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A Naruto role-playing guild using the d20 system, for semi-lit and above RPers. 

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Epileptic Rave Party

PostPosted: Mon Jun 11, 2007 7:49 am


Clan Name: Yushido
Village: ??? [No true affiliation, originated in Kumogakure]
Description of Limit: Seiteki Omoi (Static Mind) is a rare trait from a predominantly extinct clan from Kumogakure. In which those endowed with this bloodline are able to see the electrical flow through a persons body and their surrounding environment. When the clan was still high in numbers, few were able to train themselves beyond the second stage of their Seiteki Omoi.
History: Although there was at one point an abundance of Yushido, they never were to make themselves stand out and so few knew of them. The Yushido had been nearly annihilated as a group of radicals had come and destroyed their home. The last of the Yushido, Yushido Kyo, had been away from his home in the events that had happened. To come home and find that everyone had been slain. (In Progress as it's such a horrible story rolleyes )
In game Stats:

No prior Training: Basic form of Seiteki Joukei, the beginning phases of understanding the bloodlines abilities and learning to cope with what little they can see.
Jutsu's Obtainable: Seiteki Joukei lvl 0, +2 to defensive actions | Raikou Mahi
Physical Changes: Eyes fade to an icy blue.

Stage 1: After having learned Seiteki Joukei, the owner of the trait has to work diligently to further his progress in his understanding and execution of the maneuver. Both training your eye to the new adjustments of seeing one's bodily current and training one's own body to react quick enough to what they see.
Jutsu's Obtainable: Seiteki Joukei lvl 1, +4 to defensive actions | Seiteki Baindo (Describing at end of Bloodline)
Physical Changes: Eyes fade to an almost crystalline blue, Hair slowly starts to spike out around the tips.

Stage 2: Through adaptation at Seiteki Joukei the owner of this trait can now knowledgeably react to a persons movements by the coursing of electricity through their bodies with the possibility of counteracting their moves against them.
Jutsu's Obtainable: Seiteki Joukei lvl 2, +6 to defensive actions | Raikou Mahi Seido (Describing at end of Bloodline)
Physical Changes: Pupils are now a soft white as the rest of the eye is beginning to tone into a soft teal. Hair is now losing it's flow and is spiking more outwardly.

Stage 3: Focusing the mind to better percieve what is before them, their reaction time is further enhanced from the amount of knowledge in their own vision and research into the human bodies electrical system. After mastering Seiteki Baindo, through excessive use of the jutsu the user slowly starts to adapt the technique to widen it's perspective of hindering an opponents movements by wrapping them in focused chakra with the users elemental affinity.
Jutsu's Obtainable: Seiteki Joukei lvl 3,+8 to defensive actions | Raikou Kangoku (Describing at end of Bloodline)
Physical Changes: Pupils have faded into a pure white now as the entirity of his eyes are beginning to turn an aquatic blue. Hair is maintaining it's half flow half spike, as the tips are slowly fading from their natural color.

Mastered: Once the user has become exceptionally adept at understanding and reacting to anothers movements, they slowly are able to comprehend to expansion of their jutsu into focusing it into points on their body striking their opponent with their fists while still controlling the chakra into the palms and exerting the energy into their blows sending them through their opponents.
Jutsu's Obtainable: Seiteki Joukei lvl 4 [Mastered] +10 to defensive actions | Dendou Kobushi (Describing at end of Bloodline)
Physical Changes: Eyes are now a dark aqua with a small white pupil. Tips of the hair are now a solid white, almost silver in light fading into the rest of his hair.

((Defensive Actions: Dodging, Blocking, Escape Ninjutsu))

[Bold/Italics are Works In Progress]


Jutsu List:

Seiteki Joukei [Static Sight]

Description of Jutsu:
Seiteki Joukei (Static Sight) is a doujutsu in which Kyo's pupils fade into the ice blue color of the rest of his eyes and give off a small glow. With the doujutsu activated, Kyo can sense the static pulse within a persons nervous system to see what their next move may be. Isn't able to sense objects without static from a persons body, poor use during storms. The given specifics are as follow.
Cp Cost:
lvl 0: 2 cp per full round
lvl 1: 4 cp per full round
lvl 2: 6 cp per full round
lvl 3: 8 cp per full round
lvl 4: 10 cp per full round
Requirements: Of Bloodline (Kyo is the last decendant)
Training: [Blank, as I don't know much of training doujutsu]
Special: In an Electrical environment [i.e. Lightning Storm] vision is diminished by 1/2
Owner: Yushido Kyo

Raikou Mahi [Lightning Paralysis]

Description of Jutsu:
Jutsu performed by creating the handseals Tiger, Dragon, Tiger, Horse, Tiger, Dog. Focusing chakra into your hand it wraps around your hand in a tight knit position and is used to send a surge of lightning through a point in the targets body. The Jutsu if used on an opponents brain will temporarily short circuit their brain having them pass out.
Cp Cost: 25 cp
Damage: Opponent Knocked out for 1 round per every 5 levels.
Requirements: Lightning Affinity, Yushido Clan
Training: [None Currently]
Special: If opponent is struck in a limb, that limb will be temporarily paralyzed 1 round for every 5 levels of user.
Save: Fort DC: 10 + half your level + chakra mod.

Seiteki Baindo [Static Bind]

Description of Jutsu:
Jutsu performed by creating the handseals Tiger, Bird, Boar, Horse, Dragon, Serpent. Having formed the handseals the user focuses chakra to their hands in the form of lightning. Once the chakra has been formed, the user may either use a conductor, or physically grasp their opponent. Once contact has been made, any and all fabric on the opponent constricts and attaches themselves to eachother inhibiting the movement of the opponent to the degree of how much fabric is worn. In Lame Mans Terms, a bad case of static cling.
Cp Cost: 32 cp
Requirements: Lightning Affinity
Training: [None Currently]
Special: In the case of a conductor [Opponent standing on water/wet grass] User can place hands to the ground sending their attack at the opponents feet.
Save: Fort DC: 10 + half your level + Chakra mod.

Raikou Mahi Seido [Lightning Paralysis Precision]
(Near Identical to Raikou Mahi)

Description of Jutsu:
Jutsu performed by creating the handseals Tiger, Dragon, Tiger, Horse, Tiger, Dog. Focusing chakra into your hand it wraps around your hand in a tight knit position and is used to send a surge of lightning through a point in the targets body. The Jutsu if used on an opponents brain will temporarily short circuit their brain having them pass out. As was the Raikou Mahi, with the Raikou Mahi Seido, due to the users progression through Seiteki Joukei. The user is now able to see more cleary the flow of electrical currents through and around those near him, he is able to pin point vital nerves passages to accurately disable the opponents movements.
Cp Cost: 39 cp
Damage: Opponent Knocked out for 1 round per every 5 levels.
Requirements: Lightning Affinity, Yushido Clan
Training: [None Currently]
Special: If opponent is struck in a limb, that limb will be temporarily paralyzed 1 round for every 5 levels of user. If Raikou Mahi Seido is performed with Seiteki Joukei lvl 2 activated, user gets a +5 in their attacking roll for Raikou Mahi Seido. If attack is successful user is unable to user lightning jutsu for 5 rounds.
Save: Fort DC: 10 + half your level + chakra mod.

Raikou Kangoku [Lightning Prison]

Description of Jutsu:
This justu is performed through the handseals Horse, Dragon, Tiger, Bird, Boar, Serpent. After having performed the handseals, the user focuses chakra into the form of lightning. Once the chakra has been formed, the user focuses the energy to his hands and either sends the chakra through a conductor or making contact with the opponent. The opponent is ensnarred in a numerous amounts of strands of chakra surging with electricity.
Cp Cost: 47 cp
Damage:
Initial Shock: 8 - 18 dmg
Damage Preceeding after every round still bound: 3 - 9 dmg
Requirements: Lightning Affinity
Training: [None Currently]
Special: In the case of a conductor [Opponent standing on water/wet grass] User can place hands to the ground sending their attack at the opponents feet.
Save: Fort DC: 15 + half your level + Chakra mod.

Dendou Kobushi [Electric Fist]

Description of Jutsu:
Through deep focus of mind on the power within their grasp. The user focuses their chakra around their fists in the form of lightning. Maintaining a constant focus on the flow of chakra takes much effort, than even the slightest of distractions will short out the lightning forcing the user to refocus their chakra leaving them vulnerable if not careful.
Cp Cost: 5 cp per successful strike | 2 cp per round maintaining focus
Damage: 3 - 12 dmg + Half Str Mod + Half Chk Mod
Additional Damage: 32% change of 3 - 7 dmg from electrical burn when struck.
Requirements: Lightning Affinity, Yushido Clan
Training: [None Currently]
Special:
User must make a concentration check at the end of each full round to maintain Dendou Kobushi.
As Dendou Kobushi is an aggressive tactic, both Str and Chk are needed for the force behind the blow, as well as the residing damage to the body afterwords.
If opponent is wet* or wearing excessive metal, probability of being shocked after being struck is increased to 52%.
(* - Covered in water, excessively sweating)
Save: Will DC: 10 + half your level + chakra mod for Electrical Burn

Owner: Kyoji kun
 
PostPosted: Mon Jun 25, 2007 10:51 am


Clan Name: Tekkenseisai

Description of Limit: The Tekkenseisai have been practicing their fist-only fighting style for hundreds of years, but the complete suicidal style of this martial art is only attainable by the completely mad, the lost with nothing to live for... and the Tekkenseisai. They have trained many techniques involving harming themselves to open up the enemies for counterattacks of great damage, and saving many lives with their own.

The Bloodline Limit is unnaturally hardened muscles, and damage from any physical form is reduced. Pain is reduced, and they suck at Ninjutsus and Genjutsus.

Village: Iwagakure, Amegakure, sunagakure, otogakure

History: The Tekkenseisai began in Iwagakure, but after the war were dispersed to spread their fighting style across the land. They were eliminated from most villages, and in the villages they remain, have realized that students were never truly fearless enough to master the style, and so it became limited to the original bloodline again. The fighting style was simply created, and at first still consisted of kicks and was less suicidal, but grew more and more into the use of the hands and, of course, not caring for your own health. The members of this bloodline were therefore revered as heroes, as they saved the lives of countless people. But they grew further away from Ninjutsu and Genjutsu, and even now it is more difficult for them to perform. They still today are known as fearless warriors, taking their own lives for the safety of others, and never going down without a very VERY dangerous fight.

In game Stats: +2 Constitution per 5 levels. Damage received from physical attacks is reduced by Con Mod. Normal Taijutsu damage dealt is raised to 3-9 instead of 1-6. Cannot use any kicking techniques, or learn any other fighting styles until level 10. Chakra used during Ninjutsus and Genjutsus is doubled. Training days to learn Ninjutsus and Genjutsus is doubled. Max Constitution is raised from 100 to 140.

Jutsu List:
By a Step
Blade Grasp
Rock Spike Thrust
Soul of the Boxer


Jutsu Name: Agarikomu "By a Step"
Description of Jutsu: The user moves INTO the opponent's attack, reducing momentum gained and therefore damage dealt. This is one of the most basic Tekkenseisai techniques.
Cp Cost: 0
Damage: 0
Requirements: Suicidal tendencies?
Training: 3 days.
Special: The damage dealt by bash-trait attacks is reduced to 1/3, cut-trait to 1/2, and stab-trait is normal. The technique opens up the opponent to an attack of opportunity. The technique is initiated instead of dodging.

Jutsu Name: Toushin Shouaku "Blade Grasp"
Description of Jutsu: The user grabs the opponent's (bladed) weapon during an attack, and breaks it off at the hilt. Its designed to twist the blade in a direction from the hilt that the tension of it in combination with the split second the energy is transferred in can cause any material to break off according to the design of the weapon.
Cp Cost: 0
Damage: Breaks opponent's weapon.
Requirements: 40 Strength, 20 Dexterity.
Training: 10 days.
Special: User still takes the weapon's damage. This technique is initiated instead of dodging. Make a strength check to see if it actually breaks.
DC's:
Iron: 20
Steel: 30
Silver: 40
Gold: 50
Masterwork Weapons: Material DC + 30

Jutsu Name: Iwa-Supaiku Suiryoku "Rock Spike Thrust"
Description of Jutsu: The user picks up a large rock, and throws it up above their heads. When it falls down, the user punches it with his Aian Nakkuru, and large rock spikes are shot everywhere with great force.
Cp Cost: 0
Damage: 20-30 + Str Mod.
Requirements: 20 Strength, 20 Taijutsu. A rock, 1 square foot.
Training: 5 days.
Special: 40 foot range. 20-30 damage to self.

Jutsu Name: Juuryou no Kihaku "Soul of the Boxer"
Description of Jutsu: The user quickens their footwork and sharpens their reflexes by jogging on the spot and slapping themselves to induce the nerves to work better, causing them to be able to sense attack more easily.
Cp Cost: 0
Damage: 10 damage to themselves.
Requirements: 20 Constitution.
Training: 3 days.
Special: Raises the user's Dexterity by 2 points each time this technique is used, with a maximum useage of 3 times. The effects last 10 turns.

Owner: Cheerios18

Istian Goss


kouri-chan_xx
Vice Captain

Noob

PostPosted: Tue Jun 26, 2007 12:36 am


Clan Name: Nara
Village: Konohagakure, Kumogakure

Description of Limit: Power to control shadows. Use this power to strangle them with inhuman strength or stop anyone from moving. Also, the shadows can be twisted and moved into any direction. The downfall of this bloodline is that the shadow moves slow at longer distances.

History: The Nara clan is known for their manipulation of shadows and tending of deer, which graze in a large area of Nara clan forest. They have kept a book with medicine preparations and effects for generations. Among the medicine described in this book are the secret pills used by the Akimichi clan. The men from this family are very lazy and tend to be attracted to overbearing women.

In game Stats:
+3 Int

Jutsu List:


Kagemane no Jutsu (Shadow Bind)

A skill that originally was used as a delaying tactic, the user is able to control an opponent's movement by connecting his shadow to theirs. The user's shadow is able to move, extend and change shape, but it must maintain the same surface area as the original. Any shadows between the user and opponent can be used to increase the total surface area, thus allowing the user's shadow to extend further than normal. The technique is also known as the Shadow Bind Skill (Kage Shibari no Jutsu). This jutsu does not harm the ninja using it when their opponent is harmed, unless they're harmed by an outside force and the movement made could hurt the user, such as an arm breaking or a quick neck jerk.
Cp cost: 20 (+5 per round)
Damage: N/A
Requirements: Be of Nara Decent, Chakra Control 10+
Training Days: 2 Days
Special: Foe's dodge bonus is 0 for that round
1st Turn dodge attempt is done with 1D20 + reflex save vs. users ninjutsu DC.
2nd Turn(if they are caught): Escape attempts are done by foes 1d20+str mod vs users 1d20 +chakra control

Kage Kubishibari no Jutsu (Shadow Neckbind)
An extension of the Shadow Copy Skill (Kage Mane no Jutsu), which allows the user's shadow to apply real pressure on an opponent. By maneuvering the shadow's hands on the opponent's throat, the user is capable of choking the target while they are still binded by the technique.
Cp cost: 30 (+10 per round)
Damage: 25 - 40 + chk mod
Requirements: Be of Nara Decent, Chakra Control 15+
Training Days: 5
Special: Foes dodge bonus is 0 for that round
1st Turn dodge attempt is done with 1D20 + reflex save vs. users ninjutsu DC.
2nd Turn(if they are caught): Escape attempts are done by foes 1d20+str mod vs users 1d20 +chakra control

Shuriken Shadow Imitation Technique
Using shuriken, kunai or any other pointed object, the user can pin the opponent's shadow to the ground, immobilizing the foe. This technique can be combined with Shadow Imitation Technique for an automatic connection.
Cp cost: 25 Cp per object used, then +5 to maintain the link per turn.
Damage: N/A
Requirements: Nara Decent, Sharp Tool
Training Days: 5 days
Special: Read above..

Kage Nui (Shadow Sewing
The user of this jutsu can extend their shadow and create multiple tangible tendrils for various purposes. Such purposes can include using them as stabbing weapons, rope for binding an opponent, or extra appendages for throwing weapons
Cp cost: 50+10 per turn
Damage: N/A
Requirements: Be of the Nara Clan, Chakra Control 25+
Training: 5
Special: The number of tendrils creatible is 1 per 5 Chakra Control points

Shadow Summoning Technique
After capturing a target with the Shadow Imitation Technique, the user summons shadowy tendrils from their opponent's body, controlling them in the same manner as Shadow Sewing, but from the opponent's body instead of the user's.
Cp cost: 60 cp +10 per round
Damage: Varies depending on action done by tendrils
Requirements: Nara Decent, Chakra Control 20, Shadow Imitation Technique
Training Days: 7 days
Special: If Reflex Save fails, to escape: d20 + str mod vs d20 + Chakra Control. The number of tendrils creatable is 1 per 5 Chakra Control points
 
PostPosted: Tue Jun 26, 2007 12:37 am


Clan Name: Yamanaka
Village: Konohagakure
Age: 600+
Specialty: Mind-altering ninjutsus

Description of Limit: The Yamanakas of Konoha are especially known for their ability to manipulate the minds and control the actions of their opponents. Using the Shintenshin no Jutsu, a member of this clan could control their opponent’s body as their own for a short period of time. Thus, the Yamanakas are quite invaluable for their potential in spying/infiltration missions and as information gatherers.

In Game Stats:
+2 Concentration per 5 levels
+2 Bluff per 10 levels
+2 Gather Information per 10 levels

Jutsu List:

Shintenshin no Jutsu (Mind Body Switch)
Description of Jutsu: The Shintenshin is the signature Jutsu of the Yamanaka clan. With this technique, the user sends their mind into a target’s body, be it a human or animal, supplanting the target’s mind with their own. It is normally used as a spying technique, since in battle, the Shintenshin has several drawbacks. Firstly, it is a slow technique, and would thus require the opponent being prior bound or restrained. Secondly, how long the Yamanaka performing this technique can maintain the Shintenshin is also based on how fatigued they are. The user can also be forced out if there is a strong will or if the target is in incredible pain (0 Hp, 0 MHp, or failing the Concentration DC is auto kick-out). Finally, any damage done to the opponent while the user is controlling their body is done to the Yamanaka’s original body as well - meaning if the target dies, the user dies as well.
Cp: 10 (+5 per round)
Will Save: 10 + Half of Character Level + Chakra mod. + 2 per 10 ranks in Ninjutsu
Sense Motive DC: 1d20 + Bluff + 2 per 10 ranks in Gather Information (only if research on target was done prior)
Drawback: All damage done to the opponent while the Shintenshin is active is done to the user’s original body as well. The opponent must be restrained first for the Shintenshin to work, or was caught unawares (Sneak Attack roll). If the target reaches 50% of their original Hp/MHp, a concentration DC of 20 must be made by the user. Once the opponent reaches 10% of their original Hp/MHp, a concentration DC of 60 must be made in order to maintain the Shintenshin. Finally, the user must have enough chakra to maintain the Shintenshin.
Requirements: Yamanaka clan (or taught by one), Chakra Control 10+
Training: 2 Days
Special: The target cannot do anything of their own free will as long as they remain under the Shintenshin.

Shinranshin no Jutsu (Mind Body Disturbance)
Description of Jutsu: Once the Shintenshin is mastered, a Yamanaka is entitled to learning the Shinranshin. Rather than transferring the user’s consciousness into the target, the Shinranshin sends a spirit of confusion into the opponent, causing them to attack their comrades. Though the target is aware of what they’re doing, they cannot stop themselves. This Jutsu, unlike its predecessor, allows the user to stay within their own body, however, the handseal must be maintained.
Cp: 30 (+10 per round)
Will Save: 10 + Character Level + Chakra mod. + 2 per 10 ranks in Ninjutsu
Drawback: Handseal must be maintained (thus no using most taijutsu and certain genjutsu/ninjutsu techniques, basically handseal or hand requiring techniques, during the period in which the Shinranshin is activated).
Requirements: Yamanaka clan (or taught by one), Chakra Control 20+, Shintenshin no Jutsu
Training: 5 Days
Special: The performing Yamanaka can manipulate the opponent into attacking their own comrades - however, with normal taijutsu only unless the user themselves have learned any of the Jutsus their target is capable of performing (and having seen performed in the battle). To move and execute the Jutsu at the same time, you must roll a Concentration check with a DC of 40.
 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Tue Jun 26, 2007 12:38 am


Clan Name: Uchiha
Village: Konohagakure and Otogakure
Private/Public: Ask and we'll see. ^_^ You'll need an uber awesome reason or character.
Description of Limit: The Sharingan is a special type of pupil condition that naturally occurs in all members of the Uchiha clan, though not all of them gain the ability to use it. The Sharingan's first and most well known ability is to memorize any technique that it witnesses. It can memorize ninjutsu, genjutsu, and taijutsu with perfect accuracy, allowing the user to use the techniques as his own. In order to reproduce copied jutsu, however, one must have the necessary skill or ability to perform them. The Sharingan cannot allow the user to reproduce other kekkei genkai since the Sharingan user doesn't possess the same genetic trait. Additionally, Sharingan users cannot summon a creature which they have not made a contract with.
The Sharingan also grants the user incredible clarity of perception, allowing them to track fast-moving objects with ease and even predict the subsequent movements of those objects. The ability to track and predict movement is largely based on individual skill, as unskilled users have much more trouble tracking fast-moving objects. A fully-evolved Sharingan eye can track all but the quickest opponents, even if the user can't move at the same speed. This perception is also great enough to see through genjutsu, depending upon the skill of the user, and the ability to observe the movement and flow of chakra, but not to the same extent or clarity as the Byakugan.
Finally, the Sharingan is capable of a unique brand of hypnosis that involves suggesting actions and thoughts to the opponent. When used in conjunction with the other aspects of the Sharingan, this allows the user to perfectly mimic every move their opponent makes, even before they do, making it appear as if the user can see the future.
History: The Uchiha pulled away from the Hyuuga clan many years ago. Even though their independant activity hasn't bee active for long, they have still managed to become a strong clan. They live mostly in the mainland of Japan fighting for the lord who will pay the most Ryo for their skills. Due to the attack on Konoha, some of the Uchihas have escaped and traveled to Otogakure for safe keeping.

In game stats:

Int + 6
Dex+ 4
All elements.
1 skill per level in genjutsu,
+10 intimidate, seduction, chakra control

First Toma: The Sharingan's first and most well known ability is to memorize any technique that it witnesses. It can memorize ninjutsu, genjutsu, and taijutsu with perfect accuracy, allowing the user to use the techniques as his own. In order to reproduce copied jutsu, however, one must have the necessary skill or ability to perform them. A prime example is Rock Lee's Strong Fist taijutsu. While Sasuke was able to copy some of Lee's moves, they put a much more significant strain on him since he hasn't trained nearly as hard as Lee has. In addition to physical skill, the Sharingan cannot allow the user to reproduce other kekkei genkai since the Sharingan user doesn't possess the same genetic trait. Additionally, Sharingan users cannot summon a creature which they have not made a contract with.

In game stats:
Each eyes gives two attack bonus and dodge bonus unless both are activated which gives a five bonus overall to AB and DB.
1 skill per two levels spot, search, read lips
1 skill per level of sense motive
Genjutsu Eye Cast: Able to cast genjutsu during the enemies turn or yours as a free move. This free move can only be done once per players turn though.
Eye Copy Jutsu: Allows the user to memorize any technique it sees that isn't a bloodline or a summoning contract they do not have. The user must still meet all the requirements except for level requirements.
+20 genjutsu, ninjutsu, taijutsu

Second Toma: The Sharingan also grants the user incredible clarity of perception, allowing them to track fast-moving objects with ease and even predict the subsequent movements of those objects. The ability to track and predict movement is largely based on individual skill, as unskilled users have much more trouble tracking fast-moving objects. A fully-evolved Sharingan eye can track all but the quickest opponents, even if the user can't move at the same speed. This perception is also great enough to see through genjutsu, depending upon the skill of the user, and the ability to observe the movement and flow of chakra, but not to the same extent or clarity as the Byakugan. Additionally, the Sharingan grants the user exceptional analytical powers, allowing them to instinctively pick up on various visual clues with little difficulty. In one instance, Kakashi had to shut his eyes to avoid accidentally reading Naruto's lip movements while he was spoiling the ending of one of Kakashi's Icha Icha books. Sasuke was also able to reproduce answers on another person's test by watching their pencil movements during the Chunin Exam.

In Game Stats: This allows the user to track the opponents moves even easier and avoid many things. Add seven to AB and DB for each eye that has two toma or add 15 AB and DB overall if both eyes have it.
Will, Ref saves: +10
1 skill per level in spot, search, read lips
1 skill per level of sense motive
Genjutsu Eye Cast: Able to cast genjutsu during the enemies turn or yours as a free move. This free move can only be done once per players turn though.
+20 genjutsu, ninjutsu, taijutsu

Third Toma: Finally, the Sharingan is capable of a unique brand of hypnosis that involves suggesting actions and thoughts to the opponent. When used in conjunction with the other aspects of the Sharingan, this allows the user to perfectly mimic every move their opponent makes, even before they do, making it appear as if the user can see the future.

The Sharingan does not automatically appear from birth in a user; instead, it will usually appear when the user is in a life-threatening situation, where the power of the Sharingan could save the user. After this first appearance, the user can then call up the Sharingan any time he or she pleases. (Due to its unique nature, Kakashi's Sharingan cannot be deactivated, and thus he usually covers it to conserve chakra.) The power of the Sharingan is judged through the number of tomoe in the eye, known as the "tomoe seal". It is not unheard of for a Sharingan user to have different amounts of tomoe in each eye. For example, Sasuke's Sharingan initially had two tomoe in one eye and one in the other. Upon his first regular activation of it, it had evolved to two tomoe in each eye. He evolved it to three in each eye during his battle with Naruto at the Valley of the End. A fully-matured Sharingan has three tomoe in each eye.

In game stats: This allows the user to track the opponents moves even easier and avoid many things. Add fifteen to AB and DB for each eye that has three toma or add 35 AB and DB overall if both eyes have it.
Ref saves:+15
Will save: +30
1 skill per level in spot, search, read lips
1 skill per level of sense motive
Genjutsu Eye Cast: Able to cast genjutsu during the enemies turn or yours as a free move. This free move can only be done once per players turn though.
+50 genjutsu
+20 ninjutsu, taijutsu
Jutsu Copy: This allows the user to perform any ninjutsu before their opponent. (can be started on enemies turn)
Control World: When brought to a world by an outer source the Sharingan has the power to turn all the affects around. Any beneficial effects go towards the Uchiha and any that aren't go towards the user.

Mangekyo Sharingan: The Mangekyo Sharingan is a heightened form of Sharingan. The Mangekyo Sharingan is distinguished from a normal Sharingan through its appearance, which changes the form of the tomoe seal. However, unlike the Sharingan, it may have a different appearance between the users, as Kakashi's version is significantly different than Itachi's. Those who have the potential to obtain it must make a great sacrifice in order to obtain it—according to Itachi, they must kill their closest friend. Itachi does in fact do this to obtain his version, but Kakashi has noted that everyone he cared about had died long before the start of the series, so how he developed his own variant is unknown. It has also been implied in the manga that use of the Mangekyo Sharingan may deteriorate the user's normal eyesight.

Tsukiyomi (Genjutsu)
The user sends their target into a world of torture, hate and pain. What would seem like days of torture to the target, would only be seconds within real time. Their mind is sent into the dimension of the user's worst nightmare. Once caught within the technique, the target is powerless to escape it.
Cp Cost: 600
Damage: 4500-5000+ int
Special: This genjutsu can be used only to take away the exact amount of MHp necessary to make the victim pass out and have to recover for an entire role play week.
Eye contact must be met. The opponent can choose to look away and suffer -20 to AB, DB, and all saves if they wish to continue to fight.
Also have -20 from any formula for Jutsu if they choose to look away.
Requirements: Uchiha, Mangekyo

Amaterasu (Ninjutsu)
This ninjutsu calls upon the fire from the goddess of sun, Amaterasu. The flames are black, giving off no light while burning forever. If you are touched by the flames are the Amaterasu, they will burn straight through your bones and grow stronger. They will burn through anything, including metal. The only known way to stop the Amaterasu's flames is by sealing them in a scroll or letting them burn out after three days and three nights.
Cp Cost: 800
Damage:2500 to 4500 + Chakra Mod
Special: These flames burn for 7 rp days and unless sealed off by a fire scroll. If hit the part of the body that was hit burns off immediately. (so you don't stay on fire)
Anyone that touches the fire while it burns takes the damage as well. It hits in a circle 10 feet all around and the fire spreads 5 feet per round in all directions and it is capable of burning entire villages to the ground.
This uses the range attack ability to hit the target instead of the normal reflex save. It also has a -10 attack bonus when aimed at someone.
Requirements: Uchiha, Mangekyo

Reverse Genjutsu: Members of the uchiha clan with the ultimate form of sharingan can reverse genjutsu back at their opponent.
Cp cost:30 (if their is a cost to continue the genjutsu per turn you must pay that cost.)
Damage: N/A
Speacial: If you survive the will save of a genjutsu you can send it back at the opponent.
Will save: 20 + character level + charisma mod.
Requirements: Uchiha, Third-tomoe


Copying Technique
An Uchiha bearing the second Tomoe can copy a technique within four posts of it being performed by another ninja. The user must meet the requirements in order to use that technique. The users of the sharigan can use almost any element save those from certain bloodlines.
Cost: Technique Cost + half of the Technique Cost
Requirement: Sharigan, 3 Tomoes
 
PostPosted: Tue Jun 26, 2007 12:41 am


Clan Name: Aburame
Village: Konohagakure, Kusagakure
Description of Limit:
History:
In game Stats:
Jutsu List:

Mushi Bunshin no Jutsu (Bug Clone Technique)
This technique uses the Kikaichu (Destruction Bugs) that live under the Aburame's skin to create a copy of him.
Cp Cost: 3 per bunshin
Damage: N/A
Requirements: Aburame, Chakra Control 8
Training: 5 days
Special: These bunshin are physical and can fight (they have 1/5 of your stats). They dissipate after one hit however.

Mushi Kabe no Jutsu (Bug Wall Technique)
This technique uses the Kikaichu (Destruction Bugs) that live under the Aburame's skin to create a living wall of bugs to shield himself or his allies from harm.
Cp Cost: 18
Damage: N/A
Requirements: Aburame, Chakra Control 10
Training: 7 days
Special: Acts as a shield, but one hit causes it to crumble.
 

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