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Posted: Fri May 02, 2008 4:18 pm
I disown the Maimu clan, delete it if someone wishes to. Quote: Clan name: Maimu Clan (Mime clan)
Village: Otogakure and Konohagakure
Owner: Sir Mime
Bloodline Limit: The Maimu clan, have used there chakra combined with pantomime to be able to solidify air, they also posses the ability to mimic the enemy. They have been masters of chakra shaping.
Elemental affinity: Air
Clan logo: The symbol of two masks that represents acting (Happiness and Sadness)
History: The clan was originally created by a ninja who was obsessed with performing. He would not use ninjutsu for fighting, yet for acting and performing in front of everyone. Of course, he was not able to run from his duties as a ninja, he still had to assist in missions. So he decided to create ninjutsus and genjutsus that not only was used to fight, but to be able to perform. He then went to the Michisuu Clan, the clan of circus entertaining ninjas, and trained under a superior member. Learning the secret of some of the jutsus, he began to use pantomime, and combine it with chakra to solidify air. Eventually the clan broke into members and is now in different villages. Maimu have always considered Michisuu Clan as a ally, some maimu stayed with them, but this is rare.
Other: Maimu clan can learn Michisuu Clan jutsus aslong as they are taught by one of the Michisuu Clan members (Exept of A and S ranked Michisuu Clan jutsus.). Michisuu Clan can learn from the maimu exept the jutsus that consist on solidification of air.
Clan shinobi: All the clan children who wish to be shinobi will have to go to some training before permitted to go to the academy. During there training they learn to mimic others, disguise with the mime set, perform, and mimic any voice he has heard. Those of the clan who become genin are taught the doujutsu of the clan.
In game stats: ~ +3 Charisma ~ +2 Dexterity and +2 per 5 levels ~ +4 Perform ~ +3 chakra control and +2 per 10 levels ~ +3 concentration per 10 levels ~ -1 strength per 5 levels ~ -3 Taijutsu per 10 levels ~ -3 Intimidate and -2 Intimidate per 10 levels
(Optional) Equipment: (This clan has a clan cloth; it is traditional for the clan member to use it during battle) ~Mime set (Male): Black and white long-sleeves shirt (stripes) and black pants. White gloves and black in the feet, with a beret in the head. ~Mime set (Female): Black and white long-sleeve shirt (Striped) and black or white skirt. White gloves and black in the feet, with a beret or bows on the head. ~ Mime chakra makeup: White makeup with chakra for all skin. (This is not affected by water and only the clan member can remove it with his chakra)
The whole equipment disguises the clan member for any person who has not seen him before. Someone who has seen him with the makeup and then without it, cannot distinguish if it is the same person. Characters who already know the clan member can know who he is easily. Also, the chakra of the clan member’s makeup hardens and is able to increase his defense. (Any damage taken will decrease -1)
Jutsus
~Non jutsu technique~
Mimic voice This is an ability a Maimu clan member learns since he is a little boy. The user is able to mimic the voice of an enemy or one that he has heard before. This allows you to confuse your enemy's ally. There are three commands your enemy’s ally can respond towards when you mimic a voice. First command is; "Look out behind!" This command makes your enemy's ally to look behind and his dodge bonus and reflex save is lowered by half for his next turn. Second command; "He used the Henge No Jutsu! Strike!" This command makes your opponent's ally attack your opponent the next turn. Third command; "Take cover!" Makes your opponent's ally hide himself and waste his turn. Cp cost: non Requirements: Maimu clan only Training days: The Maimu clan shinobi teach it to kids since they are born. Michisuu Clan members can learn it in 3 days Special: If the enemy has a ally, the user may use this technique to confuse the ally, making him think you are his friend with your enemy’s voice, and commanding him to do something. Once this technique is used the user and the opponent roll a bluff (user) vs sense motive (targeted user). If the sense motive roll is higher than the bluff the target does not follow the command. If the bluff is higher he hears the command. This technique does not work on higher level ninjas The user of this technique can only use it after hearing twice the voice he plans to imitate. (Hear him talk in two posts) And must do the scream with the personality of the copied ninja.
Mimic jutsu A ninjutsu were the user is able to mimic his targets last attack. It needs the requirements for that attack and affinity. The move that was copied cannot be learning by the character with this attack. Cp cost: Doubled copied jutsus cp cost: [Cp cost] x2 Hurts: Depends on copied jutsu -5 on both sides: [Min damage]-%~[Max damage]-5 Heals: Depends on copied jutsu -5 on both sides: [Heals]-5~[Top heal]-5 Requirements: All the copied jutsu's requirements. Affinity: The copied jutsus affinity Training days: Clan member is trained with this ability. Michisuu Clan have to train under a maimu clan for 3 days. Special: It can only copy the last jutsu the target used. Not any of the moves he has. It can ONLY copy non-clan or bloodline jutsus. The user cannot mimic A and S rank jutsus. It only copies hand sign jutsus.
~Ninjutsu~
Invisable wall justu A ninjutsu were the user does some handseal to solidify the air around him into controllable invisable pieces. The user afterwards uses his chakra and pantomime to creat a invisable box, big enough to hold three members to protect. The jutsu consists on the users chakra in order to see how strong the ninjutsus it will protects. It most be constantly shaped, or else the wall falls apart, so the maimu clan member had to continue to use the pantomime and chakra constantly. It is divided in levels of strength. CP Cost: Level one- 20 + 2 per turn Level two - 40 + 4 Level three - 80 + 8 Level four - 150 + 10 Affinity: Air Damage: N/A Requirements: Maimu clan only Level one, Cristal - Perform(10), Chakra Control(15), Concentration (10) Level two, Rock - Perform(20), Chakra Control(30), Concentration (25) Level three, Iron, - Perform(50), Chakra Control(75), Concentration (40) Level four, perfect shaped; chakra wall - Perform(100), Chakra Control(120), Concentration (100) Training days: 5 for level one, +2 for level two and three, +5 for level four. 14 days total. Special: The jutsu protects from all kinds of techniques depending on the wall. cristal wall defends from D, E rank jutsus, C rank jutsus get half damage and breaks the wall. Rock wall defends from C, D, E rank jutsus, B rank jutsus get half damage and breaks the wall. Iron wall defends B,C,D,E rank jutsus, A rank jutsus get half damage, and break the wall. Perfect shaped, chakra wall defends against A,B,C,D,E rank jutsus, and S rank jutsus deal half their damage, but breaks the wall. Rank: Indetermined
Invisible weapon jutsu A ninjutsu were the user does some handseals to solidify the air around him into a controllable invisible pieces. Afterwards the user uses his chakra to mold the solidified air into a meele weapon of choice. Cp cost: 60 CP and 10 per turn held Affinity: Air Damage: Used weapon damage + Chakra mod instead of str or dex mod Requirements: Perform (20), Chakra control(60), Concentration (25)Maimu clan only Training days: 7 Special: With melee it consists of chakra mod instead of str. mod. Rank: A
Thousand shards from within jutsu A ninjutsu were the user concentrates all of the wind in his hand, were he attempts to hit his target with an open arm, aiming for the lungs. After the user hits his target, he solidifies the air in the targets lungs, making the target unable to breathe nor move. After a while the user shatters the solidified air inside the lungs and makes the shattered solidified air, move around his lungs, cutting things from inside the body. Cp cost: 380 Damage: 1-30 -(minus) targets constitution mod for not being able to breathe. Afterwards 200-300 for shattering and cutting the target from within. -10 hp per turn for inner bleeding, until cured by a medical ninjutsu. Requirements: Perform (60), Chakra control (150), Concentration (120) Training days: 25 Special: After appliying the jutsu to the hands of the user, he must roll an attack roll in order to hit, if he misses he loses half the cp cost and must reapply the cp spending 3 attack turns to do so. The user must also keep contact with the user for 1 full turn in order to solidify the air enough to gain the 200+ damage of the shattered air. This is determined by having the user perform a concentration check equal to whatever attack the target may try to inflict on them during the targets turn. Concentration DC = 1D20 + Con Mod vs targets attack roll. Targets are NOT allowed to perform any Nin or Genjutsu while the attacker has their hand on them performing this ninjutsu due to the disruption in the chakra network and circulatory system. Only Taijutsu may be done. The attack roll will be depleated by -5 for being so hard to hit the lungs without someone guarding it. Rank: S
~Genjutsu~
Invisible maze jutsu A genjutsu were the target believes he is in a large room with only one exit. What he learns afterwards is that it is actually a invisible maze. If he runs he hits himself with walls and may hurt himself. Cp cost: 20 Damage: 3 mental damage per turn he is trapped in genjutsu, 5 for every failed attempt to get out of genjutsu Training days: 4 Requirements: Chakra control (13), Genjutsu (5) maimu and Michisuu Clan only. (Michisuu Clan must be taught by a maimu) Special: Drives the target crazy thinking there is no way out.
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Posted: Mon May 05, 2008 6:48 pm
Clan Name: Arashi Village: Kirigakure, Konohagakure, Kusagakure Element Affinity: Wind, and another element Description of Limit: The common attire for members of the arashi are large robes(usually white or black) wrapped in beads.(color of their own choosing) The beads are their weapon of choice, in battle they focus their chakra into the beads and use them as deadly weapons. They use tiny threads attached to their fingers and chakra running through them that are connected to the beads, which is how they control them with such precision. History: The arashi are a very rare clan with a few members in every village. The clan has been around for about a century and used to be very close knit. After a while the clan started splitting up, very few Arashis stay in contact with each other except for families. Almost all members of this clan become ninja at a young age, it's somewhat of a tradition. They have done alot of training to aid them in control of their chakra and increase their amount of chakra, which has caused their skills in things like taijutsu to plummet. The clan is a peacefull one that doesn't really mind fighting when its called for. Clan members usually begin wearing clan attire when they become genin.
In game Stats sad Must be level 2)cp x 1.5=total cp, +5 Chakra Control Skill every 10 levels, +5 Ninjutsu skill every 10 levels, -5 taijutsu skill every 10 levels, -2 strength every level, -3 move silently(the beads can make noise when you move)
Kirigakure- Uzuki Arashi Lv.1 Kirigakure- Shimura Arashi Lv.? (NPC) Kirigakure- Misa Arashi Lv.?(NPC)
Jutsu List:
Jutsu Name: Arashi Rapid Fire Description of Jutsu: Using the beads and the string of chakra attached to them the user fires them at an oponent at high speed. By using their wind element in combination with the attack the beads can pierce the oponents body. Rank: C Cp Cost: 6 per bead Damage: 5-10+chk. mod, per bead hit Requirements: Arashi Clan, Chakra control 10, Wind element Training: 4 Days Special: A user can only fire off 2 beads in the beginning (one from each hand). As their chakra control grows, they may fire off more at one time. The rate is 1 bead per every 5 points in Chakra Control past the base. 10 Max in one turn (10 fingers) Owner: Vizard Uchiha
Jutsu Name: Arashi Bead Capture Description of Jutsu: The user wraps the oponent in a long chain of beads until their covered from shoulders to toes. While the oponent is tied up the user constantly feed chakra into the beads to stop the oponent from getting free. The user of this jutsu must keep one hand holding on to at least part of the chain to keep the opponent immobile. Rank: C Cp Cost: 20+1 per round held Damage: N/A Requirements: Arashi Clan, Chakra control 15, Chakra 20 Training: 3 Days 5 days Special: 1d20+oponents eascape artist vs 1d20 and your Ninjutsu skill Owner:Vizard Uchiha
Jutsu Name: Arashi Capture Spikes Description of Jutsu: After the user succesfully captures their oponent with the bead capturing technique they then start to focus their wind element chakra through the beads. By using the wind element they extend small piercing spikes from each individual bead holding the oponent. Once this jutsu is used the hold on the opponent is instantly broken. Rank: B Cp Cost: 40 Cp Damage: 35-65+chk. mod Requirements: Chakra 30, Arashi Clan, Chakra control 30, Bead Capture Jutsu, Wind element. Training: 10 Days Special: Previous hold is now broken Owner:Vizard Uchiha
Jutsu Name: Arashi Capture Constriction Description of Jutsu: After the opponent is caught in the bead capture technique the user increases the flow of chakra through the beads and begin to squeeze the oponent. By using this technique the user can damage the oponent while still keeping them immobile. Rank: C Cp Cost: 20+2 per post held Damage: 10-20+chk.mod per post held Requirements: Chakra control 25, chakra 25, Arashi Clan, Bead Capture jutsu Training: 8 Days Owner:Vizard Uchiha
Jutsu Name: Arashi Bead Strike Description of Jutsu: The user uses a set of bead already linked together and runs his chakra through it all the way to the end allowing them to stiffen up and stay straight. The user then run his wind chakra into the last bead on the end creating a large spike like weapon for stabbing opponents. Rank: B Cp Cost:50 + 8 per turn held Damage: 5-20 + str mod if strike/ 10-30+ chk. mod + str. mod if thrusting Requirements:Chakra 40+, Arashi Clan, Wind Element Chakra, Control 50+, Ninja Weapon 10+ Training: 15 Days Owner:Vizard Uchiha
Jutsu Name: Robe of Beads Description of Jutsu:This move is usually done as a last resort and desperation. The user runs a large amount of chakra through the robe they are wearing and the beads on it slowly begin to rise towards the enemies direction. By utilizing tons of chakra control and pumping the element of wind into the beads it gets charged and ready. Then by cutting each strand the bead is connected to it flies off towards the enemy propelled by wind. On impact the high powered beads pierce the enemy's body. Rank: S rank Cp Cost: 150 Damage: 200-300+chakra mod Requirements:100 chakra control, 60 chakra Training:20 days Special:This can only be done once per fight since the beads must be restrung onto the robe. Owner:William_ruby I aprove the use of this for Vizard Uchiha
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Posted: Sat May 31, 2008 6:19 am
Clan Name: Irathin Village: Namly they can be found in Iwa, Oto, and Kiri Element Affinity: Fire Description of Limit: Irathin's secrete a substance in there stomachs that disolve mater of all forms. After the matter is melted the Irathin can store it in a sack in their throats to be regergated for use later. The melted mater, now combined with the substance from the stomach become very combustable, and will often explode after being exposed to air for to long. History: The history of this bloodline is a rather entertaining one. Jera Irathin was a prisoner of war, after only one day of tortured, he decided to take a cinide pill. After over three hours of no affect, and one stomach ach later he desided to down a few more, once more with the similar effects. however he noticed his seliva has become sticky and heavy, he spat on the ground, trying to side the snail like slime from his mouth, however as he wastched his spit puddle smolder he began to back away slowly. Needless to say, he lost his eybrows and most of his hair in the explotion. He escaped into the hills of Iwa, hiding away with only his explosive regergatation to protect him. After two weeks of solitude he retrived his wife, showing her his new found siptle ability... It was an awkward moment... As time went alonge, he developed his new powers. He learned that the consentration of seliva used did not effect the size, or power of the explotion, and thus found a way to conserve as much of it as he could. Jera found that he could release multipule hit with his tijustsu, whiel secretly spiting on the opponant to create a point blank lethal hit. After years of training Jera had three children: Sammy, Raz, and Clou
Sammy was the first born girl of Jera, fast minded like her mother, and leathal like her father. Her exploding spit came earlier in life for Sammy, at only the age of 12. However, she found this power disgusting, and hardly ever used it. She never grew up to be a shinobi like her father, and in stead grew up to mary a wealth man and continue the Irathin bloodline, however her children where tainted upure, and never developed their powers.
Raz died at the age of 7 due to him swalowing a large amount of substance then taking a particularly long breath.
Clou, the youngest girl. She was pure at heart, albit a little slow at mind. She was not very bright ((Think sterotypical blond)) but she was very beautiful. Her beauty was known the world over, and meny a man came asking her hand in marrage, however her father had set up a gauntlet, and only the one who lived through it could have her hand in matramony. He had made it imposibale for any man other then that of Irathin blood to pass through the gauntlet. MEny a man ahad died for Clou, and she would just sit at home, blissfully unawair of the slauter happening in her name. But after three years of waiting, Clou now the age of 17, a man did pass through the gauntlet, he was a man also possesing the power of exploding spitle one Dante "Irathin" ((His last name being lost to the pages of history)) Dante and Clou would live on to produce 7 children, whiel Clous father would produce 4 more. And thus the bloodline lives even today, however few.
((There I think its better.)) In game Stats: level: 5 Additional Spit attack: 1 Ranged attack Damage: 0-10 (fire based damage)
level: 10 Additional Spit attack: 1 Ranged Attack Damage: 5-15 (Fire based damage)
Level: 15 Additional Spit attack: 2 Ranged Attacks Damage: 5-15 (Fire Based damage)
Level: 25+ Additional Spit Attacks: 2 Ranged Attacks Damage: 15-25 (Fire Based Damage)
((One round Delay on all Damage. Aka: at the end of your opponants turn, Before you begin your next turn.))
Jutsu List:
Jutsu Name: Regergatation fireball Description of Jutsu: Using the past two days storage of food the Irathin regergatates the substance in a large ball within the Irathins mouth. The Irathin combines Chakra with the large ball of substance to make it even more potent then normal. The Irathin then spits the large ball as it cetches on fire the second it leaves their mouth. the ball will stick to whatever it touches, and is very difficult to remove. Rank: C Cp Cost: 15 Damage: 15-25 ((Blast fire damage)) + 5 ((Natural fire damage)) Requirements: Irathin Bloodline Chakra control 20+. Training: Two days Special: Sticky, however can be removed with a strength check Dc:20. One round delay on the explotion, natural fire damage is effective immedeatly. Regergatation supplies are expended, and more material is required to make more substance. Owner:Night_waith
Jutsu Name: Regergatation Bullet Description of Jutsu: The Irathin will spit their past food suplies at a very fast pace, so fast infact, the speed itself inflicts minor damage to an opponant. Rank: D Cp Cost: 2 per spit ball Damage: 3-13 ((fire)) Requirements: Irathin: Have eaten food Chackra control 5+ Training: 1 Day Special: Nota Owner:Night_wraith
Owner: Night_Wraith
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Posted: Mon Dec 15, 2008 10:39 am
Clan Name: Ukiyonori (The law of fleeting life)
Village: Any (Nomadic)
Element Affinity: Any
Description of Limit: This clan uses custom created tags to heal, mend, and purify their targets' injuries. They are also able to use the tags to have an adverse affect on healthy targets
History: This clan began with Sentou Ukiyonori. He grew up as a normal kid, opting to stray away from the world of ninjutsu. He was shunned by his father for his decision to stay away from battle. His father, a ninja officer for their village, had always followed the law of strength. He always believed that true power was having the ability to crush his enemies. Sentou didn't share his fathers' sentiment.
His life went on as normal until the day his village was destroyed. There was a raid on the ninja village near his home and his family was wiped out in the blink of an eye. Being the explorer he was Sentou was away at the time, journeying into the forest. He returned just as the ninjas had made their pass through the village. There was nothing left and he was the only survivor.
For years after that Sentou wandered the lands, carrying with him his father's things. Sentou knew deep down in his heart that his father was wrong. His power wasn't enough to save everyone. Sentou felt the only true power in this world was the power to protect the ones dear to you. That had become his goal in life, finding the power to heal. He spent his days in the forest, practicing the healing arts his father showed him.
He had become a self taught medic but he felt that there was more he could do. As he rummaged through his fathers things he ran across a would be explosive tag. The seal on it hadn't been completed and it hit Sentou what he could do. Spending a few days in thought, he crafted a seal, one designed specifically for healing.
He practiced day and night, creating new tags with different effects and purposes. It wasn't until one of his trips into society that he found a chance to use his powers in a full scale battle between two rival villages. That was the first and last time in history that a war between rival villages ended with zero casualties.
Both villages saw Sentou's power as something they could use to win numerous wars and conflicts. He refused to share his power, thinking that it would only be used for more war and death. To hide his skills he hid in the mountains of the land of fire, becoming a hermit. He lived there for years until he was approached by a hunter nin, sent to capture him.
Though his skills had been used primarily for healing he fought against the nin will all his strength. In his years his power had grown, grown beyond that of the hunter nin he opposed. The nin couldn't keep up, fainting from the strain of combat. He fell from the side of the cliff, diving into the waterfall below. Sentou's eyes widened in shock, he never wanted a life to be lost, he never wanted anything of the power he'd amassed to be used for killing.
Sentou dived from the side of the mountain, running to the side of the nin. He fell to his knees as he saw the body of the nin. He was too late, the nin had died. Though he didn't know the boy he shed tears for him. He never wanted anyone to die, that was far from what he ever wanted. In desperation he used the final technique he had created. He gave the boy his life, his past, his present, his future. He passed onto the boy all of his secrets, all of his experiences. He cried as he slowly faded away, passing on the life of Sentou Ukiyonori to the hunter nin. As the nin rose from where he lay he was hit by everything Sentou had given him. The nin abandoned his village, finding a family in the process and carrying on the ways of Sentou Ukiyonori.
In game Stats: +2 Chakra Control, +1 every 5 levels +4 Treat Injury, +1 every 10 levels -2 Ninjutsu, -1 every 10 levels -2 Strength, -1 every 10 levels
Jutsu List: E Rank Sacred Tag Creation This is a basic technique, taught to every genin from the Ukiyonori Clan. This jutsu is the precursor to all of the techniques of the Ukiyonori Clan. It is used as a catalysis for future techniques. The specifics of these tags are passed from generation to generation, in hopes of keeping Ukiyonori's wish alive Cp Cost: 5 per tag Damage: N/A Requirements: Ukiyonori Clan, Craft(Mundane) 10+, Ninjutsu 5+ Training: Academy. Chakra control check DC: 5 per tag Special: Cannot be removed for any one but the user for 2 posts. When applying the scroll through melee combat the user must roll 1D20 + melee bonus + 2 per 10 in Slight of Hand / # of tags trying to apply. When applying the tag through ranged combat the user must roll 1D20 + range bonus/# of tags trying to apply
D Rank Mending Art- Bone Mending This is the first healing technique of the Ukiyonori Clan. The user will place a tag over the targets wounded area. After focusing their chakra they will release the seal and begin the healing process to mend the bone up until the point where it becomes a hairline fracture Cp Cost: 15, 5 every following turn active Heals: 1 - 10 + Chakra Mod, 1 every following turn active Requirements: Ukiyonori Clan, Sacred Tag Creation, 1 Sacred Tag, Treat Injury 15+, Anatomy 20+
Training: 5 days
C Rank Cleansing Art- Poison Purge This is the third Ukiyonori Clan art and first cleansing art of the Ukiyonori Clan. It focuses on cleansing the the targets body of any foreign poisons. Cp Cost: 35 Damage: N/A Requirements: Ukiyonori Clan, Sacred Tag Creation, 3 Sacred Tags, Treat Injury (25), Anatomy 30+, Knowledge(Biology) 20+ Training: 8 days Special: +5 Fortitude Checks for 5 posts
B Rank Mending Art- Bone Deconstruction This is the first attack of the Ukiyonori Clan. The user will consolidate five tags into one and strike through it before throwing it onto the target. They will then release the seal, causing the affected bone to slowly begin to decompose Cp Cost: 50 Damage: N/A Requirements: Ukiyonori Clan, Sacred Tag Creation, Mending Art- Bone Mending, Mending Art- Bone Reconstruction, 5 Sacred Tags, Treat Injury (55), Treat Injury 50, Knowledge(Biology) 40+, remove wound closer Training: 20 days Special: -5 dexterity from the target for 5 posts
Healing Art- Wound Binding The user will consolidate 6 tags into one and place them over the open wound. By focusing their chakra and removing the seal they will bind the wound closed. Cp Cost: 60 Heals: 15 - 25 + Chakra Mod. For ever 30 ranks Treat Injury, +3 max heal Requirements: Ukiyonori Clan, Sacred Tag Creation, Healing Art- Wound Closure, 6 Sacred Tags, Treat Injury (40), Training: 10 days
A Rank Mending Art- Bone Destruction This is the first attack of the Ukiyonori Clan. The user will consolidate 7 tags into one and strike through it before throwing it onto the target. They will then release the seal, causing the affected bone to snap due to the two opposing forces created by the tag Cp Cost: 100 Damage: 100-150hp Requirements: Ukiyonori Clan, Sacred Tag Creation, Mending Art- Bone Deconstruction, 7 Sacred Tags, Treat Injury (50), Anatomy 70+, Knowledge(Biology) 60+ Training: 20 days Special: -10 Dexterity for 10 posts if successful.
Cleansing Art- Mental Purge This is the second cleansing art of the Ukiyonori Clan. It focuses on cleansing the the targets mind of any foreign presence. The user will consolidate 8 tags into one and place it on the forehead of the target before releasing the seal and reconstructing their mind Cp Cost: 120 Damage: N/A Requirements: Ukiyonori Clan, Sacred Tag Creation, 8 Sacred Tags, Treat Injury (60), Genjutsu 50+, Knowledge (Behavioral Science??) 50+ Training: 15 days Special: +15 Will Save for 5 posts
S Rank Final Art- Gift of Life This is the final technique of the Ukiyonori Clan. The user will place consolidate 10 tags into 2. They will place one tag on their heart and the other on the heart of their target. They will release the seal and transfer their life to the body of their target Cp Cost: At least 10% remaining of max chakra Heals: Revives any character who has died (-10 hp) within the last 2 days Requirements: Ukiyonori Clan, All Ukiyonori Clan techniques, 10 Sacred Tags, Treat Injury 200+, Anatomy 200+, Knowledge(Biology) 200+ Training: 40 days Special: This jutsu requires the life of the user in exchange for the revival of the target.
Owner: kisuke0sama
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Posted: Thu Feb 12, 2009 1:26 pm
Clan Name: Hatake[Field] Village: Konohagakure Element Affinity: Raiton Status:Open(Just Pm me with a Hatake profile if you want to join) Description of Limit: White Chakra History: The Hatake clan has been noted as a group affiliated with Konoha all the way into the days of the Nidaime. The majority of members are naturally skilled and and respected as the upholders of laws throughout Konoha. They did not make a major appearance in the Leaf village's affairs until the times before the Third Shinobi War. When an well respected man belonging to the Hatake betrayed the assigned mission to save his comrades. This unfortunately brought the Leaf village a great loss. From there on out an unspoken custom by the clan was to uphold rules at all costs. Soon after this incident a rising prodigy brought the clan honor this boy was only a rookie-Jounin and had carried out a duty which turned the tables in the on-going war. During this mission the boy had gained a transplanted Sharingan, he went on to use this Sharingan to protect Konoha and train the young Rokudaime. This training allowed the Rokudaime to defend his village along with the bulk of Konoha's prodigies during the "The Fourth Great Shinobi War". Where the Hatake clan spear-headed multiple confrontations ,in the war. After the death of the Rookie-Jounnin shortly after the end of the war the Sharingan was not passed down in the clan although a unusual remnant left by the Hatake was an expanding tendency for males in the family to look at erotic novels at seemingly odd times. With the events preceding after the mans death clan members who were residing in Konoha began to paint a black streak across their right eye. To symbolize the clans power at its supposed greatest during the times before the "The Fourth Great Shinobi War" by mimicking the past Rookie-Jounnin's transplant scar.This painted scar tradition was proudly passed through the generations as a traditional reminder,and warrior paint to the enemies of Konoha that there was still a "Will of Fire" amongst the Konoha ninja. Soon enough it died down with the most current generation, but it was still practiced with a few older members. Suddenly this stroke of wellness for this clan was unexpectedly under siege by the Fire Master in the coming years. Man after man were slaughtered by the Fire Master's forces, to avoid extinction the clan scattered. Only a few extremely loyal members continued to reside in Konoha and put up hatred towards the Master. Some even joined or began a few resistance groups. Recently the clan has been silenced but as the Fire Master fell they broke from their hiding to find that they were the last Hatake standing. After realizing this terrible fact the clan went into isolation as opposed to hiding and being forgotten in Konoha's History. They most recently continued on into the village's history. They persistently are carrying on a customed attire and genetics such as a face mask and white hair. Thus they are distinct from the mass of Konoha's population known as the few elite Hatake. Physical Features: Fair skin, White hair, Attractive Other: Most battle with blades,Only a few members,Commonly wear face masks,Enjoy reading erotic novels In game Stats: +Must have Lightning Affinity, can have one other affinity +3 Int +4 Dex +5 Chakra +2 per 5 levels for Ninjutsu -2 per 5 levels for Genjutsu +2 per 10 levels for Chakra Control +10 Intimidation -4 Con -5 Fort - 2x more vunerable to seduction 1/4 the training days to master: Taijutsu's,Ninjutsu's, and Genjutsu's Jutsu List: [None aside from an on-going contract with dogs.] They will not have any (Chidori/Ransengan's banned)...but at least from Kakashi alone, they seemed to be good at creating their own Jutsu...so can possibly receive advantages on Jutsu of their own creation.
So when using Jutsu they made (particular to each Hatake):
- 90% of the normal chakra requirement for that technique - Can learn that technique in 2/3 of its normal time duration
Clan Specific Weapon:
Ninja Weapon: Lightning Tanto A special short white tanto blade that is made entirely out of silver. When a Hatake clansmen wields it offensively, a trail of white chakra pours out. It acts a lot like a lightning rod, and when Lightning Jutsus are channeled through the blade, greatly amplifies the respective technique's damage. It is considered to be a special weapon rivaling even the God's Legacy, and the secret to its forging remains within the Hatake clan. Requirements: 25 Ninja Weapon, 20 Taijutsu, Chakra Control 50 Cp Cost: 10 per use Damage: 20 - 35 + Chakra mod. Range: Melee. Special: If the initial (or previous) attack of a chain of strikes from this saber hits the opponent, they're electroucuted and temporarily suffers a quarter loss of their DB to the second (or next) attack (of the chain). When channeling any of the sword based Raiton-type techniques through this blade, such attacks will be treated like the normal Taijutsu rolls for tanto inflicted attacks.
Owner: Bel Biv Lucid
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Posted: Thu Mar 12, 2009 4:29 pm
Clan Name: Kokorobosoi-chi (Forlorn Blood)
Village: Any
Element Affinity: Wind
Description of Limit: The members of the Forlorn Blood clan have their powers passed down through the generations, except immortality. That power only remains with Alhara, the first, as they’ve become known as, Kagirinai (Eternals). Basically, the entire clan has enhanced senses, strength, speed, and natural ability. On top of all this, they’re the most beautiful humans you’ll ever see. However, it comes at a price. Their powers are all locked away until they come of age and find Alhara. Their powers do come out in dire situation, such as near death or fear, but they’re otherwise completely sealed in all ways. They’d seem normal in all ways while sealed except their appearance. When the seal is broken, their charka becomes a navy blue color and their eyes go from red to gold.
History: An old, decrepit man sat behind a blazing fire that glowed a bronze and fire color as its flames licked the air and sands around the caravan. Many children crowded around the old man, eager and wanting of a story. They’d been traveling for several moons now and the children hated sitting in the wagons and watching the endless and empty desert. The old man had now wrapped a small, woolen blanket around his shoulders and set a wooden cane down next to him as he sat cross-legged. He lit a long, elegant pipe and spoke, his voice like dust, “You know, there are legends of these sands. They say something evil…no, misunderstood stalks these mountains of sands, waiting for the day to re-emerge from their hiding. They’re the remnants of lost times, the ones who survived those deaths and deals of a time so long ago. They’ve evolved, grown, gained wisdom, and earned they’re right to come back. Now then, shall we begin? I was told this story many ages ago. Now, I pass it to you, the new generation.” And so, the tale began. “Over 350 years ago men sought to find short-cuts in the world. They made cuts for riches, power, control, and many other reasons. They also made deals, many illegal. Man has sought power more and more since the beginning of time. They search for dominance, wanting more, breeding corruption and death around them. Their conscious speaks to them, but the demons inside their hearts are shouting, shrouding the truth and justice in the world. Everything must’ve been light to them, whether it is pitch black in their hearts or minds. Nothing was a priority over money or power, not even family. Man was feared, for they could gain infinite power if they wanted. The world was covered in a dark shroud, blocking any hope or light form entering the world. That same darkness, corruption, and man helped give birth to new evil on the world’s already burdened life. They came forth, slaughtering and killing any who opposed or neglected them. These were the tortured, yet gifted souls of the eternal damned. These were those creatures that haunt a human’s mind for eternity until death…no, even into their death and in the afterlife, they’re tortured and stalked by these unknown monstrosities that had been given birth by their very minds. Hell was no longer bound to the after life; it had found a way to materialize into our astral plane on the world. They crossed paths that should’ve never been crossed. Hey came to be known as demons many years later, but they had started off with the name of “nakama” (partner), for it was the minds, hearts, and souls of these corrupt men that gave birth to them. During those times, death was common. Those evils sought fit to ravage the land and kill as they pleased so long as the powerful leaders, who had the means to vanquish these creatures, left them alone through deals and bargains. The demons gave something appealing to the major powers and they were free to their own ‘fun’. One such power was called Togiretogire, and they were notable for their deals. Many people say that they were the ones to both start and finish the demons’ reign on our plane of existence. Maybe we owe them both to our damnation and salvation of that time. Either way, it started with a birth of a young girl, on a full moon, with the stars and planets aligned perfectly. The timing was perfect somehow, considering what would happen next with this major family’s destiny. The girl was elected the name Alhara. Now, the moment of her birth her father, head of the family, made a pact with the Demon Lord himself that if he granted the child immortality, he could have the father’s obviously damned soul one year before his death. The only reason he could make that offer is because the Demon Lord knows when all will die. The Demon King accepted and granted his part of the deal, so the girl was granted immortality, along with the gifts of beauty and superhuman strengths. So, years went on, and the girl had come of age, when ‘he’ returned, the Demon Lord. Now, by this time, the father thought he would die of old age or diseases in many years, but for it to be only about sixteen years later made him go insane. The Demon Lord demanded the man’s soul, for a soul before death always made it more valuable. Just as he went to retrieve the father’s soul, the father performed Seppuku. He’d rather have a soul untouched by the Demon Lord, but a soul after death made him less valuable, all this just to scorn the Demon Lord. Angered by the father’s act of defiance against, the Demon Lord began to curse the entire family, but stopped. He pointed to the man’s daughter Alhara, snickering. She would suffer for her immortal life due to her father’s actions. She would have all her gifts, but at a cost. The Demon Lord created a chain and lock, the metal black, and locked it around Alhara’s neck, locking it with a key. He told her that she couldn’t unlock it herself, and neither could anyone else. The key that he used would only unlock others’ locks when the time was right. Alas, her powers were cut in more than ¾ of their original strength. She had been damned to walk this earth and give birth to the first generation, twins, with the same powers as her, and born with locks around their necks. So, they went from there, spreading, and selecting only a few people that they deemed would have a strong generation following.” The old man stopped and took a long puff of his pipe, pausing. Half the children looked scared out of their minds, some very excited by the tale, and a few had run off to their parents crying. He smiled to himself and finished. “They say that the sands of these lands still hide those ‘people’. Believe me when I tell you. Alhara’s still out there, holding that key, and unlocking her family’s locks one by one. I know, trust me.” The old man suddenly put his hand into the sand, and pulled up something black that jingled as he held it out for the children to see. “They drop these everywhere.”
In game Stats:
Advantages: -All must have red eyes, changed to gold after their lock is removed -All must have their lock and chain around their neck. The color is always black, but the shape of the lock may differ. (Cross, Heart, Normal lock, etc.) -When character is first created as an academy student, their starting hp is multiplied by 1.1x, rounding to nearest whole number -After the clan members reach level 13, they can go on a quest to remove their lock. -These abilities are received after lock is removed by Alhara: +1 instant to str, dex, chk +10 instant to cp and hp (put this in a "bonus" or seperate section of your chakra and health. If you recalculate later, you lose this hp and cp.) +1 rank instant to 4 skills of choice (Yet again, would be lst in recalculation, put in a bonus section) +1 to strength and dexterity every 5 levels thereafter Access to higher level clan jutsu
Disadvantages -Until lock is removed, the clan member may not use genjutsu -Until lock is removed, the clan member has their cp cut in half at all times. -Until lock is removed, the clan member has to train 2x the amount to learn a ninjutsu -Until lock is removed, the clan member may have a max of 7 ranks in chakra control -Until lock is removed, the clan member must do 2x the number of posts when training in using chakra at all
-Clan members may not buy anything themselves, if they want weapons, they must forge them themselves or get something form another person. (Use another one of your characters to do this and your character will be deleted) -A clan member's current cp is immediately cut in 1/2 if they come into the vicinity of anyone demonic, spiritual, or otherwise in a human body. -People named "Eternal Murderers", constantly hunt down the clan members. Every 3 months (real time), you must have a battle with an NPC "Eternal Murderer" that has a stat line equal to whatever rank you are. Genin, chuunin, etc. Ie: You're a genin, 3 months have passed, you fight an "Eternal Murderer" with genin stats, previously created by the crew. This battle will not interfere with missions, unless you choose, with permission, to incorporate it. This will be a 1-on-1 battle. *Note: Academy Students will not have to do this.
Jutsu List:
Jutsu Name: Kaihou Betto (Open Bet) Description of Jutsu: The clan member thinks back to his ancestors' bets during events and such, even card games. Then, the clan member focuses his chakra to an unstable point, making his chakra either bash into his opponent, or his own chakra hurting him. This is essentially a gamble. This justsu must make physical contact Rank: D Cp Cost: 14 Damage: 1-4 + 1/2 chk mod + d4 Requirements: Clan member, chk 12+, chakra control 4+, lv 5 Training: 4 days Special: Used immediately first time health drops below 1/4, as long as hp is still above 0. Learned afterward if they have the requirements. Their chakra, whether or not it's at 0 already, immediately goes to 0 and the excess chakra damage is ignored this time only. This only happens during a mission or fatal battle, not training or sparring. Clan member rolls a d20, (11-20) = success
Jutsu Name: Anda-guraundo Shusai (Underground Organization) Description of Jutsu: The clan member relates back to the deals of their ancestors and forces all of the "deals gone wrong" into their opponents' minds. Break-outs of violence occur that the opponent is , somehow, directly involved in inside the genjutsu. Also, this can be used to put the opponent into a memory of some torture that occurred, with themselves being tortured. However, they're perfectly fine on the outside, nothing harming them. If something does happen to harm them for real, the illusion is broken. Rank: C Cp Cost: 40 + 5 per post Damage: 35-40 mhp + 1/2 cha mod per clan member post Requirements: Clan member, lock removed, Lv 15 Training: 5 Days Special: Any physical harm to opponent, genjutsu breaks automatically.
Jutsu Name: Oni-kasai (Demon Fire) Description of Jutsu: The clan member has learned to control their demonic chakra enough by this point that they can focus it into their hand. Using this force, their hand, up to their elbow, becomes encased with green chakra, burning like a flame. They rush their opponent and attempt to punch, elbow, etc. them with that arm, not only causing physical damage with their body, but force with their chakra. Rank: A Cp cost: 110 Damage: 120-135 + 1/2 chk mod + 1/2 str mod Requirements: Clan Member, Lock removed, Chakra control 55+, lv 16, Taijutsu 20+ Training: 10 days Special: N/A
Jutsu Name: Enchou Furui-chi (Dome of Ancient Blood) Description of Jutsu: The clan member cuts a part of their body, pulling forth a small stream of their blood. They infuse their demonic chakra into the blood while it spills to both close the wound and build strength in the spilled blood. They call forth the lesser demons of their family history and force them to create a dome of their blood, using it to block jutsu from their opponents. After one jutsu is blocked, the dome disintegrates. Because it's a dome made of their chakra and lesser demon energies, even the abilities of genjutsu don't affect the clan member. Rank: B Cp Cost: D- 25, C- 55, B-100, A-200, S- 325 Damage: Clan member loses 1/8 of hp (Rounding down) Requirements: Clan member, Lv 25, Chk 22+, Chakra Control 65+, Knowledge(History) 50+, Ninjutsu 70+, One medical jutsu of any kind Training: 12 Days Special: The clan member may block one type of ninjutsu, genjutsu, taijutsu, or any one jutsu that would affect the clan member, and cancel its affects. They may use this jutsu once per battle. The amount of chakra used depends on the jutsu that is blocked.
Owner: Shuriken99
SPECIAL CONDITIONS: 1. Obviously must be approved by asking my permission 2. Must have at least 6 months in the guild to use clan 3. Profiles must also go through me to be approved, so I may check your bios and physical descriptions
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Posted: Fri Mar 27, 2009 8:22 pm
Clan Name: Takani Village:any, although they prefer the more secluded villages. public Element Affinity: earth Description of Limit: The clan has made a contract with an intelligent plant, called Death's Flower (sometimes referred to as simply the "Takani"). This sentience is thought to be due to a demon sealed inside the species of plant, however, no one knows for sure.
The idea that this plant is sentient is only supported by the fact that it will only act when it is benefited by its actions. However, the plant appears to have a certain intuition as to what will be helpful and what can be harmful.
The plant is a parasite: In order for it to thrive, it must be fed life energy. This is usually given by blood. This, consequently, is how the flower got its name. Due to its intuition, it would stalk those whose blood would be shed on a battlefield, by showing up before the battle began, causing a great superstition to be raised that if you should see the flower, that great blood would soon be shed, because the Flower would not be there if not for blood.
The Flower grows on a thorned vine. There can be many vines, but no matter how large the plant is, it will always meet at a specific point, which is where it was planted.
History: There was once a soldier named Itsuki. He was not gifted, in fact, he was almost completely average. He had a kind disposition, and a gentle nature. He was forced into the Wars and became an experienced veteran, however little he wanted to fight. He held on to all of his memories before he was brought into the battle in order to keep himself from giving up. Chief among these was a promise he made to a very close friend of his. Her name was Honoka.
He pressed on and had no regrets as to his actions, as his personal code dictated that an oath was stronger than any set of morals or any belief system that existed. If a person makes a promise, they should keep it as long as they are alive. And should they be in danger of dying, they should try everything in their power to keep that promise before no longer being able to.
He had promised to return to her alive.
As Itsuki held on to her in his mind, he was near unstoppable on the field. He was calculating, and circumstances pushed him to realize his potential in more ways than he could have imagined. However, despite his improvement, it was not enough.
Itsuki was shot through the heart by an enemy's arrow. As he fell, he began calculating his chances of survival. They were none. He had no hope of recovering from this wound. He could not keep his promise. And then he saw a purple and black flower, sprouting from a thorned vine. He remembered the stories, and the paranoid superstition that surrounded Death's Flower. If there was any truth at all to the colorful tales that were woven about this mysterious plant, then he might just have a chance at surviving.
The plant fed on life energy. Whether it be Chakra or your physical energy, it would feed. It was this talent that allowed the Flower to thrive on the battlefield, as its feeding pattern and its sudden growth would allow it to cover a fallen soldier and suck him dry before he knew what had hit him. Itsuki saw the vine creeping toward him as he lay on the ground, unable to defend himself. As itsuki opened his mouth to speak, clearing his mouth of blood, the Flower paused, as if sensing something potentially beneficial.
Itsuki spoke to the plant,not knowing if it understood him or if it even cared, and was just watching him die for the sheer joy of seeing the man beg for mercy. Itsuki spoke and asked the Flower to spare his life, as much of his blood had been spilled and lost its taste. He begged the Flower to keep him alive if it could, at least until he had returned to Honoka. Itsuki told the Flower that it could feed off of his body for as long as it wanted, under the condition that it did not kill him until that moment.
Itsuki spoke to the Flower and reminded it that blood will not always flood the fields, and that the Flower may die because it runs out of food. But if it used a host, then it would not have to worry, as long as it didn't get too greedy.
Having no idea if the Flower was even Sentient or capable of understanding him, Itsuki allowed it to creep further, and as soon as it was within range of his chest, he pulled the arrow form his heart, knowing that if his prayers had fallen on deaf ears, he would have died anyway. Itsuki felt the world go black as he saw the Flower rear up.
When he awoke, there was no sign of his battalion, nor even any sight of a living soldier in the field. They had all been taken by the Flower. the flower Itsuki looked down and saw that the vine leading to his body had shriveled and died, despite having a food source. He was perplexed by this, and then he saw that the vine had been broken. He looked at his wound and it had completely healed. He had no idea how long he had been unconscious, nor even if the Flower would keep its end of the bargain, but as he stood, he felt something like strings pulling at his insides, it felt as if something were feeding off his life force, however he remained strong as he ever had.
Itsuki did not ponder this, however, but instead went directly home, hoping that the Flower would not take him before he arrived. Upon his arrival, he found Honoka, and they had a... Warm... Reunion. As Itsuki had no idea how long he had, he tried to distance himself from Honoka. She took this in stride and pulled herself closer to him. Eventually, they were wed, and she bore him a daughter. Up to this point, Itsuki had been growing ever more comfortable with his parasite, and had in fact grown quite fond of the Flower for sparing his life.
Itsuki began to notice, however, that when violence occured, or when blood was spilled, the Flower would begin to feed more strongly, and it might begin to hurt, depending on how harsh the conflict was. Still, all went well. Until one day, he and Honoka had a disagreement. After the harsh argument, they saw the futility of it all and embraced. The Flower made its move.
All of a sudden, pain shot through Itsuki's body, as if a thousand needles were sprouting from his skin. They were. The thorns of the Flower erupted from beneath his skin, and they pierced Honoka through her whole front, and everywhere else they could reach. She was sucked dry faster than Itsuki was able to pry himself from the corpse. Itsuki's wounds healed. At least all the physical ones. It took but moments for the holes to disappear from his body, and the only reminder was the thousands of holes in his clothing. Itsuki swore revenge on the Flower.
He began to study the Flower and its effects on the human body. He discovered that when the Flower fed on chakra, it produced waste that helped to replenish blood, and repair the physical wounds of the body. However, when it fed on the life energy from the body, its waste was a peculiar type of chakra. Itsuki had run away with his daughter, who was still too young to know that her mother was dead. Itsuki began to experiment with this peculiar chakra, and with ways of manipulating the plant to his own benefit. However, he never accomplished anything from his endeavors. He was just too old to learn how to harness the energy of the Flower for himself. And the Flower was draining him, as he aged, he had less and less energy to give, but the Flower still needed the same energy. He had to keep his promises. He could not break his pact with the flower, yet he could not get revenge on the flower without doing so.
That was when he thought of his daughter. His daughter had never made a promise with the flower. She had never promised to let the Flower have its fill. He proposed a new deal with the flower. That he would give it another host, at least one for every subsequent generation that descended form him, no strings attached. The Flower seemed to agree. Out of the same spot where his the arrow had pierced his chest -and the flower had been planted- a small sprout rose through. When this flower bloomed, however, it held a small seed. Itsuki knew what must be done. While his daughter was asleep, he made a small incision in her chest. He planted the seed above her heart, and watched as it instantly began to grow, incorporating itself into her system.
As she grew, he taught her about the Flower, and about all that he knew of it. He taught her his code of honor, and he told her that she should learn to harness the power of the plant to her own benefit.
She made many discoveries about the nature of the plant. She even learned that by using the peculiar chakra produced by the plant, she could manipulate it, and even use the chakra to perform unrelated jutsu. However, she soon learned that the only jutsu that could be performed by the plant were earth jutsu and non-element jutsu.
In game Stats: resting is slightly different for the members of this clan: When resting, they must choose either blood or chakra to be fed on by the plant. if blood is fed on, then health gain is halved, and 1/2 of chakra gain is given as temporary chakra, the other half is regained normally if chakra is fed on, then chakra gain is halved, but health gain is increased by 1/4 its value
+25% damage from fire jutsu +15% damage from ice jutsu
The plant's chakra capacity is equal to 25% of the user's chakra capacity, because as the host grows in strength, the plant gets accustomed to more food, growing in strength at the same rate.
The plant's Hp- that is, the Health of the plant equals 1/3 of the host's maximum health. The plant can continue to function, however, until it has been damaged to a point where its injuries are greater than or equal to 75% of the plant's health. At this point the plant will refuse to project itself.
The plant receives: double damage from fire jutsu 150% damage from ice jutsu, 100% damage from slashing weapons 75% damage from piercing weapons *However, the opponent is -1 to hit the vine while it is moving* *+2 damage every turn it moves while pinned with a piercing weapon* 25% damage from water jutsu (most of the water is concussive, and that renders it near useless against a vine, but it's kind of like drowning a fish... You can do it, but you have to work at it.) 50% damage from crushing *100% damage if the plant is against another hard surface (stone, metal, tree, etc.*
However, should the plant suffer any more than 75% damage, it will collapse around the host's heart and forcibly take the host's blood without benefit, until it has stolen enough to bring itself to 50% of the plant's health. The user will be paralyzed for 1 turn, during which they cannot dodge nor attack at all. This does not restore the plant's functionality at this time. The effects of falling to this extreme are discussed below.
The plant is not able to restore its own health. It must feed off of the user. Therefore, all damage that is done to the plant eventually gets done to the user. And should the user fail to treat his Takani with the proper respect and with a shred of kindness towards the plant, it can kill him.
If the plant is driven to this extreme, the user will be incapable of projecting his Takani: for 1 day if the plant's health is between 24%-15% for 2 days if the plant's health is between 14%-10% for 1 week if the plant's health falls between 10%-1% should the plant fall to zero percent health, the user will be unable to call upon the Takani for 1 month, and their health and Cp will be cut by 25% (rounded down) should the Takani die (-10 Hp,) The user must replant the Takani and wait 6 weeks for it to mature, during which the user's Hp and chakra are halved.
If the plant is damaged, the user takes 1/4 of the original damage due to the Takani tensing against the pain.
(temporary chakra is chakra that the plant produces and retains for 24 hours, at which point it is lost. This chakra can only be used to power the clan jutsu and earth jutsu. All earth jutsu function the same way as normal. Once the plant reaches its holding limit, the chakra simply washes out of the host's system, unless used immediately -during the same turn as the health is sacrificed-)
Jutsu List:
Jutsu Name: Feeding the beast Description of Jutsu: This is the most basic jutsu and the first that is taught to the Takani children. It feeds the Flower with either the user's blood or their chakra, resulting in the Flower producing the wastes that will benefit the user. Rank: E Cp Cost: optional Damage: optional (only to user) Requirements: a pulse? And the Takani having been planted inside you. Training: 2 days Special: for every two points of health you sacrifice, you gain one point of temporary chakra that disappears after twenty-four hours if not used for one of the clan's jutsus or another possible jutsu.
for every two points of chakra (temporary or otherwise) you gain one point of health.
Jutsu Name: teeth of the Devil Description of Jutsu: The user uses their temporary chakra to push the thorns of the plant out of their hands, resulting in what is most easily described as a set of brass knuckles. Rank: E Cp Cost: 10 temporary Cp to bribe the Flower, 1 temporary chakra point to push 1 needle out, one temporary chakra point to pull one back in Damage:taijutsu damage +1 per needle(2 damage to user for every needle pushed out) Requirements: Takani planted inside of you, 10 ninjutsu, 10 chakra control Training: 3 days Special: no more than eight needles can be pushed out on each hand.
Jutsu Name: Leech of the Grim Description of Jutsu: This jutsu was created to harness an ability of the plant that it would use when it had to act quickly, but had some time for preparation.
this jutsu creates a 'minion' Takani seed. This Minion is not intelligent as the Takani, and is used as a disposable 'doggy bag.' This seed has tiny thorns, (much like a burr) that allow it to painlessly attach to its victim. Once attached, the Minion grows a microscopic root. This root is known as a 'farmer.' Once the Minion plants the farmer, the farmer will maintain a small line of communication with the Minion, and will find a blood vessel to feed from, transmitting the nutrient back to the Minion. The Minion was developed due to its ability to hold vast amounts of nutrients and relay them back to the Takani. Unfortunately, the Minion is only good for one transfer of energy back to the Takani, because it loses the ability to produce farmers after it is attached the first time.
Upon producing the Minion, the user decides how many (up to a maximum of three) farmers the Minion will produce. After being hidden upon the enemy, (skin) the Minion will deploy its farmers and will begin storing its energy to transmit back to the Takani upon recollection.
The user must pull the Minion off or make contact with it with ANY part of the Takani to remove it. The holds that keep it on are only strong enough that no outside influence will remove it. Any force from a person or animal that is strong enough to remove a sticker (those annoying things that get stuck in your feet that look like balls with sharp needles sticking out of them) will be sufficient to remove it.
The minion can retain this energy for twenty-four hours. (time starts when it is removed.) At this point, the Minion dies, and the energy is lost. Rank: D Cp Cost: 30 + 3 per extra farmer (up to a maximum of three farmers per Minion) Hp cost: 4 (producing and expelling the seed) Damage: 1 (+ 1 per farmer) per turn Requirements: Possessor of a Takani. 15 constitution Training: 5 days Special:
The health stolen from the opponent goes directly into the users temporary chakra.
The Minion must be removed from its food source to transfer the nutrients to the Takani.
sleight of hand skill is used to plant the minion.
(Sleight of Hand: (Dex) You can lift a wallet and hide it on your person, palm an unattended object, hide a small weapon in your clothing, or perform some feat of adroitness with an object no larger than a hat or a loaf of bread. Sleight of hand can be used to steal small items from a person without the person noticing. The counter skill for this is spot. You might receive a bonus on your check depending on the situation.
Opponent is distracted +5 bonus on your check. Bluffing the opponent to gain his trust + 2 bonus )
Jutsu Name: armor of thorns Description of Jutsu: While this technique does nothing in the way of protecting the user, it does have its uses. The user pushes thorns out to cover part of his/her body, causing the Flower to steal life from any who p***k themselves on its thorns.
While the user can push out needles at about a distance of one inch apart from each other, they can double this density for an additional cost of chakra, resulting in more damage put out to both parties.
(please note that a body part as referred to by this jutsu only refers to a distance from joint to joint, e.g. wrist to elbow. For the front or back of the chest, double Cp cost.) Rank: D Cp Cost: 20 temporary Cp per body part covered, 40 for high density armor Damage:10 damage from piercing needles (per body part struck by opponent) (ONLY FOR OPPONENT STRIKING WITH TAIJUTSU)
high density doubles the above statistics,
damage to user from the piercing of the needles through the skin: 10 per body part. Requirements: 13 constitution, 15 chakra control and 15 ninjutsu Training: 4 days Special:
Jutsu Name: Death's claw Description of Jutsu: This jutsu pushes the vine of the Flower from the palm of the user as a temporary spear, pushing the vine forward a a high speed in order to strike the opponent. After fired, however, the 'spear' falls limp, as it was only capable of retaining its 'solid' form while moving forward. The 'spear' has no point, and the secret to this jutsu striking the opponent lies in the thorns that lie inside a bloom at the tip, which opens at the last second, and pierces the opponent. Rank: C Cp Cost: 80 temporary Cp, Damage: 8-12 + chk. mod piercing damage Requirements: 25 constitution, 30 ninjutsu, 30 chakra control Training:6 days Special: 20 damage to caster for pushing the spear out, 15 for pulling it back in +8 feet to taijutsu range
Jutsu Name: Devil's tail Description of Jutsu: The user projects the vine through their palm, and it becomes a long whip, this jutsu can immediately follow death's claw, being that the vine has already been projected. In that case, this jutsu requires no chakra, as it has already been spent to project the vine. However, should the user desire, they can project the whip without the spear-like attack, which is why they learn this as well.
Also, in order to use this technique at all, the user must know Death's claw, else they do not sufficiently understand the projection of a large vine. Rank: C Cp Cost: 60 temporary Cp Damage: 6-11 + 1/2 dex mod (it requires finesse to wield a whip, as opposed to force) Requirements: 25 constitution, 30 ninjutsu, 30 chakra control, knows Death's claw Training: 5 days Special: 20 damage for pushing whip out, 15 for pulling it back in +8 to taijutsu range
Jutsu Name: Devil's Snare Description of Jutsu: The user places their hands on the ground and pushes their Flower across the earth, where it binds the opponents legs and arms in its grasp. Rank: B Cp Cost: 70 temporary Cp Damage: 10 Hp stolen per post held. Requirements: 30 constitution, 50 ninjutsu, 50 chakra control, knows previous jutsu Training: 9 Special: holds the opponent until released or they roll an escape artist DC of 100 30 damage for pushing Flower out, 20 for pulling it back in
The health stolen from the opponent goes directly into the users temporary chakra
Jutsu Name: Hand of Death Description of Jutsu: This jutsu was named for its fantastic reach. The user projects the vine through his/her palm and it traces the opponent by the smell of blood on their body. The plant only tracks their particular smell, and will not be fooled by gimmicks such as smearing it on trees and such, as it goes for the freshest, largest supply of living blood. It will pursue the enemy for as long as it takes, or until the user decides to end the jutsu, generally severing the vine and letting the used vine fall and die rather than taking it all back in.
Once the vine finds the enemy, it opens the end into five sharp points, and impales the opponent around their heart (if lucky), squeezing itself tighter and tighter as the user deems necessary. Rank: A Cp Cost: 60 initially and 15 per post afterward Can be maintained as long as the user sees fit. costs an additional 25 Cp per turn to squeeze the opponent. Damage: 15 Hp stolen per turn, 50 damage for the initial piercing, 15 for every turn spent gripping the opponent without squeezing, 35 while squeezing Requirements: 45 constitution, 60 chakra control, 60 ninjutsu Training: 26 days Special: escape artist DC of 80 escapes hold, at the cost of 20 health for damage done by the thorns and vine.
The health stolen from the opponent goes directly into the users temporary chakra
Owner: Emily Marneth
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Posted: Wed Apr 15, 2009 2:43 pm
Clan Name: Anzan Village: main village konohagakure but spread throughout the villages Element Affinity: water + members choice Description of Limit: able to learn and recreate animal attacks to defend or attack others History: Far to the east there existed an ancient kingdom. This kingdom was torn by war and ravaged by the conquest of its neighboring empires. The empires people clashed with many warriors and their arts but one people rose above all in the ongoing struggle. The people where simply known as Anzan, They where called this because they used the savage and sagacious tactics of animals to bring their foes to their knees. Noone knew how these warriors could perform such a task but they praised them for it. With each passing battle more and more warriors began to hate the Anzan for their so called zenith arts. The hatred of these people rose through the highest ranks of the empire as generals vented their hatred unto the empress. This lasted until one day the order was given that the Anzan household be banished far from where the empire could no longer hear of their great feats. The anzan house was forced to pack all that they could carry and head west far beyond where any of the ancient empires armies had set foot. They boarded ships by the hundreds and set sail into the unknown. They soon came upon what we now call the land of waves. The Anzan had never seen such a land. They where amazed at the subtleness and peace that exuded from every crack in the stones. They even pleasured seeing animals of the likes that they had never seen in the vast empires of their origin. Soon they forged agreements with the ninja leader the mizukage to live amongst them. There after the Anzan soon sent their children to learn the skills of ninjutsu. This peace between the nation was wonderful and the Anzan thrived in the ninja village but soon they grew tiresome of the calm suroundings and longed for the bloody tides of war. So the Anzan who wished to leave packed up and formed nomadic tribes that roamed throughout the land and spread as far out as the land of fire. The Anzan formed relationships with each village as they passed as they did with the mist village. As each village passed the nomadic groups settled down and assimilated into the cultures they lived with. Soon thereafter when the nations fought each other they met with the curved blades of other anzan and they fought hard with their bretherin savage and wild with the arts of their homeland and the villages that fostered them. The Anzan clan had now become a ninja clan but still remained a part of that wartorn empire they had been cast out of so long ago.
In game Stats: wisdom-2 every 4 lvls intelligence+2 every 5 lvls strength -3 every 7 lvls chakra +3 every 8 lvl Jutsu List:
Jutsu Name: Zenith art: Camoflauge Blend Description of Jutsu: zenith art learned from chameleons. much like kakuremino jutsu the user disapears and blends into the environment but the user can augment the appearance of their clothing aswell. Rank: C Cp Cost: 40 + 5 per round held Damage: n/a Requirements: Knowledge(Biology)25, Knowledge(Anatomy)30, Training: 4 studying chameleons, 5 training Special: allow you to add 1.5 x your chakra mod to your hide check Owner:
Jutsu Name: Zenith art: Berserk Rage Description of Jutsu: Zenith art learned from primates. throws the user into a rage. enhances the users strength and decreases intelegence Rank: C Cp Cost: 20 cp Damage: n/a Requirements: Knowledge(biology) 20, strength 25, intellegence 20+,Taijutsu 20 Training: 2 days studying primates, 3 days training Special: enhances users strength by 50% lowers users intellegince by 50% Owner:
Jutsu Name: Zenith Art: Chemical Regeneration Description of Jutsu: Zenith art learned from starfish. when the user loses a limb or any part of their anatomy is removed from the body the user can use this technique to make a living clone from the disembodied limb. Rank: C Cp Cost: 20 per clone Damage: n/a Requirements: Knowledge (Biology)20 ,Knowledge(Anatomy) 40,Treat Injury 20 Training: 5 studying starfish, 3 training Special: effect will not work if vital limbs are detatched. Owner:
Jutsu Name: Zenith Art: Hive Collaberation Description of Jutsu: Zenith art learned from bees. allows Anzan clan members to communicate and attack as if they where one breathing entity. Other clan members must have learned this technique and be nearby for this to take effect. clan members must be a member of your village "hive" to be able to collaberate. Rank: B Cp Cost: 25 per message sent Damage: n/a Requirements: Knowledge(biology) 35 Training: 6 studying bees, 10 training Special: all sneaking type moves or searching type moves gain a boost of 1.2x per each person aiding you.
Owner:
Jutsu Name: Zenith Art: Hecatomb Glare Description of Jutsu: Zenith art learned from snakes. useing the chakra spike technique the user ensnares the opponent in a hypnotic trance forcing the target into a deep phase of REM sleep. Rank: C Cp Cost: 40 Damage: n/a (causes the target to sleep) Requirements: Knowledge(biology)30,chakra control40,Genjutsu 40 Training: 5 studying snakes, 10 training Special: target must roll a fort save to escape ensnarement 1d20+con Owner:
Owner:ellreka
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Posted: Mon May 25, 2009 8:54 am
Clan Name: Rialto Family
Village: Sunagakura
Description of Limit: The users of this bloodline are allowed to seal souls into inanimate objects both perminatly and temporaraly. The object takes on a bit of the sealed persons personality depending on the amount of the soul sealed within.
History: This is a family that has belonged to the Sunagakura lands for as long as can be remembered. They were small and not even considered a clan before the great Ninja Wars broke out again about 200 or 300 years ago. Since then, they have come into a great amount of power. They were always at the lead of many battles...or rather, it should be said their Puppets were always at the lead. This family is a family of master puppet makers, each one cabable of adding some strange and uniquely powerful flair to their puppets. These members have been known to hold positions as high as Personal Guard of the Kage and the Daiymo of the Land of Wind as well as playing pivotal parts in many victories for the land of Suna. Due to many years of research, the family was able to create many different jutsus based around the puppet. But all great things must come to an end at some point. One dark night about 5 years ago, most of the clan was wipped out during a night attack by an enemy nation. There were very few survivors but those that did hold the secrets of the family deep within their hearts and deep within their puppets. Regarded as national treasures, the puppets created by the masters were sealed away with the family remains never to be touched due to fear of their power and strength.
In game Stats: Puppets get +5 damage to all attacks, -2DC for all DC related to puppet creation, *1.2(20% increase) HP to all Puppets created.
Jutsu List:
[[Ninjutsu]] Jutsu Name: Ningyou no Shiiru (Seal of Puppets) Description of Jutsu: Much like the Tobidogu (Projectile Weapons), this jutsu is used to seal up items for easier carriage and storage. However, this jutsu varies from that one as it is meant only for the sealing and carrying of dolls. The user prepares a large scroll (like a summoning contract scroll) and puts the names of each doll being sealed within. Along with this, the user can opt to create an image of a Doll House upon the scroll for use in a later jutsu. Several puppets can be carried around at once with this scroll. Rank: D Cp Cost: 4Cp per puppet sealed Damage: N/A Requirements: Member of Rialto Family, Scroll, Intellegence 25+ Training: Training 2 Days Special: Number of Puppets sealable varies by size of scroll: Normal Scroll(Hand Held like Kakashi's Dog Summoning scroll) = 20, Large Scroll(Like a wall scroll for Ink Paintings only longer)=50, Summoning Contract Size(Like Juriya's contract)=100
Jutsu Name: Chakra no Chuuzou Butsu [[Chakra Molding Technique]] Description of Jutsu: This is a special process that involves one planting their chakra into the material being used to make the puppetl. If done correctly, this increases the strength of the overall puppet in terms of its ability to take damage. This cannot be applied to the weapons made for the puppet. Rank: D Cp Cost: 10-20CP constantly applied with each post when making the puppets parts Damage: N/A Requirements: Rialto Family, Chakra Control 25+, Craft(Puppet) 15+, Chakra Absorbing Wood Training: 5days Special: -Once you pick an amount of chakra to pump into the doll for that day, it must stay that constant amount for every post afterward (whether you succeed in the doll making or not). You cannot recover CP until after you've finished for the day or you do a rest post. -The amount of incrase to the puppets HP is determined by taking the total amount of the Chakra used (in all after the doll is finished) and dividing it by 3.
Jutsu Name: Ningyou no Himitsu : Soukou no Bodi (Secret of the Puppet: Body of Armor Technique) Description of Jutsu: This is a special crafting technique that only the Rialto family fully perfected. By crafting a increasingly hallow center, the puppetter is able to use the puppet as a body armor. The puppet breaks apart at the puppetters command and applies itself to the user as a large suit of armor. The reason this is difficult to do is because the puppet has to be crafted with the puppetters safty in mind so the weapons do not harm the puppetter once they are inside the puppet. Rank: C Cp Cost: N/A Damage: N/A Requirements: Rialto Family, Craft(Puppet)50+, Chakra Molding Technique Training: 5 days Special: -User's speed reduces -5Dex -Puppets armor defence is mearly their HP. -Puppet weapons and tools can still be used without chakra strings needed when puppeeter is in the puppet.
Jutsu Name: Ningyou no Shinri Sen (Mind Games of the Dolls) Description of Jutsu: This is a jutsu perfected for dual combat by the puppeeter and the puppet. Using a special tool placed inside the torso of the puppet, the puppeeteer is able to control the puppet without chakra strings. Instead, the user is able to inplant battle commands before hand and only needs to reapply the commands every so often. The tool used is also filled with chakra that is disbursed throughout the doll to give the doll mobility to perform it's tasks. This was created to prevent people from finding a puppeeteer in hiding via the chakra strings. More chakra must be supplied every 5 turns. [[or if puppet uses all chakra via jutsus first]] Rank: A Cp Cost: 200 CP and 100+CP for each additinal 5 turns Damage: N/A Requirements: Rialto Family, Chakra Control 100+, Chakra Tool(kunai, stone, anything really) Training: 15 days Special: -During the time this is activated, the doll is treated as a sperate person and has it's own turns and attacks and such, seperate from the puppeter. -Puppet can use all the skills it knows. If a soul is sealed within, it can use the jutsu of the soul and subtracts the CP from the CP being used to keep it going [20 cp per turn]
[[Genjutsu?]] Jutsu Name: Fuushigi Yugi no Jutsu [[The Mysterious Play]] Description of Jutsu: The product of a twisted mind and way too many lonly nights. This is a jutsu that uses the 'Doll House' portrayed within the Ningyou no Shiiru Scroll and makes it a physical manifestation. The target is trapped within the house while all of the dolls and tools sealed within the scroll chase after the target with the entent to kill. While the house is an illusion, the puppets are not and real damage can be suffered from being caught in this jutsu. It is not a very pretty sight to see someone who comes to the 'Play'. It takes a high level of concentration and the user is usually left wide open while the 'Play' is conducted. Usually, they conduct the jutsu from the safty of a barrier jutsu or with allies around. The range of the jutsu is defined by 4 sealing tags placed in a square formation. Anyon that steps within that area is immediatly subjugated to the jutsu. The range of the tags is no more than 500 meters from each other. Rank: S Cp Cost: 300 CP + 20 per turn Damage: Veries by what attacks are used. Requirements: Rialto Family, Ningyou no Shiiru, Chakra Control 50+, 4 Seal Tags, False Surrounding Genjutsu Training: 20 Days Special: -The users Dodge drops to 0 while this jutsu is in place. -Puppets of the user cannot be destroyed completly while used in this jutsu. -Will Save DC: 10 + half user lvl + wisdom mod + Genjutsu Skill -Will Save: 1D20 + Will Save + Wisdom
[[Fuuinjutsu]] Jutsu Name: Fuuinjutsu: seishin no shiiringu (Sealing Technique: Sealing of Souls) Description of Jutsu: This is the families most prized jutsu. Using an innimate object already prepared with the proper sutras, the user takes their chakra and forces a link between the body of the target and the object being used. This can come in two forms;
Form1: Temporary Sealment: The user creates a powerful seal using their own chakra. They push their chakra into an unconcious foe and force a chain to be made between them and the object. The Soul is carried along that link and implanted into the object. If the object is destroyed, the soul is forcibly dragged back into the body by the chain. Also, additional chakra is required to prolong the sealing. Rank: B Cp Cost: 50CP+ Damage: N/A Requirements: Rialto Family, Chakra Control 50+, Inanimate Object Training: 10 Days Special: -For every 10 CP past what is required, the target is sealed into the object for 2 more turns. -The user can apply chakra threads to the object after sealing the soul in it and control the object.
Form2: Confinement of Souls: This is the form that is most noticible for the family. The seal placed upon the soul is perminate and cannot be undone even if the user wanted to undo it. This seal is usually performed upon the freshly dead or those who are on the verge of death. The seal captures the soul as it is leaving the body and confines it to any object that the user so wishes. In the case of the family, it's usually the body of the puppets. Through this method, the family achieves a sense of immortality. Although, if the puppet is complelty destroyed in then the soul is lost forever, not even permitted to enter the after life. It is for this reason that puppets made using this method are usually not of the combat veriaty. Once a soul is placed within an object, the object takes on qualities of the soul, in th case of puppets, the puppet may even gain the ability to speak and move on its own, although limited. Puppeeters are still needed for complex movements beyond walking and basic gestures. Rank: S Cp Cost: 300 CP +20CP per post Damage: N/A Requirements: Rialto Family, Object to seal in, Dying/Dead Person Training: 20 Days Special: -Puppets created like this are still considered tools in battle. -Puppets made with this can move freely so long as it's outside a battle environment.
Owner: Carlos Ralfer for Mirid Star of Suna
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Posted: Sat May 30, 2009 1:59 pm
Clan Name: Ryouri
Open/Closed: Open, however must PM a profile.
Affinity: None
Village(s): Konohagakure, Sunagakure, Iwagakure
Description of Limit: Ryouri-nins are skilled chefs that can create numerous dishes with healing properties. These dishes range in variety and style and are often used in conjunction with other medical jutsus. Some claim that their skill in foods comes from a heightened sense of taste which allows them to taste the different ingredients used and determine the overall quality of dishes.
Due to the support-oriented training the Ryouri-nin undergo, their physical combat abilities tend to be lacking when compared to other shinobi. Ryouri-nin often cross-train in poisons and herbs, medical jutsu, and genjutsu.
History: Ryouri-nins (Cooking ninjas) originated in Kumogakure. Their original purpose was to assist their team or other teams by cooking flavorful foods that would bring up the team’s morale rather than having the team just eat small, flavorless meals and soldier pills. Although their purpose on the team was fulfilled, the consuming of such flavorful foods led to many shinobi on missions becoming addicted, causing them to gain weight in excess. This weight gain interfered with their missions and resulted in the removal of Ryouri ninja from team assembly. Lacking a use for their skill, many Ryouri-nin took on jobs as restaurant cooks and taste testers, however a few still roamed their country and cooked great meals for the shinobi teams they encountered. A few families of these Ryouri ninja banded together, deciding that they will still focus on their culinary talents but also gain new skills in the combative arts. It was then that the Ryouri clan was formed.
In time the Ryouri-nin and their skills spread down into many of the other countries. The majority stayed within Kumogakure, however branches were created in Konohagakure, Sunagakure, and Iwagakure. The burial of Kumogakure by an avalanche struck a large blow to the Ryouri-nin community due to the majority of Ryouri-nin living in the hidden village. Konoha became the new Mecca for all cooking ninja due to its central location and high levels of culture and trade. The Ryouri-nin, although still small when compared to their height before the fall of Kumo, grew in number and began to slowly rebuild their legacy.
The Ryouri-nin of today mostly focus on their skills in cooking, causing combat skills to lag behind when compared to combat oriented shinobi. They act as both supportive and combative roles in a team rather than for pure combat purposes, striving to benefit their team and not hinder them. It is not uncommon to see a Ryouri-nin which also specializes in herbs and poisons or in using medical jutsu. As of late, efforts to remove the stereotype of "support" have taken place in order to show other ninjas that the Ryouri clan are capable fighters.
Throughout the ages many recipes were created and expanded upon, which furthered countries in aspects of culture as well as the overall quality of food. Ryouri-nin believe strongly in the power of food, seeing food as a way to heal one’s body, mind, and spirit as well as temporarily improving one's abilities.
Although the number of recipes were numerous, the current leader of the Ryouri clan, Hiroyuki Ryouri, has defined the majority of Ryouri recipes into specific specialties and improving upon them. Many changes to the clan's traditions followed, such as the higher focus of ninjutsu and ninja skills for each Ryouri-nin at an earlier age, slowly leading the Ryouri clan towards a more self-sufficient and more efficient ninja.
In game Stats: +2 Dex every 10 levels +2 Alchemy every 5 levels -2 Strength every 10 levels -2 Chakra Control every 10 levelsCooking System and Food List Rankings Rankings:
1.) Gakaku (Connoisseur) As a connoisseur, you have an knack for taste and enjoy experimenting with different flavors. An understanding of cooking styles, ingredients, and techniques has been earned through hours of reading and watching professionals, giving you above average abilities toward your new hobby: cooking. Requirements: Level 2+, Alchemy 2+, Dex. 10+ Bonuses*: +2 Wisdom +2 Alchemy -2 Taijutsu
*Bonuses received from ranking levels are not cumulative, meaning the +2 Wisdom received from Gakaku rank changes to +3 upon reaching Deshi rank.
2.) Deshi (Apprentice Chef) You have ascended to the level of “Apprentice.” Due to your practice and experience in the kitchen, you have learned many new techniques and shortcuts useful for cooking. You are able to identify many ingredients in a recipe by taste, as well as see the difference between similar ingredients like wheat flour and rice flour. Meats sizzle, dough rises, and rice boils in your kitchen in a machine-like efficiency. Requirements: Level 15+, Alchemy 15+, Dex 25+ Bonuses*: +3 Wisdom +4 Alchemy +10% to bonuses gained from consuming food. -4 Taijutsu -2 Constitution
*Bonuses received from ranking levels are not cumulative, meaning the +2 Wisdom received from Gakaku rank changes to +3 upon reaching Deshi rank.
3.) Itamae (Chef) You have ascended to the level of “Chef.” At this level, your palate has been refined through years of experience and can easily identify most ingredients used within a recipe. Your senses can be used for things like identifying which vegetable is the best to use, determining exact units of measurements without tools, and exactly what heat to use. Due to these skills, you know just how to complement flavors and make food pop with a delicious contrast. Requirements: Level 30+, Alchemy 30+, Dex. 45+ Bonuses*: +4 Wisdom +6 Alchemy +20% to bonuses gained from consuming food. +5 to Preparation and Cooking DC checks -6 Taijutsu -4 Constitution
*Bonuses received from ranking levels are not cumulative, meaning the +2 Wisdom received from Gakaku rank changes to +3 upon reaching Deshi rank.
4.) Hanaita (Superior Chef) You have ascended to the level of “Superior Chef.” Years of experience have reinforced many dishes and recipes into your mind, allowing you to recall recipes from memory. No food holds any secrets from your palate, which can now easily identify all ingredients used and the manner in which they are cooked. Simple dishes are now transformed by your hands to become better than ever before. To say it frankly, food simply surrenders to your will. Requirements: Level 50+, Alchemy 50+, Dex. 60+ Bonuses*: +5 Wisdon +8 Alchemy +30% to bonuses gained from consuming food +10 to Preparation and Cooking DC checks - 8 Taijutsu -6 Constitution Special: Reaching the Hanaita level allows you to select a food specialty. You may choose one of the three food classes for your specialty: 1.) Shushoku (Staple foods and soups) 2.) Ozaku (Main dishes) 3.) Touka (Sweets) Choosing a specialty grants +20%** to bonuses to any food item within that class made by you. For example, if the Shushoku specialty is chosen, an item would have 24 base points rather than 20. This applies to food items consumed by you or other shinobi, as long as it is made by you. If no specialty is chosen, a +5% bonus is granted to bonuses of foods from all three classes instead of a specific +20%.
*Bonuses received from ranking levels are not cumulative, meaning the +2 Wisdom received from Gakaku rank changes to +3 upon reaching Deshi rank. **The specialty bonus stacks with any other bonuses received.
Jutsu List: Jutsu Name: Hateshinai Meshi Rakuen no Jutsu (Endless Paradise of Food Technique) Description of Jutsu: A genjutsu which envelopes its victim in an unending dining hall of food, spread out before them in all directions. All varieties of food the victim could possibly think of would appear before them arranged like one would find a gourmet buffet at a high class event. A feeling of intense hunger followed by the overwhelming urge to eat will nag at the victim until they eat. If they stop, they will be overcome with even stronger feelings. The more the target consumes while under the genjutsu, the more pleasure they will feel. While the victim is lost in the genjutsu, they are left open for attack by the caster or teammates. Rank: C Cp Cost: 45 + 5 per turn Requirements: Genjutsu 30 ranks Training: 6 days Special: If genjutsu is in effect for two or more turns, add -2 to victim's rolls each turn thereafter. Owner: Oddistic
Recommended Jutsu List: Jutsu Name: Tobidogu Description of Jutsu: In order to store and use large items or various weapons, the user can unleash them by utilizing summoning scrolls. In this way, the person won't be burdened by carrying weighted artillery when going up against an opponent. Cp Cost: All numbers are per item stored: 2 [small objects, eg, kunai, shuriken] 8 [medium objects, eg. tanto, books] 15 [in between objects like katana] 25 [large objects, eg. human-sized puppets, kusarigama, nodachi] 40 [huge objects] Damage: N/A Requirements: Scroll, intelligence 20+, Fuuinjutsu 2/6/15/30/40 [depending on the size] Training days: 2/2/3/3/4 days, must be learnt in succession. So huge items would take 2+2+3+3+4 = 14 days to learn. Notes: Complete portable kitchen set (gas oven, ingredients and pots cabinet, utensils, etc.) would be considered a "huge" item.
Owner: Oddistic
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Posted: Thu Jul 16, 2009 12:21 am
Clan Name: Suzuka Private/Public: Private (I'm very picky, please pm me if you want to join.) Village: Kiri Element Affinity: Wind only Description: This clan is hidden somewhere in the forests of Kiri and is isolated from everyone. Strong genjutsu surrounds their entire manse. The only way to enter their home is to be invited by one of their members. Everyone in this clan have grace, elegance, and wisdom to be able to completely control their weapon. For that reason, they mastered every field in arts (e.g. calligraphy, painting, playing musical instruments, dancing, and etc.). They also possesses great concentration and focus in battle. They do not lose composure whenever they are in a bad situation. They avoid killing, if possible, in battles. But if the Mizukage order them to do so, they will assassinate people without hesitation. They have a deep sense of loyalty to the Mizukage. All clan members can control koto strings(made of silk) stored inside round bells using chakra. That's why they are known to be the 'Weavers of Death' In game Stats: Advantages: +2 chakra control and dexterity for every 5 levels +2 concentration and wisdom for every 10 levels +1 perform for every 5 levels (They mastered arts for grace and elegance) Disadvantage: Members cannot infuse elemental affinity to their jutsus until they have 100+ chakra control. -2 move silently (because of the bells) for every 10 levels -2 strength (they usually have skinny bodies) for every 5 levels -2 diplomacy for every 10 levels(Let’s say they are a little bit anti-social because of their isolation.) -1 Intimidate for every 5 levels (They don’t look intimidating. Actually, they look more like Bishoujos and Bishounens) -1 disguise for every 5 levels
Jutsu List:
Taijutsus
Jutsu Name: Suzu no Kizu: Rain Shower Description of Jutsu: Multitude of strings that resembles rain showers will fall on the opponent, causing multiple small cuts. 3rd dance of Sesshoujin Rendan Rank: C Cp Cost: 30 Damage: 20-50 + 1/2 chakra mod + 1/2 dex mod Requirements: Genin rank, Dexterity, Concentration and Chakra Control 30+ Training: 4 days Special: Black strings decrease -5 the amount of damage but it damages the opponent with 5% of his own Hp every turn.
Jutsu Name: Suzu no Kizu: Whirlwind Description of Jutsu: Multiple high speed strings similar to a hurricane encircle the opponent, slashing him with sharp strings and speedy wind, causing multiple large wounds. 2nd dance of Sesshoujin Rendan Rank: B Cp Cost: 70 Damage: 60-90 + 1/2 chakra mod + 1/2 dex mod Requirements: Genin rank, Dexterity and Chakra Control 40+, Concentration 30+ Training: 8 days Special: Same as the rain shower.
Jutsu Name: Suzu no Mayu: Immobilize Description of Jutsu: Multiple strings tightly binds your opponent body to the point that their nervous system and chakra circulatory system shut down for awhile. User must decrease circulating chakra in to the string to avoid slicing enemies into fillets (the user’s chakra is the one responsible for making the strings very sharp). 1st dance of Sesshoujin Rendan Rank: C Cp Cost: 25 Damage: None. Just completely paralyzing the opponent for three turns Requirements: Genin rank, Chakra Control, Concentration and Dexterity 30+, Strength 15+, Intelligence 20+ (anatomy) Training: 5 days Special:None
Jutsu Name: Suzu no Mayu: Invisible Cocoon Description of Jutsu: Multiple strings surround (not bind) users or allies to protect them from almost any attack. It acts as an armor and is completely impenetrable. Rank: A Cp Cost: 50 per person, 10 to retain the shield for every turn per person. Damage: None Requirements: Chunnin rank, Chakra Control 60+, Concentration, Wisdom, and Dexterity 50+ Training: 25 days Special: This technique cannot be executed using black strings.
Jutsu Name: Suzu no Nigiri: Coffin Description of Jutsu: The opponent will be unknowingly constricted by multiple invisible strings. Once he move a voluntary muscle(muscles on arms, feet, legs etc.), a string will slice his skin open. The user can also negate this condition by directly controlling the strings, injures enemy by own will. This technique is usually used by members to torture someone. Rank: B Cp Cost: 80 (if not controlling the strings), 25 per execution, 5 per turn held to retain.(if controlled) Damage: 30 per slice Requirements: Jounin rank, Suzu no Mayu: Immobilize Taijutsu, Dexterity, Chakra Control, and Concentration 50+ Training: 25 days Special:1d20+opponents escape artist vs 1d20+user's concentration. If the escape succeeded, 15% of the opponent's Hp will still be deducted to his current Hp as the result of the struggle. However, if the escape failed, the percentage of damage dealt because of struggle will increase to 30% and the torturing will still continue. Same effect also as the weapon shift when it comes to the black strings.
Jutsu Name: Suzu no Koutai: Weapon Shift Description of Jutsu: Multiple strings combine to resemble real weapons. (Bladed, specialty, and god legacy weapons are excluded. Only piercing or pole weapons and etc. are allowed). 4th dance of Sesshoujin Rendan Rank: B Cp Cost: 30 per materializing, 5 per turn held to retain form. Damage: Weapon damage + dex mod (Varies depending on what weapon will be imitated. Please see the weapons and tools list to check the damage.) Requirements: Chunnin rank, Dexterity and Chakra Control 35+, Concentration, Intelligence, and Ninja Weapons 30+ Training: 15 days Special: Same as the rainshower
Jutsu Name: Suzu no Heki: Swallow Dance Description of Jutsu: First Move- The strings will tightly bind the opponent’s body, wrists, and feet, making him unable to move. Second Move- Multiple strings, intertwined, forming hundreds of palm-sized swallows, surrounding the target. Third Move- The swallows continuous pierce through the opponent until he reduced to pieces. (They rapidly stab through the enemy up to 4 times before their supplied chakra run out.) 5th dance of Sesshoujin Rendan Rank: S Cp Cost: 15 per swallow formed (the user's chakra is distributed to each swallow, like kage bunshins, to move on their own.) Damage: 30 per swallow / stab Requirements: Jounin rank, Suzu no Koutai: Weapon Shift, Dexterity and Chakra Control 70+, Concentration 60+ Training: 35 days Special: Swallows made from black strings can only pierce two times. (They are slower and duller than the white ones.) But, the poison on the black strings speeds up the death of the opponent. [No. of swallows/2] + 5% of the opponent's hp= damage taken per turn due to poison. This technique can be only used once in a battle. After this, the user's chakra is completely drained.
Jutsu Name: Sesshoujin Rendan (Dance of Life Destruction) Description of Jutsu: A series of taijutsus that injures opponent severly that he can already see the path of death. It devastate all life around it. First, the user utilizes the Immobilize taijutsu to stop opponent's movement. Then he executes Whirlwind. Through the eye of the string whirlwind, Rain shower taijutsu will enter and concentrating its attack on the enemy. After that, the user will use four different weapons to attack. It will be finished with a Swallow dance technique. Rank: S Cp Cost: All Damage: Whirlwind damage + Rain Shower damage + 4x Weapon Shift Damage + Swallow Dance (100 swallows) Requirements: Must have learned every jutsu of the clan, Dexterity, Chakra Control, and Constitution 100+ Training: 40 days Special: Injures users by 40% of its own hp. However, if the user activated Invisible Cocoon before the rendan, injury will reduce to 20% Can be only used once in a battle. Black strings poisons opponent, cutting 30% off his current hp.
Weapon Name: Satsujinki (Devilish Killings) Type: koto strings in bells, melee, ranged Description: Millions of strings enclosed in a round bell. Users focuses their chakra unto the strings to make them sharp and sturdy. Usually, only two bells can be used. One hand holds the bell while the other manipulates the strings emanating from the bell. But experienced wielders can use up to 6 bells (other three bells attached to hair, flowing sleeve, etc.) There are two kind of strings used in this clan. the white and the black strings. The white strings are the standard weapons the clan members used. They are acquired in pair when you reach the genin rank. They are almost invisible to the naked eye, more flexible than wires, and are very light. The black ones are poison coated. The poison can stop the platelets from closing open wounds. This makes the inflicted person bleed to death. However, these strings are much harder to control because they are heavier and duller than the white strings. Plus, they are much easier to see. It is also given only to chunnin-ranked members. Damage: (white)5-10+ 2x dex mod+str mod per bell (black)1-5+dex mod+str mod per bell Range: +1-15 feet Requirements: (white)-genin rank, (To have an additional pair of bells, one must have chakra control 100+, dexterity 90+, concentration 70+. Another additional pair can be only be gained when you have the skill requirments doubled.) (black)-chunnin rank, chakra control 50+, dexterity 60+, concentration 45+ ( You can only get a pair of this. )
Special: The strings can only be cut by a jutsu that specializes in stopping chakra flows like the Hyuuga clan. You must stop the chakra flow first in the string then cut it with a bladed object. 1d20+ user's dexterity vs. 1d20+ opponent's ninja weapon skill. Black string poison decrease the total hp of the inflicted by 10% of its current hp.
Owner: Dawn_of_Darkness22
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Posted: Thu Oct 01, 2009 9:18 pm
Clan Name: Okazai (Favored by the Wind) Village: Otogakure Element Affinity: Wind only Description of Limit: The Okazai have the ability to release chakra into the air around them which allows them to manipulate the wind. Unlike the average joe wind affinity user, the Okazai have honed their skills and techniques to an amplified version of wind control that can spread further away from their bodies and create more powerful attacks. History: The original Okazai were a group of people who lived alone in the hills of Otogakure, these people utilized simple wind affinity techniques to help them in their daily lives, thus making them less reliant on their physical strength. After hundreds of years these techniques evolved into a kekkai genkai that only the people of Okazai village had. These people only used their powers to protect their village and live a very peaceful quiet existence. In game Stats: +2 chakra control every 5 levels. All wind affinity jutsu do not require a large fan. +6 bonus when learning wind based jutsu. +2 per 10 rnaks in concentration to fortitude checks when holding breath. Jutsu List: Jutsu Name: Oshimasu Kaze no Jutsu (Wind Push) Description of Jutsu: The user pushes air away from their body to force back incoming attacks and opponents. Rank: D Cp Cost: 40 Damage: 10-20 +2 per 2 extra chakra. Requirements: Chakra control +40 Training: 3 days Special: Immune to all ranged attacks. Jutsu Name: Yuurei Kaze no jutsu (Wind ghost) Description of Jutsu: The user focuses burst of air into their opponent so that the attacks feel like taijutsu from an invisible foe. Rank: C Cp Cost: 25 per post+13 per turn Damage: 1-6 + Chakra mod. Requirements: Chakra control +30 Training: 5 days Special: The ‘ghost’ has as many attacks per turn as the user. User has limited movement and can do another attack while doing this jutsu. Require's a concentration check of 10+damage dealt to maintain the jutsu. Jutsu Name: Tatsumaki no Jutsu (Tornado) Description of Jutsu: The user rotates air around their opponent creating a tornado around them which can knock them down or bash them against the ground. Rank: C Cp Cost: 45 Damage: 35-40 Make a fortitude check of 10+1/4 user's level +1 per 10 points in ninjutsu to avoid the stun effect(loose half of dodge bonus and cannot attack more than one time in a turn or use ninjutsu) Requirements: chakra control +40 Training: 8 days Special: 1 tornado can be made every 50 points in chakra control Jutsu Name: Jettoki Nagarekomimasu no Jutsu (Jet stream) Description of Jutsu: A fast flowing, narrow air current that has wind speeds from 60-240mhp are projected at an enemy. Rank: B Cp Cost: 150 Damage: 90-110 Fortitude check for Stun. Requirements: Chakra control +60 Training: 15 days Special: Jutsu Name: Keimusho Kaze no Jutsu (Wind Prison) Description of Jutsu: The user creates a series of jet streams which home in on the opponent and trap them in a whirlwind of incredibly strong crossing gusts of wind. The victim is caught between the extreme forces of the jet streams until they break free or the user releases them. Rank: A Cp Cost: 200+30 per turn Damage: Fortitude check for stun. Requirements: Jet stream, chakra control +70, +20 chakra control per person in the wind prison. Training: 20 days Special: [d20 + attack roll] vs [d20 + chakra control] per turn to see if you break out. Jutsu Name: Ookii Saikuron no Jutsu (Great Cyclone) Description of Jutsu: A huge vortex of air rises and rotate around a vertical axis, destroying everything in it’s path with massive wind speeds and force. Victims are caught in the massive storm and thrown off the ground, they may collide with the ground or other obstacles in the air or on the ground. Rank: S Cp Cost: 250+150 every turn after Damage: 200-300 to anyone in the same thread +75 each turn after. Requirements: Chakra control +200 Training: 30 days Special: Fortitude check of 1/2 users level+chakra mod against instant death. Owner: Cheerios18
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Posted: Sun Nov 08, 2009 7:36 pm
Clan Name: Rikei
Village: Universal
Element Affinity: Earth
Description of Limit: Decades of studying the sciences of life and the earth has given this clan immeasurable skill in these areas. As a result, the clan’s members are not the greatest in front-line combat, preferring to invest their work in intelligence and wisdom related skills. There are, as always, exceptions to this, though. It is not uncommon to find a Rikei who has devoted themselves to defending the earth from those who would “usurp its natural energies for their own selfish reasons”, and would thus invest more time in bodily sciences and taijutsu. However, the typical Rikei is a bookish, overly-inquisitive, experimental character eager for scientific discovery, preferring the smell of earth than the smell of sweat in an exercise room.
History: Rikei’s foundations began in Iwagakure and very quickly spread to include Kusagakure’s and Konohagakure’s soils in their studies. The man who founded this clan, by the name of Rikei Hiru, had made it a passion of his to study microorganisms, most particularly bacteria in animals and humans that would cause disease. His partner, Kinomi, was heavily interested in the evolution of the human race. Their deaths in Iwagakure almost instantly spurred in their children a desire to collect their studies and work off of them. In doing so, deaths caused by bacteria in Iwa decreased significantly, and only a few years afterwards viral diseases were included in this ring.
Larger organisms, namely insects, gathered their attention, and not long passed before an obsession of the Aburame clan developed. Thus, several students working under the studies of Hiru and Kinomi spread out to Konoha and Kusa, the homes Aburame inhabited. Any feelings that they were intruding on the Aburame clan were washed in the obsession of studying the insects, and this bred anger against the intrusiveness of Rikei Students. Aburame struck out, and feeling betrayed, Rikei retaliated against them.
New passions developed in Rikei during the midst of this struggle. One particular Rikei found a home in Konohagakure. Pure fate brought her to meet three clans there of which she could base entirely new areas of study on them. The three families were as follows: Senju, Inuzuka, and Areno. Of course, Inuzuka was outraged at the uncalled for interest in their canine family friends, and tried valiantly to drive the scientists at their doors not only away, but out of their sight for good. Being also stationed in Sunagakure, Rikei attempted to convince the family there, but with similar complications. Finding Senju was difficult enough for the Rikei Student, and any later Students who even heard of the clan were even more hard-put rediscovering them, let alone studying. As much as they tried, Rikei was continuously denied admittance to Areno’s collection of herbs, though no violent intentions were ever made known against either family.
Slowly finding more areas of biology and earth science to study, Rikei found something to entertain themselves in each village. In Kiri, Ame, and Taki, the scientists generally choose to focus in microbiology, often housing a varied assortment of fish swimming around in massive glass aquariums. A vast number of Rikei in Suna focus on studying the poisons in spiders and scorpions, and a rare few still dare to ask an Inuzuka if they could experiment on any deceased dogs, making sure to put emphasis on deceased for safety measures, though there have been no recorded successes in these attempts. Similar regarding Aburame, many polite attempts in requesting a study have ended in being chased off by a cloud of insects. Since Kumo’s destruction, few go there, but some adventurous Rikei make a trek to the buried village to examine the effects of decomposition. To them, the science is everywhere, all they have to do is find it. The only problem with this is intruding on people’s lives in such a way causes problems, and even today, some clan members are as insensitive as they were over seventy years ago.
In game Stats: +2 Intelligence every 5 levels. -3 Charisma. +3 Knowledge (Earth and Life Sciences), +1 every even level thereafter. +2 Research every 5 levels. -2 Reflex every 4 levels. -1 to all checks/rolls regarding Genjutsu every 7 levels. Damage with these deal only 90% of roll. A Clan member must choose at 1st level one (and only one) particular area of Biology to excel. Their choice grants an additional benefit: Agriculture - study of producing crops from the land, with an emphasis on practical applications. -- +1 Craft(crops) every 4 levels. Anatomy - the study of the animal form, with an emphasis on human bodies. -- +1 Knowledge(anatomy) every 4 levels. Biochemistry - the study of the chemical reactions required for life to exist and function, usually a focus on the cellular level. -- +1 Alchemy every 6 levels. For use only with Medical Products. See Anti-Infection Cloud Jutsu below. Botany - the study of plants. -- +1 Alchemy every 6 levels. For use only with Herbs. Fungi not included. See Micorrhiza Jutsu below. Cell Biology - the study of the cell as a complete unit, and the molecular and chemical interactions that occur within a living cell. -- See Cytoplasmic System Jutsu below. Conservation Biology - the study of the preservation, protection, or restoration of the natural environment, natural ecosystems, vegetation, and wildlife. -- +1 Survival every 4 levels. For use only in forest wildlife environments. Cryobiology - the study of the effects of lower than normally preferred temperatures on living beings. -- All cold-based damage deals 3% less damage every 6 levels. Entomology - the study of insects. -- +1 Alchemy every 4 levels. For use only with insect poison. Ethology - the study of animal behavior. -- +1 Knowledge(behavioral sciences) every 4 levels. For use only concerning animal interactions. Genetics - the study of genes and heredity. -- See Trace Lineage Jutsu below. Herpetology - the study of reptiles. -- +1 armor class bonus to Dodge every 4 levels. Ichthyology - the study of fish. -- +1 Swim every 4 levels. Mammology - the study of mammals. -- Access to an animal companion. The companion must be a small mammal, ie dog, cat, weasel, otter, etc. Medicine - the study of the human body in health and disease, with allopathic medicine focusing on alleviating or curing the body from states of disease. -- +1 Treat Injury every 6 levels. See Anti-Infection Cloud Jutsu below. Microbiology - the study of microscopic organisms (microorganisms) and their interactions with other living things. -- See Anti-Infection Cloud Jutsu below. Mycology - the study of fungi. -- +1 Alchemy every 6 levels. For use only with Fungi. Herbs not included. See Mycorrhiza Jutsu below. Ornithology - the study of birds. -- +1 Tumble every 4 levels. Paleontology - the study of fossils and sometimes geographic evidence of prehistoric life. -- +1 Concentration every 4 levels. Pathobiology or pathology - the study of diseases, and the causes, processes, nature, and development of disease. -- +1 Alchemy every 4 levels. For use only with Medical Products. Pharmacology - the study and practical application of preparation, use, and effects of drugs and synthetic medicines. -- +1 Alchemy every 5 levels. For all uses. Physiology - the study of the functioning of living organisms and the organs and parts of living organisms. -- +1 Knowledge(anatomy) every 4 levels. Zoology - the study of animals and animal life, including classification, physiology, development, and behavior. -- +1 Handle Animal and Knowledge(behavioral science) every 6 levels. For use only when dealing with basic land animals. Summoned Creatures are not included.
At Level 11, the Rikei may select another area of study to supplement their work. This choice usually works in conjunction, or is similar to, their primary study. For example, an ethologist student may, at 11th level, choose to add zoology to their studies. Doing so is as if choosing an area of study at Level 1. This means that the individual’s effective character level in zoology is their level - 10. To reuse the past example, an ethology student adds zoology to their studies at 11th level. The character receives no benefits as a result of zoology until 16th level. In essence, the character will be the equivalent of a 6th level zoology student (16 – 10 = 6) at that point. At Level 22, the Rikei will be the equivalent of a 12th level zoologist (22 – 10 = 12).
This additional area of study has no affect on the rate of which the character improves in ethology. The individual’s primary study chosen at 1st level will continue to advance at it’s typical rate. A 12th level ethologist will receive their third benefit in ethology, and at 16th level they receive both benefits provided from ethology and zoology. At Level 16 the character’s effective level for each are as follows: ethology at 16 and zoology at 6.
At Level 21, the Rikei may select a third area of study, although their effective character level in this is their level - 20. At 31st, a fourth may be selected at a – 30 effective level, at 41st a fifth may be selected at a – 40 effective level, and so one. The former ethologist is now at Level 36. They have chosen in sequential order ethology (1st), zoology (11th), entomology (21st), and botany (31st). At their level they have received 9 benefits from ethology, 4 benefits from zoology, 4 benefits from entomology, and one benefit from botany.
Jutsu List:
Jutsu Name: Anti-Infection Cloud Description of Jutsu: The user emits a cloud of mist centered upon themselves. Any and all within the cloud are affected. The cloud slowly dissipates until completely gone after three rounds. Rank: D-rank Cp Cost: 30 CP Damage: N/A Requirements: Rikei Clan member, Treat Injury 10+ Training: 2 days; 1 day for biochemistry, medicine, and microbiology students Special: The cloud only allows an extra Fortitude Save against what ever disease or poison affecting them. It is not instant-curing. The Fort Save is granted an increase of 2+target’s chk mod. Owner: B C Yanto
Jutsu Name: Trace Lineage Description of Jutsu: By only a few seconds of study, the user can determine an individual’s Chakra Affinity and their Family Bloodline (if any) without needing to witness the target in battle. Successful completion grants the Rikei in-depth information of what Bloodlines the target posesses, plus their Element Affinity, but not the target’s regular known jutsu. Rank: D-rank Cp Cost: 10 CP per round of study (40 total) Damage: N/A Requirements: Rikei Clan member, Knowledge(behavioral sciences) 5+, Gather Information 10+ Training: 5 days; 4 days for genetics students Special: The user must spend four rounds of uninterrupted concentration on the specific target. Each round requires the user to make a skill role: 1st and 2nd rounds require Knowledge(behavioral science) (DC: target’s Bluff ranks + 10); 3rd and 4th rounds require Gather Information (DC: target’s Bluff ranks + 15). Owner: B C Yanto
Jutsu Name: Cytoplasmic System Description of Jutsu: Upon activation, this jutsu does not visually change the user. Rather, the user’s internal system has been changed to resemble a jelly-like substance capable of ‘reflecting’ attacks, so to speak. The bloodline only works against taijutsu. The effect does not actually ‘reflect’ anything, but acts with a surface tension strong enough to force attacks back, or at least bounce off. (Think of something being thrown at jell-o; the item usually bounces off leaving the jell-o quivering.) Rank: C-rank Cp Cost: 40 + 15 per post held Damage: N/A Requirements: Rikei Clan member, Knowledge(earth and life sciences) 30+, Chakra Control 30+ Training: 6 days; 5 days for cell biology students Special: The DC for the user to ‘reflect’ an attack is 10 + half the attacker’s normal tajutsu/weapon damage. Success negates all damage, while failure means the attacker deals half damage. The one down-side to this jutsu is a slowness of action; Dexterity modifier and Base Attack Bonus are halved for all uses, and movement is reduced to 10 feet per round. The user is incapable of performing jump, climb, and swim activities. Water-based jutsu require 10% less CP Cost than normal. Owner: B C Yanto
Jutsu Name: Mycorrhiza Description of Jutsu: By burying their feet into loose dirt, the user may 'absorb' minerals and nutrients from the ground to heal and balance themselves. This may not be transferred to heal a wounded ally, and the user must be able to stand. The use of this jutsu sustains an individual for 12 hours afterwards without the need for food, water, and sleep. Rank: C-rank Cp Cost: 50 Cp Damage: N/A Requirements: Rikei Clan member, Wisdom 20+ Training: 5 days; 4 days for botany and mycology students Special: Each post heals the user any number of points between 1 - 10, plus half of Wisdom modifier to minimum and +2 per 10 points in Knowledge(earth and life sciences) to maximum. The user is also grated a +5 bonus to all balance checks when this jutsu is in use. Owner: B C Yanto
Owner: B C Yanto Application: Please, if you want to play as a Rikei, contact me beforehand. I'm not too picky, but it will keep me sane if you tell me you are creating a character. I'm not asking for too much, just the following of your Character: Name Rank Biology Expertise History Scientific Discoveries (only Jounin or above use this section; be descriptive)
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Posted: Mon Nov 09, 2009 12:53 am
Clan Name: jishuteki Village: Sunagakure but spread out Element Affinity: Wind + Users choice Description of Limit: uses a special chakra laced radio signal to control a puppet History: long ago in a kingdom farther east then the mysterious Anzan clans origin there lay a small village of nomadic performers. These performers specialized in the arts of puppetry. The performers used strings made of fine string like a normal puppet would be used. The performers did this for many centuries until recently when one bright minded performer invented a new system for wich they could control their puppet but also make the performance seem more real. The man had invented a way to use a transmitor he called an "Animator" to send out radio signals that would link itself and transmit commands to a puppet. The only thing hindering that invention was that at the time there where no ways to control the signal or transmit your commands to the puppet and have it follow through with your command. The research was soon tossed away as a failure. The day when the mysterious kingdom began expanding the first land they took over was that of the kingdom to the east. When this was done the empire whom had already defeated the soldiers to the east wished for a performance by a puppetmaster. The servants of the empire search far and wide to find a puppetmaster worthy to entertain their royalty. The search failed and no results arose so for fear of bieng executed the servants remembered an old puppetry style. The very same style that had been abandoned before the empire was formed. With some modifications and the help of the empirial mystics the vassals soon created what the bright minded performer only dreamed of creating. An Autonomous seeming Puppet performance from wich the master had no attatchment to the puppet. The mystics reported how they had enhanced the puppets later to royalty as having taken the energies from within and lacing it within the radio signal. Making the signal more potent and giving the user the will to control the puppet. The years passed and the puppets where modified even more and as so the animators needed for them would need to become more advanced then they where previously. So the mystics and puppetmasters now with knowledge obtained from trading with the far western countries reinvented the art to use Chakra to lace the signal with. This was a more efficient source of energy then using the actual puppetmasters life force. They unknowingly discovered a way to make the puppet react faster and more lifelike then it ever was before. Seeing this performance from the puppets the generals of the empire soon taught the art to a noble house of the empire. Ironicly this noble house came forth from the nomadic puppetmasters that had created the system. They relearned the art and from the family rose soldiers who could command their loyal puppetts in battle with beautiful and fierce performances. The puppets that evolved from this militarization had weapons attatched as limbs to the puppets self. The most common of these militarized puppets was a frame made of far eastern metals that where almost resistant to damage. The frames hands where replaced with a blade and a shield for wich the puppet could slalsh and stab at its enemy but also defend from the opponents attacks aswell. Later modifications created a puppet that had one hand exchanged with a crossbow. The frame was also crafted of the far eastern metals but it was less resistant to damage because in order to move around quickly to avoid bieng destroyed by arrows itself it would need to be lighter. As the years passed the mystics soon enabled the puppets to store a collected amount of chakra from the signals inside of a seal instead of just bieng controlled by it. The soldiers could store chakra inside of the seals and retreice it from the puppet later. The empire with their new puppetmaster soldiers conquered more of the country until as befell the Anzan shortly before them they where banished from the empire for their talent. The Jishuteki noble boarded boats and sailed west to the countries that the Anzan had fled to before them. They settled in the countries and became nomads again until they finally where settled in each country. The puppetmasters arts soon became more modified as the art was strengthened by learning the shinobi arts and learning how to control their chakra more efficiently. So sprung forth the Jishuteki In game Stats: Perform (Puppet) +10 Chakra Control +10 Craft: (Puppet) +5 Repair +5 Ninja Weapon sad hand to hand related weapons) +10 Ninja weapon sad non hand to hand related) -10 +2 base CHK every 10 levels +2 base DEX every 10 levels -2 base STR every 10 levels -1 base CON every 5 levels
Jutsu List:
Jutsu Name: Signal: Transmitter Connect Description of Jutsu: Allows the user to make the first connection to the Puppets inner transceiver. This has to be done in order for the user to control the puppet. The transceiver is located over a seal that is applied during creation.The Rare chakra signal creates a thin web of chakra invisible to the naked eye that spreads as the signal spreads. Rank: D Cp Cost: 30 +5/round held +20/puppet connected Damage: N/A Requirements: Jishuteki clan,Perform: (Puppet) 10, Chakra control 10, A Puppet Training: 5 days Special: connection will gradually fill a Store of chakra inside of the seal. Seal is filled by 3 CP a round. Owner: Jishuteki clan
Jutsu Name: Command: Banzai Suicide Description of Jutsu: jutsu that renders the puppets chakra seal Unstable and forces it to explode. Enemies caught in the blast receive damage equal to the puppets remaining HP. Rank: A Cp Cost: 200 CP Damage: Puppets HP at the time of use+Puppets chakra inside store at the time of use. Requirements: Jishuteki Clan,Perform: (Puppet) 70, Chakra Control 70, A puppet Training: 30 days Special: makes the puppet explode. Owner: Jishuteki Clan
Jutsu Name: Signal: Covert Transmission Description of Jutsu: Using The Animator to Send out a high fruequency signal A Jishuteki member can broadcast a coded message through their animators using their puppets as the receiving end for the message. Rank: C Cp Cost: 40 CP +10/message sent +5/message recieved Damage: N/A Requirements: Jishuteki Clan,Innuendo 40, Chakra Control 40, Perform sad Puppet) 20 Training: 8 days Special: Sends a message over a large distance through a high frequency radio signal that can only be caught by either the puppets Transceiver or another high frequency transceiver. Owner: Jishuteki clan
Jutsu Name: Signal: Puppet Siphon Description of Jutsu: Signal command that commands the puppet to release all chakra in its seal The chakra travels through the chakra web of the signal and restores the users chakra but deminishes chakra within the store. However the store is limited to the seal placed within the puppet. Rank: A Cp Cost: 100 CP Damage: N/A (regains chakra while reducing puppets store CP) Requirements: Jishuteki clan,Perform: (Puppet) 70, Chakra control 70, Fuuin 40 Training: 10 days Special: the user may raise the max CP stored and obtained from the puppets seal by 10 CP/every 5 skill ranks of Fuuin skill. Owner: Jishuteki Clan
Jutsu Name: Signal: Puppet Augmentation! Description of Jutsu: Signal command that commands the puppet to work at a much more efficient rate. The animators signal does not change but the potency of the chakra within the signal is forced to become much more then it usually is. The puppet gains a stat boost for a breif period of time. After the time period elapses the puppet becomes difficult to control or unusable for a brief amount of time. Rank: A Cp Cost: 200 CP +20/round held. Damage: N/A Requirements: Jishuteki clan,Perform: (Puppet) 70,Chakra Control 70 Training: 25 days Special: Puppets response time is doubled for 10 rounds. after 10 rounds have passed the puppet is either difficult to control or is unusable. The user determines difficulty or workability by rolling 1d20. 6-10 the puppet is very difficult to control 11-20 the puppet is difficult but its only an annoyance. 1-5 the puppet is totally unusable. if the user rolls 6-20 they must roll 1d20 and successfully beat the determining roll to regain full control. If puppet is granted unusable the user must wait 20 rounds until the puppet is useble.When the puppet is determined difficult to control 6-10 rolls result in a 1/4 stat reduction on all the puppets capabilities. 11-20 rolls result in a 1/2 stat reduction on all capabilities. Owner: Jishuteki Clan
Jutsu Name: Command: Puppet Complex Description of Jutsu: Jutsu that allows the users mind to be intertwined within the puppets signal. The Animator bieng the waypoint for the link the users mind travels with the chakra signal and inhabits the puppets transceiver. This link allows the master to control every action as if they where the puppet. The only disadvantage to this is if the puppet is destroyed the user is knocked unconcious and must be revived as you would for losing all mHP to genjutsu. Rank: S Cp Cost: 300 CP +50/round held Damage: N/A (if puppet is incapacitated user loses all mHP) Requirements: Jishuteki clan,Perform: (Puppet) 100, Chakra control 100, Concentration 100 Training: 30 days Special: Puppet gains full awareness of your moves and shares an attack round with the user. If the puppet is destroyed the user is mentally incapacitated and loses all mHP and must be revived through the same process as if the same thing had occured from losing mHP in a genjutsu.Vice versa if the user is mentally incapacitated the users puppet is rendered unusable until the user recovers. Owner: Jishuteki Clan
Owner: Ellreka
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