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Reply Amegakure ((Hidden Village of Rain))
Amegakure Jutsus and Clans

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Istian Goss

PostPosted: Sun Jul 01, 2007 9:27 am
Amegakure Only Jutsu List:


Ninjutsu

C-Rank

Oboro Bunshin no Jutsu (Haze Clone Technique)
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At first glance, it looks like an ordinary Bunshin no Jutsu , but Oboro Bunshin really lures the enemy into a clever trap. Hundreds of Oboro Bunshin appear to confuse the enemy. These clones have no substance, thus attacking them will only make the enemy go right through them, without making the Bunshin disappear.
Cp cost: 40 cp + 15 per turn held
Damage: n/a
Reflex DC: n/a
Awareness DC: 12 + user's chk mod
Requirements: Amegakure, Chakra Control 28, Ninjutsu 30, Chakra 22, Stealth 25
Training: 3 stages
Stage 1: Chakra DC: 16, Building large numbers of chakra images.
Stage 2: Chakra Control DC: 38, Giving each clone as similar an appearance to the user as possible.
Stage 3: Stealth DC: 35, Hiding amongst the clones.
Special: If victim fails awareness check, user's first attack for this turn will be considered a Sneak Attack.

Kasumi Jusha no Jutsu (Mist Servant Technique)
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The user creates hundreds of clones that phase in and out of the ground as if they were made of blackish oil-like liquid. The user can then hide the projectiles they throw within the illusory ones that the clones throw at their opponents.
Cp cost: 20 per turn the jutsu is mantained
Damage: Damage dealt by your weapons.
Reflex DC: n/a
Awareness DC: 12 + user's chk mod
Requirements: Amegakure, Chakra Control 33, Ninjutsu 30, Chakra 22, Stealth 25, Oroboro bushin.
Training: 3 stages
Stage 1: Chakra DC: 16, Building large numbers of chakra images.
Stage 2: Chakra Control DC: 43, Making chakra images of ranged projectile towards the target.
Stage 3: Stealth DC: 35, Hiding real projectiles amongst the clone's.
Special: If user fails awareness check, all ranged attacks are considered Sneak Attacks this turn.

Jorō Senbon
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After throwing a special umbrella that has been equipped with springs into the air, it will release a hailing "shower" of senbon. It cannot be dodged by moving away since the needles cover a wide area in all directions, controlled by chakra. Although the needles were said to be able to pierce a five millimeter thick steel sheet, they can still be blocked by a powerful enough shield. They can also be dipped in poison to increase lethality.
Cp cost: 50
Damage: 25 - 100 + chk mod
Reflex DC: 25 + user's chk mod + 2 per 10 points in Ninjutsu
Requirements: Amegakure, Umbrella, Senbon 25, Ninjutsu 22, Chakra Control 21.
Training: 3 stages
Stage 1: Senbon DC: 35, Inserting senbons into the umbrella to enable projection upon jutsu initiation.
Stage 2: Chakra Control DC: 31, Deviating trajectory of some senbons to avoid being hit by the senbon rain.
Stage 3: Ninjutsu DC: 32, Increasing senbon's speed with chakra.
Special: Using this jutsu empties the umbrella of its senbons, it must be recharged after the battle before it can be used again (5 posts).

S-rank

Keiteki no jutsu (Alarm Technique) **NEEDS UPDATING***
Description of Jutsu:
This jutsu is a personal alarm that can cover a large area, such as a small village. However for larger areas the jutsu requires more people to initiate and maintain the jutsu. The caster creates a thin line of chakra and extends it around the desired area. And if someone crosses the trip wire of chakra then a signal is sent to the brain of the person who casted the jutsu. The line of chakra is like a nerve to the caster.
Cp Cost: 25 +4 per rp hour
Damage: N/A
Requirements: Amegakure no Sato only , lvl 20+, 30 ranks chakra control
Training: 4 days
Special:
Owner: Bromisto

Amimono Keiteki no jutsu( Web Alarm Technique) ***NEEDS UPDATING***
Description of Jutsu:
This is the second level of the Keiteki no jutsu. Instead of a thin line circling a desired area, this jutsu creates a web of chakra lines that either sit over a desired area or around it. This jutsu has the same effect as it's first level, however it is much more difficult to bypass and was designed for much more tighter security.
Cp Cost: 50 +6 per rp hour (per person)
Damage: N/A
Requirements: Keiteki no jutsu, Amegakure no Sato only, lvl 30+, 50 ranks chakra control, and a minimum of 4 people to perform the jutsu.
Training: 8 days
Owner: Bromisto


Summons

Cp cost chart
50 Cp: level 10
100 Cp: level 25
150: Level 45
200: Level 75

Summoning Contract - Pandas
Description of Jutsu: This summoning jutsu allows a person to summon the great panda and his sons. They are all very loving but demand respect. In fact, if one does not refer to the great panda as "lord Mfumu" he will maul that person. Each panda appears wearing a white shihak-sho with their insignia on the back. While the great panda also appears with Ninja to. Amegakure legend tells that the Pandas reigned, over what is now Amegakure no sato, long ago. However, once man began building structures the pandas fled into the forest. Time went by and the pandas were almost forgotten. Each generation more and more people would lose respect for nature. Lord Mfumu had to put a stop to it so he came before the only people who still had respect and a unique ability to speak with nature and the spirits. Lord Mfumu offered to help whomever summoned him and his sons as long as there were people who protected nature. The elders of the clan were honored to accept the request and so the Fujiko clan began to ingrain some of their customs into every child they could to preserve the forest, swamp, and all that inhabited them.
Cp Cost: 50
Damage: 5-16+str.
Requirements: Water Affinity and find the person who carries the contract.
Training: 18 days of a ritual that honors the forest, swamp, and spirits.
Special: none
Owner: Bromisto

LV. 10
Size: Medium
Hp: 100
Cp: 80
MHp: 150
Strength: 16
mod. +3
Dexterity: 10
mod. +0
Constitution: 10
mod. +0
Intelligence: 10
mod. +0
Wisdom: 15
mod. +2
Charisma: 50
mod. +20
Chakra: 20
mod. +5
Dodge Bonus: 12

Base Attack Bonus: 10
Attack Melee: 13
Attack Ranged: 10

Base Save Bonus: 5
Fort: 5
Rex: 5
Will: 7

Bluff: 20+10=30
Diplomacy: 20+60=80
Disguise: 20+0=20
Gather Information: 20+10=30
Handle Animal: 20+0=20
Intimidate: 20+0=20
Innuendo: 20+0=20
Perform: 20+0=20
Sense Motive: 2+40=42
Read Lips: 2+20=22
Seduction: 20+0=20

Balance: 0+5=5
Disable Device: 0+0=0
Escape Artist: 0+0=0
Hide: 0+220=220
Listen: 2+228=230
Move Silently: 0+130=130
Sleight of Hand: 0+0=0
Survival: 2+20=22
Swim: 3+7=10
Treat Injury: 2+0=2
Tumble: 0+20=20
Use Rope: 0+0=0

Concentration: 0+5=5
Craft: 0+0=0
Forgery: 0+0=0
Knowledge: 0+0=0
Repair: 0+0=0
Research: 0+0=0
Search: 0+0=0
Spot: 2+10=12

Chakra Control: 0+30=30
Ninjutsu: 5+32=37
Genjutsu: 0+10=10
Taijutsu: 3+17=20
Fuuin Jutsu: 0+0=0
Kawarimi: 50
Kunai: 0
Shuriken: 0
Ninja Weapons: 0
Sneak Attack: 30

Bunshin no Jutsu
Henge no Jutsu (Transformation Technique)
Kawarimi no jutsu (Replacement Technique)
Genjutsu Kai: Release
Jibaku Fuda: Kassei, (Exploding Tag: Activate)

Tanuki Neiri no Jutsu, "Play Possum Jutsu"
The user forces them self into a deep sleep using their chakra to cover their pulse and heartbeat to fool an opponent.
Cp cost: 20 + 5 per turn
Special: You appear dead. DC to find out you are alive is 35. Roll is d20 + wis mod.

Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)
Using this jutsu, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught.
Cp cost: 40
Special: Ninja cannot move.
Escape Artist DC: 50
--------------------------------------------------------------------------
LV. 25
Size: Large
Hp: 375
Cp: 325
MHp: 500
Strength: 33
mod. +12
Dexterity: 20
mod. +5
Constitution: 20
mod. +5
Intelligence: 50
mod. +20
Wisdom: 30
mod. +10
Charisma: 50
mod. +20
Chakra: 30
mod. +10
Dodge Bonus: 25

Base Attack Bonus: 25
Attack Melee: 39/33/29/24/19/14
Attack Ranged:32/26/23/17/12/7

Base Save Bonus: 13
Fort: 17
Rex: 17
Will: 22

Bluff: 20+0=20
Diplomacy: 20+620=640
Disguise: 20+0=20
Gather Information: 20+0=20
Handle Animal: 20+0=20
Intimidate: 20+10=30
Innuendo: 20+0=20
Perform: 20+0=20
Sense Motive: 10+750=760
Read Lips: 10+0=10
Seduction: 20+0=20

Balance: 5+10=15
Disable Device: 20+0=20
Escape Artist: 5+70=75
Hide: 5+210=215
Listen: 10+240=250
Move Silently: 5+20=25
Sleight of Hand: 5+0=5
Survival: 10+20=30
Swim: 12+0=12
Treat Injury: 10+0=10
Tumble: 5+20=25
Use Rope: 5+0=5

Concentration: 5+35=35
Craft: (Traps) 20+0=20
Forgery: 20+0=20
Knowledge: 20+0=20
Repair: 20+0=20
Research: 20+0=20
Search: 20+0=20
Spot: 10+90=100

Chakra Control: 20+130=150
Ninjutsu: 10+150=160
Genjutsu: 20+75=95
Taijutsu: 12+26=38
Fuuin Jutsu: 20+20=40
Kawarimi: 60
Kunai: 0
Shuriken: 0
Ninja Weapons: 0
Sneak Attack: 10

Bunshin no Jutsu
Henge no Jutsu (Transformation Technique)
Kawarimi no jutsu (Replacement Technique)
Genjutsu Kai: Release
Jibaku Fuda: Kassei, (Exploding Tag: Activate)

Tanuki Neiri no Jutsu, "Play Possum Jutsu"
The user forces them self into a deep sleep using their chakra to cover their pulse and heartbeat to fool an opponent.
Cp cost: 20 + 5 per turn
Special: You appear dead. DC to find out you are alive is 35. Roll is d20 + wis mod.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Kanashibari no Jutsu (Temporary Paralysis Technique)
A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu.
Cp cost: 30
Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation.
Special: This jutsu is broken upon impact.

Dokugiri (Poison Mist)
The user breathes out a toxic gas from their body that can also be used as a handy smokescreen.
Cp cost: 30
Damage: N/A "poison"
Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke
Reflex Save: 10 + half character level + half chakra mod. "To avoid"
Fort: 10 + half character level + half chakra mod. To resist the poison.

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 40 + 2 per round held
Roll: d20 + Chakra Control vs d20 + Spot or Listen

Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)
Using this jutsu, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught.
Cp cost: 40
Special: Ninja cannot move.
Escape Artist DC: 50

Suiton: Suigadan (Water Release: Water Fang Bullet)
This jutsu creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block.
Cp cost: 100
Damage: 80-110 + chakra mod
Special: If Chakra Control is over 75, water source isn't needed.

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
Forming the tiger hand seal, this powerful Genjutsu creates an ambiance of complete darkness around the surrounding background, enabling the user to attack without being seen.
Cp cost: 100 + 10 per post
Damage: 8 MHP per post
Will save: 20 + half character level + half int mod + half wis mod
Special: User cannot see, and he loses half of his dodge bonus/Reflex Save.

Nehan Shoja no Jutsu (Temple of Nirvana Technique)
This technique is an incantation spell that allows the caster to place a large body of people into an intense and unconscious state. The spell, however, can be avoided by forming the tiger hand seal and using the dispel skill, dispersing it away.
Cp cost: 115
Will save: 20 + half character level + half int mod + half wis mod
---------------------------------------------------------------
LV. 45
Size: Huge
Hp: 900
Cp: 1035
MHp: 1125
Strength: 50
mod. +20
Dexterity: 20
mod. +5
Constitution: 30
mod. +10
Intelligence: 36
mod. +13
Wisdom: 40
mod. +15
Charisma: 50
mod. +20
Chakra: 50
mod. +20
Dodge Bonus: 32

Base Attack Bonus: 45
Attack Melee: 65/60/55/50/45/40/35/30/25/20/15/10/5
Attack Ranged: 50/45/40/35/30/25/20/15/10/5

Base Save Bonus: 17
Fort: 32
Rex: 27
Will: 32

Bluff: 20+30=50
Diplomacy: 20+40=60
Disguise: 20+10=30
Gather Information: 20+20=40
Handle Animal: 20+10=30
Intimidate: 20+100=120
Innuendo: 20+0=20
Perform: 20+10=30
Sense Motive: 15+900=915
Read Lips: 15+50=65
Seduction: 20+80=100

Balance: 5+15=20
Disable Device: 13+2=15
Escape Artist: 5+5=10
Hide: 5+15=20
Listen: 15+50=65
Move Silently: 5+31=36
Sleight of Hand: 5+0=5
Survival: 15+20=35
Swim: 20+10=30
Treat Injury: 15+0=15
Tumble: 5+35=40
Use Rope: 5+0=5

Concentration: 10+115=125
Craft: 13+0=13
Forgery: 13+0=13
Knowledge: 13+0=13
Repair: 13+0=13
Research: 13+112=115
Search: 13+115=118
Spot: 15+320=335

Chakra Control: 13+330=343
Ninjutsu: 20+260=280
Genjutsu: 13+110=123
Taijutsu: 20+60=80
Fuuin Jutsu: 13+0=13
Kawarimi: 150
Kunai: 0
Shuriken: 0
Ninja Weapons: 0
Sneak Attack: 20

Bunshin no Jutsu
Henge no Jutsu (Transformation Technique)
Kawarimi no jutsu (Replacement Technique)
Genjutsu Kai: Release
Jibaku Fuda: Kassei, (Exploding Tag: Activate)

Tanuki Neiri no Jutsu, "Play Possum Jutsu"
The user forces them self into a deep sleep using their chakra to cover their pulse and heartbeat to fool an opponent.
Cp cost: 20 + 5 per turn
Special: You appear dead. DC to find out you are alive is 35. Roll is d20 + wis mod.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Kanashibari no Jutsu (Temporary Paralysis Technique)
A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu.
Cp cost: 30
Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation.
Special: This jutsu is broken upon impact.

Dokugiri (Poison Mist)
The user breathes out a toxic gas from their body that can also be used as a handy smokescreen.
Cp cost: 30
Damage: N/A "poison"
Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke
Reflex Save: 10 + half character level + half chakra mod. "To avoid"
Fort: 10 + half character level + half chakra mod. To resist the poison.

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 40 + 2 per round held
Roll: d20 + Chakra Control vs d20 + Spot or Listen

Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)
Using this jutsu, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught.
Cp cost: 40
Special: Ninja cannot move.
Escape Artist DC: 50

Suiton: Suigadan (Water Release: Water Fang Bullet)
This jutsu creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block.
Cp cost: 100
Damage: 80-110 + chakra mod
Special: If Chakra Control is over 75, water source isn't needed.

Suiton: Suijinheki (Water Release: Water Encampment Wall)
This jutsu creates a water barrier to protect the user from any offensive attacks. The water rises from the ground or is created by the jutsu user.
Cp cost: 50 "With body of water nearby", 120 Without it.
Special: Wall is completely encompassing and fully blocks any attack once and one time only. The user will have to use it again to block any other attacks.
*Jutsu can only block up to 6 Taijutsu attacks, 1 Ninjutsu or lasts for one of the users turns, whichever comes first.

Suiton: Suikodan no Jutsu (Water Release: Water Shark Bullet Technique)
This jutsu utilizes water to attack the enemy with a powerful water burst.
Cp cost: 60
Damage: 60 - 110 + chk mod

Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique)
A powerful attack that creates a huge current of water, usually in the form of a dragon, sent towards the target.
Cp cost: 200 without water source, 120 with.
Damage: 150 - 250+ chakra mod.

Suiton: Daibaku no Jutsu (Water Release: Great Explosion Technique)
A technique that creates a massive tidal wave of water in all directions.
Cp cost: 150 cp
Damage: 150 - 230 + chakra mod

Suiton: Daibakufu no Jutsu (Water Release: Great Waterfall Technique)
This technique is used to create a massive blast of water.
Cp cost: 180 CP
Damage: 200 – 250 + chakra mod

Suiton: Daibakure no Jutsu (Water Release: Huge Explosion Technique)
The user creates an enormous, inescapable maelstrom to trap and drown the target.
Cp cost: 200 CP
Damage: 300 – 400 + chak mod

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
Forming the tiger hand seal, this powerful Genjutsu creates an ambiance of complete darkness around the surrounding background, enabling the user to attack without being seen.
Cp cost: 100 + 10 per post
Damage: 8 MHP per post
Will save: 20 + half character level + half int mod + half wis mod
Special: User cannot see, and he loses half of his dodge bonus/Reflex Save.

Nehan Shoja no Jutsu (Temple of Nirvana Technique)
This technique is an incantation spell that allows the caster to place a large body of people into an intense and unconscious state. The spell, however, can be avoided by forming the tiger hand seal and using the dispel skill, dispersing it away.
Cp cost: 115
Will save: 20 + half character level + half int mod + half wis mod
-------------------------------------------------------------
LV. 75
Size: colossal
Hp:3000
Cp:3600
MHp:2625
Strength: 80
mod. +35
Dexterity: 30
mod+10
Constitution: 70
mod. +30
Intelligence: 40
mod. +15
Wisdom: +60
mod. +25
Charisma: 70
mod. +30
Chakra: 100
mod. +45
Dodge Bonus: 45

Base Attack Bonus: 75
Attack Melee: 95/90/85/80/75/70/65/60/55/50/45/40/35/30/25/20/15/10/5
Attack Ranged: 85/80/75/70/65/60/55/50/45/40/35/30/25/20/15/10/5

Damage:
Bite: 120 - 270 + 95 (+46) = 215 - 411
Claws: 100 - 200 + 95 (+46) = 195 - 341
Tear: 100 - 300 + 95 (+46) = 195 - 441
Ninja to: 200 - 400 + 95 (+50) = 295 - 545


Base Save Bonus: 23
Fort: 66
Rex: 46
Will: 61

Bluff: 30+300=330
Diplomacy: 30+900=930
Disguise: 30+0=30
Gather Information: 30+800=830
Handle Animal: 30+0=30
Intimidate: 30+1475=1505
Innuendo: 30+200=230
Perform: 30+0=30
Sense Motive: 30+1475=1505
Read Lips: 25+70=95
Seduction: 30+0=30

Balance: 10+1100=1110
Disable Device: 15+0=15
Escape Artist: 10+700=710
Hide: 10+0=10
Listen: 25+400=425
Move Silently: 10+0=10
Sleight of Hand: 10+0=10
Survival: 25+50=75
Swim: 35+100=135
Treat Injury: 25+30=55
Tumble: 10+60=70
Use Rope: 10+0=10

Concentration: 30+550=580
Craft: 15+0=15
Forgery: 15+0=15
Knowledge: 15+415=430
Repair: 15+0=15
Research: 15+30=45
Search: 15+0=15
Spot: 25+500=525

Chakra Control: 15+900=915
Ninjutsu: 40+460=500
Genjutsu: 15+220=235
Taijutsu: 35+400=435
Fuuin Jutsu: 15+109=125
Kawarimi: 200
Kunai: 10
Shuriken: 10
Ninja to: 500
Sneak Attack: 10

Bunshin no Jutsu
Henge no Jutsu (Transformation Technique)
Kawarimi no jutsu (Replacement Technique)
Genjutsu Kai: Release
Jibaku Fuda: Kassei, (Exploding Tag: Activate)

Tanuki Neiri no Jutsu, "Play Possum Jutsu"
The user forces them self into a deep sleep using their chakra to cover their pulse and heartbeat to fool an opponent.
Cp cost: 20 + 5 per turn
Special: You appear dead. DC to find out you are alive is 35. Roll is d20 + wis mod.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Kanashibari no Jutsu (Temporary Paralysis Technique)
A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu.
Cp cost: 30
Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation.
Special: This jutsu is broken upon impact.

Dokugiri (Poison Mist)
The user breathes out a toxic gas from their body that can also be used as a handy smokescreen.
Cp cost: 30
Damage: N/A "poison"
Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke
Reflex Save: 10 + half character level + half chakra mod. "To avoid"
Fort: 10 + half character level + half chakra mod. To resist the poison.

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 40 + 2 per round held
Roll: d20 + Chakra Control vs d20 + Spot or Listen

Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)
Using this jutsu, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught.
Cp cost: 40
Special: Ninja cannot move.
Escape Artist DC: 50

Suiton: Suigadan (Water Release: Water Fang Bullet)
This jutsu creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block.
Cp cost: 100
Damage: 80-110 + chakra mod
Special: If Chakra Control is over 75, water source isn't needed.

Suiton: Suijinheki (Water Release: Water Encampment Wall)
This jutsu creates a water barrier to protect the user from any offensive attacks. The water rises from the ground or is created by the jutsu user.
Cp cost: 50 "With body of water nearby", 120 Without it.
Special: Wall is completely encompassing and fully blocks any attack once and one time only. The user will have to use it again to block any other attacks.
*Jutsu can only block up to 6 Taijutsu attacks, 1 Ninjutsu or lasts for one of the users turns, whichever comes first.

Suiton: Suikodan no Jutsu (Water Release: Water Shark Bullet Technique)
This jutsu utilizes water to attack the enemy with a powerful water burst.
Cp cost: 60
Damage: 60 - 110 + chk mod

Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique)
A powerful attack that creates a huge current of water, usually in the form of a dragon, sent towards the target.
Cp cost: 200 without water source, 120 with.
Damage: 150 - 250+ chakra mod.

Suiton: Daibaku no Jutsu (Water Release: Great Explosion Technique)
A technique that creates a massive tidal wave of water in all directions.
Cp cost: 150 cp
Damage: 150 - 230 + chakra mod

Suiton: Daibakufu no Jutsu (Water Release: Great Waterfall Technique)
This technique is used to create a massive blast of water.
Cp cost: 180 CP
Damage: 200 – 250 + chakra mod

Suiton: Daibakure no Jutsu (Water Release: Huge Explosion Technique)
The user creates an enormous, inescapable maelstrom to trap and drown the target.
Cp cost: 200 CP
Damage: 300 – 400 + chak mod

Suiton: Hahonryū (Water Release: Rapid Crasher)
This technique creates water that spirals in the user's hand and fires at a high speed at the enemy. Like a spinning fastball of water.
Cp cost: 120 CP
Damage: 100 - 160

Suiton: Kaihodan (Water Release: Pressure Cannon)
A strong jet stream of water is blasted out of the user's mouth.
Cp cost: 80 cp
Damage: 55 - 120 + chakra mod.

Suiton: Suishoha (Water Release: Water Shockwave)
A large capacity of water is basically created out of nowhere. This water can then be directed at the targeted area.
Cp cost: 100
Damage: 200 - 300 + chakra mod.

Suiton: Bakusui Shoha (Water Release: Exploding Water Shockwave)
One can literally create water out of nothing. Kisame was able to cover a significant portion of desert while engaging Gai and his subordinates.
Cp cost: 130 CP
Special: Creates a body of water in which to use other water jutsu. Also can make opponent lose footing. Footing dictated by a Balance check vs attacker's Ninjutsu DC

Nehan Shoja no Jutsu (Temple of Nirvana Technique)
This technique is an incantation spell that allows the caster to place a large body of people into an intense and unconscious state. The spell, however, can be avoided by forming the tiger hand seal and using the dispel skill, dispersing it away.
Cp cost: 115
Will save: 20 + half character level + half int mod + half wis mod

Shi no Kumi no Jutsu (Death Foreseeing Technique)
This jutsu is much like the Temporary Paralysis Technique, but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
Cp cost: 120
Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter
Will Save: 20 + half Character Level + half Int Mod + half Wis Mod
Special: -10 to all checks


Summoning Contract - Praying mantis
Description of Jutsu: This summoning jutsu allows a person to summon the queen mantis and her three daughters. However they are very vicious and all have a nasty temper. They all appear as a normal sized mantis except for the queen. When the queen mantis is summoned she stands twelve feet tall. But the way one is able to tell each one of them a part from another is what color they are. Commanding these mantises is near impossible since they don't take orders and they do not partner with anyone. A human only has the possibility to become a servant.
Cp Cost: 50
Damage: 1-6+str.
Requirements: A sacrifice that has a high amount of chakra. (more than 800cp)
Training: However long it takes. Must kill one of your friends and offer them as a sacrifice to the Queen Mantis.
Special: The queen mantis can change her form to a cerated Kusarigama. However if she does allow the summoner to use her as a weapon, she eats the wielder's chakra during battle as payment. For the queen to allow someone to use her as a weapon the person must either give her a live human sacrifice to prove loyalty. Doing so will allow you full access to her ability when ever needed. Or 1,000 Cp each time to use her as a weapon.

Kusarigama: The kusarigama is the union of a normal kama with a chain on the end of the kama handle. The kusarigama is one of the hardest weapons to master and one of the most useful ones. The Kama can be used to attack in close quarters while the chain which most of the time has a small metal ball like ending can be used for ranged attack, trips and disarming as well as creating vast numbers of opening for the user to kill with the kama sharp edge.

Mantis Kusarigama: Is the same as a normal Kusarigama, however the kama is cerated which resembles the Queen Mantis's claw and the chain is slightly longer than a normal chain. As the Mantis Kusarigama is held in slowly eats the wielder's chakra and when kama or chain hits the opponent it takes a small amount of their chakra as well.
Damage: 1 - 12 "Kama" 1 - 6 "Chain" Both add Str modifier.
Range: Melee or Ranged 50 ft.
Special: Can make trips checks to make the opponent fall to the ground as well as grapple checks and disarm checks. Takes 20 cp every round from wielder and takes 30 cp from opponent when opponent is hit.

Owner: Bromisto

See Bromisto first when you want one of the summons.


LV. 10
Size: Tiny
Color: yellow
Hp: 300
Cp: 80
MHp: 200
Strength: 14
mod. +2
Dexterity: 30
mod. +10
Constitution: 50
mod. +20
Intelligence: 16
mod. +3
Wisdom: 30
mod. +10
Charisma: 8
mod. -2
Chakra: 20
mod. +5
Dodge Bonus: 30

Base Attack Bonus: 10
Attack Melee: 12
Attack Ranged: 20

Damage:
normal damage for tiny pet.

Base Save Bonus: 5
Fort: 25
Rex: 15
Will: 15

Bluff: -2+0=-2
Diplomacy: -2+0=-2
Disguise: -2+30=28
Gather Information: -2+52=50
Handle Animal: -2+0=-2
Intimidate: -2+0=-2
Innuendo: -2+0=-2
Perform: -2+0=-2
Sense Motive: 10+40=50
Read Lips: 10+0=10
Seduction: -2+0=-2

Balance: 10+30=40
Disable Device: (Int)
Escape Artist: 10+30=40
Hide: 10+0=10
Listen: 10+10=20
Move Silently: 10+60=70
Sleight of Hand: 10+10=20
Survival: 10+20=30
Swim: 2+0=2
Treat Injury: 10+5=15
Tumble: 10+0=10
Use Rope: 10+0=10

Concentration: 20+0=20
Craft: 3+0=3
Forgery: 3+0=3
Knowledge: 3+0=3
Repair: 3+0=3
Research: 3+0=3
Search: 3+0=3
Spot: 10+15=25

Chakra Control: 3+27=30
Ninjutsu: 5+30=35
Genjutsu: 3+0=3
Taijutsu: 2+0=2
Fuuin Jutsu: 3+0=3
Kawarimi: 60
Kunai: 0
Shuriken: 0
Ninja Weapons: 0
Sneak Attack: 50

------------------------------------------------------
LV. 25
Size: Tiny
Color: Red
Hp: 1000
Cp: 325
MHp: 625
Strength: 20
mod. +5
Dexterity: 40
mod. +15
Constitution: 70
mod. +30
Intelligence: 20
mod. +5
Wisdom: 40
mod. +15
Charisma: 10
mod. +0
Chakra: 30
mod. +10
Dodge Bonus: 40

Base Attack Bonus: 25
Attack Melee: 30/24/20/15/10
Attack Ranged: 40/34/30/25/20

Damage:
normal damage for tiny pet.

Base Save Bonus: 12
Fort: 42
Rex: 27
Will: 27

Bluff: 0+0=0
Diplomacy: 0+0=0
Disguise: 0+0=0
Gather Information: 0+40=40
Handle Animal: 0+0=0
Intimidate: 0+0=0
Innuendo: 0+0=0
Perform: 0+0=0
Sense Motive: 15+50=65
Read Lips: 15+0=15
Seduction: 0+0=0

Balance: 15+40=55
Disable Device: 5+0=5
Escape Artist: 15+0=15
Hide: 15+50=65
Listen: 15+15=30
Move Silently: 15+60=75
Sleight of Hand: 15+0=15
Survival: 15+15=30
Swim: 5+0=5
Treat Injury: 15+0=15
Tumble: 15+0=15
Use Rope: 15+0=15

Concentration: 30+0=30
Craft: 5+0=5
Forgery: 5+0=5
Knowledge: 5+0=5
Repair: 5+0=5
Research: 5+25=30
Search: 5+0=5
Spot: 15+20=35

Chakra Control: 5+40=45
Ninjutsu: 10+10=20
Genjutsu: 5+5=10
Taijutsu: 5+5=10
Fuuin Jutsu: 5+0=5
Kawarimi: 70
Kunai: 0
Shuriken: 0
Ninja Weapons: 0
Sneak Attack: 71

-----------------------------------------------
LV. 45
Size: large
Color: Blue
Hp:2250
Cp:1035
MHp:1350
Strength: 30
mod. +10
Dexterity: 70
mod. +30
Constitution: 90
mod. +40
Intelligence: 30
mod. +10
Wisdom: 50
mod. +20
Charisma: 10
mod. +0
Chakra: 50
mod. +20
Dodge Bonus: 60

Base Attack Bonus: 45
Attack Melee: 55/50/45/40/35/30/25/20
Attack Ranged: 75/70/65/60/55/50/45/40

Damage:
normal damage for large pet.

Base Save Bonus: 22
Fort: 62
Rex: 52
Will: 42

Bluff: 0+100=100
Diplomacy: 0+0=0
Disguise: 0+0=0
Gather Information: 0+300=300
Handle Animal: 0+0=0
Intimidate: 0+300=300
Innuendo: 0+0=0
Perform: 0+0=0
Sense Motive: 20+100=120
Read Lips: 20+0=20
Seduction: 0+3=3

Balance: 30+40=70
Disable Device: 10+0=10
Escape Artist: 30+30=60
Hide: 30+0=30
Listen: 20+20=40
Move Silently: 30+70=100
Sleight of Hand: 30+20=50
Survival: 20+30=50
Swim: 10+0=10
Treat Injury: 20+10=30
Tumble: 30+0=30
Use Rope: 30+0=30

Concentration: 40+60=100
Craft: 10+0=10
Forgery: 10+0=10
Knowledge: 10+50=60
Repair: 10+0=10
Research: 10+30=40
Search: 10+50=60
Spot: 20+60=80

Chakra Control: 10+50=60
Ninjutsu: 20+80=100
Genjutsu: 10+50=60
Taijutsu: 10+20=30
Fuuin Jutsu: 10+40=50
Kawarimi: 80
Kunai: 0
Shuriken: 0
Ninja Weapons: 0
Sneak Attack: 80

-----------------------------------------------
LV. 75
Size: Huge
Color: Green
Hp:4125
Cp:2475
MHp:2250
Strength: 34
mod. +12
Dexterity: 90
mod. +40
Constitution: 100
mod. +45
Intelligence: 50
mod. +20
Wisdom: 50
mod. +20
Charisma: 10
mod. +0
Chakra: 70
mod. +30
Dodge Bonus: 70

Base Attack Bonus: 75
Attack Melee: 87/82/77/72/67/62/57/52/47/42/37/32/27/22/17
Attack Ranged: 115/110/105/100/95/90/85/80/75/70/65/60/55/50/45

Damage:
Claws: 50 - 100 + 87 (+8 ) = 137 - 195
Tear: 100 - 200 + 87 (+8 ) = 187 - 295

Base Save Bonus: 37
Fort: 82
Rex: 77
Will: 57

Bluff: 0+300=300
Diplomacy: 0+300=300
Disguise: 0+0=0
Gather Information: 0+800=800
Handle Animal: 0+0=0
Intimidate: 0+1500=1500
Innuendo: 0+0=0
Perform: 0+0=0
Sense Motive: 20+500=520
Read Lips: 20+30=50
Seduction: 0+40=40

Balance: 40+400=440
Disable Device: 20+0=20
Escape Artist: 40+300=340
Hide: 40+0=40
Listen: 20+300=320
Move Silently: 40+0=40
Sleight of Hand: 40+0=40
Survival: 20+30=50
Swim: 12+120=132
Treat Injury: 20+40=60
Tumble: 40+0=40
Use Rope: 40+0=40

Concentration: 45+20=65
Craft: 20+0=20
Forgery: 20+0=20
Knowledge: 20+800=820
Repair: 20+10=30
Research: 20+40=60
Search: 20+10=30
Spot: 20+80=100

Chakra Control: 20+300=320
Ninjutsu: 20+125=145
Genjutsu: 20+50=70
Taijutsu: 12+70=82
Fuuin Jutsu: 20+80=100
Kawarimi: 100
Kunai: 0
Shuriken: 0
Ninja Weapons: 0
Sneak Attack: 100

Jutsu:
Bunshin
Henge
Kawarimi

Shunshin no Jutsu (Body Flicker Technique)

Dokugiri (Poison Mist)
The user breathes out a toxic gas from their body that can also be used as a handy smokescreen.
Cp cost: 30
Damage: N/A "poison"
Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke
Save: Reflex: 10 + character level + chakra mod. "To avoild"
Fort: 10 + character level + chakra mod. To resist the poison.

Doton: Doryuheki (Earth Release: Earth Style Wall)
The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall.
Cp cost: 40

Doton: Doryu Dango (Earth Release: Earth Mausoleum Dumpling)
The user is able to overturn the earth into a large dumpling shape chunk of earth the size of a mausoleum. Using their immense strength, they can lift up the ball and hurl it at his opponent, flattening everything in its path.
Cp cost: 30
Damage: 40 - 80

Doton: Doryu Taiga (Earth Release: Earth Flow River)
The user performs a technique that forms a rapid river of mud on the ground beneath the opponent.
Cp cost: 20
Special: Opponent loses his footing unless he meets a Balance check of 10 + attacker's level + attacker's chakra mod + 2 per 10 ranks in attacker's Ninjutsu skill

Doton: Doryudan (Earth Release: Earth Dragon Bullet)
Used in conjunction with Doton: Doryū Taiga (Earth Release: Earth Flowing River), this jutsu creates a likeness of a dragon's head that launches mud balls from its mouth onto the opponent.
Cp cost: 50
Damage: 10 - 30 per bullet.

Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm)
This technique allows the ninja to control nearby rocks and stones that surround the enemy and will begin to hit and spin about crushing all those trapped within it.
Cp cost: 15
Damage: 5 - 35 + chakra mod.

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
Forming the tiger hand seal, this powerful Genjutsu creates an ambience of complete darkness around the surrounding background, enabling the user to attack without being seen.
Cp cost: 35
Will save: 20 + character level + charisma mod.

Summoning Contract - Black Panthers
Basic description of summons:
Black panthers can hunt and kill animals that outweigh them by more than 1,350 pounds (610 kg). So it would be wise to stay out of their territory. , the panther king, generally stays out of fights until it is necessary for him to fight but he still has fangs. Stories had been passed down through Amegakure that the original maker of the Panther contract was a young man. He had set off one day into the forests of Ame and had gotten himself lost for four days. On the fourth day he was attacked by wild boars, he ran and ran for what seemed like hours, running deeper and deeper into the vegetation. Finally he was cornered and just as the boars were about to tear him into pieces a panther fell from the trees. She fought off the berserking boars, saving the young man's life. Even though her initial intent for killing the pigs were to bring back food for her family. As she started to leave he called out and pleaded with her to teach him how to survive in the forests and swamps. She replied, "Its not up to me to teach you. Only my father can permit such a thing for a human. But why should I take you to him instead of eating you!" The young man was frightened but he had to say something otherwise he would have end3ed up like the boars. "Because the forest is getting small because of bad humans. But I can keep them away from the forest if you teach me." The female panther was slightly speechless and there was truth in what the boy spoke. But she could not make a final decision of her own. So she took him back to her clan and introduced him to her father, the Panther King. The young man pleaded his case but the panther king laughed at him. "We can take care of ourselves and the forest. We don't need the help of a human. Now leave, and if you ever enter these forests again I'll kill you myself!" The panther king shouted. But the young man stayed despite the threat. However since the boy had lost most of his provisions and tools while running from the boars, he had to fend for himself and ended up living like a panther himself. The panther king took notice to this and was impressed that a human would go to such lengths to learn about his way of life. The boy struggled to adapt to the panther lifestyle and almost died twice. Once from disease and the second was from near starvation. Finally the panther king approached the young man and offered his clans aid in times of peril.
Requirements: Earth Affinity, Find the person who carries the contract, Must make an solemn oath to protect the forest, and have a signed summoning contract with Black Panthers.
Training: 15 days of survival in the forest with no man made equipment or items. Then one will be allowed to sign the contract between humans and panthers.
Owner: Bromisto

Stage 1
Name: Kage
Size: small
Element Affinity: Earth
Age: 11 weeks
Gender: Male

Height: 1 foot and 4 inches long, 1 foot tall
Weight: 80lbs.
Physical Description: Kage is a very small panther cub whom is very adorable. He isn't much of a fighter yet but you may be surprised about what he can do.
Background: ?
Personality: Kage is a very curious cub and likes to gets into things.
Other:

Jutsu
Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: The Int DC to see through a bunshin is 10 + 1/2 of the jutsu user's Chakra mod + 1/2 of the user's Int mod.

Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is maintained"
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Very Special: This jutsu is currently being hotly debated on and may change.

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

LV. 10
Experience:
Hp: 140
Cp: 70
MHp: 140
Strength: 16
mod. +3
Dexterity: 18
mod. +4
Constitution: 18
mod. +4
Intelligence: 18
mod. +4
Wisdom: 18
mod. +4
Charisma: 18
mod. +4
Chakra: 18
mod. +4
Dodge Bonus: 18

Base Attack Bonus: 10/5
Attack Melee: 13/8
Attack Ranged: 14/9

Base Save Bonus: 5
Fort: 9
Rex: 9
Will: 9

Damage: 1 - 6 + str mod.
Bite: 1 - 7 + 13 = 14 - 20
Claws: 1 - 6 + 13 = 14 - 19
Tear: 1 - 9 + 13 = 14 - 22

Skills
Swim: 3+10=13
Balance: 4+10=14
Escape Artist: 4+6=10
Hide: 4+15=19
Move Silently: 4+18=22
Tumble: 4+4=8
Concentration: 4+0=4

Chakra Control: 4+20=24
Knowledge: 4+0=4
Research: 4+0=4
Search: 4+30=34

Alchemy: 4+0=4
Listen: 4+30=34
Read Lips: 4+0=4
Sense: 4+0=34 [see Pets skill]
Spot: 4+30=34
Survival: 4+30=4
Track: 4+30=34
Treat Injury: 4+0=4

Bluff: 4+0=4
Diplomacy: 4+0=4
Disguise: 4+0=4
Gather Information: 4+6=10
Intimidate: 4+10(+2)=16
Innuendo: 4+0=4
Perform: 4+0=4
Seduction: 4+0=4

Ninjutsu: 4+30=34
Genjutsu: 4+10=14
Taijutsu: 3+0=3
Fuuin Jutsu: 4+0=4
Kawarimi: 20
Sneak Attack: 40

Stage 2
Name: Isamashii
Size: Medium
Element Affinity: Earth
Age: 2 years old
Gender: Male

Height: 2 feet tall and 4 feet long
Weight: 120lbs.
Physical Description:
Background: ?
Personality: Isamashii is quiet but when brought into a battle he constantly antagonizes his opponent.
Other:

Jutsu
Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: The Int DC to see through a bunshin is 10 + 1/2 of the jutsu user's Chakra mod + 1/2 of the user's Int mod.

Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is maintained"
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Very Special: This jutsu is currently being hotly debated on and may change.

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Kori Shinchu no Jutsu (Sly Mind Affect Technique)
Kori Shinchū no Jutsu is a Genjutsu which causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over.
Cp cost: 20
Requirements: Genjutsu 30 Ranks
Training days: 6 days.

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
Kokoni Arazu no Jutsu is a rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 10
Requirements: Genjutsu 15 Ranks
Training days: 5
Save: Will 10 + character level + charisma mod.
Intelligence check DC "Same as above"

LV. 25
Experience:
Hp:475
Cp:300
MHp:475
Strength: 28
mod. +9
Dexterity: 18
mod. +4
Constitution: 28
mod. +9
Intelligence: 28
mod. +9
Wisdom: 28
mod. +9
Charisma: 18
mod. +4
Chakra: 28
mod. +9
Dodge Bonus: 23

Base Attack Bonus: 25/20/15/10/5/1
Attack Melee: 34/29/24/19/14/10/1
Attack Ranged: 34/29/24/19/14/10/1

Base Save Bonus: 12
Fort:21
Rex:16
Will:21

Damage: 10 - 25 + str mod
Claw: 10 -26 + 34 = 44 - 60
Bite: 10 - 25 + 34 = 44 - 59
Tear: 10 - 28 + 34 = 44 - 62

Skills
Swim: 9+30=39
Balance: 4+50=54
Escape Artist: 4+150=154
Hide: 4+150=154
Move Silently: 4+150=154
Tumble: 4+20=24
Concentration: 9+0=9

Chakra Control: 9+160=169
Knowledge: 9+70=79
Research: 9+0=9
Search: 9+30=39

Alchemy: 9+0=9
Listen: 9+190=199
Read Lips: 9+10=19
Sense: 9+290=299 [see Pets skill]
Spot: 9+160=169
Survival: 9+160=169
Track: 9+160=169
Treat Injury: 9+0=9

Bluff: 4+110=114
Diplomacy: 4+110=114
Disguise: 4+0=4
Gather Information: 4+10=14
Intimidate: 4+160(+3)=167
Innuendo: 4+10=14
Perform: 4+0=4
Seduction: 4+0=4

Ninjutsu: 9+130=139
Genjutsu: 9+21=30
Taijutsu: 9+0=9
Fuuin Jutsu: 9+0=9
Kawarimi: 180
Sneak Attack: 160

Stage 3
Name: Luna
Size: Medium
Element Affinity: Earth
Age: 4 years old
Gender: Female

Height: 2 feet and 6 inches tall, 5 feet long
Weight: 140lbs.
Physical Description:
Background: ?
Personality:
Other:

Jutsu
Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: The Int DC to see through a bunshin is 10 + 1/2 of the jutsu user's Chakra mod + 1/2 of the user's Int mod.

Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is maintained"
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Very Special: This jutsu is currently being hotly debated on and may change.

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Tategami Gouzen no jutsu [Roaring Lion Technique]
By using the seal of the tiger, the user amplifies the volume of their voice to create an eardrum bursting roar. With their chakra, they create a blow horn effect that streams towards their target.
Cp cost: 20
Damage: 1 - 9 + Charisma Mod
Special: (-5 to dexterity Mod)
Requirements: Charisma 20+ Chakra 20+
Training: 15 days.

Kori Shinchu no Jutsu (Sly Mind Affect Technique)
Kori Shinchū no Jutsu is a Genjutsu which causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over.
Cp cost: 20
Requirements: Genjutsu 30 Ranks
Training days: 6 days.

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
Kokoni Arazu no Jutsu is a rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 10
Requirements: Genjutsu 15 Ranks
Training days: 5
Save: Will 10 + character level + charisma mod.
Intelligence check DC "Same as above"

Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
Type: Unknown, probably: B-rank, Supplementary, All ranges
A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 25
Requirements: Genjutsu 10 Ranks
Training days: 5 days.
Will save: 15 + character level + charisma mod.

Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Fish Technique)
The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own.
Cp cost: 15
Damage: N/A
Requirements: Earth Affinity, Chakra Control 8
Training: 2 days
Special: +chk mod to Hide roll. If undetected, person can Sneak Attack. User suffers double damage from earth based ninjutsu.

LV. 45
Experience:
Hp:1080
Cp:945
MHp:1260
Strength: 31
mod. +10
Dexterity: 30
mod. +10
Constitution: 38
mod. +14
Intelligence: 38
mod. +14
Wisdom: 48
mod. +18
Charisma: 20
mod. +5
Chakra: 48
mod. +18
Dodge Bonus: 38

Base Attack Bonus: 45/
Attack Melee: 55/
Attack Ranged: 55/

Base Save Bonus: 22
Fort: 36
Rex: 32
Will: 40

Damage: 10 - 25 + str mod
Bite: 10 - 26 + 55 = 65 - 81
Claw: 10 - 25 + 55 = 65 - 80
Tear: 10 - 28 + 55 = 65 - 83

Skills
Swim: 10+150=160
Balance: 10+280=290
Escape Artist: 10+280=290
Hide: 10+300=310
Move Silently: 10+300=310
Tumble: 10+170=180
Concentration: 14+110=124

Chakra Control: 14+200=214
Knowledge: 14+80=94
Research: 14+0=14
Search: 14+90=104

Alchemy: 18+0=18
Listen: 18+380=398
Read Lips: 18+0=18
Sense: 18+400=418 [see Pets skill]
Spot: 18+400=418
Survival: 18+300=318
Track: 18+400=418
Treat Injury: 18+0=18

Bluff: 5+330=335
Diplomacy: 5+430=435
Disguise: 5+110=115
Gather Information: 5+120=125
Intimidate: 5+190(+3)=198
Innuendo: 5+10=15
Perform: 5+0=5
Seduction: 5+0=5

Ninjutsu: 18+380=398
Genjutsu: 14+130=144
Taijutsu: 10+0=10
Fuuin Jutsu: 14+0=14
Kawarimi: 220
Sneak Attack: 180

Stage 4
Name: Ouja
Size: Large
Element Affinity: Earth
Age: 10 years old
Gender: Male

Height: 3 feet and 10 inches tall, 7 feet long
Weight: 400lbs.
Physical Description:
Background: ?
Personality: The panther king is usually quiet but when he does speak he shares wisdom and insight. He is also very level headed but if you make him anger, run.
Other:

Jutsu
Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: The Int DC to see through a bunshin is 10 + 1/2 of the jutsu user's Chakra mod + 1/2 of the user's Int mod.

Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is maintained"
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.
Very Special: This jutsu is currently being hotly debated on and may change.

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Tategami Gouzen no jutsu [Roaring Lion Technique]
By using the seal of the tiger, the user amplifies the volume of their voice to create an eardrum bursting roar. With their chakra, they create a blow horn effect that streams towards their target.
Cp cost: 20
Damage: 1 - 9 + Charisma Mod
Special: (-5 to dexterity Mod)
Requirements: Charisma 20+ Chakra 20+
Training: 15 days.

Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Fish Technique)
The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own.
Cp cost: 15
Damage: N/A
Requirements: Earth Affinity, Chakra Control 8
Training: 2 days
Special: +chk mod to Hide roll. If undetected, person can Sneak Attack. User suffers double damage from earth based ninjutsu.

Doton: Doryuheki (Earth Release: Earth Style Wall)
The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall.
Cp cost: 40
Damage: N/A
Requirements: Chakra 50 +
Training days: 20 days.

Doton: Doryu Taiga (Earth Release: Earth Flow River)
The user performs a technique that forms a rapid river of mud on the ground beneath the opponent.
Cp cost: 20
Damage: N/A
Requirements: Earth Affinity.
Training days: 6 days.
Special: Opponent loses his footing unless he meets a Balance check of 10 + attacker's level + attacker's chakra mod + 2 per 10 ranks in attacker's Ninjutsu skill

Doton: Yomi Numa (Earth Release: Swamp of the Underworld)
This technique turns a large area of land into a sinking swampland, making it impossible for anyone or anything in that area to move around or escape.
Cp cost: 50
Damage: N/A
Requirements: Chakra 80+
Training days: 25 days.
Special: Opponent starts to sink and is engulfed in 5 minutes (50 turns). Escape Artist DC is 75.

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 10 + 1 per round the jutsu is holded.
Damage: N/A
Requirements: N/A
Training days: 20
Roll: d20 + Chakra Control vs d20 + Spot

Hiru Bansho: Boka no Jutsu (Leech All Creation: Attack Prevention Technique)
The user merges with or within a nearby object, taking on its properties, and avoiding any damage.
Cp cost: 50
Damage: N/A
Requirements:
Training days: 30 days

Kori Shinchu no Jutsu (Sly Mind Affect Technique)
Kori Shinchū no Jutsu is a Genjutsu which causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over.
Cp cost: 20
Requirements: Genjutsu 30 Ranks
Training days: 6 days.

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
Kokoni Arazu no Jutsu is a rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 10
Requirements: Genjutsu 15 Ranks
Training days: 5
Save: Will 10 + character level + charisma mod.
Intelligence check DC "Same as above"

Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
Type: Unknown, probably: B-rank, Supplementary, All ranges
A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 25
Requirements: Genjutsu 10 Ranks
Training days: 5 days.
Will save: 15 + character level + charisma mod.

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
Forming the tiger hand seal, this powerful Genjutsu creates an ambiance of complete darkness around the surrounding background, enabling the user to attack without being seen.
Cp cost: 35
Requirements: Genjutsu 50 Ranks
Training days: 10
Will save: 20 + character level + charisma mod.

Nehan Shoja no Jutsu (Temple of Nirvana Technique)
This technique is an incantation spell that allows the caster to place a large body of people into an intense and unconscious state. The spell, however, can be avoided by forming the tiger hand seal and using the dispel skill, dispersing it away.
Cp cost: 50
Requirements: Genjutsu 60 Ranks
Training days: 20 days.
Will sav
 
PostPosted: Sun Jul 01, 2007 9:29 am
Amegakure Clan List:

It is the clan creator's responsibility to keep their clan updated and useful. If the update is not in this thread, but has been approved, it needs to be put on this thread before it can be used in this village.


Avion [Kamuri Branch] - Electrically Charged Kunai Claymores XD

Tekkenseisai [Ame Branch] - Reckless Fist Fighters

Kurokodairu - Crocodile Warriors

Fujiko - Mystic Summoners  

Istian Goss


Istian Goss

PostPosted: Sun Jul 01, 2007 3:02 pm
Avion Clan [Ame Branch - surname Kamuri]


Description of Limit: The Avion Clan have simply mastered the ranged use of the kunai, and how to charge the kunai and other metal objects with electricity.

NOTE: The kunai used by this clan should be made of chakra absorbing silver. Silver conducts electricity far better than most metals.

In order to use these skills, the user must have special made Avion gloves. These gloves allow for usage of the metal wire without being cut or otherwise hurt.

History: The Avion Clan was started not too long ago, by a young Iwagakure ninja who went by the name of Aviona Kimataru (traditional). This young ninja sought to discover a means of creating a way to make it very hard to dodge kunai, which can generally be dodged quite easily by master ninja. She came up with these bird-titled techniques, which generally use kunai with a metal wire attached to them. She had not originally planned to use lightning to further intensify the harm done by the kunai and wire, but one day she was experimenting and released some chakra in the form of lightning through a wire, and in turn caught a tree on fire. Since then, she thought it would be even better to add lightning to the kunai, and incorporated it in most of her techniques.
Word of her new fighting ability quickly spread, and soon a few disciples began to follow her, asking her to teach them her Way. She declined most, until she met a man, a man whose name was never published or even recorded. She taught this man her Way, and this man continued on to become a great ninja, and he took in disciples, and he taught some people her Way. She did not like this. She took decisive action to eliminate this man, and the young ninja he had taught. She succeeded in killing him and most of the students who he taught, but three of the students escaped together. These three students ran away, far away from Aviona Kimataru, and sought refuge in different villages. She eventually succeeded in killing one more of the students, but lost track of the other two. Ironically, the man who stole her Clan and taught others was her lover, and with him she had a SINGLE MALE CHILD. This child stayed in Iwagakure with his mother, who taught him her Way, so that one day he might destroy the remaining two families who had stolen her Way.
Now, the only three families who remain who know this style are the Aviona, Koyoku, and Kamuri. The Aviona remains in Iwagakure, the Koyoku is now hidden in Kusagakure, and the Kamuri ran to Kirigakure, but an Avion hired spy found them, so now they currently reside in Amegakure.

Stats: Avion Clan members start with a +2 in dexterity, +2 in Chakra, and 5 extra skill points automatically in the Kunai Skill. Also start with a -2 in constitution, as well as impossibilty to have any affinities other than lightning.


Jutsu List:

Taka no Odori (Dance of the Hawk)
Description: User throws kunai in all directions, with hard, flexible metal wire attached to them. Then the user uses his chakra to send electricity down the wire into the kunai, and into anything the kunai have stuck into.
Damage: Kunai damage. 5-10 lightning (+chakra mod) per turn that the opponent is in contact with the kunai or the wire.
Cp: 15 per wire/turn.
Requirements: Lightning affinity only, Avion Clan, Dexterity 30+, Kunai Skill 20+, Chakra Control 20+.
Training: 10 days, must be taught by Avion Clan member.


Denkou Washi Raiu (Lightning Eagle Storm)
Description: The user throws multiple kunai with hard, flexible metal wire attached to them, and sends lightning down the wire into the kunai, electrocuting anything touching the wire or kunai. This technique was relatively easy to dodge, so it has been adapted so that it has a wider spread, and even if the kunai are dodged there is still a chance of the opponent tripping on the wire and being hurt that way.
Damage: Kunai damage, +5-10 (+chakra mod) if electrocuted. If tripped on wire, only 5-10 (+chakra mod) per turn in contact.
Cp: 15 per wire/turn.
Requirements: Lightning affinity only, Avion Clan, Dexterity 30+, Sleight of Hand 10+, Kunai Skill 20+, Chakra Control 20+.
Training: 10 days, must be taught by Avion Clan member.
Special: After dodging, the opponent must make a tumble roll to see if they are able to escape all of the wires. DC20 + amount of wires.


Taka Raiu Suiryoku (Falcon Storm Thrust)
Description: User throws multiple elecrically charged kunai at the opponent with such speed, accuracy, and spread that the opponent has a very hard time dodging it.
Damage: Kunai damage, +10-20 (+ chakra mod).
Cp: 25 per charged kunai.
Requirements: Lightning affinity only, Avion Clan, Dexterity 20+, Chakra 20+, Kunai Skill 20+.
Training: 5 days, must be taught by Avion Clan member.
Special: Dodge DC is doubled.


Enkyori Shottoburasuto (Distance shot)
Description: User uses electricity to add potential energy to the kunai, and then releases it when he/she throws it. Throws kunai at 3 times the normal range.
Damage: Normal kunai damage. Kunai can also be charged to do +10-20 damage (+ chakra mod).
Cp: 10 (+25 if charged).
Requirements: Lightning affinity only, Avion Clan, Dexterity 25+, Kunai Skill 20+.
Training: 3 days, must be taught by Avion Clan member.


Bouseki Tsuru (Spinning Crane)
Description: After (Dance of the Hawk), the user can move around so that the kunai, held by the wire, spin around the user, sometimes even over or under the user, to hit opponents with the MELEE damage of the kunai or the charged damage of the wire/kunai.
Damage: Normal melee kunai damage, +5-10 (+ chakra mod) per turn in contact.
Cp: None to initiate, 15 per wire per turn.
Requirements: Lightning affinity only, Avion Clan, Dexterity 35+, Kunai Skill 30+, Puppet Skill 10+, Chakra Control 20+.
Training: 7 days, must be taught by Avion Clan member.


Stinging Shrike Wire Net
Description: User throws 12 kunai into the air, and the kunai fall down on top of an opponent or opponents, trapping them in the wire netted between them. The net is attached by one wire to the user, who can continuously send electricity through the wire into the opponents.
Damage: Kunai damage. 20-40 (+ chk mod) each turn trapped.
CP: 20 per turn.
Requirements: Avion Clan, 20+ Dexterity, 30+ Kunai Skill.
Training: 10 days, or 5 practicing on live targets.
Special: Dodge DC is only to dodge the kunai. Use reflex DC to dodge the net. Escape artist roll every turn to try escaping, with a -5 on the check because of the electricity.

OWNER: Istain Goss. MUST ASK.  
PostPosted: Sun Jul 01, 2007 3:03 pm
Tekkenseisai [Ame Branch]


Description of Limit: The Tekkenseisai have been practicing their fist-only fighting style for hundreds of years, but the complete suicidal style of this martial art is only attainable by the completely mad, the lost with nothing to live for... and the Tekkenseisai. They have trained many techniques involving harming themselves to open up the enemies for counterattacks of great damage, and saving many lives with their own.

The Bloodline Limit is unnaturally hardened muscles, and damage from any physical form is reduced. Pain is reduced, and they suck at Ninjutsus and Genjutsus.

Village: Iwagakure, Amegakure, Sunagakure, Otogakure.

History: The Tekkenseisai began in Iwagakure, but after the war were dispersed to spread their fighting style across the land. They were eliminated from most villages, and in the villages they remain, have realized that students were never truly fearless enough to master the style, and so it became limited to the original bloodline again. The fighting style was simply created, and at first still consisted of kicks and was less suicidal, but grew more and more into the use of the hands and, of course, not caring for your own health. The members of this bloodline were therefore revered as heroes, as they saved the lives of countless people. But they grew further away from Ninjutsu and Genjutsu, and even now it is more difficult for them to perform. They still today are known as fearless warriors, taking their own lives for the safety of others, and never going down without a very VERY dangerous fight.

In game Stats: +2 Constitution /5 lvls. Damage received from Taijutsu and weapons is reduced by Con Mod. Normal Taijutsu damage dealt is raised to 3-9 instead of 1-6. Cannot use any kicking techniques, or learn any other fighting styles, until they are Chunnin. Chakra used during Ninjutsus and Genjutsus is doubled. Training days to learn Ninjutsus and Genjutsus is doubled.

Jutsu List:
By a Step
Blade Grasp
Rock Spike Thrust
Soul of the Boxer


Jutsu Name: Agarikomu "By a Step"
Description of Jutsu: The user moves INTO the opponent's attack, reducing momentum gained and therefore damage dealt. This is one of the most basic Tekkenseisai techniques.
Cp Cost: 0
Damage: 0
Requirements: Suicidal tendencies?
Training: 3 days.
Special: The damage dealt by bash-trait attacks is reduced to 1/3, cut-trait to 1/2, and stab-trait is normal. The technique opens up the opponent to an attack of opportunity. The technique is initiated instead of dodging.

Jutsu Name: Toushin Shouaku "Blade Grasp"
Description of Jutsu: The user grabs the opponent's (bladed) weapon during an attack, and breaks it off at the hilt. Its designed to twist the blade in a direction from the hilt that the tension of it in combination with the split second the energy is transferred in can cause any material to break off according to the design of the weapon.
Cp Cost: 0
Damage: Breaks opponent's weapon.
Requirements: 40 Strength, 20 Dexterity.
Training: 10 days.
Special: User still takes the weapon's damage. This technique is initiated instead of dodging. Make a strength check to see if it actually breaks.
DC's:
Iron: 20
Steel: 30
Silver: 40
Gold: 50
Masterwork Weapons: Material DC + 30

Jutsu Name: Iwa-Supaiku Suiryoku "Rock Spike Thrust"
Description of Jutsu: The user picks up a large rock, and throws it up above their heads. When it falls down, the user punches it with his Aian Nakkuru, and large rock spikes are shot everywhere with great force.
Cp Cost: 0
Damage: 20-30 + Str Mod.
Requirements: 20 Strength, 20 Taijutsu. A rock, 1 square foot.
Training: 5 days.
Special: 40 foot range. 20-30 damage to self.

Jutsu Name: Juuryou no Kihaku "Soul of the Boxer"
Description of Jutsu: The user quickens their footwork and sharpens their reflexes by jogging on the spot and slapping themselves to induce the nerves to work better, causeing them to be able to sense attack more easily.
Cp Cost: 0
Damage: 10 damage to themselves.
Requirements: 20 Constitution.
Training: 3 days.
Special: Raises the user's Dexterity by 2 points each time this technique is used, with a maximum useage of 3 times. The effects last 10 turns.

Owner: Istian Goss. PM me to join.  

Istian Goss


Istian Goss

PostPosted: Mon Jul 02, 2007 6:40 am
Kurokodairu (Crocodile) Clan


Clan Village: Amegakure

Clan Bloodline: The Kurokodairu Clan also known as the crocodile clan has the ability to turn into a crocodile so to say. Fang like teeth are to come natural for them, as the crocodile is a carnivore of course.

Rank 1: (Genin) The clan member is able to have a dark gray crocodile tail made of a physical like chakra. A whack with this and it could knock the wind out of you if hit hard enough because of the muscle in a crocodile.

Rank 2: (Genin) The clan member is able to turn their fingers and toes into light gray-silver sharp claws. A predators weapon in combat of life or death.

Rank 3: (Chuunin) The clan member's fang like teeth will grow larger and stronger, and will have 5 times the bite, a deadly bite even due as crocodiles have super strong jaw muscles.

Rank 4: (Chuunin) The clan member's eyes will have a second layer of coating to protect their eyes from water, smoke, haze, fog, etc.

Rank 5: (Jounin) The clan member will have a protective skin layer like a crocodile does, except it will still look and feel like skin. Though the colour will be different. It will be the same dark gray as the tail.


Clan Element: Water

Clan Emblem: User Image - Blocked by "Display Image" Settings. Click to show.

Clan Info: (Any info you can give about the clan. Include things such as history, bloodline description, etc)
The Kurokodairu clan have the yellow eyes of a crocodile, and are known to be quite playful with their prey in a way. They are also known for their fierce attacks and attitude if disturbed from their deep slumber. The bloodline was come across because of a lost crocodile soul that some how wound up inside of a young ninja male in his 20's. When he woke up, he found his eye colour had changed to the colour of a crocodile's and that he had fanged teeth. He soon came to reason that he some how absorbed the lost crocodile soul in his sleep because he had not too long ago before going to bed, ate some meat as part of his dinner . The crocodile being a carnivore, was attracted to the smell of meat still on the young ninja's breath. He trained his new found power and thus, the Kurokodairu clan you see today.

Clan Specific Techniques:

Crocodile Glare
Description: The clan member glares into the target's eyes, and flows sheer fear into the person's or creatures soul. This causes them to not move because of the fear of any sudden movements.
(More)

Clan Skills: A clan skill is that they are able to hold there breath up to about an hour under water, or as long as a crocodile may.  
PostPosted: Mon Jul 02, 2007 5:47 pm
Clan Name: Fujiko Clan

Clan Village: Amegakure no Sato

History of Clan Bloodline: The Fujiko Clan is a clan of mystic abilities and traditions. As far as their bloodline technique is concerned, it is the Waterforce Mystic Summoning Jutsu. The jutsu is basically the ability to release and control the inner waterforce that is present within the users. The concept works like chakra, although the energies are two completely different things. the energy that is the waterforce is actually the energy of the spirit that has attached itself to the user. When a user is in danger, their waterforce(as named by clan elders) springs forth from them and after the threat is neutralized, returns to the strange blue seal along the users arms. At a young age, the user will develop the beginning stages of this external seal, starting from the palms. As the user ages and becomes stronger, the seal spreads up the arms. The seal is to be covered with a bandage at all times, unless the user would like to risk the release of their waterforce energy whenever they are scared, cornered or confused. The bandages, are of course, given the needed properties in order to restrain the force.

Description of Clan Bloodline: The force, when released, takes on the form of a water spirit in the shape of a gigantic kimodo dragon. In essence it is an extremely powerful water spirit that has attached itself to the user. This happens to the user because from a young age, children of the clan are taught to respect and speak with the spirits of nature. Often, spirits take a liking to the children and deem them "worthy of great strength" and attach themselves, hence the formation of the users waterforce.

It looks similar to this accept transparent;
User Image

Waterforce spirit: Uncontrolled: Waterforce spirit: Uncontrolled: As an uncontrollable force, users have little decision over which of the below options occur. When the users MHp is below 11%, intimidated by over 50 points compared to their sense motive skill, or their Hp is below 30% and is not wearing the sealed bandages they must first roll a 1d4. 2 and below is option 1. 3 and up is option 2.

Option 1: When released the spirit attacks all surrounding enemies.
Damage: The Spirit is expelled from the persons seal located on their arms. When the Spirit has been released it surrounds all enemies, protecting it's host, and then attempts to neutralize them.
CP: [see special]

LV. 75
Size: Huge
Age: Unknown
HP: 4,125
Strength: 100
mod. +45
Dexterity: 100
mod. +45
Constitution: 100
mod. +45
Intelligence: 16
mod. +3
Wisdom: 100
mod. +45
Charisma: 30
mod. +10
Dodge Bonus: 100

Attack Melee: 75
Damage: [Str. mod. + attack melee]
Bite: 100 - 200 + 45 = X - X
Claws: 50 - 100 + 45 = X - X
Tear: 75 - 150 + 45 = X - X

Base Save: 37
Reflex: 82

Skills:
Listen: 60+700=760
Intimidate: 10+900(+4)=914
Spot: 60+700=760
Sense: 60+1200=1260

Special: *Can't be hit by any physical attacks.
*Only effected by ice and lightning jutsu.
*20% damage reduction to ice jutsu.
*Unaffected by genjutsu.
*Drains users cp to 1.
*Disappears when spirit's host falls unconscious or when spirits Hp is 0.

Option 2: Fantomu Hei (Phantom Wall)
Clan members learn the ability to conjure an Indestructible wall of protection around themselves.
This wall sustains for as long as the user can hold concentration.
Cp cost: 10 cp per post.
Damage: n/a
Special:
*Drains user to 1 cp if consciousness is lost.
*Shield's hp is as much as when it is in it's offensive form.


Waterforce spirit: Controlled: Naturally this ability is much more effective when the user knows what they are doing. General requirement for below techniques is the harness of the Waterforce.))

Genin level skills:
Rank 1: Etai Jisshitsu (Nature essence) Clan members learn to harness the essence of a specific creatures assets and use them in battle.
1. A bears strength:
In game stat: +3 to str. modifier.
2. A dolphins swimming prowess
In game stat: +3 to str. modifier when in water
Requirement: learned bear strength
3. A chameleons camouflage
In game stat: +3 to charisma modifier
Requirement: learned bear strength and dolphin swimming prowess

Rank 2: Clan members learn the ability to breathe underwater for approximately 10 minutes.

Rank 3: Divine Truth (Locked)
This is a bloodline trait locked away deep with the clan. To perform this jutsu requires intense spiritual training for three days and three nights. And on the fourth day the spirits will decide whether you are worthy of this jutsu. What this jutsu does is it creates a filter within the cerebellum of the brain. Which protects the brain against anything that purposely tries to confuse the brain from the outside in.
Cp Cost: 25 (add 5 per attempt after the first try)
Damage: N/A
Requirements: Fujiko Clan and Genin or above
Training: 3 days and 3 nights/ 6 successful DC15 ((1 DC save each morning and 1 DC save each night))
Special: +Character's lvl, +Chk. Mod to DC Saves

Chuunin level skills:
Rank 3: Doku Tomaru (Poison Stop) Clan members learn the ability to purify contaminated or poisonous elements in the air.
CP cost: 10cp per level of poison attack strength

Rank 4: Fantomu Hei (Phantom Wall)
Clan members learn the ability to conjure an indestructible wall of protection around themselves.
This wall sustains for as long as the user can hold concentration.
Cp cost: 10 cp per post.
In game stat: +7 wis. mod

Supiritto Legion (Spirit Legion)
Clan members learn the ability to ask more fighter like spirits for assistance in battle
Able to summon as many as your ninja level.
Damage:Spirits deal damage of 2-8 + chkra. mod.
Cp cost: 30cp to call + 2 per spirit, then 3cp per spirit per turn
Training: 5 days
Special: Cannot be hit by physical attacks.

Jounin level skills:
Rank 5: Clan members learn illusionary technique of filling an enemies lungs with water.
Damage: Enemy remains conscious for half the amount of turns to their ninja level.
Cp Cost: 50 cp to initiate, +5 per turn to keep it active.

Suukou Supiritto Legion (Supreme Spirit Legion)
Clan members learn to ask high ranking powerful spirits for assistance in battle. Able to summon as many as your ninja level.
Damage: Spirits deal damage of 5-16 + chkra. mod.
Cp cost: 50cp, +4 per spirit to call, then 5 per spirit per turn
Training: 12 days
Special: Cannot be hit by physical attacks.


Clan Element: Water

Clan Emblem: They don't exactly have an emblem, but once a member becomes a genin they are given a thick brown beaded necklace. I suppose that counts, along with the trait of the clan traditional beads. (this applies to guys and girls)

Clan Info: The Fujiko Clan is an old clan who has preferred to use its abilities for peace in the past. Because of that policy, a lot of the members were being wiped out. Therefore, the succeeding elders had to incorporate a form of defense and attack that would allow them to preserve. Since the added skills of attack the clan is recovering still from its small numbers and slowly growing once more. It has always been that the Fujiko preserve nature. They felt it was their duty because of the strong connection between them and the spirits of nature and water.

The Kapchico fighting style -The Kapchico fighting style is primarily a defensive fighting style with only a few offensive motions. The Kapchico appears to be a dance between fighters and was based on a traditional style of festival dance by the Fujiko. The motions are fluent like water and the hits are sharp and precise. When a fujiko does go on the offense they attack their opponent's soft spots, such as kidneys, joints, and weak muscles and tissues. This is a Clan taijutsu style developed only a handful of decades ago. (More info coming)


In Game Stats:
+10 Perform (Dance)
+2 dex
+4 to trip and disarm checks

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

Taijutsu techniques:
Dansu no ookawa supirittono jutsu (Dance of the River Spirit)
Description of Jutsu: This taijutsu appears to be a dance because it was originally a dance to honor the great river spirit. The two fighters will mainly be back to back because or the movements of the dance. As this dance goes on the fighters will appear to be circling each other but still almost touching. And when there is an opening, the perform will be able to knock their opponent off balance and down to the ground. If the dance was done correctly then the performer also should be able to disarm and pin their opponent down holding the enemy's arms behind their back. This jutsu is one of the Fujiko's peaceful techniques that wasn't meant to harm.
Cp Cost: N/A
Damage: N/A
Requirements: Genin, Perform(Dance) 15, Fujiko clan, must know the Kapchico fighting style.
Training: 2 days
Special: +2 to Disarm check and +4 to grapple check

Nandemonai no jutsu (Harmless Technique)
Description of Jutsu:
This is a taijutsu that was also meant to render a threat harmless. By using the Kapchico fighting style, the Fujiko attacks the opponent's joints. Such as the shoulders, elbows, wrists, knees, and ankles. Ultimately dislocating all joints using the traditional style, which rarely harms the opponent, or modifying the traditional jutsu by using pure strength to shatter the joints, which does a great deal of harm and has potential long term affects.
Cp Cost: N/A
Damage: Kapchico: 1d4 each joint + normal taijutsu.
Requirements: Fujiko clan, Kapchico fighting style, Perform(dance) 20 ranks, and 60 ranks taijutsu. ((Modified jutsu requires goken as well.))
Training: 5 days
Special: unable to use limbs. Opponent must skip one round per joint dislocated to have a partner pop them back into place.

Rijekuto no jutsu (Reject Technique)
Description of Jutsu:
This taijutsu is to prevent the Nandemonai no jutsu from being misused. Such as a Fujiko wrongly using it on another Fujiko. The defending Fujiko follows the exact movements as their opponent but in a backward motion which guards their legs while they use their hands to grab and move the opponents hands out of the way.
Cp Cost: N/A
Damage: N/A
Requirements: +15 Spot, +10 sense motive, Perform(dance) 15 ranks, Kapchico fighting style, Fujiko clan
Training: 2 days
Special: +10 to grapple but only if on the defensive. And +2 to total dodge bonus if on the defensive.



The Bead System - Also a tradition of th clan, members are seen wear specific patterns of beads in the hair or somewhere else along the body. The pattern the member is wearing reflects a certain status of that member.

- Brown on Tan on Blue: This pattern usually represents the average member as well as children who have not yet become official shinobi.

-Tan on Red on White: This pattern usually represents members of exceptional talent and skill. Members wearing this pattern can be ranked anywhere from Genin to very talented Chuunin level ninja.

-Brown on Green on Tan: This pattern represents expert level achievers in the clan from jounin to ANBU level skills.

- Brown on Black on White: The elders of the clan are the only ones who wear this pattern of beads.

Clan Skill:
All members can speak with the spirits of nature and water.
On certain occasions these spirits will even grant you they're help. They might be able to help in fight in a battle, however, they can be the perfect spies. But at the very least they can inform you about their territory from a certain time period to the present.
Special: *Academy student can only see the spirits of nature and water.
*Genin can see and hear the spirits however are unable to reply back.
*When Chunin rank is acquired, this ability becomes complete.
Other: [Have questions? Ask Bromisto about this ability.]


1-2= unintelligent spirit, 3-4=an intelligent spirit that is unable to help, 5-6= intelligent spirit that can slightly help but is a possible liar/speaks in riddles, 7-8= intelligent spirit that can be helpful but wants something in return (1/3 chakra mod. as a payment.), 9-10= an intelligent spirit that can help you and is willing to without a catch.

1-2= unable to do anything.
3-4= bound to that area and only able to tell who came and went with a 1 day time period.
5-6= can spy within a 200 yrd radius and able to tell you who came and went in their territory within a 3 day time period. (need sense motive check against your own bluff skill)
7-8= Can do what you ask except physically harm someone. Must pay for their services though.
8-10= Will help you anyway they possibly can, free of charge.

Owner: B.C._theanimator/Bromisto
 

BC_DzynLove


Istian Goss

PostPosted: Wed Jul 18, 2007 2:25 am
Clan Name: Ranshi


Village: N/A

History: To come.

Description of Limit: Members of the bloodline have an odd alteration in their blood. When exposed to large amounts of oxygen, in other words air, the blood heats severely until the air around it combusts into flame, fueled by the heat of the blood itself. This Kekkai Genkai is called Okibi Ketsueki, or "Blazing Blood." Members have special pores in their skin used to release small amounts of blood, that can then combust into flame. Members of the family also have patches of skin on their backs that are heavily resilient to heat and fire, and blood can seep through the patches at will, creating flame "wings" out of the back of the user. Members use their chakra to contain the heat and flame of their blood, preventing serious injuries or burns, although sometimes over-use of the Kekkai Genkai can result in heat stroke and other various illnesses.


Stage 1 [always in effect]: The user's blood catches fire when exposed to oxygen. Anybody close enough to the flame catches on fire, dealing 5-10 damage per turn caught on fire. The user takes no damage. Enables:
Nenshou Jissen Reiki
Nenshou Inzen
Nenshou Atemi
Nenshou Bunshin no Jutsu - Art of the Burning Doppleganger

Stage 2 [activated]: The user's blood fire intensifies, and Nenshou Tsubasa spread out of the user's back. Anyone close enough to these flames take 10-20 damage per turn they are on fire. The user takes 1/20 damage of their Max HP per turn activated. After 10 turns the user gets heat stroke, lowering all checks by 6. Enables:
Nenshou Odori
Nenshou Iriai
Nenshou Furea

Stage 3 [activated]: The user's entire body is enveloped in flame, with enormous flaming wings sprouted out the back. The heat given off from their body enables them to rise and seemingly fly. The user takes 1/2 damage of their max HP when activated, and can only be in effect one turn, used to initiate Nenshou Shi. This stage cancels out any negatives to checks, and adds an additional +10 to all checks. Anyone caught by the fire of this stage is inflicted immediately with heat stroke (-6 to checks) and 40-60 damage per turn on fire. Once this stage recedes, the user is taken out of combat for the remainder of the day or until healed properly. Enables:
Nenshou Shi

NOTE: Flame damage means they catch on fire as well.


In game Stats:
1st Stage: 10% Fire resistance. +5 Concentration, +5 Chakra Control.
2nd Stage: Same as first, +5 Dexterity Mod.
3rd Stage: Same as 2nd, +10 to all checks, ability to "fly."

Jutsu List:
Nenshou Jissen Reiki - Burning Combat Aura
Nenshou Inzen - Burning Secret
Nenshou Atemi - Burning Strike
Nenshou Bunshin no Jutsu - Art of the Burning Doppleganger
Nenshou Odori - Burning Dance
Nenshou Iriai - Burning Sunset
Nenshou Furea - Burning Flare
Nenshou Shi - Burning Death


Jutsu Name: Nenshou Jissen Reiki - Burning Combat Aura
Description of Jutsu: Once the user's blood has been ignited, he can manipulate the flame into an aura around his body, adding a flame damage to taijutsu attacks.
Cp Cost: 10/turn
Damage: +4-9 flame damage to taijutsu attacks.
Requirements: 20 Chakra, 20 Chakra Control.
Training: 2 days
Special: Opponents recieve the damage when scoring a hit on the user as well.

Jutsu Name: Nenshou Inzen - Burning Secret
Description of Jutsu: A variation of the Hien technique, the user swings at his opponent and seemingly misses, but the opponent is damaged and the injury catches on fire.
Cp Cost: 15
Damage: Weapon damage, Flame damage per turn.
Requirements: Bladed weapon, 20 Chakra Control
Training: 3 days
Special:

Jutsu Name: Nenshou Atemi - Burning Strike
Description of Jutsu: The user hits the opponent with the palm of their hand, which has been ignited. They then use chakra to multiply the force of the fiery attack, causing an explosion which knocks the opponent back 10 feet.
Cp Cost: 50
Damage: Taijutsu damage + 40-60.
Requirements: 20 Chakra, 20 Chakra Control.
Training: 3 days.
Special:

Jutsu Name: Nenshou Bunshin no Jutsu - Art of the Burning Doppleganger
Description of Jutsu: The user cuts their wrists for quick access to a larger amount of blood, and uses Chakra to turn the blood and fire into Bunshin. The Bunshin ignite anything they touch in flame.
Cp Cost: 5 per Bunshin
Damage: 10-20 Flame damage.
Requirements: 10 Chakra Control.
Training: 1 day.
Special: 5 damage to self per Bunshin. Chakra Control Check DC: 15 each turn.

Jutsu Name: Nenshou Odori - Burning Dance
Description of Jutsu: The user moves around his opponent with high speeds, in a rhythmic motion, hitting them with flame out of the palms of their hands.
Cp Cost: 20
Damage: 20-30 Flame damage + Chakra mod.
Requirements: 10 Perform, 10 Chakra Control, 2nd Stage Active.
Training: 4 days.
Special:

Jutsu Name: Nenshou Iriai - Burning Sunset
Description of Jutsu: The user scatters their blood on the ground in front of them, which causes a large wall of fire to rise up, allowing escape and damaging pursuers.
Cp Cost: 50
Damage: 30-40 Flame damage.
Requirements: 2nd Stage Active.
Training: 3 days.
Special: Lasts 3 turns. 10 damage to self.

Jutsu Name: Nenshou Furea - Burning Flare
Description of Jutsu: The user releases blood and focuses their chakra into the tips of their fingers and palms of their hands, and uses the energy to fire small energy missiles at opponents. The missiles released from this jutsu can move around or over objects, such as large rocks or trees. They then explode on contact, making very tiny little white fireballs.
Cp Cost: 10 + 2 per missile.
Damage: 1-4 + Chakra mod per missile.
Requirements: 20 Ninjutsu Skill, 20 Chakra, 20 Chakra Control, 2nd Stage Active.
Training: 5 days.
Special:

Jutsu Name: Nenshou Shi - Burning Death
Description of Jutsu: The user causes large amounts of blood to seep through the palms of his hands, and then uses his Chakra to shoot a white hot beam of flame at an opponent from the palms of his hands.
Cp Cost: 150
Damage: 300-500 + Chakra Mod.
Requirements: 60 Chakra, 100 Ninjutsu Skill, 3rd Stage Active.
Training: 7 days.
Special: User takes 100 damage and loses use of his hands for a full month, unless treated by a healing Ninjutsu.
 
PostPosted: Sun Jul 22, 2007 7:56 pm
Akatski Bloodline/clan

Clan: Public

Village: Amegakure

Description: The Akatski is based in a smaller community of people. It is known for the Uncontrollable bloodlust and signature blood justus that lower the users health. Most users experience the bloodlust during long periods of stress or from immense amounts of anger being built up within the user. The trait is then unlocked but is only ended with the death of the opponent or the death or unconciousness of the user. The trait is recongnizeable by the owners random large thirst for fighting and when in action the user is seen with an upsidedown red star on their right cheek as well as red markings up and down the owners right arm.

History: Mostly Unrecognized as a power bloodline, the akatski find their trait exceptionally formidable to the others. The trait is contained only within the village of Amegakure, with the birth of the original trait holder Akatski Maiku. The trait started becoming noticed within its members only about 50 years ago and has never been fully mastered considering the severe limitations of the signature jutsus, which depletes the amount of blood the user has to continue life, restricting the use of jutsu to the amount of life they possess within their bloodstream. This trait is a trait that not many have because of the short lifespan of some of the reckless owners. The Jutsus were first recongnized during a period of time with the Akatski clan’s native home of amegakure was in war. Many people afterwords remember depicting a large amount of blood engoulfing many of the enemies and then killing the user. More recently the jutsu’s have been more under control but the trait has not yet seen its full powers, but in full strength the jutsu would completely remove all blood from the user’s body in a last effort to destroy the opponent in some manner.

Stats: Family members start with a +1 in strength, +1 in Chakra, restricts the use of summons, -5 dodge bonus and as well start with a -1 in Constitution.


Jutsu List:
Ketsueki Gokai
Ketsueki Tsume
Ketsueki Heika
Ketsueki Kouu
Shoken Zaigou
(im working on more right now

Stage name: Ketsueki Gokai (Blood Lust)
Description: The basic drive within Akatski members. In their minds it is a spectuarl manifestation of thier anger and drive. With this activated it allows the member to perform the jutsu's of the clan.
Cp Cost: Chk-0
Damage= None
Requirements: The User has to be greatly angered or has to be greatly disrespected by the opposition
Training: None, basic trait requires no training

Jutsu Name: Ketsueki Tsume (Blood Claw)
Description of Jutsu: This Jutsu uses a small amount of the users blood and chakra to extend the users claws and attack power by a small amount.
Cp Cost: Chk-15
Damage= Taijutsu + Str Mod + 5 (Five being the increase given by the Jutsu)
Requirements: Offering of blood _ Hp-5
Training: 2 days.

Jutsu Name: Ketsueki Heika (Blood Sword)
Description of Jutsu: Normally using a donation of blood that extends from the lower arm. The user fastens together the blood using chakra to make a Blood Red Tanto giving the user a boost in a fight
Cp Cost: Chk-25
Damage= Weapon damage + str mod + 1/2 chk mod to max
Requirements: Offering of blood _ Hp-10
Training: 4 days.

Jutsu Name: Ketsueki Kouu (Blood Rain)
Description of Jutsu: The Jutsu User uses the donated blood to rain it upon their enemy, not to damage but to imobilize with then now formed pools of blood around their ankles
Cp Cost: 1st stage-weakest with the shortest imobilization Chk-25
Damage= None
Requirements: Offering of blood _ Hp-30
Training: 6 days.

Jutsu Name: Shoken Zaigou (View Sin)
Description of Jutsu: The strongest yet known attack of the Akatski bloodline. The User donates an alarmingly large amount of blood to envelope their enemy with it and assault them with 6 hits of constant weapon assualt from Ketsueki Heika
Cp Cost: Chk-60
Damage= Weapon damage + str mod + 1/2 chk mod to max
Requirements: Offering of blood _ Hp-100
Training: 15 days.  

Akatski Zakari


AccidenticHerione

7,325 Points
  • Invisibility 100
  • Signature Look 250
  • Person of Interest 200
PostPosted: Wed Jul 25, 2007 8:48 am
Clan Name: Iida

Village:
Scattered

Description of Limit:
The Kekke Genkai is both a blood trait and a fighting style. The Tojikomeru Bushi style of fighting is almost entirely non-lethal. It is meant more to maim or disable the opponent without killing them unless absolutely necessary. The Iida have developed a way of fighting with severe power and also a way to control an opponents chakra system with their own by force. If the opponent breaks free of a technique, in many cases they absorb the chakra that was forced into themselves. Many of the Iida carve a mark ontop of their arm every time that they kill someone to remind themselves of the deed. Some Iida also have a tattoo on their upper back that says "This will end it all..."

History:
The first was once a sannin for a now destroyed hidden village. He could only find true happiness in seeing the blood of others, and because of this he slaughtered all who he saw. He slaughtered small villages and everyone else that he could find. His wife and daughter grew horrified and fled to a now forgotten small country. The people there were peaceful and hated killing. The people taught the man's family various ways to disable an opponent without killing them in the year that they hid there. Then the man learned of their location. He laughed at the fact of where they hid. It had been so close to him for an entire year. The villages warriors faught bravely against him, but they all died in the process. With the obstacles out of his way, the man approached his wife, sword drawn. He spoke in a low voice, "This will end it all..." and lunged, but stopped short. His own daughter stood before him with a kunai plunged into his heart. He coughed once and fell. The daughter, Iida Akana, carved a mark on top of her arm and swore never to kill again without absolute need.
She eventually had three daughters and retold the tale to them. She passed along the knowledge that the peaceful country had taught her. The daughters swore an oath on their own against killing and continued the tradition of carving a mark on their arm for every death. One of them even had the words "This will end it all..." tattooed onto her upper back.
Then disaster struck one hundred years later. A young Iida man was taught the fighting style that had been improved upon over the years. He also inherited the insane bloodlust of the original man. He decided to make his goal in life to take revenge for his ancestor and kill all the Iida. He almost succeeded. The man was finally killed by his own daughter, just as the first had been. This daughter's name was Iida Samono. She swore an oath that the clan would never teach another man the ways of the Tojikomeru Bushi. She made her daughter, Iida Masami, swear the same as long as an oath against killing without absolute need. Samono also taught he the long tale of her ancestors and all the techniques and traditions that she knew.

In game Stats:

+1 Chakra Control per 5 levels
+2 Taijutsu damage per every 5 levels
Cannot kill unless a life is severely threatened and they cannot disable the opponent. All damage otherwise cannot lower an opponent's heath below -1.

Requirements:
-Lightning Affinity
-Female
-Must swear an oath against killing without absolute need.

Jutsu List:

Jutsu Name: Chinnyuu Gyuujiru (Forced Control)

Description of Jutsu: The user creates thin chakra threads from their middle fingers. They then attempted to hit as many Chakra Holes as they can find and as fast as possible. The strikes are flat palmed but with the finger tips hitting the opponent. The user pushes and extends the chakra threads from their fingers into the opponent and can control it inside them.
Cp Cost: 10 per hit
Damage: Taijutsu damage
Requirements: 15 ranks in Chakra Control, Tojikumeru Bushi fighting style, 65 ranks in Knowledge (Anatomy)
Training: 2 days
Special: The length of the threads can reach up to 2 feet per every 5 levels before being broken and absorbed by the opponent. If broken the opponent gains all chakra that the user used.
Owner: Iida Masami

Jutsu Name: Soumi Tojikomeru (Body Imprisonment)
Description of Jutsu: The user forces chakra into the opponents body to contract the muscles that are used to move. The opponent then ceases to move and cannot perform jutsus.
Cp Cost: 100
Damage: 50+Chk Mod
Requirements: Chinnyuu Gyuujiru in effect, 65 ranks in Chakra Control, 30 ranks in Knowledge (Anatomy)
Training: 20 days
Special: Cannot kill the opponent. DC: 10 + level + 1/2 chakra control against the opponent's str mod.
Owner: Iida Masami

Jutsu Name: Roppu Kaimetsu no Jutsu (Internal Devestation Jutsu)
Description of Jutsu: The user exerts a massive amount of chakra into their opponent to burst their chakra veins and damage all their internal organs at once. The chakra system inside and opponent is usually obliterated as a result.
Cp Cost: 600
Damage: 2,000-4,000
Requirements: Soumi Tojikomeru in effect, 65 ranks in Chakra Control, Level 30+, 30 ranks in Knowledge (Anatomy)
Training: 50 days
Special: Meant to kill an opponent. Used only as a last resort.
Owner: Iida Masami

Jutsu Name: Anteijoutai no Jutsu (Stabalizing Jutsu)

Description of Jutsu: The user sends a quick shock through their palms to stabilize an unconscious person.
Cp Cost: 20
Damage: n/a
Requirements: Physical contact with an open palm on the chest, 10 ranks of Treat Injury
Training: 10 days
Special: Stabilizes an unconscious person.
Owner: Iida Masami

Jutsu Name: Dengekiteki Butsu (Shocking Strikes)
Description of Jutsu: The user attacks nerve points on the opponents body, releasing powerful shocks from their finger tips on contact.
Cp Cost: 5 per hit.
Damage: Taijutsu damage
Requirements: 30 ranks in Chakra Control, 30 ranks in Knowledge (Anatomy)
Training: 5 days
Special: The opponent becomes paralyzed 1 turn for every 2 successful hits. The technique pierces thick skin and cannot kill the opponent.
Owner: Iida Masami

Owner: MitsukiNeko
((Ask me before making a character in this clan.))  
PostPosted: Thu Aug 23, 2007 9:42 pm
Clan Name: Kumori Clan
Village: Kirigakure, Amegakure too but not as much…
Bloodline: Hanta-Shindo (Depth Hunter)
Description of Limit: The Hanta-Shindo bloodline originated from a curse that passes through one’s blood. Its main purpose was to mess with the body chemistry and subconscious as well as lower the family name of the Kumori. When the bloodline first activates the user feels and almost uncontrollable urge to kill. This instinct become more of a problem when blood shed is around but grows more controllable as the user goes up in rank. Also it drained the blood from the user’s skin and surrounded the lungs instead. This caused the skin to go chalky white and severely rough, and allowed the lungs to expand since there was more blood delivering oxygen to them. With the addition of pitch black eyes, over the years the Kumori clan learned to cope with such a fate and turned it around to benefit them. After developing such eyes they were finally able to see as deep as they could swim and be better prepared for an attack as well. As the user goes up in rank, the curse is easier to trigger by will rather than by the feel of battle.
History: Since you know the history of the Kumori clan’s bloodline, I’ll just tell you how they came about themselves. The Kumori clan was a large and influential clan in Kirigakure. Their clan specialized in the usage of the Naginata. The Kumori clan believed that, if not the Kage, they controlled the village. This caused tension throughout the village and a curse was created to bring down the clan. At first the curse was serving its purpose, but after several generations the Kumori clan learned ways to cope with it and control it. Doing a hundred year time skip it brings us to Ame and Kiri Kumori’s birth. Taki Kumori fell in love with a young woman of the Rain and she soon gave birth to twins(Named after the villages of their parents). Knowing their fate in Kiri, Taki decided he would stay in Amegakure with her to raise the children away from such ridicule. After the first week a bandit kidnapped the twin Kiri while Taki and his wife left them with a babysitter for the night. They searched far and wide for their daughter, but the never found her. After three years Taki finally made the decision to go back to Kirigakure with his wife and raise their now only daughter Ame. It was later discovered that the girl Kiri was sold to a merchant who shipped her off to an orphanage. She goes by the name Sakeme Itechi.

In game Stats:
+5 Intimidation
+3 Swim
Search/Spot suffer nothing under water at suckk dark depths
Str +4
Dex +1
Int -6
Char -4
60% less MH for Academy student
40% less MH for Genin
20% less MH for Chunin
0% less MH for Jounin?


Jutsu List:

Special:

Owner: Rin Kairiu  

Rin Kairiu

Astral Visitor

35,565 Points
  • Comrades in Arms 150
  • Hellraiser 500
  • Seasoned Warrior 250

Bromisto

PostPosted: Fri Jul 18, 2008 3:02 am
Species: Monitor Lizard

Basic description of summons:
This summoning jutsu allows a person to summon "Tokageousama", actually meaning lizard king. Tokageousama can be very vicious and when summon he demands a minimum of six dozen crocodile eggs. This task can be extremely difficult if its not mating season for crocodiles. It would be best not to summon him any other time because if a suitable offering is not made he is known to turn on the person who summoned him.

This contract between the monitor lizards and humans was only recently negotiated within the last hundred years. The original man who sign the contract is now long dead but his story will live on through Amegakure history. Ginzo Okamoto sought out Tokageousama, requesting he help his village when a 3 year long war between another village. Tokageousama laughed in Ginzo's face and gave him an impossible task for any human to accomplish. He told him if he was able to continuously kill crocodiles for for 16 days without sleep and with his bare hands. Tokageousama also demanded crocodile eggs from Ginzo if he wanted to be in Tokageousama's presence again.

Ginzo accepted Tokageousama's challenge and then ran back o the swamps where the crocodiles mainly lived. Science had come a long way for humans and Ginzo used human science to his advantage. He began killing one crocodile after the next and every other night he would pop a soldier pill to help keep his strength up as well as keep him awake. Finally when his 16 day challenge was complete he took all the carcases and eggs to Tokageousama. The lizard king gazed in amazement at all the carcases this man had brought him. He never believed in his dreams that a human could do such a thing.

Even though Tokageousama didn't want to help this human he kept his word. That night Tokageousama annihilated the opposing village by drenching the entire village in his venom and then gobbling each person up, one by one. The lizard king then returned to Ginzo and told him his wish had been granted and told him if he ever summoned again he better have a very large offering of crocodile eggs. Otherwise Ginzo would suffer the same fate as his enemies. Unfortunately for Ginzo, he died that very night from over exhaustion and over exertion.

Cp Cost: 50
Damage: [See summon]
Requirements: Earth Affinity and find the person who carries the contract.
Training: 8 days of crocodile killing, keeping all heads and eggs to offer summoned lizard. The heads are to prove that you fought and killed the crocodiles and the eggs are just a gift. Monitor lizards love eggs but they love crocodile eggs the most.
Special: *These lizards spit an unknown venom.

*These lizards are amazingly fast if they need to get away. This is just one of the Monitor lizard's natural abilities to help them escape danger.
Cp cost: 15
Damage: N/A
Special: chakra control + dexterity mod = escape DC
Owner: Bromisto


Stage 1

Name:
Size: Medium
Element Affinity: Earth
Age: young
Gender: Female

length: 6 ft.
Weight: 200lbs.
Physical Description:
Background: [if you wish]
Personality:
Other: She has one green eye while her other is black.

Jutsu

Special: unknown venom.
Cp: 29
*Effect: Paralysis in 4 posts, mute, Hp -200, all checks -30 until cured.
Antidote: --
To Extract: Chakra Control DC 180
Fortitude DC: 82


Bunshin no Jutsu
Henge no Jutsu
Kawarimi no Jutsu
Genjutsu Kai: Release
Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Shunshin no Jutsu (Body Flicker Technique)

Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Fish Technique)
The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own.
Cp cost: 15
Damage: N/A
Requirements: Earth Affinity, Chakra Control 8
Training: 2 days
Special: +chk mod to Hide roll. If undetected, person can Sneak Attack. User suffers double damage from earth based ninjutsu.

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion.
Cp cost: 20
Damage: 10 - 25 + int mod + Genjutsu bonus
Requirements: Genjutsu 15 Ranks
Training days: 5 days.
Will Save:10 + half users level + half int mod + half wis mod
Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls

Stats

LV. 10
Experience:
Hp: 150
Cp: 30
MHp: 100
Strength: 10
mod. +0
Dexterity: 36
mod. +13
Constitution: 20
mod. +5
Intelligence: 28
mod. +9
Wisdom: 10
mod. +0
Charisma: 10
mod. +0
Chakra: 10
mod. +0
Dodge Bonus: 23

Base Attack Bonus: 10
Attack Melee: 10
Attack Ranged: 19

Base Save Bonus: 5
Fort: 10
Rex: 18
Will: 5

Skills

Swim: (Str) 0+15=15

Balance: (Dex) 13+30=43
Escape Artist: (Dex) 13+30=43
Hide: (Dex) 13+10=23
Move Silently: (Dex) 13+20=33
Tumble: (Dex) 13+20=33

Concentration: (Con) 5+10=15

Chakra Control: (Int) 9+21=30
Knowledge: (Int) 9+50=59
Research: (Int) 9+40=49
Search: (Int) 9+40=49

Listen: (Wis) 0+5=5
Read Lips: (Wis) 0+5=5
Sense: (Wis) 0+30=30
Spot: (Wis) 0+20=20
Survival: (Wis) 0+20=20
Track: (Wis) 0+30=30

Bluff: (Cha) 0+10=10
Diplomacy: (Cha) 0+10=10
Disguise: (Cha) 0+0=0
Gather Information: (Cha) 0+10=10
Intimidate: (Cha) 0+10=10
Innuendo: (Cha) 0+10=10
Seduction: (Cha) 0+10=10

Ninjutsu: (Chk) 0+20=20
Genjutsu: (Int) 9+40=49
Taijutsu: (Str) 0+10=10
Fuuin Jutsu: (Int) 9+20=29
Kawarimi: 50
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack: 20

Stage 2

Name: Hanguri-tokage
Size: Medium
Element Affinity: Earth
Age: teens
Gender: Male

length: 7 ft.
Weight: 200lbs.
Physical Description:
Background: [if you wish]
Personality: As his name says, Hanguri-tokage is always hungry. Nothing seems to fill him, as if his stomach was a bottomless pit. Hanguri-tokage will do anything to get someone to feed him. Whether it be way of seduction, intimidation, or bribery. He doesn't usually care either about what he eats.

Jutsu

Special: unknown venom.
Cp: 125
*Effect: Paralysis in 7 posts, mute, Hp -50, all checks -5 until cured.
Antidote: --
To Extract: Chakra Control DC 100
Fortitude DC: 75


Bunshin no Jutsu
Henge no Jutsu
Kawarimi no Jutsu
Genjutsu Kai: Release
Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Shunshin no Jutsu (Body Flicker Technique)

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion.
Cp cost: 20
Damage: 10 - 25 + int mod + Genjutsu bonus
Requirements: Genjutsu 15 Ranks
Training days: 5 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls

Kori Shinchu no Jutsu (Sly Mind Affect Technique)
Kori Shinchū no Jutsu is a Genjutsu which causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over.
Cp cost: 40 + 5 per turn
Requirements: Genjutsu 30 Ranks
Training days: 6 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials: For every other post that the jutsu remains in effect, subtract 30 MHp and 20 Hp from fatigue

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
Kokoni Arazu no Jutsu is a rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 45 + 8 per turn
Requirements: Genjutsu 30 Ranks
Training days: 7 days
Will Save:10 + half user's level + half int mod + half wis mod
Specials- Add +20 to Sneak Attack if Genjutsu is successful AND the user attacks next turn.

Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
Type: Unknown, probably: B-rank, Supplementary, All ranges
A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 60 + 10 per turn
Requirements: Genjutsu 60 Ranks
Training days: 7 days
Will save: 15 + half character level + half int mod + half wis mod

Nehan Shoja no Jutsu (Temple of Nirvana Technique)
This technique is an incantation spell that allows the caster to place a large body of people into an intense and unconscious state. The spell, however, can be avoided by forming the tiger hand seal and using the dispel skill, dispersing it away.
Cp cost: 115
Requirements: Genjutsu 95 Ranks
Training days: 15 days.
Will save: 20 + half character level + half int mod + half wis mod

Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Fish Technique)
The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own.
Cp cost: 15
Damage: N/A
Requirements: Earth Affinity, Chakra Control 8
Training: 2 days
Special: +chk mod to Hide roll. If undetected, person can Sneak Attack. User suffers double damage from earth based ninjutsu.

Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)
After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall.
Cp cost: 35
Damage: N/A
Requirements: Chakra 15+, Earth Affinity, Chakra Control 12.
Training days: 7 days
Special: Creates full cover, crumbles when hit.

Doton: Doryu Taiga (Earth Release: Earth Flow River)
The user performs a technique that forms a rapid river of mud on the ground beneath the opponent.
Cp cost: 40
Damage: N/A
Requirements: Earth Affinity, Chakra Control 55
Training days: 6 days.
Special: Opponent loses his footing unless he meets a Balance check vs. the attackers DC of 10 + half attacker's level + attacker's chakra mod + 2 per 10 ranks in attacker's Ninjutsu skill

Stats

LV. 25
Experience:
Hp: 625
Cp: 200
MHp: 300
Strength: 20
mod. +5
Dexterity: 40
mod. +15
Constitution: 40
mod. +15
Intelligence: 40
mod. +15
Wisdom: 14
mod. +2
Charisma: 10
mod. +0
Chakra: 20
mod. +5
Dodge Bonus: 27

Base Attack Bonus: 13
Attack Melee: 18
Attack Ranged: 28

Base Save Bonus: 12
Fort: 27
Rex: 27
Will: 14

Skills

Swim: (Str) 5+20=25

Balance: (Dex) 15+70=85
Escape Artist: (Dex) 15+60=75
Hide: (Dex) 15+50=65
Move Silently: (Dex) 15+60=75
Tumble: (Dex) 15+60=75

Concentration: (Con) 15+0=15

Chakra Control: (Int) 15+60=75
Knowledge: (Int) 15+60=75
Research: (Int) 15+30=45
Search: (Int) 15+40=55

Listen: (Wis) 2+30=32
Read Lips: (Wis) 2+30=32
Sense: (Wis) 2+90=92
Spot: (Wis) 2+60=62
Survival: (Wis) 2+40=42
Track: (Wis) 2+50=52

Bluff: (Cha) 0+50=50
Diplomacy: (Cha) 0+50=50
Disguise: (Cha) 0+20=20
Gather Information: (Cha) 0+20=20
Intimidate: (Cha) 0+30=30
Innuendo: (Cha) 0+10=10
Seduction: (Cha) 0+30=30

Ninjutsu: (Chk) 5+70=75
Genjutsu: (Int) 15+90=105
Taijutsu: (Str) 5+20=25
Fuuin Jutsu: (Int) 15+30=45
Kawarimi: 50
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack: 40

Stage 3

Name:
Size: Large
Element Affinity: Earth
Age:
Gender: Female

length: 8 ft.
Weight: 500lbs.
Physical Description:
Background: [if you wish]
Personality:
Other:

Jutsu

Special: unknown venom.
Cp: 200
*Effect: Paralysis within 4 posts, mute, Hp -150, all checks -20 until cured.
Antidote: --
To Extract: Chakra Control DC 150
Fortitude DC: 80


Bunshin no Jutsu
Henge no Jutsu
Kawarimi no Jutsu
Genjutsu Kai: Release
Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Shunshin no Jutsu (Body Flicker Technique)

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion.
Cp cost: 20
Damage: 10 - 25 + int mod + Genjutsu bonus
Requirements: Genjutsu 15 Ranks
Training days: 5 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls

Kori Shinchu no Jutsu (Sly Mind Affect Technique)
Kori Shinchū no Jutsu is a Genjutsu which causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over.
Cp cost: 40 + 5 per turn
Requirements: Genjutsu 30 Ranks
Training days: 6 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials: For every other post that the jutsu remains in effect, subtract 30 MHp and 20 Hp from fatigue

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
Kokoni Arazu no Jutsu is a rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 45 + 8 per turn
Requirements: Genjutsu 30 Ranks
Training days: 7 days
Will Save:10 + half user's level + half int mod + half wis mod
Specials- Add +20 to Sneak Attack if Genjutsu is successful AND the user attacks next turn.

Magen: Jubaku Satsu (Demonic Illusion: Tree Bind Death)
With this jutsu, the user can make themselves disappear so that they can approach their opponent unnoticed. Once near the desired target, a tree will grow at the target's feet and branches from an illusory tree will bind them from behind so that they are unable to even move or use hand seals. Once the opponent believes that they are captured, the user can then reappear from above the tree and quickly kill the opponent, preferably with a kunai.
Cp cost: 60
Damage: 200 MHp
Requirements: Genjutsu 50 Ranks
Training days: 9 days.
Will save: 15 + half character level + half int mod + half wis mod
Special: If the Genjutsu is completely successful, the Victim passes out for 1 turn, being the mind believes they have been "killed"
To remain conscious, roll a Fortitude Check. If fortitude check is successful, victim remains conscious. The DC for the Fortitude Check is the Genjutsu Attack DC

Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
Type: Unknown, probably: B-rank, Supplementary, All ranges
A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 60 + 10 per turn
Requirements: Genjutsu 60 Ranks
Training days: 7 days
Will save: 15 + half character level + half int mod + half wis mod

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
Forming the tiger hand seal, this powerful Genjutsu creates an ambiance of complete darkness around the surrounding background, enabling the user to attack without being seen.
Cp cost: 100 + 10 per post
Damage: 8 MHP per post
Training days: 12 days.
Will save: 20 + half character level + half int mod + half wis mod
Special: User cannot see, and he loses half of his dodge bonus/Reflex Save.

Nehan Shoja no Jutsu (Temple of Nirvana Technique)
This technique is an incantation spell that allows the caster to place a large body of people into an intense and unconscious state. The spell, however, can be avoided by forming the tiger hand seal and using the dispel skill, dispersing it away.
Cp cost: 115
Requirements: Genjutsu 95 Ranks
Training days: 15 days.
Will save: 20 + half character level + half int mod + half wis mod

Shi no Kumi no Jutsu (Death Foreseeing Technique)
This jutsu is much like the Temporary Paralysis Technique, but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
Cp cost: 120
Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter
Requirements: Genjutsu 90
Training: 18 days
Will Save: 20 + half Character Level + half Int Mod + half Wis Mod
Special: -10 to all checks

Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Fish Technique)
The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own.
Cp cost: 15
Damage: N/A
Requirements: Earth Affinity, Chakra Control 8
Training: 2 days
Special: +chk mod to Hide roll. If undetected, person can Sneak Attack. User suffers double damage from earth based ninjutsu.

Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)
After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall.
Cp cost: 35
Damage: N/A
Requirements: Chakra 15+, Earth Affinity, Chakra Control 12.
Training days: 7 days
Special: Creates full cover, crumbles when hit.

Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm)
This technique allows the ninja to control nearby rocks and stones that surround the enemy and will begin to hit and spin about crushing all those trapped within it.
Cp cost: 25 + additional 5 per rock
Damage: 5 - 35 + chakra mod +2 to max per rock used.
Requirements: Chakra 25+
Training days: 8 days

Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness)
Traps the victims inside a self-repairing dome of earth.
Cp cost: 60 + 8 per turn
Damage: N/A
Requirements: Earth Affinity, Chakra 25+, Chakra Control 30
Training days: 10 days.
Special: *Must keep contact with wall to keep chakra flowing through it. Once contact is broken, the barrier looses its repairing function and can be destroyed easily.
Escape roll: User's D20 + chakra control vs. target's D20 + melee attack bonus

Doton: Doryuheki (Earth Release: Earth Style Wall)
The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall.
Cp cost: 70
Damage: N/A
Requirements: Chakra 35, Earth Affinity, Chakra Control 40+
Training days: 14 days
Special: *Gives full cover bonus to next attack launched at user so long as attack is not an area effect jutsu. If an area effect jutsu is the next attack, you take only half damage.

Doton: Iwayado Kuzushi (Earth Release: Rock Lodging Destruction)
Rocks are dislodged from above the opponent to crush them.
Cp cost: 65
Damage: 50 - 120 + chk mod
Requirements: Chakra 30+ Must have some kind of celling over the person, Earth Affinity
Training days: 15 days

Doton: Doryudan (Earth Release: Earth Dragon Bullet)
Used in conjunction with Doton: Doryū Taiga (Earth Release: Earth Flowing River), this jutsu creates a likeness of a dragon's head that launches mud balls from its mouth onto the opponent.
Cp cost: 50 + 5 per mud ball
Damage: 30 - 60 per bullet.
Requirements: Earth Affinity. Chakra 50+, used Doton: Doryu Taiga
Training days: 15 days.
Special: Number of bullets maximum equal to 1 per 10 points in Chakra Control

Doton: Doryu Taiga (Earth Release: Earth Flow River)
The user performs a technique that forms a rapid river of mud on the ground beneath the opponent.
Cp cost: 40
Damage: N/A
Requirements: Earth Affinity, Chakra Control 55
Training days: 6 days.
Special: Opponent loses his footing unless he meets a Balance check vs. the attackers DC of 10 + half attacker's level + attacker's chakra mod + 2 per 10 ranks in attacker's Ninjutsu skill

Stats

LV. 45
Experience:
Hp: 1350
Cp: 1035
MHp: 540
Strength: 20
mod. +5
Dexterity: 70
mod. +30
Constitution: 50
mod. +20
Intelligence: 50
mod. +20
Wisdom: 14
mod. +2
Charisma: 10
mod. +0
Chakra: 50
mod. +20
Dodge Bonus: 42

Base Attack Bonus: 17
Attack Melee:
Attack Ranged:

Base Save Bonus: 22
Fort: 41
Rex: 51
Will: 23

Skills

Swim: (Str) 5+90=95

Balance: (Dex) 30+300=330
Escape Artist: (Dex) 30+300=330
Hide: (Dex) 30+300=330
Move Silently: (Dex) 30+300=330
Tumble: (Dex) 30+200=230

Concentration: (Con) 20+300=320

Chakra Control: (Int) 20+300=320
Knowledge: (Int) 20+200=220
Research: (Int) 20+200=220
Search: (Int) 20+300=320

Listen: (Wis) 2+200=202
Read Lips: (Wis) 2+30=32
Sense: (Wis) 2+400=402
Spot: (Wis) 2+400=402
Survival: (Wis) 2+200=202
Track: (Wis) 2+200=202

Bluff: (Cha) 0+400=400
Diplomacy: (Cha) 0+200=200
Disguise: (Cha) 0+120=120
Gather Information: (Cha) 0+120=120
Intimidate: (Cha) 0+400=400
Innuendo: (Cha) 0+110=110
Seduction: (Cha) 0+110=110

Ninjutsu: (Chk) 20+880=900
Genjutsu: (Int) 20+880=900
Taijutsu: (Str) 5+45=50
Fuuin Jutsu: (Int) 20+50=70
Kawarimi: 120
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack: 160

Stage 4

Name: Tokageousama
Size: Huge
Element Affinity: Earth
Age: oldish
Gender: Male

length: 12 ft.
Weight: 1,200lbs.
Physical Description:
Background: [if you wish]
Personality:

Jutsu

Special: unknown venom.
Cp: 250
*Effect: Paralysis within 2 posts, mute, Hp -200, all checks -30 until cured.
Antidote: --
To Extract: Chakra Control DC 180
Fortitude DC: 82


Bunshin no Jutsu
Henge no Jutsu
Kawarimi no Jutsu
Genjutsu Kai: Release
Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Shunshin no Jutsu (Body Flicker Technique)

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion.
Cp cost: 20
Damage: 10 - 25 + int mod + Genjutsu bonus
Requirements: Genjutsu 15 Ranks
Training days: 5 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls

Kori Shinchu no Jutsu (Sly Mind Affect Technique)
Kori Shinchū no Jutsu is a Genjutsu which causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over.
Cp cost: 40 + 5 per turn
Requirements: Genjutsu 30 Ranks
Training days: 6 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials: For every other post that the jutsu remains in effect, subtract 30 MHp and 20 Hp from fatigue

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
Kokoni Arazu no Jutsu is a rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 45 + 8 per turn
Requirements: Genjutsu 30 Ranks
Training days: 7 days
Will Save:10 + half user's level + half int mod + half wis mod
Specials- Add +20 to Sneak Attack if Genjutsu is successful AND the user attacks next turn.

Magen: Jubaku Satsu (Demonic Illusion: Tree Bind Death)
With this jutsu, the user can make themselves disappear so that they can approach their opponent unnoticed. Once near the desired target, a tree will grow at the target's feet and branches from an illusory tree will bind them from behind so that they are unable to even move or use hand seals. Once the opponent believes that they are captured, the user can then reappear from above the tree and quickly kill the opponent, preferably with a kunai.
Cp cost: 60
Damage: 200 MHp
Requirements: Genjutsu 50 Ranks
Training days: 9 days.
Will save: 15 + half character level + half int mod + half wis mod
Special: If the Genjutsu is completely successful, the Victim passes out for 1 turn, being the mind believes they have been "killed"
To remain conscious, roll a Fortitude Check. If fortitude check is successful, victim remains conscious. The DC for the Fortitude Check is the Genjutsu Attack DC

Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
Type: Unknown, probably: B-rank, Supplementary, All ranges
A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 60 + 10 per turn
Requirements: Genjutsu 60 Ranks
Training days: 7 days
Will save: 15 + half character level + half int mod + half wis mod

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
Forming the tiger hand seal, this powerful Genjutsu creates an ambiance of complete darkness around the surrounding background, enabling the user to attack without being seen.
Cp cost: 100 + 10 per post
Damage: 8 MHP per post
Training days: 12 days.
Will save: 20 + half character level + half int mod + half wis mod
Special: User cannot see, and he loses half of his dodge bonus/Reflex Save.

Nehan Shoja no Jutsu (Temple of Nirvana Technique)
This technique is an incantation spell that allows the caster to place a large body of people into an intense and unconscious state. The spell, however, can be avoided by forming the tiger hand seal and using the dispel skill, dispersing it away.
Cp cost: 115
Requirements: Genjutsu 95 Ranks
Training days: 15 days.
Will save: 20 + half character level + half int mod + half wis mod

Shi no Kumi no Jutsu (Death Foreseeing Technique)
This jutsu is much like the Temporary Paralysis Technique, but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
Cp cost: 120
Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter
Requirements: Genjutsu 90
Training: 18 days
Will Save: 20 + half Character Level + half Int Mod + half Wis Mod
Special: -10 to all checks

Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Fish Technique)
The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own.
Cp cost: 15
Damage: N/A
Requirements: Earth Affinity, Chakra Control 8
Training: 2 days
Special: +chk mod to Hide roll. If undetected, person can Sneak Attack. User suffers double damage from earth based ninjutsu.

Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)
After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall.
Cp cost: 35
Damage: N/A
Requirements: Chakra 15+, Earth Affinity, Chakra Control 12.
Training days: 7 days
Special: Creates full cover, crumbles when hit.

Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm)
This technique allows the ninja to control nearby rocks and stones that surround the enemy and will begin to hit and spin about crushing all those trapped within it.
Cp cost: 25 + additional 5 per rock
Damage: 5 - 35 + chakra mod +2 to max per rock used.
Requirements: Chakra 25+
Training days: 8 days

Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness)
Traps the victims inside a self-repairing dome of earth.
Cp cost: 60 + 8 per turn
Damage: N/A
Requirements: Earth Affinity, Chakra 25+, Chakra Control 30
Training days: 10 days.
Special: *Must keep contact with wall to keep chakra flowing through it. Once contact is broken, the barrier looses its repairing function and can be destroyed easily.
Escape roll: User's D20 + chakra control vs. target's D20 + melee attack bonus

Doton: Doryuheki (Earth Release: Earth Style Wall)
The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall.
Cp cost: 70
Damage: N/A
Requirements: Chakra 35, Earth Affinity, Chakra Control 40+
Training days: 14 days
Special: *Gives full cover bonus to next attack launched at user so long as attack is not an area effect jutsu. If an area effect jutsu is the next attack, you take only half damage.

Doton: Doryu Dango (Earth Release: Earth Mausoleum Dumpling)
The user is able to overturn the earth into a large dumpling shape chunk of earth the size of a mausoleum. Using their immense strength, they can lift up the ball and hurl it at his opponent, flattening everything in its path.
Cp cost: 30
Damage: 40 - 80 + str mod
Requirements: Str 30+ Chakra 30+, Earth Affinity
Training days: 15 days
Special: Cp cost is nulled if user succeeds on a strength check of DC 40.

Doton: Iwayado Kuzushi (Earth Release: Rock Lodging Destruction)
Rocks are dislodged from above the opponent to crush them.
Cp cost: 65
Damage: 50 - 120 + chk mod
Requirements: Chakra 30+ Must have some kind of celling over the person, Earth Affinity
Training days: 15 days

Doton: Doryudan (Earth Release: Earth Dragon Bullet)
Used in conjunction with Doton: Doryū Taiga (Earth Release: Earth Flowing River), this jutsu creates a likeness of a dragon's head that launches mud balls from its mouth onto the opponent.
Cp cost: 50 + 5 per mud ball
Damage: 30 - 60 per bullet.
Requirements: Earth Affinity. Chakra 50+, used Doton: Doryu Taiga
Training days: 15 days.
Special: Number of bullets maximum equal to 1 per 10 points in Chakra Control

Doton: Doryu Taiga (Earth Release: Earth Flow River)
The user performs a technique that forms a rapid river of mud on the ground beneath the opponent.
Cp cost: 40
Damage: N/A
Requirements: Earth Affinity, Chakra Control 55
Training days: 6 days.
Special: Opponent loses his footing unless he meets a Balance check vs. the attackers DC of 10 + half attacker's level + attacker's chakra mod + 2 per 10 ranks in attacker's Ninjutsu skill

Stats

LV. 75
Experience:
Hp: 3,375
Cp: 1,485
MHp: 990
Strength: 30
mod. +10
Dexterity: 100
mod. +45
Constitution: 80
mod. +35
Intelligence: 70
mod. +30
Wisdom: 34
mod. +12
Charisma: 10
mod. +0
Chakra: 70
mod. +30
Dodge Bonus: 62

Base Attack Bonus: 23
Attack Melee:
Attack Ranged:

Base Save Bonus: 37
Fort: 72
Rex: 82
Will: 44

Skills

Swim: (Str) 10+200=210

Balance: (Dex) 45+400=445
Escape Artist: (Dex) 45+400=445
Hide: (Dex) 45+100=145
Move Silently: (Dex) 45+100=145
Tumble: (Dex) 45+200=245

Concentration: (Con) 35+900=935

Chakra Control: (Int) 30+900=930
Knowledge: (Int) 30+200=230
Research: (Int) 30+100=130
Search: (Int) 30+100=130

Listen: (Wis) 12+300=312
Read Lips: (Wis) 12+100=112
Sense: (Wis) 12+900=912
Spot: (Wis) 12+600=612
Survival: (Wis) 12+300=312
Track: (Wis) 12+300=312

Bluff: (Cha) 0+600=600
Diplomacy: (Cha) 0+900=900
Disguise: (Cha) 0+100=100
Gather Information: (Cha) 0+200=200
Intimidate: (Cha) 0+600=600
Innuendo: (Cha) 0+100=100
Seduction: (Cha) 0+300=300

Ninjutsu: (Chk) 30+1470=1500
Genjutsu: (Int) 35+1465=1500
Taijutsu: (Str) 10+80=90
Fuuin Jutsu: (Int) 35+90=125
Kawarimi:
Sneak Attack:
 
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Amegakure ((Hidden Village of Rain))

 
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