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[Kiri] Hoshigaki [Old Version]

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Hoshigaki Hiru
Crew

PostPosted: Sun Aug 29, 2010 8:55 am


~ Description ~


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Clan Name: Hoshigaki (干柿, Dried Persimmon)
Village: Kirigakure
Element affinity: Water
Description of clan: Anthropomorphic shark people of extremely violent nature. A warrior race native to Kiri and having sworn allegiance to the Mizukage in exchange for insurance they will always have a place on the battlefield.
Physical appearance: The Hoshigaki have thick shark skin in tones that range from white to blue, but usually in shades of grey. They have small shark eyes under which are three small gills in triangular patterns. They also have three large gills on their shoulders. They are usually much taller and muscular than regular humans. Their teeth are extremely sharp and they have two rows of them, old or broken teeth are therefore replaced if any are lost.
PostPosted: Sun Aug 29, 2010 9:11 am


~ History ~


Legend once told about a great shark that lived deep within the ocean, this monster was called the Isonade, the Great One Horned Shark. With every few months, Isonade would swim to the surface of the sea from the deep waters, to breathe some fresh air. However, when he did, storms erupted, oceans raged, and all ships were swallowed by him as food. Isonade had a Remora called Samehada. Samehada attached itself to Isonade’s stomach, and absorbed its food to create huge amounts of chakra, proceeding to send it back to its body. Samehada’s power enabled Isonade to get many times the quantities of chakra his already gargantuan body already stored. Therefore, when Isonade battled, he did so with practically unlimited amounts of chakra transferred from Samehada.

The great beast's power made him feared by all men who lived from the sea. Because of this, many made offerings to Isonade in hopes that he would not make them his prey should they set out at sea. However, one clan of pirates and looters started worshipping the beast not only as a force of destruction, but as a deity. As time passed, the destructive beast regarded them more and more as his people, recognizing in them his own tendancy for violence and destruction. He grew so attached to them that, as he felt his time was coming to an end, he granted them one final parting gift. Sacrificing his own remaining life energy, he bestowed upon them the means to carry on his destruction. Through one final ritual, his very essence passed on to this clan, and infused their bodies, transforming them into shark people of great power and incredible chakra. As Isonade weakened and passed away, his remora, Samehada, passed on to this clan, now recognizing them as the new form of his master. As it did, it promised them that, as their descendants would carry on its old master's legacy, its own descendents would do so as well.

Thus were born the Hoshigaki.

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Sun Aug 29, 2010 9:29 am


~ Social Structure ~


The Hoshigaki are a battle oriented clan of extreme violence. To them, hunting is a sport and killing a pleasure. They do not have a very complex social structure. The patriarchs lead the clan and decide of its general orientation. The priests take care and protect the shrine where Samehada is kept. The rest are warriors.

When Hoshigaki come of age, the clan decides whether they will become shinobi or be eliminated. This decision can be postponed if they are still unsure about certain individuals (mostly if members of their family are influential enough) but the weak are systematically discarded, exiled, or killed. This selection serves a double function of maintaining a powerful genetic pool for the clan and keeping the clan's image of only generating strong and powerful warriors.

Even though the clan will almost systematically ally themselves with the current dominant faction, recognizing its strength, they do not tend to mingle with members of other clans unless absolutely necessary. Normally, once Hoshigaki become full shinobi, they return to their clan and take orders only from the patriarchs, who themselves receive the orders from the leading faction of Kirigakure. There are exceptions to this however as Hoshigaki will sometimes remain under direct orders from the Mizukage or special faction if they are part of specific services.

At home, the dynamic is as most would expect, step out of line even a little and you will get the snot beaten out of you. The Hoshigaki regard parenting as a duty to the clan and is only aimed at develloping warriors from the youngest age possible. Affection is kept to a bare minimum, and parental displays of affection are nearly never seen at home, and absolutely never in public.
PostPosted: Sun Aug 29, 2010 9:34 am


~ Attributes ~


The Hoshigaki have incredible chakra and very important physical strength. However, intelligence is something that is of very little value to them and their appearance and general attitude tend to make the social arts extremely difficult.

1.3x chakra
1.2x strength
0.8x charisma
0.7x intelligence

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Sun Aug 29, 2010 9:35 am


~ Limits and Abilities ~


Mizukokyuu (Water Breathing)
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Using his gills, the Hoshigaki can extract the oxygen from the ambient water to breath underwater.
Rank: Limit, passive
Requirements: Hoshigaki Clan
Special: User is immuned to drowning penalties and effects when underwater.

Samesoku (Shark Alacrity)
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Because of their unique skin and physiognomy, Hoshigaki are naturally far superior to normal humans for underwater movement, greatly increasing their ability to move when submerged.
Rank: Limit, passive.
Requirements: Hoshigaki Clan
Special: 1.1 x any checks related to underwater movement.

Ketsu Nioi (Smell of Blood)
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The Hoshigaki's gills are extremely sensitive to the smell of blood, allowing them detect it with accuracy at far greater distances than the average person.
Rank: Limit, passive
Requirements: Hoshigaki Clan.
Special:
*Target must have blood on himself or on his weapon for this ability to take effect (not necessarily bleeing effect from critical hit but must have been victim or cause of an attack that would reasonably draw blood such as a cut).
*Double [wis mod] for awareness checks.
PostPosted: Sun Aug 29, 2010 9:36 am


~ Clan Jutsus ~


Note: Suiton techniques performed without a water source cost 25% more chakra unless stated otherwise. {Round up} Therefore if a technique costs 100 Cp, without a water source it would cost 125 Cp.


E-Rank

Samekamu (Shark Bite)
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The Hoshigaki's shark teeth make a useful weapon when both hands are immobilized. The sharpness of the two rows of teeth are sure to make the victim bleed should he or she be struck by this attack.
Rank: E
Dice Rolls: 1
Cp Cost: None
Damage: (2 - 4) + str mod
Reflex DC: n/a
Fortitude DC: 10 + str mod (user) + 2 Per 20 hp past half hp (victim)
Requirements: Hoshigaki Clan
Training: None, basic instincts
Special: Can be used when grappling ot grappled. If used when grappled and victim fails fortitude check, grapple is broken due to pain. If used when grappling, user can hold the bite to increase the DC to maintain grapple by 5.


D-Rank

C-Rank

Suiton: Suikōdan no Jutsu (Water Release: Water Shark Missile Technique)
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This technique shapes water into the form of a shark, which moves to attack the enemy at high-speed with a powerful impact.
Dice Rolls: 3
Cp cost: 40
Damage: 40 – 80 + chk mod
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 22, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 36 Forming water into a shark.
Stage II: Chakra control DC 38 Controlling the water shark's movements.
Stage III: Ninjutsu DC 36 Increasing velocity and concussive force.
Special: Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.


B-Rank

Suiton: Goshokuzame (Water Release: Five Feeding Sharks)
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The user puts his hand on the surface of a body of water and from the tips of five fingers, chakra is released into the water, changing it into the form of five ferocious sharks. The sharks circle the target with high speed, creating a raging stream that takes away their prey's freedom of movement and their sharp teeth tear into the enemy with each consecutive attack. These sharks can regenerate from surrounding water, making them difficult to destroy.
Dice Rolls: 4
Cp cost: 20 per shark (maximum of 5)
Damage: Each succesful hit by a shark causes (20-30) + [chk mod] damage.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Hoshigaki Clan or taught by member of the clan, Water Affinity, Mizu Bunshin no Jutsu, Suiton: Suikōdan no Jutsu, Chakra Control 25, Ninjutsu 25.
Training: 4 stages
Stage I: Chakra Control DC 36 Forming water into sharks..
Stage II: Chakra control DC 38 Controlling the water sharks' movements.
Stage III: Ninjutsu DC 34 Giving the sharks awareness.
Stage IV: Ninjutsu DC 36 Increasing velocity and concussive force.
Special:
*Technique creates 1 to 5 sharks with independant consciousness that attack the target. Every turn, each shark can launch one attack against the target until they are destroyed. Tragte must roll 1 relfex save per shark each time.
*Target must be on or underwater for the sharks to reach him.
*HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP
*For each shark underwater with the target, reduce target's athletics check involving underwater movement by [chk mod / 5]. If all 5 are created reduce by [chk mod].

Suiton: Suirō Sameodori no Jutsu (Water Release: Water Prison Shark Dance Technique)
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After using a jutsu that generates massive amounts of water, the user acts as the center of the giant dome of water. The dome shifts in the same direction he moves, making it difficult for his target to escape. This technique gives a Hoshigaki great field advantage as he can breathe and freely move underwater, while his target drowns.
Dice Rolls: 4
Rank: B
Cp cost: 130 to create the water (if no water source present) + 35 per turn to move it around
Damage: (40 - 80)
Reflex DC: n/a
Fortitude DC: 15 + 5 per turn he is trapped underwater.
Requirements: Hoshigaki Clan or taught by member of the clan, means to breathe underwater, Suiton: Suirō no Jutsu, Suiton: Bakusui Shōha, chakra control 35, ninjutsu 28, chakra 34.
Training:4 stages
Stage I: Chakra DC 22 Infusing a massive amount of water with chakra.
Stage II: Chakra Control DC 45 Attracting the water equidistantly around yourself.
Stage III: Chakra Control DC 47 Maintaining sphere intergrity.
Stage IV: Ninjutsu DC 38 Moving around while staying at the center of the sphere.
Special:
*User creates a water sphere that has a radius of [15 + Chakra Control + 2 per 10 in Ninjutsu] meters.
*As long as he or she is in the sphere, victim is considered underwater and suffers all penalties accordingly.
*Each turn he is stuck in the sphere, the victim rolls a fortitude check to hold his breath. If check fails, user takes jutsu damage.
*The user or the victim may use any dice roll to roll an athletics check to either swim away from or swim towards the other. Each single point from the Athletics Check increases or reduces the distance by 1 meter. If the attacker catches up to a target that is running away, his next attack will count as a sneak attack since initiated from behind.
*Leaving the sphere for even one turn resets the fortitude DC.

A-Rank

Suiton: Senjikizame (Water Release: A Thousand Feeding Sharks)
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A much more powerful version of the Water Release: Five Feeding Sharks, the user creates one thousand sharks out of water, and they enter a wall formation, raining down to attack the opponent.
Dice Rolls: Full attack turn
Cp cost: 200
Damage: 200 - 300 + chk mod
Reflex DC: none
Athletics DC: 18 + chk mod + 1 per 5 ranks in Ninjutsu
Requirements: Hoshigaki Clan or taught by member of the clan, Water Affinity, Mizu Bunshin no Jutsu, Suiton: Suikōdan no Jutsu, Suiton: Goshokuzame, Chakra Control 35, Ninjutsu 30, Chakra 34.
Training: 5 stages
Stage I: Chakra Control DC 45 Forming water into sharks..
Stage II: Chakra DC 22 Multiplying the number of sharks to enormous proportions.
Stage II: Chakra control DC 47 Controlling the water sharks' movements.
Stage III: Ninjutsu DC 40 Forming the sharks into a wall.
Stage IV: Ninjutsu DC 42 Crashing the wall down on an enemy.
Special:
*This technique lasts for 2 turns. The first turn, the gigantic wall is created which has [chk mod] x 10 hp + 1 per 5 ranks in ninjutsu. On the second turn, the wall crashes down, causing the damage.
*Wall Prevents any head on attack from reaching the user. If the wall is destroyed, no damage may be dealt on second turn of the technique.
*Given the immense size of this wall, the target cannot dodge this technique, he may simply try to outrun it or destroy it on his first turn.
*Reduce damage dealt to the target by the damage he dealt to the wall if he tried to destroy it.


S-Rank

Suiton: Daikōdan no Jutsu (Water Release: Great Shark Missile Technique)
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A stronger version of the Water Release: Water Shark Missile Technique, which creates a gigantic shark, far larger than the user, to attack the opponent. The giant shark can "eat" chakra from an opponent's technique, while growing larger and stronger itself.
Dice Rolls: Full attack turn
Cp cost: 375 cp
Damage: (300 - 400) + chk mod + 2 per 10 rans in Ninjutsu
Reflex DC: 20 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Hoshigaki Clan or taught by member of the clan, Water Affinity, Suiton: Suikōdan no Jutsu, Chakra Control 60, Ninjutsu 50, Chakra 40.
Training: 6 stages
Stage I: Chakra Control 70 Create the basic outline of the shark.
Stage II: Chakra Control 72 Add details, such as sharp teeth, strong tail etc.
Stage III: Chakra DC 25 Send the shark towards your opponent at a great speed.
Stage IV: Ninjutsu DC 60 Use the shark to attack by biting, whipping etc.
Stage V: Chakra DC 27 After identifying your preferred fighting style, infuse chakra into your shark to make it more lethal.
Stage VI: Ninjutsu DC 62 Combine previously learned elements.
Special:
*This jutsu eats enemy chakra, meaning its power and size will increase as it absorbs the chakra of any technique, offensive or defensive, in the area. As a result, add [chk mod] of user of field area, defensive, or offensive jutsu in the area when this jutsu is used to both its dodge DC and damage per technique active. All other jutsus in the area are cancelled.
*Critical hit will cause opponent to lose a limb.

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Sun Aug 29, 2010 9:37 am


~ Weapons ~


Samehadamaku (Seed of Samehada):
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The Samehadamaku is a weapon made from the scales of Samehada, the legendary blade that is said to have been Isonade’s remora. As a rite of passage, all worthy Hoshigaki are permitted to extract as single scale from the living blade to which they feed extraordinary amounts of their own chakra, so much that they are usually brung to the brink of death. As the remora must adapt its body to the physiognomy of the shark it attaches itself to, the unique scale, now saturated with the Hoshigaki's chakra, instincitvely takes the form of a weapon that best suits and reflects the shinobi’s fighting style, physiognomy and personality. Once it attaches to its host, the Samehadamaku nearly becomes a integral part of the ninja’s body, it lives as long as the Hoshigaki lives, and dies with him. The strange living blades are apparently practically indestructible, no Samehadamaku having ever been reported to be broken, killed or shattered, despite the number of vicious battles these shinobis have taken part to in the past. In addition to the damage it deals by cutting or bashing the enemy of the Hoshigaki through regular means, the razor sharp scales the weapon is covered with shred anyone it touches and drain their chakra if not properly covered.
Cp: Drained through combat and added to chakra pool.
Damage: Regular weapon damage +2 to minimum damage and +1 to maximum damage if unsheathed.
Range: Regular weapon range
Requirements: Hoshigaki Clan, Chuunin Rank.
Special:
*Regular weapon special attributes.
*Chakra eater, half damage dealt is also dealt as chakra damage if the naked weapon touches the opponent for a maximum of 5% of the victim's full chakra pool.
*All chakra damage dealt from weapon damage is added to the weapon's chakra pool.

~ Abilities ~


Samehadamaku Kensei (Samehadamaku Sword Growth)
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The Samehadamaku's chakra pool has a direct impact on its size, growing larger and more mobile with every bit of chakra it ingests and smaller and slower with every amount it spends.
Cp: n/a
Dice Rolls: n/a
Special: Add [Samehada Cp / 10] to base attack bonus for attacks using this weapon for a maximum of +5.

Samehadamaku Chakra Joiyou (Samehadamaku Chakra Feed)
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The Samehadamaku can transfer the chakra it has gathered to its wielder through direct contact.
Cp: n/a
Dice Rolls: n/a
Special: Transfer 2 chakra points stored inside the Samehadamaku into 1 chakra point for the wielder through direct contact.

Chuujitsubuki (Loyal Weapon)
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If someone other than its Hoshigaki tries to wield a Samehadamaku, it will continuously stab the user's hands with sharp spikes until it is finally dropped.
Cp Cost: n/a
Damage: (5 - 10), damage dealt is also dealt as chakra damage.
Fortitude DC: 10 + str mod (user) + 2 Per 20 hp past half hp (victim)
Special: Roll fortitude check at the beginning of new user's turn. If The new user fails fortitude check, he drops the weapon instantly and loses his entire attack round.



~ Clan God Legacy Weapon ~



~ Weapon ~



Samehada (Shark Skin)
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Type: Legacy (Seven Swordsmen of the Mist, Hoshigaki Clan)
History: Originally lent to Kirigakure by the Hoshigaki Clan for their alliance with the village, the clan has long since taken the blade back for themselves, only allowing Hoshigaki to wield them even in the Swordsman of the Mist. The blade is now handed down to a champion of the Hoshigaki, as a symbol of promise and honour. The user, however, must return to the clan when summoned since it is from this great blade that are plucked the scales that will form every new Hoshigaki's Samehadamaku, the living weapons that makes the Hoshigaki one of the most fearsome clans in the Water Country.
Description: Samehada is a large living sword comparable in size to the Kubikiribōchō. It is described as "the most terrifying of all the Seven Swordsmen's blades". Its actual blade is covered in scales, which causes it to inflict shredding or shaving damage rather than cutting what it comes into contact with. The effect is similar to a shark's skin, hence its name. While it ordinarily remains rigid, Samehada is able to stretch and bend to a great extent, allowing it to be used like a flail. Samehada is unique for being a sentient weapon that gains nourishment from the chakra of others. The blade is happiest when engorged with chakra. Although it constantly feeds off of the chakra of its owner, its largest "meals" come from fights wherein it absorbs the chakra of its owner's opponents. Such an ability allows Samehada to literally slice through an opponent's technique and even prevent techniques from being performed by absorbing all of the opponent's chakra. With every bit of chakra the weapon drains, it grows larger and more active, increasing its effectiveness in combat.
Cp: Absorbed through combat. Passively drains one tenth of the user's chakra pool.
Damage: (10 - 20) + 1.5x str mod
Range: Melee + 5 to 15 feet, depending on the blade's chakra level.
Requirements: Strength 30, Chakra 45, Hoshigaki Clan.
Acquisition: Plot specific.
Special:
*The wielder of Samehada is constantly at a maximum of 0.9x his chakra reserves.
*Every time the blade causes damage, damage dealt is also caused as chakra damage for a maximum of 15% of the victim's total chakra pool.
*If an attack with Samehada was blocked, chakra damage occurs as though it had struck the blocker but at 50% efficiency.
*All chakra points drained are added to Samehada's chakra point pool.
*Double chakra points gained from training or levelling while wielding this weapon.
*Allows use of Samehada specific abilities.
Dual Wield: No.
Owner: Hoshigaki Clan, Seven Swordsman of the Hidden Mist.


~ Abilities ~


Samehada Kensei (Samehada Sword Growth)
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Samehada's chakra pool has a direct impact on its size, growing larger and more mobile with every bit of chakra it ingests and smaller and slower with every amount it spends.
Cp: n/a
Dice Rolls: n/a
Special: Add [Samehada Cp / 10] to base attack bonus for attacks using this weapon for a maximum of +10.

Samehada Chakra Joiyou (Samehada Chakra Feed)
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Samehada can transfer the chakra it has gathered to its wielder or a specific target through direct contact.
Cp: n/a
Dice Rolls: n/a
Special: Transfer chakra points stored inside Samehada to a target to which it has direct contact.

Samehada Ijutsu (Samehada Healing Art)
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Samehada can use the chakra it has gathered to regenerate his wielder or a specified target, converting the amassed chakra into healing energy to close wounds that range from superficial to fatal.
Cp: 2 cp per hp point healed.
Dice Rolls: n/a
Special: Samehada heals the target for one point of hp for every 2 cp spent from its chakra reserves.

Chuujitsubuki (Loyal Weapon)
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If someone other than its Hoshigaki tries to wield a Samehadamaku, it will continuously stab the user's hands with sharp spikes until it is finally dropped.
Rank: Limit
Cp Cost: n/a
Damage: (5 - 10), damage dealt is also dealt as chakra damage.
Reflex DC: n/a
Fortitude DC: 10 + str mod (user) + 2 Per 20 hp past half hp (victim)
Requirements: Hoshigaki Clan, Samehadamaku
Training: None, weapon specific
Special: Roll fortitude check at the beginning of new user's turn. If The new user fails fortitude check, he drops the weapon instantly and loses his entire attack round.

~ Jutsus ~


Taijutsu

E-Rank

Kenpou: Samehada Dangan (Sword Art: Samehada Bullet)
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The user throws Samehada at his target while still holding its handle, allowing him to launch a ranged attack without losing the benefit of direct contact with the blade. The handle can stretch to very long distances and back, preventing the throw from losing velocity or the user from being separated from his weapon. When this technique is used, the weapon resembles more of a flail than an actual blade.
Cp: n/a
Dice Rolls: n/a
Damage: (11 - 25) + dex mod + 0.5 x str mod
Reflex DC: n/a
Requirement: Samehada 10, Dexterity 16.
Training: 2 stages
Stage I: Samehada DC 20, Learning how to get the handle of the blade to stretch at will.
Stage II: Dexterity DC 13, Aiming the weapon correctly at a target.
Special: Used as a regular long ranged attack.Can go around obstacles.

D-Rank

Blocking : Samehada
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Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. Obviously the techniques for blocking with a kunai are not the same as blocking with a spear. The size categories are Small(kunai and smaller)/Medium(katana and smaller)/Large(Kusarigama and smaller/Huge(15 feet or 25 pounds and smaller).
Cp cost: ---
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Strength 18, Dexterity 18, Samehada 5
Training: 2 stages
Stage I: Samehada DC 15 Stop weapons from hitting you with Samehada.
Stage 2: Samehada DC 17 Stop jutsus from hitting you with Samehada.
Special:
*Against physical attacks, use the formula 1D20 + Samehada against attacker's attack score. If the Block is higher, all damage from the attack is negated and victim takes chakra damage through a damage roll as though he had just been struck by the blade at 50% damage.
*Against ninjutsu attacks, use the formula 1D20 + Samehada against jutsu's evade DC. If the Block is higher, all damage from the attack is negated and 50% of the technique's Cp cost is added to the weapon's chakra pool. Does not work against area of effect jutsus.

C-Rank

Kenpou: Samehada Asshuku (Sword Art: Samehada Constriction)
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The user guides Samehada to wrap around his target, completely preventing him from moving.
Cp: n/a
Dice Rolls: 3
Damage: Regular weapon damage.
Reflex DC: n/a
Requirement: Samehada 20, Chakra Control 30.
Training: 3 stages
Stage I: Chakra Control DC 40, Training your weapon to wrap around the target at your specific command.
Stage II: Samehada DC 30, Guiding the weapon correctly around the target to prevent as much movement as possible.
Stage III: Samehada DC 32, Maintaining the blades chakra steady to maximize tension.
Special:
*Allows the user to grapple using Samehada.
*Roll to initiate grapple is the same as an attack roll.
*Rolls to maintain grapple use [(Samehada Cp) / 4] instead of [str mod].
*Every turn the victim is trapped, it is drained of chakra as though it had been struck by the blade.

Ninjutsu

A-Rank

Hidan: Kenjin Heigou (Hidden Art: Human Blade Merge)
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Samehada merges with its wielder, merging their chakra systems, abilities, and increasing his overall physical abilities. The resulting creatures greatly resembles a practically perfect human/shark hybrid and is particularily effective in underwater combat.
Cp: 150 Cp
Dice Rolls: 5
Damage: Regular weapon damage.
Reflex DC: n/a
Requirement: Samehada 40, Chakra Control 40, Chakra 45, Ninjutsu 40.
Training: 5 stages
Stage I: Samehada DC 50, Studying the weapon's internal chakra systems.
Stage II: Chakra Control DC 50, Synching your chakra system with the blade's to prepare for a merge.
Stage III: Chakra DC 27, Flooding the blade with your synched chakra until it's chakra is indistinguishable from yours.
Stage IV: Ninjutsu DC 50, Controlling the merge so that the two physical systems perfectly harmonize iwth each other.
Stage V: Samehada DC 52, Familiarizing yourself with the new body to devellop combat efficiency.
Special:
*The blade and the user fuse into one being allowing the user to instantaneoulsy use any ability of Samehada.
*The chakra reserves of the blade and the user become one and the same.
*While underwater, increase [Base Attack Bonus], [Dodge Bonus], [Reflex], and any check related to underwater movement by [(Samehada - 10) / 2].
*Increase all checks to detect or identify targets who have chakra (basically anything that is a jutsu or alive) by [(Samehada - 10) / 2].
*Any physical contact with the user causes chakra damage to the individual touching him as though he or she had been struck by the blade.
PostPosted: Sun Aug 29, 2010 9:39 am


~ Ownership ~


This clan is a cannon clan from Kirigakure. If you want to make a Hoshigaki, simply tell the Mizukage when you ask permission to join the village. Except from extremely rare exceptions, Hoshigaki can only be found in Kirigakure.

Hoshigaki Hiru
Crew

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