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Welcome to Fall into Place! We are a intermediate to advance roleplay based in the Naruto universe. This site is non-canon, and is set after the collapse of the old ninja villages. Feel free to join the site and say hello! Also, make sure to read through all the rules present in the information board. The staff is also willing to answer any questions you may have. Have a great time roleplaying!

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Kenichi's Battle Log 15hls0y

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Kenichi's Battle Log

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Kenichi's Battle Log Empty Kenichi's Battle Log

Post by Teaissuperior Wed Sep 07, 2011 4:20 pm

Ninjutsu Knowledge - lvl 1, 2 KSP
Level I: Allows the ninja to use basic Ninjutsu (note that some basic ninjutsu have other requirements).

Taijutsu Knowledge - lvl 3, 6 KSP
Level I: Allows the ninja to perform simple Taijutsu attacks, such as punches and kick combos. The Ninja can use Basic Taijutsu with no styles at this point.
Level II: Allows the ninja to have one Taijutsu fighting style with all allowed rank jutsus.
Level III: Allows the user to have two Taijutsu styles. The second one will only allow to use jutsus of lower rank then himself. The user gains a level one combat trait for free.

8/8 KSP Used


Free Skills
Speed & Agility
Level I: Gives the ninja more speed and agility than average ninja do, which allows them to dodge basic attacks with more efficiency. The shinobi can perform handseals are a faster rate than average. Requires at least Taijutsu Knowledge Level II.


Paid Skills
Speed & Agility - lvl 2, 2 ASP (level 1 speed chosen as free skill)
Level II: Gives the ninja more speed and agility than before, allowing him to dodge ranged attacks, such as shuriken with more efficiency. The shinobi can perform one-handed seals though at a slower rate than average.

Strength & Power - lvl 1, 1 ASP
Level I: Gives the ninja more strength and power then average ninja do, providing more physical constitution, allowing the ninja to sustain more damage. Requires at least Taijutsu Knowledge Level II.

Equipment & Weaponry - lvl 2, 3 ASP
Level I: The shinobi has gained a proficiency in weaponry higher than that of average shinobi. They can wield basic weaponry outside of ninja tools and use scrolls to pack and store extra equipment. The shinobi can also utilize their own puppet with the right jutsu. The shinobi can wield light weaponry such as a sword or bow and use jutsu oriented to them. They can wield a single light sealing scroll that can hold extra ninja tools such as kunai or shuriken, up to 20. The shinobi may also create a single puppet for puppetry jutsu.
Level II: The shinobi has gained a higher proficiency with equipment and weaponry giving them access to multiple light weapons and medium weapons. They can wield two light sealing scrolls and can seal to a higher proficiency allowing for sealing of a light weapon or a puppet. The shinobi also may construct and wield three puppets.

Sealing - lvl 1, 1 ASP
Level I: Allows the user to utilize their Curse Seal First Level at will and allows them to ignore the Pain of when the Seal is placed. Allows the user to use up to C-rank seals and unseal D-rank seals.

7/7 ASP Used


JP Allocation

Ninjutsu
Name: Ayatsuito no Jutsu - 5 JP
Type: Ninjutsu
Sub-Type: Basic
Rank: E
Orientation: Offensive
Cost: 1 CP
This string can be used in rappelling, or as a method to tie down and restrict the movement of an opponent. This jutsu can be modified with the combination of the Uchiha clan's Sharingan Soufuusha Sannotachi technique, which will grant an even greater chance of being bide. The wire allows the clan member to pin down an opponent in a almost inescapable bind.

Name: Waza no Jutsu [Walking Technique] - 5 JP
Type: Ninjutsu
Sub-type: Chakra
Rank: E
Orientation: Supplementary
Cost: 1 CP
Effects: This technique is a must for any Shinobi. Difficult for some genins, Waza consists of basic manipulation of chakra through the fit. This is done through two ways. First, they may concentrate chakra to their soles to because adhesive, allowing them to walk on normally impossible surfaces, such as walls or a tree. Second, the user may force their chakra downward to act as a method of balance which grants them the ability to walk on water. Both take a constant concentration of chakra, and thus must be maintained each turn of usage for one chakra. This does not require hand seals.

Name: Chakra Shūgō [Chakra Manifestation] - 5 JP
Type: Ninjutsu
Sub-type: Chakra
Rank: E
Orientation: Supplementary
Cost: N/A
Effects: The ability to draw from their reservoir of stamina in order to generate more chakra to use. This technique allows a ninja to take their body's energy in order to cast more jutsus during a battle. 10% of the Shinobi's Max chakra is replenished (Rounded down from .5). However, each time this is done it exhausts the body, due to the nature of forcing it go beyond it's safe limits. Each time further strains a user. This may be cast three times during a battle, with any further attempts causing a person to collapse. When performing Chakra Shugo, you may not have performed any jutsus this turn, nor may use any while doing this. Techniques in use may be maintained if they are of a supplementary or defensive nature. The chakra granted by this ability is added on your next turn. For purposes of percent, you use your Rank base. (Do not apply modifiers such as Chakra Capacity!)

Name: Shunshin no Jutsu [Body Flicker Technique] - 10 JP
Type: Ninjutsu
Sub-type: Basic Technique
Rank: D
Orientation: Supplementary
Cost: 3 CP
Effects: This jutsu is a high-speed movement technique, allowing a ninja to move short distances at an almost untraceable speed. It is accomplished by using chakra to temporarily boost the user's reflexes. To an observer, it appears as if the user has teleported. A puff of smoke is occasionally used to disguise the user's movements; however, other methods can be taken from the environment used to disguise the movement such as a swarm of leaves.
Effects with Agility and Speed Skill:
Level I: May be used to move once in two posts, without chance of attacking/using jutsu right after.
Level II: May be used to escape once a post without chance of attacking/using jutsu right after.

Senkouken
Name: Shunpo [Flash Step] - 10 JP
Type: Taijutsu
Sub-type: Senkouken
Rank: D
Orientation: Supplementary
Cost: 2 CP
Effects: The first principle of Senkouken is speed- Being able to act quickly and efficiently. Senkou's core move thus is a technique that allows the user to propel themselves forward by allowing for a sudden push of chakra to strike from their feet onto the ground, propelling themselves at a speed that their movements become a blur. Skilled user's may project themselves at a point where they are no longer seen, and may utilize multiple steps in their attack. Senkouken is not a maintainable technique. Requires Level I Speed and Agility.

Name: Danmaku [Barrage] - 10 JP
Type: Taijutsu
Sub-type: Senkouken
Rank: D
Orientation: Offensive, Defensive
Cost: 2 CP
Effects: The second principle of Senkouken is to cut. To slice through resistance, be it stone, steel, or flesh. The ability to perform efficiently through whatever they face. Danmaku allows one to energize their arms and allowing them to let out a barrage of slices, none particularly powerful but numerous. Being able to strike at an insane rate is key, as it will allow you to slip through a foe's defenses. This technique is tiring for the arms, however, as the chakra utilized tears at the muscles. Veterans strive to be able to perform simultaneous barrages. Requires Level One Speed and Agility.

Name: Batto [Draw] - 10 JP
Type: Taijutsu
Sub-type: Senkouken
Rank: D
Orientation: Defensive
Cost: 2 CP
Effects: The third principle of Senkouken. Act. To know when to fight, how to fight. Not merely reflex but accuracy is what is necessary for a swordsman. Batto focuses on that discipline. By storing chakra into the sheath of a sword via transferring it through the sword in a similar manner to Shunpo. When the Senkou user draws his blade it will be propelled by a sudden push of force from the chakra. With this method, he may cut forward at a strength greater then his other strikes.

Name: Senka [Flash Blossom] - 15 JP
Type: Taijutsu
Sub-type: Senkouken
Rank: C
Orientation: Offensive
Cost: 5 CP
Effects: Senka is a specialized battojutsu that combines the first and third principles in order to silence a foe in a beautiful display. As with all battojutsus, the user begins by sheathing his blade and gathering his chakra to his feet in order to perform shunpo. Upon moving at a foe, they will draw the blade and at the same time begin to spin. Because of this movement, the user will be able to cut a foe not once but twice- The Initial blow from the first draw when they are in front of the opponent, and the second from the spin returning as they pass their foe. Because of the combined force of the shunpo, spin, and draw it is difficult move to defend against. Requires Level Two Speed and Agility.

Name: Tsubame Gaeshi [Swallow Reversal] - 15 JP
Type: Taijutsu
Sub-type: Senkouken
Rank: C
Orientation: Defensive
Cost: 5 CP
Effects: A technique that was contributed to the style by a famous Samurai, the founder of the style altered the move to fit his own style. Tsubame Gaeshi combines the second and third principles, being able to cut at great speed and timing. This technique, in turn, involves two precise furious cuts. The user will begin with a downward cut in order to lure them in, apparently giving a foe an opening from the initial strike. In reality, it is merely a trap. Once the enemy nears, the user will spin the blade around in his hand and cut upward, chakra within the arm/s propelling it upward, mimicking the movements of the Swallow. Requires Level Two Speed and Agility.

Name: Hirameki [Flicker] - 15 JP
Type: Taijutsu
Sub-type: Senkouken
Rank: C
Orientation: Supplementary
Cost: 5 CP
Effects: This jutsu relies on chakra being transferred down the hilt, causing the blade to glow vibrantly. When the user moves the blade, an optical illusion will be cause, the light of the blade moving a half-second before the actual one. This technique thus is able to slip past defenses by deceiving a foe's reactions. This makes fighting against the swordsman quite a challenge.

100/100 JP Used

_______________________________________________________________________
Inventory

『BASIC EQUIPMENT』
A pack issued to any ninja, that contains the following: ten shuriken, eight kunai (four for pack, four for leg holster), two smoke bombs, ten exploding tags, and one spool of wire (fifty feet).

『HYŌRŌGAN』
Special pills that are issued to any ninja, unlike Zōketsugan. These pills replenish the stamina and chakra and nourish the body of the person who ingests it. It's made of powerful stimulants and nutrients. Carry five.

『EXPLODING TAGS』
Exploding tags are scraps of paper inscribed with a special formula, centering around the kanji for explode, 「爆」"baku." Infused with chakra, they will explode either after a set amount of time has passed, or remotely. The tags can be attached to a surface or wrapped around a weapon to be thrown at an enemy. Carry five.

『COMMON SCROLLS』x 2
Rolls of paper that are used as storage by way of fūinjutsu. Things are stored within scrolls to ease the burden of moving large amounts of equipment around.

Scroll 1 - x20 kunai

Scroll 2 - x1 katana

Name: Tantō x1
Weapon Class: Tantō
Pocket: Weapon, Right leg
Equipment Type: Light
Description: This elongated knife rests around the thigh area around the leg pack for shinobi tools. This small blade is rather basic consisting of a small black handle and a short single edge. The blade is shaped with a tip, designed for striking and stabbing. The back side of the blade is flat. Though this may seem hindering, the flat part makes for better deflection when blocking. Ken employs this weapon in tandem with his katana for a dual-blade onslaught.

Name: Katana x2
Weapon Class: Katana
Pocket: Weapon, x1 left side, x1 sealing scrol
Equipment Type: Medium
Description: These katana are both durable and razor sharp, allowing for him to cut down most enemies he confronts. These blades are made for slicing, but because of their custom capabilities, are just as good at stabbing, and both blades are incapable of conducting electricity, even from jutsu. The blades are and the back side if flat. Though this may seem hindering, the flat part makes for better deflection when blocking. Ken is capable of wielding both katana and his tantō for a three-bladed style of combat, or simply dual-wielding with his preferred combination.
Picture:.N/A


Last edited by Teaissuperior on Fri Sep 09, 2011 7:27 pm; edited 5 times in total

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Kenichi's Battle Log Empty Re: Kenichi's Battle Log

Post by Bobby-kun Wed Sep 07, 2011 6:33 pm

Everything looks good~ APPROVED~
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