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[Naruto: W.H.Y.] Watashitachi no Haaku ni Yume

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"Dreams within our Grasp". A naruto roleplay set up with different systems and a whole new style. Come and walk down your own ninja road! 

Tags: Naruto, Roleplay, Ninja, Shinobi, Jutsu 

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Reiko Zena | The Mad God's Realm

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The Sorting Helmet

O.G. Vampire

PostPosted: Wed May 01, 2013 5:35 am


A fool thinks himself to be wise, but a wise man knows himself to be a fool.



Better a witty fool than a foolish wit.
PostPosted: Wed May 01, 2013 6:29 am


Time to brew up Kenji's future, to see into the looking glass and s**t out the womb of time for someone who shall be born! The Mad God gives life to the future of this here creature. I decree that in life this one shall be...

An Assassin, a man of shadow and deception with the [Chakra Control] ability to assist his art.


Members of the Assassin Class are those who excel in weapon based combat as well as illusionary combat. They excel in stealth and most often strike before they can be seen. They are not the best fighters in open battle but if given time to prepare they can be very, very deadly.

[Base Passive]
• [Stealth Passive] Users are stealthier than others their rank and if they are hiding can only be seen via a dojutsu/technique that spots chakra/life force or by someone with 1 rank in perception higher than their rank.

[Abilities]
• [Chakra Control] Users receive a 20% decrease in their technique costs for genjutsu or bukijutsu.

[Limits]
• 4 Bukijutsu Styles
• 2 Taijutsu Style
• 2 Elements
• Can learn Genjutsu
• Can learn Ninjutsu
• 45 Slots for Techniques


Rise up as one of the Kaguya my dear speciman, let your bones wreak havoc upon those who may come close to you. This rare race of humans shall be your bane of life!


The Kaguya clan is a now extinct clan, known to have been very barbaric. Select few, namely Kimimaro, possessed the kekkei genkai Shikotsumyaku; this ability was so powerful that even the war-loving Kaguya clan feared it. With the exception of Kimimaro, the clan was killed off when attacking Kirigakure in a failed attempt to show off their ferocity. The clan was very savage and had no tactics when going to battle, and refused to back down even when surrounded and completely outmatched, preferring to fight to the death for fun. Kimimaro would for years live as the last member of the Kaguya clan, but eventually died of a terminal disease.

Apparently, the members who possess the Shikotsumyaku abilities have a different body structure than others, as when Kimimaro was fatally ill, Kabuto Yakushi claimed there had been too little information on his body to give any medical treatment.

[Abilities]
• Melee Combat Passive [1/2 Rank Better]
• Tough Passive [1/2 Rank Tougher]

[Rules]
• Your bones are stronger than normal but that does not mean they cannot be broken. If the force would be equal enough to break a sword it can break your bones.


In addition of your heritage, there is much more to teach as you will become a disciple of the Shihoin. Let your chakra enhance your body and break those who come forth to your body. Bone and Flesh, Chakra and Force, let all fall before hand.


The Shihōin clan originated from the Village Hidden under the Moon. They are a prestigious family and have created a set of ninjutsu specific to their clan. They are known as the Masters of Flash. The family has taken the Body Flicker technique and enhanced it, furthering its speed. They have taken their chakra and tailored it to doling out high levels of damage in a raw yet refined form.

[Abilities]
• 20% chakra reduction to clan techniques
• Access to a null release style

The Sorting Helmet

O.G. Vampire


The Sorting Helmet

O.G. Vampire

PostPosted: Wed May 01, 2013 6:55 am


Now to decide what you future will hold in terms of your abilities. Your training, everything from the moment you're born I shall decide by my hand.

Devastate your foe in a display of applying images with your chakra, enhance your capabilities of the Shihoin and break your foes with deception. Mirror Image shall be your main form of combat my dear child. Dazzle the battlefield in a dance that they'll never forget. Strike as if still, kill as if never there.

A very diverse Taijutsu style that makes heavy use of chakra in order to create material afterimages for additional damage. Because of its odd origins and method, this style is not often learned by typical Taijutsu shinobi, rather by Ninjutsu shinobi who wish to make use of their massive chakra pools.
The style focuses on releasing chakra to create an afterimage-clone during movements. These afterimage-clones mimic the actions of the user, resulting in follow through combinations, and additional stun. Because of their pure chakra composition, the afterimage-clones cannot be destroyed, rather, they fade after the allotted action has been performed. Successful or not.

[Training Methods]
• The user trains to release their chakra and create an afterimage. Each stage is advanced by learning the next type of afterimage, as well as each technique involved in the stage.

[Stage One: Transparent]
At this stage the user is able to use their chakra to create what is known as a Transparent afterimage. It is merely a false image and holds no physical mass. It is at best a mere illusion which serves as a distraction.

[Abilities]
• Speed Cap increased by 1/2 a rank, though they do not receive a passive just yet.

[Rules]
• Afterimages cannot actually land punches at this rank.

• Unlike most taijtusu styles, every move costs chakra unless it is listed as a passive.

[Techniques]
• Side Image
- Rank: D
The user will sidestep an attack, leaving an afterimage to take the blow. Because the move will whiff through the image, the attacker will likely be confused or offset. This technique is most effective against Taijutsu or weak, close range, Ninjutsu.

• Shadow's Dash
- Rank: C
The user will produce up to five afterimages during a quick movement. Four of these afterimages will trail, while the fifth ties closely to original. If something should intercept the user during his run, he will quickly escape, leaving the fifth afterimage to take the blow. However, rather than erupt, the afterimage will phase through whatever intercepted the original. Because of this, it is likely the opponent will be confused or offset.

• False Cyclone
- Rank: B
The user will attempt to confuse their opponent by running circles around them, while simultaneously releasing afterimages. Because of the motion and multiple afterimages, this is an excellent way to make someone dizzy while evading at the same time.

• Unknown Attacker
- Rank: B
The user will rush their opponent, typically before they are able to attack, or during their handsign formation. The user will then proceed by throwing a flurry of punches, each accompanied by at least two afterimages in order to confuse the opponent, and prevent them from blocking actual attacks.

[Stage Two: Partial]
The second stage grants the user the ability to create Partial after images with mass. All techniques before this stage can be used, but now have a physical form. Because the user is not yet adept at manipulating their chakra they still are not able to make an afterimage for their entire body.

[Abilities]
• Partial After images are able to actually hit people.

[Rules]
• After images at this level are only done on a single limb or body part at a time if they have physical mass.

• All techniques can be done with a transparent afterimage for 2 less chakra.
[Techniques]
• Delayed Punch
- Rank: C
The user will throw a punch at his target, missing intentionally. After missing, the user will duck, or sidestep, allowing an afterimage to make contact with the target. The damage dealt is no different than if the original user were to make contact.

• Triple Kick
- Rank: D
The user will throw a kick while moving, attempting to make contact, but still keep the target in place. After making contact, a pair of after images will appear from the original’s movement trail, attempting to land an additional two kicks.

• Counter Clone
- Rank: C
While defending, the user will release a portion of an afterimage-clone from his upper or lower body. This afterimage-clone will attempt to punch or kick the attacker, depending on its actual spawn point. Because of its method, this technique is really only effective against Taijutsu.

• Knee Combination
- Rank: C
The user drives their knee upward, attempting to strike an opponent in the stomach. As the user makes contact, a trio of partial after images will split from the user’s leg in order to deliver three more knees.

• Splitting Image Flurry
- Rank: A
The user will release a barrage of punches and kicks, each accompanied by partial after images splitting from any point on the arms or legs. Because of the amount of chakra used to perform this technique, the user can spawn up to 100 additional limbs.

[Stage Three: Solid]
The third stage allows the user to create Solid images. These images can be imagined as actual clones, though they do not perform any techniques. They hold a complete physical mass and are capable of dealing damage equal to whatever the user themselves could do. The user is able to create full body clones now.

[Abilities]
• The user is able to perform all techniques that use solid after images with other images, such as the transparent and partial. If they use partial after images the techniques require 2 chakra less. If they use transparent after images they will require 3 chakra less. On the opposite side they are able to use past techniques and create solid afterimages for 3 more chakra.

• The user fills the stat cap increase with a 1/2 a rank increase in speed.

[Rules]
• After images do not act on their own. They are essentially high speed copies of the user. They do exactly what the user does.

[Techniques]
• Falling Punch
- Rank: C
The user will manipulate falling momentum in order to deliver a heavy overhead punch. As the punch makes contact with the target, an afterimage will provide a follow through hit.

• Rising Barrage
- Rank: B
The user delivers an uppercut which is then followed by a trio of afterimages. The original punch sends an opponent off of their feet, and the trailing after images hit them further into the air.

• After-wall
- Rank: B
The user will hop backwards before a projectile or some other attack makes contact. In this brief moment, the user creates a sturdy afterimage to take most of the impact of said attack. The user is able to absorb techniques up to B rank.


Enforce your abilities even more with the flexibility like that of a woman. Learn a Kunoichi's way of combat to out maneuver your foes. Devastate with flexibility and give yourself an advantage with pin point strikes for your assassination skills. Learn Kunoichi Combat Style.

While the female body is not as strong as that of a male, the female has several attributes that make this style of fighting made specifically for their body type. If focuses on using the naturally shorter body as well as the flexibility and lightness of the frame. This style also does most of it's damage through kicks and pressure points.

[Training Methods]
• The user trains their body through intense flexibility training. They push their body beyond their limits and become very fluid.

[Stage One: Grass Stalk]
The user is only a beginner at using her body the way it is meant to be. The user can bend her body a good bit, but this advantage is not so great as to completely compensate for the lack of brute strength. However, they will get more bang for their buck than ninja that do not use this style.

[Abilities]
• The Speed cap as well as the Perception Cap is increased for the user, but they do not receive a Speed passive nor a Perception passive.

[Rules]
• This style is completely physical, requiring not an ounce of chakra. The ninja becomes well above agile and speedy as well. They do not build up strong resistances or a heavy amount of strength.

[Techniques]
• Split
- Rank: E
The user is able to do a split without much preparation. This is great for dodging attacks that are aimed at the user's legs while in midair, or at the upper body while on the ground. This also gives the user the ability to hit the opponent from a lower angle. Can also be used as a kick.

• Twist Dodge
- Rank: E
While in the air, the user will twist and contort her body to avoid projectiles while in mid-air. These twists are at a higher reflex speed than regular dodging because of how nimble the user is.

• Roundhouse
- Rank: E
Because of the flexibility of the hips a woman has, she is able to pivot on one foot and deliver a quick snap of her foot at the opponent's head, stunning or disorienting the target if it lands.

• Leg Blocks
- Rank: D
The user can bring her legs up at good speed to block attacks, such as blocking a kick. this works great against low ranking taijutsu.

• Light Feet
- Rank: E [Passive]
The user is able to lengthen her stride and step lightly when running, which is good for crossing large distances without attracting the attention of guards or scouts. They make little noise when running like this.

• Karate Chop
- Rank: D
The user is able to chop her hand at joints of the opponent at decent speed, with her hand absorbing the shock of the blow to prevent damage to the hand while maximizing damage.

• ECT
- Rank: D
The user uses her flexibility to get through weak blocks or when at close range under a target's guard. The user then strikes a blow to the target's Eyes, Crotch, or Throat to stun the opponent or maim him/her.

• Ear Clap
- Rank: D
The user claps two hands against the ears of the target hard. The target will not be able to hear anything but high pitched ringing for 5 posts. The target will also be in a lot of pain for 2 posts.

• Ankle Snap
- Rank: C
This technique is a counter. The user has blocked an opponent's kick with her arms and has a hold on the foot of the user. She then twists the foot violently like a steering wheel, which has a high chance of spraining the ankle.

• Chest Pressure Points
- Rank: C
This technique focuses on applying pressure in two places. The first is just beneath the collar bone near the shoulder. This will keep the target from being able to push. The other is the solar plexus, which is found just below the sternum. Striking this area with a solid blow will stun the opponent so that they cannot breathe for one post as well as not be able to react at more that 1/2 normal speed for two posts.

• Leg Pressure Points
- Rank: C
This technique's targets are the Achilles heel and the kneecap. For the heel, the user tries to slice the big tendon on the back of your foot or at least bash it. If cut, the target's leg will be useless until it is completely healed. If bashed with decent force, ninja up to a rank above the user will not be able to run at run for 1 post. If the target deals a solid blow to the side of the knee or the back, then the tendons in the knee will tear and that leg will be useless until it is completely healed.

[Stage Two: Bamboo Stalk]
The user has mastered the art of bending her body, which is easily achievable with hard work. Blows that cause the joints of the body to bend at awkward angles do not affect the user, such as dislocated shoulders, twisted ankles, etc. However, the elbow and knee can still be broken if forced in the opposite direction.

[Abilities]
• Perception Passive [1/2 Rank stat increase]
• Speed Passive [1/2 Rank stat increase]

[Techniques]
• Hand Trap
- Rank: D
The user sees a punch coming or successfully blocks one. She then grabs the wrist and bends it down against the underside of the arm which causes great pain and would allow the user to break the wrist if the target struggles.

• Back Flips
- Rank: D
Exactly what it says, the body flips backward at a higher speed than normal ninja could due to flexibility, and also are able to change direction or do things while flipping.

• Spin Kick
- Rank: D
While the user is in the air or doing a handstand, she can spin and deliver nimble kicks with decent damage.

• Shock Absorber
- Rank: D
When the user takes a blow to the head or the lower torso, she is able to relax her muscles and distribute the blow throughout her body, which lessens the amount of damage taken.

• Axe-Kick
- Rank: D
The user lifts her leg straight up, and brings it down in a powerful kick on the opponent. This requires a great amount of flexibility that mainly only women have.

• Light Feet Mastery
- Rank: D [Passive]
The user can now sprint without making any detectable noise. The user can land from large heights or from falling fast without injuring herself, and without making much noise at all. This is accomplished by landing and bending the knees, which lessens the strain on the body and makes it quiet because of the lightness of a woman's form.

• Hurricane Kick
- Rank: C
By spinning and leaping on the ball of the foot, the user is able to kick with decent power and speed with a wide range of motion and rapid succession of the kicks.

• Arm Pressure Points
- Rank: B
The user grabs on opposite sides of the elbow on the elbow and applies sharp pressure. The target will drop whatever it is holding, and be in immense pain. The target will not be able to use that arm for 1 post, hold something for 2, and use it fully again for 3. In the lower armpit near the back is a pressure point that makes any target up to a rank higher than the user drop whatever they are holding and not be able to swing a weapon with more than regular speed and strength for 2 posts. [Takes away any stat increases for the time being]

• Back Pressure Points
- Rank: B
The targets for this are the neck and spine.
If the user can get close enough to jab the opponent with fingers or a kunai, she jabs hard right under the meaty muscle between the shoulder and neck. This causes a lot of pain and stops the passives of stat increases and turns the target into a regular additionless ninja in terms of passive speed and strengths. There are several points along the back, but mainly just under the shoulder blades 1 inch from the spine. Sharp pressure here will keep the arms from working for one post, and being stabbed here will result in the respective arm being unable to move even after the kunai is removed.

• Head Pressure Points
- Rank: A
Temple: About an inch past the eyebrows is the Temple, which is the most dangerous pressure point on the body. If the blow is struck not only does the target lose eyesight for a post they also take full passive removals in terms of Strength, Speed, and Perception bonuses. Just under the ear against the base of it is a pressure point. When jabbed with a finger with a lot of force, the target will not be able to talk for one post, and will only be able to hear high-pitched ringing for 2 posts. If these points are hit again they could easily knock a person unconscious and unhinge the jaw respectively.

• Always on the Offensive
- Rank: E [Passive]
The user is able to dodge or block attacks and still maintain an offense. This allows the user to attack while dodging on the ground and in the air.
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