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

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Hiro Knight Kansei

PostPosted: Thu Feb 07, 2008 9:46 pm


Clan Name:Knight Clan
Village:Takigakure
Element Affinity:Varies with branch.
Description of Limit:The Knight clan has the ability to craft a special suit of armor.The user also chooses a branch along with its elemental affinity:
Reinji Branch:Wind
Tanku Branch:Earth
Amari:Wind/Earth
History:The Knight Clan originated in lands unknown to ninja,and likewise they did not know what ninja were.They lived in a completely different world,where they used their blessed armor to protect great Kings.But the village numbers started to fall quickly for no reason.They were just dying.It was only when the mysterious plague reached the castles that it was discovered not to be a plague at all,but swift,almost invisible humans with the ability to cast tremendous "Magic".The Knights fought against these visitors,and put up a grand fight.The attack on this undiscovered land was unknown to most ninja,so word that a small war had broken loose had never gotten out.The war ended at a draw,the Ninja nor the Knights could not take any more casualties.So when the war was finally over,the Knight clan got a chance for some answers.This "Magic" was called Jutsu.Utilizing hand signs and chakra,these ninja could use amazing abilities.The land where the Knight clan had come from was all but destroyed,so the little that were left came back to the land of the ninja.They arrived in a village called "Takigakure" Where they were said they could be safe,they could seek refuge.And they did.Unknown to every non-Knight clan citizen,the knight clan built an immense home under the forests of Takigakure.Only through the access of a hidden pool in a hidden part of the forests could the Knight clan gain entry to the Village.The village had small housing developments, a forge where the clan members made their armor,and a enormous church housing the Knight god.It was not long before the people within the Knight clan came to a crossroads.Two groups emerged from the people.One group wanted to leave with the ninja,to learn their abilities and leave most of the Knight clans aspects behind,and the second group wanted to stay mostly the same,utilizing the ninja's abilities,but keeping much of their own.The many arguments and small fights were quelled when a third group emerged.This third group brought peace to the original two groups,and they themselves had decided to find a half way in between the two groups.While the battles were fought,then eventually quelled,the one Knight clan god had broken into three.One god favored wind,one god favored earth,and the other favored both wind and earth.Thus the branches of the Knight clan began.

Reinji Branch
The Reinji Branch was the group of the Knight clan that left periodically with the ninja.They learned everything there was to know about the ninja,and all about how to use their chakra to their advantage.They learned chakra based jutsu and learned how to control the lightning element.They were gone from the clan an undocumented number of years,but returned to find two more fully developed branches,and two new clan gods.The clan god they chose was the god of wind.

Tanku Branch
The Tanku Branch was the group of the Knight clan who had stayed mostly the same.They saw their fellow clan members leave,and decided to start honing their own techniques within the clan village.They learned how to use chakra and hand signs from the only remaining group of clan members in the village,which learned from the people of Takigakure above.The group worked together and formed a secret formula,and two justu that did not require heavily using the ninja's abilities.The clan god that the clan group had chosen was the clan god of earth.

Amari Branch
The Amari branch were the peace seekers of the clan.They wanted nothing more but to have no more tussles between the other two groups,so while governing the clan,they also found a way to use each jutsu of each two groups using half of the chakra.This came with a price of course,and that was all jutsu they "copied" was halved in damage.This group had found the ninja ways via the people of Takigakure,and helped the clan group who had decided to stay.When the clan group of people who had left had finally returned,they perfected their skill and it was them who called for a meeting of the clans.This clan group chose the clan god of wind and earth.

In the clan meeting,the peace makers of the clan assigned names to each of the "Clan groups".The true ninja of the clan were to be called the Reinji Branch,they used the power of the Reinji God.The Knights of the clan were to be called the Tanku Branch,and use the power of the Tanku God.Themselves were to be called the Amari Branch,and use the power of the Amari god.

The Branches would use their clan god to grant them more powerful armor,by doing that,they sealed large amounts of chakra and their own affinity into the armor using a powerful seal,one far too powerful for any Knight clan member to attempt to try and use.

Each branch lived in harmony,having their own paths as a clan,until the abrupt and mysterious disappearance of all members of the Knight clan from Takigakure,never to be seen again.

In Game stats:
+5 Craft:Armor every five levels.
+1 Dex every five levels.
All members of the clan suffer a decrease in mobility,the Reinji branch suffer -1 to all DB/reflex,the Amari suffer -2,and the Tanku suffer -3.

Jutsu List

Knight clan jutsu (Available to all clan members)
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Jutsu Name:Craft Armor
Description of Jutsu:This is a passive skill among the knight clan,upon reaching the necessary requirements for the desired tier of armor,the user must craft the suit of armor,then offer a sacrifice depending on armor tier to the clan gods,which in turn seal an extra chakra reserve within the armor,and give it almost "Magical" properties.
Rank:
Cp cost:None
Damage:N/A
Requirements:
*Sacrificial Requirements:
-Tier one armor:Gennin,oath of loyalty to the clan gods.
-Tier two armor:Chuunin,sacrifice of most prized possession.
-Tier three armor:The blood of your closest friend,taken forcibly.
*Crafting Requirements:
-Tier 1 Requirements: Craft(blacksmith) 20+, Proper material for armor(must purchase or obtain in RP), Dex 5+
-Tier 2 Requirements: Craft(blacksmith) 50+, Proper material for armor(must be purchased or obtained in RP), Tier 1 armor crafting learned. Dex 20+
-Tier 3 Requirements: Craft(blacksmith) 100+, Proper material for armor(must be purchased or obtained in RP), Tier 2 armor crafting learned, Vial of Friends Blood, Dex 50+

Training:
-Tier 1:5 days to learn, 2 days to craft any new armor of this tier after
-Tier 2:10 days to learn, 4 days to craft any new armor of this tier.
-Tier 3:20 days to learn, 5 days to craft any new armor of this tier after, 2 days to craft any Tier 2 armor, 1 day to craft any Tier 1 armor.

Special:The user is suited with a suit of armor of their branch that shares the users soul,making the armor "part" of the user.
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Jutsu Name:Seal of the Gods:Break
Description of Jutsu:The user is able to weaken the incredibly complicated seal placed on their armor by the gods, thus enabling them to use the chakra reserves inside.
Rank:
Cp cost:N/A
Damage:N/A
Requirements:Member of the Knight clan,
Tier 1 Requirements: Fuuin Jutsu 10+, Chakra Control 20+
Training: 4 days

Tier 2 Requirements: Fuuin Jutsu 40+, Chakra Control 50+
Training: 2 days

Tier 3 Requirments: Fuuin Jutus 60+, Chakra Control 70+
Training: 4 days
Special:The user is able to weaken the God's seal on their armor.This enables the user to use a large amount of chakra sealed in the armor depending on the users Chakra Control and armor tier.The reserves are as follows:
Tier one:100 chakra points,2 chakra points can be used per point in chakra control.
Tier two:200 chakra points,2 chakra points can be used per point in chakra control.
Tier three:300 chakra points,2 chakra points can be used per point in chakra control.
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Jutsu Name:Armor activation
Description:This jutsu allows the user to activate the power of the armor and the bonuses of their selected Branch/Armor.
Rank:
Cp cost:30 Cp for activation and 2 Cp per turn this jutsu is used.
Damage:N/A
Requirements: Chakra Control 10+(increase by 15 for each tier past 1), Chakra 20+(increase by 10 per tier), Cannot be used on other members
Training: 5 days(1st)/8 days(2nd)/10 days(3rd)
Special:

-Heavy armor
*add half of your total health to your base health upon activation.
*Increase strength by 2 per 5 levels
*You can not use ranged weaponry
*The activation of this armor leaves the user with decreased mobility,You can not initiate an attack at a distance,but all damage taken is reduced 1/4.
*Mobility is decreased,therefore dodge bonus and reflex checks are halved ON TOP of the -3 DB/Reflex
*Piercing attacks received are multiplied by 1.5

-Light armor
*Increase your dexterity by half of your base dexterity
*You can not use melee attacks
*The activation of this armor leaves your body in a state of frailty.All melee attacks done to you are doubled in damage.
*+5 chk every five levels

-Balance Armor
*All stats are increased by two.Wisdom,charisma,and intelligence are natural in this governing branch.
*+5 to Ninjutsu and Taijutsu for every 15 levels.
*add 1/4 of your base Hp/Cp to your base Hp/Cp
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Reinji Branch jutsu (available only to the Reinji branch)
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Jutsu Name:Chakra Infusion
Description:The user loads a kunai/shuriken into a cannon equipped on their armor that pumps chakra into it then shoots it at high speeds with excellent precision.
Rank:Tier one ability
Cp cost:2 Cp per infused weapon
Damage:Weapon damage is doubled.
Requirments: Chakra Control 30+, Weapon attachment specially crafted on (1 additional day to crafting with additional 10 DC), Appropriate ammo
Training: 3 days
Special:All attacks using this jutsu have their ranged attack/damage rolls multiplied by two and the DB of the opponent is subtracted by a third of their level (round down).
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Jutsu Name:Chakra Grand Blast
Description:The user pours a massive amount of chakra into a cannon on their armor that shoots various substances (Dirt,gravel,water,etc.) *Note:Can not shoot substances without physical form (pure chakra or air)
Rank:Tier two ability
Cp cost:150 Chakra
Damage:100-150 Dmg
-add 50 dmg for all solid substances.
-add 30 dmg for liquid substances.
Requirements: Chakra Control 60+, Weapon attachment specifically crafted on(1 additional day to crafting with additional 15 DC), Appropriate ammo.
Training: 7 days
Special:This technique damages the cannon.The user must take one post to repair it.This attack knocks the opponent back 20-70 feet.
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Jutsu Name:Armor of the Swift Winds
Description:Upon mastering their armor spec and branch abilities,the user learns to focus their chakra and wind affinity into their armor,increasing the users mobility and ranged damage immensely using controlled bursts of air.
Rank:Tier three ability
Cp Cost:100 for activation and all chakra used is multiplied by two.
Damage:N/A
Requirements: Chakra Control 100+, Chakra 50+.
Training: 15 days
Special:All damage of ranged weaponry is tripled,and the users dodge bonus is increased by half of their base dodge bonus.
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Tanku branch jutsu (available only to the Tanku branch)
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Jutsu Name:Suicidal Explosion
Description:The user creates replica exploding tags and sticks them to their body and tackles the opponent,setting them all off.
Cp cost:25 for activation and 5 Cp for every tag created
Damage:10-15 damage per tag.
Requirements: Bomb Tag Explosion Jutsu, Chakra Control 20+
Training: 5 days
Special:The user hardens their armor using their earth affinity at the moment of impact,protecting them from damage.
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Jutsu Name:Barrage of 100 Enraged Fists.
Description:The user injects themselves with a secret Tanku branch formula developed with help by the people of Taki which gives a massive boost to adrenaline and strength.
Rank:Tier two ability
Cp Cost:N/A
Damage:Taijutsu and melee attacks are doubled in damage.
Requirements:20 CON. and 20 INT.
Training:none
Special:The user gains health equal to 3 times their level,but when the affect of the jutsu wears off (lasts for 10 attacks) the user loses the same amount of health plus ten.
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Jutsu Name:Armor of Pure Rage
Description:Upon mastering their armor spec. and branch abilities,the user gains the ability to focus their hatred,rage,and earth affinity into their armor,increasing their health and Defense immensely.
Rank:Tier three ability
Cp Cost:100 chakra for activation.
Damage:N/A
Requirements: Chakra Control 80+, Constitution 60+
Training: 15 days
Special:The users armor grows small spikes and grows thicker,and in turn the user loses MORE mobility,decreasing all DB/Reflex checks by two.The spikes cause any attacker to receive half of their own melee/taijutsu damage.The thicker armor causes any ninjutsu to be nulled,decreasing the damage by half.
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Amari branch jutsu (available only to the Amari branch)
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Jutsu Name:Balance Technique:Tier One
description:The user is able to use a teir one ability outside of their armor spec.
Rank:Tier One ability
Cp cost:half the CP of the copied jutsu
Damage:N/A
Requirements:Half the requirements must be met for the jutsu.
Training:4 days
Special:You can train and use any Tier one ability,regardless of its armor type.Any cost the Jutsu uses is halved,and any damage it does is also halved.So in the case of a technique doing x2 damage,the total damage is divided by two.
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Jutsu Name:Balance Technique:Tier Two
Description:The user is able to use a teir two ability outside or their armor spec.
Rank:Tier Two ability
Cp Cost:half the CP of the copied jutsu
Damage:N/A
Requirements:Half the requirements must be met for the jutsu.
Training:6 days
Special:You can train and use any tier two ability,regardless of its armor type.Any cost the Jutsu uses is halved,and any damage it does is also halved.So in the case of a technique doing x2 damage,the total damage is divided by two.
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Jutsu Name:Armor of Great Equilibrium
Description:Upon mastering their armor spec. and branch abilities,the user gains the ability to focus their aspects and couple their wind and earth affinity together into their armor,getting rid of the negative effects of the Branch's jutsu.
Rank:Tier three ability
Cp Cost:200 Cp for activation and 5 per turn used.
Damage:N/A
Requirements:Half the requirements must be met for the jutsu.
Training:15 days
Special:Balance technique:Tier one and Balance technique:Teir two are altered in the fact that the technique being copied is not halved at all.It does full damage for the full CP cost.
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Owner:Ieviathan smile
PostPosted: Sat Feb 09, 2008 10:25 am


Clan Name: Jidouka


Village: Iwagakure


Element Affinity: Lightning

History:
The technology seen in the world of Naruto is strange indeed. Wireless communication exists, but automobiles are primitive at best. Cinematic masterpieces can be made using the very latest in audio-visual equipment, but the idea of a large ship powered by anything other than wind is absurd. One might not be shocked to see a young ninja indulge in video games or watching television between his studies, but they would be shocked at the idea of flight without the aid of ninjutsu.

Indeed, it seems that electronics permeate the Naruto world rather extensively, but mechanical knowledge is somewhat lacking. How is this possible? Simple! Clans such as the Jidouka have been making electricity their plaything for centuries.

The theory behind the Jidouka's experiments are as follows: Metal is an element that comes from the earth. Whether it be soft as copper or as hard as forged steel, each is ultimately part of the earth element and governed by earth chakra. Indeed, most ninja are aware that from a combat perspective, lightning chakra will defeat earth. However, it can also be seen that lightning chakra will not only destroy earth-based chakra techniques, but can also "command" earth-constructs if such constructs are A) made of metal and B) the lightning chakra is applied correctly.

This process is dubbed "conduction", as lightning chakra can control the conduct of metal (earth) chakra*.

In times past, the Jidouka clan assumed a position of prominence not for their ninja ability, but their ability to use their affinity for Lightning chakra and knowledge of metallurgy to invent a number of electronic devices now commonly enjoyed today. As a result, the Jidouka began to concentrate less and less upon producing skilled ninja, and more on their scientific work. In time, even this work began to lose focus. The Jidouka produced fewer and fewer inventions that had any place on the battlefield or even around the house. The clan amassed sufficient wealth to allow it to essentially ignore any need for an income, and began producing men and women of a purely scientific mind. They wanted to learn all they could; whether or not their knowledge was useful was entirely beside the point.

Still, there remains a small minority of the Jidouka who remember when their clan was useful and actually contributed something to their village (or as the rest of the clan calls them, stubborn). They continue to train ninja, and have developed the powerful Robotics Jutsu. In addition, they apply the Jidouka's natural lightning chakra skills to develop materials and jutsu to give their small ninja contribution an edge in battle.


*Yes, I know its silly. But I figured that Naruto-science would define conduction differently than we would, even though it would basically be very similar in application.

Description of Limit:
The militant branch of the Jidouka are known for their unique "Robotics" jutsu. Similar to the puppetmaster jutsu, this jutsu allows a ninja to charge a metallic robot with lightning chakra, bringing it to life for a limited amount of time. This jutsu has specific advantages and disadvantages over the puppetmaster jutsu, as seen below:

Advantages
Because the robot is given an independent charge, it does not need to be controlled directly by the ninja who uses it. In fact, if the two are separated, or the ninja himself is incapacitated, the robot will continue to function until the charge is lost or it is destroyed. The more skilled the ninja, the more sophisticated its "artificial intelligence" will be. However, as long as the ninja remains in eyesight of his robot, he can control it directly by manipulating the lightning chakra within (this is, however, a separate and chakra-draining skill).
All robots must be metallic, meaning that they are more difficult to break.
Robots are generally stronger than puppets, due to the heavier and stronger materials used.
With suitable time in advance, multiple robots can be charged. Thus, when the robots are brought into the battle, multiple robots can be used without any added difficulty to the ninja who uses them (assuming they are left to run independently).

Disadvantages
Puppets are lighter and generally faster than robots, due to the lighter and less robust materials used.
There is no time-limit with puppetry. As long as the ninja can remain alert and his chakra is not depleted, he can continue to use the puppet indefinitely.
Robots become useless when their charge runs out, and also if they are damaged too extensively. Puppets, on the other hand, can be used even if broken, and some can even be designed to break cleanly (the individual parts remaining deadly weapons in their own right), and be reassembled.
Because the puppet is controlled directly by the puppetmaster, it tends to inherit the user's cleverness and skill in battle. Robots, on the other hand, are often left to fight independently. Robots created by unskilled or beginner ninja are infamously easy to trick and defeat by more skilled ninja.

Neutral/No Advantage
At lower levels, there is very little difference between these jutsu. Because low-level robots are "dumb", the ninja is typically forced to control it himself, and multiple "dumb" robots are essentially cannon fodder. Because multiple puppets require a large amount of chakra to control, there is similarly little point in a low-level puppetmaster ninja to try and use multiple puppets. Both require a large amount of training in order to accomplish the multiple puppet/robot usage, but for different reasons.
The design of puppets/robots is more dependent on the individual ninja's creativity and engineering skill than their ninjutsu skill. Other than the very basic differences described above (stronger robots, faster puppets), there is essentially no real advantage to puppet design versus robot design. Both are capable of hiding a great many weapons, depending on how good the ninja is at building them.

In game Stats:
+1 Int every 8 levels
+1 to Craft: Puppetmaster every 2 levels


Jutsu List:
Jutsu Name: Lightning Style: Aluminum Release
Description of Jutsu: The ninja places the normally useless bauxite ore, which occurs naturally in the ground of the Jidouka clan's property as well as the vast majority of Iwagakure, into a large resevoir of water. Lightning chakra is then channeled through the water, performing electrolysis on the ore, resulting in the metal aluminum. This metal is almost, but not quite as strong as steel, and much lighter. It is particularly useful to the Jidouka, as it is nearly as conductive as gold while much cheaper to produce.
Rank: E
Cp Cost: 10/lb
Damage: N/A
Requirements: Jidouka Clan, Chakra Control 10, one preparation post for every 50 lbs of bauxite ore gathered (50 lbs of bauxite will yield 30 lbs of usable aluminum).
Training: 5 days
Special: Naturally-occuring aluminum is even more rare than gold. However, with this process, aluminum can be sold at 15 ryo/lb. It is suggested by several more worldly outsiders that the Jidouka could sell it at a much higher price, but for the most part they aren't interested in extra money (most are old money and don't need it anyway).
Owner: T.A.O.

Jutsu Name: Lightning Style: Electrical Arc Weld
Description of Jutsu: The ninja focuses lightning chakra to the tips of his fingers, producing a tiny arc of electricity that burns white hot. It is used to weld metallic components. It has almost no use in battle, as it has a range measured in milimeters and would only work if the ninja manages to strike something metallic, and even then will only do any real damage if for some reason the opponent decides to stand still. In addition, the extreme brightness of the arc will likely blind both parties.
Rank: E
Cp Cost: 4
Damage: N/A
Requirements: Jidouka clan, Chakra control 10, thick protective goggles (otherwise the ninja will likely go blind).
Training: 5 days
Special: This jutsu is required for the crafting of robotic components.
Owner: T.A.O.

Jutsu Name: Lightning Style: Robotic Charge Level D
Description of Jutsu: The ninja channels lightning chakra into his robot. The robot may then be brought to life immediately, or sealed to be activated at a later time. The robot will be active for 6 battle posts before it must be recharged, or it will be imobilized.
Rank: D
Cp Cost: 20 to charge, 2 to seal (requires Tobidogu), 1 to unseal (requires Tobidogu)
Damage: N/A
Requirements: Jidouka clan, Chakra control 15, Completed Robot, Tobidogu jutsu (Fuuin Jutsu 10)
Training: 5 days
Special: In the absense of Lightning Style: Robotic Symbiosis, the robot will act independent of the ninja who owns it. The robots will be subject to the following limitations at this level of charge:

Melee Attack Bonus, Ranged Attack Bonus, Dodge Bonus, Reflex Save, and all Bondage Rolls Reduced by 6.

Puppet hp and damage remains unchanged (since these stats are reflective of puppet material/design, as opposed to user skill).

Owner: T.A.O.

Jutsu Name: Lightning Style: Robotic Charge Level C
Description of Jutsu: The ninja channels lightning chakra into his robot. The robot may then be brought to life immediately, or sealed to be activated at a later time. The robot will be active for 12 battle posts before it must be recharged, or it will be imobilized.
Rank: C
Cp Cost: 40 to charge, 2 to seal (requires Tobidogu), 1 to unseal (requires Tobidogu)
Damage: N/A
Requirements: Jidouka clan, Chakra control 30, Completed Robot, Tobidogu jutsu (Fuuin Jutsu 10)
Training: 8 days
Special: In the absense of Lightning Style: Robotic Symbiosis, the robot will act independent of the ninja who owns it. The robots will be subject to the following limitations at this level of charge:

Melee Attack Bonus, Ranged Attack Bonus, Dodge Bonus, Reflex Save, and all Bondage Rolls Reduced by 4.

Puppet hp and damage remains unchanged (since these stats are reflective of puppet material/design, as opposed to user skill).

Owner: T.A.O.

Jutsu Name: Lightning Style: Robotic Charge Level B
Description of Jutsu: The ninja channels lightning chakra into his robot. The robot may then be brought to life immediately, or sealed to be activated at a later time. The robot will be active for 24 battle posts before it must be recharged, or it will be imobilized.
Rank: B
Cp Cost: 60 to charge, 2 to seal (requires Tobidogu), 1 to unseal (required Tobidogu)
Damage: N/A
Requirements: Jidouka clan, Chakra control 45, Completed Robot, Tobidogu Jutsu (Fuuin Jutsu 10)
Training: 12 days
Special: In the absense of Lightning Style: Robotic Symbiosis, the robot will act independent of the ninja who owns it. The robots will be subject to the following limitations at this level of charge:

Melee Attack Bonus, Ranged Attack Bonus, Dodge Bonus, Reflex Save, and all Bondage Rolls Reduced by 2.

Puppet hp and damage remains unchanged (since these stats are reflective of puppet material/design, as opposed to user skill).

Owner: T.A.O.

Jutsu Name: Lightning Style: Robotic Charge Level A
Description of Jutsu: The ninja channels lightning chakra into his robot. The robot may then be brought to life immediately, or sealed to be activated at a later time. The robot will be active for 54 battle posts before it must be recharged, or it will be imobilized.
Rank: A
Cp Cost: 80 to charge, 2 to seal (required Tobidogu), 1 to unseal (required Tobidogu)
Damage: N/A
Requirements: Jidouka clan, Chakra control 60, Completed Robot, Tobidogu Jutsu (Fuuin Jutsu 10)
Training: 20 days
Special: In the absense of Lightning Style: Robotic Symbiosis, the robot will act independent of the ninja who owns it. At this charge, the robots suffer no stat decreases.
Owner: T.A.O.

Jutsu Name: Lightning Style: Robotic Charge Level S
Description of Jutsu: The ninja channels lightning chakra into his robot. The robot may then be brought to life immediately, or sealed to be activated at a later time. The robot will remain active indefinitely, and must be heavily damaged or destroyed in order to be imobilized.
Rank: S
Cp Cost: 120 to charge, 2 to seal (required Tobidogu), 1 to unseal (requires Tobidogu)
Damage: N/A
Requirements: Jidouka clan, Chakra control 75, Completed Robot, Tobidogu Jutsu (Fuuin Jutsu 10)
Training: 35 days
Special: The robots must still be recharged between battles (they aren't charged forever). At this charge, the robots are given the following bonuses:

Melee Attack Bonus, Ranged Attack Bonus, Dodge Bonus, Reflex Save, and all Bondage Rolls Increased by 2.

Puppet hp and damage remains unchanged (since these stats are reflective of puppet material/design, as opposed to user skill).

Owner: T.A.O.

Jutsu Name: Lightning Style: Robotic Symbiosis
Description of Jutsu: The ninja remotely manipulates the lightning chakra previously channeled into his robot, thereby taking direct control over his robot's actions. If the ninja is incapacitated, the robot will return to its artificial intelligence.
Rank C
CP Cost: 2 per round
Damage: Depends on Robot's strength
Requirements: Jidouka clan, Chakra control 5, Completed Robot, the Robot must be charged with Lightning Style: Robotic Charge, and said charge must be provided by the same ninja using Lightning Style: Robotic Symbiosis
Training: 2 days
Special:
Owner: T.A.O.

Jutsu Name: Rapid Robot Assembly
Description of Jutsu: The ninja carries the unassembled robot with him for easier transport. Using a slightly modified version of Kawarimi no Jutsu, the ninja rapidly constructs the robot into a battle-ready mode. The robot may be charged prior to disassembly.
Rank: E
Cp Cost: 1
Damage: N/A
Requirements: Jidouka clan, Completed Robot (well, technically you could use this with half a robot, but that would be rather pointless), Chakra Control 10
Training: 1 day
Special: This jutsu is made obsolete once Tobidogu is learned. Impractical for robots larger than man-sized, as they are too heavy to be carried easily.
Owner: T.A.O.

Clan Owner: T.A.O.

T.A.O.


LuvMonke

Dapper Dabbler

PostPosted: Tue Feb 12, 2008 4:09 pm


Clan Name: Masuta – Katanakaji (Master of Arts, Swordsmith branch)

Village: Masutas are like magicians, they never reveal their tricks or their location…

Element Affinity: Every clan member has at least one element affinity that is either Fire or Water or Earth(The heat of forge/the water to cool the metal/ the ore from which the works of art are made)

Description of Limit:

Delicate inbreeding and secretive nurishment plans implemented on these clan members since birth have produced a super soldier *cough* I mean blacksmith. Unlike normal people the members of this clan eat, drink, breathe and sleep in a forge working tools from the age that they can stand to perfect an art that can only be called magical. Only people who have lived such a rigerous lifestyle can make the works of art these men and women do, their craft is not something any person with a hammer and forge can produce.

History:

Shinobi do not rely solely on the power of their bodies and minds but also the special tools catered to their wants, needs and fighting styles. But where do these items come from? Do they just pop out of thin air and land on the feet of shopkeepers everywhere? NO! These items must be made by someone with the proper skill and training required for the job.

These people are craftsmen, the one who slave over a hot forge and under a needle to make the items needed by not only shinobi but all people in this world. The best of the best are called Masutas (masters of the crafts), or the meicho me-ka (masterpiece makers). The works of these craftsmen are always masterpiece in their own right, from a lowly sock to a legendary sword. This title encompasses many art forms and thus each type of craftsman is broken into their own branch.

One of the branches said to produce the most beautiful and usefully items is that of the Katanakaji or swordsmiths. These men and women addressed as Katanakaji possess skill way above that ordinary blacksmith and even on their worst day make objects that commoners call medium level craft.

Another thing that is important to remember about the Katanakaji or any Masuta is that they possess more than just skill in the craft. How can one claim to make masterful items if you do not know how to use them? How can you say is rightly balanced and fit for prolonged combat if you do not go out and use it for long hours at a time? All Masuta are skilled in the use of the items they create, and each product is field tested to test its worth. Thus the Katanakaji are all skilled swordsmen and would never sell or give a blade that does not prove up to par in their own hands, testing them in combat with other blademasters.

The legacy of Katanakaji is large included men such as Connor McLeod, Duncan McLeod, Miyamoto Musashi, Shinmen Takezō, Masamune, Niten Dōrak and many others. There is not much to say about their history except that their founder Musashi, who is considered one of the best if not the greatest swordsmen of all time, began to make swords in his old age. Together he and his best friend Masamune founded the guild of Katanakaji so that the trade would not die off with them. Through out the ages membership was limited to blood relations or very close friends and it had only been given the title of clan in the past 100 years when some of these swordsmiths also became shinobi.

In game Stats:

Masuta
+1 Int every 8 levels
No item under medium rank difficulty can be made (because it would be a disgrace to their art to make something so simple. It would be like a lord dirtying his hands tilling the earth)

Katanakaji specific
+ 1 to Craft: Blacksmith every 2 levels
+ 2 to desired ninja weapon skill every 5 levels

Jutsu List:
Jutsu Name: Forge Boost
Description of Jutsu: Chakra is used to heat the forge to higher temperatures and thus making it easier to melt metals. The ease at which the metals are heated makes them very malleable such that regardless of the metal they are no more difficult to work with than gold. Take note that they are not making physically sticking their hand in the flames but rather sending their chakra through an implement which is usually a piece of coal or wood designed to increase the flames once thrown into the forge fire.
Rank: B
Cp Cost:
35 for Silver
20 for Steel
10 for Iron
Damage: N/A
Requirements: Katanakaji clan, Chakra Control 40, Fire Affinity
Training: 15 days
Special: In craft checks for making the weapon, if steel/silver/iron are used gold is substituted.
Owner: luvmonke


Jutsu Name: Theft Prevention
Description of Jutsu: In order to prevent anyone was supposed to recieve one of their items from walking away with them, a Katanakaji leaves their unique chakra marking inside a piece their work. All items that are sold have the seal removed once the money has reached the Katanakaji's hand. This marking allows them to track the item within a certain radius.
Rank: D
Cp Cost: 10 for making mark/release, 4 to detect + 1 per turn tracked
Damage: N/A
Requirements: Katanakaji clan, Chakra control 10
Training: 5 days
Special: Allows user to detect approximate distance and direction of item with their marking if they are in the same village. The closer they are the better the accuracy.
Owner: luvmonke

Jutsu Name: Weapon Summoning
Description of Jutsu: An item marked with Theft Protection can be summoned to the owner of it's seal when it is not too far away. Summoning is not a direct or instanteous transfer but rather the item must travel the distance.
Rank: B
Cp Cost: 30 cp
Damage: N/A
Requirements: Katanakaji clan, Chakra Control 30+, Theft Protection activated on object
Training: 6 days
Special: Allows user to summon marked item to them even if under some sort of invisibility jutsu when within a 10 yard radius.
Owner: luvmonke

Jutsu Name: Excavation
Description of Jutsu: Using Dochū Eigyo no Jutsu (Underground Projection Fish Technique) the user digs not to prepare for attack but rather to search for the precious metals necessary for his craft. In such a manner a Katanakanji is never without the means to create wondering metalworks as long as he/she knows this technique and has a little bit of luck.
Rank: C
Cp Cost: 30
Damage: N/A
Requirements: Katanakaji clan, Earth Affinity, Chakra Control 25, Doton: Dochū Eigyo no Jutsu
Training: 2 days
Special: Roll a 1d20 to determine what is found in correspondence with the following list:
1/2/6/15/18/19 - Nothing
3/7/12/16 - Iron
4/8/13/17 - Steel
5/9/14/15 - Quartz
10 - Onyx
20 - Gold
This jutsu can only be used once in any given rp day.
Owner: luvmonke

Jutsu Name: Cooling without the Bucket
Description of Jutsu: After a piece of metal is worked it must be cooled for fine tuning and such. This jutsu allows the user to increase the cooling process speed making the whole crafting process move along a little faster. Alot of chakra control is necessary so the process doesn’t go too fast, and in accordance with the item being designed as well as taking care of any cracks that might form from strain.
Rank: B
Cp Cost: 25
Damage: N/A
Requirements: Katanakaji clan, Water Affinity, Chakra Control 50
Training: 20 days
Special: Allows the posts need for completion to be reduced if every 5 posts after the midway mark this jutsu is used. Post count reduction is 10% meaning 100 posts become 90.
Owner: luvmonke

Clan Owner: luvmonke
PostPosted: Thu Feb 14, 2008 11:14 pm


Clan Sheet:

Clan Name: Momochi
Village: exiled from and hunted by Kirigakure No place to call a clan home now.
Element Affinity: water
Description of Limit: Momochi Demon Rage! This power gives plus 7 to the str, dex, and con stats and plus 10 to the cha stat(but only in relation to the intimidation skill). And is also able to remain mobile and conscious at up to -5 health but only while driven under the rage. This all costs 20 hp damage to self a turn (of course stopping said drain once one is unconscious because of hitting -5hp) because of the physical strain and your mental resolve increases against distractions. They emit an aura of intimidation and death having increased strength and combat skill it strikes fear in to all who witness it. Those who try to stand against a raging Momochi swear they are standing against a demon. (these stats apply only when in the rage which is signified by an OOC post saying Enters rage or in rage.)
Whilst in rage they do not suffer fear and are immune to it.


History: The Momochi clan is a hated and feared clan now exiled and hunted to death by kirigakure. According to all official reports of the kirigakure they were all whipped out. They are hated because they are all known for the power they draw from anger as well as natural fighting talent and an affinity towards the use of silent killing. There was some great evil that scars the past of this clan where one great act of tremendous power marked the clan in infamy and later on in shame thus leading to hate directed towards them. One night nine years ago the hunter nins finally received the order to exterminate the threat as the clan had been blacklisted buy the village as an enemy and a threat.

In game Stats: remain conscious and functioning up to -5 hp, gain +6 to dex,con and str. enemies must roll against intimidate every turn with an additional 10 to his intimidation skill . Loses 20 hp a turn.

Jutsu List: Bond Breaker,
Owner: Overlord 9611



Jutsu Sheet:

Jutsu Name: Bond Breaker Jutsu

Description of Jutsu: This ultimate escaping technique was created by kusari because of his terrible rage and fear of being bound. Because of how much strength it takes out of him he uses it as a last resort before his rage overtakes him because of being bound. The user does not need to make a hand seal or even be able to speak they must simply calm themselves for a moment before harnessing their anger to increase their physical strength and mental determination at the same time as sending out a hard pulse of offensive chakra that emits in unison with the sudden increase in strain due to their momentarily increased strength and mental resolve. This is all used to break whatever is binding them or they believe is binding them, be it the result of a nin jutsu , genjutsu, or actual physical binding.

Rank: B
Cp Cost: 200 only used when bound up and have failed 2 attempts at escaping said bindings
Damage: Only inflicts damage to whatever/whoever is binding the user in that case inflicts 50-75
Requirements: 30 taijutsu, 30 ninjutsu, 30 genjutsu, chakra control 40, Must be a momochi
Training: training days 30
Special:
Owner: Overlord9611

Overlord9611


Carlos Ralfer

PostPosted: Sun Feb 17, 2008 8:34 pm


Clan Name: Michisuu Clan [Wild Card Clan]

Village: Takigakure

Element Affinity: Any

Description of Limit: Using special techniques passed down by their ancestors, the current members of the clan are able to seal chakra and other interesting items within a regular deck of playing cards to be unleashed later in battle. Each card is dictated by the roll of a 12 sided die with a roll of 10, 11, and 12 being the Jack, Queen, and King cards respectivly. Different jutsu use the cards in different ways.

History: This is a clan that originated from a traveling circus. For reasons unknown the family of circus performers left their life on the road and settled down. During their travels they had met and learned many of the secrets of Ninjutsu and Chakra and began to implement their knowledge into their acts to stun and amaze their audience. Their talents ranged from everything from Animal Taming to high flying acrobatics. But their most impressive feats were their tricks of the cards. Whenever they used their card jutsu, the audience was sure to be shocked and amazed at the feats. Even seasoned Shinobi were known to visit the circus just to see their tricks and have a good laugh.

In game Stats: +1 Dex every 4 Levels, +10 Chakra Control, +10 Genjutsu, -10 Taijutsu, -3 Str

Special Note: The clan uses 12 card suited decks instead of the standard 13. The 10 card was taken out due to it having the same value as the Jack card in most games and for ease of use with the deck. To put it simply, there was just too much chakra rolling around in the deck with all 13 cards for all 4 suits.

Jutsu List:

Jutsu Name: Hiku Koto no Un Jutsu [Luck of the Draw Jutsu]

Description of Jutsu: This is an ability more than a jutsu. The general gist of this jutsu is to increase the power of the users next jutsu by whatever factor of the card they pulled. All number cards increase the next jutsu by that much. (If they roll at 2, then they multiply the damage of their next jutsu by 1.2. If a 5, then 1.5). The 10, 11 and 12 rolls mean you pull the Jack, Queen and King cards respectivly. The Jack card grants a bonus of *2 to the damage of the next jutsu. The Queen card grants 2.5 times the damage. The King grants 4 times the damage of your next jutsu.
Rank: D rank
Cp Cost: Varies depending on card pulled: Pull a 2, pay 20 Cp/ pull a 3, pay 30 CP and so forth and so on.
Damage: Varies depending on card pulled.
Requirements: Member of clan, Pack of cards specially made by the member, Chakra Control +5
Training: None, basic jutsu taught to members from youth
Special: *Each deck only has 4 of every card and thus you can only pull a certain number card 4 times. If you pull a number 5 times, on the 5th time you pull a Joker card which can be any value from 1.2 to 2 that the user wants. A 6th pull or more will result in a loss of turn.


Jutsu Name: Kourigashi Jutsu [Loan Shark Jutsu]

Description of Jutsu: Pulling a card from the deck, the user can actually use the chakra within the card instead of their own chakra, effectivly lowering or negating the cost of the next jutsu they use. All number cards are worth their value times 10 (pull a 2 and multiply it by 10 to get 20 subtracted CP). Pulling a 1 will give you no chakra. Pulling a 12 will give you a 150 CP subtraction.
Rank: C
Cp Cost: None
Damage: None
Requirements: Member of clan, Pack of cards specially made by the member, Lvl 11 or higher
Training: 2 Days
Special: If the card pulled is worth more chakra than the jutsu used, the card is still spent and extra chakra will not be carried over.


Jutsu Name: Kaado Shouheki no Jutsu (Jutsu of the Card Barrier)
Description of Jutsu: A very strange jutsu. Using the chakra in the card drawn as a catalyst, the user infuses their own chakra into the card and puts up an inpenitable barrier of cards around their body. The barrier blocks all attacks but it has one major flaw. If the barrier is broken, the user suffers a stun for one turn. To break the barrier, the attacker simply needs to land more attacks than the number on the card. Say the user draws a 5, then the barrier can stop up to 5 attacks before braking. Of course, the attacker doesn't see the number on the card. Also, if the attackers DC is 1.5 times the Ninjutsu DC of this jutsu, the barrier suffers 2 hits instead of one.
Rank: A
Cp Cost: 50 + variable by card (20 * card number. Face cards are worth 10)
Damage: N/A
Requirements: member of clan, Chakra Control 30+, Dex mod 20+
Training: 5 days
Special: *User cannot launch any attacks while barrier is up, however, they can activate the barrier during opponenets attack if their dodge bonus/ save beats the attackers DC by 10 points.
*Number of blocks can be increased each turn by drawing another card and paying the base cp + 10. Can only be done 3 times.

Jutsu Name: Ha Kaado no Jutsu (Art of the Bladed Card)
Description of Jutsu: This is a fighting style unique to the Michisuu family. Using simingly ordinary cards, the family has perfected a long range fighting style that throws cards at an amazing rate much like Kunai or Shuriken. Granted, they don't do as much damage as said weapons but they can have added effects.
Rank: E
Cp Cost: N/A
Damage: 1-2 + dex mod per card thrown.
Requirements: member of Clan, Dex 5+
Training: learned at young age
Special: *4 cards can be thrown in one attack turn.

Jutsu Name: Okuri He no Ritaan (Return to Sender Jutsu)
Description of Jutsu: A somewhat odd jutsu that uses slight chakra strings to summon cards used in the Ha Kaado no Jutsu back to the user so as not to run out as fast.
Rank: D
Cp Cost: 1 cp per card
Damage: N/A
Requirements: Member of clan, must have used Ha Kaado no Jutsu style first, Chakra Control 10+
Training: 1 day
Special: Can only retrieve cards that are still in tact. All cards that are destroyed or drained of chakra cannot be retracted this way.

Jutsu Name: Buraindo no To Jutsu (Blind Bet Jutsu)
Description of Jutsu: This jutsu is an enhancer to the Ha Kaado no Jutsu. Agitating the chakra in the cards, the user throws them just like normal. Aggitation of the chakra causes the cards to become like concussion bombs.
Rank: C rank
Cp Cost: 10 per card used
Damage: Ha Kaado no Jutsu damage + half of (10 * card value)
Requirements: Member of clan, Ha Kaado no Jutsu used, Chakra Control 20+
Training: 2 days
Special:* Damage is compounded.

Jutsu Name: Kouki na Furasshu no Jutsu(Royal Flush Jutsu)
Description of Jutsu: This is a very high powered jutsu that can easilly destroy anyone it touches. However it leaves the user without a single card to use afterwards. Moving at almost blinding speed thanks to chakra flowing through their arms, the user throws every card left in their deck at a single target or as a spread. The last card thrown is always the joker which acts as a bomb to set off all the cards that connect.
Rank: S
Cp Cost: 100 + 10 per card thrown OR 120 + 10 per card + Buraindo CP
Damage: Ha Kaado no Jutsu damage+ 40 + 2 per 10 points in shuriken skill OR Buraindo no Jutsu damage + 40 +2 per 10 points in shuriken skill
Requirements: Member of clan, Ha Kaado no Jutsu learned, Dex 70+, Chakra Control 70+, Shuriken Skill 30+
Training: 20 Days
Special: *Buraindo no Jutsu can be used along with this jutsu to cause higher damage.
*If used on multiple targets, the first target aimed at get half the damage and all other targets get 1/4 the total damage.

Owner: Carlos Ralfer
PostPosted: Thu Feb 21, 2008 8:22 pm


Clan Name: Maboroshi (Dream) clan
Village: Any
Element Affinity: None
Description of Limit: This clan is sort of like a ninja hypnotist. By channeling their chakra through an object (Usually something pendulum like a pocket watch or a coin on a chain etc.) they can use powerful genjutsu and put their opponents in a trance making them more susceptable to the illusions.
History: The founder of the clan, Kunimitsu Maboroshi was originally a jonin of Konoha. He grew tired of his role in the world and fled the village, becoming a missing nin. His pursuers quickly caught up and overwhelmed him. In a spur of the moment, life or death manuever he channeled his chakra through his pocket watch and used a genjutsu he didn't know he had. It tricked the hunters into thinking he was dead. Over the course of time he added more genjutsu's to his arsenal, almost completely neglecting his physical prowess, and passed them on to his children. With this the Maboroshi clan was born, however this also called attention to the fact that Kunimitsu was not dead. His new clan was branded a missing nin clan, hunted down, and defeated. Though the majority were killed some escaped and the techniques lived on. The clan itself, however, fell into anomity.
In game Stats: +2 to intelligence every 3 levels, +20 Genjutsu -10 Taijutsu -2 to strength
Jutsu List:

Jutsu Name: Shisshin (trance) jutsu
Description of Jutsu: The most known Maboroshi genjutsu. It does not attack the brain but rather lulls it into a false sense of security making the victim less responsive and more susceptable to genjutsu.
Rank: B
Cp Cost: 90
Damage: N/A
Requirements: Maboroshi clan, 40+ Genjutsu
Training: 11 days
Special: Target cannot attack for one round. During that round target's DB and any will saves made are cut in half. Will Save 15+ half attackers level+ half attackers intelligence mod+ Half attackers wisdom mod+ 2 for every 10 ranks in Genjutsu

Jutsu Name: Nadameru Seishin (Soothing mind) jutsu
Description of Jutsu: Rather then attack the mind this genjutsu makes the target see a pleasant illusion that will heal a mind rather then destroy it.
Rank: D
Cp Cost: 25
Damage: +15 MHP+chakra mod
Requirements: Maboroshi clan, Genjutsu 10+
Training: 4 days


Jutsu Name: Kataki Maboroshi (Enemy Dream) Jutsu
Description of Jutsu: This genjutsu will make the target see a friend of theirs as their greatest enemy and thus attack them.
Rank: B
Cp Cost: 100 +10 per turn
Damage: 30 MHP +2 per turn
Requirements: Maboroshi clan Genjutsu 40+
Training: 8 days
Special: Will save: 15+ half attackers level+ half attackers intelligence mod+ Half attackers wisdom mod+ 2 for every 10 ranks in Genjutsu

Jutsu Name: Jigoku Maboroshi (Hell Illusion) Jutsu
Description of Jutsu: This genjutsu makes the target see their worst nightmare.
Rank: B
Cp Cost: 100
Damage: 150 MHP +20 per turn
Requirements: Maboroshi clan, Genjutsu 60+
Training: 10 days
Special: Will save15+ half attackers level+ half attackers intelligence mod+ Half attackers wisdom mod+ 2 for every 10 ranks in Genjutsu

Jutsu Name: Wanryoko Maboroshi (Strength Illusion) Jutsu
Description of Jutsu: An illusion that uses the power of belief to convince the target that s/he is strong and increases their strength.
Rank: C
Cp Cost: 50 and 4 per turn
Damage: N/A
Requirements: Genjutsu 50+ Maboroshi clan
Training: 7 days
Special: Adds users chakra mod to the targets strength for 5 turns, can be used on yourself with a reflective surface.

Jutsu Name: Oni-wanryoko Maboroshi (Demonic strength Illusion) Jutsu
Description of Jutsu: Like Wanryoko Maboroshi, this jutsu uses the power of belief to make the target stronger, but to a much greater extent.
Rank: A
Cp Cost: 150 +12 per turn
Damage: N/A
Requirements: Genjutsu 80+ Maboroshi clan Constitution 30 +
Training: 15 days
Special: Adds 3 times users chakra mod onto targets strength for 10 turns, can be used on self with a reflective surface. Player must perform a concentration check each turn of DC 40. If they fail, they suffer a damage of 40+chk mod-constitution mod

Jutsu Name: Shikyo Maboroshi (Death Illusion) jutsu
Description of Jutsu: The first Genjutsu created by Kunimitsu Maboroshi, it makes the target see and image of the user's death and makes them believe it. This is useful when trying to evade an opponent much stronger then yourself.
Rank: B
Cp Cost: 100 +15 per turn
Damage: N/A
Requirements: Maboroshi Clan, Genjutsu 60 +
Training: 10 days
Special: Target must make a will check of 15+ half attackers level+ half attackers intelligence mod+ Half attackers wisdom mod+ 2 for every 10 ranks in Genjutsu
Owner: Kuma_Izumi

Kuma_Izumi


sasuke is my boyfriend

PostPosted: Sat Feb 23, 2008 6:22 pm


Clan Name: Amane
Village: Scattered
Element Affinity: Depends on the state of mind
Sane(twin): Wind or Water
Insane(without a twin): Earth
Description of Limit: The clan has the ability to learn all jutsu suprizingly quickly, due to their constant need to learn and observe. Their looks, attitude and constant companionship of their twin makes them charismatic and good natured.
History: The Amane clan has been limited and scattered for nearly 200 hundred years. The first of the clan was named Marikazu, known for his good looks and light heart. The clan is known for birthing twins much more often than normal. All pure blooded offspring are one of two. Birth defects happen when one baby is born instead of two. The minds combine into one, making the child unstable and increasingly wild as they grow up. Most die from self injuries by the time they reach 30. Due to the genetic hotness of the clan members, they have perfected jutsu for getting themselves out of many different situations. Even from the time they are born, the babies are communicating with eachother and learning new ways to get around obsticals. Along the years the clan has found a special way to combine and munipulate jutsu. It is unknown how they have done such a thing but they have nearly perfected it. Even with a twin, when they reach a certain age, a deep need to find someone to love envelopes them. Overtaking many of their dreams and desires, the need to never feel alone becomes the greatest thing to them.

Most of the clan has dissapeared and due to the head of the clan recently having his wife die, he became abusive and unwilling towards his daughters, the heirs to the clan. With his departure from the world by an 'unknown' reason, the two rising ninja have been chosen to co-lead the clan. With their age and experience, the clan isn't looking very good. Though, with the dreams and cooporation of the two, the clan has a bright future.
In game Stats:
There is the initial add and subtracting when making the character and then again every 5 lvls
With a twin
+1 charisma every 5 lvls
+2 int every 5 lvls
+10 Seduction, Knowledge, research
-5 slight of hand, sense motive

Without a twin
-2 charisma every 5 lvls
-4 int every 5 lvls
+8 knowledge, research
-8 slight of hand, sense motive, seduction

Jutsu List:
Jutsu Name: Kawaii no jutsu (Cute Technique)
Description of Jutsu: The user uses a mixture of genjutsu and ninjutsu to catch the opponent or adult in an almost inescapable attack. Probbing the mind for a trace amount of what they find cute and using it to their advantage to get them to do what they want. From buying them a piece of candy to getting an ANBU to not attack them. Mostly used for distraction in fights, the jutsu is only useful for younger children. Most lose the ability when they reach puberty.
Rank: C
Cp Cost: -30 CP
Damage: Gets anyone who falls to the attack to do whatever the user requires.
Requirements:
Amane children: lvl 2, 15 charisma, 20 between genjutsu and ninjutsu, 20 intelligence, 15 seduction, 15 research
Others: 30 charisma, 60 between genjutsu ninjutsu, 40 intelligence, 30 seduction, 30 research
Training:
Amane children: learned automatically when they reach lvl 2 and have the stats required
For others: Must try it on 10 different people before learning it.
Special: User can only be from ages 7-13 to use the jutsu
DC: 65
Owner:Sasuke is my Boyfriend

Jutsu Name: Amane Specialty: Mind Lover no Jutsu
Description of Jutsu: Used to get into the mind of another and bring out what they find sexy. Using that to their advantage, they will do whatever necassary to make the person completely vulnerable to other attacks. The body begins to move in a rhythmic and attractive way, tuning itself to the opponent's liking.
Rank: ???
Cp Cost: -50 CP
Damage: ???
Requirements: 60 charisma, 30 Seduce, 80 intelligence
Training: 6 days
Special: Can only be used by clan members
Owner:Sasuke is my boyfriend

Jutsu Name: Amane Specialty: Fist of Entrapment
Description of Jutsu: One of the few of the Amane jutsu that do not revolve around their looks. The opponent is attacked using a Taijutsu and thrown into a Genjutsu that the user is trapped in for 5 turns. The user makes it seem as though the opponent is surrounded by what they fear most, and attacking him while he is frightened. This makes it seem as though his fears are attacking him, making him/her utterly scared to death.
Rank: A
Cp Cost: 90
Damage: Normal taijutsu damage, 1-100 MHP
Requirements: Genjutsu(70), Taijutsu (60)
Training: 12 Days
Special: Only used by clan members, the only way to escape is to wait out the turns
Owner:Sasuke is my boyfriend

Owner: Sasuke is my Boyfriend
PostPosted: Tue Feb 26, 2008 8:02 am


-Clan Name: Hatsuchi
-Village: Konoha
-Element Affinity: Wind
-Description of Limit: Takagan (Hawk Eye) [Passive]: Allows the user to see more sharply and with greater detail.
-History: The Hatsuchi clan have always been great long-ranged shinobi. They specialize in keeping the enemy at bay. Some speculate that their eyes were the result of experiments done on baby ninja by injecting different amounts of chakra in their eyes upon birth. Such rumors were likely the result of rival clans who have to use chakra to give themselves similar benefits of the Hatsuchi clan's eyes. Some people speculate that they are actually a weaker sub-clan of the Sharingan-wielding Uchiha clan, but in fact they are not.

The truth is that, while the Hatsuchi clan have been around for many many generations, their Kekkei Genkai is a recent development. Suddenly the Hatsuchi males began handing down spectacular eyesight to their children. The first known to have the Takagan were Sai and her brother Kikkai Hatsuchi. Sai's children did not receive the Takagan, however her brother, Kikkai's offspring did receive the Takagan.

Children born with the Takagan have always had black eyes, so black that they seem to have no pupils, and black hair. There has never been a Hatsuchi child to be born without the Takagan and still such eyes.

In the past one-hundred years the Hatsuchi clan's Kekkei Genkai, the Takagan, has been utilized by Konoha for sentry work and ranged support.

Though the Takagan is the Hatsuchi's Kekkei Genkai many of their secret jutsu can be learned without the Takagan, such as creating arrows out of the air.

((If you are going to make a Hatsuchi clan member and have the Takagan either both of your parents or your /father/ must have the Takagan. If you are going to make one and NOT have the Takagan (Uh... why?) Your father cannot have the Takagan, but your mother can. You also don't get the special stat boosts that the Takagan gives, but you may learn the jutsu))
-In game Stats:
+2 to ranged attack rolls with an additional +2 per every ten levels.
+3 to ranged damage.
-3 to Constitution every ten levels
Cannot gain an additional elemental affinity at level ten.
-Jutsu List:
~Kazeya no Jutsu (Wind Arrow Jutsu)
~Dai Kazeya no Jutsu (Major Wind Arrow Jutsu)
~(I'll make more when I've gotten used to making them. >>)
-Owner: Tennoseki


Jutsu Sheet:

-Jutsu Name: Kazeya no Jutsu
-Description of Jutsu: Allows the user to propel a physical manifestation of the wind toward the target with a bow and at higher speeds than a normal arrow. (You can shoot a wind arrow at the target)
-Rank: E
-Cp Cost: 3cp
-Damage: 2 - 5 + 2 per every 10 points in the 'Concentration' skill (for aiming)
-Requirements: Hatsuchi Clan member, 5 concentration, 10 chakra control
-Training: 3 days. (30 posts)
-Special: You can fire one arrow per two attacks. :3 ((Two attacks = 1 arrow))
-Owner: Tennoseki.

-Jutsu Name: Dai Kazeya no Jutsu
-Description of Jutsu: Allows the user to propel multiple wind arrows at the target at higher speeds than a normal wind arrow.
-Rank: D
-Cp Cost: 10cp + 2 per arrow. (10 for 2, 12 for 3)
-Damage: 6 - 15 each + 2 per every ten points in 'Concentration' (Again, because of aiming)
-Requirements: Hatsuchi Clan Member, 10 concentration, 15 chakra control
-Training: 3 days (30 posts)
-Special: You may fire three arrows in one post.
-Owner: Tennoseki


Tennoseki


Shuriken99

Dapper Phantom

4,000 Points
  • Forum Regular 100
  • Conversationalist 100
  • Ultimate Player 200
PostPosted: Tue Feb 26, 2008 6:17 pm


Clan Name: Kamereon (Chameleon)
Village: Takigakure(Can spread however by my permission)

Element Affinity: Water
Description of Limit: Kamereon clan members have an instinctive and uncanny sense of stealth and technique. Their entire clan has no specific bloodline trait, except for a recurring genetic disorder that skips every other generation of children in the family. This genetic disorder causes their skin to actually take in the reflected light of the surrounding objects and mold its color to have a small shade of that color. There are extreme cases when their skin behaves in a more irrational way and completely take on the exact colors all around them. Their eyes also have a slight control over color as well and shape.

History: The basis of the Kamereon clan’s past, known by most, is very well defined as a legend. It was more than a thousand years ago that man began to study the reptilian race. It’s also said that many people worshiped reptiles as gods. They believed that the reptiles were the generations after the ancient beings originally placed on the planet. They weren’t too far off either.
Either way, some people say that this clan’s special “condition” came from an evil curse brought down upon an entire landmass of peoples who angered an ancient reptilian spirit. They say that the people’s skin turned many colors as they walked around and were forced to wear dark, heavy clothing over their bodies whenever they traveled. However, this caused many of them to die of heat exhaustion and dehydration from constant sweating.
Finally, a select few were sent to the neighboring landmasses to seek a cure or aide for their people. Unfortunately, they frightened their neighbors with their appearance and were forced back into their villages and confined. Unfortunately, due to their appearance, and the ignorance of the “normal” people, a war ensued which killed most of the people. It was more of genocide as many of them simply laid down their arms and surrendered, but were killed anyway.
It ended with only a few families fleeing from their homes and hiding in other areas while trying to live normal lives. Today, they are more accepted as their story is told more often.
However, the real story is a bit more sickening than the legend. It’s true, there were many people researching reptiles. One such man was Yokoshuna Hiroku.
He was a highly renowned medical man as well as a scientist of reptiles. Everything about reptiles intrigued Dr.Yokoshuna. Their habitats, diets, hunting patterns, their adaptations, and how each ecosystem had several varieties of reptilian species across its lands. They were so versatile that he thought that human civilization should have their same abilities to survive and adapt better. What a fool. He had no idea that humans are one of the most adaptable species on the planet. Unfortunately, his test subjects could convince him otherwise of his actions.
For years, the Doctor mutated people, studied them, and then killed them if they weren’t to his expectations. It was almost over when, after twenty years, the Doctor came up with almost no results. He vowed that if his next family of test subjects failed, he’d burn his lab and commit suicide.
However, things didn’t go as planned. The family’s results were remarkable and their mutations were nearly perfect. The Doctor still died however. This family was assassins for a very wealthy lord. How the Doctor actually managed to capture them is beyond the knowledge of anyone in the clan today.
Either way, after the experiments were done, the doctor decide to kill all, but one to keep his experiments down to the most successful test subject. Before he could terminate the subjects, they’d escaped and ganged up on him. Afterwards, they all escaped with a genetic mutation in their body that would forever haunt the clan’s family members.

In-game stats:
+1 to dexterity(+1 per 5 levels)
-1 to charisma(-1 per 5 levels) This cannot go below 4.
+1 to hide and move silently (+1 per 5 levels) for slight mutation, which includes slight discoloring of the skin due to surroundings.

+1 to dexterity(+1 per 3 levels)
-2 to charisma(-2 per 5 levels) This cannot go below 4.
+3 to hide and move silently (+1 per 5 levels) for extreme mutation, which includes monstrous discoloration of the skin due to surroundings.


Jutsu List-

Jutsu Name: Genkotsu Touzoku (Fist of the Thief)
Description of Jutsu: The user will move their hands in fluid motions all around their body, making their opponent focus on movements around them instead of directly at them. At the first sign of an opening, the user will begin to do the same thing with their feet and slip up right near their opponent. Then, they’ll feint their opponent with several moves before sending a major blow to an open spot. While the user has their arms and feet distracting the opponent, they are able to focus all of their attention on their opponent, allowing them to expect an attack or movement better.
Rank: C
Cp Cost: N/A
Damage: Regular taijutsu damage
Requirements: Taijutsu 20, Sleight of Hand 15
Training: 8 days
Special: +3 to dodge bonus (+1 per 5 levels), +2 to melee attack (+1 per 5 levels)
Owner: Shuriken99

Jutsu Name: Kamereon kamufura-ju (Chameleon Camouflage)
Description of Jutsu: The clan member pushes their chakra so that it wraps around their skin tightly. Then, it projects the image from one side, onto the opposite side. This effectively makes the user invisible.
Rank: B
Cp Cost: 20 + 8 per round held
Damage: N/A
Requirements: Chakra Control 25, chuunin, clan member
Training: 7 Days
Special: +6 to hide (+1 per 2 levels past 10)
Drawback: The user still leaves tracks behind unless they use a move silently check. They must keep one of their hands in the clan’s seal, thus losing 2 attacks during your turn.
Owner: Shuriken99

Jutsu Name: Heki Manako (False Eye)
Description of Jutsu: The clan member focuses their charka in the pupils of their eyes and molds them into random shapes or swirls, as if the user really had a doujutsu. However, there are no enhanced abilities with this, as this is meant to confuse and intimidate the enemy.
Rank: D
Cp Cost: 2 + 2 per round held
Damage: N/A
Requirements: Chakra Control 6, clan member
Training: 2 days
Special: +3 to intimidation and bluffing.
Drawback: The clan member may use this jutsu against each individual person once, and then the jutsu loses all bonuses for bluffing, intimidation, and inducing fear. This only applies during battle, outside of battle you cannot tell if an opponent’s battle skill has increased or decreased. The bonuses are also lost if the enemy has done prior research on the clan and finds information on this technique.
Owner: Shuriken99


Owner: Shuriken99
PostPosted: Fri Mar 14, 2008 5:53 pm


Clan Name:Bakuha Clan
Village:Konoha
Element Affinity:Fire
Description of Limit:This clan specializes in long range attacks and the usage of bombs in coordination to initiate deadly attacks
History:The Bakuha clan was developed by Bakuha Kentai.He used his experience in archery and pyrotechnics to cause devastating attacks capable of leveling entire groups of invading shinobi.Kentai dabbled in genjutsu,and also added that to his list of incredible jutsu.The only man as of now that knows these techniques is Bakuha Kentai,and only he can teach them.The Bakuha are unrivaled in their incredible bow abilities
In game Stats:
*+3 to Dex per 10 levels

Jutsu List:
--------------------------------------------------------

Jutsu Name:Bakuha Instinct
Rank:
Cp Cost:N/A
Damage:N/A
Requirements:
Training:N/A
Special:Using a pair of high-tech goggles,the user can see very far away,and can activate night vision.The user can use their skill to also calculate the direction and momentum of the opponent,thus predicting an opponents next move and enabling to hit them easier.The opponent loses 5 to their DB/Reflex save while moving.

--------------------------------------------------------

Jutsu Name:Tanebi no Jutsu
Description of Jutsu:This jutsu is not used for attack,but to light various fuses and ignite arrows.
Rank:
Cp Cost:1 Cp
Damage:N/A
Requirements:Chakra Control +5
Training:Half a day (five posts)
Special:

Jutsu Name:Aerial strike
Description of Jutsu:The user attaches a golf ball sized bomb to the end of an arrow that explodes upon impact.
Rank biggrin
Cp Cost:N/A
Damage:10-15+weapon damage
Requirements:10 in Craft:blacksmith to make sure you can handle the bombs correctly.Tanebi must be learned.
Training:3 days
Special:This effects a 10 yard radius,so it is hard to initiate when fighting with a partner.

Jutsu Name:Aerial strike:Cluster bombs
Description of Jutsu:The user attaches a larger bomb to the end of an arrow,and upon impact scatters 5 tinier bombs into the surrounding area.
Rank biggrin
Cp Cost:N/A
Damage:50-100
Requirements:25 is Craft:Blacksmith,DEX+10,Tanebi must be learned.
Training:5
Special:These bombs cover over almost a 30 yard radius,making them hard to use when fighting with a partner.

Jutsu Name:Kibaku Kawarimi no Jutsu
Description of Jutsu:The user replaces themselves with a nearby object,but in the process of replacement,covers the object in many poweful user created exploding tags.
Rank:
Cp Cost:50
Damage:20-30x how many tags are placed.
Requirements:Bomb tag jutsu,Kawarimi no jutsu,dex +12
Training:
Special:The user can only place up to five tags,and the user must generate a random number between 1-5 to see how many are put on.

Jutsu Name:Kibaku Kiri
Description of Jutsu:The user focuses their chakra and blows very thin gunpowder from their mouth that floats in a 10-50 foot area until ignited.
Rank:
Cp Cost:100 Cp
Damage:200-300
Requirements:Chakra control-60,Knowledge:Weapons-70 and constitution+40.
Training:13 days
Special:The user is taking a risk by being inside the jutsu,because the smallest spark could set off the gunpowder,so the jutsu is usually used in conjunction with an arrow and the Tanebi no jutsu.

Jutsu Name:Cho Bombu genjutsu
Description of Jutsu:When trapped,the opponent experiences the illusion of being strapped to a giant turning wheel,and someone is standing a mere ten feet away using clan bombs and arrows to blow up various body parts.
Rank:A
Cp Cost:150 and 15 per turn used
Damage:The MHP taken is decided by rolling a six sided die,the damage is as follows:
1-2:An arm is hit and the opponent takes 200-300 MHP
3-4:A leg is hit and the opponent takes 200-300 MHP
5:The Torso is hit and the opponent takes 250-350 MHP
6:The head is hit and the opponent takes 400-450 MHP
Requirements:Genjutsu 70,Wisdom 50,Intelligence 50
Training:14 days
Special:This jutsu continues until either:A)The opponent breaks free,B)The opponent is hit in the torso or head,C)The user runs out of arms and legs.

Jutsu Name:Scroll of Destruction
Description of Jutsu:The user carries a scroll that when unsealed unleashes an explosion.This explosion is meant for short range and blasts the opponent back 50 feet.
Rank:S
Cp Cost:200
Damage:300-500
Requirements:Fuuin Jutsu 80,Chakra control 100,Intelligence 70,Dex 40
Training:14 days
Special: This jutsu in very infective at long ranges,and is used primarily to put distance in between you and the foe.

Owner:Ieviathan!!

Hiro Knight Kansei


Simpashia

PostPosted: Tue Apr 29, 2008 3:53 pm


Clan name: Yakushi clan

Village: Otokage and Takigakure. Some clan members have been seen in other villages but that is a very rare sight.

Owner: Sir Mime

Blood line limit: The Yakushi clan which mostly dedicates on a clan of medical ninjas. They posses long tongues for taijutsu and very sharp fangs to poison and heal, they are genetically very smart people, Most of them have a IQ of 150.

History: The Yakushi clan were descendants of Kabuto and orochimaru for 600 years and they lived in hidden for some time. Orochimaru created them genetically and slowly they were made into a clan. Finally they have revealed themselves and are now here to help Otogakure in this war.

After they revealed themselves they were killed in battle and now there are a low amount dispersed between Otogakure and Takigakure that small amount of survivors live separated from there clan.

In game stats and abilities:
~ Fangs to heal and poison which they control with chakra.
~ Seriously long tongues
~ Very white skin
~ +4 Int
~ -4 Charisma
~ -2 Con
~ +3 chakra control
~ +3 treat injury


Jutsus:

~Ninjutsus~

Medical technique: Absorb poison
A jutsu were the user bites poisoned friendly target and extracts the poison in his veins. Causing damage to both the user and the friendly target but removing the poison.
CP cost: 1
Requirements: Must be a Yakushi member
Damage: User Takes 5 damage for extracting the poison. Friendly target takes 1-3 damage for being bitten.
Special: The DC depends on the poison on the poison threat, all bloodstream poison DC's will be reduced by 10 if gennin, 15 if chunnin, 20 if jounin or upper.
Training days: 3
Rank: E

Paralyze bite
A ninjutsu were the user changes the poison in his fangs to a poison that paralyses the enemy. The user then bites the enemy making his nerves sleep and making him unable to move until he feels pain. Also deals a low amount of damage because the fang penetrates the skin.
Rank: D
CP cost: 25
Damage: 1-3 + str mod for initial attack
Requirements: Chakra control 20, Must be apart of Yakushi Clan
Training days: 1 day
Special: After applying this jutsu, the user must then use a taijutsu attack to actually apply the damage. If the target does not dodge the taijutsu attack, they must roll a fort save as shown below and compare it to the DC of this ninjutsu.
Fort Save: 5 + Fort Save + con mod 5 + half level + chk mod I believe. Vs opponent's Fort save

Poison bite
A ninjutsu were the user changes the poison in his fangs to a damaging toxic poison that can constantly hurts the enemy for a small amount of time. The user bites the enemy inserting the poison in the blood. Also deals damage to the enemy because the fangs penetrate the skin.
Cp cost: 15
Rank: D
Damage: 1-3 + str mod for initial attack and -4 hp + chakra mod for the next 10 turns
Requirements: Chakra control 20, Must be apart of Yakushi Clan
Training days: 1 day
After applying this jutsu, the user must then use a taijutsu attack to actually apply the damage. If the target does not dodge the taijutsu attack, they must roll a fort save as shown below and compare it to the DC of this ninjutsu.
Fort Save: 5 + Fort Save + con mod 5 + half level + chk mod I believe. Vs opponent's Fort save

Medical Technique: Irou Ninjutsu
A ninjutsu which the user makes some hand seals to moves the chakra to his hands making them able to stop the function of the touched part of the body. Divided in 2 parts; Legs, and arms. If hits the legs the users dodge bonus lowers by half. If affects the arms the user will not be able to use ninjutsu, genjutsu, or upper body parts taijutsu. All effects will last for 3 posts. A target can not be affected by more than one part.
CP cost: 25
Requirement: Chakra control: 25
Damage: N/A
Training days: 5
Rank: C

Medical Technique: Life Transfer
A ninjutsu were the user transfers his life force to the target. By doing this he can give HP to the enemy depleting his but increasing the targets.
Cp cost: -6 cp for every 5 hp transferred.
Heals: The hp (cannot transfer all)
Rank: A
Requitements: Chakra control 40, Treat injury 30
Training days: 10

Medical technique: Drain life
A ninjutsu were the user makes his fangs have a high amount of chakra in them. Once the user moves his chakra to his fangs, they attempt to bite the target. After the target is bitten the user uses the chakra to drain the life force of the target causing damage. The user then has the ability with the chakra on fangs to turn the life force into white cells or chakra. If he turns them into white cells the user gains half the amount of hp he drained from the target. If the user turns it into chakra he gains 25% of the hp he drain from the target.
Cp cost: 50
Heals: Heals the users hp for the amount of half the hp the user drained from the target. Or 25% of the hp drained can go to the chakra.
Damage: 1-3 + str mod for initial attack and 50~80 + chk mod for life force draining.
Rank: A
Requirements: Chakra control 60.
Training days: 10

Medical technique: Healing curse mark
A ninjutsu were the user bites a friendly target and places a curse mark in him. The curse mark will endure for 10 posts and will heal 50% of all damage taken. After the friendly targets mark comes off the user becomes slower and his body more weakened for some minutes. This is the Yakushi clans priced possession.
Cp cost: At least 120 CP and will use all remaining CP
Damage: 1-3 HP to the friendly target for biting him, after the effect is gone the targets dodge bonus decreases by half for 5 posts.
Heal: 50% of current hp for 10 posts
Requirements: Chakra control 70, treat injury 50, must be apart of Yakushi Clan
Rank: S
Training days: 15

Damaging curse mark
A ninjutsu were the user bites the target placing a curse mark on him. The curse mark will endure 10 posts and will damage 10% of his current health per post. Every 3 turns, the victim increases his strength +1 because he becomes more absorbed to the seal, but after the seal is gone his power goes back. This is the Yakushi clans price possession.
Cp cost: At least 120 CP and will use all remaining CP
Damage: 1-3 + str mod and for 5 posts -10% of max hp.
Requirements: chakra control 70 and treat injury 50, Yakushi clan only.
Special: This is treated as a taijutsu. If attack doesn't connect, user keeps all their CP except the initial 120 which they must spend each time they attempt the attack.
Rank: S
Training days: 15

~Taijutsus~

Tongue Release Taijutsu
A taijutsu fighting style were the user releases his tongue making it longer and uses chakra with it making it as strong as a third arm. With this technique the tongue is treated like a third arm and can wield weapons as well as have long distance taijutsu. The tongue can stretch up to 15 feet of distance.
Damage: increases normal taijutsu damage from 1-6 to 3-10 + chakra mod (instead of strength mod, since he is using his chakra), only for tongue attacks
Requirements: Taijutsu rank 15 and Chakra control 15, Yakushi clan only.
Training days: 1, Must keep training constantly
Special: User is able to use a third weapon. First attack with tongue is treated as Sneak Attack: Only sneak attack if target has never fought a Yakushi. While using this taijutsu damage taken to the tongue is increased by X2 but if target attacks the tongue since its so flexible the dodge bonus increases by 10.
Rank: E

Tongue Throw
The user uses his tongue to wrap one of the target’s arms or legs. After the user grabs the target he runs to the opposite direction and with his tongue he throws the target to the air. Making him vulnerable to the next attack.
Cp Cost: 5 cp
Damage: N/A
Requirement: Must know Tongue Release Style, Taijutsu 15 Ranks. Yakushi clan only.
Training days: 5
Special: -7 dodge bonus for the next post
Rank: D

Spin slap of the tongue
The user releases chakra into his tongue and quickly spins with his tongue out making it slap all targets around. Each slap releases chakra so the slap would be more damage than a normal slap.
Cp cost: 8 per slap
Damage: 3-10 + chakra mod (instead of strength mod)
Requirements: Must know Tongue release style, Taijutsu 20 ranks, chakra control 20. Yakushi clan only.
Training days: 7
Rank: D
Special: Can melee hit all members around you.

Snake's wrap
After using the tongue release taijutsu, the user wraps the target with its tongue. The tongue makes the user unable to move and also unable to breath. Each turn the user makes the tongue wrap harder, making it harder for the target to breath and dealing more damage.
Damage: 5 + Str mod per turn until the target escapes. 20 + Str mod. per turn
CP Cost: 50 + 5 per turn You'd need to keep chakra in your tounge to keep control over it
Rank: A
Requirements: tongue release taijutsu Dexterity 60+, Concentration 100+
Training days: 10
Special: The target is unable to move and must roll a escape artist roll to escape from snake-tongue:
Escape artist roll: Escape artist rank + 1d20 Vs the users attack roll

Tongue crash
The user while using the tongue release taijutsu, wraps any part of the targets body and grabs the user. Afterwards the user throws his target into the ground, crushing the floor using his chakra and strength to make the hit harder. Dealing more damage.
Damage: 100-110 + half chakra mod + half str mod
Rank: A
Cp cost: 80
Requirements: Tongue release taijutsu, taijutsu 50
Training days: 7
Special: Instead of just using his chakra like an original tongue release taijutsu fight, the user uses his strength to make it stronger so you add both chakra and str mod.
PostPosted: Thu May 01, 2008 12:58 pm


Clan Name: Senju “A Thousand Trees” (千樹)
Head: Senju Zephyr
Village: Konohagakure
Private/Public: Private (check clan compound for accepting status)
Age: 650+
Specialty: Mokouton
Fighting Style: Gouwan (Strong Arm)

Distinguishing Features: The legendary Senju leader Hashirama, who later became the Shodaime Hokage, had tanned skin, dark hair and eyes but his granddaughter had fair skin, hair, and eyes. Thus, there are no set distinguishing features particular to Senju clan members even though it was shown that brunettes seem to be more common within Senju.

Description of Limit / History: Around seven centuries ago, Shodaime led a group of shinobi to a lush forestland and founded the village of Konoha. Unfortunately, during that chaotic era, he passed away shortly after the creation of the village - but not before evicting one of the co-founders who was also his rival, the Uchiha leader Madara. He later briefly returned when Orochimaru resurrected him using the Impure World Resurrection (Kuchiyose Edo Tensei) and was forced to fight his former disciple, the Sandaime Hokage.

The Sandaime had to stop his former teacher and used the Yondaime’s Demonic Soul Seal (Fuuinjutsu Shiki Fuujin), sealing his soul into one of his Kage Bunshins. With this Jutsu, Shodaime’s soul will suffer for all eternity in the belly of the Shinigami, never gaining release, sealed in hatred and an eternally unending battle. Shodaime’s fighting style is a direct one, preferring to attack the opponent head on in hand to hand combat rather than attack from a distance or rely on Jutsus to do his dirty work.

The Secret Tree Element Technique: Birth of the Trees (Mokuton Hijutsu: Jukai Koutan), is a secret technique that only he could use and it was said that a number of the large trees growing in Konoha were created with this technique. By using his chakra as a source of life Shodaime can cause massive trees to grow exponentially fast as well as control their movement whilst they grow. This is particularly useful for ensnaring opponents or wrecking buildings. When Orochimaru discovered that only those with the bloodline of the Shodaime could successfully suppress the bijuus outside Uchiha, he decided to break into the grave of Hashirama and steal his DNA. He then implanted that DNA into 52 test children. Only one survived as a clone of the Shodaime and he lived under the alias Yamato. However, Yamato, though having Mokouton abilities, was certainly not as powerful as the original.

The current Senjus are not directly related (by blood) to Hashirama or of his clone. In fact, more or less they were the results of much later experimentations by faithful followers of Orochimaru, in the drive to create a perfect clone of the legendary Senju leader. With many sacrifices, a clan closely rivaling the glorious first Senjus came into existence. They had intermarried with what remained of the original Senju clan, and the bloodlimit strengthened, now being an inheritance possibility more likely to be passed on to offspring. Though a bare minimal amount of pure-blooded Senjus still do exist, their existence is a carefully shielded secret, both by the village and veiled behind one of the multiple clan sects. However, what remains of the clan for the most part have a dark history tied closely with science and the labs and thus though Senju remains venerated for their kekkai genkai, they have become the most hated of the founding clans.

Shodaime’s only known direct family was the Sannin Tsunade, later known as the Godaime Hokage. She, too, like her great-grandfather possessed marvelous Herculean strength. But she was never shown to possess the Mokouton abilities - in fact, the bloodlimit would appear not to have passed down well within the original Senju clan. The heirloom necklace she had once worn was given by Shodaime to his great-granddaughter, and then in turn by Tsunade to the young Rokudaime. However, after Rokudaime’s death, the heirloom necklace was returned to a grieving Tsunade. From then on, after her passing, it was returned to the Senju clan. The current possessor is the young clan prince.

In Game Stats:
+4 Strength
+1.5 Chakra (half more than the average shinobi)
+2 Chakra control per 10 levels
+2 Taijutsu per 10 levels
+2 Ninjutsu per 10 levels
-2 Genjutsu per 5 levels
-2 Concentration per 10 levels

Requirements:
- All clansmen are required to have Earth/Water affinity due to the nature of the clan’s Mokouton techniques.

Jutsu List:

Moku Bunshin no Jutsu (Wood Clone Technique)
Description of Jutsu: Moku Bunshin no Jutsu is a unique ninjutsu technique used by those of the Senju clan. Using their ability to utilize Mokouton techniques, the user will form handseals and cause beams of wood to emerge from their body. This wood will morph and form a clone of the user, all capable of utilizing the same Mokouton techniques as the original.
Rank: C
Cp Cost: 40 per clone.
Damage: N/A
Drawback: Double damage is taken from fire-based techniques.
Requirements: Senju Clan
Training: 7 days
Special: Clones may utilize Gouwan techniques but the only ninjutsu and fuuinjutsu capable of being performed are those directly related to the Mokouton limit. A clone’s Hp is calculated off of this formula: (10 + Character Level + Chakra mod. + 2 per 10 Ninjutsu ranks). The clones’ chakra is split evenly between how many clones summoned at once (original user also counted, Moku Bunshin is a lot like a Kage Bunshin in power-wise terms except the clones must be controlled within a 50 meter radius). All other stats and skills are split in half.

Mokuton: Moku Joheki (Wood Release: Wood Locking Wall)
Description: Creates a half-dome of wood to shield the user.
Rank: C
Cp cost: 40
Damage: N/A
Requirements: Senju Clan
Training days: 7 days
Special: Blocks most ninjutsu techniques (with the exception of fire-based Jutsus)/most taijutsu techniques (with the exception of Gouwan style: Painful Sky Leg or Concentrated Strike and six or above opened Hachimon gates) for one turn (unless the opponent had rolled a 20).

Mokuton: Shichuka no Jutsu (Wood Release: Four Pillars House Technique)
Description: This technique causes a fully-formed wooden house to grow out of the ground.
Rank: C
Cp cost: 70
Damage: N/A
Requirements: Senju Clan
Training days: 3 days

Wood Release: Fist of Obelisk
Description: From the ground, a colossal wooden fist would erupt, carrying enough violent force to rival that of Gouwan.
Rank: A
Cp Cost: 100
Damage: 155 - 265 + Chakra mod.
Requirements: Senju Clan
Training days: 15 days

Mokuton Hijutsu: Jukai Kotan (Wood Release Secret Technique: Birth of Dense Woodland)
Description: A secret technique where the user utilizes their chakra to create the sapling of a great tree, and then continue to use their chakra to feed the root of the sapling. It grows, twists, and winds through solid obstacles, and wraps around the opponent, trapping them in its branches.
Rank: S
Cp cost: 200
Damage: 200 - 400 caused by wood that lashes you.
Escape Artist: 10 + Character Level + Attacker Chakra mod. + 2 per 10 Ninjutsu ranks vs 1d20 + Escape Artist + Strength mod.
Requirements: Senju Clan
Training days: 25 days

Wood Release: Death by Impaling Spears
Description: An area-based Mokouton technique which summons countless wooden spears, which would erupt from the ground to impale surrounding enemies.
Rank: S
Cp Cost: 355
Damage: 525 - 625 + Chakra mod.
Requirements: Senju Clan
Training days: 35 days
Special: If opponent was previously entrapped in place, this technique is regarded an auto-hit.

Gouwan (Strong Arm)
Description: Gouwan is a taijutsu technique used by the Godaime Hokage Tsunade and her pupil Haruno Sakura. The user would first build up a high amount of chakra in their fist before releasing all of the chakra in an instant in order to create destructive attacks, capable of cratering an entire area.
Rank: C
Cp Cost: 15 Cp per strike
Damage: 5 - 16 + Chakra mod. (+double Strength mod. to max damage)
Drawback: Though Gouwan is powerful, it is unfortunately slower than other taijutsu styles. Thus, a Gouwan strike would take up two attack turns instead of the usual one.
Requirements: 20 Taijutsu ranks, 20 Strength, 20 Chakra, 25 Chakra Control
Training: 7 days
Special: Once the user has mastered this style of martial art, their taijutsu damage is permanently altered to 5-16 + chakra mod, but only if they use the required chakra cost for Gouwan. Despite utilizing chakra, Gouwan is still seen as a taijutsu style.

Tsutenkyaku (Painful Sky Leg)
Description: This is basically just a kick down from the air, where the user uses their marvelous strength to create a gigantic crater and an earth-quake like effect to the surrounding area.
Rank: C
Damage: Double taijutsu damage.
Requirements: Taijutsu 35 Ranks
Training: 6 days
Special: Unless the opponent can pass a Tumble check of the attacker's attack roll, he is winded for the next turn.

Noushuki Higyou (Concentrated Strike)
Description: Gouwan practitioners could expand damage by combining the basic Gouwan principles but build up much more chakra to create even more devastating damage.
Rank: B
Cp Cost: 60 Cp per strike
Damage: 60 - 100 + Chakra mod. (+double Strength mod. to max damage)
Drawback: This technique must be charged for four attack turns instead of the usual one.
Requirements: Gouwan Style, 60 Taijutsu ranks, 50 Strength, 50 Chakra, 80 Chakra Control
Training: 20 days
Special: Use Attack Ranged instead of Attack Melee. Shatters wooden puppets instantly and stuns opponent for two turns upon contact. If opponent manages to avoid a direct hit but fails a Tumble check of the attacker’s roll, he/she is winded for one turn.

Gekidoku Haji (Deadly Grasp)
Description: Once the opponent is captured in a grapple by a Gouwan user, the performing shinobi could slowly and forcibly squeeze the life out of his/her opponent using amazing strength amplified by the addition of chakra.
Rank: B
Cp Cost: 15 Cp (+2 per additional round held)
Damage: Regular Gouwan damage.
Drawback: Places the user in danger of close proximity attacks from the opponent (unless a ranged item was used for the grapple, e.g. chains), thus the difference between the opponent’s attack melee and your own dodge bonus is subtracted from your dodge bonus the immediate round after the opponent breaks free from the grapple.
Requirements: Gouwan Style, 40 Taijutsu ranks, 40 Strength, 40 Chakra, 50 Chakra Control
Training: 10 days
Special: Increases opponent’s required DC to break free from the grapple by +2 per failed round (after the fifth failed round) at attempting to break out. This technique would affect opponent’s ability to use ninjutsu/genjutsu (cannot concentrate on handseals due to being strangled) beginning on the third round. On the fifth round, executing taijutsu techniques would be affected as well.

Gouintoppa (Forcible Breakthrough)
Description: When a Gouwan user is caught in an opponent’s grapple (chained up or restrained in any way), they may utilize the amplified strength gained from their Gouwan style in attempts to break free.
Rank: B
Cp Cost: 15 Cp (+2 per additional round of failure)
Damage: N/A
Drawback: Puts opponent in danger of close proximity attacks (only in the case that they weren’t trapped by ranged items for the grapple, such as chains) and once breaking free, the difference between the your attack melee and opponent’s dodge bonus is subtracted from your opponent’s dodge bonus, but only for the immediate round following the breakout and if and only if this technique was used when breaking out of the grapple.
Requirements: Gouwan Style, 40 Taijutsu ranks, 40 Strength, 40 Chakra, 50 Chakra Control
Training: 5 days
Special: Add Chakra mod. + 2 per 10 Chakra Control ranks to your DC when attempting to break out of a grapple.

4 Point Release Strike
Description: This is a taijutsu technique that utilizes a good deal of chakra. Using special pressure points on the arm, the user blocks off their own chakra flow in their arm and lets the chakra build up. Using the four main pressure points in the arm, (the wrist, directly under and above the elbow, and just under the armpit) the user slows their chakra flow and allows it to build up. The arm becomes a very dangerous weapon at that point as any contact with the arm can result in the release of a large amount of chakra to boost the damage potential of the arm to extraordinary heights. The user can release any number of the sealed points, increasing the damage as such. The problem with this Jutsu is that it puts a huge strain on the chakra network of the limb used and can cause damage to the limb, even permanent damage. In some rare and extreme cases, the arm has been known to be blown off thanks to backup of chakra. That's why this Jutsu is meant only to be used once a day.
Rank: S
Cp Cost: 1 seal release - 20CP, 2 seals - 35CP, 3 seals - 75CP, all seals - 120CP [only if said number of seals are released at once]
Damage: 1 seal release - Taijutsu damage *1.5
2 seals release - Taijutsu damage * 2
3 seals release - Taijutsu damage * 3
4 seals release - Taijutsu damage * 4
[apply to min and max damage prior to putting into random number generator]
Requirements: Taijutsu skill 100+, 1st Celestial Gate, Chakra Control 70+, Constitution 50+
Training: 15 days
Special: This Jutsu can only be used once a day. That is to say that at the point that all 4 seals have been released, the Jutsu is said to be done. Any attempts to use the Jutsu again will require a roll of 1d10. If the dice lands on 1, 5 or 10, the user will be unable to use Jutsu that require handsigns as that arm's chakra network will be too badly damaged. If they attempt to use it again after rolling a 1, 5, or 10 in the previous roll, they must roll another 1d10. If they get an even number, their arm is gone permanently.
*This Jutsu is not restricted to arms. It can also be used on legs. One limb at a time, however.
Jutsu by: Carlos Ralfer

Owner: ProtoXtreme
 

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