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 Tobizaru and his Ten foot pole

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Dwarfking

Dwarfking

Posts : 27
Join date : 2012-10-31

Tobizaru and his Ten foot pole Empty
PostSubject: Tobizaru and his Ten foot pole   Tobizaru and his Ten foot pole Icon_minitimeWed Oct 31, 2012 10:56 pm

NAME:

Mad-Genius Tactician Tobizaru

REFERENCE:

Tobizaru = Leaping Monkey! The illegitimate child of “L” and the Monkey King.
And ALIAS:
The Crass King
AFFILIATIONS
Henso Clan, Kumogakure Academy
RELATIVES:
Hatori Henso (Father) And Some unbeknown waitress rumor has it to be quite “Hot”

SEXUAL ORIENTATION:
Heterosexual
MARITAL STATUS:
Single age 15
OCCUPATION(S):
Chunin, Info squadie
LIKES:
Strategy Games, Stand-up comedy, “Practical Humor.”, Energy drinks and Ration pills. Ninja Info cards.
DISLIKES:
Coffee...
GOALS:
[ ] Live up to his father's name “Grand Trickster”
[ ] Win a siege without losing a single soldier.
[ ] Change the way Ninjas do battle.
[ ] Collect all the ninja Info Cards...Seriously they're like trading cards to this guy.
PERSONALITY:
Unlike his father his demeanor is very light hearted and warm. However his words reveal a cold tactician behind his smile. He'll laugh and joke but your all part of his game whether or not your valuable pieces or pawns....Is a secret.
THEME SONGS:

[This section filled out later.]
[/center]


§ Shinobi Sheet §

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[table border = "1"]
VILLAGE(S):

Kumogakure
CLAN:
Henso
RANK:
Genin
MISSIONS:
0
WEAPON OF CHOICE:
Tools, Traps, Skill, and Disguise
JUTSU FOCUS:
Genjutsu, Sealing, Traps, Transformation.
SQUAD:



§ Appearance Sheet §

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


[table border = "1"]
AGE:

15
GENDER:

Male
HEIGHT:

Five feet even.
WEIGHT:
80lbs
EYES:
Brown
HAIR:
Long, Black or Brown.
SKIN:
Slight Tanned skin of the wanderer
BUILD:
Average build the sort of man whose not concerned with his own looks but if he were he could define his muscles.
SPECIAL FEATURES:

Dresses in furs and prefers to be barefoot.


§ Biography Sheet §

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


[table border = "1"]
.:: Clan / Bloodline / Special History ::.
A fairly small clan originating from the border of lightning country, they have spent years perfecting the Henge no jutsu to something they regard as its most perfect form. Their clan leader was a renowned actor sometimes called the mortal Loki he traveled across the country with his troupe of actors spreading the joys and sorrows of comedy and tragedy. All is not how it appears as any Henso clansmen will tell you; the acting troupe was actually a group of Anbu who worked on reconnaissance and assassination known in the dark rumors that followed them as the Skin-walkers. Each member trained in a variety of ninja arts able to conceal nearly any object including themselves under an advanced Henge so perfect not even close family members could not distinguish the original from the impersonation. The name skin-walker came from the rather gruesome fashion in which their victims were found, the faces were ripped clean off the skull leaving not but a smiling face gazing up at the sky as numerous bugs and scavengers consumed the remains. The clan was one of the more powerful tools in the lightning country’s arsenal until a few members attempted to go rogue using their trade to incite a riot and play the villages against one another under the guise as simple wandering merchants they smuggled weapons across borders and sold them to the highest bidder keeping a few for themselves so once the fog of war cleared they would be the strongest one standing and pick off the stragglers asserting control. The Loyalists of the clan were able to silence the rebellion. To earn the trust of the Raikage they decimated themselves at his feet killing one in ten members in penance, earning there place as his covert guard.
.:: PAST ::.
Tobizaru, named such after his father lost a bet, He grew up in the family trade of acting taking a particular liking to comedy as opposed to his father who preferred tragedy. He lacked the dedication of his father to the perfection of the acting craft and instead preferred taking the easy way out winning confrontations with Misinformation, Advanced Prior Planning, and a strong dose of ingenuity. He carefully laid each confrontation planning the course of the entire fight blow for blow guiding his opponent to follow the script he wrote turning others into his actors. This was the tactic that earned him the clan title “Stage-Hand.” His father while disappointed that his son would not be inheriting the title of the “Grand trickster” still accepted the fact that his son was indeed bringing honor to the clan name in his own way.
.:: ACADEMY ::.
His years in the academy helped him develop a sense of mischief and perfect the fine of art of “not getting caught” with each passing month a new “perfect scheme” was cooked up and set in motion only to have him end up at the same place as always, outside the headmasters office waiting for his father to bail him out of trouble it wasn't until he pulled off a grand masquerade of the school nurse sneaking into the headmasters office seducing him and writing his own name on the graduation list that he was offered a chance to graduate under special conditions, he was caught of course in the act but the headmaster admired his bravado, after all he was caught with his pants down literally.
.:: GENIN ::.

.:: CHUNIN ::.
Became a memeber of the Kumo Info squad

.:: JOUNIN ::.



§ Battle Sheet §

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[table border = "1"]
LvL: 20

HP:

CP:

xx/xx
AFFINITY:

[1]---/ [2]--- / [3] ---
TRAITS AND ABILITIES:

Advanced Henge No Jutsu:
While all ninja should know how to change there appearance the Henso clan know how to transform themselves into the role they are attempting to portray making it a physical change not an illusion. The exact origins of this technique are something still of a mystery and the Henso would like to keep it that way...rumors say it could be a contract with a chameleon some sort of Noh theater demon others say that the Henso are simply adept at contorting their physical form through manipulation of muscles and fat. It's the foundation for all their clan jutsu.

Universal: Combat Henge: Shape of Air. 2 Cp : Bluff versus Spot to hide in combat. Up to a maximum of 3 Additional times, as stealth rules.
The Basic Academy Henge can be used with INT instead of WIS

Master Back stabber!
Henso fight dirty...real dirty.

Academy Student: +5 bluff/ +1 damage while “Sneak attacking.”
Genin: +10 bluff/ +1d4 damage while “Sneak attacking.”
Chunin: +20 Bluff/ +1d4+2 damage while “Sneak attacking”
Jounin: +30 Bluff/ +1d6+2 damage while “Sneak attacking”


Tobizaru Customs


Tactician's Information Network
The Henso family has spread it's roots far an wide and Tobizaru as the child of one of the clan heads he has access to the families collected information.
Make a lore check at the start of the fight opposed by the enemies stealth roll if successful you gain a +2 to defense and +4 to Intelligence checks against the target for the duration of the fight as I have not only there ninja info card but a personal dossier with suggested tactics and known attack patterns. Also gains the ability to replace spot and listen with lore checks as hiding places can be predicted.

The Mask of the Trickster
The fabled mask of Hatori Henso, It's made from pure ivory while not in use how ever when placed over the users face it begins to change it's colors to match that of a blank flesh colored face. It also possesses an odd property to absorb any sort of make-up or paint placed on it while not in use almost as if it's devouring colors to sustain itself.
PVP: +50 Hide, Move silently, Bluff.
The maintenance cost for a basic Henge Academy Jutsu is free (this means the academy one not one of the clan crazy ones Mr. Munchkin)

Summoning Jutsu: Trapspringer!
While not technically a jutsu at all Tobizaru still attempts to mislead his enemies by declaring it as such its actually a result of years of careful planning laying down traps across the nation during his journeys.
PVP: +50 Set Trap and Tobizaru's tool bag is always considered refilled in between fights.

Elite Strategist:
Taking after the Nara clan and carefully studying their habits Tobizaru has developed his own skills as a tactician.
PVP: 6 cp a round to give + 4 bonus to attack/defense rolls for Tobizaru/allies.
Milk Of the Poppy:
Tobizaru laces his ninja tools with powerful narcotics and addictive painkillers causing his victims to not feel pain but mild hallucinations which have occasionally resulted in intense feelings of pleasure.
PVP: For 3 CP per tool being used Each tool that hits provides a +1 to further tool attack rolls in the round (Essentially negating the penalty for using multiple tools but can provide a bonus if your willing to spend more CP to coat each piece of the tool combo in situation like explosive tags attached to kunai would cost a total of six not three.) Maximum 3 times a fight.


JUTSU:

Rakuyou no Jutsu (Falling Leaves Jutsu)
Rank: E
Chakra Cost: 2
RP Description: Leayes fall rapidly along the ground and world around them in a whirlwind.
PVP: Stunned for 1 Round, or Until Hit.
Teaching/Learning: Gate System - E Rank

Atsusa Nami (Heat Waves)
Rank: E
Chakra Cost: 2
RP Description: The user completes three hand-seals creating the illusion of dense heat waves that disorient the target stunning them.
PVP: Stunned for 1 Round, or Until Hit.
Teaching/Learning: Gate System - E Rank

Fogu (Fog)
Rank: E
Chakra Cost: 2
RP Description: The user completes three hand-seals creating the illusion of a dense fog that disorient the target stunning them.
PVP: Stunned for 1 Round, or Until Hit.
Teaching/Learning: Gate System - E Rank

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


Swirling Sand
Rank: D
Chakra Cost: 3
RP Description: The users body appears to break down into sand that swirls around the target blocking their vision
PVP: Stun, Lasts 1d4 rounds or until hit.
Teaching/Learning: Gate System - D Rank

Subayai Heki Shiawase (Fast Burst of Happiness)
D Rank
Chakra Cost: 3
RP Description: The target is overcome with joy as they compliment and make nice remarks to
their opponent, suddenly becoming overly friendly. The fight would be suddenly awkward as the target doesn't fight back.
PVP: The target may not attack for 1d4 rounds, but may defend as normal. If they are hit then the effect ends.
Teaching/Learning: Gate System - D Rank

Amour au dela' Larme (Love of Tears)
D Rank
Chakra Cost: 3
RP Description: The target bursts out into tears suddenly as they see tragic love scenes flash through their mind, making it difficult to fight.
PVP: The target is stunned for 1d4/2 rounds or until hit, they can make a CHA check vs the original attack roll to break out.
Teaching/Learning: Gate System - D Rank

Slumbers Of The Forest
Rank: D
Chakra Cost: 3
RP Description: The target sees glimmers of light as though leafs are falling from trees. It makes them tired, but not fall asleep.
PVP: -1 for 1d4 rounds. "No stun effect".
Leaf and Grass taught.
Special Note: Being hit does not break this effect.
Teaching/Learning: Gate System - D Rank

Grappling Vines
Rank: D
Cp: 3
RP Description: Vines Rise up to ensnare the target
PVP: Stun, Lasts 1d4 or until hit.
Teaching/Learning: Gate System - D Rank

Cloudy Daze
Rank: D
Chakra Cost: 3
The victim sees a dense fog roll up from from the ground in the area surrounding them causing them to think they are walking around in a fog but are stationary locked in the genjutsu
PVP: Stun, lasts 1d4 or until hit.
Teaching/Learning: Gate System - D Rank

.:: JUTSU ::.

Chakra Concentration
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user channels their whole chakra network, and increases the speed. Allowing them to use less Chakra when using jutsu
PVP Effect: -1d4+1 CP used on Jutsu for 1d4 rounds
Teaching/Learning: Gate System - D Rank

[Tool Henge]
Jutsu Type: Ninjutsu (INT)
Rank: D
Cp: 3 + Total Token Cost in CP for the tool(s) costs.
Description: A master of shape changing tools a henso can physically change ordinary object in the environment into even more tools by imbuing them with chakra and performing the body sculpting technique
PvP: The User gains a bonus tool(s) in their tool bag, being able to use the tool only during the fight, but after the fight those tools vanish, and cannot be used; they only retain the physical tools.

[Poison Kiss]
Jutsu Type: Ninjutsu (INT)
Rank: D
Cost: 4
Description: After leaving the victim in a state of shock seeing a vision of beauty before the Henso inhales and plants a gentle kiss passing a mouthful of poisoned breath into in the victims lungs
PvP: Use after Koibito Henso successfully stuns. 1d4 HP Poison DMG per round for 1d4-1 (Min. 1) rounds. This attack will break a stun -after- the second.
[Koibito Hensō - Lovers disguise]
Jutsu Type: Ninjutsu (INT)
Rank: C
Cp: 5
Description: By transforming into an object of lust a member of the Henso clan can stop an attacker cold.
PvP: INT + 2 to defend against an attack. The attacker regains the cost for the attack as if they had simply skipped attacking that round. (CP/HP uses a fight etc.)If successful with 1d20 Roll of 18-20 stun target for 1 round or until hit.

[Grapple hold]
Jutsu Type: Taijutsu (INT)
Rank: C
Cp: 5 + 2 CP Maintenance
Description: The henso’s are famous for ~extremely~ close combat techniques this technique combines the basics of taijutsu with their body sculpting to create a solid hold on an enemy turning themselves into bonds. Its often not advised as any attempts to break the bonds or attack the prisoner usually end up getting the henso hurt but its proven itself as an effective means of subduing an opponent.
PvP: Stun for 1d4 Rounds or until hit. 1d4+1 DMG per round and while in effect User cannot ATK. STR Vs ATK DC to break free.

[Doppleganger]
Jutsu Type: Ninjutsu (INT)
Rank: C
Cp: 8 + 2 Maintenance (per Kage-Bunshin)
Description: User elevates their henge prowess into a more substantial Kage-bunshin.
PvP: Create a Kage-bunshin that can ATK / DEF with INT and does not dispel on first hit, but second.

[Copycat no Jutsu]
Jutsu Type: Ninjutsu (INT)
Rank: C
Cost: 5 + 1/2 Original Jutsu CP Cost
Description: By copying the opponents movement precisely and shooting a massive of pure chakra designed to look like an actual technique a Henso can create a flashy duplicate aimed straight for the original.
PvP: DMG Vs DMG, Applied for Ninjutsu Only. Highest DMG wins and deals the difference.


Doton: Underground Projection Fish Technique
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5 + 3 per round maintained
RP Description: Using this jutsu, a person can hide underground until they're ready to attack an opponent. By utilizing earth-chakra, the person can stealthily emerge from the ground without disrupting the ground around him.
PvP Description: The user hides underground for 1d6 rounds. They may make a sneak attack against any opponent on the field. Cannot be attacked while underground, After they attack this effect automatically ends.
Special Note: User gains a +3 to their roll if doing a sneak attack
Teaching/Learning: Gate System - C Rank

Doton: Inner Decapitation Technique
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user, emerging from the ground below the target area, pulls down (or possibly swaps places with) the opponent so that only their head is above ground
PvP Description: This must be used after underground Projection Fish Technique. If successful, the target is immobilized for 1d6 rounds or until hit
Special Note: Target may escape if they can beat the users Original WIS roll + 5. If hit with 'Headhunter' to break this stun, it gains an extra +1d8 to its Damage roll.
Teaching/Learning: Gate System - C Rank

Chakra Absorption Technique
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The users hand glows blue, as a beam of chakra hits a single target. The beam drains some of the Targets Chakra and replenishes your own
PvP Effect: Drains 2d6 cp from your target, and returns it to your own CP Pool
Special Note: May be used twice per battle only
Teaching/Learning: Gate System - C Rank

Chakra Concentration: Mind
Jutsu Type: Ninjutsu
Rank: C
CP Cost: 5
RP Description: The user channels their chakra into their mind, increasing the effectiveness of their thinking and the strength of their Genjutsu
PVP Effect: +1d4 to INT rolls for 1d4 rounds
Special Note:
Teaching/Learning: Gate System - C Rank

Doton: Earth Pillar
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user hand signs and brings forth a sharp earth pillar from the ground
PVP Effect: 2d8 Damage
Special Note: Can be used defensively with a WIS roll. User gains +1 to their roll and inflicts 1d8 damage to any Taijutsu attack blocked
Teaching/Learning: Gate System - C Rank

Doton: Raining Stone Bullets
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user hand signs and scoops a handful of rocks from the ground then throws then into the air. They then stop in the air and shoot down towards the enemy
PVP Effect: 2d6 up to 1d4 targets
Teaching/Learning: Gate System - C Rank

Doton: Armor of Stone
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5 + 2 per round maintained
RP Description: The user performs a small seal chain, as the ground below them would begin their whole cover in a hard stone
PVP Effect: Extra +3 DR vs. HP Dmg, for 1d6+1 rounds but gets -2 to DEX Rolls
Special Note: May be canceled Early
Teaching/Learning: Gate System - C Rank

Kasumi Juusha no Jutsu "Mist Servant Technique"
Rank: C
Chakra Cost: 5
RP Descriotion: Kasumi Juusha no Jutsu is a Genjutsu technique that creates false attackers to
delay and confuse the enemy. Though these servants are not real, the
actual ninja is able to remain hidden and throw kunai and shuriken
matching the movements of the servants. This makes it appear the false
servants are capable of attacking. When the enemy attempts to attack the
servant, they will merely disrupt the servants illusion body but not
destroy it.
PVP: Target is stunned for 1d4 rounds or until hit.
Taking damage from Kunai or Shuriken does not break it. Only one Kunai
or Shuriken at a time can be thrown.
Special Note: Only the Genjutsu user can throw shuriken/kunai without breaking the stun.
Teaching/Learning: Gate System - C Rank

Doton: Earth Barrier
Jutsu Type: Ninjutsu
Rank: B (Only Useable 2x a Fight)
Chakra Cost: 8 + 3 to maintain
RP Description: The user hand signs then sticks his hands into the ground, a dome of earth is then risen and covers the user or an ally.
PVP Effect: An earth barrier is created, the target inside cannot attack or be attacked unless someone manages to break it down, or the user ends it early.
Special Note: Can be used to defend for an ally or formed around yourself, or capture an enemy. It lasts for 1d4+3 Rounds, or can be broken Down. If attempted to break down it has 5 DR a hit that can NOT be pierced, and has a HP equal to the User's Wisdom Mod+10.
Teaching/Learning: Gate System - B Rank

[Harem no Jutsu]
Jutsu Type: Ninjutsu (INT)
Rank: B
Cp: 4 per clone (2 CP Maintenance per clone)
Description: Made famous by the Late Hatori Henso this variant of the kage bunshin is combined with the Kobito Henso creating a small group of gorgeous men or women the leave the enemies awe struck and helpless to attack.
Note: often times this jutsu has a side effect of causing broken relationships and leaves enemies disarmed of clothing
PvP: Defensive tech. Target must make mental check (INT/WIS/CHA) vs user's henge check. Otherwise lose their attack action (nothing is lost in the attack so failure does not make the opponent spend chakra or tools it simply negates the attack). Lasts 1d4+1 rounds. Normal Kage bunshin rules, except clones can't attack. User cannot attack either.

[Konobi Henge or Combination Henge]
Jutsu Type: Ninjutsu (INT)
Rank: B
Cp: 8 + 8/round
By transforming with another willing participant two ninja can combine their strength and brain power and create one being with exceptional speed and power. Side effects include mild headaches and in rare cases ninja have been known to develop a strange ability to finish each others sentences.
PVP: For 3d4 rounds Remove yourself from combat, combine your current CP and HP total with another willing allied ninja. That ninja may act on both their initiative as well as yours. At the end of the jutsu divide the remaining CP and HP between both participants (Both should have ½ rounded down).

EQUIPMENT:

Filled out Toolbag
Ninja Info Cards for everyone
His father's mask

November Gift:
2 SUPER-HIGH-GRADE-MILITARY-RATION PILLS: TURKEY FLAVORED!
WHEN TRAINING, YOU ARE AUTOMATICALLY SENT BACK TO HALF CP!
WHEN IN COMBAT, YOU HEAL 1D10+2 CP FOR 1D4+1 ROUNDSU!

PvP-Record:

.:: Wins ::.
[ 1 ]

.:: Losses ::.
[ 0 ]

.:: Ties ::.
[ 0 ]



Last edited by Dwarfking on Thu Nov 22, 2012 1:08 am; edited 10 times in total
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Dwarfking

Dwarfking

Posts : 27
Join date : 2012-10-31

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PostSubject: Re: Tobizaru and his Ten foot pole   Tobizaru and his Ten foot pole Icon_minitimeWed Oct 31, 2012 11:03 pm

Purchases:

140 tokens to fill out the wunder bag
50 for Clan
250 for Customs
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Dwarfking

Dwarfking

Posts : 27
Join date : 2012-10-31

Tobizaru and his Ten foot pole Empty
PostSubject: Re: Tobizaru and his Ten foot pole   Tobizaru and his Ten foot pole Icon_minitimeMon Nov 05, 2012 9:51 pm

You Activated My Trap! Theme Music Power-up!



Just As planned the second and third themes!



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