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| | Kaito Valenhine - MIA until further notice | |
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DaSkurge33
Posts : 4 Join date : 2014-11-08
| Subject: Kaito Valenhine - MIA until further notice Sun Nov 09, 2014 11:20 am | |
| MIA until further notice - Spoiler:
Name: Kaito Valenhine
Age: 18
Height: 5' 9"
Weight: 130 lbs.
Skin: Tanned
Hair Color: black
Hair: messy, uncut, about shoulder length
Eye Color: Unknown, wears sunglasses
Build: Lean and mean
Relationship Status:
Family: Erin - Sister
Personality: Easy going, lazy by day, often napping
Foci: Taijutsu/Kenjutsu
Lvl: 25
HP: 122
CP: 92
Rank: Chuunin
Weapon: Katana
Jutsu Focus: Taijutsu, Kenjutsu
Village: Sunagakure
Quotes: *snoring*
Goals: - Become a Genin [X] - Become a Chuunin [X] - Become a Special Jounin [o] - Become a Jounin [o] - Become Kazekage [o]
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Ninja Tool Bag: 3 Kunai,1 combat kunai, 3 Shuriken, 1 Explosive Tag, 1 Ninja Wire.
Last edited by DaSkurge33 on Mon Nov 17, 2014 10:51 am; edited 3 times in total | |
| | | DaSkurge33
Posts : 4 Join date : 2014-11-08
| Subject: Re: Kaito Valenhine - MIA until further notice Sun Nov 09, 2014 6:20 pm | |
| - Spoiler:
Abilities (700/700) - Earth Cursemark:
This is one of the strongest of the cursed seals, the other being its counterpart: the Cursed Seal of Heaven. This cursed seal is particularly strong even amongst the other already powerful cursed seal. It consists of three slightly curved lines, which spread in a rip-like pattern.When the second level of the seal is active, the shinobi takes on a dinosaur-like appearance complete with a tail. Several large bones also protrude from his darkened skin. Like all cursed seals, the shinobi receives increased chakra levels and physical capabilities when the seal is active. Stage One 5 HP to Activate, +1 HP to Maintain The first stage of this seal allows the body to suddenly be coated in millions of dot like designs that coated the body in a perfect amount of chakra and energy, suddenly dark chakra burst upward in a whirlwind as their chakra thundered forward granting them a tremendous amount of chakra and endurance. Universal: Grants +20 Temporary CP, +4 to Attack/Defense Rolls, +4 DR vs HP/CP Dmg, and a -2 to CP Costs (Min of 1). (All Bonuses Count Toward the Jutsu Max, not the Passive Max) _____________________________________________________________ Stage Two Further 5 HP to Activate, +2 HP to Maintain The Second stage of the Cursemark, the users Chakra blasts upward in a huge level, granting them a sudden tremendous burst of pure chakra and energy, this form grants them a huge amount of offensive power and combat abilities, as well as a massive amount of chakra held within their reserves as Bones and spines, as well as a tail ending in spikes burst from their backs, their skin turns a dark tone, and their physical appearance alters to that of the second Stage. Universal: Grants +40 Temporary CP, +6 to Attack/Defense Rolls, +8 DR vs HP/CP Dmg, and a -4 to CP Costs (Min of 1). (All Bonuses Count Toward the Jutsu Max, not the Passive Max) Partial Form 2 HP to Activate, +1 HP to Maintain This is gained with the Mastery of the Cursemark, allowing a part of their body to form. A wing, a arm, a bodypart of any sort is what allows this to take over, granting them a rapid burst of pure power, at the cost of suffering some minor internal damage and a far shorter period of a burst of a power. Universal: +4 to Attack/Defense Rolls, +8 DR vs HP/CP Dmg, +1d8 to Taijutsu/Ninjutsu/Kenjutsu Damage Rolls. _____________________________________________________________ Cursemark Mastery (100 Tokens - Legendary Kinjtusu) The user of the Cursemark has learned total Mastery of their Mark, allowing them to enter the partial form at will, as well as suddenly gain the power of suffering far less physical damage with their cursemark itself active, not a natural host, however extremely close, a mastery of the cursemark however takes time and training. Universal: Gains Access to 'Partial Form'. First Stage Cursemark is now 3 HP to activate, and 1 hp a Round. Second Stage Cursemark is now 5 Further HP to activate, and 1 HP a round. Academy Student: +5 Total HP/CP, +0 CP Regen a Round Genin: +10 Total HP/CP, +1 CP Regen a Round Chunin: +15 Total HP/CP, +2 CP Regen a RoundJounin: +20 Total HP/CP, +3 CP Regen a Round Branded upon his left shoulder blade
- The Eight Celestial Gates:
History and Information The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
The state of having all Eight Gates open is known as "Eight Gates Released Formation". Any shinobi who activates this state will temporarily gain powers greater than a Kage, but they will die because of the damage done to their body. Due to the immense amount of chakra flooding the body all at once, drastic changes can occur upon the user's body. The most common of these changes are the darkening of the skin, eruption of veins around the temples, and the eyes turning completely white, though this is not always the case. The recipient's voice also becomes deeper for the duration of the release.
______________________________________________________________
Gate One: The Gate of Opening The Gate of Opening (開門, Kaimon), located in the brain. This gate removes the restraints of the brain on the muscles so 100% of their strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus. Universal: This Lasts 1d4+1 Rounds, +1 to Dex/Str/Con Rolls, +1 to Taijutsu/Kenjutsu Damage Rolls, +1 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Two: The Gate of Healing The Gate of Healing (休門, Kyūmon; English TV "The Gate of Rest"), located in the brain. Forcibly increases one's physical strength and temporarily re-energises the body. . Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1's Duration, Replaces its Bonuses), +2 to Dex/Str/Con Rolls, +2 to Taijutsu/Kenjutsu Damage Rolls, +2 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Three: The Gate of Life The Gate of Life (生門, Seimon), located on the spinal cord. Allows the user to use the Reverse Lotus. The increased blood flow turns the skin red. . Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2's Duration, Replaces its Bonuses), +3 to Dex/Str/Con Rolls, +1d4 to Taijutsu/Kenjutsu Damage Rolls, +3 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Four: The Gate of Pain The Gate of Pain (傷門, Shōmon), located on the spinal cord. Increases the user's speed and power. May cause muscle tissue to tear on use. Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3's Duration, Replaces its Bonuses), +4 to Dex/Str/Con Rolls, +1d4+1 to Taijutsu/Kenjutsu Damage Rolls, +4 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP Damage 1 Cell Damage Point On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Five: The Gate of Limit The Gate of Limit (杜門, Tomon; English TV "The Gate of Closing"), located in the abdomen. Increases the user's speed and power. Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4's Duration, Replaces its Bonuses), +5 to Dex/Str/Con Rolls, +1d4+2 to Taijutsu/Kenjutsu Damage Rolls, +5 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP Damage 1 Cell Damage Point On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Six: The Gate of View The Gate of View (景門, Keimon; English TV "The Gate of Joy"), located in the stomach. Increases the user's speed and power. Allows the user to perform the Morning Peacock. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4/5's Duration, Replaces its Bonuses), +6 to Dex/Str/Con Rolls, +1d6+1 to Taijutsu/Kenjutsu Damage Rolls, +6 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP 1 Cell Damage Point Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Physical Mastery Enhanced Kinjutsu User of the Eight Gates has slowly mastered the true power of them, allowing them to constantly put their bodies through severe pain and training as a whole for their combat training, this allows their Physical Endurance and powers to be far more then normal, granting them endurance against the pain of using the gates. Academy Student: +1 DR vs HP Dmg, +5 Total HP Genin: +2 DR vs HP Dmg, +10 Total HP Chunin: +3 DR vs HP Dmg, +15 Total HPJounin: +4 DR vs HP Dmg, +20 Total HP ______________________________________________________________ ______________________________________________________________ Celestial Heart Legendary Kinjutsu User of the Eight Gates has finally mastered it to its peak, no longer is the chakra able to overpower and harm their bodies, instead the user is on such a level that they no longer suffer the cellar damage, or even the risk of death when using the gates. However, at the cost that their bodies have adapted so perfectly to the Chakra use, that they cant handle any further advanced chakra natural alterations. Universal: Gains +2 Extra DR vs HP/CP Dmg, +10 Total HP/CP, No longer takes HP Damage from Entering Gates, No Longer Suffers Cellular Damage from Entering the Gates 1-6, and No Longer suffers Perma from Entering the Eighth Gate. Instead, for Gate 7: You take 2 Cell Damage, Gate 8: You Take 5 Cell Damage.
- Taijutsu Specialist:
Someone who has poured all their time, energy, effort and power into training their Taijutsu to perfect as it can get, making them masters of physical Attacks.
Universal: Taijutsu attacks pierce 1 DR, As well, Gaining a +10 to Learning Rolls for Taijutsu, and all those that they Teach Taijutsu gains a +6 to their Learning Rolls Academy Student: +0 to Dexterity/Strength/Constitution Rolls, +0 DR vs. HP Dmg, +5 HP, +1 to Taijutsu Damage Rolls. Genin: +1 to Dexterity/Strength/Constitution Rolls, +1 DR vs. HP Dmg, +10 HP, +1d4 to Taijutsu Damage Rolls. Chunin: +2 to Dexterity/Strength/Constitution Rolls, +2 DR vs. HP Dmg, +15 HP, +1d6 to Taijutsu Damage Rolls. Jounin: +3 to Dexterity/Strength/Constitution Rolls, +3 DR vs. HP Dmg, +20 HP, +1d8 to Taijutsu Damage Rolls.
Last edited by DaSkurge33 on Mon Nov 17, 2014 10:50 am; edited 2 times in total | |
| | | DaSkurge33
Posts : 4 Join date : 2014-11-08
| Subject: Re: Kaito Valenhine - MIA until further notice Mon Nov 10, 2014 11:39 am | |
| - Spoiler:
Jutsu Known - Academy Jutsu:
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: Gate System - E Rank
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: Gate System - E Rank
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: Gate System - E Rank
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: Gate System - E Rank
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: Gate System - E Rank
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: Gate System - E Rank
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: Gate System - E Rank
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: Gate System - E Rank
- Elementless:
- Taijutsu:
Rank D
Chakra Focused Punch Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user layers their fist with strengthened chakra, in order to increase their punching power PVP Effect: Rank Damage + 1d4 Special Note: Teaching/Learning: Gate System – D Rank
Leaf Whirlwind Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user focuses their chakra to increase their speed while twisting making it harder to hit the user, or can utilized for a basic attack doing an enhanced round house kick. PVP Effect: Regular Damage + 2 Damage Special Note: Can be used to block dealing 1d4 damage Teaching/Learning: Gate System – D Rank
Rank C
Leaf Rising Wind Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user focuses enough chakra into their kick, that when they kick the opponents jaw they go flying into the air. PVP Effect: Rank Damage + 1d4/2 (Min. 1) + One Round Stun Special Note: Due to the difficulty of learning this technique, It is learned as B rank rather than C rank. Teaching/Learning: Gate System – B Rank
Falcon Drop Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user grabs an airborne opponent, and turns them facing head first to the ground, and wraps their arms around the opponents legs, and their legs around the opponents head, locking them in and slams them into the ground PVP Effect: Rank Damage + One Round Stun (Or Until Hit) Teaching/Learning: Gate System – D Rank
Tool Barrage Jutsu Type: Taijutsu Rank: C Chakra Cost: 6 RP Description: The user grabs a single tool from their arsenal, and tosses it at the opponent with a replication jutsu placed on it; creating several more, in order to cause a barrage of tools. PVP Effect: Tool Damage + 2d4 Special Note: Uses a single tool of user’s choice Teaching/Learning: Gate System – C Rank
Rank B
Gravity Fist Jutsu Type: Taijutsu Rank: B Chakra Cost: 6 RP Description: The user forms a huge amount of chakra into one fist, enough that the gravity around begins to be sucked in at a minor rate; when finalized they charge the opponent and send it straight to their chest. PVP Effect: Rank Damage + 3d4 Special Note: Unblockable Teaching/Learning: Gate System – B Rank
Rank A
Gatling Fist Jutsu Type: Taijutsu Rank: A Chakra Cost: 11 RP Description: The user focuses a large portion of their chakra into increasing their speed to create a barrage of fist blows. PVP Effect: Rank Damage + 4d4 Special Note: Undodgable Teaching/Learning: Gate System – A Rank
- Kenjutsu:
Rank D
Double Strike Jutsu Type: Kenjutsu RP Description: The user strikes their opponent diagonally from left to right, then again from right to left, creating an X across the opponents chest. CP Cost: 3 PVP: Rank Damage + 1d4 Teaching/Learning: Gate System – D Rank
Lazy Man’s hand Jutsu Type: Kenjutsu (Iaijutsu) RP Description: As the enemy approaches, the user remains calm, their hand resting on the hilt of their sword. When the enemy comes into range, the user would draw their weapon and slash the enemy in a single fluid motion. CP Cost: 3 PVP: Block. 1d4 Damage to attacker. Note: Cannot be used to Defend Genjutsu. Teaching/Learning: Gate System – D Rank
Rank C
Cross Slash Jutsu Type: Kenjutsu Rank: C Chakra Cost: 4 RP Description: Focusing a small amount of chakra the user rushes towards the opponent and sends an ‘X’ like slash at the opponent. PvP Effect: Weapon Damage + 1d6 Damage Teaching/Learning: Gate System – C Rank
Rank B
Head-hunter Jutsu Type: Kenjutsu RP Description: While the user is hidden, they may attempt a sneak attack, aiming to strike down at the targets neck. CP Cost: 6 PVP: MS/Hide VS Listen/Spot. Rank Damage + 2d8 (Doesn’t need to be Hidden before Use, However if so It gains Sneak Attack Bonus Damage.) Teaching/Learning: Gate System – B Rank
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