[quote="--R31gn-of-Ph3r--"][/quote]
[quote="Nodus Esper"][/quote]
[quote="Vaserios"][/quote]
[quote="Kaija_14"][/quote]
[quote="Overlord diaus"][/quote]
[b]Clan Name:[/b] Kagami
[b]Village of Origin:[/b] Leaf
[b]Kekkei Genkai:[/b] Replicants (D-S rank) - at birth a Kagami exists as a personal “hive mind” shared with an initial identical twin, the two share the same essential mind and ideas, and can communicate telepathically over about 1 mile. Straying outside of this range results in a terminal heart failure for one of the two (or lesser group) that exits this area (rolled randomly)
As a Kagami ages they can usually create more replicants (1 extra per rank) and can replace a lose replicant within a couple of days.
Consequently however, a Kagamis chakra manipulation is so precise as to prohibit access to all elemental ninjutsu… on the upside they have an extreme natural talent for creation and matter manipulation.
[b]Bloodline Techniques:[/b]
Arsenal Creation A rank - a Kagamis method of creation generally involves forcing chakra to take physical form and shape for a long period of time, essentially acting as a potential energy well, the most common creation is projectile weaponry, due to the ease associated with converting said energy to raw kinetic energy, and the overall lack of any powerful melee combat booster
In practice, each replicant has a pool of up to 15 jutsu points upon creation to spend on weaponry - any created weapon will be produced with 3 magazines of ammunition, with additional ammo purchasable as 1 jutsu point per 3 magazines - when a weapon is out of ammunition or more ammunition is required, replicants must have 12 hours to create additional ammunition or to change weaponry.
Replicants individually generate 2 jutsu points every 24 hours, but may only store up to 6.
Larger purchases must be pooled to occur
Replicants may only carry at a maximum 50 pounds of equipment - anymore begins to severely hamper combat effectiveness
Medium and Low caliber Firearms created utilize subsonic ammunition that travels 267 meters per second (about 3 times that of a paintball) with a maximum lethal range of around 300 meters (beyond that prepare to be bruised and broken to death)
A rough equipment list exists below
Honey Badger AR C rank - firing at 750 rpm, with an integrated suppressor, the badger is a fine special operations weapon. Unfortunately it's own low profile is it's main downside, decreasing it's lethality range to 200 meters and hampering it's penetrative power significantly
(The badger can penetrate thin barriers (bamboo walls, plywood) within 50 meters or so, it is also defeated fairly well by most steel due to its lack of velocity.
M1911 D rank- a 7 round semi automatic pistol, known for its relatively high stopping power but further lack of penetrative power (cannot pierce any barriers outside of 5 meters)
MK48 (5.56) - A rank - a 200 round belt fed suppressed machinegun featuring somewhat better penetrative power simply due to weight of fire. Unfortunately it's own narrower ammo base decreases it's effect lethality significantly, this weapon is highly likely to wound rather than kill unless it is able to maintain a few seconds of sustained fire - can penetrate thin cover within 100 meters (bruises and wounds however) and destroy medium cover under sustained fire (thicker walls, modern housing walls, thin stone walls)
M24 - A rank - the first high caliber option firing at a more beefy 377 mps the m24 is a bolt action sniper rifle with an effective lethal range of 350 meters, though it is still a dangerous wounding rifle up to 500 meters away. It's real power is it's ability to punch through thin and medium cover within 250 meters and wound target on the other side (more likely to cause fractures and blunt force trauma than normal bullet cutting)
Carl ﹰGustav- S rank - a powerful anti structure launcher capable of destroying small buildings (25X25X10 foot building) within 250 meters
M2 HMG - S rank - A 50 cal machine gun, 150 rounds of munitions and a tripod, weighing in at a staggering 100 Ibs, a squad heavy weapon designed to be carried by three squad members.
Fragmentation Grenade - C rank - a hand held explosive device with a 6 second fuse - the frag grenade is only capable of wounding targets, due to its lack of overpressure that are within 5 meters of its blast center.
Armor -
Body Armor Lv1 D rank - low end lightweight body armor, protects against light impacts and chest hits to its protective plate
Body Armor Lv2 C rank - heavier armor because it includes a proper set of shoulder and groan plate, provides good frontal protection only however - kept light by removing back and side armor
Body armor Lv3 B rank - proper armor that is thicker, relies further on layered metal plating, includes light side and rear armor.
Body armor Lv4 A rank - the iron man suit, full body ballistic rated plate mail essentially
Equipment -
NVG C rank - standard MCG goggles, give off a light hum that can be heard from about 5 feet away
FLIR Optic - A thermal monocular that can find targets up to 500 meters away
Grappling climbing set- D rank - a 100 foot length of lightened rope and grappling hook, coupled with a set of pitons and personal climbing gear
Zipline kit - C rank - 250 meters of light steel line, a connected reverse winder system and a crossbow to fire the lot
Tranquilizer Rounds - E rank - 1 magazine of tranquilizer rounds, fast acting non overdose capable tranq rounds, more effective when hitting the heart and major blood lines.
[b]Physical Characteristics:[/b] Kagami are well known for having soft green eyes that seem to glow faintly when they are under stress.
[b]History:[/b] Kagami are seen as an excellent force multiplier due to there extreme speciality in ranged suppourt, in fact, they are seen as the main detterent to tailed beast attacks, due to there ability to pour tremendous amounts of firepower out… with a little preparation.
[b]Summary:[/b] (Include a brief, one-sentence summary of your custom clan's abilities to be used in the Custom Clan Index thread.)