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Hoshigaki Hiru
Crew

PostPosted: Sat Feb 23, 2013 1:32 pm


~ Clan 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: Sat Feb 23, 2013 1:34 pm


~ 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.

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.

Thus were born the Hoshigaki.

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Sat Feb 23, 2013 1:36 pm


~ 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 cells.

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: Sat Feb 23, 2013 1:37 pm


~ Limits and Abilities ~




Samekansou (Shark Physiognomy)
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The Hoshigaki are part shark, and therefore, share many biological similarities with the animal, most notably its great physical strength. 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. The Hoshigaki also have gills on their cheeks and shoulder which they can use to extract the oxygen from the ambient water and increase their ability to smell blood, allowing them detect it with accuracy at far greater distances than the average person. However, their brain being also part animal, their instincts were develloped at the cost of some of their advanced cognitive skills, decreasing their overall analytical and social intelligence.
Rank: Limit, passive
Requirements: Hoshigaki Clan
Special:
*Increase Strength by 20%.
*Decrease Intelligence by 30%.
*Decrease Charisma by 20%.
*User can breathe underwater.
*While underwater, increase [Base Attack Bonus], [Dodge Bonus], [Reflex], and any check related to underwater movement by 20%.
*Double smell based awareness checks against bleeding targets.

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Sat Feb 23, 2013 1:39 pm


~ Clan Specific 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.



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.

Suiton: Suikōdan Yusoukei (Water Release: Water Shark Missile Transport)
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The same way the user can form water into a shark to attack the target, he can create a water shark around himself in which he remains in submerged suspension. The user can then use his chakra to propel the water construct and himself in any direction, even in the air, greatly increasing movement speed.
Dice Rolls: 3 (can be used as reaction).
Cp cost: 40
Damage: n/a
Reflex DC: n/a
Requirements: Suiton: Suikōdan no Jutsu
Training: 3 stages
Stage I: Chakra Control DC 36, Forming water into a shark around your body.
Stage II: Chakra control DC 38, Having the shark swim while remaining in suspension at its core.
Stage III: Ninjutsu DC 36, Propelling the construct upwards to have it in suspension in the air.
Special:
*User cannot attack while inside the shark.
*Increase Athletics or any check related to speed by 2x chk mod.
*Allows the user to take flight, making him vulnerable only to long ranged attacks.
*Enables the user to reach airborne targets to attempt an attack or boarding upon dissolution of jutsu.



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
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 that attack the target. Every turn, each shark can launch one attack against the target until they are destroyed. Target must roll 1 relfex save per shark every turn.
*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
*Shark's dodge rating and Reflex is 15 + (Chakra Control / 2) + 1 per 5 in Ninjutsu.

Suiton: Amesuikōha (Water Release: Rain Water Shark Wave)
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The user slams his or her palm onto a nearby water surface, sending a large surge of water into the air. This water then forms into a number of water sharks, which then rush towards the target from above. As they progress, they reform into countless droplet-sized sharks, which continue to rain down upon the target and inflict damage whenever they come into contact with them. This technique, at first, appears to be one that can be dodged fairly simply since only a few sharks are heading for the target. However, it gradually divides into countless miniature sharks that spread to cover a fairly large area, making it, to all accounts, impossible dodge if the target didn't realize what was going on fast enough to run away.
Dice Rolls: 4
Rank: B
Cp cost: 75
Damage: (50 - 100) + chk mod + 2 per 10 in Ninjutsu.
Reflex DC: n/a
Awareness DC: 15 + [chakra control / 2] + 2 per 10 in Ninjutsu.
Athletics DC: 15 + chk mod + 2 per 10 in Ninjutsu.
Requirements: Hoshigaki Clan or taught by member of the clan, means to breathe underwater, chakra control 35, ninjutsu 28, chakra 34.
Training: 4 stages
Stage I: Chakra DC 22, Giving the water enough thrust to be projected very high in the air above the target.
Stage II: Chakra Control DC 45, Aiming the water sharks at a specific target.
Stage III: Chakra Control DC 47, Making the shark droplets as sharp as possible.
Stage IV: Ninjutsu DC 38,Multiplying the number of shark drops as much as possible to maximize the surface of the technique.
Special: Target must pass an Awareness check and an Athletics check to dodge the technique. A succesful hit will cause target to bleed (-2 hp per turn).



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 that enter into a wall formation and rain down to attack the opponent.
Dice Rolls: 5, can be used as a reaction.
Cp cost: 175
Damage: (150 - 300) + chk mod.
Wall Hp: Same as jutsu damage.
Reflex DC: none
Athletics DC: 18 + chk mod + 1 per 5 ranks in Ninjutsu
Requirements: Hoshigaki Clan or taught by member of the clan, Suiton, Suiton: Suikōdan no Jutsu, 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 III: Chakra control DC 47, Controlling the water sharks' movements.
Stage IV: Ninjutsu DC 40, Forming the sharks into a wall.
Stage V: Ninjutsu DC 42, Crashing the wall down on an enemy.
Special: Technique can be used defensively to create an attacking wall. If it wasn't destroyed by the attack it blocked, target must roll an Athletics DC to escape the leftover of the wall or take residual damage from the technique (reduce jutsu damage by countered technique's damage).

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: 5
Rank: A
Cp cost: 125 to create the dome + 50 per turn to maintain and move.
Damage: (40 - 80)
Reflex DC: n/a
Athletics DC:
*If target: 18 + chk mod + Athletics + 2 per 10 in Ninjutsu.
*If not target: 18 + chk mod - Athletics + 2 per 10 in Ninjutsu.
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 45, ninjutsu 40, chakra 34.
Training: 5 stages
Stage I: Chakra DC 22, Infusing a massive amount of water with chakra.
Stage II: Chakra Control DC 55, Attracting the water equidistantly around yourself.
Stage III: Chakra Control DC 57, Maintaining sphere intergrity.
Stage IV: Ninjutsu DC 50, Moving around while staying at the center of the sphere.
Stage V: Ninjutsu DC 52, Executing complex combat maneuver while inside the dome.
Special:
*User creates a water dome that engulfs the battlefield. As long as they are in the dome, victims and user are underwater.
*Each turn he or she is stuck in the sphere, the victim rolls a fortitude check to hold his or her breath. If check fails, victim takes jutsu damage.
*When the technique is active, the user must designate one target at the end of each attack sequence that he will follow in order to prevent him or her from escaping the jutsu's range.
*The victim may sacrifice any attack turn (dice roll) to attempt an Athletics check to escape the sphere for a moment.
*Leaving the sphere for even one turn resets the fortitude DC.



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: 6
Cp cost: 300 cp
Damage: (250 - 350) + 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, Infuse chakra into your shark to make it more lethal.
Stage VI: Ninjutsu DC 62, Combine previously learned elements.
Special:
*Technique will cancel any jutsu used defensively against it, any active area of effect jutsu and add their chakra cost as direct damage to its target.
PostPosted: Sat Feb 23, 2013 1:40 pm


~ Clan Specific Weapons ~


Samehadamaku (Seed of Samehada)
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The Samehadamaku is a weapon made from the scales of Samehada, the legendary blade. The user must feed extraordinary amounts of their own chakra to the scale, 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 user'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 user lives, and dies with him. In addition to the damage it deals by cutting or bashing the enemy of the wielder 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: Maximum chakra pool of [Level x 5]
Damage: Regular weapon damage.
Range: Regular weapon range
Requirements: Chakra 30
Acquisition: Plot specific.
Special:
*Regular weapon special attributes.
*Allows use of Samehadamaku specific abilities.
Dual Wield: Varies on weapon types.

~ Abilities ~


Sougokankei (Mutually Beneficial Relationship)
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Once a user Samehadamaku have bonded, they enter a form of mutually beneficial relationship by which the weapon allows its user to wield it in combat, and the user provides the weapon with chakra both from combat and his body. The constant drain on the user's chakra system has the effect of making the user devellop his chakra reserves much more efficiently than he would without this extra strain, but also prevents him from being at his full capacity when wielding the weapon.
Rank: Ability, passive
Requirements: Samehadamaku
Special:
*Increase Chakra by 30%.
*User starts any initial encounter with a 10% penalty to his or her chakra reserves (can be replenished through outside aborption).
*In combat, during any combat turn (full turn) where a Samehadamaku hasn't absorbed chakra, it consumes 2% chakra from its wielder. It will only stop this effect when the wielder is in jeopardy (10% cp or less) and will then start depleting its own reserves.

Seikou Chakra Hokuka (Immature Chakra Eater)
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Samehadamakus have their parent weapon's insatiable hunger for chakra, but do not have as effective of an aptitude at draining it yet. Their physiognomy is specifically made to drain the chakra of any living being they comes into contact with and store it inside their own reserves in order to feed themselves and fuel their abilities.
Cp Cost: n/a
Dice Rolls: n/a
Special:
*Every time the blade causes damage, damage dealt is also caused as chakra damage for a maximum of 5% 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 pool.

Chuujitsubuki (Loyal Weapon)
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Just like Samehada, if someone other than its wielder tries to wield a Samehadamaku, it will continuously stab the user's hands with sharp spikes until it is finally dropped.
Damage: (5 - 10), damage dealt is also dealt as chakra damage.
Fortitude DC: 10 + str mod (victim) + 2 Per 20 hp past half hp (victim)
Special:
*If wielded by someone other than its usual wielder, 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.

Soritansen (Shredding Edge)
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Samehadamaku's blade is made of hundreds small razor sharp scales that make it much more potent at shaving than cutting. This has the downside of inflicting less initial damage, as it won't cut off limbs or pierce organs; but will leave nasty wounds that bleed significantly and heal very poorly.
Cp Cost: n/a
Dice Rolls: n/a
Special:
*Critical hits do not cause additional damage for the intital blow.
*Regular hits that beat dodge DC by 10 cause bleeding (-2 hp per turn).
*Regular hits that beat dodge DC by 20 cause minor wounds (-4 hp per turn) and bleeding (-2 hp per turn)
*Critical hits on regular attacks inflict critical wounds (-8 hp per turn) and severe bleeding (-4 hp per turn).
*Critical hits on sneak attacks inflict alarming wounds (-16 hp per turn) and extreme bleeding (-8 hp per turn).
*If wrapped, treat weapon as blunt.


~ Jutsus ~


Shoukenjutsu:

E-Rank

Shoukenpou: Chakra Joiyou (Living Blade Art: Chakra Feed)
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Samehadamakus can transfer the chakra they have gathered to their wielder through direct contact.
Cp Cost: 1 cp per point.
Dice Rolls: 1
Damage: n/a
Requirements: Samehada, Samehada 5, Chakra Control 10
Training: 1 stage
Stage I: Samehada DC 15, Connecting with Samehada's chakra channels to transfer chakra.
Special: Transfer [Chakra Control] chakra points stored inside Samehada to to its wielder through direct contact.

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Sat Feb 23, 2013 1:41 pm


~ Clan God Legacy Weapon ~


Samehada (Shark Skin)
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Type: Legacy (Seven Swordsmen of the Mist)
History: A living blade, considered by many to be the most dangerous of all the swords of the Seven Swordsmen of the Hidden Mist. It has been stolen and returned to Kirigakure frequently over the course of history, mostly due to its incredible raw power and its tendancy to switch hosts, sometimes even in the midst of battle, if it finds a new wielder more compatible.
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: No known limit.
Damage: (10 - 20) + 1.5x str mod
Range: Melee + 5 to 15 feet, depending on the blade's chakra level.
Requirements: Strength 30, Chakra 50.
Acquisition: Plot specific.
Special: Allows use of Samehada specific abilities.
Dual Wield: No.
Owner: Seven Swordsman of the Hidden Mist.

~ Abilities ~


Chakra Hokuka (Chakra Eater)
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Samehada has an insatiable hunger for chakra. It's physiognomy is specifically made to drain the chakra of any living being it comes into contact with and store it inside its own reserves in order to feed itself and fuel its abilities. It is therefore always grateful to face enemies with large chakra quantites that can grant it plentiful meals.
Cp Cost: n/a
Dice Rolls: n/a
Special:
*Every time the blade causes damage, damage dealt is also caused as chakra damage for a maximum of 5% 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.
*Double chakra drain for critical hits.
*All chakra points drained through physical blows or shoukenpou jutsus are added to Samehada's chakra pool.
*If used as a conduit for chakra draining techniques from the user, increase their efficiency by 25% and reduce their chakra cost (if any) by 50% (the reduction to chakra cost is added to Samehada's reserves rather than the user's).

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 Cost: n/a
Dice Rolls: n/a
Special: Add [Samehada Cp / 20] to base attack bonus for attacks using this weapon.

Chuujitsubuki (Loyal Weapon)
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If someone other than its wielder tries to wield Samehada, it will continuously stab the user's hands with sharp spikes until it is finally dropped. If separated form its wielder, it will by any means try to find its way back to him or her, using its mobility to close the distance as fast as possible. If wielded by a hostile target, it will use its strength to move out of the way of any swing aimed at a friendly target.
Damage: (5 - 10), damage dealt is also dealt as chakra damage.
Fortitude DC: 10 + str mod (victim) + 2 Per 20 hp past half hp (victim)
Special:
*If wielded by someone other than its usual wielder, 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.
*Reduce Base Attack Bonus of any wielder other than its primary wielder by [Samehada cp / 20].
*If blade is not held back, it will autonomously find its way back to its primary wielder.

Shinshikujizai Nigiri (Extensible Handle)
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Samehada's handle can stretch for long distances and back, allowing for the user to attack enemies from a distance without losing the benefit of direct contact with the weapon. When this technique is used, the weapon resembles more of a flail than an actual blade.
Cp Cost: n/a
Dice Rolls: n/a
Damage: (10 - 20) + dex mod + 0.5 x str mod
Special: Samehada can be used as a long range weapon for medium to medium-long distance attacks (about 25 meters).

Soritansen (Shredding Edge)
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Samehada's blade is made of hundreds small razor sharp scales that make it much more potent at shaving than cutting. This has the downside of inflicting less initial damage, as it won't cut off limbs or pierce organs; but will leave nasty wounds that bleed significantly and heal very poorly.
Cp Cost: n/a
Dice Rolls: n/a
Special:
*Critical hits do not cause additional damage for the intital blow.
*Regular hits that beat dodge DC by 10 cause bleeding (-2 hp per turn).
*Regular hits that beat dodge DC by 20 cause minor wounds (-4 hp per turn) and bleeding (-2 hp per turn)
*Critical hits on regular attacks inflict critical wounds (-8 hp per turn) and severe bleeding (-4 hp per turn).
*Critical hits on sneak attacks inflict alarming wounds (-16 hp per turn) and extreme bleeding (-8 hp per turn).
*If wrapped, treat weapon as blunt.

Sokonashi Youki (Bottomless Container)
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Samehada has the ability to store objects inside its body for its wielder. It is unknown how exactly it does so, since even though it can be filled with numerous solid objects its movements or flexibility do not seem to be impaired by their presence. It has been theorized that it actually seals them inside its body and summons them back at its wielder's command.
Cp Cost: n/a
Dice Rolls: 1 to spit out (can be used as reaction).
Special: User can store various objects inside Samehada that can be summoned back when needed.

Kyōseikankei (Symbiotic Relationship)
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Samehada being much more potent than its offspring Samehadamakus, its effects and chakra consumption are amplified, putting an even more significant strain on the host's chakra reserves, with all the benefits and inconveniences this entails. This also has the effect of making the bond between the two organisms even more profound and synching their chakra signatures much more deeply than what could be accomplished with a Samhadamaku.
Cp Cost: n/a
Dice Rolls: n/a
Special:
*Double the effects from Sougokankei.
*No chakra is lost during chakra transfers between the wielder and the blade.


~ Jutsus ~


Shoukenjutsu:

E-Rank

Shoukenpou: Chakra Joiyou (Living Blade Art: 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 Cost: n/a
Dice Rolls: 1
Damage: n/a
Requirements: Samehada, Samehada 5, Chakra Control 10
Training: 1 stage
Stage I: Samehada DC 15, Connecting with Samehada's chakra channels to transfer chakra.
Special:
*Transfer [Chakra Control x 2] chakra points stored inside Samehada to a target to which it has direct contact.
*If target isn't the wielder, increase dice rolls required to use the technique by 1 and increase to 2 cp the points required from Samehada's chakra pool to restore 1 cp to the target.

Shoukenpou: Asshuku (Living Blade Art: Constriction)
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The user guides Samehada to wrap around a target, completely preventing any movement and draining his or her chakra. This allows the wielder to freely vacate to other tasks while keeping an opponent immobilized.
Cp Cost: n/a
Dice Rolls: 1
Damage: Regular weapon damage.
Reflex DC: n/a
Requirement: Samehada, Samehada 10.
Training: 1 stage
Stage I: Samehada DC 20, Training your weapon to wrap around the target at your specific command.
Special:
*Roll to initiate grapple is the same as an attack roll, melee or ranged.
*Rolls to maintain grapple are the same as for taijutsu attacks but use [Samehada / 2] + [(Samehada Cp) / 20] instead of [str mod].
*For every failed active escape artist check performed by the victim, they take base weapon damage (excluding dex or str mod) / 2.


D-Rank

Shoukenpou: Uke (Living Blade Art: Block)
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Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. When blocking when Samehada, not only does it prevent the user form being struck by the blade but Samehada will use the contact to drain the attacker of some of his or her chakra.
Cp Cost: n/a
Dice Rolls: 2 Rolls
Damage: Chakra damage.
Requirements: Samehada, Strength 18, Dexterity 18, Samehada 5
Training: 2 stages
Stage I: Samehada DC 15, Stop weapons from hitting by striking at the incoming attack with Samehada.
Stage 2: Samehada DC 17, Maximize contact with the incoming attack to allow maximum chakra drain.
Special:
*Use the formula 1D20 + [Samehada] + [Samehada cp / 20] 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.


C-Rank

Shoukenpou: Jutsu Kyūin (Living Blade Art: Jutsu Absorption)
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This technique allows Samehada to literally slice through an opponent's techniques, in spite of whether the chakra has been transformed or not. In some instances, it can even prevent the technique from being performed at all by absorbing all of the necessary chakra, before preparations for casting the jutsu can be completed.
Dice Rolls: 3 Rolls
Damage: n/a
Requirements: Samehada, Strength 18, Dexterity 18, Samehada 10
Training: 3 stages
Stage I: Samehada DC 20, Slicing through a jutsu that has been completed before it comes into contact with you.
Stage II: Dexterity DC 14, Stepping in in the way of a jutsu aimed at another target to absorb it.
Stage III: Samehada DC 22, Preventing a jutsu from being completed by absorbing the chakra of the caster before he's completed it.
Special:
*Use the formula 1D20 + [Samehada] + [Samehada cp / 20] against jutsu's evade DC.
*If the Block is higher by 1 to 10 points, all damage from the attack to the user 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. If the technique consists in a volley of projectiles, each must be blocked individually.
*If the Block is higher by 11 points or more, the jutsu is prevented from being completed and the technique's Cp cost is added to the weapon's chakra pool.


B-Rank

Shoukenpou: Kyōsei Saiseihou (Living Blade Art: Symbiotic Regeneration)
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When Samehada and its wielder have have develloped sufficient affinity for their chakra to become nearly indistinguishable, the blade can use its unique ability to restore any damage done to its body to restore wounds inflicted to its wielder. This particular kind of healing can heal any wound, from growing back removed or destroyed organs to regenerating burnt or consumed muscle tissue. This allows the user to recover from wounds of any nature, ranging from superficial to fatal.
Cp Cost: Variable
Dice Rolls: 4 (all levels of healing can be performed in the same healing period).
Requirements: Samehada, Chakra Control 25, Samehada 30
Training: 4 stages
Stage I: Samehada DC 40, Melding Samehada's chakra and your own to have it recognize your body as its own.
Stage II: Chakra Control DC 35, Directing Samehada's chakra to specific areas of your body.
Stage III: Samehada DC 42, Tuning into Samehada's specific healing energies to harness its potential.
Stage IV: Chakra Control DC 37, Using the healing energies to close wounds and repair tissue.
Special:
*Samehada can heal its wielder 1 point of hp for every cp spent from its chakra reserves.
*Samehada can stop the bleeding from a wound or heal a burn or frostbite for every 5 cp spent from its chakra reserves.
*Samehada can heal a wound, repair a broken bone, or cure one physical status ailment for 10 cp spent from its chakra reserves (must have stopped bleeding first).
*Samehada can heal its wielder 1 point of constitution damage or cure the effects from 1 poison for every 20 cp spent from its chakra reserves.
*Samehada will initiate this technique spontaneously upon any fatal blow dealt to its wielder.


A-Rank

Shoukenpou: Kenjin Heigou (Living Blade Art: Human Blade Merge)
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Samehada merges with its wielder, fusing the two beings' chakra systems, sharing their abilities, and increasing their overall physical abilities. The resulting creatures greatly resembles a practically perfect human/shark hybrid and is particularily effective in underwater combat. Since it takes full advantage of Samehada's unqiue ability to use its accumulated chakra to increase its size and activity, this technique increases the capabilities of the user proportionally to the quantity of chakra saturating his system. As is the case when two consciousnesses merge into a single body, the user becomes incredibly resilient to genjutsu, since one of the two organisms will be able to wake the other should he or she fall prey to an illusion. Over the course of history,rumours would have it that, in the right environment, a wielder of Samehada who achieves this fusion has no weaknesses.
Cp Cost: 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 with each other.
Stage V: Samehada DC 52, Familiarizing yourself with the new body to devellop combat efficiency.
Special:
*User can instantaneoulsy (for no dice roll) use any of Samehada's abilities or passive jutsus except Samehada Kensei.
*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 / 2] + [Samehada Cp / 40].
*Increase all checks to detect or identify targets who have chakra (basically anything that is a jutsu or alive) by [Samehada / 2] + [Samehada Cp / 40].
*Add [Samehada / 2] + [Samehada Cp / 40] to will saves to resist or break genjutsu.
*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: Sat Feb 23, 2013 1:42 pm


~ 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 for extremely rare exceptions, Hoshigaki can only be found in Kirigakure.

Hoshigaki Hiru
Crew

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