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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
Wall/Tree Walking - DM Sasori Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: The user covers their feet with at thin layer of chakra, which acts as a stick substance to allow them to walk up solid surfaces PVP Effect: Rolepaly Jutsu Only. Teaching/Learning: Gate System - E Rank
Substitution Technique - DM Sasori Jutsu Type: Ninjutsu Rank: E Chakra Cost: 3 RP Description: A simple technique all Shinobi need to learn. It is simple replacing their body with a nearby object in place of an incoming attack PVP Effect: Wisdom based Dodge Teaching/Learning: Gate System - E Rank
Henge Technique - Saiya Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 +1 per round it remains active RP Description: This jutsu is a simple one, that changes the users body into one of which they choose PVP Effect: +5 Hide (Disguise) Special Note: Must learn before becoming Genin (Rolled with WIS) Special Note: Doesnt Stack with any Hide bonuses that are not specifically noted for disguising. Teaching/Learning: Gate
Clone Technique - Saiya Jutsu Type: Ninjutsu Rank: E Chakra Cost: 4 + 2 per round maintained RP Description: The ability to create a basic clone of themselves. Unlike other types of clones, these clones are not solid clones, so they cannot do any damage or attack the Enemy PvP Effect: As long as the bunshin is maintained when being attacked the attacker must roll 1d6. On a 1-3 the bunshin is attacked, on a 4-6 the real target is attacked. Teaching/Learning: Gate System - E Rank
Cloak of Invisibility Technique - DM sasori Jutsu Type: Genjutsu Rank: E Chakra Cost: 1 (+1 per round maintained) RP Description: A basic technique all Academy Students learn. Taking a simple piece of fabric, they can channel; a small amount of chakra into the fabric and change the fibers to the same as their surroundings PVP Effect: +5 Hide Roll Teaching/Learning: Gate System - E Rank
Water Walking - DM Sasori Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: The user covers their feet with a thin layer of chakra, which acts as a solid surface to allow them to walk on water PVP Effect: Rolepaly Jutsu Only. Teaching/Learning: Gate System - E Rank
Kai - Oni Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: This jutsu is a simple two handed seal and then you focus your chakra to try and break off a genjutsu. This can also be used to harmlessly break a genjutsu's effect off another target. PVP Effect: This jutsu is used without hand seals. It is the simple concentration of chakra to rippple around the body in effort to release yourself from genjutsu and other "stuns". WIS is rolled vs the attacker's initial Roll. Teaching/Learning: Gate System - E Rank
Rope Escape Technique - Aoioki Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: This jutsu is a simple technique, which can be several different ways. It's taught to all Academy students on how to break out of anything that is keeping them tied up PVP Effect: This jutsu is used without hand seals. It is the simple concentration of chakra to rippple around the body in effort to release yourself from ninja wire and other such bindings. WIS is rolled vs the attacker's initial Roll. In the event of Set trap skill being used in combat the user must roll the appropriate skill other wise Break DC is decided by active DM. Teaching/Learning: Gate System - E Rank
Non-Elemental:
Chakra Concentration Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user channels their whole chakra network, and increases the speed. Allowing them to use less Chakra when using jutsu PVP Effect: -1d4+1 CP used on Jutsu for 1d4 rounds Teaching/Learning: Gate System - D Rank
Katon:
E Rank
Katon: Blazing Red Cannon - DM sasori Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: After performing the necessary hand signs, the user sends a ball, the size of their head, of red chakra straight at their opponent PVP Effect: 1d4 Damage Special Note: Hijutsu offered to all fire element academy students of every village
Katon: Quiet Flame Jutsu - DM Sasori Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: User performs a single sign, before lifting their index finger to their mouth. With a quick blow, they send a single flame over to a target which slowly burns at the targets skin. PvP Effect: 1 damage over 1d4 rounds Special Note: Hijutsu offered to all fire element academy students of every village
Katon: Onibi - Created Jutsu Type: Ninjutsu, Katon Rank: E Chakra Cost: 2 RP Description: After performing the necessary hand signs, the user creates a small flame in their hand and compresses the flames so it forms into a small ball of flames and by channeling chakra into the orb the orb will then shoot forward and explodes on impact and flames cling to the victims skin for a small amount of time. PVP Effect: 1d4 Damage, 1 DoT for 1d2 rounds
D Rank: Katon: Dragon Blocks The Path - DM Sasori Jutsu Type: Ninjutsu Rank: D Chakra Cost: 2 RP Description: The user performs several swift strikes and a burst of chakra bursts forward and projects an image of a fiery dragon between the user and their opponent. PVP Effect: Rank Damage + 1d4 Damage Special Note: Can be used to block, If used to block does 1 Damage Teaching/Learning: Gate System - D Rank
Katon: Gentle Touch Of Fire - Kag'ame Etsuko Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: After the simple sign sequence, the user raises the final sign to their mouth and blows out a gentle wave of fire, directed at one opponent. PVP Effect: 1d8 Damage Special Note: Target takes 2 Damage Next Round. Teaching/Learning:
C Rank: Katon: Fire Ball Jutsu - Aoioki Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Similar to the hellfire Jutsu, the user simply aims this giant fire ball at the target, and engulfs them within flames. PVP Effect: 2d8 Damage
Katon: Flame Sword Technique - Aoioki Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: After the hand signs, the user manifests a flaming sword made of pure chakra in their hand to use as a weapon PVP Effect: Sword usable for 1d6 rounds that deals 2d8 Damage Special Note: No weapon penalties and STR damage does not apply. Attack rolls done with Dexterity Special Note: May dismiss the weapon early.
Katon: Burning Ash Cloud - Kotoyo Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: After the need hand sign sequence, the user blows forth an ash cloud that burns and blinds the target PVP Effect: 4d4 Damage Special Note: Target makes Constitution Check DC 15 or is stunned for 1 round.
Rank B: Katon: Blazing Shield Technique - Taught by DM Rasa 8/03/16 Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: This jutsu is used as a pure defensive technique. The user creates a flaming wall in front of them to block incoming attacks. This technique is a nasty surprise for those who use Ice and/or Taijutsu. PVP Effect: Wisdom to Block Special Note: +2 to Blocking Ice/Wind Jutsu or Deals 2d6 Damage to attackers using Taijutsu/Kenjutsu Teaching/Learning: Gate System - B Rank
Inferno:
E rank Inferno: Surging Fireball - Created Jutsu Type: Ninjutsu, Inferno Rank: E Chakra Cost: 2 RP Description: By preforming the hand signs Tiger, Dragon, Bird and Rat the user pulls both palms back and forms a ball of compressed heat and flames, when held for long enough the user brings their palms forward quickly, opens them and releases the fireball at the target, upon impact the heat surrounding the fireball surges through their body causing their muscles to seize and they become immobile. PVP Effect: 1d4+1 damage, target is stunned for one round
Inferno: Phoenix Blessing - Created Jutsu Type: Ninjutsu, Inferno Rank: E Chakra Cost: 2 RP Description: By preforming the hand signs Tiger, Dragon and Bird the user may create an orb of flame in their hand to bless an allies melee weapon with the flames of the Phoenix and when hit the allies attack will leave a small flame on the wound that burns into their targets flesh causing more pain. PVP Effect: One ally gains +1d4 damage on Kenjutsu / Taijutsu for 1d4-1 (min. of 1) rounds.
Inferno: Shooting Star Counter Jutsu Type: Ninjutsu, Inferno Rank: E Chakra Cost: 1 RP Description: A low rank inferno tech that when used as a defense is more effective and swings around any attacks in its way. PVP Effect: Defensive Jutsu) Attacker takes 1 DMG
D Rank Inferno: Blazing Shout - Created Jutsu Type: Ninjutsu, Inferno Rank: D Chakra Cost: 4 RP Description: By channeling chakra into the back of their throat and focusing Inferno Chakra the user can release a stream of flames from their mouth burning into an opponent. When hit the target feels the immense pain of their skin and flesh being melted by the intense heat of the jutsu. PVP Effect: 1d8+2 damage, If blocked via Kenjutsu / Taijutsu, target still takes 1/2 damage due to the heat.
Inferno: Crescent Sun - Created Jutsu Type: Ninjutsu, Inferno Rank: D Chakra Cost: 4 RP Description: By holding the Dragon handseal the user begins to channel chakra into their dominant hand causing that arm to be engulfed in intense white flames. They then punch the target dealing damage and their senses become disoriented making it harder to attack and defend. PVP Effect: 2d4-1 damage, target suffers -1 to all ATK / DEF rolls for 2 rounds.
Inferno: Gaze of the Demon Prince - Created Jutsu Type: Ninjutsu, Inferno Rank: D Chakra Cost: 5 RP Description: By focusing chakra in front of them the user creates a large red mask which laughs as it rushes at the target and fires beams from its eyes. The Mask will fly around any attack heading its way PVP Effect: 1d6 DMG. If used to Counter, Gains +2 to the ATK Roll.
Inferno: Dragons Scales Jutsu Type: Ninjutsu, Inferno Rank: D Chakra Cost: 3 RP Description: By Holding the dragon hand seal the user finds themselves encased in a feint red shell that blocks damage as the user is attacked. PVP Effect: Gains 1d4-1 DR (Min 1) for 1d4 rounds.
C Rank Inferno: Hells Railgun - Created Jutsu Type: Ninjutsu, Inferno Rank: C Chakra Cost: 5 RP Description: By focusing nothing but puer inferno and Katon chakra into a fireball the user creates a dangerous orb of pure destruction. The speed it moves at is an indication of such but the raw power behind this jutsu is on impact the force and heat causes the body to seize up in a sort of shock that freezes them entirely and the remaining energy bursts out at those near the target taking the form of demon masks that seek out other enemies to wreak havoc upon. PVP Effect: 1 Target) 1d10 DMG, target stunned for 1d4-1 rounds or until hit (min 1) 2 Targets) DMG, Targets stunned for 1 round or until hit
Inferno: Salamanders Defense Jutsu Type: Ninjutsu, Inferno Rank: C Chakra Cost: 5 RP Description: By coating the users body in flames anyone that makes a close range attack finds themselves being struck by the flames. PVP Effect: For 1d4 Rounds, Upon Blocking or being hit by a Taijutsu / Kenjutsu / Close Range Ninjutsu attacker takes 1d4 DMG
Inferno: Plasma Burn Jutsu Type: Ninjutsu, Inferno Rank: C Chakra Cost: 5 RP Description: By forming an orb of compressed flames and inferno energy the user creates a stream of super heated flames that have become plasma when hit the defenses of the target are burned through be the heat alone. PVP Effect: 1d10 DMG, Pierces 2 HP DR
Inferno: Ifrit’s Tornado Jutsu Type: Ninjutsu, Inferno Rank: C Chakra Cost: 5 RP Description: After the necessary hand signs of Tiger, bird and Dragon. The user creates a small wheel of flames and either throws or kicks it at the opponent when the opponent is sucked into the wheel it turns into a tornado of flames and launches them into the air after the flames burn them they need to try and land or else suffer the force of the fall disorienting them. PVP Effect: 2d6+1 DMG. Target then rolls CON DC Original ATK Roll - 5. If Failed, Target suffers -1 to ATL/DEF Rolls for 1d4-1 (Min 1) Rounds)
Rank B Inferno: Crimson God’s Arrow Jutsu Type: Ninjutsu, Inferno Rank: B Chakra Cost: 10 RP Description: A powerful jutsu that has no hand seals but instead the user creates a large bow from their chakra and firing a single large arrow of inferno energy at their opponent, the arrows sheer strength blasts through a targets armor and most likely the target itself. PVP Effect: Does 2d8 + 1d6 DMG, Bypassing all DR. Target's HP DR is reduced by half for 1d4 rounds when hit (effect does not stack).
Inferno: Devil Rush Jutsu Type: Ninjutsu, Inferno Rank: B Chakra Cost: 10 RP Description: By converting Inferno chakra into 3 humanoid shapes the user shapes these three shapes into demons that rush at the target and mercilessly slashing into them continuously. After their job is done the demons sink into the ground and are never seen again. People who are attacked with this jutsu may suffer nightmares afterwards. PVP Effect: 3 Separate Attack Rolls, second receives a -1 to hit, third receives a -2 to hit. Deals 1d8+2 DMG for each hit. Note: passive dmg bonus applies only to the first attack roll.
Inferno: Hungry Flames Jutsu Type: Ninjutsu, Inferno Rank: C Chakra Cost: 5 RP Description: After preforming a few hand seals the user gains the power to convert some of the users life force into their own by using Katon and inferno chakra. When a Katon of Inferno jusu makes contact the targets may feel as if they have been bitten by something. PVP Effect: 1d4+1 Rounds, Katon and Inferno ninjutsu deal an additional 1d4 DMG.
Inferno: Hells Railgun MK2 Jutsu Type: Ninjutsu, Inferno Rank: B Chakra Cost: 7 RP Description: A powered up version of Hells railgun instead of one orb this one is two smaller orbs that seek out the enemy or two separate targets. PVP Effect: 2d8 HP damage stuns for 1d4(Min 2 rounds) rounds. 2 targets: 1d8 dmg each stuns for 2 rounds
Rank A: Inferno: Hellfire Jutsu Type: Ninjutsu, Inferno Rank: A Chakra Cost: 10 RP Description: A jutsu that charges a large amount of Inferno through the users arms leaks into a compressed orb being held in the users hands. When the chakra builds up enough the user places the orb in front of them while still holding it and unleashes a large beam of fiery energy that cannot be blocked as the sudden rush of energy passes through the target even if attempting to block. Like Crimson Gods Arrow this jutsu also punctures through armor but does not weaken said armor and damaging effects caused by non-fire techniques seem to be absorbed into the blast. PVP Effect: Unblockable, Deals 2d8 +2d6 damage, bypasses all HP DR.
History: Growing up in Kumo, Masaru was always someone who was determined to make his parents proud as a Shinobi that would defend Kumogakure with his life and the jutsu he would learn. However he was easily stricken with illness at a young age and thus he was never able to be what would be considered a normal and thus he gave up on his dream rather quickly, however his illness was odd as he would claim his right eye was burning before he would literally weep blood from his right eye, there was never any damage to his eye but his constitution was somewhat horrible and if it wasn't the scare with his eye every few days it was a flu or a fever or something else that would keep him in bed. Often this would put him in hospital and that's where he met Jie, the girl who'd turn out to be his only friend growing up. When his father was away Masaru would always watch his father leave for missions and stare out the window hoping his father would come back. Some times his father was gone for days on end, his mother always comforted him when he got upset. When he was 14 his mother was killed in a building accident. His father broke down and turned to alcohol to drown away his sorrows, but no matter what happened he always tried to care for Masaru. Miraculously though a few years later his health drastically improved and he could do what he wanted, but his Father wouldn't allow him to become a ninja but on his 16th birthday Masaru confronted his father and despite the man being half drunk he agreed and he joined the academy a year later. As time passed Masaru gained more and more power unlocking the power of his Houou Tsubasa and eventually the Chuunin exams came and he was able to pass as he grew stronger from the exams combat tests. After the Exams ended he found his father had been murdered on a mission and Masaru is now determined to hunt down the killer and incinerate them.
Last edited by Aurianos on Mon Mar 14, 2016 2:35 am; edited 6 times in total
Aurianos
Posts : 43 Join date : 2014-11-26
Subject: Re: Kanetsugu, Masaru Sun Feb 28, 2016 3:45 am
Purchases
Spoiler:
E-Rank Jutsu: Onibi - 1 token
Inferno Jutsu total: 30 tokens
Special Abilities: Houou Tsubasa - 125 tokens - DM Sasori
Stats:
Old (unrefundable):
2 points of con - 30 tokens - DM Sasori 1 point of wis - 15 tokens - dm izanagi 3 points of con - 30 tokens - DM Konohamaru 2 points of wis - 40 tokens - DM Konohamaru
6 points of wis - 90 tokens - DM Killer BEE - 10/03/2016
Last edited by Aurianos on Thu Mar 10, 2016 6:24 am; edited 1 time in total
Aurianos
Posts : 43 Join date : 2014-11-26
Subject: Re: Kanetsugu, Masaru Sun Feb 28, 2016 3:50 am
Goals
Spoiler:
Become a Genin Become a Chuunin Become a Jounin Create an S rank Ninjutsu Find who killed his Father Protect those close to him Confess to Jie Become stronger
Aurianos
Posts : 43 Join date : 2014-11-26
Subject: Re: Kanetsugu, Masaru Sun Feb 28, 2016 4:09 am
Houou Tsubasa:
[Houou Tsubasa]
(125 Tokens)
[Information]
A mixture of Chakra Mutation and remnants of a now extinct bloodline has lead to Masaru developing powers that greatly enhances his Ninjutsu and connection to the fire element. This power is known as Houou Tsubasa, by pressing a pressure point unique to him in his right hand and flowing chakra into it his entire right arm and part of his torso is engulfed in flames and his right eye turns fiery orange. While the first stage isn’t very special it grants him enhanced endurance as well as an enhanced chakra flow allowing more hits to be taken and more jutsu to be used and thus he can be a very strong ninjutsuist. The Houou Tsubasa must be activated in order to gain it’s combat benefits. Through much training Hotaru has been able to create an empowered form of Fire Jutsu called Inferno Jutsu. While Masaru cannot teach this to anyone he still intends to use this power to become a great ninjutsuist.
Innate: Start with Fire / Inferno, +1 to learning Fire, +2 to learning Inferno Jutsu. Creates 2 E/D/C/B 1 A/S Inferno Jutsu. Starts with E rank*. +10 HP / CP Innate: Fire Jutsu can be Inferno jutsu for 1 CP Per Rank Over E^ - Inferno Jutsu Gain +1 to ATK/DEF Roll and also apply 1 DoT for 1d4 rounds. (Rounds stack, Damage does not)
^ D = 1 CP, C = 2 CP, B = 3 CP, A = 4 CP, S = 5 CP * All Jutsu must be approved by DM Team and D - S rank must still be learnt via Gate System.
Stage 1: Hanbun Houou Tsubasa (Genin) DF Effect: +1d4 to Fire / Inferno, Fire / Inferno Jutsu Pierce 2 DR, +1 WIS Rolls, 1 HP Regen Per Round
The first stage is rather simple as it only requires knowledge of fire jutsu and pressing the pressure point on ones right hand and releasing Hanban Houou Tsubasa. The Hanbun Houhou tsubasa engulfs the users right arm in flames and turns their right eye a fiery orange color and empowers the users Ninjutsu. Having being able to use this power grants an aptitude to Ninjutsu that allows the user to learn them quicker. When using fire jutsu he can make it Siphon flames from his arm to turn it into an Inferno Jutsu. Whe injured the wounds heat up to seal wounds and heal damage slowly. When Fire and Inferno Jutsu are cast the flames contribute to the casting allowing more efficient casting.
Stage 2: Houou Tsubasa (Chunin) DF Effect: +1d6 to Fire / Inferno, Fire / Inferno Jutsu Pierce 3 DR, +2 WIS Rolls, 2 HP Regen Per Round
The second stage is the farthest that is expected for Masaru to reach, this time both arms are engulfed in flames and both eyes turn fiery orange and hit torso becomes an eerie stone like substance with cracks that seem to spew small flames when he uses his ninjutsu. Wisps of fire surround him and dance around him while preforming fire jutsu the wisps can merge with the jutsu to create an inferno jutsu. It is also required that one of the wisps becomes a fire jutsu it self when using one, his body will create more wisp, his body also heats all the wounds his suffers and covers them in a rock like substance to assist with healing.
Stage 3: Dai Houhou Tsubasa (Jounin) DF Effect: +1d8 to Fire / Inferno, Fire / Inferno Jutsu Pierce 4 DR, +3 WIS Rolls, 3 HP Regen Per Round DF Effect:When his HP or CP hits 0, he enters a hibernation begin unable to be targeted for 2 rounds and is "Reborn" at 1/2 HP and 1/4 CP rounded down. (Once per fight - 1 week IRL Cooldown)
The third stage requires complete focus and determination to achieve this state, it covers Masaru's arms and back in red flames and his chest in a rock like substance that spews these red flames constantly as his chakra flows through his body quickly causing heat that ignites the flames from within his body. His hair and eyes also turns deep red and his hair begins to spike up a bit. On his back wings of flame form from his chakra. Inferno Jutsu form more naturally at this stage by just channeling more chakra into the jutsu. To reduce the need for chakra of fire and inferno jutsu his body draws flames from his body and when injured his wounds cover themselves in a thick amber which breaks away as the wound heals. When he would normally be knocked out in combat his body encases itself in a thick Amber shell for a short while before bursting open revealing the Aratana Houou Tsubasa form.
Stage 3A: Aratana Houou Tsubasa (Unlocked via DM Event +25 Tokens - Replaces Dai Houhou Tsubasa) DF Effect: +2d4 to Fire / Inferno jutsu Pierce, Fire / Inferno 4 DR, +4 WIS rolls, 3 HP Regen Per Round DF Effect: When his HP or CP hits 0, he enters a hibernation begin unable to be targeted for 2 rounds and is "Reborn" at 1/2 HP and CP rounded down. When he is reborn, Masaru does 2d8 to all enemies on the field. (Once per fight - 3 Days IRL Cooldown).
After the amber is broken the Aratana Houou Tsubasa is revealed, this form seems to resemble Dai Houou Tsubasa but the flames have turned blue and his eyes have changed to the same flame blue color, the left wing is missing and tiny blue flames dance around him the same as in Stage 2. Also like stage 2 when turning a fire jutsu into an inferno jutsu he merges one of the wisps with the jutsu before hand. When wounded his body forms a sort of blue crystal like substance that uses the heat to seal wounds and when using fire and inferno jutsu part of the flames formed are from his own body heat. If deemed necessary Masaru can gather all his remaining strength and drain the form entirely into a medium sized blue fireball that he then absorbs himself into and enters a second state of hibernation that when reborn he bursts from the large fiery cocoon causing it to explode into multiple small flames that home in on enemies burning them upon impact.
Last edited by Aurianos on Mon Mar 14, 2016 5:42 am; edited 1 time in total
Aurianos
Posts : 43 Join date : 2014-11-26
Subject: Re: Kanetsugu, Masaru Sun Feb 28, 2016 5:15 am