"I must remain confident in my abilities, even if Pride doesn't suit me; when an enemy stands before me.. I must make sure he knows I stand above him."
Personal:
"--."
Fight!:
"Every Ninja has to fight, it is our duty! It is our bond to the village!"
Last edited by Isobu on Mon Jul 27, 2015 2:13 am; edited 28 times in total
Isobu Special Jounin
Posts : 365 Join date : 2010-02-11 Age : 29 Location : Alberta, Canada
Subject: Re: Karu Hatake - Konoha's White Shiver Fri May 15, 2015 10:43 pm
.: Bingo Book & Other Information :.
.: Village :. Konohagakure no Sato
.: Rank :. Chūnin
.: Occupation :. Mentor / Commander-In-Training
Spoiler:
Mentoring You teach and train other ninjas to be at the top of their form. You mentor and guide those coming up through the ranks ensuring they are prepared for the decisions and challenges ahead of them. Also observe missions and create them for training purposes. + 1 LP Towards Teaching and Learning + Player has access to Special Instructional Missions Note: Players have access to Standard Jutsu Scrolls for Instructional Purposes
.: Danger Level :. C-Rank
.: Reputation - Any unlisted are at '0' :. Konoha - 71/250 Fire Country - 32/250 Fire Temple - 20/250 Mist - 1/250 Uchiha Clan - 10/250 Hatake Clan - 25/250 Yamanaka Clan - 10/250 Inuzuka Clan - 5/250 Yugakure - 1/250 Kuchinawa Mercenary Troupe - -14/250 Irinei Group - -7/250 Frost - -5/250 Cloud - -3/250
Muchi Inuzuka - 15/250 Nabul's Chop Shop - 2/250
.: Ninja Registration Number :. 009720
.: Element(s) :. Earth / Fire / Water / Lightning / Wind / White Lightning
Element Specializations:
Earth HP DR, Critical Range Fire DoT, Duration Water Negatives, Duration Lightning Stealth, HP Damage Wind Detection, HP Damage White Lightning Critical Range, HP DR Pierce
.: Squad 2 - Sangai "Havoc":. Commander: Karu Hatake Second-In-Command: Ichirou Kishida Unit #1: Uma Uchiha Unit #2: Yumi Uchiha Unit #3: Kisame Nara
.: Sensei :. --
.: Completed/Failed Missions :.
Spoiler:
E - 1/0 D - 1/0 C - 6/1 B - 3/0 A - 0/0 S - 0/0
E-Rank
- Classified Weather (6/27/2015) - Success
D-Rank
- Scouting/Investigation Mission - Get Rained On (6/28/2015) - Success, Refer to Report
C-Rank
- Capture and Elimination Mission - Maniacal Menagerie (6/11/2015) - Success; Refer to Report - Defense Mission - Bridge Too Far (6/13/2015) - Failure; Refer to Report - Elimination and Rescue Mission - Kuchinawa Bandits (6/14/2015) - Kuchinawa Bandits Success; Refer to Report (Unofficially B-A Rank) - Investigation - Hotsprings Heated Subterfuge (6/19/2015) Success; Refer to Report - Infiltration - Frost Library (7/1/2015) Success - Intel Gathering - Can of Worms (7/5/2015) Success - Rescue - Brushwood Bandits (8/1/2015) Success
B-Rank
- Elimination - Fire Temple Raid (6/26/2015) Success; Refer to Report - Elimination - Drunken General Dethroned (7/12/2015) Success; Refer to Report - Retrieval - Get the Eye! (7/26/2015) Success; Refer to Report
A-Rank
None
S-Rank
None
Unranked
None
.: Goals :. [√] Become Genin [√] Become Chūnin [X] Become ANBU [X] Become Jōnin [X] Become Jōnin Commander
.: Life Goals :. [X] Be able to catch a fly with chopsticks
.: Achievements :. [-] Has Silver Hair [-] Fought beyond double his typical health. And won! [-] Lost An Arm; while saving two full cells of Genin [-] Achieved Yorinuki Genin [June 20th, 2015] [-] Achieved Chūnin [July 12th, 2015]
.: Nindo :. "Determination and conviction to your village make a great shinobi; do not forget this and you will overcome any obstacle."
.: Fight Log :.
Spoiler:
.: Wins :. [ 7 ] Karu Hatake Vs. Sumiko Takara June 9th, 2015 Karu Hatake Vs. Sumiko Takara June 10th, 2015 Karu Hatake Vs. Minori Hatake June 17th, 2015 Karu Hatake Vs. Uma Uchiha June 21st, 2015 - (Forfeited due to Mission-Call) Karu Hatake Vs. Masanori Uchiha June 24th, 2015 Karu Hatake Vs. Kisame Nara June 27th, 2015 Karu Hatake Vs. Ichirou Kishida July 4th, 2015
.: Losses :. [ 1 ] Karu Hatake Vs. Shiori Takeyama & Kazuhiko Aburame June 14th, 2015
.: Ties :. [ 1 ] Karu Hatake Vs. Minori Hatake June 23rd, 2015
.: Unresolved :. [ 0 ]
.: Kills :. [ 0 ]
.: Databook :.
Ninjutsu
Taijutsu
Kenjutsu
Intelligence
Strength
Speed
Stamina
Hand Seals
Total
Genin
2
2
2
2
1
2
2
2
15
Chuunin
0
0
0
0
0
0
0
0
0
Jounin
-
-
-
-
-
-
-
-
-
Value
Meaning
0
Little to no talent
1
Amateur Talent
2
Average Talent
3
Novice Talent
4
Veteran Talent
5
Expert Talent
7
Master Talent
8
Grand Master
Last edited by Isobu on Sun Aug 16, 2015 7:17 pm; edited 76 times in total
Isobu Special Jounin
Posts : 365 Join date : 2010-02-11 Age : 29 Location : Alberta, Canada
Subject: Re: Karu Hatake - Konoha's White Shiver Fri May 15, 2015 10:49 pm
.: Clan Information :.
.: Ability Slots :.
Hatake
Clan Hatake, discovered several years prior to the First Great Ninja War are a well-renown family that possess an innate affinity for shinobi skills, in addition to their identifiable genius the family has a signature effect to their Lightning Techniques, appearing stark white due to their refined and dense chakra. Although the most notable members are not present during the current era; each member of the Hatake family has proven to be a renown and remarkable addition to their village of Konohagakure no Sato.
Hatake Bloodline/Clan Core Ability Base I: [White Lightning]:Gain Element ‘White Lightning’ specific to the Clan/Bloodline; White Lightning Specialities are HP DR Pierce & Crit Range. 1xE Rank, 2x D Rank Jutsu. Upgrade I: 2xC Rank Upgrade II: 1xB Rank, 1x A Rank
Hatake [Jack of All Trades] - *Taijutsu/Kenjutsu* Upgrade I: +1 Chosen* Discipline Upgrade II: +2 Chosen* Discipline *Upon choosing [Jack of All Trades] User chooses one Discipline (Tai/Ken, Nin, Gen) that receives the bonuses, this can never be changed in the future. This Slot may be taken multiple times.
Hatake [Intellectual Prodigy] [Keen Sense]: A Hatake with keen sense is capable of observing and completely understanding naturally occurring techniques (Bloodline/Clan Techniques are harder to recognize and are up to DM Discretion). Although serving no mechanical benefit this can be used for learning/teaching use. Upgrade II: +1 Genjutsu Duration
Hatake [White Lightning] Base I: +D2+1 White Lightning Damage Upgrade I: +D4+1 White Lightning Damage Upgrade II: +D4+2 White Lightning Damage
Hatake [Masterful] Upgrade I: +1 DR/Round (Universal), +1 HP Regen/Round Upgrade II: +D2 DR/Round (Universal), +D2 HP Regen/Round
Hatake [Tactician] Base I: Can cast Genjutsu while physically stunned for +5CP, For 4CP all Allies gain +1 to one Discipline for 1 Rounds (Free Action). Upgrade I: Can cast Genjutsu while physically stunned for +4CP, For 3CP all Allies gain +1 to one Discipline for 1 Rounds (Free Action). Upgrade II: Can cast Genjutsu while physically stunned for +3CP, For 3CP all Allies gain +2 to one Discipline for 1 Rounds (Free Action).
Hatake [Storm Caller] Base I: 1 DR Pierce with White Lightning Techniques. Upgrade I: D2 DR Pierce with White Lightning Techniques. Upgrade II: D2+1 DR Pierce with White Lightning Techniques.
Hatake [Perfection] Base I: +1 to Physical Stealth & Physical Detection Rolls Upgrade I: +2 to Physical Stealth & Physical Detection Rolls Upgrade II: +4 to Physical Stealth & Physical Detection Rolls
Hatake [White Fang] Base I: 1 HP Degen with White Lightning Techniques. Upgrade I: D2 HP Degen with White Lightning Techniques. Upgrade II: D2+1 HP Degen with White Lightning Techniques.
Note: HP Degen Reduces HP Regeneration and HP Healing Effects.[/strike]
Non-Traditional Abilties
Single-Seal Mastery From the time Karu has lost his arm; it served as a reminder of what could happen in the field. But it also reminded him that though it is a disabling impairment, it can be overcome. With this mentality he sought training with the family elders; farmers by trade and master assassins, expert ninjutsuists and the best teachers he could find. Through the access of the family libraries; he collaborated his individual knowledge, the information that was stored on scrolls, texts and books with the mentor-ship of his family elders. Through this he eventually began the path to execute techniques with single-handed seals. Base I: User may act while physically stunned; 3CP / Use Upgrade I: User may act while physically stunned; 2CP / Use Upgrade II: User may act while physically stunned; 1CP / Use Note: User is permitted to use Single Hand-Seals for all techniques.
Elemental Mastery It is said that some individuals possess one or two more elements than the average shinobi. It's a rare instance that they possess more even. Along Karu's heritage it wasn't entirely uncommon to have two-three elements; he however, was beginning to show promise of having even more. Increasing his arsenal tenfold. Base I: Gives access to Fire Element. Choose 2 Specialties (1 Rare): DoT, Duration. Create x1 E; Gives access to Wind Element. Choose 2 Specialties (1 Rare): Detection, HP Damage. Create 1 E Upgrade I: Gives access to Water Element. Choose 2 Specialties (1 Rare): Negatives, Duration. Create x1 E; Gives access to Lightning Element. Choose 2 Specialties (1 Rare): Stealth, HP Damage. Create x1 E
Last edited by Isobu on Wed Jul 08, 2015 4:04 am; edited 12 times in total
Isobu Special Jounin
Posts : 365 Join date : 2010-02-11 Age : 29 Location : Alberta, Canada
Subject: Re: Karu Hatake - Konoha's White Shiver Fri May 15, 2015 10:50 pm
.: Known Jutsu :.
Total:28
.: Passive :.
Passive:
.: Rankless :.
Rankless:
.: Academy :.
Academy:
--
.: Taijutsu :.
Taijutsu:
Swift Strike Out-manoeuvre a slower opponent to push past their defences and deliver a blow. Type/Rank: E-rank taijutsu (STR/DEX) Costs: 1CP Effects: Single Target Attack, deals base damage-D2. Note: Defending against this with DEX takes a -1.
Shadowing Follow your opponents movements, twirl like the leaf’s shadow in tandem, and get in a advantageous position. Type/Rank: C-rank taijutsu (STR/DEX) Costs: 4CP Effects: Defend self, Gain 1 HP DR vs Tai/Ken. If successful Your opponent's next taijutsu roll is reduced by -1.
.: White Lightning :.
White Lightning:
Circulate By constantly circulating one’s chakra and actively creating a static charge through their white-lightning this allows not only the pre-emptive creation of one’s white-lightning, but through the constant friction through the users’ body builds up a stronger, denser chakra to be used be it in melee or ninjutsu combat. Type/Rank: E-Rank Supplementary Costs: 1CP/Round Effects: User gains +6 Critical Range while technique is active. Lasts D2 Rounds. Note:
Discharge Upon being targeted by a technique; Karu channels a store of white-lightning; upon the technique closing in on him he releases it in a large static discharge intending on either redirecting the strike elsewhere; or through a pulse of energy slow down the attack to help reduce the impact Type/Rank: D-Rank Ninjutsu-Hatake Costs: 2CP Effects: When used in defense user gains +1 DR Unversal & +2 DR vs Water
Shiver Strike Upon preparing their weapon, the user begins charging a core of white-lightning throughout the main portions of combat for the weapon; by doing so not only helps ensure a clear strike by sending an arc of electricity once it gets close, but allows the user to strike significantly harder by channeling the electricity into the target once full contact has been made. Type/Rank: D-Rank Kenjutsu Costs: 2CP Effects: Base Kenjutsu+1 White Lightning Damage; Pierces 2 HP DR (Vs Tai/Kenjutsu) Note:
Calculative Measures By thinly layering one’s body with their white-lightning it gives them a medium to draw towards targets that get too close; by doing so permits the user to quickly make physical connections and hits when they are closed in on; assuming they dodge or block in time. Type/Rank: C-Rank Ninjutsu Costs: 4CP, 3CP Upkeep. Effects: 1D3 Damage Return vs Taijutsu/Kenjutsu (On Attack). Lasts D4 Rounds. Note:
Surge By placing both palms together the user follows a similar feat to the Circulate technique; by flowing an increasing flow of chakra throughout their system to a significantly larger degree allowing the use of increased density and force in their techniques. Type/Rank: C-Rank Costs: 4CP Effects: User gains +D4 White Lightning Damage for D2+1 Rounds. Note:
Shiver Field Upon executing the ten-string seal combination; the user begins to channel and discharge a huge amount of white-lightning throughout the entire battlefield. Although useful, it is prone to damaging allies as likely as enemies due to the sheer volume and force of the technique. Type/Rank: B-Rank Ninjutsu Costs: 6CP; 4CP/Round Effects: AOE True; (Base Damage/2) + D3 White Lightning Damage. Lasts D4+1 Rounds. Note: Roll is made each round by both Attacker and Defenders. Note: Always Round Down Base Damage/2
Dragon Circus This technique was something of an experiment. Karu was interested and baffled at the arsenal that he truly had at his disposal. And he wanted to use it. By weaving through modified seals to ultimately create three dragons of fire, water and earth. Karu’s finger tips on one hand would ultimately glow upon the creation of all three; by the final stage he would grasp his main hand’s wrist channeling singularity of white-lightning at the base of his palm. Firing it out at a high velocity in order to entrap his opponent for the execution of the three dragons. By releasing all the pent up energy a roar of chakra would echo through the field as each dragon would launch to their target, spiraling around them for a second afore crashing down in a vicious combination of fury. Type: White-Lightning / Ninjutsu Rank: B Cost: 6 Effect: Single-Target; Base Rank Damage+1D4 Damage; Technique Gains +6 to Critical Range Note: *Technique requires the learner to have Earth, Fire and Water Base Elements; This technique DOES NOT use specialties of all 3; it only operates on the element of White-Lightning
White Kunai Although requiring no hand-seals the technique requires a large amount of concentration, removing the ability to use this technique while bound. By honing an immense amount of chakra into the form of a kunai, the user throws it at the target, increasing the velocity and force through the use of sheer white-lightning, when contact is made a surge of explosive energy fires in and around the target forcing their bodies to undergo a recovery stasis leaving them vulnerable and severely injured. Type/Rank: A-Rank Ninjutsu Costs: 13CP Effects:Base Damage+D10 White Lightning Damage; User gains +9 Critical Range on this attack. This technique pierces D2 HP DR Universal.
Chidori (One Thousand Birds) Upon the creation of the Chidori; although early in its years the technique was compared to a thousand-birds chirping. Due to Karu’s nature to get up-close and personal with his lightning techniques; this allowed him to do so and viciously. By coating his left or right hand in a coating of raw white-lightning, so sharp it was rumored to cut straight through the hardest of metals like butter. Type/Rank: A-Rank / Nin-taijutsu / White-Lightning Costs: 13 Effects: Base Damage + D2 White-Lightning Damage; Pierces D6 HP DR (Universal); Crit Range Increased by 6. Note: Rolled With Dex; Considered Taijutsu for DR Purposes
White-Dragon God Circus This technique was something of an experiment. Karu was interested and baffled at the arsenal that he truly had at his disposal. And he wanted to use it. By weaving through modified seals to ultimately create six dragons of fire, water, earth, lightning, wind and his White-Lightning to execute. Karu’s finger tips on one hand would ultimately glow upon the creation of all five base elements; by the final stage he would grasp his main hand’s wrist channeling singularity of white-lightning at the base of his palm. Firing it out at a high velocity into the sky. Moments later a rain of white-lightning miniature dragons would descend down onto each foe aiming to shock their systems temporarily removing their ability to move. Upon finalizing the stage, he would release the pent up energy of all five of the dragons, launching them into the sky in a dazzle of blinding lights of each element as they all fell down to the earth, aiming to crash into one controlled explosion upon his foes. Type: White-Lightning / Ninjutsu Rank: A Cost: 13 / 2 Round Cool-Down Effect: Targets All Enemies; Base Rank Damage+1D10 Damage; Technique Gains +9 to Critical Range Drawback: User suffers -2 to Universal Rolls for 1 Round after this technique due to strain Note: *Technique requires the learner to have Earth, Fire, Water, Wind and Lightning Base Elements; This technique DOES NOT use specialties of all 3; it only operates on the element of White-Lightning
Raiton: Kage Bunshin no Jutsu (Lightning Release: Shadow Clone Technique) Still needs to be purchased; cannot learn until done so This technique allows the user to make a shadow clone infused with lightning. Because it is a shadow clone, it is able to perform techniques and interact with the environment due to it having physical substance; and also evenly distributes the user's chakra to each clone. If the clone is injured, it will revert to its natural lightning-state, at the same time electrocuting whatever it is touching. Type/Rank: A-Rank / Ninjutsu / White-Lightning Costs: 13 + 5 CP/Round Effects: Creates 1 Clone; Roll D10. On a 5-10 Hit Clone, 1-4 Hit Creator. Lasts D6 Rounds. Note: Clone has 1 HP. If killed by Taijutsu, deal D4+1 Damage to Killer. (White Lightning Damage does Not Apply). Note: Clone Deals 1 Damage + Any White-Lightning Damage Bonuses.
Raikiri (Lightning Cutter) Still needs to be purchased; cannot learn until done so Raikiri is a significantly enhanced version of it’s parent technique ‘Chidori’ requiring an immense amount of chakra and undivided attention into the conjuration of the technique. Due to the sheer requirement of chakra the area around the user is filled with a incalculable amount of lightning. When the technique is fully manifested it is held in the hand and used to impale through the target. Due to the massive energy it consumes the user must take a round to recuperate after it’s usage. Type/Rank: S-Rank / Nin-taijutsu / White-Lightning Costs: 20 Effects: Base Damage + D10+2 White-Lightning Damage; Pierces D8 HP DR (Universal); Crit Range increased by 20. Special Note: User Loses their Next Turn, may defend normally; Rolled With Dex; Considered Taijutsu for DR Purposes; Balanced as Taijutsu
.: Doton :.
Doton:
Pebble Toss After a single hand seal the user throws a chakra empowered rock at full force hitting with increased damage. Type/Rank: E Rank Doton Ninjutsu (WIS) Cost: 1 CP Effect: Single Target Attack. Deals Rank + 1 Damage
Earth Spike After three seals the user stomps the ground creating a jagged spike to stick out at an opponents body. Type/Rank: D Rank Doton Ninjutsu (WIS) Cost: 2 CP Effect: Single Target Attack. Deals Base Rank Damage + 1D2
Earth Wall After three hand seals the user stomps the ground and a large block of stone moves to block an incoming technique. Type/Rank: C Rank Doton Ninjutsu (WIS) Cost: 4 CP Effect: Defensive Action, user gains + 1d3 Universal HP DR
.: Suiton :.
Suiton :
Water Combo Much like the Fire Combo, this technique is more of a combination of the element with the user’s taijutsu. Mixing in water with their strikes; and often finalizing the combo with a technique of varied proportion. Type: Water / Taijutsu Rank: E Costs: 1CP Effects: Base Damage + Enemy suffers -1d4 to Fire Damage Rolls for 1 Round Note: This DOES NOT permit the user a free-action, it’s merely RP flavor Balance: -1D4 Element Rolls (+1 JP)
Slick The user makes a hand seal and spits water out in the way of an incoming fire jutsu to try and lessen the damage. Type/Rank: E Rank Suiton Ninjutsu (WIS) Cost: 1 CP Effect: Defensive Action, user gains +1D4 DR vs Fire Jutsu
Water Gun With two hand seals the user spits out a stream of water from their mouth in a condensed and pressurized form. Type/Rank: D Rank Suiton Ninjutsu (WIS) Cost: 2 CP Effect: Single Target Attack. Deals Base Rank Damage + 1D2
.: Fuuton :.
Fuuton :
Chakra Wind Executing a varied amount of seals based off the potency the user decides. It allows the person to release a large quantity of rather harmless wind; the purpose of this is to lightly coat the wind with the users chakra giving them an up-to-date feeling of the battlefield, capable of detecting any chakra irregularities and potentially hidden foes. Type: Wind / Ninjutsu Rank: E Costs: 1 CP Effects: User can detect physical stealth +2 via this technique Note: Balance: No Base Damage -1 JP; Physical Detection +2 JP
Wind Dagger After a hand seal the user spits out a rapid bolt of wind, thin, almost like a needle. This pierces through minor defenses. Type/Rank: E Rank Fuuton Ninjutsu (WIS) Cost: 1 CP Effect: Single Target Attack. Deals Base Rank Damage, Critical hit on 18-20.
.: Katon :.
Katon:
Fire Combo Although a rather basic use of taijutsu/kenjutsu maneuvers and weaponry; the technique permits the use of fire-techniques to be implemented alongside the melee-combat, although it doesn’t permit anything drastic. It often contains the user ending their attack with a small technique Type: Fire / Taijutsu/Kenjutsu Rank: E Costs: 1CP Effects: Base Damage + Level Damage + 1 / 2 (Rounded Down) Damage for 1D2+1 Rounds. Note: This DOES NOT permit the user a free-action, it’s merely RP flavor Balance: Convert to DoT (N/A; D2+1 Rounds); +1 Damage = 1 JP
Smoulder Creating a more sticky fire more akin to ash, one releases this basic technique causing it to stick and burn over time Type/Rank: E-rank Katon Ninjutsu (WIS) Cost: 1 CP Effect: Single Target Attack. Deals Base Rank Damage + 1 /2 (Rounded down) per round for 1D2+1 rounds Note: Always round down.
Small Fireball Creating a somewhat bigger ball of fire about the size of a baseball, they spit this fire out of their mouths after making three rapid hand seals. Type/Rank: D Rank Katon Ninjutsu (WIS) Cost: 2 CP Effect: Single Target Attack. Deals Base Rank Damage +1D3 Damage
.: Raiton :.
Raiton :
Spasm By injecting the body with electricity, one does not damage the outer body but causes painful muscle contractions and involuntary spasms. Type/Rank: E Rank Raiton Ninjutsu (WIS) Cost: 1 CP Effect: Single Target Attack. Base Rank Damage + 1
Jolt Creating a small lightning bolt it travels from the finger to the target channeling the lightning from the belly, and scorching the skin. Type/Rank: D Rank Raiton Ninjutsu (WIS) Cost: 2 CP Effect: Single Target Attack. Deals Base Rank Damage + 1D2
Molecule Transitioning Although an unusual method of hiding ones chakra; the user utilizing the lightning affinity in their body and starts to increase the rate in which they bounce and interact with one another. After a timely effort, they can utilize this chakra to cover their visible form; upon this mild camouflaged technique it grants the user room to release any excess lightning chakra to draw attentions away from their individual. Type: Lightning / Ninjutsu Rank: E Costs: 1CP Effects: User can Chakra Stealth via this technique at +2 Note: Balance: No base damage -1 JP; Chakra Stealth +2 JP
.: Genjutsu :.
Genjutsu:
Misdirection Rank/Type: E/Genjutsu Cost: 1 CP Roleplay: Making your enemy think you are in a slightly different direction, it causes their attack to go off-course DF Effects: Allows defensive action with INT
Leaf Burial Rank/Type: E/Genjutsu Konoha Cost: 1 CP Roleplay: This technique fools the target into thinking they are being smothered by leaves, the more they struggle the more leaves appear. DF Effects: Single Target. Deals Base Rank Damage
Hell Viewing Technique Rank/Type: D/Genjutsu Konoha Cost: 2 CP Roleplay: This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great. DF Effects: Single Target. Deals Base Rank Damage + 1
.: Elementless :.
Elementless:
--
Last edited by Isobu on Mon Aug 17, 2015 9:04 pm; edited 39 times in total
Isobu Special Jounin
Posts : 365 Join date : 2010-02-11 Age : 29 Location : Alberta, Canada
Subject: Re: Karu Hatake - Konoha's White Shiver Sun Jun 07, 2015 9:35 am
Character Docket
Current PP Available: 0
Current PP Used: 14
Current Abilities Purchased: Hatake (Base, U1, U2); Jack of All Trades (U1, U2); White Lightning (Core, U1); Masterful (U1, U2); Single-Seal Mastery (Base); Elemental Mastery (Base, U1)
Current XP Available: 0
Current XP Used: 45
Current Level: 22
Current XP List: - x1 Level [10-11] - DM Boruto - June 11, 2015 - 3 XP Markers - x4 Level [11-15] - DM Boruto - June 15, 2015 - 12 XP Markers - x1 Level [15-16] - DM Boruto - June 19, 2015 - 4 XP Markers - x1 Level [16-17] - DM Aburame - June 20, 2015 - 4 XP Markers - x3 Level [17-20] - DM Aburame - June 26, 2015 - 12 XP Markers - x1 Level [20-21] - DM Boruto - July 5, 2015 - 5 XP Markers - x1 Level [21-22] - DM Zapotec - July 25, 2015 - 5 XP Markers Current RP Available: 1
Last edited by Isobu on Fri Aug 14, 2015 1:44 am; edited 29 times in total
Isobu Special Jounin
Posts : 365 Join date : 2010-02-11 Age : 29 Location : Alberta, Canada
Subject: Re: Karu Hatake - Konoha's White Shiver Sat Jun 13, 2015 5:28 pm
Other Information
Green-lights - Severe Injury (Loss of body parts; with reasonable discretion, I don't want to be a peg leg/arm man) - Death, although a common thing (Supposedly) if it comes too, shitniz happens.
Last edited by Isobu on Sat Jun 27, 2015 5:21 am; edited 1 time in total
Isobu Special Jounin
Posts : 365 Join date : 2010-02-11 Age : 29 Location : Alberta, Canada
Subject: Re: Karu Hatake - Konoha's White Shiver Sat Jun 27, 2015 2:46 am
.: Skills :.
Stat spread of: 8 STR (-1 Mod), 30 DEX (10 Mod), 12 CON (1 Mod), 20 INT (5 Mod), 20 WIS (5 Mod), 18 CHA (4 Mod) [Level 22, 44 Skillpoints to Allocate. Max of 11 in Skill]
Skill
Stat Modifier
Bonus From Stat
Points Allocated
Total Score
Acrobatics
DEX
+5
7
12
Appraise
INT
+1
0
1
Bluff
INT
+1
0
1
Climb
STR
-1
0
-1
Diplomacy
WIS
+2
1
3
Disable Device
DEX
+5
0
5
Handle Animal
WIS
+2
0
2
Intimidate
INT/STR (Highest)
+1
0
1
Lore
INT
+1
2
3
Knowledge (Nature)
INT
+1
0
1
Knowledge (Local)
INT
+1
0
1
Knowledge (Religion)
INT
+1
0
1
Knowledge (History)
INT
+1
0
1
Linguistics
INT
+1
0
1
Perception
WIS
+2
5
7
Perform
WIS
+2
0
2
Ride
DEX
+5
0
5
Sense Motive
WIS
+2
2
4
Slight of Hand
DEX
+5
2
7
Survival
WIS
+2
5
7
Swim
STR
-1
0
-1
Last edited by Isobu on Fri Aug 14, 2015 1:45 am; edited 9 times in total
DM Aburame Genin
Posts : 82 Join date : 2015-05-15
Subject: Re: Karu Hatake - Konoha's White Shiver Sun Jun 28, 2015 11:02 pm
White Shiver title awarded for +50 Konoha Reputation
Isobu Special Jounin
Posts : 365 Join date : 2010-02-11 Age : 29 Location : Alberta, Canada
Subject: Re: Karu Hatake - Konoha's White Shiver Sat Jul 25, 2015 3:39 am