Guest User

Untitled

a guest
Jul 23rd, 2018
87
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.87 KB | None | 0 0
  1. Name
  2. Rank: Jonin [5]
  3. Speed Rank: 1
  4.  
  5. Injury: Chakra Pool: Grit/Turn: Mission Points: 20 (10) [Points spent: 60 (70)]
  6.  
  7. Chakra Control: 7
  8. Taijutsu: 8
  9. Ninjutsu: 8
  10. Genjutsu: 5
  11. Determination: 7
  12.  
  13. Nindo:
  14.  
  15. Nindo Total:
  16.  
  17. Traits:
  18. Lightning Element Affinity: You are naturally talented at channeling and manipulating lightning element chakra. By your very nature you seem to be more adept at maneuvering yourself be it through careful movement or extreme speed. At the end of the turn you may pay 1 Chakra and move Rank # of squares in any direction in anticipation for your next action
  19.  
  20. Water Element Affinity: You are naturally talented at channeling and manipulating water element chakra. To use water jutsu you require a significant body of water nearby, at the Kage's discretion. However, because of this limitation you learn to do with what little you have and are full of energy. You permanently gain +Rank to your chakra pool.
  21.  
  22. (CG) Storm Element Release: You are calm and cool under pressure, but with the power to shake cities. You gain immunity to "Unnerve" and "Terrified" as well as any other UA's that work through Fear, at the Kage's discretion. Additionally, any Jutsu with the Storm Element gains a Line area equal to its Range. However, unlike normal Line attacks, you may choose which targets are hit Lastly, if the Defender uses Shinobi movement or Evasion you may make another attack at -2 Pool penalty, dealing the same damage if successful. Your Elemental Natures are Water and Lightning.
  23.  
  24. Kekkei Genkai (Sharingan Eye): Activating the Sharingan is a free action that costs 2 chakra and can only be taken on your turn. The Sharingan user must then pay 1 chakra every three turns to maintain them. Once the shinobi becomes a Special Jonin their eyes evolve and they no longer need to pay the upkeep cost. When an Uchiha has his sharingan active he gains High Speed Sight 1 and gains a +2 pool bonus on all Taijutsu targeting checks. Additionally, he gains a +2 pool bonus vs all non-UA Genjutsu, and can detect chakra. Finally, they gain a +2 bonus on all knowledge skills due to their high abiilty of perception
  25.  
  26. Well Traveled (Rogue): Some shinobi are not owned by a village, be they tutored a private mentor, from a smaller village that doesn't have the education system of the larger ones, or be they criminals who cast off their village. Regardless, these shinobi are universally more knowledgeable about the world and gain the benefits of the Well-Traveled Perk for free. Additionally, they gain a +1 skill bonus on any skill of their choosing to represent their more narrow focus on their craft that is necessary for survival. Finally, any shinobi with this trait gains a +2 pool bonus whenever they battle alongside a comrade who also possesses this trait.
  27.  
  28. Skills:
  29.  
  30. Basic:
  31. Martial Arts 3 (3 MP)
  32. Taijutsu Knowledge 2 (1 MP)
  33. Genjutsu Knowledge 2 (1 MP)
  34. Ninjutsu Knowledge 3 (3 MP)
  35. Evasion 4 (5 MP)
  36. Storm Element Training 5 (8 MP)
  37. Water Element Training 4 (5 MP)
  38. Lightning Element Training 5 (8 MP)
  39.  
  40. Advanced Skill:
  41. Ninjutsu Mastery 5 (18 MP)
  42. Kekkei Genkai Training 3 (8 MP)
  43.  
  44.  
  45. Unique Abilities:
  46. Armored Speed (UA1, Aspect, Requires 0 Grit): You wear your armor like a second skin. You have no limit to your Speed Rank while wearing armor from the armor itself.
  47.  
  48. Eye of the Storm (UA2-3): Does something involving the Sharingan and the Eye of a Hurricane or other 'calm' spot.
  49.  
  50. Reaping Whirlwind: Add Storm Chakra, and any suitable skills. In addition, your super charged chakra draws storms to you, adding some kind of difficulty to the field if staying within Ninjutsu squares for three turns.
  51.  
  52. Armored Lightning (UA4, Mode, Costs 6 Grit): Double any DR. Add DR to any Taijutsu attack. Any attacker that uses Taijutsu takes DR + Storm Element damage.
  53.  
  54.  
  55. Perks:
  56.  
  57. Signature Item (Costs 5): Discuss with your Kage an item of lesser power, a kunai that always returns, a weapon that can channel chakra. [Armor]
  58. DR is immune to Shredding and give it a high DR?
  59.  
  60. Item of Legend (Costs 10 MP+1 Nindou): You gain an item of greater power. This item can either be an improvement on your Signature Item or a new item altogether. Discuss the details with your Kage. [Armor]
  61. The armor has several spike like protrusions, every time you use a lightning or Storm element jutsu lightning begins arcing around the armor from spike to spike. This give you a number of "Charge" counters once you've accumulated enough counters you may spend them to enhance an attack. Each counter adds your Ninjutsu to damage but that charge is spent. Anyone attacking you in melee will suffer damage = X*Ninjutsu where X is the number of charge counters.
  62.  
  63. Well-Traveled (Free): You gain knowledge of a Land other than your own to the point where you know specific landmarks and major towns.
  64.  
  65. Skill Master (5 MP): Designate a skill you have 5 Ranks in. Once per check you may pay 1 Grit to change a result of 10 into 9. Additionally, you cannot have follow ups activated against you by an opponent who is not using a skill they have Skill Master in if you defend with this Skill.
  66.  
  67. Equipment:
  68.  
  69. Armor of the First War [Requires: High Jonin or Higher, DR: 10]: Worn in the past, this heavy armor is based off the samurai design, modified for shinobi wear. This armor has no storage space and is built for protection. Additionally, a shinobi wearing this armor cannot move faster than Speed Rank 3 due to its sheer weight. (Cost: 30 Resources)
  70.  
  71. Blood Pills (3): Blood Pills increase the body’s healing factor and restores 8 Injury upon consumption. You may consume only a single Blood Pill per encounter (Cost: 2 Resources)
  72.  
  73. Soldier Pills(3): Soldier Pills rush the body with a surge of energy, restoring 3 Chakra upon consumption. You may consume only a single Soldier Pill per encounter. (Cost: 2 Resources)
  74.  
  75. Jutsu:
  76.  
  77. Ninjutsu: Cost: 1 Chakra, Speed: 1 Partial Actions, Range: Engaged - 10, Damage: 4, Effect: Elemental Effect (Storm),
  78. Genin: 3
Add Comment
Please, Sign In to add comment