her enemy's life force. Strengthing her and her allies with new abilities to even the battlefield.
Universal: Requires 'Drain Essence' active, Gains target's ACN during Drain Essence duration
Universal: Universal: May learn/use ACN technique of appropriate rank
NOTE: Must have owner's permission to learn/use techniques
Perfected Host: Ana has spent countless hours perfecting her control over the Kikaichu and thus creating a bond with them that only she can understand. The bugs are so close to Ana, that they are literally able to act as if they understand every thought Ana is going to have, before she has it. Thus creating, what is to be considered, The Perfect Kikaichu Host.
Universal: +2 WIS Rolls, Additional 1 SP Regen Per Round
Chunin: +15 HP, +1d6 Damage with Kikaichu Attacks, -2 CP / 1 SP on Clan Jutsu
Kikaichu Katon No Hogo: Spending months under the constant flames and continual feeding on the burning essence of fire energy. The Aburame have gained a new level of understanding and evolution.
Universal: Ana gains +2 to Fire Jutsu / Users with her Kikaichu (Aburame Negatives no longer apply)
Chunin: +4 DR vs. Fire DMG, +10 Total HP
NOTE: DR Includes DoT if it is burn damage
Character Melt=645 (Kurama)
- Aburame Clan=-50 (Kurama)
- Aburame Clan, Revise=-50 (Sasori)
- Aburame Clan, Advance=-50 (Kurama)
Specialization, Ninjutsu=-100 (Kurama)[Refund]
- Hive mother, Kikaichu Katon No Hogo, Drain Essence, Bottle of Bugs=-100 (Sasori)
- Perfected Host=-100 Refund (Sasori)
- Essence Fusion=-50 (Sasori)
- Chakra Pill x2=-20 (Sai)
- +11 Wisdom Stat=-155 (Konohamaru)