Hair Colour - Light Brown Hair length - Short Eye Colour - Skin Colour - Tanned Body Shape - Toned and muscled even for his age Tattoo's - Red "Eye" tattooed on his forhead over the location of the "third eye".
Likes - Unknown, he never seems to take joy in anything. At least never seems too show so outwardly. Dislikes - Much like his likes his dislikes are as equally unknown. Though it is common knowledge around Kumogakure that Saito broke the arm and leg of a boy who was hurting a female classmate. This is the only time that Saito has been recorded to act outwardly without instruction. Parents - Orhpaned, raised by his Uncle, Yamagato Shindou Siblings - None
Last edited by FoRgE_ on Sun Oct 21, 2012 8:51 pm; edited 8 times in total
FoRgE_
Posts : 9 Join date : 2012-09-09
Subject: Jutsu Sun Sep 09, 2012 6:32 pm
Known Jutsu
Academy jutsu:
Wall/Tree Walking Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: The user covers their feet with at thin layer of chakra, which acts as a stick substance to allow them to walk up solid surfaces PVP Effect: Rolepaly Jutsu Only. Teaching/Learning: Gate System - E Rank
Water Walking Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: The user covers their feet with a thin layer of chakra, which acts as a solid surface to allow them to walk on water PVP Effect: Rolepaly Jutsu Only. Teaching/Learning: Gate System - E Rank
Rope Escape Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: This jutsu is a simple technique, which can be several different ways. It's taught to all Academy students on how to break out of anything that is keeping them tied up PVP Effect: 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 ninja wire and other such bindings. 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. Teaching/Learning: Gate System - E Rank
Cloak of Invisibility Technique Jutsu Type: Genjutsu Rank: E Chakra Cost: 1 (+1 per round maintained) RP Description: A basic technique all Academy Students learn. Taking a simple piece of fabric, they can channel; a small amount of chakra into the fabric and change the fibers to the same as their surroundings PVP Effect: +5 Hide Roll Teaching/Learning: Gate System - E Rank
Clone Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 4 + 2 per round maintained RP Description: The ability to create a basic clone of themselves. Unlike other types of clones, these clones are not solid clones, so they cannot do any damage or attack the Enemy PvP Effect: 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. Teaching/Learning: Gate System - E Rank
Henge Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 +1 per round it remains active RP Description: This jutsu is a simple one, that changes the users body into one of which they choose PVP Effect: +5 Hide (Disguise) Special Note: Must learn before becoming Genin (Rolled with WIS) Special Note: Doesnt Stack with any Hide bonuses that are not specifically noted for disguising. Teaching/Learning: Gate System - E Rank
Substitution Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 3 RP Description: A simple technique all Shinobi need to learn. It is simple replacing their body with a nearby object in place of an incoming attack PVP Effect: Wisdom based Dodge Teaching/Learning: Gate System - E Rank
Kai Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: This jutsu is a simple two handed seal and then you focus your chakra to try and break off a genjutsu. This can also be used to harmlessly break a genjutsu's effect off another target. PVP Effect: 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. Teaching/Learning: Gate System - E Rank
Taijutsu:
Chakra Focused Punch Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user layers their fist with strengthened chakra, in order to increase their punching power PVP Effect: Rank Damage + 1d4 Special Note: Teaching/Learning: Gate System – D Rank
Swift Kick Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user layers their shin with sharpened chakra, in order to increase both kicking power, allowing it to pierce some defenses. PVP Effect: Rank Damage + Pierces 1 DR Special Note: Teaching/Learning: Gate System – D Rank
Leaf Rising Wind Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user focuses enough chakra into their kick, that when they kick the opponents jaw they go flying into the air. PVP Effect: Rank Damage + 1d4/2 (Min. 1) + One Round Stun Special Note: Due to the difficulty of learning this technique, It is learned as B rank rather than C rank. Teaching/Learning: Gate System – B Rank
Raiton (Lightning):
Raiton: Static Electricity Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: With a few basic hand signs the user is able to channel a thin jolt of electricity into an opponent, this can be done ranged or by touch PVP Effect: 1d4 Damage Special Note: Hijutsu offered to all lightning element academy students of every village
Raiton: Simple Shock Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: With a few basic hand signs the user is able to channel a small shock that leaves their opponent vulnerable PVP Effect: 1 round stun, or until hit Special Note: Hijutsu offered to all lightning element academy students of every village
Kenjutsu:
Chakra Dageki (Chakra Strike) Jutsu Type: Kenjutsu RP Description: By channeling a small amount of chakra into their weapon the user is able to hit more effectively. CP Cost: 1 PVP: +1 damage Note: This is required in order to learn other Kenjutsu Teaching/Learning: Gate System – E Rank
Genjutsu:
Electrical Waves Rank: E Chakra Cost: 2 RP Description: The user completes a few hand-seals, creating the illusion of lightning zapping the opponent, stunning them briefly. PVP: Stunned for 1 Round, or Until Hit Teaching/Learning: Gate System - E Rank
Last edited by FoRgE_ on Sun Sep 09, 2012 8:03 pm; edited 1 time in total
FoRgE_
Posts : 9 Join date : 2012-09-09
Subject: Re: Saito Shindou Sun Sep 09, 2012 6:59 pm
Special Abilities
Taijutsu Specialist
Someone who has poured all their time, energy, effort and power into training their Taijutsu to perfect as it can get, making them masters of physical attacks.
Universal: Taijutsu attacks pierce 1 DR, As well, Gaining a +10 to Learning Rolls for Taijutsu, and all those that they Teach Taijutsu gains a +6 to their Learning Rolls
Academy Student: +0 to Dexterity/Strength/Constitution Rolls, +0 DR vs. HP Dmg, +5 HP, +1 to Taijutsu Damage Rolls. Genin: +1 to Dexterity/Strength/Constitution Rolls, +1 DR vs. HP Dmg, +10 HP, +1d4 to Taijutsu Damage Rolls. Chunin: +2 to Dexterity/Strength/Constitution Rolls, +2 DR vs. HP Dmg, +15 HP, +1d6 to Taijutsu Damage Rolls. Jounin: +3 to Dexterity/Strength/Constitution Rolls, +3 DR vs. HP Dmg, +20 HP, +1d8 to Taijutsu Damage Rolls.
Shindou Way This Clan has practiced in the art of Burst Taijutsu, the clan’s well known throughout the world as taijutsuists, they practice in expanding their chakra at the very point of impact, much like regular taijutsu. But instead of Gathering chakra to strengthen their body, they engulf their hands and feet in it.
Impacting Strikes The Masters of this art form caused Bursts of charka when attacking with Taijutsu, the buildup of chakra stays along the point of impact and is released as an small scale explosion that gains strength as the user becomes more precise and skilled in this Deadly art., thus hitting targets close together. When taking the time to charge this attack does not become larger it become more dense and creates a hard hit.
Universal: All Taijutsu Attacks Dealing Mele Aoe Damage, ( any Stun or Damage per round attacks only effect primary target) Academy Student: +0 Dex (or) Str Rolls (2 Mele AoE Targets) Genin: +1 Dex (or) Str Rolls (2 Mele AoE Targets) Chunin: +2 Dex (or) Str Rolls (3 Mele AoE Targets) Jounin: +3 Dex (or) Str Rolls (4 Mele AoE Targets)
(Example - User uses Leaf Rising Wind (an taijutsu with a Stun) opponent one gets hit by the kick and is sent up stunning just the Primary target and dealing Rank damage + 1d4/2, the target two is blasted sideways and is sent for a fall and is hit for only Rank damage (if they fail Evade/ block rolls) ______________________________________________________________
Clan Techniques
Condense Jutsu Type: Taijtusu / Supplementary Rank: Rankless Chakra: 2 RP Description: as the user Starts to Take stance of the next attack the user’s hands and/or feet start to Glow Brighter and The charka condenses to a thick and heavy state. The Glow becomes very thick only along their hands and/or feet quickly building up to the next attack and this makes next strike use twice the amount of chakra normally used. PvP Effect this Technique takes the entire turn to use and cannot be used twice in a row to double charge. The next attack requires double The cost of the orginal jutsu ( 3cp for D Rank =6 Chaka with condense) Academy Student: +1 damage Genin: +1d4 damage Chunin: +1d6 damage Jounin: +1d8 damage Teaching/Learning: Gained upon creation
Chakra Strength (50 Tokens - Enhanced Clan) This strength is made by the constant practice of shifting all of your chakra out of the body and then draw it back in making the flow of your charka Strengthen, with A great amount of practice and great devotion.
Universal: +2 CP Regen Academy Student: +10 Total CP, -0 CP Costs (Min 1) Genin: +15 Total CP, -0 CP Costs (Min 1) Chunin: +20 Total CP, -0 CP Costs (Min 1) Jounin: +30 Total CP, -1 CP Costs (Min 1)
The Eight Celestial Gates 25 Tokens per Gate [You must be registered and logged in to see this image.]
History and Information The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
The state of having all Eight Gates open is known as "Eight Gates Released Formation". Any shinobi who activates this state will temporarily gain powers greater than a Kage, but they will die because of the damage done to their body. Due to the immense amount of chakra flooding the body all at once, drastic changes can occur upon the user's body. The most common of these changes are the darkening of the skin, eruption of veins around the temples, and the eyes turning completely white, though this is not always the case. The recipient's voice also becomes deeper for the duration of the release.
Gate Maximums Academy Student: 1-3 Genin: 1-4 Advanced Genin: 1-5 Chunin: 1-6 Special Jounin: 1-7 Jounin: 1-8
Gates 1, 2, 3, 4, 5 and 6 stack to the passive cap of +6 to rolls. Gates 7 and 8 count to the Jutsu cap to rolls. ______________________________________________________________
Gate One: The Gate of Opening The Gate of Opening (開門, Kaimon), located in the brain. This gate removes the restraints of the brain on the muscles so 100% of their strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus. Universal: This Lasts 1d4+1 Rounds, +1 to Dex/Str/Con Rolls, +1 to Taijutsu/Kenjutsu Damage Rolls, +1 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Two: The Gate of Healing The Gate of Healing (休門, Kyūmon; English TV "The Gate of Rest"), located in the brain. Forcibly increases one's physical strength and temporarily re-energises the body. . Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1's Duration, Replaces its Bonuses), +2 to Dex/Str/Con Rolls, +2 to Taijutsu/Kenjutsu Damage Rolls, +2 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Three: The Gate of Life The Gate of Life (生門, Seimon), located on the spinal cord. Allows the user to use the Reverse Lotus. The increased blood flow turns the skin red. . Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2's Duration, Replaces its Bonuses), +3 to Dex/Str/Con Rolls, +1d4 to Taijutsu/Kenjutsu Damage Rolls, +3 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Four: The Gate of Pain (Not Learned)
Gate Five: The Gate of Limit (Not Learned)
Gate Six: The Gate of View (Not Learned)
Gate Seven: The Gate of Wonder (Not Learned)
Gate Eight: The Gate of Death (Not Learned) ______________________________________________________________
Physical Mastery (50 Tokens - Enhanced Kinjutsu)
User of the Eight Gates has slowly mastered the true power of them, allowing them to constantly put their bodies through severe pain and training as a whole for their combat training, this allows their Physical Endurance and powers to be far more then normal, granting them endurance against the pain of using the gates.
Academy Student: +1 DR vs HP Dmg, +5 Total HP Genin: +2 DR vs HP Dmg, +10 Total HP Chunin: +3 DR vs HP Dmg, +15 Total HP Jounin: +4 DR vs HP Dmg, +20 Total HP
Last edited by FoRgE_ on Sun Sep 09, 2012 7:39 pm; edited 2 times in total