Kaname<br/>Race:  Trueblood<br/>Age:  16<br/><br/><br/>Seventeen years ago, the men of the      clan in      caught a girl of the Reikyou bloodline and secured from her body a daughter for their own clan before permitting her to be ransomed back.<br/>The daughter’s name is Kaname.  She grew up believing her mother was a woman of their clan who died in the shinobi world war.  Intelligent, healthy, and joyful, she took to ninja powers like a game, learning to walk on water early in life and graduating from the academy two years early.<br/>On her sixteenth birthday, an enemy shook her confidence in a fight and very nearly defeated her by taunting her with the truth about her mother.  Since then, she has been distraught.  She avoided her old team and fell into several months of research and training before a blooming friendship and vigorous few bouts of therapeutic passion with an equally study obsessed girl snapped her out of it.  She now seeks a long assignment away from her family.<br/><br/>Race: Trueblood (Reikyou Bloodline)<br/>LA: 0<br/>Experience: 24,000<br/>--Next Level   28,000<br/>Charismatic Hero 4, Shinobi Adept 3<br/><br/>Wealth 17<br/><br/>Strength   14 +2<br/>Dexterity   14 +2<br/>Constitution   18 +4<br/>Intelligence   14 +2<br/>Wisdom   12 +1<br/>Charisma   17 +3<br/><br/>Hit Points:    70<br/><br/>Chakra Pool:       52<br/>Charka Reserve:    29<br/><br/>(Defense +3,<br/><br/>Fort   4 +3   =d20+7<br/>Refl   4 +2   =d20+6<br/>Will   3 +1   =d20+4<br/><br/>Base Attack +3<br/>--Melee/Missile +5<br/><br/><br/><br/>Reputation: +4<br/>Wealth:<br/><br/>Feats:<br/>Advanced Bloodline: Reikyou<br/>Advanced Seal Proficiency<br/>Armor Proficiency: Light<br/>Chackra Restoration<br/>Combat Tactics<br/>Genin<br/>--Chunin<br/>Genius Ninja<br/>Genjutsu Adept<br/>Improved Chakra Pool<br/>Talented Shinobi<br/>Weapon Proficiency; Archaic<br/>Weapon Proficiency: Simple<br/>Widen Chakra<br/><br/><br/>Skills:<br/>Bluff            6   +3      =d20+9   +2 tap reserves.<br/>Chackra Control      10   +1      =d20+11<br/>Concentration         6   +4      =d20+10<br/>Diplomacy         6   +3   +2   =d20+11<br/>Disguise         5   +3   +2   =d20+10<br/>Fuinjutsu         6   +?<br/>Gather Information      6   +3   +2   =d20+11<br/>Genjutsu         10   +?<br/>Knowledge: Ninja Lore   6   +2      =d20+8<br/>*Listen            6   +1      =d20+7<br/>*Ninjutsu         10   +<br/>Perform: Dance      7   +3      =d20+10<br/>Read/Write Language      2<br/>Sign Language      1<br/>Speak Language      2<br/>Taijutsu         5<br/>*Tumble         6   +2      =d20+8<br/><br/>Talents:<br/>Genjutsu: The Charismatic Hero gains a +1 bonus to Genjutsu checks to perform a technique, and a +2 bonus to identify Genjutsu. His chakra reserve increases by 2.<br/><br/>Improved Genjutsu: The bonuses increase to +2 to perform and +4 to identify Genjutsu, and his chakra reserve bonus increases to 4.<br/><br/>Technique Adept: The Shinobi Adept gains a +2 bonus to all Genjutsu and Ninjutsu checks to identify, analyze and apply general knowledge, and a +1 bonus to Learn checks when learning Genjutsu and Ninjutsu techniques. The Shinobi Adept also gains a +1 enhancement bonus to his effective skill threshold for Genjutsu and Ninjutsu techniques.<br/><br/>Bonus Chackra 5, Bonus Reserve 12<br/><br/>Chakra Endurance: The Shinobi Adept gains a +2 bonus to Chakra Control checks made to tap reserves.<br/><br/>Evasion:  The Shinobi Adept is proficient in his own weapons and seldom gets grievously wounded by it. When exposed to an ability that allows the shinobi adept to attempt a Reflex save for half damage, he takes no damage instead. This ability can only be used when wearing light armor or no armor.<br/><br/>Hidden Power (Su): The character can activate this ability as a swift action a number of times per day. In doing so, he taps in a well of hidden power that exponentially increases his chakra reserves. This ability lasts for 3 rounds.<br/>The character's chakra color turns a bright, rich color, usually gold, and becomes clearly visible to the naked eye. Creatures who can see chakra or see through chakra looking directly at the character become dazzled for 1 round (Fortitude save negates, DC 10 + one-half the character's level + the character's Con modifier). A successful save against this ability negates the effect for 24 hours.<br/>Each time the character successfully makes a Chakra Control check to tap his chakra reserves, he gains bonus temporary chakra. For each multiple of 5 he draws from his chakra reserves, the character gains 1 bonus temporary chakra (for example, a character drawing 4 chakra from his reserves would gain no bonus temporary chakra, and a character drawing 17 would get 3 bonus temporary chakra.)<br/>The character can gain 5 bonus temporary chakra safely each time this ability is activated.<br/>However, any bonus temporary chakra gained over that number is subtracted from the character's chakra reserves at the end of the encounter or 5 minutes, whichever is shorter.<br/><br/>Techniques:<br/><br/><br/>Masteries:  9<br/>