Hair Colour - Celestial Gold Hair length - Stops at the shoulders Eye Colour - Amethyst Skin Colour - Light tan Body Shape - Athletic Tattoos - Fuuin on his chest over his heart.
Elements - Hellfire (Fire + Dark) Main Focus - Nin Sensei - N/A Squad - N/A Specialty - Stealth Rank - Chuunin Job - Hunter
Spoiler:
: Shinobi trained to Hunt and Track down the Missing Shinobi of a village, they train and work to hunt down all whom leave the village and survive the initial hunt for them. They work to first track them, and all threats to the village, and then take them down alive, but if this fails then killing is permitted, but under advisement. Rank Requirement: Chunin Rank Information: Gain Hunter Nin Armor: +35 Spot/Listen, +10 MS/Hide
Last edited by Dragonslayer on Sun Nov 04, 2012 12:44 pm; edited 6 times in total
Dragonslayer
Posts : 43 Join date : 2012-09-09
Subject: Re: The Ghost Cat Wed Oct 03, 2012 10:01 pm
Know Techniques Academy
Spoiler:
Gen Elementless
Cloak of Invisibility - 1CP+1 per round maintained;+5 Hide Roll
Nin Bunshin
Clone - 4CP+2 per round maintained. 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. Elementless
Wall/Tree Walking - 1CP; Rolepaly Jutsu Only.
Water Walking - 1CP; Rolepaly Jutsu Only.
Rope Escape - 2CP; 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.
Henge - 2CP+1 per round it remains active;+5 Hide (Disguise).(Rolled with WIS). Doesnt Stack with any Hide bonuses that are not specifically noted for disguising.
Substitution - 3CP;Wisdom based Dodge
Kai - 2CP;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. Dark
Dark Marble - 1CP; 1d4+1 Damage Fire
Quiet Flame - 2CP; 1 damage over 1d4 rounds
Blazing Red Cannon - 1CP; 1d4 Damage
Tai Elementless
Ken Elementless
Chakra Strike - 1CP; +1 damage
Genin
Spoiler:
Gen Elementless
Cloudy Daze - 3CP; Stun, lasts 1d4 or until hit. Dark
Cloak of Darkness - 3CP; -1 to all rolls (including dmg) for 1d4+1 rounds, Being Hit doesnt End this Effect
Raven's Claw - 3CP; Stunned for 1d4 rounds or until hit
Nin Bunshin Elementless
Chakra Burst - 3CP; 1d6 damage to target, as well as a -5 to listen rolls , for 1d4 rounds Dark
Shadow Substitution - 3CP; Standard Substitution, On Fail Gain +1d4 DR
Dark Blast - 3CP; 1d10+1 Damage, On-Hit causes -1 to Attack/Defense for 1 Round.
Whirlwind of Shadows - 3CP; 2d4+2 damage Fire
Sticky Fire - 3CP; 1d4 Damage for 1d4 Rounds. The May Spend their Turn putting out the Fire
Blazing Shuriken - 3CP; 2d4 Damage, Attack is done with Dexterity Roll
Tai Elementless
Chakra Focused Punch - 2CP; Rank Damage + 1d4
Swift Kick - 2CP; Rank Damage + Pierces 1 DR
Ken Elementless
Hardened Steel - 3cp; +2 Damage, Adds 1 DR Pierce
Advanced Genin
Spoiler:
Gen Elementless Dark
Alone in the Dark - 5CP; The victim takes -2 to all rolls for 1d4 turns, Suffers 3 CP Drain a Round
Tunnel Vision - 5CP; The user will OOCly tell the victim which of the user's allies they will target, and the victim may only attack that person for 1d4 turns
Nin Elementless
Ninpou: Banshee Shriek - 5cp; 1d4+1 targets take -2 to rolls for 1d4 rounds Dark
Obsidian Whip - 5CP; 2d8+1 Damage
Orb Of Darkness - 5CP; -2 to rolls for 1d4 rounds, Unblockable
Shadow Talon - 5CP; 4d4 Damage
Shifting Blade - 5CP; the blade does 4d4+2 damage for 1d4+3 rounds, Strength Bonus does not apply, Attacks are rolled with Dex/Str Fire
Burning Ash Cloud - 5CP; 4d4 Damage. Target makes Constitution Check DC 15 or is stunned for 1 round.
Phoenix Fire - 5CP; 4d4 Damage. 2 Damage Next Round
Tai Elementless
Ken Elementless
Chuunin
Spoiler:
Gen Dark
Back Stab - 8CP; For 1d4 the target must Attack an Ally instead of an Opponent. If no opponents are available they loose their attack.
Weighty Feathers - 8CP; -3 to all rolls (including Damage) for 1d4 turns
Nin Dark
Dark Dragon - 8CP; 3d8 damage to an opponent, Unblockable
Raven Damnation - 8CP; 6d4+4 Damage, Undodgeable Fire
Chakra Bomb - 8CP; 2d10+5 Damage On-Detination. Follows Set Trap Rules.
Blazing Shield - 8CP; Wisdom to Block. +2 to Blocking Ice/Wind Jutsu or Deals 2d6 Damage to attackers using Taijutsu/Kenjutsu
Tai Elementless
Ken Elementless
Last edited by Dragonslayer on Wed Oct 31, 2012 6:41 pm; edited 2 times in total
Dragonslayer
Posts : 43 Join date : 2012-09-09
Subject: Re: The Ghost Cat Wed Oct 03, 2012 10:10 pm
Themes
Life as a jinchuuriki
Spoiler:
Entering bijuu rage
Spoiler:
Interested in someone
Spoiler:
Combat
Spoiler:
Last edited by Dragonslayer on Wed Oct 31, 2012 7:26 pm; edited 2 times in total
Dragonslayer
Posts : 43 Join date : 2012-09-09
Subject: Re: The Ghost Cat Wed Oct 03, 2012 10:11 pm
History and Information The Shinryu are a very noble people, but also extremely kind. Unlike clans like the Hyuuga, the Shinryu will often compliment others, or give constructive criticism. They don't enjoy combat very often, but they have a very wild style of fighting. Done by combining the elements of nature, they create a vicious storm, or can control the air to create snow. Their techniques vary between the different types of weather, and they use this to their advantage when combating.
Founded by a man known as Touma Shinryu, he developed his traits through a hidden gene that amplified and changed his chakra into that which controls the weather. The clan itself is quite young, with Touma still alive even to this day. Simply awakening this trait is easy enough, now that he had mastered the technique, most Shinryu members are born with the ability to control it.
In aspects of the founder, the Shinryu usually have steel-grey eyes or bright blue. Their hair are black, brown, blonde, or red, and they usually have tanned or fair skin. As they use their techniques, the traits of the sky match to their eyes, as they become clouded over, until purely white.
Ascended Blood Shinryu are said to be ascended, and in respect to that myth, their genetic makeup is what allows access to their particular elemental release. They can manipulate the skies to their command, seeming much like an ascended figure, through this connection with weather they are able to connect to the world of nature, and use that as a chakra extension for their senses through the winds themselves.
Universal: Begin with Water/Wind/Lightning/Sky Elements, They Gain no Further Elements. Academy Student: +0 to Wisdom Rolls, +10 to Listen/Move Silently Rolls Genin: +1 to Wisdom Rolls, +20 to Listen/Move Silently Rolls Chunin: +2 to Wisdom Rolls, +30 to Listen/Move Silently Rolls Jounin: +3 to Wisdom Rolls, +40 to Listen/Move Silently Rolls
Climate Control 3 CP to Activate, 2 CP to Maintain As the Shinryu control the weather, they can decide which particular types of weather they use. They can make it rain, snow, hail, or even storm, allowing them countless options for combat and manipulating it to their advantage, while this ability is activate their eyes turn snowy white and mist over, not a Dojutsu so much as them summoning their elemental abilities. (Free Action On the Shinryu's Turn to Activate)
Mist: While Active Everyone in the Fight Must Roll Listen to Defense, and Move Silently to Attack. Renders --All- Dojutsu Bonuses and Abilities Useless, including Autospot. Rain: Creates a Water Source for Everyone in Fight, Water/Sky Jutsu Stun Target 1 Round on a Natural Attack Roll of 19-20 Snow: Wind/Sky Jutsu Gain +1d4+1 Damage, Ninjutsu Crit Range: 17-20 Hail: All Opponents Take 1d4 Damage Every Round Storm: Lightning/Sky Jutsu Gain +1d8 Damage, and 1 DR Peirce All the Above: All the Above Effects at Once. (Jounin Only, 10 CP to Activate, 3 CP Maintenance)
Jutsu Due to being trained at an early age, it is encouraged for many of the Shinryu to create their own techniques for their style of weather control. They may submit 3 jutsu of each rank to the DM team, free of charge. These become clan jutsu, teachable to any Shinryu, with creators permission. (These jutsu must still be learned, after C rank)
Kūton : Weather Manipulation Type : Supplementary Rank : E CP : 0 Description : With the basis of their techniques, they all naturally can control the weather, though, only with a slight influence (Creating small drizzles, flurries of snow, etc.) With more chakra, this becomes one of their most lethal techniques. PVP : Roleplay only.
Kūton : Substitution Type : Sky Ninjutsu Rank : E CP : 3 Description : After handsealing, the Shinryu member bursts into either an explosion of water, snow, lightning, or wind, tearing into the attacker. PVP : Substitution, dealing 1d4 damage to attacking tai/ken.
True Skyfolk (100 Tokens, Legendary Bloodline) Some of the Shinryu are not only directly descended from Touma, but they also have the genes of his predecessors, flowing through their blood. They are capable of quickly casting jutsu, almost in response to their attackers, simultaneously.
Universal: -2 to CP Costs (Min 1) Academy Student: +0 to Attack/Defense Rolls, +5 Total CP Genin: +1 to Attack/Defense Rolls, +10 Total CP Chunin: +2 to Attack/Defense Rolls, +15 Total CP Jounin: +3 to Attack/Defense Rolls, +20 Total CP
Last edited by Dragonslayer on Wed Oct 31, 2012 7:34 pm; edited 2 times in total
Dragonslayer
Posts : 43 Join date : 2012-09-09
Subject: Re: The Ghost Cat Wed Oct 03, 2012 10:12 pm
Matatabi (又旅, Matatabi), more commonly known as the Two-Tails (ニ尾, Nibi). Matatabi first came into being in the waning days of the Sage of the Six Paths' life; to prevent the Ten-Tails' resurgence, the Sage split up its chakra and used his Creation of All Things (万物創造, Banbutsu Sōzō) ability to create nine separate constructs of living chakra, which would become known as the tailed beasts. Some time after being created, the Sage sat down with all the young tailed beasts and told them that they would always be together even when separated, and that one day they would become one entity again with different names as well as forms than they did then when the time came for them to understand what true power was. Like Shukaku, many people believed that Matatabi was once a human that turned into a living ghost (生霊, ikiryō). Matatabi eventually fell into the possession of Kumogakure. Compared to most of the tailed beasts, Matatabi has shown to be respectful and polite towards others, speaking in a formal manner using 'watashi' (私) when referring to itself and using honourifics when addressing and while introducing itself to others.
Matatabi is a bakeneko that is completely engulfed with wild blue flames. It also has a right yellow eye and a left green eye, similar to an odd-eyed cat without pupils. When forced to transform by Tobi, Matatabi increased in size compared to when Yugito unleashed it. During the Sage of the Six Paths last days on earth, Matatabi had the appearance of an extremely large flaming kitten.
Actual Jinchuriki Bonuses 250 RP Token + DM Team Approval
Power of the Bijuun The Jinchuriki hold the massive chakra of their tailed beasts within their bodies, this extra amount of chakra is a form of a secondary chakra pool that cannot be targeted by normal means. Such things as the Hyuuga's gentle fist, Genjutsu and more have no form of drain or capabilities when attacking this chakra pool, unlike the jinchruiki's actual amount of chakra. This Chakra pool allows them to hold the tremendous amount of chakra within them. PvP: The Jinchuriki has a Second Chakra Pool they may Dip into at Any Time. This chakra pool is Calculate in the Following Way: Jinchuriki Level + 30. This second chakra pool is immune to CP Damage/Drain, and has a +1 CP Regeneration a Round.
Chakra Nature of the Bijjun The Jinchuriki hold the massive chakra of their tailed beasts within their bodies, this chakra can slowly over time bond with them granting them supernatural and somtimes unreal abilities on par with some Advanced Chakra natures other Shinobi must train hard for, such as Sand Release, Ice Release, and More. The host of the Two tails has the elemental combinations of Katon and Inton. PvP: The Jinchuriki of the eight tails Starts with Fire / Shadow Elements, and may Submit their own Custom Element combining the Two, along with a Free Custom Jutsu of E / D / C / B / A / S-Ranks.
Jutsu
Spoiler:
Gōka (Hellfire) Jutsu Type: Gen Rank: E Chakra Cost: 0 (2 for PvP) RP Description: Calling upon the power of Matatabi. 10 small black flames spring to life in Neko's hands. Seeming ever eager to do his bidding. PvP Effect: Same RP description; Required to use phantom techniques Learning: E
Ikiryo shoheki (Wraith Barrier) Jutsu Type: Nin Rank: D Chakra Cost: 2 RP Description: Pulling two wisp together to form a larger flame. It takes a shape of a large shield to soften the blow the attacker sends at Neko PvP Effect: Offers +1 to Defense for 1 round per 1 wisp Learning: D
Kageneko (Shadow Cat) Jutsu Type: Nin Rank: C Chakra Cost: 4 RP Description: By collecting a few tiny flames. They grow then take the shape of a black cat-like creature of pure flame which acts on Neko's instincts. PvP Effect: Summons a shadow pet that last for 1 round per 2 wisp to max 5 rounds; Kageneko goes before Neko Special Note: HP - 30; 2 HP DR; WIS - Att/Def; 2d10 CP Damage; Immunity - Poison/Venom/Genjutsu Learning: C
Tamashī o kuiiru yō ni miru (Devour the Soul) Jutsu Type: Nin Rank: B Chakra Cost: 6 RP Description: Drawing out the victim's soul. Neko 'feeds' from it and gains more power from it. PvP Effect: For 1 round per 4 wisp. Neko can use one C or D rank ninjutsu from the target Learning: B
Shoji (Possession) Jutsu Type: Nin Rank: A Chakra Cost: 11 RP Description: Sending the flames at different parts of the target's body. They force the person to fight their own. PvP Effect: Turns the opponent into an ally for 1 round per 2 wisp Learning: A
Kokoro ga moeru (Heart Burn) Jutsu Type: Nin Rank: S Chakra Cost: 18 RP Description: Unleashing all of his spirit flames at the target. It burns away their inner essence to ash. PvP Effect: Target's Con vs Neko's Wis; Victim loses their Con modx2 in CP drain for 1 round per 2 wisp Special Note: Unblockable Learning: S
Stalker of Prey The Jinchuriki of the two tails is a holder of the Bijuun of a feline, a cat. The essence of a stalker, a hunter, because of this they have a natural affinity for stealth and skill with hiding into the shadows, disappearing into them as if they no longer existed as well as an intense level of sensory capabilities that are attached to the Jinchurikies body.
Academy Student: +20 to Move Silently/Hide Rolls, +5 Spot/Listen Rolls, 20-20 Crit Range, May Hide 2x a Fight Genin: +30 to Move Silently/Hide Rolls, +10 Spot/Listen Rolls, 19-20 Crit Range, May Hide 3x a Fight Chunin: +40 to Move Silently/Hide Rolls, +15 Spot/Listen Rolls, 18-20 Crit Range, May Hide 4x a Fight Jounin: +50 to Move Silently/Hide Rolls, +20 Spot/Listen Rolls, 17-20 Crit Range, May Hide 5x a Fight
Jinchuriki Tailed Information The Jinchuriki passively arn't very powerful or abnormal, just severely endurance with a massive chakra pool and more unqiue elements. However, their true power is unleashed once they have activated their Bijuuns chakra and allowed it to take over their bodies and minds. However, this means that the Jinchuriki can easily loose themselves in this rage, and as such there is a sort of countermeasure, in some way you must become allies, friends with the tailed beast inside you. If this is done, then you will become all the more powerful and even immune to Genjutsu with a constant helper alongside you.
How to Become Allies with the Tailed Beast Becoming allies with a chakra monster who has grown to detest humans from being used as a weapon is not an easy thing, but it is possible. This is calculated through DM witnessed rolls, Once a Month a DM will run a personal Mini-Event for you in which you roleplay out trying to get the tailed beast to speak to you and open up, allowing you to become more connected and eventually, even if it is gruffy, become more. However, the more tails the harder this is to achieve. Every time the DM runs this mini event for you, you will roll a 1d4+8 for the amount of 'Connection' Points you gain through this event. You start with 0 Connection points. See below chart of Connection point information.
0-10 Connection Points: You take 3 Points of Cell Damage For every Tail beyond 1 that you Activate, and 2d4+2 Damage per Tail Past 1 you Activate. 11-20 Connection Points: You take 2 Points of Cell Damage For every Tail beyond 1 that you Activate, and 2d4+1 Damage per Tail Past 1 you Activate. 21-30 Connection Points: You take 1 Points of Cell Damage For every Tail beyond 1 that you Activate, and 2d4 Damage per Tail Past 1 you Activate. 31-40 Connection Points: You take 0 Points of Cell Damage For every Tail beyond 1 that you Activate, and 1d6 Damage per Tail Past 1 you Activate. 41-50 Connection Points: You take 0 Points of Cell Damage For every Tail beyond 1 that you Activate, and 0 Damage per Tail Past 1 you Activate. May now Enter 'Full Beast Mode' and 'Partial Beast Mode'. (May now spend 3 of the Second CP pool as a Free action at any Time to Automatically-Break out of a Genjutsu.)
Jinchuriki Tailed Forms
Form of Rage Cost: 3 CP to Activate, Drains 2 CP from Bijuu's CP Pool a Round The Jinchuriki Releases their chakra in a massive wave of pure chakra and power, their eyes take on the color of their individual bijuun and their inner beasts color. Their fangs elongate, and their claws do as well as chakra radiates from their bodies, causing a tremendous amount of pure power to form from their bodies. PvP: May now Roll Wisdom to Replace Dexterity/Strength Including Stat Bonuses. Jinchuriki Gains a +1 to Attack/Defense Rolls, +2 HP Regen, and +1d4 to Taijutsu/Ninjutsu Damage Rolls.
First Tail Cost: Further 3 CP to Activate, Drains 2 CP from Bijuu's CP Pool a Round The Jinchuriki Releases their bijjuns chakra in a massive wave, thsi wave floods their bodies and forms, causing them to slowly be coated in athick layer of bubbling, chakra like energy. a bubbling chakra-construct, taking on the shape of a one-tailed fox, which is referred to as the "demon fox shroud" (妖狐の衣, yōko no koromo). This chakra is able to move on its own, attacking and protecting the Jinchuriki is is wrapped around as well as granting them even further powers. PvP: May now Roll a Second Attack using Wisdom to Replace Dexterity/Strength Including Stat Bonuses, however their first attack is normal and no longer gains the Wisdom Replacing Dex/Str Bonus. Jinchuriki Gains a +2 to Attack/Defense Rolls, +2 HP Regen, +1 DR vs HP/CP Damage, and +1d4+1 to Taijutsu/Ninjutsu Damage Rolls.
Second Tail Cost: Further 3 CP to Activate, Drains 2 CP from Bijuu's CP Pool a Round The Jinchuriki Releases their bijjuns chakra in a massive wave, thsi wave floods their bodies and forms, causing them to slowly be coated in athick layer of bubbling, chakra like energy. a bubbling chakra-construct, taking on the shape of a one-tailed fox, which is referred to as the "demon fox shroud" (妖狐の衣, yōko no koromo). This chakra is able to move on its own, attacking and protecting the Jinchuriki is is wrapped around as well as granting them even further powers, now a second Tail sprouting slowly from this cloak of chakra, before it suddenly released into a massive two tailed cat missing its first few layers of skin. PvP: May now Roll a Second Attack using Wisdom to Replace Dexterity/Strength Including Stat Bonuses, however their first attack is normal and no longer gains the Wisdom Replacing Dex/Str Bonus. Jinchuriki Gains a +3 to Attack/Defense Rolls, +2 HP Regen, +2 DR vs HP/CP Damage, and +1d4+2 to Taijutsu/Ninjutsu Damage Rolls.
Full Beast Mode Cost: 20 CP to Activate, Drains 3 CP a Round The Jinchuriki enters the true form of their Bijuun, their bodies transformin in a burst of massive chakra strait intot he sorroundings area. This chakra allows the Jinchuriki to gain a tremendous amount of pure chakra, energy and rise to the size of mountains ... taking one the exact form of the true bijuun they hold within them. PvP: Lasts for Only 1d4+5 Rounds, only usable 1x a Fight. All Taijutsu Attack/Defense Rolls are rolled with Wisdom replacing Dexterity/Strength, including Stat Bonuses. The Jinchuriki has 2 Base Actions a Round instead of 1, a -1 to CP Cost (Min of 1), +10 DR, +10 to Attack/Defense Rolls, +4 HP Regen a Round, and +2d4 to Taijutsu/Ninjutsu Damage Rolls, all Taijutsu attacks Deal Large Weapon Damage with no Penalties. (All of This Counts to the Jutsu Max Not the Passive Max) May use the 'Tailed Beast Ball'.
- Tailed Beast Ball: The Tailed Beast Ball is the ultimate technique of a tailed beast. To form the attack, they gather both positive black chakra (+の黒チャクラ, purasu no kuro chakura), and negative white chakra (−の白チャクラ, mainasu no shiro chakura), shape it into a sphere, and then compress it inside their mouth. The black and white chakra needs to be balanced at an 8:2 ratio respectively or it will backfire. The ball can be fired differently, either in sphere form, which gives it a wide area of damage, or as a concentrated beam of energy which gives it explosive penetrative power. CP Cost: 30 CP PvP Effect: Targets Everything the direction the Jinchuriki is Facing. Deals 5d10+3d8 Damage.
Partial Beast Mode Cost: 15 CP to Activate, Drains 2 CP a Round The Jinchuriki is able to enter a paritalized form of the Jinchuriki state, able to instead form parts of their full Jinchruiki state around them, such as tentacles, an arm of the beast and th elike, granting them severe power but not quite the true tailed beast form. PvP: Lasts for Only 1d4+7 Rounds, only usable 1x a Fight. All Taijutsu Attack/Defense Rolls are rolled with Wisdom replacing Dexterity/Strength, including Stat Bonuses. The Jinchuriki has 2 Base Actions a Round instead of 1, a -1 to CP Cost (Min of 1), +8 DR, +6 to Attack/Defense Rolls, +4 HP Regen a Round, and +2d4 to Taijutsu/Ninjutsu Damage Rolls, all Taijutsu attacks Deal Medium Weapon Damage with no Penalties. (All of This Counts to the Jutsu Max Not the Passive Max)
Last edited by Dragonslayer on Sun Nov 04, 2012 12:54 pm; edited 4 times in total
Dragonslayer
Posts : 43 Join date : 2012-09-09
Subject: Re: The Ghost Cat Wed Oct 31, 2012 8:07 pm
Wishlist
Custom Item: Eye of the Storm (??? Tokens)
Specialist: Ninjutsu (100 Tokens)
Dragonslayer
Posts : 43 Join date : 2012-09-09
Subject: Re: The Ghost Cat Wed Oct 31, 2012 8:08 pm
Subject: Re: The Ghost Cat Wed Oct 31, 2012 8:08 pm
News updates:
Bought Clan upgrade from Shino on 7/12/2012 Learned Rope Escape from Rarda Uzumaki on 07/14/2012 Learned Clone from Rarda Uzumaki on 07/15/2012 Bought Wis mod 10 -> 11 from Disco Aburame on 07/16/2012 Adjust height and weight due to growing up on 08/02/2012 Bought Smokebomb x2 and Poison Smokebomb x2 from Shino on 08/03/2012 Bought Wis stat 23 -> 24 from Temari on 08/03/2012 Learned Dragon Blocks the Path from Saika Uchiha on 08/03/2012 Received the rank of Chuunin by recommendation from his Father (DM Leviath) on 08/08/2012 Bought Wis stat 29 -> 30 from DM Leviath on 08/08/2012 Raised Neko's connection with Matatabi to 11. Event overseen by DM Deidara on 08/25/2012 Learned Blazing Shield from Saika Uchiha on 08/26/2012 Learned Cloak of Shadows from Mephistopholes-sensei (DM Ellipsis) on 09/08/2012 Spent some time 'bonding' with his bijuu (DM Asuma) on 11/01/12 Learned Possession from Chi the succubus (DM Asuma) 11/3/12