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Sandbox de la TSUKIKO

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Karnitis

PostPosted: Thu Sep 01, 2011 12:12 pm


The sandbox. This is gonna be for anything I make, which will be (Eventually) a few jutsu transfered over from POTS, a clan from the same, and the cursemark, which I'm working on right now. Based off Soul Eater.  
PostPosted: Thu Sep 01, 2011 12:28 pm


Cursemark Name: Cursemark of Madness
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Brief Description: This cursemark banishes any thought of logic and reasoning from the user's mind, sending him into a violent stupor. However, if the user can learn to control the madness, he will be a force to be feared.

Stage One-
Bonuses:
X1.25 chakra
+1 toughness
+1 evasion

Usage-

Activation Duration: 4 posts

Danger Zone: The madness floods the user's mind and has to do a chance roll every three posts with a 20-sided die. If a 2 or below is rolled, the user sees images of his foe(s) everywhere and is immobilized by fear for one post. If a 3-5 is rolled, wherever his foe is, he sees three of them, making it hard to distinguish which is the real one, and thus it is much harder to hit him. If a 6-10 is rolled, the user experiences a minor nuerotic breakdown and all large sensory experiences (flash bombs, explosions, etc.) reduce his reaction time to attacks and to responding to what another person on the battlefield has said.

Side Effects: Genjustu against the user are treated as +1 in rank for five posts, and you lose a quarter of your remaining stamina.

Long Term Drawbacks: The more the user gives in to madness, without being able to conquer it (advancing to Stage 2) the less him mind can fully return to him. After every 10 activations, -1 rank to evasion (permanent). Every three posts after an activation you must roll a 20-sided die, until the cursemark is deactivated. If you roll a 7 or below, you become temporarily insane, babbling and doing nothing for one post. Also, every three posts-in or out of a fight-you must roll a 20-sided die. If you roll an 18 or below, you spout nonsense and are incapable of thought or action for one post. If you roll a 5 or below, you go into a violent rage for the next two posts.

After 5 activations, the cursemark will begin trying to activate on its own. From then on, roll a 20 sided dice using the post action when a fight starts. If you roll a 4 or below, the cursemark forcefully activates. Every time you fight from now on, multiply the number of activations since the cursemark has started becoming unruly by 2 plus 4, and if that number or below is rolled, the cursemark activates on its own.

Stage Two-

Advancing: Roll a 100 sided dice after you take the pill (water helps). If you roll a 75 or above, you advance to the next stage. If not, you die. However, every time you use your cursemark, you can reduce the number required to live by 3.

Bonuses:
X2 chakra
+2 Toughness
+1 Evasion

Usage-

Activation Duration:5

Post-Deactivation Drawbacks: For 7 posts, -2 for toughness and evasion and a quarter of remaining stamina

Morph: Custom


Karnitis


Karnitis

PostPosted: Mon Jan 02, 2012 3:27 pm


Jutsu Name: Byōki (Sickness)

Jutsu Type:] Medical, Public

Jutsu Rank: D

Jutsu Description: A slightly altered form of the chakra scalpel, the medical shinobi coats his or her hands or projectiles (at this stage, the jutsu isn't advanced enough to coat long weapons such as swords) in poisonous chakra. The user can choose when he or she activates the jutsu the effect. It will either take off two chakra points per turn or two stamina points per turn, once it hits the enemy. Regardless, the jutsu lasts a total of two posts at two points per post, then one post of one point, then the jutsu wears off completely. This justu does not stack with itself. i.e. if the user hits the enemy with two coated kunai at once, it doesn't last six posts. However, after the three posts, the user can use the justu again to its full effect.

This justu, as it was made by and for medical ninja, can be paired with [AUGMENT] and other taijutsu styles, or kenjutsu styles that involve kunai, senbon, or arrows.

Jutsu Name: Kaminari Hakushu no Jutsu (Thunder Clap Technique)
Jutsu Type: Ninjutsu, public
Rank of Jutsu: C

Range of Jutsu: (only when applicable) 5-30ft
Justu Description: The user performs a few handsigns and charges at his opponent(s), lightning forming around his hand and quickly crawling up his arm, up to his elbow. . The jutsu charges as the user runs. Walking does not charge the jutsu. When the user decides to release the jutsu, he releases the chakra-lighting on his arm and a loud (and temporarily deafening, if the opponent isn't used to such loud noises) clap of thunder is heard and all the built-up lighting is released in a cresent-shaped wave. For every foot the user runs, the jutsu can travel one foot farther after its release (If the user does not move or moves less than 5 feet the jutsu travels only five feet from him). The max effect it can travel is 30ft. If the user runs farther than 30ft, the wave will still only travel 30ft. When the crescent wave travels through a ninja or other object, he/it is painfully shocked. Note: Your arm is not a conduit that can continue to hold the electricity. You can hold it for 30 seconds (or one post, if your post doesn't take up 30 seconds) before it disapates all at once.

Jutsu Name: Doton: Naku Tenshi (Earth Release: Weeping Angel)
Jutsu Type: Genjutsu, Public
Jutsu Rank: A

Jutsu Description: The jutsu is activated by performing handsigns and then making eye contact with the enemy. The enemy must watch the handsigns as well to be caught in the genjutsu. Immediately the ninja will notice something out of both sides of his periphreal vision. Once he turns around, he'll notice that on all four sides of him, about 15 feet away, are stone angels, their faces covered by their hands, as if crying. Every time the ninja looks away from any of the angels, or even blinks, they get closer. As they are each on a different side there is no way the ninja can see them all at once. Once any one angel gets within five feet, it's posture changes. Its hands now more closely resemble claws, and its face is pure anger, mouth wide open and bearing wicked sharp teeth, with two sets of elongated canines on the top and bottom rows of teeth. After all four gotten within 5 feet, they move (even if they are being watched) and begin to attack the ninja and eat his heart. Attacks to the angels do no damage; they are seemingly impossible to kill. Once the angels eat the ninja's heart, the genjutsu ends. The main point of this jutsu is extreme psychological damage, as the ninja has seen his heart eaten in front of his own eyes. They feel the pain of all this.

Jutsu Name: Ka hoshō (Overcompensate)
Jutsu Rank: E

Jutsu Description: The user covers either a weapon (in hand) or a limb in a thin layer of chakra. When it (the item/limb) hits a body of water (any size), the splash it would normally make is tripled. Mainly used by young boys to show off how manly and strong they are, this can be used as an upgraded Trick of Water to temporarily blind or distract an opponent. does not require hand seals.  
PostPosted: Mon Jan 02, 2012 4:25 pm


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Name of Weapon: Six-Tails Necklace
Who Owns the Weapon: Tsukiko Airi
Where it Was Found?/ Who Made it?

Range: 7 ft. (the length each tail can extend)

Weakness: Weak to chakra/non-physical attacks: the tails can be destroyed (and thus un-useable until recharged after battle) by raiton, katon, and futon justu of equal rank to the user (Tsukiko) by chakra-coated weaponry used by someone of equal strength to the user with two direct attacks. Higher level jutsu and opponents with a greater strength than the user can destroy the tails with only one attack.

Weapon Description:

Special Properties/Abilites:
Set up & Activation:
• To charge each of the ‘tails’ (really tendrils) takes 3 posts of preparation/meditation, chakra-charging costs varying for each tail
• Activation costs vary for each tail, but only one can be activated every two turns
• Maximum of one tail released as a genin, two at chuunin, three at jounin, and four at sannin
• Using more than one tail stacks the chakra and stamina costs for each tail
• The necklace is activated by a single handsign, releasing a single tail (does not need to be Tail One, it could be any of the currently unlocked tails)
• To release more tails no handsign is needed, only that the user pay the activation cost and think to release it
• Maintenance costs must be paid whether or not the tail is being used. If the tail has been released, chakra must be used to keep it there.
• Any tail can be held for a total of four turns before it dissipates

When the necklace is activated by a handsign. The tails begin appearing as they do on jinchuriki. The user can directly control these as if each tail was her own arm, and each tail moves at the same speed as such. When the user moves, the ring and tails move with her. (the idea is like this but obviously only tendrils in the back and much thinner and shorter)

Tail One:
Activation Cost: 1 CP
Maintenance Cost: 3 CP
Stamina Cost (when tail is used): 2 SP
This tail can be released at the genin stage. Perhaps one of the most basic skills, and yet one of the most important, is healing. This tail acts as another hand for Chiyute No Jutsu: Karui (Healing Hands Technique: Minor) . This tail can attach itself either to the user to heal her minor wounds and slow blood loss as she battles, or attach itself to injured allies to heal them while the user either uses other protective jutsu or additional Chiyute. At Jounin level, the tail’s strength equals Chiyute no Jutsu (Healing Hands Technique) and the activation and maintenance costs are 3 and 7, respectively. Stamina Cost is 3 SP.

Tail Two:
Activation Cost: 2 CP
Maintenance Cost: 2 CP
Stamina Cost (when tail is used): 2 SP
This tail can also be learned at the genin stage, after the user has activated the first tail and trained/fought with it for four posts, in which case the tail will release itself automatically. This is the only time this will happen. Some say the best defense is a good offense, and that is the purpose of this tail. This tail has the same bite as Ikimi Tekiyaku no Jutsu (Fleshrending Technique). The tail does not have a mind of its own, and can only be controlled by the user, so if the user does not notice an enemy attacking, the tail will do nothing. At Jounin rank, the strength is increased to that of Chakra Enjintou (Chakra Scalpel), but is not precise enough to produce fatal wounds on its own. The activation and maintenance costs are 4 CP an 8 CP, respectively. Stamina Cost is 4 SP. Only the first foot of the tail is this painful chakra, the rest is harmless.

Tail Three:
Activation Cost: 4 CP
Maintenance Cost: 1 CP
Stamina Cost (when tail is used): 1 SP
This tail can be learned at the chuunin stage, after the user has activated the second tail and trained/fought with it for three posts, in which case the tail will release itself automatically. This is the only time this will happen. To further alert the user, this tail acts as a sensor, detecting chakra at a minimal level. It can only detect within 50ft of the user, and it can not detect individual chakra signatures, but its utility comes from the fact that it greatly reduces the effect of smoke bombs or otherwise temporarily sense-deprivating techniques. As this tail is a sensor, the stamina cost is constant for the tail is used automatically and cannot be stopped unless the tail is dismissed. At Sannin, the range is doubled to 100ft, with the activation, maintenance, and stamina costs being 8 CP, 4 CP, and 2 CP.

RP Sample:

Karnitis


Karnitis

PostPosted: Mon Jan 02, 2012 4:30 pm


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Kujaku Clan

Mysterious Peacock Chakra


Description: Countless years ago, a mysterious meteorite fell in the middle of the Land of Bears. A small group of ninja tried to harness its power, and did so amazingly so through hours of countless meditation around the meteorite. Eventually the power of the mysterious chakra proved too much for the small group of ninja and all who attempted prolonged practice with it died. The meteorite was still kept in a temple, locked away to keep everyone safe. Eventually, one brave ninja broke into the sacred building to prove she could survive the training. She did, never suffering any of the past symptoms of previous users. She realized that in her blood must have been a unique strand of DNA that made her immune to whatever had killed all the other ninja. Unknown as to where this special blood came from, she left the Land of Bears to find other long-lost family members that shared her blood, taking the meteorite with her. Over time, she amassed many immune ninja and together they formed the Kujaku clan.


Requirements:

~When using Ninka Art: Kujaku, the user’s eyes glow pink

~Kujaku Chakra’ counts as an element

~Because the star exponentially increases the user’s chakra, all jutsus cost one rank less to use. (B rank jutsu costs as much chakra as a C rank jutsu) E rank jutsu cost the same.

~Physical attacks (weapons, taijutsu) to the Kujaku chakra are treated as one rank lower
~ +1 defending against genjutsu
~Physical attacks to the user are treated as one rank higher

Jutsu:

Ninja Art: Kujaku: The user’s chakra, a purplish-pink color, flares up behind them in a feather-like array that can be easily manipulated for a variety of techniques.

Ninja Art Kujaku: Awakening

rank: C

Focusing kujaku chakra in the user’s palm or finger(s) and touches an unconscious victim. The special revitalizing chakra acts to reboot the victim’s chakra network and awakens them. This technique only works on victims that have passed out, fainted, or are sleeping.

Ninja Art Kujaku: Predation

rank: B

The user forms the head of a kujaku beast with his chakra and eats the visible chakra of an opponent (the opponent loses B-rank chakra and the user gains B-rank chakra). When used against a fellow kujaku user, the chakra transferred is A-rank and greatly damages the kujaku opponent.

Ninja Art Kujaku: Join

rank: B

When the user is controlling two beasts, he can use this technique to join them together into a larger, stronger beast.

Ninja Art Kujaku: Revival

rank: A

This is an advanced form of Awakening. The user can break other ninjas, but not himself, out of equal level genjutsu by touching them. If the user is a medical ninja, he can use this technique to temporarily wake up a ninja that is a deep sleep due to illness, poisoning, etc.

Ninja Art Kujaku: Chakra Rope

rank: E-S

The user can either extend ropes made of kujaku chakra from their hand or from their feather array. These ropes can be short to long range and vary in strength depending on the strength of the user. Genin users will find their rope strong, but easily broken by ninja of a higher level, which jounin+ ninja’s rope will be practically unbreakable except against special ninjutsu (such as byakugan). The number of strands of rope can vary, but in most cases would not be more than 5. The justu rank is automatic (i.e. genin rope will usually always be E or D, where chuunin will be C, jounin B, etc) unless otherwise specified so the user can save chakra.

Ninja Art Kujaku: Beast

rank: D-A

The user uses part or all (depending on his proficiency) of his feather array to form the top half of a beast, which is connected to the array, and therefore the user as well. The beast has two arms with sharp claws and a mouth full of sharp teeth. This is a short-to-midrange technique. The beast is of average speed but strong, and is not damaged by traditional weaponry (kunai, throwing stars) or taijutsu. The jutsu rank is automatic (see “chakra rope”), with lower rank beasts being smaller, slower, weaker, and more vulnerable to ninjutsu. Once a ninja becomes jounin rank, he is able to use two beasts of equal power at once.

Ninja Art Kujaku: Destroy

rank: D-A

The user uses feathers from their array to attack their opponent. This attack is pretty straightforward, though it can curve to get to an opponent. The higher level the ninja, the stronger the attack.

Ninja Art Kujaku: Protection

rank: D-S

The user brings the feathers over his head and in front of him, shrouding his body from attacks. The technique can block attacks of equal rank, but are less and less effective the greater level-difference.

Ninja Art Kujaku: Choke

rank: C

This technique is only useable after a ninja has learned the Chakra Rope jutsu. Similar to chakra rope, the user uses thick tendrils to quickly wrap around a ninja’s neck and suffocate him. These tendrils are strong enough to lift the opponent a few feet off the ground. The technique may also be used against parts of the body (such as the torso, arms and legs) to break bones.

Ninja Art Kujaku: Wings

rank: C

The user’s feather array transforms into a set wings (two large ones facing up, two smaller ones facing down). He can fly short distances quickly and high enough to soar over most buildings. The user gets flying for three posts.

Ninja Art Kujaku: Bird

rank: B

This jutsu is an extension of Ninja Art Kujaku: Wings. The body of the user is covered in kujaku chakra. This also covers the users hands, so he is unable to attack offensively, but the technique is good for escaping, or for finding cover or higher ground from which to mount an offensive.

Ninja Art Kujaku: Apparition

rank: S

This technique can only be used when a ninja is badly injured, mortally wounded, or in serious danger. The user draws a kanji on a flat surface and kujaku chakra is infused in it. After the user either puts himself to sleep or passes out, a ghost-form of the ninja comes from the kanji and can be used to relay messages to other ninja (by touching another ninja, the ghost transfers recent memories from the user to the ninja) or to temporarily protect other ninja with kujaku jutsu.



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Implantation

After a ninja has dedicated endless time to perfecting Ninja Art: Kujaku, the leaders of the clan gift him with a small piece of the meteorite, an honor reserved for only the best of the kujaku clan. In times of great need, the user can implant their star piece into themselves to greatly enhance their chakra and strength and allows for new jutsu to be used. The ‘implantation stage’ lasts for 5 posts. If the ninja doesn’t remove the star piece on the 6th post, the ninja will need to receive immediate medical attention after he does remove the star piece. The ninja will be greatly fatigued and his body will be fragile and he will only be able to use a quarter of his available chakra (that is, multiply the current chakra pool by .25 and that is the ninja’s chakra until medical attention is received). If the user does remove the star piece on the 6th post, then the only adverse side effects are that he will move slightly slower.

Ninja Art Kujaku: Dragon

rank: S

The user’s feather array transforms into a giant dragon that wraps itself around the user. The body of the dragon is still rooted to the user, so the user is still free to move with the dragon body protecting his chest and back. The dragon can fire kujaku blasts from its mouth, more powerful than the strongest Ninja Art Kujaku biggrin estroy. The dragon can also grow a large pair of wings that can send waves out of kujaku chakra (as an attack). The user can also fly, but because the dragon’s wings are more for offense attack, the user only gets ‘flying’ for one post.
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