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 |
| | Yumi Ashira | |
| | Author | Message |
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Nightwolf
Posts : 25 Join date : 2016-02-28
| Subject: Yumi Ashira Mon Feb 29, 2016 3:39 pm | |
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Last edited by Nightwolf on Thu Mar 03, 2016 3:22 am; edited 2 times in total | |
| | | Nightwolf
Posts : 25 Join date : 2016-02-28
| Subject: Re: Yumi Ashira Mon Feb 29, 2016 3:41 pm | |
| .: General Information :..: Real Name :. Yumi Ashira .: Alias's :. Bubble .: Birthday :. 11th March .: Age :. Thirteen .: Eye Color :. Pale grey, almost souless .: Hair Color :. Raven Black, usually unruly .: Height :.3 ' 6 " .: Weight :.72 lbs .: Blood Type :.A+ .: Likes :.Sharks Puppets Blood Purple Sour Lollies .: Dislikes :.Mean People .: Family :.None that she knows of .: Sexual Orientation :.No idea .: Marital Status :.Single .: Tattoos / Marks :. ??? .: Friends / Foes :.Rated on a -10 to +10 Scale -10 Being Hate, +10 Being Love.: Friends :..: Foes :..: Background :.- :
.: Theme Songs :.- :
.: Main Theme :.
.: Family :.
.: Feelings :.
.: Battle Song :.
Last edited by Nightwolf on Tue Mar 08, 2016 7:40 am; edited 3 times in total | |
| | | Nightwolf
Posts : 25 Join date : 2016-02-28
| Subject: Re: Yumi Ashira Mon Feb 29, 2016 3:44 pm | |
| .: Bingo Book Information :..: Village :. Sunagakure .: Rank :. Chuunin Puppet Brigade .: Element(s) :. Medical Inton.: Attack Style :.Puppet Jutsu / Genjutsu .: Toolbag :.6 Kunai, 6 Shuriken, 1 combat kunai, 2 Explosive Tag, 2 Ninja Wire, 2 Chakra Pills .: Squad :..: Sensei :.-None- .: Goals :.-Don't Die .: Life Goals :..: Nindo :."Show the world the true form of puppetry." .: Databook :.Databook
| Ninjutsu
| Taijutsu
| Genjutsu
| Intelligence
| Strength
| Speed
| Stamina
| Hand Seals
| Total | Genin | 2.5 | 1 | 2 | 3 | 1.5 | 2 | 3 | 3 | 18 | Chuunin | 3.5 | 2 | 3 | 4 | 2 | 4 | 4 | 4 | 26.5 | Jounin | - | - | - | - | - | - | - | - | - |
Last edited by Nightwolf on Tue Mar 08, 2016 7:39 am; edited 1 time in total | |
| | | Nightwolf
Posts : 25 Join date : 2016-02-28
| Subject: Re: Yumi Ashira Mon Feb 29, 2016 3:48 pm | |
| .: Clan Information :.[Puppetry](100 Tokens)The Puppet Technique is a unique ninjutsu fighting style; this technique uses chakra threads to control puppets like marionettes. Any number of chakra threads can be used to control a puppet, but users with more skill can use fewer strings per puppet. Both Chiyo and Sasori demonstrated the ability to control entire puppets perfectly using just one thread. While most puppeteers (傀儡使い, kugutsutsukai) would normally be able to control ten puppets at most (one per finger), Sasori's self-modification allowed him to control up to one hundred puppets at a time. This technique has few weaknesses: according to Shino Aburame's observations during his fight against Kankurō, the Puppet Technique is a long range style, meaning that the puppeteers are weak against close range fighters. Since most puppeteer use his or her hands to manipulate the puppets, if their hands are disabled, then the technique can be neutralised. And because the puppet's movements are based on the mechanisms that were installed inside, interfering with said mechanisms can stall the puppet entirely. Another weakness is that a puppet's movement is dependent on the will of the user, and as such there will be a time lag between the user's commands and the puppet's response.The first Kugutsu user dates back centuries and is written in a few books of the man who created it. Known as Akykyo he was one of the founders of Sunagakure and the second Kazekage, his statue lives within the puppet brigade's building. Akykyo was worshipped for his chakra control, and the amount of puppets he could control with a single finger. Throughout Suna and Wind country, small spires stand which are said to be a means that Akykyo could transport himself and his puppets within seconds. Hundred's of Akykyo's puppets are still held under the puppet brigade, and only those that prove themselves are able to wield them. It is considered a great honour to even look at his puppets, let alone claim and control one. However, there is one puppet that no one but the leader of the Puppet Brigade and only a select few ever see, and that is Akykyo himself. Only a Kugutsu user that has mastered the control of chakra strings is said to be able to wield him as a puppet and noone has proved themselves, yet.______________________________________________________________ [Kugutsu no Jutsu]Kugutsu no Jutsu, though centered around Sunagakure are all able to manipulate and bend chakra in the unique way of holding puppets as per normal. They are able to in essence be masters of puppetry jutsu, a special combat that lets their chakra networks be far more advanced then any other possibly known.Universal: +10 Total CP, May Summon Puppets. Each Puppet is 5 CP to Summon, and 2 CP a Round to Maintain Each. Gain 1 'Basic Puppet'.Genin: +1 to WIS Rolls, +10 CP, May Use 1 Puppet at a Time (2 Puppets at Advanced Genin) Chunin: +2 to WIS Rolls, +15 CP, May Use 2 Puppets at a Time (3 Puppets at Advanced Chuunin)Jounin: +3 to WIS Rolls, +20 CP, May Use 3 Puppets at a Time [Basic Puppet]A basic wooden Puppet that all Puppet Users can Begin with at any time. Hitpoints: 1/2 Level + Wisdom Mod DR: 2 DR vs Kenjutsu/Taijtusu ATK/DEF: Wisdom Roll of the User Base Damage: Small Weapon Damage, No Penalties ______________________________________________________________ [Perfect Tactic]Puppetry is a technique that, technically, renders the user vulnerable, so over the years those that use Puppetry have found ways to allow themselves to hide. Using their puppets, they are able to quickly slip away into the shadows, or somewhere in their surrounding area. This allows for them to use their puppets from safety, unless they are found.Universal: Puppetry Shinobi are able to Hide more times per fight, but CAN NOT use sneak attack bonuses.Genin: -2 DEX / STR Rolls, +10 Hide / Move Silently Rolls, Can Hide 2x Per Fight Chunin: -2 DEX / STR Rolls, +20 Hide / Move Silently Rolls, Can Hide 3x Per FightJounin: -2 DEX / STR Rolls, +30 Hide / Move Silently Rolls, Can Hide 4x Per Fight ______________________________________________________________ [Custom Puppets](50 to 200 Tokens - Key to Clan)All users of the Puppetry Technique hold the ability to create their own customized Jutsu. These Puppetry Shinobi are able to in essence make perfect creations that they use in combat.Rule 1 ) When a Puppet is made they must be 50 to 200 Tokens. If a Puppet 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 Puppets Must be Sent to the DM team with their Customizable Abilities, following the Guide Bellow on Token Costs. Rule 3 ) You may Make as Many Puppets as you Want, However you may only summon those that have HP currently. All Puppets HP is restored after the Fight. Rule 4 ) Puppets can Be Stunned for 1 Round if hit by a Attack that Damage CP, but take no actual Damage. Rule 5 ) Either the puppeteer can take an action, or the puppets can. They can not do both. If the puppeteer is stunned the puppets can not act. Rule 6 ) Puppeteers may hide, and still attack with puppets and not reveal themselves. Rule 7 ) Puppeteers Puppets gain their Puppeteers Wisdom Bonus Damage to their Attacks. This Bonuses is added to 1 attack a round. Rule 8 ) All Puppets are Immune to Poison/Venom/Negatives to Rolls and Genjutsu. Rule 9 ) Puppets May use Weapons/Custom Weapons if they have the ability to use them. See below Token Guide. Rule 10 ) Basic puppets may be purchased for a cost of 10 Tokens and have no added bonuses to them. Basic Puppets may be upgraded at any time, but must still be approved via the DM team and have a 10 token discount applied if they are upgraded. (Due to the initial 10 tokens spent on the Basic Version) [Token Mark Guide]- Spoiler:
+1 to Attack or Defense Rolls: 15 Tokens a Point (Max +3) +1 to Attack and Defense Rolls: 30 Tokens a Point (Max +3) ----------------------------------------------------------- +1 to Damage Rolls: 1 Tokens a Point (Max +2) +1d4 to Damage Rolls: 5 Tokens +1d6 to Damage Rolls: 10 Tokens +1d8 to Damage Rolls: 15 Tokens ----------------------------------------------------------- +1 DR Peirce to Attacks: 10 Tokens a Point (Max +3) ----------------------------------------------------------- +1 Puppet HP Regen: 20 Tokens a Point (Max +3) ----------------------------------------------------------- +1 DR vs HP Dmg: 10 Tokens a Point (Max +5) ----------------------------------------------------------- Ability to Use Weapons with Normal Penalties: 10 Tokens Ability to Use Weapons with No Penalties, Normal Duel Wield Penalties: 20 Tokens Ability to Use Weapons and Duel Wield Weapons with no Penalties: 30 Tokens ----------------------------------------------------------- Other Epic Stuff Not Listed Here: DM Decision Token Cost
______________________________________________________________ [Jutsu]The users of this Clans are able to form there own peppery 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 Kugutsu no 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.)______________________________________________________________ [Diligent Fingers](50 Tokens - Enhanced Clan)A few of the clan hold incredibly advanced chakra networks, combined with advanced ability using their fingers and manipulation of their hands. Thanks to this they are able to bend, manipulate and form chakra into their puppets with incredible ease and skill.Universal: -2 CP On Puppetry Jutsu, -1 to Puppetry Maintenance CP Costs (Min 1 a Round). Genin: +10 Total CP, +1d4 to Puppetry Damage Rolls Chunin: +15 Total CP, +1d6 to Puppetry Damage RollsJounin: +20 Total CP, +1d8 to Puppetry Damage Rolls ______________________________________________________________ [Genjutsu Specialist]A specialist in Genjutsu, these shinobi have focused their time and energy into perfecting the training of Genjutsu and Illusion, trickery and focus to their peak as much as they can. Genjutsu performed by someone with this training is on par with some of the strongest Genjutsu users in history. Universal: +1 to Genjutsu Durations, +5 to Learning Genjutsu, Those they teach Genjutsu get +3 to rolls.Genin: +1 Genjutsu Rolls, +1 to Genjutsu DC, +10 CP, Genjutsu drain 1 HP/CP per round (Heal user for HP Drained) Chunin: +2 Genjutsu Rolls, +2 CP to Genjutsu DC, +15 CP, Genjutsu drain 2 HP/CP per round (Heal user for HP Drained)Jounin: +3 Genjutsu Rolls, +3 CP to Genjutsu DC, +20 CP, Genjutsu drain 2 HP/CP per round (Heal user for HP Drained)
Last edited by Nightwolf on Mon Feb 29, 2016 5:06 pm; edited 1 time in total | |
| | | Nightwolf
Posts : 25 Join date : 2016-02-28
| Subject: Re: Yumi Ashira Mon Feb 29, 2016 3:48 pm | |
| .: Custom Puppets :..: Basic Puppet 1 - Kuro :.(Info to come) .: Basic Puppet 2 - Shiro :.(Info to Come) - Basic Puppet #1 and #2:
White - Kuro, Black - Shiro
Last edited by Nightwolf on Tue Mar 08, 2016 6:28 am; edited 2 times in total | |
| | | Nightwolf
Posts : 25 Join date : 2016-02-28
| Subject: Re: Yumi Ashira Mon Feb 29, 2016 4:01 pm | |
| .: Known Jutsu :.Orange = Enhancement Jutsu Violet = Medical Jutsu Olive = Genjutsu .: Passive :.- :
.: E Rank :.- :
Wall/Tree Walking 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: Creation
Water Walking 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: Creation
Rope Escape Technique 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: Creation
Cloak of Invisibility Technique 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: Creation
Clone Technique 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: Creation
Henge Technique 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: Creation
Substitution Technique 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: Creation
Kai 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: Creation
Dress wound Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: The most simple of medical jutsu learned at the start of becoming a medical shinobi. PVP Effect: Heals target for 1d4, may be used in battle. Teaching/Learning: Gate System - E Rank
Sterilize Injury Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: A simple mixture of herbs designed to aid in healing a wounded shinobi, also one of the most basic jutsus learned by all medical shinobi. PVP Effect: Heals target for 1d4 for 2 rounds, may be used in battle Teaching/Learning: Gate System - E Rank
Rakuyou no Jutsu (Falling Leaves Jutsu) Rank: E Chakra Cost: 2 RP Description: Leayes fall rapidly along the ground and world around them in a whirlwind. PVP: Stunned for 1 Round, or Until Hit. Teaching/Learning: Gate System - E Rank
Atsusa Nami (Heat Waves) Rank: E Chakra Cost: 2 RP Description: The user completes three hand-seals creating the illusion of dense heat waves that disorient the target stunning them. PVP: Stunned for 1 Round, or Until Hit. Teaching/Learning: Gate System - E Rank
Fogu (Fog) Rank: E Chakra Cost: 2 RP Description: The user completes three hand-seals creating the illusion of a dense fog that disorient the target stunning them. PVP: Stunned for 1 Round, or Until Hit. Teaching/Learning: Gate System - E Rank
Electrical Waves Rank: E Chakra Cost: 2 RP Description: The user completes a few hand-seals, creating the illusion of lightning zapping the opponent, stunning them briefly. PVP: Stunned for 1 Round, or Until Hit Teaching/Learning: Gate System - E Rank .: D Rank :.- :
Chakra Burst Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user forces their chakra to condense in the palms of their hands, once concentrated the user the slaps their hands together creating a sonic cone to emit from their hands toward a target. Upon impact it causes the target to become temporarily deafened and causes their ear drums to bleed PVP Effect: 1d6 damage to target, as well as a -5 to listen rolls , for 1d4 rounds Teaching/Learning: Gate System - D Rank
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
Control Bleeding Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Using basic knowledge of anatomy the medical shinobi is able to apply pressure to a wound and stop it from bleeding. PVP Effect: heals target for 1/10th Heal Roll (Max 10) , can be used in battle Special Note: uses up 2 turns, to fully control the bleeding. Teaching/Learning: Gate System - D Rank
Remove Poison Technique Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Removes poison from a victim who has been hit with a lingering toxin. PVP Effect: Removes poison from the target, For every Rank above E the poison is this Jutsu costs 2 more CP then Usual. Teaching/Learning: Gate System - D Rank
Healing Jutsu Minor Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: A basic medical ninjutsu that heals cuts, scratches and bruises with ease. PVP Effect: 1d10 Damage healed to a target Teaching/Learning: Gate System - D Rank
Swirling Sand Rank: D Chakra Cost: 3 RP Description: The users body appears to break down into sand that swirls around the target blocking their vision PVP: Stun, Lasts 1d4 rounds or until hit. Teaching/Learning: Gate System - D Rank
Pod Rank: D CP: 3 RP Description: A large, bean like pod grows from the ground and encompasses the target. It holds them there dangling in the air. PVP: Dazed target for 1d4 rounds or until hit. Target loses 1cp per round dazed. Teaching/Learning: Gate System - D Rank
Amour au dela' Larme (Love of Tears) D Rank Chakra Cost: 3 RP Description: The target bursts out into tears suddenly as they see tragic love scenes flash through their mind, making it difficult to fight. PVP: The target is stunned for 1d4/2 rounds or until hit, they can make a CHA check vs the original attack roll to break out. Teaching/Learning: Gate System - D Rank
Slumbers Of The Forest Rank: D Chakra Cost: 3 RP Description: The target sees glimmers of light as though leafs are falling from trees. It makes them tired, but not fall asleep. PVP: -1 for 1d4 rounds. "No stun effect". Leaf and Grass taught. Special Note: Being hit does not break this effect. Teaching/Learning: Gate System - D Rank .: C Rank :.- :
Ninpou: Acid Spit Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user uses their chakra to spit an acidic liquid on the target, burning them and eating their skin PVP Effect: 2d8 damage to the target Teaching/Learning: Gate System - C Rank
Chakra Absorption Technique Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The users hand glows blue, as a beam of chakra hits a single target. The beam drains some of the Targets Chakra and replenishes your own PvP Effect: Drains 2d6 cp from your target, and returns it to your own CP Pool Special Note: May be used twice per battle only Teaching/Learning: Gate System - C Rank
Chakra Concentration: Core Jutsu Type: Ninjutsu Rank: C Cp Cost: 5 RP Description: The user channels their chakra, focusing it to their Hands, Fingers and mouth to increase the strength and quickness of their ninjutsu PVP Effect: +1d4 to WIS / CHA rolls for 1d4 rounds Special Note: Teaching/Learning: Gate System - C Rank
Chakra Concentration: Mind Jutsu Type: Ninjutsu Rank: C CP Cost: 5 RP Description: The user channels their chakra into their mind, increasing the effectiveness of their thinking and the strength of their Genjutsu PVP Effect: +1d4 to INT rolls for 1d4 rounds Special Note: Teaching/Learning: Gate System - C Rank
Ninpou: Banshee Shriek Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Using finely honed chakra control the user can emit a piercing shriek to damage and distort an enemy PvP Effect: 1d4+1 targets take -2 to rolls for 1d4 rounds Special Note: Elementless Teaching/Learning: Gate System - C Rank
Mystical Palm Technique Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: A basic medical ninjutsu that heals , but may also be used in an offensive manner. PVP Effect: This Has Two Modes, Heal mode: Target is healed 1d4+1 damage for 1d4+1 rounds (Min 1). Or Offensive Mode: Dex/STR to hit, on Hit Opponent suffers -2 to Attack/Defense Rolls for 1d4+1 Rounds. Teaching/Learning: Gate System- C Rank
Angels Touch Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Used only in battle the medical shinobi focus' their chakra and much like chakra burst expels a small portion of their healing chakra to allies. PvP Effect: 2d6 heal for 1 target or 1d6 heal up to 2 targets Special Note: If healing two targets CP cost is 8 instead of 5. Teaching/Learning: Gate System- C Rank
Healing Jutsu Light Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: A Moderate Medical jutsu. A widely jutsu among all medical shinobi who are in the field of combat. PVP Effect: Heals 3d4 to a target. Teaching/Learning: Gate System- C Rank
Herbal Extract Mix Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: A mixture of secret herbal extracts. Depending on the mixture used can either heal a wound quicker or poison those unlucky to get caught. Usually stored in small vials for ease of use. PVP Effect: Heal Mixture: 3d4 + 1/10th Heal Roll (Max 18 to target. Poison Mixture: 1d6 Damage for 1d4 -1 (Min 1) rounds Special Note: Uses one senbon upon use Teaching/Learning: Gate System- C Rank
Deeping Wound Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Used only in combat, this allows the medical shinobi to use their chakra to further deepen an existing wound on a target. PvP Effect: Target must already be Injured. 1d6 Damage for 1d4 Rounds Teaching/Learning: Gate System- C Rank
Depths of Hunger Rank: C Chakra Cost: 5 RP Description: The user creates the illusion of a vortex of water that reaches to the sky as the targets looks about at the rushing wall of water it turns from blue to blood red. As the blood forms in the wall piranhas begin to jump from the water latching onto the target causing a great amount of pain. PVP: Stuns and drains 1d4 cp for 1d4 rounds. Teaching/Learning: Gate System - C Rank
Kasumi Juusha no Jutsu "Mist Servant Technique" Rank: C Chakra Cost: 5 RP Descriotion: Kasumi Juusha no Jutsu is a Genjutsu technique that creates false attackers to delay and confuse the enemy. Though these servants are not real, the actual ninja is able to remain hidden and throw kunai and shuriken matching the movements of the servants. This makes it appear the false servants are capable of attacking. When the enemy attempts to attack the servant, they will merely disrupt the servants illusion body but not destroy it. PVP: Target is stunned for 1d4 rounds or until hit. Taking damage from Kunai or Shuriken does not break it. Only one Kunai or Shuriken at a time can be thrown. Special Note: Only the Genjutsu user can throw shuriken/kunai without breaking the stun. Teaching/Learning: Gate System - C Rank
Deddo Hito Kyoukaku (Dead Man's Chest) Rank: C Chakra Cost: 5 RP Description: The target would stumble into an illusion of a giant treasure chest, but its alive and it swallows the target up and locks itself, while the target is in the illusion of the chest they are tortured by visions of ghouls, demons, and other hellish creatures.. their energy draining away from them. PVP: Stuns the target for 1d4 rounds, draining 1d4 CP per turn. Teaching/Learning: Gate System - C Rank .: B Rank :.- :
Chakra Concentration: Master's Core Rank: B CP Cost: 8 RP Description: The shinobi uses their knowledge over chakra to maximize their usage of it, flying through hand signs, control ,and greatly increasing their ability to utilize their jutsu PVP Effect: +1d6 to WIS / CHA rolls for 1d6 rounds Special Note: Must Know - Chakra Concentration: Core Teaching/Learning: Gate System - B Rank
Chakra Scalpel Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Chakra Scalpel is a special Ninjutsu technique used by medical shinobi. After forming the needed hand seals, the shinobi will focus chakra into their hands. When their charged hands reach the body of their target, they can extend the chakra internally into the targets body to cut and neatly slice their muscles and blood vessels without harming the surface skin. This technique can also be used in battle, but because of its hectic nature, the fine precision required for an instant kill is not feasible. Damage can still be done to the vital organs, but the technique should be used carefully in battle. PVP Effect: Combat Mode: Rank Damage for 1d6 rounds. If it hits the arm, it weakens target by -2 to STR. target can still cast jutsu, but it's hard for them. If it hits the leg, it weakens target by -2 to DEX. If it hits the wrists, it weakens target by -2 to WIS. Targets are right wrist, left wrist, right leg, left leg, right arm, left arm. May only hit each target once(if the right wrist is hit, must wait for the effect to wear off before hitting it again). Each lasts 1d6+2 rounds. Surgery Mode: Can fix screwed up chakra networks healing for 4d8, but never inside combat even with Medical Specialization. Teaching/Learning: Gate System- B Rank
Dead Soul Technique Jutsu Type: Ninjutsu Rank: B(Forbidden) Chakra Cost: 8 RP Description: A forbidden jutsu used only in desperate times which required a corpse nearby. The shinobi using this jutsu will jump start the heart of the corpse, which will then act almost like a puppet, attacking targets the shinobi assigns. PVP Effect: Corpse must be nearby to use this jutsu. Corpse will gain all MODS and bonuses as its master, attacks with highest mod, has unlimited HP. Can only be used for 1d4. Special Note: Corpse goes right after its master. Teaching/Learning: Gate System- B Rank
Oxygen Transfer Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: A jutsu in which the shinobi will breathe air into the lungs and attempt to revive a fallen target. PVP Effect: Revives a KO'd target, roll 1d20. If 4 or less is rolled target receives 2d4 damage. Revived subjects are brought back with 2d4 HP. Special Note: If target is hit 6 or more damage from this jutsu, Perma is Possible. Teaching/Learning: Gate System- B Rank
Bone Mending Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Using their chakra, the medical shinobi can stimulate the dense bone cells to regenerate by manipulating the minerals and protein properties. Due to the extreme focus needed for this jutsu, it can't be done in battle. PVP Effect: Heals target for 3d8 while mending target's broken bones. Teaching/Learning: Gate System- B Rank
Chakra Wave Release Rank: B Chakra Cost: 8 RP Description: The Genjutsuist releases a wave of chakra in an attempt to break free team members from a genjutsu. PvP: +2 to roll vs original DC of the Genjutsu. If successful team members broken free of Genjutsu and gain +2 in Defense vs Genjutsu for 3 rounds. Teaching/Learning: Gate System - B Rank
Body Shutdown Rank: B Chakra Cost: 8 RP Description: The user sends a focused pulse of mind numbing chakra at the target, the target would feel as though their body has turned to jelly as they loose control of their motor functions. PvP: 1d6 rounds stun until hit. Teaching/Learning: Gate System - B Rank
.: A Rank :.- :
.: S Rank :.- :
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| | | Nightwolf
Posts : 25 Join date : 2016-02-28
| Subject: Re: Yumi Ashira Mon Feb 29, 2016 4:02 pm | |
|
Last edited by Nightwolf on Thu Mar 03, 2016 3:15 am; edited 2 times in total | |
| | | Nightwolf
Posts : 25 Join date : 2016-02-28
| Subject: Re: Yumi Ashira Mon Feb 29, 2016 4:04 pm | |
| .: Purchases :.
Puppetry - 100 Tokens - DM Iruka Diligent Fingers - 50 Tokens - DM Iruka Genjutsu Specialist - 100 Tokens - DM Iruka Stats - 400 Tokens - DM Iruka
Orange = Clan / Abilities Cyan = Items Red = Tools White = Other Total: 650 Tokens Ability Cap: 250 / 700 Item Cap: 0 / 500
Transfer for Uchiha, Hiroshi - Used 650 / 901 Tokens
Last edited by Nightwolf on Thu Mar 10, 2016 2:52 am; edited 1 time in total | |
| | | Nightwolf
Posts : 25 Join date : 2016-02-28
| | | | Nightwolf
Posts : 25 Join date : 2016-02-28
| Subject: Re: Yumi Ashira Mon Feb 29, 2016 4:05 pm | |
| .: Other Information :.
[Chakra] 25 + 10 + 15 + 18 + 20 + 45 = 133 Current Level + 10 + Constitution Mod + WIS Mod + Rank Mod + Ability/Clan/Bloodline Extras
[Hitpoints] 25 + 20 + 15 + 15 = 75 Current Level + 20 + Constitution Mod + Rank Mod + Ability/Clan/Bloodline Extras
Last edited by Nightwolf on Mon Feb 29, 2016 4:29 pm; edited 2 times in total | |
| | | Nightwolf
Posts : 25 Join date : 2016-02-28
| Subject: Re: Yumi Ashira Mon Feb 29, 2016 4:05 pm | |
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| Subject: Re: Yumi Ashira | |
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| | | | Yumi Ashira | |
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