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Homicidal Love

Timid Seeker

PostPosted: Wed Oct 17, 2012 7:59 am


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Clan Name: Fujiko Clan

Clan Village: Amegakure no Sato

Element Affinity: Water

Description of Clan: The Fujiko Clan is a clan of mystic abilities and traditions with the capability to communicate with the various spirits of nature. Because of their ability to speak with spirits, the Fujiko clan has become a sort of vessel for the spirits as they will attach themselves to a Fujiko that they have been deemed “worthy of great strength” by the spirit wishing to attach itself. When a spirit enters the body of a member of the Fujiko clan a small blue dot, approximately the size of a quarter, appears on each palm. This is both a marking that they have been entered by a spirit and also a showing of the strength of the user; it is essentially a seal. As the user grows stronger, the seal advances further up their arms and eventually will cover their torso. In some instances, the seal will even begin to migrate up the neck and down towards the legs but this is unusual and shows someone of bizarrely abnormal strength who has been latched onto by an equally powerful spirit. It is only after a spirit attaches themselves to a person that that clan member’s bloodline ability becomes of use to them. Their clan bloodline technique is known as the Waterforce Mystic Summoning Jutsu. This ability works in conjunction with the clan’s special waterforce that is present within the users. Much like chakra, though the energies are unique and separate, the waterforce is the energy of the spirit that has attached itself to the user that is now at the disposal of the vessel. However, one of the disadvantages to having the energy present at the surface at the seal is that if the user becomes scared, cornered, or confused the waterforce energy will be involuntarily released and they will have little to no control over the results. In order to prevent this, members wear enchanted bandages over their seals at all times in order to restrain with waterforce and prevent unwanted release of the energy and spirit held within.

Physical Appearance: Back in the young days of the clan, status was determined by the color of one’s skin. The darker colored the skin the higher the member was in the aristocracy. This, however, has changed in order to make military and worth-based shifts in the family. With their history, there are all colors of skin in the Fujiko clan, from pure black to pale white. However, it is less common to find pale members of the Fujiko clan because it takes special breeding to achieve the lighter skin tones and they are also known for being outside in the sun where they can communicate with the spirits, which darkens their skin tone with considerably. When the children of the clan are young and without a waterforce, their irises are pure black; it is only when the child gains their seal and has a spirit enter their body that their eye color become visible. The most common eye color in the clan is a chocolate brown, but there are also grays and greens in the paler members of the clan: blue eyes have never been presented in a member of the clan who had gained their waterforce. All members of the clan have black hair, but higher ranking members of the shinobi groups are allowed to dye their hair. These colors are often unnatural on humans but prevalent in nature.

Members of the Fujiko clan are typically slender in build, regardless of how strong they are physically. Their muscles are lean and their limbs are long. These physical attributes, however, are also the most conducive to the fighting style of the clan; so anyone who is built differently often struggles with the clan’s techniques. The taijutsu style developed by the clan was derived from dancing and many of the techniques are defensive instead of offensive, so they require smaller body types in order to move quickly and fluidly like the style dictates. The members of the Fujiko clan typically dress ornately when they are not in their shinobi garb. Silk yukatas or kimonos are typically worn within the walls of the clan compound and always adorned for meetings. These clothes are most often decorated with images of nature and the spirits that reside in the world; ceremonial robes are usually designed to impersonate an individual’s spirit. They wear various colored beads to indicate their status within the clan and they also wear a necklace with thick wooden beads on it to help set them apart from other clans in appearance.

There are various preferred styles of clothing for the shinobi of the clan. Most often they are derived from the festival clothing because of their mobility and the familiar flair. A woman’s stomach is often left exposed because it is easiest to bend and move without the hindrance of clothing. More often than not all members wear a layer of clothing that holds closely to the skin as to provide mobility without worrying about fabric getting in the way but being not so tight that it inhibits movement. Then, shinobi often put another layer over the top for the public’s comfort level and because they appreciate the ornate nature of their clan. Shoe selection varies greatly from sandals that climb the entire leg to no shoes at all. Clan elders often select a color to represent a shinobi in spirit, purpose, and accomplishments, so that is a large factor that influences the hues of the shinobi’s dress. Another distinct mark of the shinobi is that they will make some sort of marking in blue paint on or along their eyes. While the marking in and of itself it unique to each individual, they are all the same color blue as their waterforce markings.

History of Clan Bloodline: Originating in Amegakure, this clan in one of aristocratic rank amongst themselves and they are a predominant power in the village as well. The Fujiko are considered one of the “Children of the Sage” clans, descending from the Yin branch. During their early stages, the elders of the clan believe in peace and non-violence, which is what led to the majority of their clan being eliminated by rivals. In order to strike back, the elders decided that it was the mission of all Fujiko to protect nature; that is how the shinobi of the Fujiko clan came to be. In the past, the Fujiko clan was strictly limited to Amegakure. However, an ally was formed when the Fujikos took in Hyuuga Elruda when she fled the reign of the Fire Master. With Sakeme and Elruda becoming acquainted at the Chunnin exams and various following events that followed, Sakeme became an ambassador for Ame. Now, due to the most recent economical and political shifts in the land, Amegakure has lost many of the resources it needs in order to properly train shinobi. This caused the clan to look elsewhere in order to expand their number of shinobi and they relied on their allies in the Leaf Village, Konohagakure. Being that Konohagakure is stronger than Amegakure both financially and in terms of training abilities, it is not unheard of for Fujiko children to move to Konohagakure with their parents in order to train as a shinobi. However, once they have completed their training, they often return to Amegakure with very little exception. If a child is sent to live in Konohagakure on their own they are placed with a foster family so that they can be supervised and provided for during their training in the Academy. However, children who take this path also make the very difficult commitment of being loyal to both villages, often sporting both headbands upon becoming a shinobi.

Any Fujiko child who graduates from the Academy has a very difficult list of expectation that are set before them. At various points they will be summoned to the Fujiko compound in Amegakure for training, both as a shaman and a shinobi. Because of this, and the fact that children should not be trekking between villages on their own, each child is assigned a handler. It is a matter between Konoha and Ame to decide from which village the handler should come from, but the handlers are expected to keep the children on track with their spiritual studies and with the jutsus that they are expected to learn at various points in their life.

Habits and Social Structure: The aristocracy of the Fujiko clan is a mix of the old and the new. Originally, it was ruled by right in the sense that certain families had power. Over time it has developed so that citizens who show extraordinary ability in their communications with the spirits and also show an unwavering loyalty to the clan can ascend the ranks into the higher levels of the aristocracy. Because the Fujiko clan does wield a certain level of power, they are very formal in their day to day associations. Their dress, aside from the shinobi, is regal in nature; very ornate and often depicting the lore of the clan about their encounters with the many spirits of nature.

Within the shinobi class, there are the globally accepted ranks, but there is another system of superiority amongst them that allows them to further establish who is the superior in any given situation. First and foremost is the Fujiko “rank” system. There are eight techniques that can be learned if and only if the waterforce is obtained and controlled. Each technique has a classified rank and once a shinobi masters that particular skill then they also require a rank. So, a Genin with the waterforce who has learned the Etai Jisshitsu would be referred to as a “Shaman Genin Rank One” and so on through that class.
PostPosted: Wed Oct 17, 2012 8:00 am


Quirks and Special Features:

Bead System
The ranks in the Fujiko clan are very basic and are depicted by colors beads woven into their hair or worn somewhere visible on the body; though all clan members are required to show their status with these beads. The patterns are as follows:

-Brown on Tan on Blue: This pattern represents civilians and children who have yet to become official shinobi and graduate from the Academy.
-Tan on Red on White: This pattern represents members of exceptional talent and skill. Members wearing this pattern can be ranked from Genin to Chunnin.
-Brown on Green on Tan: This pattern represents expert level shinobi in the clan from Jounnin to ANBU level members.
-Brown on Black on White: The clan elders are the only ones permitted to wear this bead pattern. Explicit approval must be given from the clan’s higher ups.

Clan Skills
All members can speak with the spirits of nature and water. On certain occasions, these spirits will grant you their assistance though they cannot assist in battle. However, these spirits do make the perfect spies, or at the very least the can inform you who has been in and about their territory, or anything else you may need to know about that area, from a certain period of time to the present.
Special:
-Academy students can only see the spirits of nature and water.
-Genin can see and hear the spirits, however, are unable to reply back.
-The ability becomes complete when a member acquires the Chunnin rank; meaning they can both hear and see the spirits and they can speak to them as well.
When Seeking Assistance From A Spirit:
1-2= Unintelligent spirit unable to do anything to assist.
3-4= An intelligent spirit that is bound to that area and can only tell you who came and went within a period of 24 hours.
5-6= An intelligent spirit that can help but they may speak in riddles; these spirits can spy within a 200 yard radius and are able to tell you who came and went in their territory within a 36 hour period.
7-8= An intelligent spirit that can do anything you ask except physically harm someone, but requires 1/3 of the summoner’s total chakra in exchange.
9-10= An intelligent spirit that will help you in any way possible, free of charge.

In Game Stats:
Add Perform (Dance) skill to Kapchico Style
+2 Dex
+4 To trip and disarm checks
Possess both Yin and Yang chakras

Natural Damage:
Taijutsu damage + dex mod. + perform (dance) skill

Waterforce-Based Abilities:
The waterforce spirit is a very special case in terms of level and ability. When a waterforce spirit is first received by a Fujiko the waterforce spirit’s level is equal to [Host’s Level + 1 Per 10 Levels of Chakra Control]. After that, it continuously gets stronger in conjunction with the host; so every time the host levels up the spirit’s stats are recalculated the same as a regular summon’s stats would be calculated. No matter what form it is used in, the waterforce spirit will always drain its host to 1 Cp upon summoning; no matter how much or how little chakra the host has remaining. This is because their chakra is not used to summon the spirit, since the spirit resides within the physical being of the user, but it is used as a tribute of sorts to the spirit.

Waterforce Spirit Uncontrolled:
As an uncontrolled force, users have little decision over which of the below options occur. When a user’s MHp is below 11%, they are intimidated by over 50 points in comparison to their sense motive skill, or their Hp is below 30% and they are not wearing the sealed bandages a 1d4 is rolled. 2 and below are an option 1 while 3 and above are an option 2.

Option 1: When released, the spirit attacks all surrounding enemies.
Special:
- Cannot be hit by taijutsu or weapons
- 20% damage reduction to Hyoton jutsu
- Unaffected by genjutsu
- Drains user Cp to 1
- Retreats back into host when user falls unconscious or when Spirit’s Hp hits 0

Option 2: Fantomu Hei (Phantom Wall)
Clan members learn to conjure an indestructible wall of protection around themselves and their comrades. This wall is sustained for as long as the user can maintain concentration.
Cp: 10 Cp per post
Damage: N/A
Special:
- 20% damage reduction to Hyoton jutsu
- Drains user to 1 Cp if consciousness is lost
- Shield’s Hp is as much as when it is in its offensive form
- Retreats back into host when user falls unconscious or Shield’s Hp hits 0

Waterforce Spirit Controlled:
Naturally, this ability is much more effective since the user knows what they are doing. General requirements for the below techniques is the harness of the Waterforce.

Homicidal Love

Timid Seeker


Homicidal Love

Timid Seeker

PostPosted: Wed Oct 17, 2012 8:01 am


Genin Level Skills:
Name: Rank I: Etai Jisshitsu (Nature Essence)
Description: Clan members must learn to harness the abilities of a specific creature’s assets and use them in battle.
Rank: D
Cp Cost: N/A
Attack Turns: N/A
Reflex DC: N/A
Damage: N/A
Requirements: Fujiko, Strength 2, Charisma 2
Training: 3 stages.
Stage I: A Bear’s Strength [Strength] DC 12, The bear is known for its deceptive strength and the crushing force of a blow from its paws. Students learn how to move like the bear and how to harness that strength. This will often emphasize silent rage, taking examples from an angered mother bear.
Stage II: A Dolphin’s Swimming Prowess [Strength] DC 15, The Fujiko clan learns their swimming ability from the dolphin. They emphasize fluid, elegant motion combined with strength. Their maneuverability is a point of emphasis as well. Children are either taken to the river or the ocean and they practice swimming under the water. Eventually they learn that using their arms may be more of a hindrance than an assistance.
Stage III: A Chameleon’s Camouflage [Charisma] DC 12, The chameleon is known for blending into any environment they encounter and this is a vital skill for any shinobi. However, instead of blending into a background, the Fujiko attempts to blend into a social scene. Children are led to various environments where they must successfully extract some sort of information from anyone present. It can be something as simple as “the mango cart is that way” to a religious explanation; anything goes. The emphasis is making people feel comfortable in their environment with a new comer.
Special: +3 str. mod, +3 str. mod when in water, +3 chr. mod
Owner: Homocidal Love

Name: Rank II
Description: Clan members learn the ability to breath underwater for approximately 10 minutes [100 posts].
Rank: D
Cp Cost: -1 Cp every other post
Attack Turns: N/A
Reflex DC: N/A
Damage: N/A
Requirements: Fujiko, Genin, Constitution 5, Chakra 5
Training: 3 stages.
Stage I: [Constitution] DC 15, While on the shore, children sit and focus on holding their breath for as long as they can. This takes a great deal of focus when air is so readily available.
Stage II: [Constitution] DC 17, Now the children are allowed to move into the water. They duck down below the surface, though not so far that their teacher couldn’t reach them if need be, and hold their breath for as long as possible. The young must fight the urge to pop back up to the surface in order to refill their lungs. 3 failed DCs in a row or 5 failed DCs total means the child passes out and must be retrieved by the sensei. A healthy dose of ice water should wake them up to restart the exercise from the beginning.
Stage III: [Chakra] DC 17, This is where things get tricky. Having a teacher present is vital to the safety of the children, even more so than the previous stage. Children hook small weights onto their waist and sink down to the bottom, not going too far from the shore so that they are easily accessible by their sensei. With the weights, the trainee doesn’t have to worry about keeping themselves underwater and they can now focus on converting water into oxygen that they can breathe. In order to do this, the Fujiko creates a barrier at the back of their throat. Breathing through their mouth, the shinobi inhales, filling their mouth with water, and the barrier allows only viable oxygen to go down to the lungs. The mouth is emptied with an exhale and the process is repeated. It looks no different than breathing above water. 3 failed DCs in a row or 5 failed DCs total mean the child passes out and must be retrieved by their sensei. That will end their attempts until the next day because it takes some time to cough up the water that gets in their lungs with a failure. A medical ninja should be present to help empty lungs of accidentally inhaled water. (-1Cp per post while training)
Special: N/A
Owner: Homocidal Love

Name: Rank III: Divine Truth [Locked]
Description: This is a bloodline trait locked away deep within the clan. Performing this jutsu requires intense spiritual training for three days and three nights. On the fourth day the spirits will decide whether the Fujiko is worthy of the jutsu. This jutsu creates a filter within the cerebellum of the brain, protecting the brain from anything that purposefully tries to confuse the brain from the outside in.
Rank: D
Cp Cost: 25 (+5 per attempt after the first try)
Attack Turns: N/A
Reflex DC: N/A
Damage: N/A
Requirements: Fujiko
Training: 1 stage
Stage I: DC 15, 3 days and 3 nights with 6 successful rolls. One save each morning and one save every evening.
Special: +Character’s lvl + chk. mod to saves
Owner: Homocidal Love

Chunnin Level Skills:
Name: Rank IV: Doku Tomaru (Poison Stop)
Description: Clan members learn to purify contaminated or poisonous elements in the air.
Rank: C
Cp Cost: 10 Cp per level of poison attack strength
Attack Turns: 3
Reflex DC: 12
Damage: N/A
Requirements: Fujiko, Chk. Mod +15, Awareness 15, Int. Mod +15
Training: 4 stages.
Stage I: [Awareness] DC 25, Walk around the village and take in all the sights and the sounds. How will this help you train? It will help when you start picking out one from another. Which smells come from which shops? Where does one scent stop and another one start? Is there a tint to the air around you? Does the steam from a ramen shop affect the air around it? There are many things that you can take in; so try to find them all. It is the Fujiko’s way of appreciating the world around you.
Stage II: [Chakra] DC 27, This is where things start to get tricky. Pick one substance in the air based on sight or smell. Choosing a substance that has both would be ideal. Now, use your chakra to separate it from the rest of the air. Remember, this will create a concentration of whatever you are separating wherever you have moved it to, so it is in your best interest to train with a substance that isn’t toxic and won’t poison you in concentration. Then again, if you want to tempt fate then be my guest. A viable alternative is colored smoke released into the air. It provides a visual to work with, which is especially great for young users, and it doesn’t pose a risk of poisoning the user as they learn a technique to prevent poisoning.
Stage III: [Intelligence] DC 25, As usual, once you begin working on the techniques the Fujiko will force you to take a break for some studies. Hooray! So, head on over to the library and try to figure out how you are supposed to remove the toxins from the air. There a number of ways that this can be done, so make sure you find the option that works best for you.
Stage IV: [Chakra & Awareness] DC 45, Congratulations, you have discovered the means to removing toxins from the air. As a matter of fact, you have found several means whether you like it or not. For this task, you will need supervision. Not only will there be poison floating around the air, but you are also experimenting to find out which technique works best for you. The most popular of the methods is to draw the poison into the water in the air and gather it into a container; this not only removes it from the air but also puts it at the future disposal of the Fujiko.
Special: There are multiple means of removing poison from the air. If water is used to hold the toxin then it can be stored for later use or in conjunction with a water-based attack.
Owner: Homocidal Love

Rank 5: Fantomu Hei (Phantom Wall)
Name: Rank V: Fantomu Hei (Phantom Wall)
Description: The user conjures a protective wall around them and their comrades by summoning their waterforce spirit. This wall sustains for as long as the user can maintain concentration.
Rank: C
Cp Cost: 10 Cp per post
Attack Turns: 4
Reflex DC: 12
Damage: N/A
Requirements: Fujiko, Chunnin, Wis. Mod +10, Concentration 15, Chk. Mod +20
Training: 4 stages.
Stage I: [Wisdom] DC 23, The waterforce spirit is something a Fujiko lives with on a day to day basis. However, how well do they communicate with one another? This is a very difficult exercise in contact with the inner nature spirit. Without knowing your intent, it is very difficult to convince the spirit to become a self sacrificing wall for your benefit. Make sure you two are one good terms and that you can communicate freely as needed.
Stage II: [Concentration] DC 27, The whole point of a wall is to block something. Well, that something is going to be hitting you with something. It takes a lot of concentration to focus, so find a loud, busy environment and try to think of one thing and one thing only.
Stage III: [Chakra] DC 32, Not only do you have to keep focused in order to perform this jutsu, but you must also provide your waterforce spirit with chakra; lots of it. So, focus on drawing chakra from the inside to the housing of the spirit in order to surrender it to them.
Stage IV: [Wisdom + Chakra] DC 42, Once you have adequately recovered, it is time to put the first and the third stages together. Summon your spirit and practice giving it the chakra it needs in order to become a shield. This exercise is especially difficult for a few reasons. You have to complete the training with one summon, you may not do part of it and then return where you were. If you have to stop for any reason you have to restart. Also, don’t forget that your spirit takes your Cp down to 1 once it recedes as payment for its assistance. So, make sure you are truly ready before taking on this endeavor.
Special: Shield’s HP is the same as its offensive form. The wall will selectively let people in and out of the barrier according to the wishes of the user.
Owner: Homocidal Love

Name: Rank VI: Supiritto Legion (Spirit Legion)
Description: The user summons fighting spirits for assistance in battle.
Rank: C
Cp Cost: 30 Cp to summon + 2 per Spirit, then 3 Cp per Spirit per turn to maintain
Attack Turns: 3
Reflex DC: 12
Damage: [2-8] + chk. mod per Spirit
Requirements: Fujiko, Chunnin, Chk. Mod +25, Wis. Mod +20, Diplomacy 15, Fuuinjutsu 25
Training: 4 stages.
Stage I: [Wisdom] DC 32, It is well known that all Fujiko have the ability to see and communicate with the spirits of nature; but there are both aggressive and docile, strong and weak, bad and good spirits that find themselves in the world of humans. Just because you can see the spirits doesn’t mean you know the difference between them all. Take some time out in the unadulterated purity of nature and get to know the spirits. Communicate with them and classify them in your mind. By the end of this exercise you should be able to pick the fighters out so that they can assist you in the future.
Stage II: [Diplomacy] DC 27, Now that you know which spirits you need to summon, it is time to learn how to convince them to assist you in battle. Did you think that they were going to just bow down to you and follow your every whim simply because you are a Fujiko? Well, if that is what you are thinking then you are terribly mistaken. Not only do you have to convince the spirits, but you also have to remember that they know almost everything about you. Ever since you came into possession of your waterforce spirit every single one of your actions have been silently judged by the entire community of spirits. So, if you aren’t a very convincing person or if you have a bad rap with the spirits then this will be very difficult for you. No matter, either try to convince the spirits of your good intentions or wander around the village and attempt to solve conflicts and quarrels; anything that will allow you to practice your skills in diplomacy.
Stage III: [Chakra] DC 36, Now it is time to practice enticing spirits without actually talking to them. The trick to this is conveying your need through your chakra. Did you think that you were going to have time to talk to the spirits and convince them to come fight for you in the midst of a battle? Silly you. No, instead you have to translate your intentions through the chakra that you are offering to the spirits in return for their services. This is as difficult as it sounds. However, once you learn how to convey thoughts and emotions through chakra then the world of the spirits will be at your aid, assuming that they like the message you’re sending.
Stage IV: [Fuuinjutsu] DC 38, Now that you know how to communicate with the spirits and what spirits you are looking for it is time to try summoning them to you. Remember all of your training and best of luck to you; be selective about who you are summoning.
Special: Spirits cannot be hit by weapons or taijutsu. Spirits are unaffected by genjutsu. -20% damage when hit by Hyoton jutsu. +20% damage when hit by Raiton jutsu.
Owner: Homocidal Love

Jounin Level Skills:
Name: Rank VII
Description: An illusionary technique that causes the enemy to believe their lungs are being filled with water.
Rank: B
Cp Cost: 50 to initiate, +5 per turn to keep it active.
Attack Turns: 4
Will DC: 15
Damage: Enemy remains conscious for half the amount of turns to their ninja level.
Requirements: Fujiko, Jounin, Chk. Mod +30, Genjutsu 35, Chakra Control 30, Con. Mod +25
Training: 4 stages.
Stage I: [Constitution] DC 35, This is a very dangerous stage in training, but it can be done two different ways; so pick your poison. For the first option you must have both an upper ranking Fujiko and a medic at your place of training because things can get hairy quickly. In order to you to understand how this jutsu is supposed to feel, you must feel the same. What that means is the your superior is more or less going to drown you and the medic is there to revive you once you inevitably pass out. The second option still requires an upper ranking Fujiko, but it is a bit less dangerous. Your higher officer performs the jutsu on you and you’re not allowed to break out of it. Instead, you have to sit there and suffer through until you pass out. Again, both of these are viable methods.
Stage II: [Chakra] DC 40, Since this technique has the potential to drain the user of chakra very quickly it is important that the user is strong enough. So, do anything that you need to do in order to strengthen your chakra. Get creative!
Stage III: [Chakra Control] DC 42, Now that you have built yourself up adequately it is time for a focus exercise. You don’t want to waster chakra, so get yourself some rubber balloons or the like. Focus on filling the balloon with chakra without popping it. This will also simulate the lungs that you will eventually be filling with imaginary water.
Stage IV: [Genjutsu] DC 45, This is where you practice casting the genjutsu. Best of luck to you.
Special: N/A
Owner: Homocidal Love

Name: Rank VIII: Suukou Supiritto Legion (Supreme Spirit Legion)
Description: The user summons high ranking, powerful spirits for assistance in battle.
Rank: A
Cp Cost: 60 to summon + 4 per Spirit, +5 per Spirit per turn after
Attack Turns: 5
Reflex DC: 18
Damage: [5-16] + chk. mod per Spirit
Requirements: Fujiko, Jounnin, Supiritto Legion, Chk. Mod +45, Fuuinjutsu 50, Wis. Mod +45, Diplomacy 40, Concentration 40
Training: 5 stages.
Stage I: [Wisdom] DC 55, Once more it is time to head out into nature to get to know your spirit friends. However, this time you’re trying to determine who are the strongest since you already know your fighters from your pacifists.
Stage II: [Concentration] DC 52, This is to narrow the field even further. Now that you have a group of strong fighters you need to determine which ones are the cream of the crop and which ones are just above average. This might save your life someday, so pay very close attention.
Stage III: [Diplomacy] DC 53, Now that you are dealing with the elite of the spirit world you have to convince them that you are a cause worth defending. After all, these aren’t your everyday fighting spirits.
Stage IV: [Chakra] DC 57, Much like your training in Supiritto Legion, it is time for you to learn how to convince an elite fighting spirit to come to your side with just your chakra. Make sure you have plenty of it in order to make it worth the spirits’ while.
Stage V: [Fuuinjutsu] DC 62, Practice summoning your superior fighting spirits, putting together everything that you have learned thus far. Remember to stay on their good side.
Special: Able to summon as many as your ninja level. Spirits cannot be hit by weapons or taijutsu. Spirits are unaffected by genjutsu. -30% damage when hit by Hyoton jutsu. +15% damage when hit by Raiton jutsu.
Owner: Homocidal Love
PostPosted: Wed Oct 17, 2012 8:02 am


Technique List:

Taijutsu

The Kapchico fighting style is a primarily defensive style that was developed by the Fujiko clan in the days of their eradication. Kapchico was developed through a traditional festival dance performed by members of the Fujiko for centuries. Movements in this style are fluid, mimicking water as best they can, and the hits are sharp a precise much like the Hyuuga. When Fujiko switch to offensive styles they focus on an opponent’s soft spots: organs and joints as well as weakened muscles and tissue. This is still a relatively new fighting style that has been a long time in the making. The Kapchico style is also jealously guarded by the Fujiko as they are not willing to teach it to members outside of the clan. If, if, someone from outside the Fujiko bloodline can prove themselves worthy of the fighting style they might be able to talk an elder into training them; but it is a more or less futile task.

Name: Kapchico Fighting Style
Description: A taijutsu style developed by the Fujiko clan when their peace-loving ways threatened the existence of their people during times of war. This style of taijutsu was inspired by the traditional dances of their people and it is used exclusively as a defensive style. There is potential to combine the techniques of the Kapchico with another style in order to become offensive, but that is not a possibility when working with just the Kapchico. This style is held onto closely by the Fujiko as they do not like to share their fighting styles with just anyone.
Rank: D
Cp Cost: N/A
Attack Turns: 2
Damage: N/A
Requirements: Perform (Dance) 10, Str. Mod +5, Taijutsu 5
Training: 2 stages.
Stage I: [Perform (Dance)] DC 22, Being based off of the traditional dances of the Fujiko clan, it is important to know, memorize, and be able to perform each of the dances.
Stage II: [Taijutsu] DC 17, Once the dances are perfected, start tossing in strikes and kicks where they best fit.
Special: +2 Dodge Bonus, must be approved by and learned from a Fujiko
Owner: Homocidal Love

Name: Dansu no Ookawa Supirittono Jutsu (Dance of the River Spirit)
Description: This taijutsu appears to be a dance for two reasons: it stems from the Kapchico style and it was inspired by the traditional dance performed in order to honor the great river spirit. This technique is initiated by manipulating the fighters so that they are back to back, though not touching. As in the dance, the fighters will appear to be circling each other until the initiator, the performer, of the attack views an opening. At this point in time, the performer will knock the target down backwards. This will give the performer an opportunity to disarm their opponent and pin them by holding the enemy’s arms behind their back. As are many of the Fujiko techniques, this was developed to be a peaceful technique and was not designed to harm the opponent.
Rank: D
Cp Cost: N/A
Attack Turns: 2
Damage: N/A
Requirements: Fujiko, Genin, Kapchico Fighting Style, Perform (Dance) 15, Str. Mod +5
Training: 3 stages.
Stage I: [Perform (Dance)] DC 25, In order to perform this technique one must maneuver behind their opponent, which isn’t always very easy. Practice getting behind your opponent.
Stage II: [Strength] DC 15, One key factor in this jutsu is disarming the opponent and they aren’t just going to hand over their weapon to you. Learn how to grab at weapons and force them from people.
Stage III: [Grapple] DC 20, Congratulations, you have worked behind your opponent and disarmed them, not you have to hold them there. Easy, right? Wrong. This person is going to fight you for the opportunity to get back into the fray, so hold on tight, keep them down and ride ‘em cowboy!
Special: +2 to disarm checks, +4 to grapple checks
Owner: Homocidal Love

Name: Nandemonai no Jutsu (Harmless Technique)
Description: The purpose of this taijutsu is to render the target incapacitated by making them unable to use their limbs. By using the Kapchico fighting style, the Fujiko strikes the opponents joints; such as the shoulders, elbows, wrists, knees, and ankles. The aim of this attack is to dislocate all the target’s joints, which does minimal to no physical damage. Another point of attack, though not commonly used, is the spine and the neck. The aim is to cause temporary paralysis but only master of the Fujiko clan are allowed to use such a technique because even the defensive, unmodified version of the jutsu can cause permanent, if not fatal, affects.
Rank: C
Cp Cost: N/A
Attack Turns: 3
Damage: Kapchico + 1d4 for each joint + normal taijutsu
Requirements: Fujiko, Genin, Kapchico, Perform (Dance) 20, Taijutsu 60, Intelligence +10
Training: 3 stages
Stage I: [Intelligence] DC 15, This is a necessary evil; an act of preparation before running out to the training fields. In order to effectively execute this taijutsu it is vital that the user has explicit knowledge of all the joints on the human body. What kind of joints are they? Which bones are inserted and what are those bones used for? So, it is time to work like an academic. Go to the library and crack open the medical anatomy scrolls. Research and memorize what kind of joints there are, where all the joints are, what kind of joint they are, and which bones are associated with each.
Stage II: [Perform (Dance)] DC 30, At the beginning of the development of the Kapchico fighting style, the elders created a scroll that showed the choreography that would produce the most effective Nandemonai no Jutsu attack. If performed correctly, it would target every point in the body. Over the years, people have drifted from this choreography in application because more often than not the user is not in the position needed to start from the beginning. It has developed along with the users so that they can start anywhere in the middle of the dance and it still be effective. However, for training purposes, young Fujiko are required to memorize and perform this dance perfectly before they can manipulate it to their needs. This scroll has been mass produced and is handed out to every aspiring Fujiko shinobi. Learn the dance to perfection. No excuses.
Stage III: [Taijutsu] DC 75, This is the most difficult part of the training. Not only do you have to recall exactly where all of the joints are and be able to perform the appropriate dance, but you also have to strike the joint perfectly and with enough force to actually dislocate the joint. Wrong spot and you’ll just leave a bruise. Too soft on your hit then you’ll hurt yourself instead. To top it off, you have to be able to do this with both hands and both feet. There are special dummies set up at the Fujiko compound for your use, but if you insist on torturing one of your teammates while you learn please make sure to have an adept medical ninja on hand at the time of training. We don’t want anyone getting hurt.
Special: Victim is unable to use their limbs. Opponent must skip one round per joint dislocated in order to have a partner pop them back into place.
Owner: Homocidal Love

Name: Nandemonai no Jutsu Modified (Modified Harmless Technique)
Description: This technique has been ironically named as a harmless technique because it follows the same principals as its brother technique, the Nandemonai no Jutsu. The only difference between the two techniques is that the modified version was created to do a great deal of damage to an opponent. It is not commonly used by the Fujiko, since the focus of their taijutsu is defensive, but it has devastating effects when it is implemented. Just like in the big brother form, the focus of this taijutsu is to strike the joints of the opponent. However, unlike the true harmless technique, a strike to the joint is intended to shatter the joint and render it useless by using the Goken style in conjunction.
Rank: C
Cp Cost: N/A
Attack Turns: 3
Damage: Kapchico + 1d4 for each joint + normal taijutsu + str. mod
Requirements: Fujiko, Genin, Kapchico, Nandemonai no Jutsu, Goken, Str. Mod +10
Training: X stages.
Stage I: [Intelligence] DC 15, Just like with the Nandemonai no Jutsu, this technique begins with a bit of research. However, this one is a bit more fun than sitting over scrolls trying to memorize their contents. No, first you must discover a material with similar strength to that of the human joint. Okay, so that takes some research and a little bit of math, but it will be worth it! Find the material and then go request them so that you may train. If you’re on the Fujiko’s good side then they will probably hand it over without any issues. However, if you’ve managed to irritate any of the masters you may be sent on a mission to gather it yourself.
Stage II: [Strength] DC 22, This is the fun part. Now that you have gathered your desired materials it is time to start breaking stuff! Take the materials away from people who can be hit by flying debris. Once you find a suitable place, work on shattering, not just breaking, the materials with both hands and both feet so you get a feel for how much force is needed to destroy a joint in someone’s body. Pay attention to how much force you use so that you use enough but you aren’t wasting energy.
Stage III: [Strength] DC 25, Do NOT practice this technique on one of your teammates. It doesn’t matter if you have medical ninja on hand or not. Just don’t do it. Much like the final stage of the Nandemonai no Jutsu, the Fujiko have specially made dummies at their compound for this kind of training. This will require even more strength because you must not only shatter the joint, but also do so through skin and muscle. Make sure that you are using your hands and your feet in order to maximize the effectiveness of this technique.
Special: Incapacitates anything connected to the damaged joint; must receive medical treatment at a hospital in order to repair joint. May still end with permanent damage to that joint. Because the Fujiko use taijutsu defensively the use of the modified Nandemonai results in a hearing before the clan elders to determine whether or not the use was warranted. If not, the punishment is swift and severe.
Owner: Homocidal Love

Name: Rijekuto no Jutsu (Reject Technique)
Description: This technique was created to prevent the Nandemonai no Jutsu from being misused on another Fujiko. The defending Fujiko mirrors their opponent’s movements, which allows them to guard their legs while they use their hands to grab and move their opponent’s hands out of the way. This is another classic defensive taijutsu created by the clan. This technique is not strictly used against Fujiko anymore; it can be used to mirror any taijutsu technique with a fast enough user. Again, in this case this is simply meant to avoid an attack and it is not aimed to harming the attacker.
Rank: C
Cp Cost: N/A
Attack Turns: 3
Damage: N/A
Requirements: Fujiko, Kapchico, Perform (Dance) 15, Sense Motive 10, Awareness 15
Training: 3 stages.
Stage I: [Perform (Dance)] DC 25, Based on the origin of this jutsu, it only makes sense to learn the dance created for the Nandemonai no Jutsu in mirror form. This is easier said than done. With the scroll that was given out for the Nandemonai, perform the dance by reflecting the images on the scroll. Take it slow and easy until you perform it perfectly a few times, then speed it up – your opponent won’t slow down because you are thinking about mirroring an image.
Stage II: [Sense Motive] DC 22, This part of the training can be completed in a number of ways. Of course, the best way would be for you to find a fellow Fujiko and have them attack you with Nandemonai if at all possible. However, since this technique is now being used to counter more and more taijutsu attacks, any kind of attack of motion copy will work. Use your creativity but do it right.
Stage III: [Awareness] DC 25, For the final part of this training, get two people to team up against you. Being attacked from more than one side requires extra concentration and awareness of your surroundings. If you want to make it even more difficult, try this exercise in a heavily wooded area so that you have to move amongst the trees as well. The more things you can put in your way, the better.
Special: +10 grapple if on the defensive, +2 dodge bonus if on the defensive
Owner: Homocidal Love

Fuuinjutsu

Name: Essence Manifest
Description: The user is able to use the energy of their waterforce to create a physical manifestation of themselves. This version can cross boundaries that a regular person can’t, like jumping across gorges, because it weights virtually nothing and its atomic structure lacks density, so it can pass through thin walls. However, this form is not invisible, it actually glows, so it is not intended for stealth. What it can do gather visual and audio information that way because it is connected to the caster. This form cannot talk, attack, or perform jutsu. While the form itself cannot be injured the physical remainder of the caster can be. During this time, the user falls limp, unable to move or speak.
Rank: A
Cp Cost: 75 to summon, +5 per turn afterwards
Attack Turns: 4
Reflex DC: N/A
Damage: N/A
Requirements: Fujiko, Yin Chakra, Fuuinjutsu 45, Chk. Mod +15, Chakra Control 50, Acrobatics 45
Training: 5 stages.
Stage I: [Chakra] DC 25, Start pulling your waterforce energy into a form that resembles your physical shape and appearance. This will be more or less flooding the body with energy to create a mould by which to follow.
Stage II: [Fuuinjutsu + Chakra Control] DC 107, Now it is time to actually summon forth that form that you’ve been creating. In order to create the Essence Manifest you have to combine both the energy from your waterforce and yin chakra so that the form does possess any physical being. Don’t worry, you will be conscious because you will be moving as that form, but your physical body will be rendered useless.
Stage III: [Acrobatics] DC 60, You thought it was difficult learning to walk when you were little, think again. This is learning all of those basic movements all over again and getting them up to speed. However, it is pretty easy to go fast when you’re as light as waterforce energy is. Also, work on passing through solid objects that are very close to you. For practice sake, make sure they are very thin too.
Stage IV: [Chakra Control] DC 60, Now that you have learned to walk around and move, it is time to make some distance between your body and essence. Keep expanding the distance and stretching your chakra to hold onto the form and keep it intact.
Stage V: [Chakra Control] DC 65, This is the trickiest part; now that you can move and pass through trivially thin objects (no wider than you are) it is time to do things like pass through buildings and what have you. Pay close attention because if you manage to get stuck in a wall you’ll be out of luck either until you perform the move perfectly (Natural 20 roll) or a Fujiko who has already mastered the Essence Manifest can come fetch you.
Special: Recall back to the body is immediate. Since the essence lacks a physical form it cannot sustain damage.
Owner: Homocidal Love

Name: Physical Manifest
Description: Much like the Essence Manifest, this is a technique that creates a being outside of the user. This technique uses energy from the waterforce spirit, yang chakra, and compressed water to create a physical being. The use of water is minimal, so this being is still very light. However, instead of being able to pass through solid objects and the like, this essence can lift, move, and touch solid objects. Also, since this is a physical being, it can be hit. While the essence itself does not receive the damage itself, it will transfer all damage to the user upon recall; including any cut and such. The benefit of this manifest can travel faster than the user and cross over distances that their human form would be unable to. This form can be used to attack with weapons, but it cannot use jutsu.
Rank: A
Cp Cost: 80 to summon, +5 per turn afterwards
Attack Turns: 4
Reflex DC: N/A
Damage: N/A
Requirements: Fujiko, Yang Chakra, Fuuinjutsu 45, Chk. Mod +15, Chakra Control 50, Ninjutsu 35, Acrobatics 45
Training: 5 stages
Stage I: [Chakra + Ninjutsu] DC 60, Practice bringing your chakra together with a water supply. It is important to envelop the water with chakra for the next few steps.
Stage II: [Chakra Control + Ninjutsu] DC 95, Now that you’re used to bringing your chakra together with water, it is time to compress the water to make a solid being. Mind that there has to be more chakra than water in order to keep the manifest light, so make sure that any gaps left by compressing the water gets filled by chakra instead of more water.
Stage III: [Fuuinjutsu + Chakra Control] DC 107, This time, instead of just chakra, summon your waterforce, allow it to leave your body, and become a physical being with the water. Much like the Essence Manifest, your body will fall limp and be useless.
Stage IV: [Acrobatics] DC 55, Now that you are a physical being, it is time to move about. Pick up nearby objects of nominal weight for practice and try wielding a weapon of choice.
Stage V: [Chakra Control] DC 62, With confidence in the summoning of your physical manifestation, tests its limits. Thanks to the lacking weight, it can jump higher and farther, run faster, than a normal human can and it can wield weapons.
Special: Can wield a weapon to the same ability as the user. Physical being can be struck but does not directly receive the damage; upon return all of the damage, including the physical cuts or whatever was incurred, are transferred to the summoner. Call back is immediate.
Owner: Homocidal Love

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