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Naruto brought back to NWN.
If you want this back up PM me on the Forums (Host) Kurama I have a stable host platform now and am willing to have this going again with limited DM activity. It would be purely just for fun, no complaining no BS. Current Public IP 66.114.180.15
Subject: January Competition Tue Jan 13, 2015 4:58 pm
[Yugakure]
The rise of the smaller villages of the region is slowly becoming apparent, as more and more shinobi from these small villages are appearing, and participating in exams or undergoing missions. With the recent appearance of more of these villages, more bloodlines and clans are becoming noted throughout the world, and the techniques they posses being noticed. One of the more recent once to rise is Yugakure, and thanks to the recent death of Hidan, they feel that that can make themselves known once more and not have the other villages looking down upon them for Hidan's crimes. Yugakure has offered it's gates, Hot springs and shinobi to that of the bigger villages, hoping to aid in anything that they may be able to.
[Competition] Create a UNIQUE clan or bloodline that can originate from Yugakure. If making a clan it can cost between 100 - 150 tokens, have a maximum of 12 Jutsu unique to the clan or allow the player to create a maximum of 8 for themselves. If making a bloodline it can cost between 150 - 250 tokens, have a maximum of 18 jutsu unique to the bloodline or allow the player to create a maximum of 12 for themselves.
Deadline) 21st January 2015. Winner Announced) 28th January 2015
1st Place) Gets to create a character of their Bloodline / Clan free of charge, + 10 RP Tokens* 2nd Place) Gets to create a character of their Bloodline / Clan at a 1/4 token cost, +10 RP Tokens* 3rd Place) Gets to create a character of their Bloodline / Clan at a 1/2 token cost, +10 RP Tokens* All Entries) 20 RP Tokens, and possibility of their Bloodline / Clan being used as a server wide.
(Note: DM's forfeit the right to win 1st place if entering. Cost of the character created via the Competition winnings is non refundable, if the player chooses to refund the character at a later time) (* Clan Cost can be exchanged for RP Tokens at a 1/2 amount. E.G Second Place, clan costs 200 tokens. Competition reward would give 150 tokens towards the clan, allowing player to get 75 tokens. If 2 or more people created the clan, they are given the full amount of Clan Cost exhanged to RP Tokens. E.G Second Place, clan costs 100 Tokens, competition reward would give 75 tokens but 50 each cause 2 people, allowing the player to get 50 tokens.)
(Note: If more then 1 player aids in the cration of a Clan / Bloodline, The grand prize will be split between them but they will both still recieve the RP tokens each. E.G Bloodline created by 2 people wins first prize. 200 Token bloodline, so both recieve 100 tokens un-refundable towards a new character.)
(Other: Clan / Bloodline must still be approved via the DM team before it can be used on the server. Changes may be made to the Clan / Bloodline if balancing is needed. The Clan / Bloodline must be unique and have a concept that is not currently in use with anything else currently on the server. Designated token cost for the Competition does not include the buyable extras. Buyable extras are not granted as part of the Competition reward.)
Last edited by (Admin) Sasori on Sat Jan 24, 2015 6:03 am; edited 6 times in total
autokilla
Posts : 15 Join date : 2015-01-07 Age : 28
Subject: Re: January Competition Tue Jan 13, 2015 5:34 pm
Spoiler:
Neko
(50 tokens)
(Female only)
In Yukagakure, there was a small, unknown clan of women that actually resembled that of a cat. They had a cat tail, cat ears to match the color of their hair, and cat-like eyes. These strange, women shinobi not only looked like a cat but also were nimble and flexible as a cat, as well as having the same senses as a cat. They are generally very friendly to those they meet, and are very open-minded about anyone and anything. Another common trait is that they tend to be real curious, which has been known to cause some problems for them on occasion.
Cat-like Balance
As mentioned, those of the Neko clan are very nimble and move with the swiftness of a cat, allowing them to move at a faster rate compared to most shinobi, being light on their feet and all. As well as being able to smell their targets can make them good and unique tracking shinobi as well as fighters.
Universal: Can roll concentration in place of spot/listen +10. Likewise, taijutsu rank dmg becomes 1d6 but those of the neko clan may not use kenjutsu Genin (lvl 15-20): +1 to dex rolls, +1d4 taijutsu dmg Chunin (lvl 25-30): +2 to dex rolls, +1d6 taijutsu dmg Jounin (lvl 35-40): +3 to dex rolls, +1d8 taijutsu dmg
Jutsu
The members of the Neko clan are all different, in that they all are capable of making their own, custom jutsu. (All Neko gain 2 Custom Jutsu of E/D-Rank Jutsu, and 1 Custom C/B/A/S Rank Jutsu for Free. They Start out Automatically Knowing their E-C Rank Jutsu, and must learn the Rest.)
Nine Lives
(Clan enhancement- 50 tokens)
The Neko clan at this stage are able to take larger amounts of punishment, as well as heal from smaller wounds as if they actually had 9 lives, like the typical stereotype of cats.
Universal: +1 hp regen Genin (lvl 15-20): +10 total hp Chunin (lvl 25-30): +20 total hp Jounin (lvl 35-40) +30 total hp
Increased Chakra Reserves
(Clan enhancement- 50 tokens)
The members of the Neko clan, upon reaching this level of progress, have a higher than normal chakra reserve, as well as letting them slowly gain their chakra back given a set amount of time
Universal: +1 cp regen Genin (lvl 15-20): +10 total cp Chunin (lvl 25-30): +20 total cp Jounin (lvl 35-40) +30 total cp
(total cost with both enhancements, 150 tokens. thanks for reading my application!)
GreedyShadow
Posts : 26 Join date : 2014-11-21
Subject: Re: January Competition Tue Jan 13, 2015 7:00 pm
Spoiler:
Hitamashi Clan (Flaming Soul clan) (100 tokens)
Hitamashi Clan like to think of themselves as a very simple and noble clan, containing no hatred, no anger, and no negative outlooks on life. They are a clan of Former monks who for their entire life from generation to generation have studied inner peace. And while they are indeed apart of Yukagakure they for most of their life have lived to the north on the border of frost country and hot water country because of their secret techniques.
Living in Temple's Primarily, they live careful and humble lifes, desiring no conflict, and many normal luxuries of lief. however the Clan itself does not control how those in the clan live, member can eat how they like, sleep how they life, and live how they like. there only true obligation is that they meditate and train and take a vow for peace. An average day in the life of a Hitamashi would be as simple as live, explore, learn, and train in the ways of a Monk, Although it is clearly acceptable to become a shinobi and work for your village.
There techniques and abilities are all a secret to outsiders, knowing special medications, and having superhuman like bodies, Well known to be seen wearing very little clothing, wearing shorts and nothing else as they walk across hard rocks, and cold snow. Performing mind splitting endurance tests they have a great and unique ability to meditate anywhere, common meditation spots they have been seen in are on top of great mountains, swimming in icy lakes, even balancing on single rocks with nothing but there tiniest toe over a giant pool of deadly sharks.
Mind, Body, and Soul
The Power of a Peaceful and balanced mind can do wonders for the body, a strong and powerful body can give a man a very unique soul, and a strong soul can deliver a healthy and balanced mind, because of this mantra, Hitamashi clan have mastered the ability to fight off illusions and those who would dare to taint the mind of their Clan.
Universal: Can use Constitution to fight Genjutsu and can Use Constitution for Clan Jutsu, Can also use Con to Block instead of STR but only if the User is either using clan or no jutsu at all to block.
Genin: + 1 to Con and + 2 Universal DR
Chunin: + 2 to Con and + 4 to Universal DR
Jounin: + 3 to Con and + 6 to Universal DR
Secret techniques of the Hitamashi Clan
The Hitamashi clan, although peaceful, have creating their own set of techniques to help the user as well as the clan as a whole, attain inner peace. Through meditative stances the user can defend itself in several unique ways. There are 6 techniques of Meditation in the Clan, but all clan members create their own unique type of meditation techniques themselves.
(User can make 3 clan Jutsu. The first 2 can be of any rank from E-B and the last one A or S)
Special note: All meditations can he used and maintained in battle, even if hit. Once activated they can maintain as long as they like but cannot attack (unless they have the next upgrade)
Spoiler:
E rank Jutsu Name: Inner Fire Meditation Jutsu Type: Meditation Jutsu Rank: E CP cost: 1 RP: the most basic of all Meditations is also one of the only meditations that make the clan seem almost inhumane. By using a small amount of chakra once, the user can take deep breaths and physically heat his body with the power of his mind. Allows the user to swim in frozen lakes, climb up icy mountains, and even increase his body’s immune system to immeasurable levels to fight off infection and poison. PVP: every round used, lowers poison/cold effects on his body by 1 duration. Special note: can also be used to fight poison with con roll + 1
D rank Jutsu Name: Perceptive Meditation Jutsu type: Meditation Jutsu Rank: D CP cost: 3 (+ 1 to maintain) RP: This type of Meditative stance allows the user to be more perceptive whilst in battle, or maybe even when simply resting. They open there mind’s eye to all those around them allowing them to see incoming threats, or hear the gentle fluttering of a near by bird. PVP: +1 to defending and +10 to spot/listen
C rank
Jutsu Name: Growing Roots Jutsu type: Meditation Jutsu Rank: C CP cost: 5 (+ 1 to maintain) RP: By living and meditating with wildlife, the user learns how to become one with the life force of nature, although he himself not tapping into the nature of life, they instead learn how to use their mind to heal their bodies and Regan there chakra, making them feel more in tuned with plants. PVP: + 1 hp/cp Regan and + 1d6+ 1 healed when activated Special note: Follows cap rules but can substitute up to 2 hp regan for 2 cp regan
B rank Jutsu Name: Living Stone Jutsu Type: Meditation Jutsu Rank: B CP Cost: 7 (+ 2 to maintain) RP: By meditating with the earth, rocks, and mountains a member of this clan can perform this technique and make their skin tough as rock, and their bodies stronger than most others. Making weapons harder to penetrate the defenses of a Hitamashi. PVP: Passive mode + 2 Universal dr, + 2 to Defense, When used as a Defense jutsu + 5 and + 3 instead.
A rank
Jutsu Name: Paper Body Jutsu Type: Meditation Jutsu Rank: A CP Cost: 10 (3 to maintain) RP: Years of Mental and physical flexibility training allows for this meditation to be used. Turing the body like paper origami, the user can dodge, block, defend, and overall not be touched by an enemy in all forms even in the mind. Moving there body’s like paper and their minds like an unwritten book, they are unpredictable even to the best of fighters PVP: passive + 5 to Universal defending (nin, gen, tai,ken). Enemy gets -2 to attacking when this is activated. Special Note: User also gets -2 to attacking when activated.
S rank
Jutsu Name: Plague Meditation Jutsu Type: (Forbidden) Meditation Jutsu Rank: S CP Cost: 20 + 5 to maintain RP: a Last resort, a technique all masters know and dread to use. The ultimate and greatest realization of a Hitamashi is the universal fact. . That human kind was created for destruction. By taking this meditation the user is literally turning the environment into a Desolate wasteland, destroying all around him and in turn destroying the user as well. Aging the life around him, and himself he brings a plague of death upon his foes and allies alike for a 3 mile radius. PVP: if used the User is Perma, targets all those around him, foes and allies alike for 8d10+3 physical damage and 2d10 cp damage. Special Note: Undodgeable
Monkey see Monkey dodge-Defensive Fighting (50 token unlock)
Hitamashi clan is well known for being peace loving, therefore to them fighting is a pointless game for violent brutes, but a game that the Monk clan has much fun playing is fighting them without fighting. The Monk-like clan training in a specific type of fighting, to fight with a stable and powerful mind which allows for them to be brilliant defenders and dodgers. because of this, Hitamashi make good distractions as well as Teachers, Sensei's, and even caretakers for there ability to play with local shinobi, of great or weak standards.
Universal: + 2 to hp Regan while Meditating, and may use Con to attack while meditating
Genin: + 1 to defending + 10 hp
Chunin: + 2 to defending + 20 hp
Jounin: + 3 to defending +30 hp
Last edited by GreedyShadow on Wed Jan 14, 2015 5:28 pm; edited 3 times in total
Guest Guest
Subject: Re: January Competition Tue Jan 13, 2015 7:18 pm
Added a note about Clan / Bloodlines submitted by multiple people.
Kirin
Posts : 33 Join date : 2014-11-06 Age : 31
Subject: Re: January Competition Tue Jan 13, 2015 11:39 pm
Contest Entry:
Kisaragi Clan (100 Token Clan)
:: History and Description :: Being a clan of Yukagakure, the Kisaragii were expert shinobi; specifically with the Fuma Shuriken. They used it as their main weapon, and could use wind and their own chakra to return the shuriken to them as they tossed it, as well as manipulate air currents as masters. Violent and cocky, the Kisaragi are also treasure hunters, and they seem to enjoy taking anything that has a legend attached to it, whether or not it belongs to someone else is generally out of the question. They have lived in Yukagakure since the idea of villages has existed, once being a nomadic clan, and eventually settling in Yukagakure when they realized how dangerous it could be to keep travelling. Their hair is as dark as the midnight sky, and the usually have oceanic-blue eyes. They're generally a cheerful bunch, and anything involving them is always an adventure.
:: The Great Pagoda :: The Kisaragi are also owners of the Great Pagoda, a large five story tower, where the Kisaragi hold tournaments for the ninja that live there. Outsiders are welcome too, but of course they charge a ryo fee for outsiders. The contestants are to make their way through each floor, with rumors being that the Kisaragi clan head challenges them at the fifth floor. However, to date, no one's made it past the third floor. It is said that if one were to beat the Pagoda, that they'd be given one legendary artifact out of the clan's collection.
:: Clan Leader :: The clan leader is known as Godo, a large-built man whom forgoes the traditional Fuma Shuriken for kuchiyose, fuuton, and yoton ninjutsu. He's known to summon large birds known as condors, and is always flying or levitating through the use of the Flight technique, and only touches the ground when he's summoning his best friend, the condor summoning, Kyugatsu. Kyugatsu is a massive, 15-foot bird with a 36' wingspan, and has golden feathers that literally twinkle in the sunlight. Despite being such a large bird, his voice sounds rather young, as he's actually the second youngest of the condor summonings.
Wind-Style Experts Guiding their Fuma Shurikens and powerful Wind techniques, the Kisaragi stand above other ninjutsuists and kenjutsuists with their weapons and ninjutsu. Their vigorous training exercises, designed to make them the perfect thieves, is what made them what they are.
Universal: Starts with Fuuton. Gains a Fuma Shuriken (Massive four-point shuriken) that is a medium weapon, usable with Wisdom for 1 CP/attack. (Negatives still apply.) Genin: +1 to Wis/Dex Rolls, +1d4 Wind/Fuma Shuriken damage. Chuunin: +2 to Wis/Dex Rolls, +1d6 Wind/Fuma Shuriken damage. Jounin: +3 to Wis/Dex Rolls, +2d4 Wind/Fuma Shuriken damage.
Ninkenjutsu Adepts All Kisaragi may create NinKenjutsu, usable with Wisdom or Dexterity to attack with. They gain the benefits of both ninjutsu and kenjutsu, but when determining damage bonuses, only one applies. (I.E. using a custom weapon with increased damage will not stack with the Wisdom Stat bonus, however passive bonuses that apply to both ninjutsu and kenjutsu do stack.)
The Kisaragi may create two custom E-B rank jutsu, and one of each A/S ranked. The techniques must be Wind-based ninjutsu, kenjutsu, or ninkenjutsu. They can also be collaborative jutsu, that combo with other Kisaragi. (Comboing with another takes only the user's turn and adds +2 to the attack roll, for an additional 3 CP from the ally's CP.) The Ninjutsu and Kenjutsu may be taught to outsiders, however custom Ninkenjutsu are Kisaragi specific.
Treasure Hunter (50 tokens)
The Kisaragi are usually all good at treasure hunting, but a select few gain a certain affinity when dealing with unique artifacts, their knowledge of all things rare and mythical allow them to accurately fight against the wielders of such artifacts. Their keen perception of these items allow them to identify even artifacts from other realms and continents.
Universal: +50 Lore check when dealing with Legendary (100 token or more) artifacts. may create their own Legendary Item at a 25 token discount. (IE. 75 tokens instead of 100) Genin: +1 when fighting against someone with a Legendary Item. Chuunin: +2 when fighting against someone with a Legendary Item. Jounin: +3 when fighting against someone with a Legendary Item.
*Bonuses to rolls only apply against the user of the legendary item, not to general combat. Example: Kisaragi fights Itachi and Kisame. They get a +3 bonus against Kisame, because of their knowledge of the Samehada, but not against Itachi, whom doesn't use a particular weapon.
Last edited by Aquarius on Wed Jan 14, 2015 5:20 am; edited 7 times in total
Aurianos
Posts : 43 Join date : 2014-11-26
Subject: Re: January Competition Wed Jan 14, 2015 1:19 am
Reserving my spot here...will have this entry made soon...hopefully
ImTux
Posts : 273 Join date : 2014-12-08
Subject: Tetsu Kyojin Wed Jan 14, 2015 4:49 am
TetsuoKyojin:
Tetsu Kyojin (Iron Giant) ((150 Tokens))
Clan: Hodoyoi
General Info The Hodoyoi clan live modestly in the land of fire not as shinobi but as guards. As they have close ties to Konohagakure, they often assist the village when needed, however they make their living by protecting neutral villages from raids. They never ask for more than they need; just enough for their clan to continue their easygoing lifestyle. Every so often a member of the Hodoyoi clan enters the leaf academy to become a shinobi for their own reason; though it rarely occurs. As the members of the Hodoyoi family are close, they often are accepting of each other’s decisions. Conflict in the family does not occur as they all live to respect one another, regardless of status. The Hodoyoi is able to manipulate any source of metal, especially the Iron in their blood. With this ability the Hodoyoi can effectively increase their weight by multiplying the Iron in their blood, harden their skin, and even use metal based techniques. The bloodline the Hodoyoi carry is unnoticeable unless over-used, in which case their skin takes on the appearance of Iron.
History To the ordinary scholar, the Hodoyoi’s history is almost impossible to trace back further than ten years; as the members of the Hodoyoi scarcely keep records and rarely ever draw attention to themselves. Despite this, their history is a rich one. The Hodoyoi clan were once considered masters of Taijutsu as they developed a unique fighting style; one which used the laws of physics to defeat their opponents even when the odds were against them. Back then they were known by a different name, Hokori. The Hokori competed in martial arts tournaments, rivalled other Taijutsu clans and were proud to have no bloodline assisting them. Unknown to them, a bloodline trait, the “Iron Giant”, had already begun to develop among the members of the clan, and by the time they found out they were already renowned as a masterful Taijutsu clan. Thinking a bloodline like theirs would be considered cheating when it came to martial arts; they banished all family members with the bloodline in secrecy to avoid dishonour. The banished members of the clan felt no anger; they felt sadness. They too felt ashamed to have their bloodline, and pledged to never let their history come forth. In order to do so; they changed their names and lived modestly. Over time, their simple ability developed further until they were able to turn their entire being into Iron.
Genetic Traits Every member of the Hodoyoi clan has been small sized. Members of the clan have dark blue/black hair, males tend to have green eyes whereas females often have dark brown eyes. They are a quiet people who scarcely draw attention to themselves or use their ability without reason. They have a close bond with all their family members and have been raised to be accepting of others. Hodoyoi’s will only use a bladed weapon against an enemy if needed.
~~~~~
Bloodline Ability Tetsu Kyojin (Iron Giant)
Kinzoku Seigyo (Metal Control) –Innate- Description: Kinzoku Seigyo is one of the Hodoyoi’s greatest assets. It is the ability to manipulate any metal substance; especially the Iron in their blood. This allows them to increase their weight in huge proportions by multiplying the iron in their blood, which in turn allows them to effectively fight by constantly adjusting their weight and density for speed and force. Dicefight: Genin: +1 to Taijutsu, Kenjutsu & Metal Techniques, Metal Element, +5 to learning Taijutsu/Kenjutsu/Metal Techniques Chunnin: +2 to Taijutsu, Kenjutsu & Metal Techniques, Metal Element, +7 to learning Taijutsu/Kenjutsu/Metal Techniques Jounin: +3 to Taijutsu, Kenjutsu & Metal Techniques, Metal Element, +10 to learning Taijutsu/Kenjutsu/Metal Techniques Special Note(s): Metal Element is taken as first element. The Hodoyoi may still be granted their 2nd and possibly 3rd. The Hodoyoi can become a Medic for their 2nd element; though in doing so will forfeit any possible further element(s). The Hodoyoi may use their body as a source of metal.
Tetsu Ningen (Iron Man) –Innate- Description: The Hodoyoi have manipulated the Iron in their blood so often that over time they have been genetically mutated with an advanced body metabolism, which not only gives them iron-hard skin, but a body tolerant enough to withstand the pressure of sudden weight change and massive increase in Iron. Their chakra streams are infused with a tougher, metallic chakra. Dicefight: Genin: 4 DR against HP & CP dmg, +10 HP Chunnin: 5 DR against HP & CP dmg, +15 HP Jounin: 6 DR against HP & CP dmg, +20 HP Hodoyoi are able to create up to 12 Jutsu for themselves, automatically learning all techniques ranks E-C
[/u][/u] Buyable Extra (50 tokens)
Ancient Guardian -Innate- Description: As the descendant of one of the greatest fighters from the Hokori clan, the Hodoyoi has in their blood the genes of a valiant warrior and thus shares the same combat prowess and instincts as their ancestor. Dicefight: Genin: +1 to Defence rolls, +5 Listen Chunnin: +1 Defence rolls, +10 Listen Jounin: +2 Defence rolls, +15 Listen Special Note(s): The bonus to defence roll applies to the Hodoyoi defending allies too.
Last edited by Taka on Sat Jan 17, 2015 12:15 am; edited 2 times in total
pulawski
Posts : 30 Join date : 2015-01-01
Subject: Re: January Competition Wed Jan 14, 2015 8:40 am
Spoiler:
200 token bloodline
Suponji basu
General bloodline info: A bloodline almost exclusive to Yugakure, becuase of simply facts: The Bloodline unlocks when there are two variales that coincindes in the same person. That they have enough talent, power, to unlock the genes, to unlock the power. And that their first element granted to them by the lottory of Elemental affinity, has to be water.
The bloodline is quite simply, that when they are emerged in a pool of naturally hot water, such as a hot spring, they are able to absorb the water, absorb the energy that is in the water, and store it for later. Such is the reason that they have settled in Yugakure. The water absorbed is stored in their skin, and can only be used in conjunction with Suiton jutsu
History: History says that it wasn't something that has always existed. There exists a legend in the bloodline family, and in Yugakure, that one day, a powerfull ninja was passing through. He decided to rest there, and used one of the hot springs. He enjoyed it so much, he decided to return at a later date. And he did, staying for abit longer. The pattern continued, until one day, he stayed.. and never got up. He became so addicted to it, he lived in the hot spring, enver getting up, except for when he had to use the toilet. Eating, talking, training, all was done in the hot springs. He stayed years. And he unlocked the abilities of the.. Sponge bath! ( He had a strange sense of humor). Due to his powers as a ninja, his body had naturally adapted to his surroundings, and he could now absorb the water. He became much stronger. ANd still didn't leave.
Clan history: The clan of hot springs, owns most of the hot springs in Yugakure, and surrounding area. They also enjoy staying in the baths for long periods of time, not even for soaking it up, but simply becuase they love it. Ofcourse, due to the effect of so much water exposure, they all look older than they are, all wrinked. However, they are all also somewhat strange.. They all act old. As if they were old people. Most likely becuase old people love hot springs and so they socialise alot with them.
The clan have a tight knit bond, with a high rate of loyalty. They rarely betray each other, though they like to pull old-man pranks on each other. Also, they tend to have some.. corpulence, due to the amount of sitting in a hot spring. Inactivity is not good for a ninja! They also live longer than normal people, as hot springs are a place of regaining ones youth!
Bloodline ability: Water masters Describtion: They are all trained extensivly in the art of Suiton and Sponge jutsu from birth, not ti mention an inherent ability to simply use it better than most people DF: GEnin:+1 WIS rolls, +1 to attack with Suiton/Sponge jutsu Chuunin: +2 WIS rolls, +2 to attack with Suiton/Sponge jutsu Jounin: +3 WIS rolls, +3 to attack with Suiton/Sponge jutsu
Bloodline ability: Water-soaked bodies Description: Due to the amount spent soaking up the water of the hot springs, the Sponges bodies have become naturally more fluidly, and thus can store not only a greater amount of chakra, but all the heat has actually deadened their nerve-system somewhat, so they do not experience pain on the same level, allowing them to endure more Genin: +15 HP/CP Chuunin: +20 HP/CP Jounin: +30 HP/CP
Bloodline ability: water absorpsion. Describtion: The water soaked when they are in the hotspring, can be released at will by the user, when they are using a suiton jutsu or Sponge Jutsu. DF: All Sponge baths start with Suiton DF: Starts with 20/30/45 Water points depending on your rank (Genin/Chuunin/jounin). They can be used for a variarity of things, the cost changing on what it is used for. It is free action to use Water points. All bonuses granted by this go towards Jutsu Max. Note: If at a hot spring, they regenrate WP at 2 per round. If at water source that they can become submerged in, they regenrate WP at 1 per round Costs: 1: Can create a water source for 2 rounds 1 for 1, WP for CP 1: +2 to attack with Suiton/Sponge jutsu for 1d4+3 rounds 1: +2 to damage with Suiton/Sponge jutsu for 1d4+3 rounds 1: Grant yourself 6 DR versus HP for 1d4+3 rounds 1: +4 to attack with a single sution/Sponge jutsu 1: +4 to damage wit a singe suiton/Sponge jutsu 2: Make a Suiton unblockable. 2: Heal yourself for 15 HP 3: Make a Suiton undodgeable 3: activates before attacking. If a suiton/Sponge jutsu hits, the water sticks, drowning them, damaging them for 1d4+2 damage for 1d4+2 rounds 5: If they fail to dodge, they take half of the total HP damage as CP adamage as well
Note: More can be created that does not count towards the ability cap, as it is considered a jutsu.
Sponge Baths are able to create up to 12 Jutsu for themselves, automatically learning all techniques ranks E-C
Aurianos
Posts : 43 Join date : 2014-11-26
Subject: Re: January Competition Thu Jan 15, 2015 7:46 pm
Spoiler:
[Moeru Ryuusei] (200 Tokens)
[History and Information] A bloodline originating in Yukagakure the Moeru Ryuusei have a history of being very in tune with fire and are renown scholars as they are usually very curious by nature. They are often found on outskirts of villages because people tend to be scared of their tinted orange skin, deep fiery red hair and attunement to fire. Because of this fear they were some times hunted forced to make their own small communities eventually Yukagakure became their home once again as they vowed to protect it. The Moeru Ryuusei are also known to worship Dragons, viewing them as gods and it is said a dragon will occasionally bond with the moeru ryuusei granting them great powers. ______________________________________________________________ [Fire Within] The Moeru Ryuusei are often said to have hearts of fire and chakra was vicious as the flames that make their heart. Their natural connection to their chakra allows them to use all their jutsu efficiently as their chakra is more compressed and flows quicker. While they may focus in other elements all Moeru Ryuusei are all trained in Katon from a Young age. Passives: +10 CP, -3 to CP Costs (Min 1). Katon must be the first Element. Genin: +1d4 to all ninjutsu damage, Ninjutsu pierce 2 DR Chuunin: +1d6 to all ninjutsu damage, Ninjutsu pierce 3 dr Genin: +1d8 to all ninjutsu damage, Ninjutsu pierce 4 dr ______________________________________________________________ [Scholars of the Stars] At a young ag the Moeru Ryuusei study the lore and history of pretty much everything they can they can but especially the methods that gave birth to the Fire Heart legend of the Moery Ryuusei. The immense study they undertake allows them to analyze anything with great accuracy as well as memorize all sorts of information giving them the power to draw needed information from their memory and apply it to any situation. Universal: +5 to all learning rolls, when Teaching students gain +5 to learning rolls. +10 to Lore skill, Can add half a wis roll to lore checks. Genin: +1 to Wisdom Rolls, 1 CP Regen Chuunin: +2 Wisdom Rolls, 2 CP Regen Jounin: +3 to Wisdom Rolls, 3 CP Regen ______________________________________________________________ [Ryuusei Rage] By focusing their chakra into very specific points in the knees, both feet and legs as well as arms and the eyes the Moeru Ryuusei member enters a state of rage that makes them faster and more unpredictable. By training in the Ryuusei Rage they loose all sense of mercy and become violent in their methods, their justu have a greater chance of dealing serious damage as the Moeru Ryuusei family member trains in this enraged state.
Universal: Activated with 3 CP and upheld with 2 cp per round. +10 hp/cp while activated. Genin: +2 to attack/defense rolls, 19-20 crit range. Chuunin: +2 to attack/defense rolls, 18/20 crit range. Jonin: +3 attack/defense rolls, 17-20 crit range. ______________________________________________________ Members of this Blood line can make 12 free jutsu being able to create 3 free Jutsu per rank for E and D and 2 per rank for C and B and 1 per rank for A and S. ______________________________________________________ [Dragon Bond] (50 Tokens, Legendary Bloodline, Requires DM event to unlock) The Moeru Ryuusei has transcended regular mortality and bonded with a dragon, the greatest honor in the family is bonding with a dragon and through this they gain access to the Dragons destructive power and Dragon Sight which allows the user to predict the opponents defensive tactics so they become more likely to hit their intended target. The ritual for Dragon Bond involves calling a dragon and is also very risky and it’s known the dragon to drain some of the life force as punishment for being unworthy. It’s recommended that another Dragon Bonded Moeru Ryuusei be present. Universal: +10 CP Genin: +1d6 Ninjutsu Damage Rolls, +2 Attack rolls Chunin: +1d8 Ninjutsu Damage, +4 Attack rolls Jounin: +1d10 Ninjutsu Damage, +6 Attack rolls
ShadowHeart
Posts : 154 Join date : 2014-11-12
Subject: Re: January Competition Thu Jan 15, 2015 9:04 pm
Sekai:
Sekai 世界 (100 Tokens) The Sekai have a natural ability to create different dimensions for a short period of time. Shifting the battlefield to fit their needs and lowering their opponent’s capabilities. This can also be used to aid in training as they control the Attributes of the environment.
Innate ability: Sekai The Sekai clan is known for their ability to change the environment. But they are also very Skilled in Genjutsu naturally, and are very deadly when it come down to it. Level 0 - 14 = +1 INT, +5 cp. Level 15 - 24 =+2 INT. +10 cp. Level 25 - 34 =+3 INT. +15 cp. Level 35 - 40 =+3 INT. +15 cp.
Mental Instability Due to the Constantly Changing conditions in the Sekai’s Mind, it is very difficult for them to be caught in Genjutsu Level 0 - 14 = +1 to Genjutsu Resist. Level 15 - 24 = +2 to Genjutsu Resist. Level 25 - 34 = +3 to Genjutsu Resist. Level 35 - 40 = +4 to Genjutsu Resist.
Battlefield Creation The Battlefields the Sekai can create can vary at higher ranks, and often lead to Creation of Techniques based around them. Level 0 - 14 = Gets 0 Custom Battlefields, and Gains 3 D-Rank Custom Jutsu. Level 15 - 24 = Gets 1 Custom Battlefield, and Gains 3 C-Rank Custom Jutsu. Level 25 - 34 = Gets 2 Custom Battlefields, and Gains 2 B-Rank Custom Jutsu. Level 35 - 40 = Gets 3 Custom Battlefields, and Gains 1 A-Rank and 1 S-Rank Custom Jutsu. ----------------------------------------------------------------------------------- Training Platform (Extra 50 Tokens) The Sekai have created a specific world to which they, and others, are able to train. It puts strain on all aspects of their training regiment, making the training the do more intense, and thus mastery of techniques in this realm are much faster.
Level 0 - 14 = +4 to Learning rolls, +0 to Chakra Pool When Training Level 15 - 24 = +8 to Learning rolls, +5 to Chakra Pool When Training Level 25 - 34 = +12 to Learning rolls, +10 to Chakra Pool When Training Level 35 - 40 = +16 to Learning rolls, +15 to Chakra Pool When Training
(Applies to any the Sekai Brings into the world with them.)
The Sekai through intense training and meditation have discovered a way to alter the conditions as they see fit whilst in their created battlefield. This gives them the Upper Hand in a fight by making their enemies bodies weaker. Level 0 - 14 = Enemies suffer -1 to rolls while in Custom Battlefield Level 15 - 24 = Enemies suffer -2 to rolls while in Custom Battlefield Level 25 - 34 = Enemies suffer -2 to rolls while in Custom Battlefield Level 35 - 40 = Enemies suffer -3 to rolls while in Custom Battlefield
Guest Guest
Subject: Re: January Competition Fri Jan 16, 2015 11:26 pm
Godai:
[Godai] (200 Tokens)
History tells of the ability to harness the elements, and control them all as though they are one. Bending them together, not combining them to create a new one, but bending them to empower one another. The control that the Godai have over the elements rivals the Senju, thanks to their capabilities of turning a simple jutsu into a multitude of possible danger. The first Hodai was said to be the offspring of an Uchiha and Senju, created during the first war. Thsi child was abandoned by both clans once they found, and it's parents left to die in the battlefield. The child was found by a woman, where she took it in as her own, travelling to the land of Hot Water where her small village was. At the time, Yugakure was nothing but a few houses and a few dozen people, but this is where the birth of the Godai was said to originate from. The stories died, along with the clan during the wars, but little did the world know, the Godai took refuge in Yugakure. Deep underground the Godai live, forming their halls with the control over Doton, and lighting their caves with their Katon. The halls of the Godai are magnificent, the markings tell of the wars that raveged the lands, and the history of the Godai. Living in haromy and peace for the last fifty years but with the recent news of Iwa, they have decided it is time to exit their halls, and make their presence known.
[Elemental Control] The Godai are known to control every element and bend them to their will. The controlt that they have over the Elements is truely amazing, and shinobi watch in awe, wishing they could do half of what the Godai do. Without the need of Handsigns, Godai are able to cotrol their chakra with simple movements, creating jutsu with a simple movement of their hands instead of locking in seal chains. Universal: Godai gain Three Elements at Genin, One more at Chuunin and One more at Jounin. Godai MAY NOT gain Dark, Light, Medical or Any ACN. Universal: Godai may use Elemental jutsu without Handsigns, Allowing them to use them whilst physically stunned at a -2 to ATK/DEF roll. Genin: +1 ATK / DEF Rolls, +1 HP / CP Regen Chuunin: +2 ATK / DEF Rolls, +2 HP / CP Regen Jounin: +3 ATK / DEF Rolls, +3 HP / CP Regen
[Enhanced Chakra Network] Thanks to the bloodline that follows Godai, their chakra network has advanced over the years, allowing them to adapt and control their jutsu like none other. The blood that runs through their bodies, and the chakra that powers their souls has been passed for generations, allowing them to have power that only some will ever achieve. Their bodies have also adapted to the user of elemtnal techniques, allowing them to endure more but if they are hit by any other means of attacks other then elemental jutsu, they are simply not prepared. Universal: -2 CP Costs on all Elemental Jutsu, 6 Unpierceable DR vs Elemental Jutsu, Suffer an additional 2d4 DMG vs Any other form of jutsu (Tai / Ken etc) Universal: +10 to Learning Rolls when Learning Elemental Jutsu, +5 to Learning Rolls of those they teach Elemental Jutsu Genin: +1 WIS / CON Rolls, +10 CP, +1d4 DMG to Elemental Jutsu Chuunin: +2 WIS / CON Rolls, +20 CP, +1d6 to Elemental Jutsu Jounin: +3 WIS / CON Rolls, +30 CP, +1d8 to Elemental Jutsu
[Elemental Combination] The main use of the Godai's ability is that they are able to combine their elements to gether, causing greater damage, effecting the targets movement or even lingering pain. Thanks to this, the Godai are able to outlast, outsmart and outplay most shinobi that they come into contact with. Each jutsu the Godai uses can be adjusted to the situation, allowing them to be an unpredictable force against anyone that challenges them. Universal: 2 CP) Free Action: Godai may add an additional "Effect" to their Elemental Jutsu, depending on what Jutsu they are using and what element they empower it with, the effects can change greatly.
Jutsu Element >
V Chosen Effect V
Water
Fire
Earth
Lightning
Wind
Water
(No Effect)
+1d4 DMG
+2 VS Dodge
1 DMG for 1d4 Rounds
3 DR Pierce
Fire
+1d4 DMG
(No Effect)
-1 ATK Rolls, 1d4 Rounds
-2 DMG Rolls, 1d4 Rounds
+2 VS Block
Earth
+2 VS Dodge
-1 ATK Rolls, 1d4 Rounds
(No Effect)
1 Round Stun or Until Hit
-1d4 DR, 1d4 Rounds
Lightning
1 DMG for 1d4 Rounds
-2 DMG Rolls, 1d4 Rounds
1 Round Stun or Until Hit
(No Effect)
-1 DEF Rolls, 1d4 Rounds
Wind
3 DR Pierce
+2 VS Block
-1d4 DR, 1d4 Rounds
-1 DEF Rolls, 1d4 Rounds
(No Effect)
(If target his hit with multiple effects that have a round duration. The Effects DO NOT stack, but the Rounds from all effects are applied into one single length)
[Combination Jutsu] Godai are able to combine their elements, creating custom jutsu that allow them to become even more unpredictable. Godai jutsu are known for taking two elements, and combine them into a jutsu that is only believeable if seen. Most Godai teach one another their jutsu, allowing their fellow Godai to become stronger. Godai are even able to teach their jutsu to those that aren't part of their clan, but possess the elements necessary. This is not down lightly, and only those they truely trust will get the chance.
May create 3x E/D/C/B and 2x A/S Elemental Combination Jutsu. The E and D rank jutsu do not have to be learned, but from C Rank and above, they must still be learnt. Elemental Combination Jutsu are not creation of a new element, but using two elements to empower each other. E.G A fireball with a large gust of wing to creat a Sweeping Wind Fireball etc.
[Elemental Master] (Extra 100 Tokens - Legendary Bloodline) Thanks to the bloodline that follows Godai, their chakra network has advanced over the years, allowing them to adapt and control their jutsu like none other. The blood that runs through their bodies, and the chakra that powers their souls has been passed for generations, allowing them to have power that only some will ever achieve. Their bodies have also adapted to the user of elemtnal techniques, allowing them to endure more but if they are hit by any other means of attacks other then elemental jutsu, they are simply not prepared. Universal: Gains "Observe" and "Return" Godai Abilities, Additional + 10 CP and HP Universal: All Elemental Jutsu pierce 3 HP DR. Genin: 19 - 20 Crit Range on Elemental Jutsu, May "Observe" and "Return" B Rank and Below Elemental Jutsu Chuunin: 18 - 20 Crit Range on Elemental Jutsu, May "Observe" and "Return" A Rank and Below Elemental Jutsu Jounin: 17 - 20 Crit Range on Elemental Jutsu, May "Observe" and "Return" S Rank and Below Elemental Jutsu
[Observe] Jutsu Type: Hijutsu Rank: ~ Cp: 3 CP If In PvP, 0 If Not Description: Godai are able to follow chakra patterns from Handsigns and Jutsu, allowing them to memorise and keep them stored for a later time. With this ability, they are able to rememeber the chakra control, and the patterns required to perform the jutsu, which can assist them when learning the jutsu at a later time. PvP: User may "Observe" the elemental jutsu if they don't know it. When they go to learn this Elemental Jutsu, they only have to complete the Second Gate via Jutsu Learning rules and pay 1/2 the CP cost per attempt.
[Return] Jutsu Type: Hijutsu Rank: ~ Cp: 3 Cp + Original Jutsu Cost Description: The Godai's most memorable ability is that they are able to follow handsigns so quickly, that they can determine the Elemental Jutsu before the target even completes it, allowing them to perfom the same jutsu at the same time. If this happens, the Godai is able to get the jutsu out at the same time as the target, allowing them to damage the one doing the jutsu aswell. PvP: (Counter ATK) Godai must know Elemental Jutsu being used. DMG vs DMG, whoever rolls the lowest DMG takes the Difference between the two totals.
Rock Lee
Posts : 57 Join date : 2014-12-06
Subject: Re: January Competition Sat Jan 17, 2015 5:20 pm
Chaimu:
:: Chaimu Clan :: (150 Tokens)
Founder : Riado Chaimu
Wife : Tsuki Chaimu
Clan Head(great great great grandson of Riado) : Yashan Chaimu
The Chaimu Clan was a family native to the Hot Water country long before the village, Yukagakure, was even founded. They were settlers within the land that delved into the various arts through their unique abilities over the control of sound itself. As Musicians of the Hot Water Country, travellers and Merchants would stop to take on the scene the Chaimu clan would display for them, taking on bartars for their performances to continue their humble lives amongst the forests as their guardian. But when the first war broke out amongst the shinobi villages the Chaimu Clan took on their natural control over sound to begin developing their strengths. Skills inwhich at first were merely meant to protect themselves, but after the passing of the Founder Riado Chaimu his wife was left with the burden to carry over the family. Though her intentions were not the route she wanted for the humble lives of the Chaimu family were crushed as the younger men of the family started taking on missions for villages involved in the war. Records lost of all that has happened within the family from its separations during the war, whether there were more of the Chaimu Clan out about the Country side acting as mercenaries for hire. All records except of the founder, the wife, and the news of the New Head of the Clan the Great Great Great Grandson of Riado Chaimu, Yashan Chaimu.
_______________________________
[The Bell Tolls for Thee] Description: Family of Assassins all born with the innate capability to control the sounds around them, not just their voice but even modify the sounds that are produced. Often in the past to live amongst the rest of the Village of Yukagakure the Chaimu Clan would take on the role of a Musician. Despite every member having the affinity make up to obtain the affinity to sound as they do, the capability to control those elements were always impossible. Universal: Starts with Wind / Yin / Sound Elements(Gains no further Elements) Genin : +1 to Clan Jutsu, +1d4 Damage to Clan Jutsu Chuunin : +2 to Clan Jutsu, +1d6 Damage to Clan Jutsu Jounin : +3 to Clan Jutsu, +1d8 Damage to Clan Jutsu XX : Cannot Learn/Use any jutsu from Wind or Yin Element. Can only Use Sound Jutsu( Onton )
[Silent Assassins] Description: This family is capable of being as loud as they wish or even fall silent on the keenest ears. Even by munipulating the vibrations in the air to the eardrums of the opponent they can formulate the illusion of no one there.Along with their tactical advantages this family has rather potent control over their chakra networks allowing them to reduce the amount of chakra nessicary to preform their arts of assassination. These key components are why they were one of the most hidden family of Yukagakure. Universal: -2 CP Costs to Clan Jutsu Genin: +15 Hide/MS/Set Trap rolls Chuunin: +30 Hide/MS/Set Trap rolls Jounin: +40 Hide/Ms/Set Trap rolls
Can create 2 E/D/C/B/A/S Rank jutsu for Free.(Must be submitted and approved by the DM Team)
Elemental Ingenuity(50 Token Element Enhancement) Description: The Element Sound if used correctly and fully understand the properties sound control carries the user of this element can gain a quick edge over those of physical aptitude. As the body is about 60% water, as water itself amplifies sound as a conductor, trying to block or even cover your ears from the sound would be a wasted cause. even attempting to avoid the sounds waves is nearly as impossible as the waves of the sound would echo further then the targetted strike area. Only "Doton" is capable of drowning out the sound of the strikes as it creates a non-conductive barrier to shield themselves from the sound waves. DF Effect : Sound Jutsu(Onton) Gains +2 to Atk/Def rolls vs Physical Based Defenses(Dodge or Block) and Sound Damage dealt bypasses DR. Doton gets +2 to Atk/Def rolls vs Sound Jutsu.(These bonuses count towards Elemental Tree bonuses and do not apply to caps) XX : Example being Jounin Taijutsu - Deals Rank + 1d6 Sound Damage + 1d8 Clan Jutsu. 1d6+1d8 Damage bypasses DR but DR still applies to the rank Damage.
Kankuro
Posts : 26 Join date : 2014-11-23
Subject: Re: January Competition Sat Jan 17, 2015 8:19 pm
The Kimi:
The Kimi The Kimi Clan are a family branch of speakers, orators, politicians, lawyers, and ambassadors. They are extremely cunning and highly charismatic. It is said their very being in a room can motivate or depress a room. With Yugakura budding as a new power among the Great Shinobi Village the Kimi are being employed more and more in the business rooms. Kimi come in many varieties, from calm, cool, and collected and fiery and full of vigor. Both are common, and all are accepted, as long as the Kimi can stir others into action the Clan will ever be successful. Occasionally they will induct one of their own into the Shinobi force. Shinobi Kimi possess secret techniques beyond even their intelligent and persuasive kin. Their Hijutsu make them one of Yuga's most skilled intelligence and interrogation nin.
Ninja Toolbag: Kimi nin are trained in a variety of skills, however they excel at delay and stall tactics to support their teammates. With this in mind the clan possesses a number of skills and abilities tailored to such methods. DF: Three ninja trap wire, one chakra pill, one poison smoke bomb, one smoke bomb, three kunai, one paper tag
Presence:
The Kimi clan possess a rather unique chakra. It manifests in an aura around them, a cloak that affects those in the immediate area depending on the intensity of the Kimis skill. The cloak allows the Kimi to play on their pheromones, body language, and chakra to subvert the networks and systems of others. This technique makes the Kimi a Clan of powerful genjutsu users.
Universal: May use Cha in place of Int for Genjutsu, and gain Int bonuses accordingly. Genin: +1 to Defense rolls, +1 to Gen duration Chunin: +2 to Defense rolls, +2 to Gen duration Jonin: +3 to Defense rolls, +3 to Gen duration
Inspire:
Simply by being the proximity Kimi can inspire their allies into greatness. Their mere presence can afford bursts of insight and desires to excel. As they develop their Shinobi arts and greater control over their chakra they subliminally begin to direct their companies and pass on their comprehension. Like their presence this becomes a passive statement to the Kimi Conditioning techniques.
Universal: Kimi may make 2 Custom Hijutsu of each rank, these may be taught to other Kimi or added to Clan Hijutsu Genin: Kimi and Allies gain +1 to attack and damage rolls Chunin: Kimi and Allies gain +2 to attack and damage rolls Jonin: Kimi and Kimi and allies gain +3 to attack and damage rolls.
Demoralize:
When they desire the Kimi are able to manipulate their Aura on a reverse scale, selectively targeting individuals to blanket with thoughts and feelings of inadequacy and hopelessness. This leeches determination, passion, and focus, the more skilled the Kimi the more powerful their demoralization. In addition they gain the ability to spread their Genutsu through their aura, blanketing pocket areas and expanding their reach.
3 cp to activate, 2 to maintain Universal: Enemies suffer -2 to attack and defense rolls Genin: Kimi Genjutsu effects one additional target Chunin: Kimi Genjutsu effects two additional targets Jonin: Kimi Genjutsu effects three additional targets
Made by Kankuro & Ecthedhel
Asuma Human Resources
Posts : 566 Join date : 2014-11-12 Age : 29
Subject: Re: January Competition Mon Jan 19, 2015 12:19 pm
Jyouzo:
Jyouzo 200 tokens
-Bio- The Jyouzo are similar to Budhist monks, spending endless hours fine tuning their bodies and minds with vigorous training. The Jyouzo are a peaceful people, never going out and instigating trouble. The Jyouzo are not pacifists, however, they just don't believe in "messing in other people's affairs". They do not interact much with other clans due to a vow of secrecy that all members must take at the age of 10, and most do not even know of their existence outside of Yukagakure. There are, however, a few young Jyouzo that decide to abandon the idea of neutrality and simplicity. These rogue Jyouzo leave the village with the mental and physical strength trademark to their people. However, those who decide to leave have decided that others are better in the eyes of the Jyouzo, and are treated as outsiders, even being disowned by their parents. To leave the clan is to forsake your life.
The Jyouzo are most easily recognized by their eyes. They have cold, stone-color eyes that contain similar qualities of the Hyuga, but to a less acute level. The Jyouzo, however, also possess the ability to control chakra flows in general mannerisms.
Way of the Spirit The Jyouzo train endlessly to perfect the strength of their bodies and minds. The develop the practice of letting out chakra as they train or fight, increasing their own ability to manipulate their chakra and body. This effect gives them a soft glow in combat. Universal: +10 to HP/CP, -2 to CP Costs. Genin: +1 to Dexterity/Wisdom Rolls Chuunin: +2 to Dexterity/Wisdom Rolls Jounin: +3 to Dexterity/Wisdom Rolls
Whole in Body and Mind The Jyouzo are natural medics, much of their training focusing on human anatomy and the interaction between their chakra and another's. Their non-aggressive ways make them excellent medics, as they keep their minds focused on the task at hand and never overpursue the enemy. Universal: The Jyouzo start with the Medical Element, and cannot gain another element until Chuunin. Genin: +5 to Heal Mod, +10 to medical learning rolls Chuunin: +10 to Heal Mod, +20 to medical learning rolls Jounin: +20 to Heal Mod, +30 to medical learning rolls
Stone Cold Eyes The Jyouzo have the ability to see chakra auras with ease, however they cannot tighten their perception to view all of the chakra pathways like the Hyuuga can. They still retain remarkable visual abilities, and are often employed as sensory nin. Genin: +20 to Spot rolls, 19-20 crit range. Chuunin: +30 to Spot rolls, 19-20 crit range. Jounin: +50 to Spot rolls, 18-20 crit range.
Clan Jutsu The Jyouzo are allowed to create 1 custom jutsu of each rank for free [E/D/C/B/A/S].
E Rank
Synchronized Body Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: The Jyouzo are able to freely open up chakra passageways, allowing for the target to experience a "second wind". PvP Effect: The target gains +1d4 HP and CP. This can be used on an ally or themselves. Teaching/Learning: Gained on Creation
D Rank
Disruption Technique Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The Jyouzo halt the flow of chakra in the target's system by inserting a chakra block of their own into the opponent's network, forcing some of their chakra to "leak." PvP Effect: Deals 1d6+1 CP Damage. Teaching/Learning: Gained on Creation
C Rank
Self-Inflicting Chakra Burn Jutsu Type: Ninjutsu (DEX) Rank: C Chakra Cost: 5 RP Description: The Jyouzo insert a bloodline-specific chakra leech into the opponents chakra network via contact, which proceeds to inflict minor wounds using their own chakra. This leech damages both the opponents chakra and physical structures. PvP Effect: The opponent takes 2 damage to HP and CP for 1d4+2 rounds, ignoring DR. Special Note: Can only be used once per battle per target. Teaching/Learning: Gained on Creation
B Rank
Chakra Leech Technique Jutsu Type: Ninjutsu (DEX) Rank: B Chakra Cost: 10 RP Description: The Jyouzo inserts a bloodline-specific chakra leech into the opponents chakra network via contact, which proceeds to inflict minor wounds using their own chakra, as well as one in a second target. The opponent loses health due to their own chakra attacking them, while the second target gains all that the opponent losses. PvP Effect: The opponent takes 2 damage to HP and CP for 1d4+2 rounds, while the second target gains what is taken from the opponent. DR is ignored. Special Note: Can only be used once per battle while Jyouzo is Genin and Chuunin, but upon reaching Jounin Rank, they can use it twice per battle. Teaching/Learning: Gate System - B Rank
A Rank
Master of Harmony Jutsu Type: Ninjutsu Rank: A Chakra Cost: X (min. of 1, max. of 20) RP Description: The Jyouzo opens up his chakra network to maximum potential, achieving a perfect state of self-control and harmony. He is then able to take away from his strengths to boost his weaknesses, using his medical chakra in a way very few have ever attempted. PvP Effect: The Jyouzo gets -X to his HP or CP while gaining 2(X) of the opposite. DR is ignored. Special Note: Can only be used twice per battle. Teaching/Learning: Gate System - A Rank
S Rank
Perfect Synchronization Jutsu Type: Ninjutsu (DEX) Forbidden Rank: S Chakra Cost: X (min. of 10, max. of 20) RP: The Jyouzo breaches the gateways of chakra networks between him and his opponent via touch. At this point, he establishes dominion over the opponent's chakra through sheer willpower and is able to enhance it with his own. He can then use his opponent's chakra as he wishes. PVP: The target gets -1/2(X) CP, and the Jyouzo then does one of the following- X damage to target, heals X HP, or leeches 1/2(X) CP from his opponent. DR is ignored. Special Note: Can only be used once per battle. Teaching/Learning: Gate System - S Rank
Chakra Mastery 100 token Clan Buyable The Jyouzo have trained themselves to be masters at their strange medical techniques, and their chakra systems even moreso. This gives them a serious edge against those who have not prepared themselves with equal rigor. Universal: +20 to CP Pool. Damage bonus is applied to both HP and CP on techniques that damage both. Genin: +1d6 Ninjutsu Damage Rolls Chunin: +1d8 Ninjutsu Damage Rolls Jounin: +1d10 Ninjutsu Damage Rolls
Allelujah
Posts : 18 Join date : 2014-11-14
Subject: Re: January Competition Mon Jan 19, 2015 9:02 pm
Hitoshinrenu:
Hitoshirenu Token Cost: 200
The Hitoshirenu, are a Clan of Shinobi that formerly hailed from the Kirigakure. Both renowned and unrecognised for their unique talents, these Nomadic Shinobi do not hide in shadow, but plain sight. They are undistinguishable, masters of disguises. Their art is not based around merely the art of henge or genjutsu illusions - but their ability to vanish into a crowd, or area with nothing more a blink of the eye. Their latent talents had made them the prized ANBU of Kirigakure, before they had vanished without any evidence of existing at all. The Hitoshirenu have vanished into the other villages, taking their arts with them. They following a Hierachry, regardless of village, as they have a strong moral code, that they do not kill without cause. Cause however, seems to be loosely defined amongst the nomads...
The key success is an unimaginable control, and rigorous training that enables them to manipulate all parts of their body and chakra system to such a point, that they are capable of mimikry from living people, to inanimate objects, corpses and changing their chakra to even impersonate, through the use of chakra and normal means such as contortionism. It is said that they can lower their chakra system's activity to the point, that when a chakra-enhanced sight, cannot recognise them from their enviroments.
All of the Hitoshirenu, vary in appearance - as part of their work is to, not actually exist, part of their chakra manipulation enables them to change everything about them from facial construction. As such, in their free time, the Hitoshirenu take careful time to make a consistant appearance to be known by for the sake of individuality, but they all seem to favour the blade, and weapons. They`ve adopted Yugakure, as it comes to be known, having been hiding in shadows there, years perhaps centuries prior then any other.
[Innate 2 - A Forgotten Face] RP: A Hitoshirenu, by nature blends into crowds and surroundings - whether it is by chakra manipulation or by traditional disguise - a Hitoshirenu changes their appearance to better blend in with their surroundings, or over take anothers in response. Utilizing this, a Hitoshirenu can vanish effectively then any normal shinobi without aided use, and strike viciously from the shadows. Each Hitoshirenu has their own unique signatures along side the staples of their line. DF: Genin) +15 Hide/Move Silent/Set Trap, +2d2 Kenjutsu DMG Chuunin) +30 Hide/Move Silent/Set Trap, +3d2 Kenjutsu DMG Jounin) +45 Hide/Move Silent/Set Trap, +4d2 Kenjutsu DMG Special: User Creates x3 C-Rank/ x2 B-Rank/ x2 A-Rank/ x1 S-Rank
[Innate - Vanishing Act] RP: The next latent ability of the Hitoshirenu, is that they are capable of squeezing or hiding into miracluous places - or shifting their very appearance to match their surroundings, surpressing both their chakra and heat signature to match. Their bodies are said to be as easily mallable to change as the wind. DF: Negates Auto-Spot/Listen. If the Opponent had an ability that utilized this, they are given a +10 to spot (Restricted By Cap) Genin) +1 DEX, + 1 Escape/Initative Checks Chuunin) +2 DEX, +2 Escape/Initiative Checks, 19-20 Crit Range Jounin) +3 DEX, +3 Escape/Initiative Checks 18-20 Crit Range
[ JUTSU ]
Self Alteration: Color Jutsu Type: Hijutsu Rank: E Cp: -- Description: Utilizing the Chakra in their body, the User can change the color of their hair, skin and eyes using the chakra manipulation in their body - it takes only thirty seconds for the color to become permanent, and lose its chakra residue. These colors need not be human tone, as they are the foundation for the Vanishing Point Technique PvP Effect: -None-
Secondary Weapon: Combat Kunai Jutsu Type: Kenjutsu Rank: E Cp: 2 Description: The user utilizes their free hand as they strike, getting closer enough to cut in with their side-weapon, before slipping it away. PvP Effect: Basic Kenjutsu + 2d2 Note: This does not count as dual-wielding. Cannot use this technique while dual-wielding.
Eagle Point Strike Jutsu Type: Kenjutsu Rank: D Cp: 3 +2 (If Dual-wielding) Description: The user sprints - kicking up off of the terrain, and down at an angle that exposes the back - striking viciously down with the weapon, as they use gravity to their advantage. This technique has a greater advantage, when utilized as a first strike, or when unseen. its appearance is not unkeen to a bird striking down on its prey. PvP Effect: Deals Weapon + 1d6 DMG. If the User won Initiative, or is before the Opponent(s) Add +1 to the Attack. If the user is in stealth, apply not only sneak attack bonus but an additional + 2d2.
Play Dead Jutsu Type: Hijutsu Rank: D Cp: 3 Description: Something that is surprisingly effective in the midst of combat, is to play dead - the Hitoshirenu are exceptionally talented at this due to their unique training- although their capabilities to utilize this technique are based more on the skill of the shinobi. PvP Effect: Genin: Capable of pretending to be deeply asleep or unconcious Chuunin: Capable of Emulating a Corpse, minimalizing heart beat - Heal vs Hide Check.
Vanishing Point Jutsu Type: Hijutsu Rank: C Cp: 5 Description: Utilizing the Self-Alteration in combination with their natural ability to suppress their chakra - they select an area, or crowd and convert their appearacnce and blend in, becoming either bland, and forgettable, or completely shrouded. PvP Effect: Enables the User to Hide. This takes the user's turn. When hiding in this manner, add +10 to Hide-Check.
Side-arm: Wired Kunai Jutsu Type: Kenjutsu Rank: C Cp: 5 + Tool Description: The User targets two opponents - launching the wired kunai into the opponent, as they strike a seperate target, the side-arm catching the enemy unaware and negating the uncertain of the attack. PvP Effect: Roll Attack vs Two Targets. Kenjutsu DMG vs 1 [Target], Wired Kunai [No Penalty to Roll] vs 1 [Target].
Maddening Slice and Dice Jutsu Type: Kenjutsu Rank: B Cp: 8 Description: At times, even the most stealthiest Shinobi can be surrounded by a host of enemies - at this time they can make a maddening dash to strike and cut through their enemies. Utilizing this in open combat, is normally unadvised as it leaves an opening - but, from the shadows the user is hidden until their action providing them the advatage PvP Effect: Targets Up to 3 Opponents. User Suffers -2 to Defence for 1 Round against those opponents. Weapon Damage + 2d4
Opportunist's Strike Jutsu Type: Kenjutsu Rank: B CP: 8 CP (+2 If Dual-Wielding) Description: The Hitoshirenu are Opportunists at heart - when they have successfully struck the opponent for the first time, they are quick to follow up with a succession of attacks. DF: Used after a Successful hit, Make a Second Attack Roll, This Attack Does Weapon Damage.
Self-Alteration: Reconstruction Jutsu Type: Hijutsu Rank: A Cp: 15 (+ 5 Tokens, For Each New Complete Appearance) Description: The user of this technique, has trained intensely and has reached the pinnacle of self-transformation, capable of realigning their bones to change their facial reconstruction, regrowing hair and even their height - a brand new appearance, coupled with their change in vocal cords and coloring.. The Hitoshirenu is capable of emulating any appearance that they can think of short of becoming the other gender, nearly the perfect spy. PvP Effect: Recognition Check (Hide vs Opponent's Spot (Something is Off About Them) or Lore (There's no one by that name, etc.), is made as if the Hitonshirenu had rolled a +15 if in combat, or +25 if outside of it - as they can come with a plausible excuse and greater story.
Agony's Grasp Jutsu Type: Hijutsu Rank: S Cp: 25 Description: The Final Act - the User sheathes their weapon for this act - chakra channels into their hand, as they draw upon the malice, and agony - their burden as shinobi of the lives they and their ancestors have taken .. To create a powerful new weapon, for this attack drawing on the essence of death, and life - wrenching the latter from the body, as they form long blackened claws about their hand and attempt to try and rip out the heart of their opponent. Being hit merely by the technique is said to drain the strength of the flesh, and wielding it causes a physical burden that causes great pain. PvP Effect: Lasts 1d4+1 Rounds. Deals 2d2+3 DMG a Round to the user (Bypassing DR) Using this technique Creates a Weapon that does Base Weapon DMG as if it were Dual-Wield. Clan DMG is removed from Maximum Hitpoints as opposed to counted towarsd the original damage, unless healed by a Medical Ninjutsu of S-Rank or Higher. This can be dismissed early.
Xeneize
Posts : 18 Join date : 2014-12-28 Age : 37
Subject: Re: January Competition Tue Jan 20, 2015 8:44 am
Ogata
Spoiler:
Ogata (100 tokens)
There is an old legend whispered from time to time amongst the denizens of the Land of Hot Water. It is said that in times of old, when villages had yet to exist, a black dragon descended from the heavens upon the world to answer the prayers of a young dying man from his war injuries. The dragon laid his huge paw upon a spot on the grass and so a single red rose grew before the dragon took off into the air once anew, never to return. So the dying man approached the mysterious flower and ate it, taking its mysterious power for his own and survived his otherwise inevitable death. Then the first member of the Ogata Clan was thus born.
Whether a simple fairy tale or a true event, the Ogata today are a small clan in Yugakure that dedicate themselves to the growth of different types of roses that are utilized in their ninjutsu techniques; said to produce powerful effects. Hidden and secret techniques only known to this clan allow them to instantly grow roses from anywhere to be used as tools for warfare. They can manipulate what type of rose they find out in the world and enhance them with their chakra to be used for their own purposes.
Gift of Roses An Ogata is born with the earth and water elements, which allows them to mix together and use their special bloodline to create and manipulate roses for their ninjutsu. This in turn grants them an enhanced capacity of chakra reserves and grant them specific focus.
Universal trait: All Ogata start with the water/earth/rose elements and are eligible for a ‘third’ element upon achievement of Jounin(or equivalent) rank. In addition, they gain a bonus to their chakra pool that grows with ninja experience:
Genin: +5 CP, +1 attack/defense Rose rolls Chunin: +10 CP, +2 Attack/ Defense Rose Rolls Jounin: +15 CP, +3 Attack/Defense Rose Rolls
____________
Rose Specialization An Ogata chooses a specific type of rose that identifies them best and dedicates his/her lifetime to its kind. This in turn grants them enhanced focus over their chosen type or specific abilities unique from the rest. This is a one-time choice that cannot be swapped once it is decided.
-Piranha Rose(Red Rose):
Spoiler:
The Red Rose, otherwise known as ‘Piranha Rose’ amongst the members of the clan; is a rose grown with strong and sharp thorns that are said to ‘devour’ everything and leave lasting wounds upon those touched by its beautiful, yet deadly edge. Specialists that decide to dedicate themselves to the growth of the Piranha Rose receive enhanced bleeding duration that grows with jutsu strength.
D rank: +1 Bleeding rounds. C rank: +1d4 bleeding rounds. B rank: +1d6 bleeding rounds. A/S rank: +1d8 bleeding rounds.
-Demon Rose (Black Rose):
Spoiler:
The Black Rose, otherwise known as the ‘Demon rose’ is a black rose grown with thorns so sharp that are said to easily pierce about anything and anyone that dares stand on its way. Specialists that decide to dedicate themselves to the growth of the Demon Rose receive enhanced output damage that grows with jutsu strength.
D rank: +1d4 unblockable damage. C rank: +1d6 unblockable damage. B rank: +1d8 unblockable damage. A/S rank: +1d10 unblockable damage.
-Serpent Rose (Yellow Rose):
Spoiler:
The Yellow Rose, otherwise known as the ‘Serpent Rose’ is a yellow rose grown with a particular effect that will cause those that come in contact with it to temporarily lose grand part of their senses, effectively minimizing their motor and physical skills. Specialists of the Serpent Rose possess the ability to cause for greater ability decrease that grows with jutsu strength.
D rank: -1 universal ability rolls. C rank: -1d4 universal ability rolls. B rank: -1d6 universal ability rolls. A/S rank: -1d8 universal ability rolls.
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JUTSU LIST
Spoiler:
[Thorn] RP Description: By growing a single rose, the user ejects a thorn forwards at an enemy. The effects of this thorn varies depending on the color of the rose that it comes from. Jutsu Type: Ninjutsu Rank: E CP Cost: 1 PvP Effect: The user damages the target for the following depending on the utilized rose: Red Rose: 1d4 HP damage and target suffers 1 HP damage next round. Black Rose: 1d4 unblockable HP damage Yellow Rose: 1d4 HP damage and target suffers -1 to universal rolls the next round.
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[Wall of Roses] RP Description: The user grows a wall of roses to block an attack in defense, damaging the blocked enemy in question. Jutsu Type: Ninjutsu Rank: D CP Cost: 3 PvP Effect: Used in Defense against an attack. If the attack is taijutsu and is successfully blocked, the enemy suffers damage depending on the type of rose utilized. Red Rose: 1d10 HP damage and target suffers 1 HP bleeding damage for 1d4 rounds. Black Rose: 1d10 unblockable HP damage Yellow Rose: 1d10 HP damage and target suffers -1 to universal rolls for 1d4 rounds. Teaching/Learning: Gate System - D Rank
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[Projectile Rose] RP Description: The user grows a rose which shoots forwards towards an enemy, damaging him with its sharp thorns. Jutsu Type: Ninjutsu Rank: D CP Cost: 3 PvP Effect: Target suffers damage depending on the rose color utilized. Red Rose: 1d10 HP damage and target suffers 1 HP bleeding damage for 1d4 rounds. Black Rose: 1d10 unblockable HP damage Yellow Rose: 1d10 HP damage and target suffers -1 to universal rolls for 1d4 rounds. Teaching/Learning: Gate System - D Rank
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[Rose Pillar] RP Description: The user grows a pillar of roses with sharp thorns that shoot out at the impending attacker. Jutsu Type: Ninjutsu Rank: C CP Cost: 5 PvP Effect: Target suffers damage depending on the rose color utilized. Red Rose: 2d8 HP damage and target suffers 1d4 HP bleeding damage for 1d4 rounds. Black Rose: 2d8 unblockable HP damage Yellow Rose: 2d8 HP damage and target suffers -1d4 to universal rolls for 1d4 rounds. Teaching/Learning: Gate System - C Rank Special Notes: Can be used to defend from a Taijutsu attack with a +1 to the defense roll.
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[Rose Prison] RP Description: The user encases the enemy on a prison made of roses, immobilizing their movements for the duration of the jutsu or until attacked. Jutsu Type: Ninjutsu Rank: C CP Cost: 5 +2 round maintenance. PvP Effect: Target is immobilized for 1d6 rounds and suffers an effect depending on the rose color utilized. Red Rose: Suffers 1 HP bleeding damage per round. Black Rose: Suffers 1d4 HP damage every time the user fails to escape the prison. Yellow Rose: Suffers -2 to universal rolls for the duration of the jutsu. Teaching/Learning: Gate System - C Rank Special Notes: Unblockable, target can escape the prison by beating a wisdom check against the user’s original wisdom roll.
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[Rose Weapon] RP Description: The user creates a weapon made of roses that he may use to fight the enemy. Jutsu Type: Ninjutsu Rank: C CP Cost: 5 PvP Effect: User creates a weapon for 1d6 rounds. Red Rose: 2d8 damage and 1d6 damage for 1d4 rounds. Black Rose: 2d8 unblockable damage. Yellow Rose: 2d8 damage and -1d6 universal rolls for 1d4 rounds. Teaching/Learning: Gate System - C Rank Special Notes: Attacks are done with Wisdom, and the weapon can be dismissed early.
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[Rose Field] RP Description: The user creates a field of roses that damages all enemies in the area of effect for the duration of the jutsu. Jutsu Type: Ninjutsu Rank: B CP Cost: 8 PvP Effect: Creates a field of roses that lasts 2d4 rounds and causes an effect depending on the color of roses utilized. Red Rose: 2d10 AoE damage and 1d8 damage for 1d4 rounds. Black Rose: 2d10 AoE unblockable damage. Yellow Rose: 2d10 AoE damage and -1d6 universal rolls for 1d4 rounds. Teaching/Learning: Gate System - B Rank
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[Rose Dragon] RP Description: The user grows a dragon made of roses that leaps to devour the targeted enemy. Jutsu Type: Ninjutsu Rank: B CP Cost: 8 PvP Effect: Damages the target with the effects of the given rose color. Red Rose: 2d10 hp damage and +1d8 damage for 1d4 rounds. Black Rose: 2d10 unblockable damage. Yellow Rose: 2d10 damage and -1d6 universal rolls for 1d4 rounds. Teaching/Learning: Gate System - B Rank
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[Devouring Rose] RP Description: The user grows a single rose of destruction that is shot towards a given targeted enemy. Jutsu Type: Ninjutsu Rank: A CP Cost: 13 PvP Effect: Damages the target with the effects of the given rose color. Red Rose: 2d10+2d6 hp damage and +1d6 damage for 1d6 rounds. Black Rose: 6d4+1d10 unblockable damage. Yellow Rose: 4d6 damage and -1d8 universal rolls for 1d4 rounds. Teaching/Learning: Gate System - A Rank
[Sanguinary Rose] RP Description: The epitome rose of the Otaga clan, the sanguinary rose is a white rose and one of a kind; it is grown and shot towards the targeted enemy. The rose will then lodge itself in the enemy’s chest and begin to suck away the enemy’s blood till the flower turns a complete red color; at that point, the stories say that the victim will simply have died. Jutsu Type: Ninjutsu Rank: S CP Cost: 30 PvP Effect: Unblockable and rolled with a +3 bonus to the attack roll; initial damage of 6d4+3d10 hp damage. Then 1d10 hp damage that bypasses all form of damage reduction for 2d8 rounds. Special Note: Unblockable, the rose cannot be destroyed or removed by the enemy unless they(or an ally) beat a Strength check equal to the user’s original Wisdom Roll. Otherwise the rose will go on for the duration of the jutsu, or the user’s death.
Hinata
Posts : 48 Join date : 2014-11-16 Age : 31
Subject: Re: January Competition Tue Jan 20, 2015 2:27 pm
Placeholder, yes cutting it close but pssssh!
Spoiler:
200/250 Tokens; Must be purchased on creation of
I:
Universal: Academy Student: Genin: Chuunin: SJ/Jounin:
II:
Academy Student: Genin: Chuunin: SJ/Jounin:
III:
Universal: Academy Student: Genin: Chuunin: SJ/Jounin:
IV:
Academy Student: Genin: Chuunin: SJ/Jounin:
V:
Academy Student: Genin: Chuunin: SJ/Jounin:
VI:
Academy Student: Genin: Chuunin: SJ/Jounin:
Custom Jutsu Requires I
Any is capable of creating custom Hijutsu. Custom Jutsu created in this manner are created following the custom Jutsu chart and must be learned as per the Jutsu Gate Learning System. All are allowed to create one Hijutsu of each rank[E/D/C/B/A/S] for free. This Hijutsu must fit the following criteria.
- All Hijutsu must be Based
DM Konohamaru
Posts : 159 Join date : 2014-12-27
Subject: Re: January Competition Tue Jan 20, 2015 9:10 pm
Spoiler:
Ventriloquism
The Ventriloquist technique is an art form turned competitive masterpiece from Yukagakure. The Ventriloquist technique has however spread to many in Yukagakure and in terms of ability and style been compared to the well-known Puppetry Techniques famed from Sunagakure. The Dolls are created by the Ventriloquist by secret means usually requiring an organ from a once living being. This Dolls are catalysts that empower the techniques utilized by the Ventriloquist and hold powerful properties from sound type genjutsu after each casting that cause victims to become unable to utilize their chakra to the fullest exploiting the enemies inner ear.
Universal: Whenever the Dummy/Doll is used to empower a Ninjutsu, that ninjutsu may disorient targets hit. Genin: +1 Charisma Rolls/ +0 CP Regen Chuunin: +2 Charisma Rolls/+1 CP Regen Special Jounin: +3 Charisma Rolls/+2 CP Regen *Disorientation prevents and ends the use of chakra for complex techniques like Genjutsu, most INT based rolls, and techniques/abilities that require maintenance, all other rolls suffer -2 ATK/DEF. (Effects last 1 round)
The Greatest Art: Universal: User gains a basic Dummy, and the empowerment technique upon creation. Basic Dummy Hitpoints: 1/2 Level+Charisma Mod DR: 2 DR vs Kenjutsu/Taijutsu ATK/DEF: Charisma Roll of User Base Damage: Small Weapon Damage, No Penalties
Ventrillogist: Empowerment TYPE: Ninjutsu RANK: C COST: 5 Cp DESCRIPTION: Utilizing the power of their voice the ventriloquist can bring amazing energy and vigor into their once lifeless dolls. RP Effect: The Doll is capable of movement, and the voice of the ventriloquist can be displaced through it. DF: (Free-Action) (+2 ATK/DEF, +1d4 DMG, for 1d4+2 rounds)
Custom Dolls (50 to 200 Tokens - The Latest Creation) All users of the Ventriloquism Technique hold the ability to create their own customized Jutsu. These unique Shinobi are able to in essence make perfect creations that they use in combat.
Rule 1: When a Doll is made they must be 50 to 200 Tokens. If a Doll goes beyond 200 Tokens then the remaining Token Csot is added to your Item Maximum Cap. (So a 250 Token Doll, 50 tokens would go into your 50/400 Item Cap.) Rule 2: All Dolls Must be Sent to the DM team with their Customizable Abilities, following the Guide Bellow on Token Costs. Rule 3: You may only have one Doll. All Puppets HP is restored after the Fight. Rule 4: Dolls can Be Stunned for 1 Round if hit by a Attack that Damage CP, but take no actual Damage. Rule 5: Both User and Doll may act in a round. Rule 6: Ventriloquists may hide, and still attack with Dolls and not reveal themselves. (They throw their voice.) Rule 7: Dolls gain their Ventriloquists Wisdom Bonus Damage to their Attacks. This Bonuses is added to 1 attack a round. Rule 8: All Dolls are Immune to Poison/Venom/Negatives to Rolls and Genjutsu. Rule 9: Dolls May use Weapons/Custom Weapons if they have the ability to use them. See below Token Guide. Rule 10: If a Doll is broken, you must use Craft Trap in order to restore it's Hit Points. This takes a full turn and restores 1/10th of the roll as HP to the Doll.
Token Mark Guide
+1 to Attack or Defense Rolls: 25 Tokens a Point (Max +3) +1 to Attack and Defense Rolls: 50 Tokens a Point (Max +3) ----------------------------------------------------------- +1 to Damage Rolls: 10 Tokens a Point (Max +2) +1d4 to Damage Rolls: 15 Tokens +1d6 to Damage Rolls: 20 Tokens +1d8 to Damage Rolls: 25 Tokens ----------------------------------------------------------- +1 DR Peirce to Attacks: 15 Tokens a Point (Max +3) ----------------------------------------------------------- +1 Doll HP Regen: 25 Tokens a Point (Max +3) ----------------------------------------------------------- +1 DR vs HP Dmg: 20 Tokens a Point (Max +5) ----------------------------------------------------------- Ability to Use Weapons with Normal Penalties: 25 Tokens Ability to Use Weapons with No Penalties, Normal Duel Wield Penalties: 50 Tokens Ability to Use Weapons and Duel Wield Weapons with no Penalties: 75 Tokens ----------------------------------------------------------- Other Epic Stuff Not Listed Here: DM Decision Token Cost
Jutsu The users of this Clans are able to form there own unique abilities that separate them from the rest, allowing them to in essence build, maintain, control ad manipulate their chakra strings to a perfect degree in order to make their own unique formations and puppetry Jutsu. (All Jutsu Users Gain 2 Custom Jutsu of E/D/C/B-Rank Jutsu, and 1 Custom A/S Rank Jutsu for Free. They Start out Automatically Knowing their E-C Rank Jutsu, and must learn the Rest.)
True Voice (50 Tokens - Enhanced Clan) Description: An expert of the clan techniques that allow their sound techniques to effect the inner ear for much longer periods with much more powerful ninjutsu. Universal: Genin: Disorientation lasts for 2 rounds, +1d4 to Ninjutsu Damage Rolls Chunin: Disorientation lasts for 1d4+1 rounds, +1d6 to Ninjutsu Damage Rolls Jounin: Disorientation lasts for 1d4+2, +1d8 to Ninjutsu Damage Rolls
ShadowOfDwelve
Posts : 19 Join date : 2014-12-19 Age : 33 Location : New Zealand
Subject: Re: January Competition Wed Jan 21, 2015 12:12 am
Suchimu:
Suchimu - スチーム (100 Tokens) ~ Background ~
Originiating from Yugakure fromthe very begining, The Suchimu's main roll within the village was the maintenance and up keep of the prized hot springs that the village is so famous for. They are known for their skill with Fire and Water jutsu and the ability to combine both into a unique Steam release jutsu.
When a Suchimu leaves their home their most common choices are Konohagakure or Kirigakure thought most if not all Suchimu rarely leave Yugakure permanently. Most return in the later years of their life to once more aid their home town with its springs and to usher in the next generation of the family.
~ Abilities ~
Steam Release
With the unique ability to controll two opposing elements and the even more unique ability to combine these, The Suchimu are able to create thick clouds of steam which with their unique chakra is able to be weaponised in various ways. Universal - Gains Water, Fire and Steam elements. Unable to gain others unless through unique creation / token purchases. Genin - +1 Wisdom, +1d4 to Fire / Water jutsu damage, +1d6 to Steam jutsu damage Chunin - +2 Wisdom, +1d6 to Fire / Water jutsu damage, +1d8 to Steam jutsu damage Jounin - +3 Wisdom, +1d8 to Fire / Water jutsu damage, +1d10 to Steam jutsu damage
Hot Chakra
When using their ninjutsu abilities the Suchimu's chakra gives off a noticeable heat. This unique chakra is gained from the Suchimu's constant exposure and submerssion in Yugakure's hot springs. Over time their chakra pool increases slowly, And allows them to use their technqiues with reduced chakra cost and the ability to fend off small amounts of enemy chakra drain. Universal - +2 DR to outside chakra drain Genin - +10 CP pool, -1 Fire, Water, Steam CP costs Chunin - +15 CP pool, -2 Fire, Water, Steam CP costs Jounin - +20 CP pool, -3 Fire, Water, Steam CP costs
Quick Learner (50 Tokens)
Due to the limited focus of techniques the Suchimu is exposed to during their training, They are able to grasp their natural elements very quickly. This allows them to learn their techniques quicker but also pass on their teachings to others. Universal - -10 to initial gates when learning a Fire, Water or Steam technique. Ability to teach Steam techniques to non Suchimu if they posses Fire & Water elements with a permanent +5 CP cost to the techniques learnt. Genin - + 5 to learning rolls involving Fire, Water or Steam jutsu Chunin - + 10 to learning rolls involving Fire, Water or Steam jutsu Jounin - + 15 to learning rolls involving Fire, Water or Steam jutsu
Yin or Yang (100 Tokens)
Through more intense training the Suchimu is able to branch out in either one of two paths. Focusing on a more offensive nature increases the Suchimu's ability to withstand damage and the ferosity of their attacks. Focusing on defence allows them to increase their chakra supplies and be more focused on their own defencive abilities whilst increasing the strength of their attacks ever so slightly. Universal - Can only pick Yin or Yang, This choice cannot be changed. Yin - Steam jutsu crit range drops to 19-20 Yang - Steam jutsu bonus damage peirces target DR
Yin Genin - +1 Defencive Rolls, +10 CP pool Chunin - +2 Defencive Rolls, +15CP pool Jounin - +3 Defencive Rolls, +20 CP pool
Yang Genin - +1 Attack Rolls, +10 HP pool Chunin - +2 Attack Rolls, +15 HP pool Jounin - +3 Attack Rolls, +20 HP pool
~ Jutsu ~
E Rank
Spoiler:
Steam Burst Jutsu Type: Steam Release Rank: E Cp: 2 Description: The user would release a small burst of heated steam toward their opponent, Causing light burning. PvP: 1 damage over 1d4+1 rounds
Steam Substitution Jutsu Type: Steam Release Rank: E Cp: 2 Description: The user release a puff of steam around their body, Helping to fend off any close range attackers whilst they make their escape. PvP: +1 to defence rolls, 1 damage to close range opponent
D Rank
Spoiler:
Gushing Jet Jutsu Type: Steam Release Rank: D Cp: 3 Description: The user would release a small jet of superheated steam toward an opponent, Burning their opponent and leaving them open to more heat damage. PvP: 1d6 Damage, -1 target defence rolls agaisnt Fire / Steam jutsu for 1d4-1 rounds (Min1)
Overheat Jutsu Type: Steam Release Rank: D Cp: 3 Description: The user would superheat their chakra further, Increasing the damage and effectiveness for a small amount of time. PvP: +1 user attack roll for Fire / Steam jutsu, +1d4 Bonus damage to Fire / Steam jutsu for 1d4+1 rounds
Rising Currents Jutsu Type: Steam Release Rank: D Cp: 3 Description: The user would release a slow rolling steam along the groud which would then quickly rise to engulf their target in a cover of hot steam. PvP: 2d4 Damage
C Rank
Spoiler:
Steam Shadows Jutsu Type: Steam Release Rank: C Cp: 5 Description: Releasing a thin vale of steam throughout the area to engulf their opponent(s), The user would then cause the fog to heat up in random spots around their opponent(s) causing mild burns. PvP: 3d4 damage to a single target or 2d4 damage to three targets.
Density Jutsu Type: Steam Release Rank: C Cp: 5 Description: The user would release small orbs of steam to their opponent, Engulfing their hands or feet to hinder their opponents ability in combat. PvP: -1d4 to targets Dex or Str rolls for 1d6+1 rounds.
B Rank
Spoiler:
Swirling Steam Jutsu Type: Steam Release Rank: B Cp: 8 Description: The user would release a huge amount of steam to engulf their opponent which would rapidly begin to heat up and rise upward in a cyclonic pattern, Burning their body all over. PvP: 2d10 damage, 2d4 damage over 1d4 rounds.
Steam Barrage Jutsu Type: Steam Release Rank: B Cp: 8 Description: The user release a barrage of five small super heated steam orbs at their opponent, Each heated to the point to give serious thrid degree burns PvP: 5 seperate attack rolls, Each succesfull hit deals 2d4 damage (Bonus damage is only applied once)
A Rank
Spoiler:
Focused Steam Jutsu Type: Steam Release Rank: A Cp: 13 Description: The user would target their opponent and create a very fine jet of steam that is superheated to the point it can easily burn through clothing and thin metals. The technique is easily able to burn through a few centimeters of flesh. PvP: 2d10 + 3d4 Damage, 3 DR pierce
Pocket Density Jutsu Type: Steam Release Rank: A Cp: 13 Description: The user would litter the battlefield with pocket sized amounts of dense steam which when stepped in explode to engulf their targets. Hazing their vision and burning them slightly. PvP: For 1d10 rounds, Any attack roll made by an enemy that is below 10 (Out of their d20 roll) they are dealt 2d8 damage and suffer a -1 to their next attack roll.
S Rank
Spoiler:
Steam Shroud Jutsu Type: Steam Release Rank: S Cp: 18 Description: The user would exhale a constant stream of steam toward their opponent until their entire body is coated with the dense superheated steam. This cause the opponents body to slowly cook making it diffucult to attack or defend for some time. PvP: 3d10 inital damage, 1d10+1d4 damage & -2 to attack / defense rolls for 1d4+1 rounds.
(Host) Kisame
Posts : 40 Join date : 2014-11-26 Age : 33
Subject: Re: January Competition Wed Jan 21, 2015 1:12 am
Spoiler:
Mērukurafuto (50 tokens)
History and Information
From the village Yugakure lives an ancient clan of prosthetists and prosthetic wielders. In the older days prosthetics were in great demand due to the wars that were breaking out and in such the Mērukurafuto began to build there treasuries and began to spend there fortunes in research of building the best prosthetics anyone could ever ask for. With the Mērukurafuto coffers overfilling they decided to spend alot of the earnings on researching materials and learned to master there craft to a level that was not possible.
The dawn of the new era for the Mērukurafuto was a new prostetic that could channel the user's chakra through the limb thus expanding there clients to Shiniobi and their villiages. In times of war the Mērukurafuto would close out any sales to factions that were not alligned with Yagakure thus making there product a factor for any faction that thought about waring against Yagakure.
With more sucess for the Mērukurafuto they decided that to be a countinued powerfull assest to Yagakure the first Mērukurafuto joined the Shinobi Ranks. but this was no normal shinobi. The Mērukurafuto begain to invest there time and money into building the perfect battle device a Shinobi could use... The outcome became the mark of the Mērukurafuto's pinicale of there designs. The prosthetics now being desinged to be perfect prothetic weapons.
Deadly Prosthetic At the age of a child to become a Shinobi a great ceremony his held in the childs honor to make the great sacrfice. The sacrifice being the childs dominate arm and then given a deadly prosthetic to repalace what was taken. These prognostics are a special make that only the Mērukurafuto are able to produce.
Universal trait: All Mērukurafuto start with a prostetic limb of there choosing and gain the following passive traits for when attacking with there prostetic limb. All weapons that are used out of the prostetic are considerded Taijutsu
Custom Prostetic (50 to 200 Tokens - Key to Clan) All users of Mērukurafuto Clan Prostetics hold the ability to create their own customized Jutsu. These Shinobi are able to in essence make perfect creations that they use in combat.
Rule 1: When a prostetic is made they must be 50 to 200 Tokens. If a prostetic goes beyond 200 Tokens then the remaining Token Csot is added to your Item Maximum Cap. (So a 250 Token Puppet, 50 tokens would go into your 50/400 Item Cap.) Rule 2: All prostetics Must be Sent to the DM team with their Customizable Abilities, following the Guide Bellow on Token Costs. Rule 3: Prostetic's May use Weapons/Custom Weapons if they have the ability to use them. See below Token Guide.
Token Mark Guide
+1 to Attack or Defense Rolls: 25 Tokens a Point (Max +3) +1 to Attack and Defense Rolls: 50 Tokens a Point (Max +3) ----------------------------------------------------------- +1 to Damage Rolls: 10 Tokens a Point (Max +2) +1d4 to Damage Rolls: 15 Tokens +1d6 to Damage Rolls: 20 Tokens +1d8 to Damage Rolls: 25 Tokens ----------------------------------------------------------- +1 DR Peirce to Attacks: 15 Tokens a Point (Max +3) ----------------------------------------------------------- +1 Puppet HP Regen: 25 Tokens a Point (Max +3) ----------------------------------------------------------- +1 DR vs HP Dmg: 20 Tokens a Point (Max +5) ----------------------------------------------------------- Ability to Use Weapons with Normal Penalties: 25 Tokens Ability to Use Weapons with No Penalties, Normal Duel Wield Penalties: 50 Tokens Ability to Use Weapons and Duel Wield Weapons with no Penalties: 75 Tokens ----------------------------------------------------------- Other Epic Stuff Not Listed Here: DM Decision Token Cost
Jutsu The Mērukurafuto make jutsu specific to there equipment. Upper body 1x E/D/C 2x B Lower Body 1x E/D/C 2x B Both A/S
Mērukurafuto Protege's (50 Tokens - Enhanced Clan) A few Mērukurafuto master the use of fighting with prostetics as you do. combined with your taijutsu skills and the Mērukurafuto prostetics you are a deadly warrior.
Universal: Mērukurafuto Protege's do not suffer from any negatives that are given when duel wielding there equipment. Taijutsu does Small weapon Damage (If Dual wielding, Offhand = rank Taijutsu dmg) Genin: +3 Dr vs Hp Dmg Chunin: +5 Dr vs Hp Dmg Jounin: +7 Dr vs Hp Dmg
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Subject: Re: January Competition Wed Jan 21, 2015 5:11 am
~ Closed! Keep Posted for Winners ~
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Subject: Re: January Competition Fri Jan 23, 2015 3:42 pm