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Reply Summoning Contracts Directory
Sameruizumi Kame (Cool Springs Tortoises)

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Hoshigaki Hiru
Crew

PostPosted: Wed Dec 25, 2013 8:41 pm


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PostPosted: Wed Dec 25, 2013 8:43 pm


~ Description ~


History:

The Cool Springs Tortoises are a somewhat eclectic group that was formed centuries ago from one single tortoise’s dream. Basically, the one currently known as the Great Sage once belonged to another group who had a summoning contract associated to a ninja village. From the very start, he had a lot of trouble with his summoners since he always preferred to play around and relax rather than getting involved in battle. Not being able to elude the reality of being a shinobi's summon forever, he had been forced into many bloody battles. As he grew more mature, the sage realized that all this violence always simply spawned more violence, leading to an eternal cycle of suffering that would simply perpetuate over generations. Wanting no more part in this brutal reality, he decided to secede from his group and moved to a deserted island to live the rest of his existence enjoying life in peace.

Word of the great sage’s secession spread to many other groups of tortoises and turtles from around the world, from which many individuals decided to follow his example and moved to his island. As the group gradually grew in numbers, something that resembled a village of tortoises began to form, made of individuals that had different cultures, forms, and sizes, but all had one common intention: to enjoy a life of peace and fun.

Of course, as soon as what could be qualified as a village was formed, rumours had already begun to circulate that some nations planned to make a move to gain control of it. To all the tortoises, this was completely unacceptable as it would inevitably jeopardize their way of life. Therefore, the tortoises knew they could not afford to simply discard their battle hardened backgrounds completely. That is why, from the very beginning, they worked to find various ways to mold their aggressive capabilities into methods of defending their village, without renouncing their adopted philosophy. Taijutsu specialized tortoises developed a martial art based on defense that also doubled as a training regimen and spectacle art. Ninjutsu specialized individuals worked to find ways to generate harder and harder shields and ways to incapacitate enemies while preventing significant harm to be done to them. Genjutsu specialized tortoises modified their techniques into a musical art form made both to entrance opponents and soothe the spirit of those who would listen to it.

Many generations have now passed since the Great Sage regrouped these peaceful tortoises. Over the years, the group developed into a thriving, collaborative society made of individuals that will take any occasion to enjoy every moment of their long, fun, relaxing lives.


Appearance:

The Cool Springs Tortoises are comprised of a very diverse group of tortoises and turtles who vary significantly in shapes and sizes. Ranging from very small to gigantic and from bipedal to quadruped, they identify their belonging by unique markings that they have tatooed on the skins and shells, which change from one individual to the next. They usually do not wear clothing although they will accessorize with various items they find on hand like sea shells, feathers, ropes, and dried plants.

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Wed Dec 25, 2013 8:44 pm


~ Location ~


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The Island of Cool Springs is located many miles from the shore of the Water Country, although it remains the closest political nation to its location.

Gaining access to it through conventional means is practically impossible, as the island itself is surrounded by gigantic jagged cliffs that are practically impossible to climb. The only way in is through an underwater tunnel which leads right to the heart of the island.

One of the particularities of the island is its climate which borders on the tropical in an area where the weather is much fairer. The reason for this is its unique geography and plant life that have the effect of both to attracting sunlight and preventing heat from escaping. This higher temperature is what makes the island’s water masses warmer than usual, which is where it got its name.

The island is harbors a few homes and shops, although their construction is very rudimentary (mostly wooden huts) since most of the inhabitants spend all day in the sun and will go into the water to sleep. Every basic services a society needs to function can be found there, although everything runs at a much more "relaxed" pace than pretty much anywhere else.

All in all, the closest analogy that could be made to describe the island is a 24 hour, 7 days a week beach resort filled with turtles. Not bad isn't it?
PostPosted: Wed Dec 25, 2013 8:45 pm


~ Requirements ~

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Compatible Shinobi Profile:

Even though the tortoises renounced aggression, they still allow shinobis to enter a contract with their group from time to time. Still, over the generations, these shinobis have been very few and far apart.

The reason for this is that, in order for the tortoises to enter a contract with someone, they need to recognize that person as one of their own, and, therefore, making that person someone they need to protect. That is why only the shinobis who will adhere completely to their philosophy will be allowed to enter this contract as they will be expected to embrace, represent, and protect the tortoise’s peaceful and laid back values.

Despising aggression, ambition, and violence, anyone who would actively approach them with the specific intention of “using” their strength to further one’s goals will immediately be granted a one way ticket off the island.


Contribution:

Just as all the tortoises who joined the village enriched it with their personal specialties, shinobis who wish to enter a contract with the Cool Springs Tortoises will be asked to contribute something to their community. This can be a jutsu, a tool, an idea, basically, anything that will add to the protection or enjoyment of their unique life styles. These techniques and weapons can be used by all summons from the contract (if they wish) and can be learned by all shinobis who take part in the contract.

Past contributions:

Hoshigaki Hiru: Water Gliding Jutsu


Signature Form:

If all the requirements are met, the Great Sage himself will present the shinobi with the Cool Springs Tortoise’s scroll. The shinobi will then let drip a drop of blood on the scroll, after which a tortoise from the island will do the same, making the two drops meld together. With a brush, he will sign his name from that drop, symbolizing that the shinobi is just as much entering a contract with the village as the village is entering a contract with him. Eventually, the signee will be expected to gradually undergo the tattoo ritual that identifies all Cool Springs Tortoises, completing the bond between the summons and the summoner.

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Wed Dec 25, 2013 8:46 pm


~ Limits, Abilities, and Characteristics ~



Creature Type

Kaijuu (Marine Creature)
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Summon is a creature able to walk on land effectively but is nevertheless physiologically made to spend significant periods of time underwater.
Rank: Ability, passive
Special:
*Decrease DCs to hold breath by 75%.
*Decrease Base Attack Bonus, Dodge Rating, Reflex and any check related to movement by 20% when on land.
*Increase Base Attack Bonus, Dodge Rating, Reflex and any check related to movement by 20% when underwater.


Physiological Characteristics

Kikkou (Tortoise Shell)
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Summon has an extremely solid exosquelettal shell covering its back and thorax, greatly increasing its durability but inevitably hindering its agility.
Rank: Ability, passive
Special:
*Increase Constitution by 25%.
*Decrease Dexterity by 40%.
*Natural armor bonus to Dodge and Reflex of [Level / 2].


Abilities

Kikkou Monokage (Shelled Cover)
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The tortoise, if in trouble, can pull back its limbs and head into its shell for protection. It is far from being a perfect defense, but it will significantly reduce the damage it could take in desperate situations.
Rank: Ability
Special: Usable if the turtle's save check fails against a jutsu that requires either a Reflex or Athletics check. If the failed check is within 10 of succeeding (inclusively), the turtle can sacrifice one of its dice rolls from its following attack sequence to retreat into its shell, cutting damage by half.
PostPosted: Wed Dec 25, 2013 8:48 pm


~ Jutsus ~


Ninjutsu

C-Rank

Kuchiyose: Kame Henge Jutsu (Summoning: Turtle Transformation Technique)
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A testament to how completely the Sameruizumi Kame accept shinobis who enter a contract with them as their own, they have developed a technique that allows their summoners (or willing targets) to take on the appearance and form similar to that of a turtle of their group, along with all the advantages and hindrances that that might represent.
Cp Cost: 20 cp + 3 cp per post.
Dice Rolls: 3
Damage: n/a
Reflex DC: n/a
Special: User or target takes on the appearance as well as all limits, characteristics, and abilities of the Sameruizumi Kame, in addition to their own.

B-Rank

Kuchiyose: Kikkouhifu (Summoning: Turtle Shell Skin)
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A technique developed by the Sameruizumi Kame to compensate for their lack of mobility by increasing their resistance to damage. Through manipulation, the user can turn their skin to the texture and durability of a turtle shell, significantly increasing its durability. This jutsu cannot be held eternally though as a constant flow of chakra is required to maintain the carapace's integrity.
Cp Cost: 60 cp initial cost, 7 cp per combat turn afterwards.
Dice Rolls: 4
Damage: n/a
Reflex DC: n/a
Requirements: Sameruizumi Kame, Kuchiyose no Jutsu, Chakra Control 32, Ninjutsu 30, Chakra 26, Concentration 25.
Training: 4 stages.
Stage I: Ninjutsu DC 40, Gaining control over the essence of your skin.
Stage II: Chakra Control DC 42, Altering the skin's texture to the biological signature of a turtle shell.
Stage III: Chakra DC 18, Increasing the shell's density by infusing chakra into it.
Stage IV: Concentration DC 35, Maintaining a regular chakra flow despite the stress of a combat situation.
Special:
*Grants the user a natural armor of [Chakra Modifier + 1 per 10 in Chakra Control]. (Natural armor adds to Dodge against all attacks except touch attacks). This natural armor bonus stacks with the natural armor bonus from Kikkou (Tortoise Shell).
*Bare hands can be used to block weapon attacks while the technique is active and can be used to sunder equipment.
*Immune to normal burns or frostbite status ailments while active.
*Reduce by 75% all awareness checks requiring the sense of touch while technique is active.

S-Rank

Kuchiyose: Kongōsenaka Kamenoko (Summoning: Diamondback Turtle Shell)
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Known as one of the most, if not the most, powerful defense on earth. Since their foundation, the Sameruizumi Kame have worked on and reinforced a handful of gigantic shells left behind after the passing of rare gargantuan diamondback tortoises. Throughout the years, they have used as many jutsus and tools as they knew or could find to increase the shells' density, now having reached a point where some say diamond pales in comparison. In addition to this natural durability, its living nature makes it react to chakra, allowing the user to make it become even harder and heavier as chakra is poured into its lining during its summoning. It can be used offensively, if summoned over an enemy to pin him or her down under the shell's weight; but it is meant to be used defensively to protect the caster from enemy attacks. It has been told that a summoner once used this technique in the middle of a hostile battlefield to protect his squad and managed to remain in heavy enemy fire for ttwo weeks until reinforcements arrived, without the shell showing as much as a scratch.
Cp Cost: 300 cp
Dice Rolls: 5, can be used a s a reaction.
Damage: 200 + Chakra Mod + 1 per 5 in Chakra Control initial damage, 50 + Chakra Mod + 1 per 5 in Chakra Control per turn afterwards.
Barrier Hp: 900 + Chakra Mod + 2 per 10 in Ninjutsu.
Athletics DC: 21 + [Chakra Control / 2] + 2 per 10 in Ninjutsu.
Strength DC: 25 + chk mod + 2 per 10 in Ninjutsu.
Requirements: Sameruizumi Kame, Kuchiyose no Jutsu, Chakra Control 55, Ninjutsu 50, Chakra 45.
Training: 6 stages.
Stage I: Chakra Control DC 63, Pinpointing with precision the location of the chakra signature of the shell from the Cool Springs.
Stage II: Chakra DC 27, Infusing massive amounts of chakra through the connection to make summoning the shell even possible.
Stage III: Ninjutsu DC 58, Actually bringing the shell to your location succesfully.
Stage IV: Ninjutsu DC 60, Summoning the shell in the air above a specific target.
Stage V: Chakra DC 29, Connecting your chakra system with the shell's lining and have it flooded with your chakra.
Stage VI: Chakra Control DC 65, Using the injected chakra to solidify the shell even further.
Special:
*If used defensively, summons a shell to protect a target and any targets in its vicinity. Replace [Dex Mod] in Dodge Rating and Reflex Save by [Ninjutsu]. Trigger damage absorption effect if modified dodge beats incoming attack's roll or DC.
*Given its unerodable nature and relative biological elasticity, any blow that would not cause at least 75% damage to the shell does not cause damage to it at all.
*Damage taken by characters inside the shell is reduced by the amount of damage absorbed.
*If used offensively, target must pass Athletics DC or be crushed underneath the weight of the shell.
*If pinned, victim is immobilized and must pass Strength DC (d20 + str mod) to tilt the shell enough to squeeze out from under it. Others may assist the victim in trying to tilt the shell by rolling their own strength checks.
*At the beginning of every turn the victim is stuck under the shell, apply continuous damage.



Taijutsu

D-Rank

Kamezumō (Turtle Wrestling)
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An ancient fighting style developed by the Cool Springs Tortoises that greatly resembles a hybrid of judo, catch wrestling, and sumo wrestling. Made to utilize the user's weight, this style focuses heavily (no pun intended) on various grappling and pinning techniques. These are used in two manners. The first is to chain attacks in an active grapple by smashing the opponent tagainst the ground under the user's weight, and the second in immobilizinge opponents to the ground, letting the user's weight do the damage to the victim rather than actually striking at them.
Cp Cost: n/a
Dice Rolls: n/a
Damage: ( 3 - 18 ) + [Con mod] + [Str Mod / 2] + [(1-2) x (Taijutsu / 4)]
Requirements: Sameruizumi Kame, Taijutsu 5, Constitution 25, Strength 15.
Training: 2 stages.
Stage I: Strength DC 12, Working on improving your grabbing efficiency for this art.
Stage II: Taijutsu DC 15, Effectively finding ways to immobilize opponents under your weight.
Special:
*Except for specific Kamezumo techniques, this style is only used during active grapples.
*Grapple DC is calculated using the formula [d20 + (Str Mod / 2) + (Con Mod / 2)] instead of the standard [d20 + Str Mod]. Use standard methods to break the grapple.
*When user attempts Kamezumo attacks during an active grapple, replace formula to calculate defender's dodge rating from [Level + Dex Mod + Wis Mod] to [Level + Str Mod + Con Mod]. "Dodging" grapple attacks does not break grapple, it simply prevents damage from occuring by using force and weight to avoid getting swung or toppled.
*Critical Hits during an active grapple daze the opponent for his next combat turn and a 50% chance to cause broken bones from the crushing weight. Both effects can occur on one move.
*If user is Shelled (Kikkou), increase contribution from [Con Mod] in all Kamezumō formulas by 25%.


C-Rank

Kamezumō: Geigeki (Turtle Wrestling: Interception)
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Instead of trying to move away from an attack, the user takes advantage of a combination of his or her weight and his or her opponent's strength to reverse an incoming physical attack by destabilizing the opponent and projecting him or her to the ground before taking advantage of this vulnerable state to facilitate initiation of a grapple.
Cp Cost: n/a
Dice Rolls: 2
Damage: n/a
Requirements: Kamezumō, Taijutsu 20, Constitution 30, Strength 20.
Training: 3 stages.
Stage I: Taijutsu DC 30, Absorbing the momentum of an attack to turn it against its user.
Stage II: Strength DC 17, Flipping your opponent in mid attack.
Stage III: Constitution DC 20, Projecting opponrnt hard enough to prevent further attacks.
Special: Roll d20 + [Taijutsu] + [Attacker's Str Mod]. If roll beats incoming attack roll, damage is negated and opponent is forced into a grapple of a DC calculated from the same roll as Interception roll. Victim's remaining attack turns (dice rolls) for the turn can be used to break free from the grapple.



Genjutsu

B-Rank

Kikkouchou: Kameashi Regee (Shell Melody: Turtle's Pace Reggae)
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A technique made to compensate for the turtle's obviously less than on par speed in battle. By banging and knocking on various sections of his or her shell like a drum, the user plays a very slow reggae type music that is used as a trigger for the jutsu on enemies in an area. Affecting the victim's brains, this genjutsu gives the target the impression of everything around him accelerating, as though he was slowing down to a crawl. What the technique actually does is it slows down all sensory and motor functions of its victim's brain, making them a much easier target to reach and incapacitate and making encounters against large groups more manageable.
Cp Cost: 90
Dice Rolls: 4
Damage: n/a
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Sameruizumi Kame Contract, Genjutsu 35, Intelligence 35, Chakra Control 30, Shelled if no instrument.
Training: 4 stages.
Stage I: Genjutsu DC 45, Weaving chakra in the correct sound waves emanating from the instrument to enthrall a target.
Stage II: Intelligence DC 22, Synchronizing the rythm to specifically affect the brain's sensory and motor centers.
Stage III: Chakra Control DC 40, Using the chakra in the music to effectively slow down its processing, by inhibiting input and output from the processing centers.
Stage IV: Genjutsu DC 47, Imprinting the brain solidly enough for the effect to continue despite outside stimuli until released or broken by the victim.
Special:
*Affects all shinobis who hear the music, except for those with an active contract with the Sameruizumi Kame, friend or foe.
*Until the victim breaks free of the illusion, reduce base attack bonus, reflex, dodge rating and any check concerning speed by [Chakra Control / 4]. Victim loses attacks that would now have a base attack bonus reduced to 0.


A-Rank

Kikkouchou: Tenmin Haku (Shell Melody: Beat of Paradisiac Slumber)
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The Sameruizumi Kame's most sophisticated and effective genjutsu. It is particular in its nature as, even though it is meant to be used on enemies, it causes no mental damage to its victim. By banging and knocking on various sections of his shell like a drum, the user plays a soothing tropical tune used as a trigger for the jutsu on enemies in an area. The technique works in two distinct manners. On a primary level, it forces the victims into a relaxing dream, an image of peace and tranquility tailored upon their unconscious desires. On a second level, it stimulates the brain's release of various hormones to reduce the victims' desire to even break free of the illusion, making them want to stay for "just a few more minutes". It has been said that many who had been exposed to this technique joined the Cool Springs Tortoises' cause afterwards, realizing how fulfilling complete and absolute peace could be.
Cp Cost: 125
Dice Rolls: 5
Damage: None, + (25 - 75) mhp per turn trapped.
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Sameruizumi Kame Contract, Genjutsu 45, Intelligence 40, Chakra Control 43, Shelled or possess instrument.
Training: 5 stages.
Stage I: Genjutsu DC 55, Weaving chakra in the correct sound waves emanating from the instrument to enthrall a target.
Stage II: Intelligence DC 25, Specifically directing the chakra to the pleasure and endocrine centers of the brain.
Stage III: Chakra Control DC 53, Have the rythm tap directly into the victim's unconscious desires.
Stage IV: Chakra Control DC 55, Have the rythm adjust the hormone levels to optimize the illusion's efficiency.
Stage V: Genjutsu DC 57, Make the illusion as realistic and sturdy as possible to further reduce the target's chances of breaking it.
Special:
*Affects all shinobis who hear the music, except for those with an active contract with the Sameruizumi Kame, friend or foe (unless he or she willingly submits to the genjutsu).
*Once entranced, the victims are to all accounts unconscious (paralyzed and helpless).
*Reduce all will saves to break free of the jutsu by 20%.
*Any physical damage to the victims from an outside source breaks the illusion.
*Cures all mental status ailments of the victims.

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Wed Dec 25, 2013 8:51 pm


~Weapons and Tools~


Bekkoutate (Turtle Shell Shield)
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Made fro the shells of turtles who, like some crustaceans, will discard their shells when they grow too large for them so that a new one may be generated, this shield is the trademark weapon of the Sameruizumi Kame. Made of biological material, it is unusually light for its combination of density and size and therefore is unique in significantly minimizing the impairment it could have on the shinobi's mobility making it possible to dual wield the shield as a weapon effectively. Because of its size, the shield passively provides the user with cover from attacks making it very practical from a defensive perspective. The downside of this focus on size is that it makes this tool somewhat cumbersome to carry around and can make complex combat maneuvers more difficult.
Type: Shield
Cp cost to summon: 50 cp
Damage: (1-5) + str mod + (1-2) per 4 levels in Shield
Range: Arms length.
Requirements: To wield: Strength 15. To summon: Sameruizumi Kame, Chakra Control 15, Ninjutsu 10.
Acquisition: Sameruizumi Kame
Special:
*Add armor bonus of [6 + 1 per 10 in Shield] to Dodge and Reflex when wielding this weapon (multiply if dual wielded).
*Reduce Dexterity Modifier by 3 when wielding this weapon (multiply if dual wielded).
*Multiply blocking checks using the shield by 25%.
Dual Wield: Yes, -4 to Attack Roll.
Owner: Sameruizumi Kame
PostPosted: Wed Dec 25, 2013 8:52 pm


~ Known Summons ~



Hiru's Squad

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Name: Kuurukame (平亀)
Element Affinity: Water (Can use fire)
Gender: Male
Rank: Jounin
Height: 10'6'' (From the bottom of his legs to the top of his shell)
Weight: 1,576.00 lbs
Physical Description: This four legged turtle has grown very large with age and is of a cool blue colour to both its scales and shell with orange markings.
Clothing: A seashell necklace, a rope bracelet and a small Kirigakure forehead protector boleted to his shell, just over his head.
Background: Does water shows for a living in the spring using its water jutsus. Impresses the gallery by pulling out now and then a little fire show.
Personality: Very mellow and a bit of a showoff.


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Name: Kamesaru (亀猿)
Element Affinity: Water (Can use Earth)
Gender: Male
Rank: Jounin
Height: 7'2''
Weight: 750 lbs
Physical Description: A bipedal tortoise covered in scars from its tournament combat hobby as a Kamezumo specialist. Very muscular. Has brownish scales with blue markings.
Clothing: One elbow and knee pad. A Kirigakure forehead protector is sown on his elbow pad (which kinda hurts during elbow drops!).
Background: A brawler by nature and interest, when Kamesaru isn't loafing around it's to train his signature Kamezumo fighting style or to take part in the various physical Cool Spring tournaments.
Personality: By his look, people would think he's aggressive but he's really not. Has a recreational approach to combat and tries to avoid it if not in very specific situations.


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Name: Gakkame (楽亀)
Element Affinity: Air (Can use water)
Gender: Male
Rank: Jounin
Height: 1'0''
Weight: 10 lbs
Physical Description: Very small turtle with green scales, a red shell and red markings. Of the musical genotype of the Coll Springs Tortoises. A speaker is built into his shell to project sound despite his small stature.
Clothing: Always wears his headphones . His headphones have a metal Kirigakure plate bolted to them in the back of Gakkame's head.
Background: A musician, plays the classical trotoise tunes byflipping on its back and drumming on its shell and singing. Very catchy!
Personality: Likes crowds. Contrarily to most Tortoises, likes a good battle too, sees bewitching opponents as a challenge proving his musical prowess.



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Name: Kametate (亀楯)
Element Affinity: Earth (can use water)
Gender: Male
Rank: Jounin
Height: 5'7''
Weight: 420 lbs
Physical Description: A sea blue bipedal tortoise of relatively small stature with gold circular makings to his skin and shell.
Clothing: Wears the mandatory shell armor of the sage's guards with the added Kirigakure symbol engraved on its front as a mark of friendship to Hiru. Practically always seen with his turtle shell shield even when off duty. (He has been known to use it a surf board!)
Background:A promising up and comer in the Sage's personal guard unit. He was reluctantly appointed as Hiru's escort in his first contact with the group; but and they have developed a great friendship since, having very alike personalities.
Personality: A specialist of defense and an artist with his shield, he will go to the moon and back to protect those he cares about, not afraid to jump right in the line of fire. When off duty, he's still a neverthless laid back guy who likes surfing and lazying around in the sun. He always has his shield with him however!

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Wed Dec 25, 2013 10:57 pm


~ Ownership ~


Contract was created and is "owned" by Hoshigaki Hiru, and all requests to join should be addressed to him. If inactive, simply contact the Mizukage if you want a part in the contract.
PostPosted: Thu Dec 26, 2013 10:55 am


~ Current Active Contracts ~


Hiru Hoshigaki (Kirigakure)

Hoshigaki Hiru
Crew

Reply
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