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Alchemical Adept (FREEBIE) Rank: "C" Skill: Chakra Trait Effect: User is skilled in creating Alchemical items. Special: --- Drawback: --- Description: User gains a +10 trait bonus on Alchemy checks made to create Alchemical items. Furthermore, when the user fails creating an Alchemical item by 25% or more, the user does not ruin any raw materials or have to pay that cost again. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Eidetic Memory (FREEBIE) Rank: "C" Skill: Heritage Trait Effect: A few rare humans have perfect recall, allowing them to remember minor details from an event that others have long forgotten. Special: --- Drawback: --- Description: They gain +5 heritage bonus to all Academia and Jutsu Lore checks. User gains a +10 heritage bonus on Observation checks to detect a disguise. The user also gains a +1 Racial bonus to Die Rolls pertaining to Academia Learning and Jutsu Lore. If they have any questions about an event, such as a person’s name or exactly what happened, their Game Master must tell them the details (even if the character’s player has forgotten them). They cannot remember extremely fine details, such as the text of a book left open on a desk, but they can remember the general gist of the book or the topic the passage covered. They always remember faces, names, and the basic sequence of events. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Con-Artist +20 to Disguise (FREEBIE) Rank: "C" Skill: Heritage Trait Effect: User was once a charlatan, profiting by defrauding and taking advantage of others. Special: --- Drawback: --- Description: User has +20 Skill points to divide as they wish among Disguise, Sense Motive, Pick-Pocket, and Sleight of Hand Skills. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gains +10 to Disguise skill. User is a slick Negotiator. User gains a +10 to Haggle. As well, user gains a +5 competence bonus on all Sense Motive checks. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Trained Medic (FREEBIE) Rank: "C" Skill: Regional Trait Effect: User has studied medicine and chirurgery, and recognize on sight the signs of ailments and toxins. Special: --- Drawback: --- Description: User gains a +10 trait bonus to all First Aid checks, and gains a +1 points per die roll when learning the skill. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Hidden Hand (FREEBIE) Rank: "C" Skill: Combat Trait Effect: User's concealed weapons strike fast and true. Special: --- Drawback: --- Description: User gains a +5 trait bonus on Sleight of Hand checks made to conceal light weapons and a +10 Armour Points in striking damage in trait bonus when making an attack with a light weapon during a surprise attack. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Last Edit: Jan 24, 2015 19:51:13 GMT -7 by Natsuki
Missions: D:0/C:0/B:)/A:0/S:0/In:0
D Ranked Ninja 0/500
4 Movements per turn/14 Handseals per turn
Disguise (FREEBIE) 10/125 SP Rank: "E" Skill: Skill Effect: A person versed in the art of disguise can alter his appearance to be unrecognizable- even to his own mother. Special: --- Drawback: --- Description: A user may choose to appear as the opposite sex, a larger person or possibly even a smaller person. There are, of course, common sense limits to this skill. A balding, fat, middle-aged male innkeeper is going to have one hell of a time disguising himself as a voluptuous female prostitute. In general, the following limitations apply: Height: +/- 25% of actual height; Weight: +/- 50% of actual weight; Sex: Male or Female;Hair: Any Color; Eyes: Any Color; Complexion: Any Color; Facial Features: Highly mutable Obviously, the ability to speak the language of the person you impersonate is not granted. The character may need to purchase clothes or materials depending on his disguise. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill. Limit: ---
First Aid: Cauterize Wound 38/125 SP Rank: "E" (10 Training Points at all Times) Skill: Skill Effect: A character with this ability can use a hot poker, or other hot metal objects to stop the bleeding in a wound, thereby preventing additional bleeding damage. Special: --- Drawback: --- Description: The process does, however, render further damage from the hot poker or piece of metal used to cauterize the wound. The process also leaves a visible, ugly scar, the person with this skill can perform it on themselves or to others. Novice: Able to Cauterize Minor Wounds. Average: Able to Cauterize Light Wounds. Advanced: Able to Cauterize Moderate Wounds. Expert: Able to Cauterize Serious Wounds. Master: Able to Cauterize Critical Wounds.
Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill. Limit: ---
First Aid: Healing 8/125 SP Rank: "E" (5 Training Points at all Times) Skill: Skill Effect: This skill allows a character to properly tend to the sick and injured. Special: --- Drawback: --- Description: While some basic medical knowledge is inherent in this skill (to the extent such can be said to exist), the character’s role is to provide an optimal environment to facilitate the patient’s own recuperative abilities, by monitoring the patient and tending to his needs as required. Novice: Diagnose; Tend to injured characters such that their wounds heal at a faster rate; critical care requires 10 minutes/wound; can distinguish whether an individual is dead or merely unconscious. Average: Stabilize a character knocked unconscious from trauma; critical care requires 6 minutes/wound; with a successful Average skill check to resuscitate a dying character. Advanced: Function as a midwife to deliver children; diagnose injuries; critical care requires 4 minutes/wound Expert: Properly set broken bones; amputate limbs; critical care requires 3 minutes/wound Master: Critical care needs 2 min. per wound
Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill. Limit: ---
First Aid: Autopsy 45/125 SP Rank: "E" (10 Training Points at all Times) Skill: Skill Effect: Special: --- Drawback: Autopsy skill mastery cannot exceed his Anatomy, Basic skill mastery nor First Aid: Healing. Description: By combining medical knowledge with alchemical knowledge, it is possible to gain a significant amount of information from a corpse without the use of Chakra. Autopsy forms the basis of forensic pathology, but Botany and Animal Lore allows the user to test the characteristics of blood and is required for certain advanced actions. The list below indicates the type of information that can be gained with the knowledge the user may know. A user with knowledge of Botany and Animal Lore can team up in order to perform a task. Novice: Cause of Death Average: Examine Injury and Presence of Foreign Substances. Advanced: Nature of Foreign Substances Expert: Time of Death Master: Abilities that Lie within the body.
Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill. Limit: Must know Anatomy, Basic, Must know First Aid: Healing.
Anatomy, Basic 8/125 SP Rank: "E" Skill: Skill Effect: Characters with the anatomy skill have a basic knowledge of how the body functions. Special: --- Drawback: --- Description: This skill includes a knowledge of surgery, dissection, and basic anatomy. As might be expected, such knowledge is enormously useful for corporeal sculpting of corpses, sculpting incorporeal ectoplasm, and even restoring bodies by proper embalming. Without a proper knowledge of Anatomy, Basic, most of the work is guesswork. They know where major organs are located on most species. They do not know much about the anatomy of rare creatures or monsters, but they can make an educated guess in certain circumstances. This skill can help a character know what organs to harvest and other body parts for components or other uses. Including selling them to others. Novice: Knowing where major organs lie in the corpse of the same race. Average: Recognizing the effects of disease or poison upon healthy bodies (though not necessarily the exact nature of such). Advanced: Expert: Master: Remembering how minor organs function in humans. Being a Trained (Average) in Anatomy, gains a stackable +5 synergy bonus to First Aid: Healing, and Embalming. Basic Each time learned user gets 2 die roll to increase the skill.
Limit: ---
Last Edit: Jan 24, 2015 19:50:50 GMT -7 by Natsuki
Missions: D:0/C:0/B:)/A:0/S:0/In:0
D Ranked Ninja 0/500
4 Movements per turn/14 Handseals per turn
Healing Hands (Minor) Rank: "D" Skill: NinJutsu Effect: A Healer gains the ability to heal Minor Wounds within an amount of time. Special: --- Drawback: --- Description: When laying the hand upon a living creature, the user channels positive energy that cures Minor wounds within the amount of time performing a "D" Rank technique in handseals. While curing Minor wounds this technique brings higher wound levels down by 1 step. Since undead are powered by negative energy, this Jutsu deals damage to them instead of curing their wounds. Limit: Must be a Medical Doctor.
Last Edit: Jan 24, 2015 19:50:35 GMT -7 by Natsuki
Missions: D:0/C:0/B:)/A:0/S:0/In:0
D Ranked Ninja 0/500
4 Movements per turn/14 Handseals per turn
Post by N A T S U M I on Jan 21, 2015 2:26:03 GMT -7
Alright, moving to submissions.
Yay a stoner! And a medic too, this will be interesting for Aurora (my charry). Now, time to pick this bio apart!
Please add a unit to your weight.
Please add the amount of Ryo that your weapons add up to. You see, when starting off, each member is granted an allowance that can be used to spend on weaponry of the user’s choice. The information can be found here But to save you from clicking on the provided link, read the following:
User may start with 1 or more Main Weapons of any Rank that has no special properties or unique attacks. There is no exception to this rule.
Every character is given an "allowance" to spend for their Main Items. This includes Non-Weapon Items listed below. The user may elect to not spend the whole "allowance" however they will not get that "allowance" added to their starting Ryo.
"D" and "C" Class characters gain an allowance of 13,000 Ryo for their Main Items.
"B" Class characters gain an allowance of 24,000 Ryo for their Main Items.
"A" Class characters gain an allowance of 35,000 Ryo for their Main Items.
"S" Class characters gain an allowance of 46,000 Ryo for their Main Items.
Example: A "D" Class Character gains an allowance of 13,000 Ryo. The character is a swordsman, and wears a mask. The user starts with 2 Longswords and a Gas Mask equaling up to 13,000 Ryo.
Example: A "C" Class Character gains an allowance of 13,000 Ryo. The character is a Polearm user and is a Flute player. The user starts with a Polearm and a Small Basic Flute equaling up to 6,500 Ryo. The user does not use the rest of the 6,500 Ryo. The user does not gain the allowance as their starting Ryo.
Example: A "D" Class Character gains an allowance of 13,000 Ryo. The Character enjoys large Umbrellas. The user starts with a Large Umbrella ("B" Rank Item) using up all of their 13,000 Ryo Allowance.
Animal Companions: May start off with Medium Sized animal(s) or smaller that cost within Allowance.
Augmentation Rituals: Augmentation Rituals take away from the allowance. To start with 1 or more Augmentation Ritual you must subtract the Performing Price from the Allowance. Example: A "D" Class Character of the Zassou clan wishes to start with the Tsuru Tako (Vine Octopus) Ritual. The user subtracts 9,000 Ryo from their 13,000 Ryo. The user has 4,000 Ryo left as their Allowance.
Please look through the Item Index for more Information on what Items Naruto Forum Roleplay has.
Note: Must have Item Cost listed with Item.
Secondary Items
User may start with 1 or more Secondary Items of any Rank that has no special properties or unique attacks.
Just as Primary Weapons, characters start with a different type of Allowance dedicated for Secondary Items. These two allowances are separate and they do not overlap one another. A user may not take allowance for Secondary Items and apply it to Primary Items and vice versa. There is no exception to this rule.
Every character is given an "allowance" to spend for their Secondary Items. The user may elect to not spend the whole "allowance" however they will not get that "allowance" added to their starting Ryo.
"D" Class characters gain an allowance of 30,000 Ryo for their Secondary Items.
"C" Class characters gain an allowance of 40,000 Ryo for their Secondary Items.
"B" Class characters gain an allowance of 50,000 Ryo for their Secondary Items.
"A" Class characters gain an allowance of 60,000 Ryo for their Secondary Items.
"S" Class characters gain an allowance of 70,000 Ryo for their Secondary Items.
To find more information on Secondary Items please browse through the Items Index.
Herbs and Mixtures: User may not start with mixtures or Herbs.
Apparel: Every Starting character may start with an Apparel that holds 15 slots. These apparel items are:
Cloak Type 3 (Overview)
Tactical Vest Type 2 (Overview)
Chest Rig Type 1 (Overview)
Utility Belt Type 2 (Overview)
Butt Bag Type 1 (Overview)
Back Quiver (Large) (Overview)
Ground Quiver (Large) (Overview)
Belt Quiver (Large) (Overview)
To hold more secondary items you must purchase more pouches of different kinds. found in Apparel Index.
The higher class a user may be, the more Apparel they may have.
"C" Class - Starts off with 1 - 5 Slot holder Item.
"B" Class - Starts off with 2 - 5 Slot Holder Items.
"A" Class - Starts off with 3 - 5 Slot Holder Items.
"S" Class - Starts off with 4 - 5 Slot Holder Items.
Note: Must have Item Cost listed with Item.
Non-Weapon Items
Please look at the information on Primary Weapons as it applies to Non-Weapon Items.
[/ul][/quote][/li][li]You are missing the rest of Cleanse Poison, so you’ll need to post all of it into your bio.[/li][/ul]
Apart from that, all looks good! Just fix those three things and PM me again. My next post should be an acceptance. Very nice bio and love the history! [/font][/font][/blockquote][/div]