Kazumi Uchiha
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Kazumi Uchiha
Uchiha, Kazumi
Name: Kazumi
Clan: Uchiha
Age: 19
Height: 5' 9"
Weight: 107 lbs.
Skin: Tanned
Hair Color: Black
Hair: Kazumi's hair reaches a few inches passed her shoulders, curling at the ends. Her hair seems to be well kept and pampered.
Eye Color: Chocolate Brown / Red (Sharingan)
Build: Lithe
Sexual Orientation: Bisexual
Relationship Status: Rei Shindou (Boyfriend)
Family: Uchiha Clan
Personality: Aggressive, Assertive, Playful
Likes: Katon, Sushi, Sake, Spicy Foods
Dislikes: Suiton, Milk, Bland Food
Foci: Katon / Raiton / Fuuton
Lvl: 40 / 40
HP: 120
CP: 138
Rank: Jounin
Weapon: Kunai
Jutsu Focus: Ninjutsu
Village: Konohagakure
Theme Song:
- Spoiler:
Quotes:
"Everything to ashes."
Goals:
- Become a Genin [X]
- Become a Chuunin [X]
- Become a Special Jounin [X]
- Become a Jounin [X]
- Become Hokage [O]
- Learn a C Rank Jutsu [X]
- Learn a B Rank Jutsu [X]
- Learn a A Rank Jutsu [X]
- Learn a S Rank Jutsu [X]
- Create a C Rank Jutsu [O]
- Create a B Rank Jutsu [O]
- Create a A Rank Jutsu [O]
- Create a S Rank Jutsu [O]
Last edited by Sakura on Thu Sep 08, 2016 2:29 pm; edited 5 times in total
Sakura- Posts : 16
Join date : 2016-06-13
Re: Kazumi Uchiha
[Uchiha]
The Senju, the Hateshinai, and the Uchiha. The three brothers, and sons of the Sage of Six paths. The history of these clans is nohing but war and peace repeated over and over throughout history itself. The Sage of Six after splitting the Ten tails into Nine Beasts, Separated his power into the three sons, he gave one the power of his perfected Body and his power over the Elements Themselves- The Second Son, Hoshiga Senju. He Gave another his power to create seals out of nothing, the ability to seal the powers of others and control the tailed beasts, and all of his vast knowledge to another- The Third Son, Koroiko Hateshinai. And Finally, he gave the power of the Rinnegan, of the ability to form Dojutsu itself, and control reality to the last- The First Son, Goromitsu Uchiha. This all happened hundreds of years ago at the creation of the World when war finally died down as the worlds chaos was halted by the sage of Six.
As time passed after the Sage of Six passed into the void, his three sons bickered over lands and ways, the First Son thought the way to continue peace was have vengeance on the world and end combat by ruling with an iron fist, blaming the world for their fathers death, and so the path of the Uchiha was chosen, of vengeance, and chaos, and murder. The Second Son thought that love and compassion was the path to creating a better world as their father had originally wanted, and so the Senju clans path had been chosen, of love and learning, protecting of others. Finally, the third Son made his decision, Death, Life, it was all natural, what mattered was learning from it to halt it in the future, he chose the path of neutrality, of learning and knowledge and so the Hateshinai's path was chosen, as peacekeepers of the world, from the Senju and Uchiha's constant war of who had the right path to save the world.
From each of these clans new were born, from the Senju the Kekkei Tota, the Advanced chakra Natures, and all clans related to Ninjutsu and the Elements were slowly born as more generations went past and Senju crossbreed with normal shinobi. Fuuinjutsu and its secrets were slowly passed through the generations, forming into Medical Jutsu and Fuuinjutsu, all clans and bloodlines dealing with such specialties now descended of them. Finally the Uchiha, the DNA in which all Dojtusu and abilities related to illusion come from ... the three clans had filled the world with their DNA in mixtures, and so many had formed the their owns stories began.
As the time passed throughout the world, and the Senju and Uchiha waged their great war's, the Hateshinai slowly grew tired of it all, and as the Two Clans exterminated each other slowly over time, the Hateshinai had enough. If they would bicker like children and destroy this world, the Hateshinai would cleanse the world of their taints, both of them. And so the war became an extermination ... starting with the uchiha, about fifty years ago, the uchiha were exterminated by the combined war of the Senju, and hundreds of assassinations by the hateshinai. Suddenly the world was off balance, as the Uchiha were amssacreds, only few remaining scattered across the world. The Hyuuga quickly swept in ... taking in their clans long ago parents, and nurturing, saving the clan as the Leaf village was ever so slowly built up by the Senju and Hyuuga, and as the Uchiha recovered, their legend continued.
However, the Sneju learned of what the Hatehshinai had done ... and as the Leaf village was founded, a final great war broke out. The Senju suck out revenge for the Uchiha of the past, as they were driven by love, and had always simply wanted peace not a massacre, held by vengeance ... the two clans exterminated one another. The great war spreading the hateshinai across the world, along with the Senju. And so the world came to know, the Three great clans, and only one survived. The Hatehsinai were extinct, as were the Senju but a few select few. The Uchiha had risen from the dead, and now were honored within their Konoha village ... and so man clans had finally formed, descended from the great three brothers after years of war and bloodshed, a final understanding seemed to have entered the world.
_____________________________________________________________
[The Prodigal Family]
The creator has two choices upon creation, they can ether be Ninjtusu, or Genjutsu Prodigies. Each has their own specific universal bonuses to their character, and it can only be changed with DM team approval and 25 RP tokens after creation, not including the cost of your character remake, so choose wisely.
Both Branches: Always Start with ether Fire or Medical Elements. If Medical is Chosen, then Fire MUST be Second Element.
Universal: Gains +1d4 to Fire Jutsu Damage (Past the Passive Damage Bonus Cap), +6 to Learning Fire Jutsu, and +1 to all Fire Jutsu Rolls.
[Ninjutsu Prodigies]
The branch of the family most skilled with Ninjutsu, these are the Shinobi whom are masters of their Katon Elements as well as their natural affinity for Ninjtusu in general, with these Shinobi of the Uchiha clan they are most renown for their untamed levels of chakra and abilities with manipulating it into a physical form that can be utilized easily and effectively. An Example of this would be Sasuke.
Genin: +1 WIS Rolls, -1 CP Costs (Min 1)
Chuunin: +2 WIS Rolls, -2 CP Costs (Min 1)
Jounin: +3 WIS Rolls, -3 CP Costs (Min 1)
______________________________________________________________
[Tool Masters]
The Uchiha are famed for their ability to utilize strategy and skill with the basic Shinobi tools to manipulate attacks that would cause incredible amounts of damage should they ever hit. Combinations, manipulations with ninja wire and tools and more, they are famed for all these things, along with the intense reflexes and skills that come with it.
Universal: Uchiha start with 1 Combat Kunai, 6 Shurriken, 6 Kunai, 2 Ninja Wire, 2 Chakra Pill, 2 Windmill Shurriken, 1 Set of Caltrops, 2 Smoke Bombs, and 2 Explosive Tags
Genin: +1 to DEX Rolls, +1 to Tool Rolls, +10 HP
Chunin: +2 to DEX Rolls, +2 to Tool Rolls, +15 HP
Jounin: +3 to DEX Rolls, +3 to Tool Rolls, +20 HP
______________________________________________________________
[Sharingan]
(100 Tokens)
3 CP to Activate, +2 CP to Maintain
The Sharingan (写輪眼; Literally meaning "Copy Wheel Eye") is a dōjutsu kekkei genkai, which appears in some members of the Uchiha clan. It is one of the Three Great Dōjutsu (三大瞳術, San Daidōjutsu; Literally meaning "Three Great Eye Techniques"), along with the Byakugan and the Rinnegan. The Sharingan is also called "Heaven's Eye" (天眼, Tengan), because of the many abilities it grants the user. The Sharingan's abilities consist of two parts: the "Eye of Insight" (洞察眼, Dōsatsugan) and the "Eye of Hypnotism"; (催眠眼, Saimingan). These abilities are what grant the eye its many abilities and properties. (For Achieving Tomo 1 you need only ask for a DM to give you a personal event for it to awaken. For Tomo 2-3 you need to send in a Request to the DM team with a short story of how the Tomo is acheived, why, how long it took, and then get that personal event run for you once its approved.)
One Tomo: +1 to Attack/Defense Rolls, +20 Spot Rolls, +1d4 to Taijutsu/Kenjutsu/Ninjutsu Damage Rolls, 19-20 Crit Range, May Use the 'Copy', 'Nullify' and 'Mimic' Sharingan Abilities. Can track Chakra Levels of People*
Two Tomo: +2 to Attack/Defense Rolls, +25 Spot Rolls, +1d6 to Taijutsu/Kenjutsu/Ninjutsu Damage Rolls, 18-20 Crit Range, May Use the 'Copy', 'Nullify', 'Hypnosis', and 'Mimic' Sharingan Abilities. Can track Chakra Levels of People*
Three Tomo: +3 to Attack/Defense Rolls, +30 Spot Rolls, +1d8 to Taijutsu/Kenjutsu/Ninjutsu Damage Rolls, 17-20 Crit Range, May Use the 'Copy', 'Nullify', 'Hypnosis', 'Heaven and Earth', and 'Mimic' Sharingan Abilities. Can track Chakra Levels of People*
*They are able to ask people through PM or OOC how much chakra they currently have, and must be told.
- Spoiler:
[Copy]
Jutsu Type: Dojutsu
Rank: Hijutsu
Description: The Sharingan's first and most well-known ability is that it grants the user the ability to memorize any technique that he or she witnesses, apart from other Kekkei Genkai techniques. The user can memorize ninjutsu, genjutsu, and taijutsu with near perfect accuracy, allowing the user to use the techniques as their own, or even modify them to create their own new techniques, much like Sasuke Uchiha's Lion Combo. In order to reproduce a copied jutsu, however, one must have the necessary skill or ability to perform them. A prime example is Rock Lee's brand of taijutsu. While Sasuke was able to copy some of Lee's moves, they put a much more significant strain on him since he hasn't trained nearly as much as Lee has. In addition to physical skill and kekkei genkai techniques, the Sharingan cannot reproduce jutsu dependent on other factors, such as summons that the user has not signed a contract with.
PvP: When witnessing a Tai / Nin / Gen / Ken Jutsu being performed, as a free action copy it permanently, this costs the Original CP Cost of the Jutsu Copied +3. When Using Jutsu not of User's Elemental affinity pay the following additional CP Cost: D-Rank: + 1 CP (Via 1 Tomo), C-Rank: + 2 CP (Via 1 Tomo), B-Rank: + 3 CP (Via 2 Tomo), A-Rank: + 4 CP (Via 3 Tomo), S-Rank: + 5 CP (Via Mangekyo-Sharingan)
Note: Medical Jutsu may Only be Copied when the Uchiha is a Medical Shinobi.
Note: Uchiha may copy custom jutsu so long as they gain the creators permission, and pay the same RP token cost that the original creator had to pay. These follow the normal copy rules above.
Note: The Uchiha may NOT Copy Fuuinjutsu/Summoning/Clan Jutsu/Bloodline Jutsu/Stances/Gates/Kinjutsu/Hijutsu.
[Mimic]
Jutsu Type: Dojutsu
Rank: Hijutsu
Cp: 3 Cp + Original Jutsu Cost (Affinity Penalty applies)
Description: The Sharingan's second-most prominent ability grants the user an incredible clarity of perception, allowing them to easily recognize genjutsu and different forms of chakra, though not to the same extent as the Byakugan. This also allows the user to pick up on subtle details, enabling them to read lip movements or mimic something like pencil movements. As the Sharingan evolves, gaining more tomoe seals, this ability extends to being able to track fast-moving objects before finally giving some amount of predictive capabilities to the user. However, even though the user may be able to see an attack or know it is coming, their body may not have time to react.
PvP: (Counter ATK) When targeted from a Tai / Nin / Ken Jutsu ATK which the User knows, DMG Vs DMG. Loser takes the difference.
[Nullify]
Jutsu Type: Dojutsu
Rank: Hijutsu
Cp: Cp: 5 Cp + Genjutsu Rank (See Below)
Description: One of the defensive capabilities of the Sharingan is being able to see the flow of chakra. The Sharingan can tell if a person is under a genjutsu because the person's chakra flow would be irregular, and have better control in negating it from affecting them.
PvP: Automatically Resist Normal Genjutsu. Vs Dojutsu Genjutsu, - 3 DC / Resilience to the Genjutsu per Use. D-Rank: + 1 CP (Via 1 Tomo), C-Rank: + 2 CP (Via 1 Tomo), B-Rank: + 3 CP (Via 2 Tomo), A-Rank: + 4 CP (Via 3 Tomo), S-Rank: + 5 CP (Via Mangekyo-Sharingan).
[Hypnosis]
Jutsu Type: Dojutsu Genjutsu
Rank: Hijutsu
Cp: 3 CP + Original Genjutsu Cost
Description: The Sharingan's final commonly-used ability is capable of inducing a unique brand of hypnosis that involves suggesting actions and thoughts to the opponent through genjutsu cast by simple eye contact. More advanced Sharingan users can take the hypnosis ability even further to the point where a powerful summon like Manda or even the Nine-Tailed Fox may be controlled. When this was used against Manda and the Nine-Tailed Fox their eyes took on the tomoe pattern of the users' Sharingan while under hypnotic influence.
Ninjutsu Prodigy PvP: WIS vs WIS roll, upon enemy fail, enemy receives a -2 to Attack/Defense Rolls for 1d4+1 rounds. Can be used while Physically Stunned.
Genjutsu Prodigy PvP: Can perform a genjutsu/dojutsu when physically stunned at -2 to the ATK Roll. Must have target in sight.
[Heaven and Earth]
Jutsu Type: Dojutsu
Rank: Hijutsu
Cp: 5 CP + Original Genjutsu Cost
Description: The user decrypts a genjutsu that has been applied onto them and casts back a technique with identical effects onto the opponent. It's a form of illusion reversal, but in order to instantly read through a technique and cast it in return, the Sharingan's power is necessary. As genjutsu is initially used to confuse the enemy, this technique, which sends it right back to its caster, deals a high amount of mental damage, more than anything else
PvP: (Counter ATK) When targeted from a Genjutsu / Dojutsu Genjutsu ATK, Counter ATK via INT/WIS +3 (Counting Toward Jutsu Max +12 to Rolls). If successful reflect genjutsu back to source.
[Mangekyo Sharingan]
(200 Tokens*)
8 CP to Activate, +2 CP Maintenance
The Mangekyō Sharingan (万華鏡写輪眼; Literally meaning "Kaleidoscope Copy Wheel Eye") is an advanced form of the Sharingan that has only been activated by a handful of Uchiha. The Mangekyō Sharingan has the ability to control the Nine-Tailed Demon Fox, although Madara Uchiha is the only one to accomplish this milestone, Tobi has done the same but seemingly with only a regular Sharingan. It also grants them access to other powerful techniques. The Mangekyō Sharingan is distinguished from a normal Sharingan by its appearance, which changes the form of the tomoe seal. Unlike the Sharingan, the appearance of the Mangekyō Sharingan differs from user to user; for example, Itachi Uchiha and Kakashi Hatake's resembles a pinwheel, and Sasuke Uchiha's looks like three intersecting ellipses.
The Mangekyō Sharingan is acquired through the trauma experienced from the death of the person closest to the Sharingan user. With the user normally having to witness or experience this first hand, Uchiha throughout history have killed the person closest to them in order to expedite this process, though how Kakashi and Shisui gained their respective Mangekyō Sharingan has yet to be explained. To obtain the Mangekyō Sharingan, one must feel the emotion of losing a friend or family, as merely killing them or watching them die will not activate it.
Mangekyou Sharingan: +5 to Attack/Defense Rolls, +40 Spot Rolls, +1d8 to Taijutsu/Kenjutsu/Ninjutsu Damage Rolls, 18-20 Crit Range, May Use the 'Copy', 'Nullify', 'Hypnosis', 'Heaven and Earth', and 'Mimic' Sharingan Abilities. Gains Two Custom S-Rank Mangekyo Techniques, One for the left, One for the Right, and Gains one S+ Rank Mangekyo Technique for both eyes Combined. Follows Blind Point Rules, all blind points must be kept track of on your characters Bio, cheating on this will result in the Perma of the Character, period.
[Blind Point System]
Activating Mangekyo Sharingan: 1 Blind Point to each Eye
Using Left/Right Eye Mangekyo Technique: 2 Blind Points to the Respective Eye Used
Using Both Eyes Combined Mangekyo Technique: 2 Blind Points to Both Eyes
10 Total Blind Points: -2 Attack/Defense Rolls, -20 Spot When Sharingan Are Not Active
20 Total Blind Points: -4 Attack/Defense Rolls, -30 Spot When Mangekyo Sharingan Are Not Active
30 Total Blind Points: -6 Attack/Defense Rolls, -40 Spot When Mangekyo Sharingan Are Not Active
40 Total Blind Points: -10 Attack/Defense Rolls, -100 Spot Rolls, Total Blindness, Uchiha Clan Bonuses May now be Refunded for Full Token Price, Minus the Cost of the Mangekyo Sharingan, for a New Ability for the Character, but they must Remain Blind. When a new ability is gained the -'s to rolls and spot will be removed, but character must remain blind IC.
*Blind Points Healing: Blind points may be healed at 2 RP Tokens per Blind Point, maximum of 2 blind points removed per 48 hours (5 Per Week), but the Healer must be a PC (Never an NPC), with a Heal Mod of 100 or More. As well, the Healing RP must be witnessed by a DM for the Blindness Points to be Payed for, or Proof such as Screenshots must be Given. Max of 3 Points Healed a Week.
______________________________________________________________
[Eternal Mangekyo Sharingan]
(100 Tokens^)
15 CP to Activate, +2 CP Maintenance
Over time, use of the Mangekyō Sharingan's techniques deteriorates the user's eyesight to the point of blindness. Only by taking and transplanting the Mangekyō of another Uchiha clan member can the vision be restored, a process that results in the creation of an Eternal Mangekyō Sharingan (永遠の万華鏡写輪眼, Eien no Mangekyō Sharingan). The tighter the blood ties are between the "donor" and the receiver, the better it is for compatibility — a sibling for example would make the best donor. The time from fusing the donor's Mangekyō with the receiver's Mangekyō to the point of full recovery is at least several days as seen in Sasuke's case. Not only does this process permanently restore one's eyesight, but it also gives the person even greater power. The Eternal Mangekyō Sharingan also changes form from the original Mangekyō form, to what appears to be a fusion of the wielder's own Mangekyō with the transplanted one.
Eternal Mangekyou Sharingan: +6 to Attack/Defense Rolls, +50 Spot Rolls, +1d8 to Taijutsu/Kenjutsu/Ninjutsu Damage Rolls, 17-20 Crit Range, May Use the 'Copy', 'Nullify', 'Hypnosis', 'Heaven and Earth', and 'Mimic' Sharingan Abilities. S+ Rank Mangekyo Technique gets an Upgrade, all Blind Points are Removed, the character is now Immune to Blind Points. The character now permanently has the 3 Tomo Sharingan Active, always having the Three Tomo Sharingan Bonuses ontop of the Passive Uchiha Bonuses for no CP Cost. However they must pay the CP to enter the Eternal Mangeyo Sharingan still.
______________________________________________________________
[Advanced Chakra Network]
(100 Tokens, Legendary Bloodline)
The Uchiha have been born with the unique trait to manipulate, build, and form their chakra on completely different levels of power and energy. This allows them to now hold a far larger chakra pool, on top of using slightly less energy on maintaining their sharingan constantly. By gaining this trait they are able to fight at their top power, for far longer then they would ever before, as well as gain a minor amount of durability against chakra damaging effects thanks to this advanced network.
(Bonuses are Chosen Based on the Uchiha's Chosen Prodigal Path)
[Ninjutsu Prodigy]
Universal: -1 to Sharingan Mainenance Costs / Activation Cost (Min 1), +2 CP Regen
Genin: +10 CP, +2 DR Vs HP CP DMG, 2 DR Pierce on Ninjutsu
Chuunin: +15 CP, +3 DR Vs HP CP DMG, 3 DR Pierce on Ninjutsu
Jounin: +20 CP, +4 DR Vs HP CP DMG, 4 DR Pierce on Ninjutsu
* Mangekyou Sharingan replaces normal Sharingan for the token Cap. So when purchasing Sharingan for 100 tokens, then Mangekyou for a further 200 - 200 Tokens apply to the cap, not 300.
^ Does not apply to token cap if Mangekyou Sharingan has been purchased.
Last edited by Sakura on Sat Dec 24, 2016 1:32 pm; edited 5 times in total
Sakura- Posts : 16
Join date : 2016-06-13
Re: Kazumi Uchiha
~ :: Jutsu :: ~
~ :: Katon :: ~
Fire Release (火遁, Katon, English TV: Fire Style) is one of the basic elemental nature transformations. It is performed by moulding superheated chakra inside the stomach before releasing it via the lungs and mouth. There are also variants to this in the form of some mediums such as the use of gun powder, ash, explosive tags and chakra flow into a weapon.
Commonly affiliated with the Tiger hand seal, Fire Release consists of mid to long-ranged offensive techniques that cause combustive and explosive damage. The art of having the flames obey the user's will is considered outrageously difficult. The chakra nature is common among shinobi of Konohagakure in the Land of Fire, notably within the Sarutobi clan and Uchiha clan, the latter having been noted to hold a natural affinity for it.
- Spoiler:
~ E-Rank ~
Katon: Blazing Red Cannon
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
~ D-Rank ~
Katon: Blazing Shuriken
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: After a few basic hand signs, the user manifests and throws blazing shuriken straight at their opponent.
PVP Effect: 2d4 Damage
Special Note: Attack is done with Dexterity Roll
Teaching/Learning: Gate System - D Rank
Katon: Sticky Fire Technique
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: After the hand sign sequence, the user shoots a flaming substance that sticks to their target. This fire burns for a short amount of time as is difficult to put out.
PVP Effect: 1d4 Damage for 1d4 Rounds
Special Note: The May Spend their Turn putting out the Fire
Teaching/Learning: Gate System - D Rank
Katon: Gentle Touch Of Fire
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: Gate System - D Rank
Katon: Dragon Blocks The Path
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
~ C-Rank ~
Katon: Burning Ash Cloud
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.
Teaching/Learning: Gate System - C Rank
Katon: Fire Ball Jutsu
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
Teaching/Learning: Gate System - C Rank
Katon: Raining Fire
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Completing the hang signs, the user must focus their chakra into their chest and the release it as a fire ball into the air. As the fire ball falls, it breaks down into smaller fire balls and rains upon the target.
PVP Effect: 3d4 Damage, Up to 3 Targets
Teaching/Learning: Gate System - C Rank
Learn: Learned from a Scroll, witnessed by DM Rin, 8/8/2016
Katon: Flame Sword Technique
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: Creates a Sword of Flame for 1d6 Rounds. This Sword Does Medium Weapon Rank DMG (No Penalties)
Special Note: DEX / STR is Used to attack with this Weapon. STR DMG Does not apply to this weapon. Kenjutsu may be used with this weapon.
Teaching/Learning: Gate System - C Rank
Learn: Time Skip
Katon: Dorogan No Jutsu
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user completes their hand signs, and aims a huge explosion straight towards their target. The flames from this jutsu are said to be able to melt steel in a matter of seconds.
PVP Effect: Unblockable, 2d6 Damage
Teaching/Learning: Gate System - C Rank
Learn: Time Skip
Katon: Ignite Jutsu
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: This jutsu covers the target in a moderate coating of fire, that burns the target quite badly. This is usually learned by most Advanced Genin.
PVP Effect: 2d4 Damage
Special Note: 2 Damage a Round for 1d4 Rounds
Teaching/Learning: Gate System - C Rank
Learn: Time Skip
Katon: Phoenix Fire Jutsu
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: After completing a small hand sign sequence, the user breaths forth flaming projectiles at their opponent in an attempt to burn them.
PVP Effect: 4d4 Damage
Special Note: 2 Damage Next Round
Teaching/Learning: Gate System - C Rank
Learn: Time Skip
Katon: Dragon Breath Jutsu
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: After performing the necessary hand seals, the user takes a deep breath and breathes forward a large amount of flammable gas. This starts a large and dangerous fire around the opponents
PVP Effect: 1d8 + 1d6 Damage
Special Note: Targets up to 3 Opponents
Teaching/Learning: Gate System - C Rank
Learn: Time Skip
~ B-Rank ~
Katon: Intelligent Hard Work
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: The user spits out a small fireball, which as soon as it hits the ground turns into a giant firestorm which causes widespread fire destruction to the surrounding area.
PVP Effect: 2d10 Damage
Special Note: Targets all Opponents
Teaching/Learning: Gate System - B Rank
Katon: Grand Fireball Technique
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: A more advanced version of the fireball jutsu. The user quickly lifts the last seal to their mouth and blows a huge fireball out, which spreads flames over everyone in the area.
PVP Effect: 2d8 Damage
Special Note: AOE - Targets up to 4 people, Unblockable
Teaching/Learning: Gate System - B Rank
Katon: Fire Blade Missiles
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: This technique is a more advance version of Blazing Shuriken. The user completes the hand sign sequence and then quickly shoots out several flaming shuriken from their hands to strike their opponent
PVP Effect: 3d8 +1d4 +1 Damage
Teaching/Learning: Gate System - B Rank
Katon: Fire Dragon Jutsu
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: The user makes a long list of hand seals and then breathes forth a huge dragon made of pure fire. This dragon then flies forward and slams down onto the opponent.
PVP Effect: 3d8 Damage
Special Note: Unblockable
Teaching/Learning: Gate System - B Rank
Learn: Copied from Tiny Paw (DM Kiba), 8/13/2016
Katon: Hellfire Technique
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: After completing a hand sign sequence, The user forces a large amount of chakra from their body and turns this into a devastating fire wave that targets a single person
PVP Effect: 2d10+2d4+2 Damage
Special Note: Takes 2 Damage a Round for 1d4+2 Rounds
Teaching/Learning: Gate System - B Rank
Learn: Time Skip
~ A-Rank ~
Katon: Red Wind Jutsu
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 15
RP Description: The user quickly signs, the combines their wind, and fire elements together to send a fiery whirlwind at their opponent.
PVP Effect: 2d10 + 2d8 +2 Damage
Special Note: Requires Wind and Fire Elements
Teaching/Learning: Gate System - A Rank
Learn: 8/9/2016, copied from Tiny Paw (DM Kiba)
Katon: Cremation Jutsu
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 13
RP Description: The user creates flames that wraps around the target, literally attempting to cremate the target within it. If the target lives, it is a miracle as these flames are hot enough to reduce the body to ashes.
PVP Effect: 2d10 +4d4 Damage
Teaching/Learning: Gate System - A Rank
~ S-Rank ~
Katon: Eternal Flames
Jutsu Type: Ninjutsu
Rank: S
Chakra Cost: 20
RP Description: This technique expands further then the cremation Jutsu, and brings the flames that surround their target to over 5,000 degrees Fahrenheit.
PVP Effect: 4d10+5 Damage
Special Note: 1d4+1 Damage a Round bypassing DR for 1d4 Rounds.
Teaching/Learning: Gate System - S Rank
Learn: Learned from DM Kiba, 8/9/2016
Katon: Roaring Flame Sphere
Jutsu Type: Ninjutsu
Rank: S
Chakra Cost: 20
RP Description: The user quickly exhales a Meteor-Sized sphere of fire that carries a single enemy away and causes a massive explosion to them on impact.
PVP Effect: 5d8 + 1d6 +2 Damage
Special Note: Targets up to 3 Targets within melee Range of Each other
Teaching/Learning: Gate System - S Rank
~ :: Raiton :: ~
Lightning Release (雷遁, Raiton, English TV: Lightning Style) is one of the five basic elemental nature transformation techniques that allows the user to generate lightning by increasing the high frequency vibrations of their chakra, allowing for piercing damage and fast movement. The electricity paralyses the target so that they are unable to move and leaves them vulnerable to a finishing strike. While uncommon, lightning can be infused into bladed weapons in a way similar to Wind Release through chakra flow for increased piercing power through vibrations, with the added effect of inducing numbness. When the technique is released from their bodies, and thus not requiring physical contact, it does not move as fast as true lightning. Instead, due to the control the user has to exert over it, it moves far slower, which can give opponents time to still react. Lightning Release is common to the ninja of Kumogakure.
- Spoiler:
~ D-Rank ~
Raiton: Electric Jolt
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: One of the most basic Raiton jutsu that most Genin learn after discovering their element Deals a minor electric shock to their opponent, as they touch them
PVP Effect: 2d4+1 Damage
Teaching/Learning: Gate System - D Rank
Raiton: Stun Gun Technique
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user fires a ray of shocking currents and must make a ranged attack against any living creature within 10 feet. The effect much like that of a taser.
PVP Effect: The target is stunned for 1d4 Rounds by the electric volt. If hit, the stun ends
Teaching/Learning: Gate System - D Rank
~ C-Rank ~
Raiton: Thunder Crash
Jutsu Type: Ninjutsu
Rank: c
Chakra Cost: 5
RP Description: The user would send a ball of deafening thunder, and electricity at the opponent. Possibly stunning and shocking them
PVP Effect: 2d8 Damage
Special Note: Con check DC 15 to avoid being stunned for 1 round
Teaching/Learning: Gate System - C Rank
Raiton: Electrical Discharge Technique
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user releases a large blast of electrical energy after forming a list of five hand seals, monkey and rat being a few in the seal list, that attacks all nearby targets
PVP Effect: Deals 2d4+2 to 3 Targets
Teaching/Learning: Gate System - C Rank
~ B-Rank ~
Raiton: Heavenly Lightning Cutter
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Upon completion of this technique, the user condenses their chakra into their hand and turns it into a long blade of lightning. Thus formed, the Kyuuten no Raikiri has the same characteristics as a katana, in which the user is automatically proficient.
PVP Effect:PvP Effect: Creates a Sword of Lightning for 2d4+1 Rounds. This Sword Does Large Weapon Rank DMG (No Penalties) + 1d4
Special Note: DEX / STR is Used to attack with this Weapon. STR DMG Does not apply to this weapon. Kenjutsu may be used with this weapon.
Teaching/Learning: Gate System - B Rank
Raiton: Lightning Dragon Blast Technique
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Using this technique, the user creates a large dragon of yellow lightning energy, which they will use to cleave their enemies in half and burn them to a crisp
PVP Effect: Unblockable, Deals 3d8 Damage
Teaching/Learning: Gate System - B Rank
~ A-Rank ~
Raiton: Lightning Devourer Technique
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 13
RP Description: Using their chakra to constantly manipulate the electrons in the air around him, the user is able to form a devastating offensive aura around him to fend off any opponents hoping to attack him
PVP Effect: Lasts for 1d4+1 rounds, Anyone Who Attacks (Not Hit), Take 2d4+2 Damage Piercing 3 DR.
Special Note: User is immune to B Rank and Below Raiton Jutsu
Teaching/Learning: Gate System - A Rank
Raiton: Violent Lightning Dragon Technique
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 13
RP Description: Violent Lightning Dragon is a much more advance technique. The user performs some hand signs, before they finally create three lightning dragons smaller than just the one. Each of these dragons shoots out towards a single target and hits them violently
PVP Effect: Three Attack Rolls, Each deals 1d10+2d4+2 Damage.
Special Note: Only one attack may be used per a single target. 2 or 3 of the attacks cannot all target on opponent.
Teaching/Learning: Gate System - A Rank
Learn: Learned from Etsuko from her scroll, 3/14/2016
~ S-Rank ~
Raiton: Wrath of Heaven
Jutsu Type: Ninjutsu
Rank: S
Chakra Cost: 20
RP Description: After a long chain of hand seals, the user raises their right hand to the sky. Dark clouds spin, before a large lightning bolt, Ten Foot thick will strike down and hit a single target. This causes them great damage and leaves them stunned for a short period of time
DF: Deals 5d4+1d10+2d6 Damage and the target must roll Str or Con, DC 35 (nothing added unless it’s a Str or Con bonus) or be dazed for 1 round.
Note: Daze - The target cannot attack, but may still defend at a -3 to the roll until they are hit, or one round expires.
Raiton: One-Thousand Heavenly Spears
Jutsu Type: Ninjutsu
Rank: S
Chakra Cost: 20
RP Description: Using this advanced Raiton technique, the user makes it rain spear-shaped lightning bolts. The effect devastating to the area and surrounding wildlife
PVP Effect: Deals 3d10 + 3d4 +3 to all involved in the combat except for the user
Special Note: User Takes 1d10 Damage from mental Stress
Teaching/Learning: Gate System - S Rank
Learn: Copied from Tomoe Hyuuga, 8/4/2016
~ :: Fuuton :: ~
Wind Release (風遁, Fūton, English TV: Wind Style) is one of the five basic elemental nature transformations. It is performed by making chakra as sharp and thin as possible. Wind Release is mainly short to mid-ranged offensive techniques that combine brute force and keen precision to deal cutting and slashing damage. A rarity among the five chakra natures, wind techniques are usually performed by generating air circulation and can be enhanced through this method as well. Wind-natured chakra can also be channelled into blades to increase their cutting power and overall range. The wind affinity is seemingly more common amongst shinobi of Sunagakure.
- Spoiler:
~ D-Rank ~
Fuuton: Sudden Gust of Wind
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: Sends a gust of wind blasting the target backwards
PvP Effect: 1d4 Damage.
Special Note: On-Hit Target is Unable to Attack on their next Turn.
Teaching/Learning: Gate System - D Rank
Fuuton: Cyclone Kick
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 3
RP Description: Flipping onto their hands the user channels wind chakra into their feet and begins a rapid spin
PvP Effect: Rank damage + 1d4
Special Note: Can be used to block, when used to block the technique does 1 damage
Teaching/Learning: Gate System - D Rank
Fuuton: Wind Scythe Technique
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: This basic Fuuton technique sends Chakra through the air in a straight line. It reaches out
to Close range (up to a maximum of 30 feet)
PvP Effect: 1d8+1 Damage.
Teaching/Learning: Gate System - D Rank
Fuuton: Flying Kunai
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3 + 3 per additional kunai or shuriken thrown
RP Description: Uses their wind element to send kunai or shuriken flying at the target. Perfect for those who cannot use taijutsu all that well.
PvP Effect: Normal damage and penalties for multiple weapons except the attack roll is made with Wisdom
Teaching/Learning: Gate System - D Rank
~ C-Rank ~
Fuuton: Spiraling Blast
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The shinobi forms the required hand seals (10) then focuses their chakra in their lungs. Inhaling deeply, the shinobi holds the air in their lungs, while the chakra amplifies it. Placing one hand on their chest, and the other to cup their lips, he exhales sharply, expelling a large blast of wind in a cone effect. If a Shinobi is near the caster of the Jutsu, and in the Jutsu' path, they will find it difficult to breath due to the massive gusts of wind. Prolonged exposure of this up-close effect can be lethal, causing death due to suffocation. The field is weakest at the outer edges, roughly around 15m or farther away
PvP Effect: 3d4 Damage
Special Note: Bypasses DR
Teaching/Learning: Gate System - C Rank
Fuuton: Whirlwind Prison
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5+ 3 for each round maintained
RP Description: This is more of an immobilization Jutsu. The shinobi creates the required hand-seals (9), then releases their Jutsu. The only way for this Jutsu to be effective, is for the shinobi to be within melee range of their jutsu to work. The Shinobi releases a large blast of wind from their palms, creating a cyclone around the target. If the target tries to break free from the Whirlwind, the eye of it becomes much more violent, sucking oxygen from the center. This Jutsu can be doubled over as a lethal form. The shinobi has the ability to completely remove the oxygen from the center, either knocking the target unconscious, or killing them via suffocation. This Jutsu requires a substantial amount of chakra to use, and large amounts of chakra to maintain for more than three minutes
PvP Effect: Physical Stun for 1d6 Rounds
Special Note: Unblockable, Target can escape if they beat a WIS roll against the users original WIS roll.
Teaching/Learning: Gate System - C Rank
Fuuton: Violent Wind Twisting
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user performs the hand seals and then applies chakra to their feet. They then spin on their heels a total of three times. Each spin releases a violent burst of air that extends about eight feet out. This burst of air is used to displace incoming projectiles and possibly jutsu, depending on the opposing Jutsu's strength and element. (i.e. water or fire would be easy to disperse versus earth which would be difficult due to weight and density). This jutsu is also used to knock back opponents who come to close to the user.
PvP Effect: Wisdom to Defense +2
Special Note: On a Successful Defense vs Taijtusu/Kenjutsu the attacked takes 2d4 Damage.
Teaching/Learning: Gate System - C Rank
Fuuton: Flight
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5+2 per round
RP Description: Utilizing their nature affinity the user is able to create a loop of chakra induced wind, this loop allows them to maneuver in the air at will, otherwise fly
PvP Effect: Grants +3 to Dexterity Rolls, Lasts 1d4+1 Rounds.
Special Note: Because of the concentration required to maintain the loop no other ninjutsu, genjutsu or taijutsu may be used while maintained. Not even substitution.
Teaching/Learning: Gate System - C Rank
Learn: Copied from Kotoyo Kichida, 3/2/2016, DM Iruka's permission to learn an additional jutsu
~ B-Rank ~
Fuuton: Wind Tunnel Technique
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: This technique creates a space large enough to let only a Medium-sized creature or smaller creature through. The space within the tunnel eliminates all friction in the air and greatly reduces the gravity, thus increasing the velocity of objects and creature within it
PvP Effect: +2 to Dex Rolls, +1d4+1 Damage to Kenjtusu/Tools, Lasts for 1d4+3 Rounds.
Teaching/Learning: Gate System - B Rank
~ A-Rank ~
Fuuton: Great Wind Blast Technique
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 13
RP Description: This greater version of Kamaitachi allows for greater range and efficiency at the cost of more Chakra. The user can still ignore the hand seals component with a simple swing of a tessen, war fan or a Huge sized or larger weapon
PvP Effect: 2d10+4d4 damage.
Teaching/Learning: Gate System - A Rank
~ S-Rank ~
Fuuton: Great Storm
Jutsu Type: Ninjutsu
Rank: S
Chakra Cost: 20
RP Description: The user is able to focus their chakra and kick up a very powerful wind storm. If the user has a natural affinity to lightning, they're able to increase the storm with powerful lightning bolts. If they have a natural affinity for rain, they can also do more destructive damage with powerful water drops from the sky
PvP Effect: 2d10+5d4+5 Damage
Special Note: User may spend 3 Chakra if they have Lightning or Water Affinities to add 2d4 damage, and 6 Chakra if they have both, adding 4d4 damage.
Teaching/Learning: Gate System - S Rank
Taught: Via Scroll, witnessed by Arbitous. 3/1/2016
~ :: Kenjutsu :: ~
Bukijutsu (武器術; Literally meaning "Weapon Techniques") are techniques that entail the use of any handheld weapons in combat, whether the users be shinobi or samurai. Students of the Academy are taught the use of ninja weapons and tools like shuriken and kunai, learning how to throw and wield them through target practice.
Bukijutsu can be used in combination with taijutsu, ninjutsu, genjutsu, chakra flow, and even other weapons in order to achieve more devastating effects, such as the flail used in conjunction with the Infinite Armour, Kakashi Hatake's use of lightning-infused kunai, Asuma Sarutobi's use of wind-infused chakra knives for close-range combat, and Danzō Shimura's wind-infused weapons. Kosuke Maruboshi's Leaf-Style Willow technique combines kenjutsu with Genjutsu. Orochimaru was also able to effectively combine the sight-impairing effects of the Bringer-of-Darkness Technique with shuriken to increase the likelihood of hitting his intended target. In addition to this, fūinjutsu are often used in conjunction with bukijutsu, as it provides a quick and easy means of transporting and using weapons. Because of this versatility, bukijutsu is employed in a vast array of ninja techniques.
- Spoiler:
~ E-Rank ~
Chakra Dageki (Chakra Strike)
Jutsu Type: Kenjutsu
RP Description: By channeling a small amount of chakra into their weapon the user is able to hit more effectively.
CP Cost: 1
PVP: Rank Weapon Damage +1 damage
Note: This is required in order to learn other Kenjutsu
Teaching/Learning: Gate System – E Rank
Learned: 6-16-2016, DM Iruka approved.
~ D-Rank ~
Hardened Steel
Jutsu Type: Kenjutsu
Rank: D
Chakra Cost: 3cp
RP Description: Drawing a small amount of chakra into one’s blade the steel or material used to make the blade hardens to the day it once was perfect, causing one’s slash to be a lot sharper and effective.
PvP Effect: +2 Damage
Special Note: Adds 1 DR Pierce
Teaching/Learning: Gate System – D Rank
Preparing Stance
Jutsu Type: Kenjutsu
Rank: D
Chakra Cost: 2
RP Description: The user slides into a stance in preparation for their next
attack to increase the effectiveness of it.
PvP Effect: -5 Chakra Cost for the Next Round (Must be a Kenjutsu move)
Teaching/Learning: Gate System – D Rank
Reverse Strike
Jutsu Type: Kenjutsu
RP Description: After feinting an attack, the user grips the weapon in reverse and strikes their opponent from the other side.
CP Cost: 3
PVP: +1 to attack roll
Teaching/Learning: Gate System – D Rank
Learn: Time Skip
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
Learn: Time Skip
~ C-Rank ~
Lightning Disarm (Dex/Str)
Jutsu Type: Kenjutsu
Rank: C
Requirements: Lightning Element
Chakra Cost: 6 Cp
RP Description: The user channels a small amount of lightning chakra into a blade striking the weapon of their opponent, This small shock causes the opponent to drop their weapon.
PvP Effect: 2d6 Damage only, Opponent drops weapon which cannot be used in their next attack but they can use Jutsu etc instead, Can be recovered afterward as a free action.
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
Shadowing Block
Jutsu Type: Kenjutsu
Rank: C
Chakra Cost: 4
RP Description: Focusing a small amount of chakra the user draws their blade quickly too an oncoming close-quarters attack, they would then turn their blade to the nearest light source, creating a shadow over their blade that would distract the opponent, give them an open opportunity to allow for a better defence.
PvP Effect: +2 to block/parry
Special Note: Cannot be used against Ninjutsu or Genjutsu
Teaching/Learning: Gate System – C Rank
Learn: Copied from Aoioki Kichida, 3/11/2016
~ B-Rank ~
Shoki Art – Act one
Jutsu Type: Kenjutsu
RP Description: The Shoki art is an extremely rare one, and requires the utmost concentration. Act one consists of intense focus of the mind. The user focuses chakra throughout their body as they enter a state of Zen. Chakra would visibly flow down the length of their weapon, taking on a bright color.
CP Cost: 7
PVP: The user has a +3 to their next attack, both attack roll and dmg
Gate/Learning: B Rank Gate System
Grinding Slash
Jutsu Type: Kenjutsu
Rank: B
Chakra Cost: 6
RP Description: Focusing a moderate amount of chakra the user slashes at an
opponent wherever they’d like, with a
physical embodiment of chakra along their blade causing a saw like effect to
shred the flesh of the targeted opponent.
PvP Effect: +1d4+2 to Kenjutsu Damage Rolls for 1d4+1 Rounds.
Teaching/Learning: Gate System – B
Learn: Time Skip
~ A-Rank ~
Shoki Art – Act Two
Jutsu Type: Kenjutsu
RP Description: While the user is in a Zen state of mind, they further their focus by blocking out everything other then themselves, while building up more chakra throughout their body and weapon. The chakra becomes so immense that it literally overflows visibly.
CP Cost: 10
PVP: Lasts for 1 attack. The user gains a +4 attack roll, a +1d8 damage roll and 5 DR.
Note: Can only be used directly after Act 1. Act 1 must first be learnt.
Teaching/Learning: Gate System – A
Shoki Art – Final Act
Jutsu Type: Kenjutsu
RP Description: After having built up immense amounts of chakra throughout themselves and their weapon, the user focuses on a single target. In the blink of an eye, the user appears in front of the enemy, striking swiftly at their chest. If successful, the users’ chakra floods into the enemies wound within a second. The chakra would then explode, literally tearing the opponent’s internal organs apart.
CP Cost: 10
PVP: Rank Damage + 2d6 + 10
Special Note: Undodgable
Teaching/Learning: Gate System - A
Special Note: Can only be used after Act Two.
Learn: Time Skip
Obliterating Slash
Jutsu Type: Kenjutsu
Rank: A
Chakra Cost: 10
RP Description: Focusing a large storage of chakra into one’s blade(s) he or
she would rush at the opponent unleashing a powerful slash that takes a physical
manifestation as a large white crescent curve forms flying at the opponent.
PvP Effect: Weapon Damage +4d4+4
Special Note: Unblockable
Teaching/Learning: Gate System - A
Learn: Copied from Kyuzo, 9/9/2016
Shadow Stealer
Jutsu Type: Kenjutsu
Rank: A
Chakra Cost: 10
RP Description: Focusing a large storage of chakra into one’s blade(s) and
themselves would move at such a high-speed that when they appear it is often they come from the opponents shadow sending a quick flurry of slashes at them.
PvP Effect: Weapon Damage +2d6+1d4 Damage, Target suffers a -2 to Attack/Defense Rolls for 1d4 Rounds.
Special Note: Undodgable
Teaching/Learning: Gate System - A
Learn: Time Skip
~ S-Rank ~
View Point Slash
Jutsu Type: Kenjutsu
Rank: S
Chakra Cost: 20
RP Description: Focusing a gigantic storage of chakra into one’s blade and a
string of chakra directed at the opponent in order to guide them when attacking at such a high speed, the only view point the user has is the chakra string created, thus from the impact of the attack at such speed causes an incredible about of damage.
PvP Effect: Weapon Damage + 4d8
Special Note: Unblockable
Teaching/Learning: Gate System - S
Learn: Time Skip
Flickering Pain
Jutsu Type: Kenjutsu/Taijutsu
Rank: S
RP Description: The user channels huge amounts of chakra throughout their
body, using Flicker they move to their foe, appearing and disappearing
all around them, striking every time with blade and fist, striking their
enemy all over dozens of times, the massive series of barrages stuns
the target briefly afterwards leaving them open for another attack.
CP Cost: 25
PvP: Kenjutsu Damage+3d4+4d6 Damage + and the target must roll Str or Con, DC 35 (nothing added unless it’s a Str or Con bonus) or be physically stunned for 1 round.
Special Note: The victim may, as a free action, try and break the stun, rolling against the DC 35 with STR or Con on their turn. They may use INT/WIS to try and break if they spend 5 CP, but this is only after the initial failure.
Further Note: Unable to be Dodged, Must Block/Substitute.
Teaching/Learning: Gate System - S
Learn: Time Skip
Crater Strike
Jutsu Type: Kenjutsu
Rank: S+
Chakra Cost: 30
RP Description: The user focuses a massive amount of chakra throughout their body and through their weapon, the sheer amount causing their muscles to tear and blood to be forced out of their pours. The user raises their weapon high into the air and strikes downward at their target, all of the built up chakra being released in one, single epic strike, destroying the land around the target and the user, creating a massive crater of sheer destruction. The user’s muscles rip and tear through the massive effort, and if they are too weak it could possibly kill them.
PvP Effect: AOE (Only in front of them) Weapon Damage +5d10, if blocked target takes half damage.
Special Note: User suffers 2d8 Damage from exhaustion (DR does not apply against this damage)
Teaching/Learning: Gate System - S
Learn: Time Skip
~ :: Taijutsu :: ~
Taijutsu (体術, Literally meaning: Body Techniques) is a basic form of techniques and refers to any techniques involving the martial arts or the optimisation of natural human abilities. Taijutsu is executed by directly accessing the user's physical and mental energies, relying on the stamina and strength gained through training. It typically does not require chakra, though chakra may be used to enhance its techniques. Taijutsu generally requires no hand seals to perform, occasionally making use of certain stances or poses, and are far quicker to use than ninjutsu or genjutsu. Taijutsu is simply put: hand-to-hand combat.
- Spoiler:
~ B-Rank ~
Douwamashi Rendan (Rolling Kick Barrage)
Type: Taijutsu
Rank: B
Chakra Cost: 6
Decription: A flashy move wherein the user leaps at a target, twisting in flight to bring their foot down upon a target in an axe-like motion. Should the strike be successful, the unfortunate victim is used as a springboard to perform another kick.
Effect: RTD + 2d4. On successful hit, another basic attack may be performed at a cumulating -5 penalty (2nd at -5, 3rd at -10, 4th at -15, and so on) until the target makes a successful defense.
Learn: 8/12/2016, from Rei.
~ :: Academy Jutsu :: ~
- Spoiler:
- 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: Ninjutsu
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/INT/CHA is rolled vs the attacker's initial Roll.
Teaching/Learning: Gate System - E Rank
~ :: Onmyoton :: ~
- Spoiler:
~ 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
Learned: From Rei, 9/8/2016
~ 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
Learn: Copied from Kotoyo Kichida, 3/2/2016
~ 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
Learn: Copied from Ninja Cat, watched over by DM Iruka, 3/4/2016
Body Flicker Technique
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8, -1 a Round (Or) 20 cp to Activate all Fight
Description: This jutsu is a high-speed movement technique, allowing a ninja to move short to long distances at an almost untraceable speed
PvP: Free Action) Grants +2 to Attack/Defense Rolls While Active.
Special Note: Requires a 15 Dex Mod
Teaching/Learning: Gate System - B Rank
Learn: Time Skip
Ninpou: Shield of Blades
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: the user makes hand seals, and slams their hand into the ground causing a wall of blades to spring up, blocking taijutsu, and some ninjutsu
PVP Effect: +2 to Blocking Ninjutsu and Taijutsu. If blocking Taijutsu, deals 1d10 damage to attacker
Teaching/Learning: Gate System - B Rank
Learn: Time Skip
Chakra Release
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: User releases a shockwave of chakra knocking everyone around them to the ground.
PVP Effect: 2d8 damage and stunned for 1 round or until hit
Special Note: Elementless
Teaching/Learning: Gate System - B Rank
Learn: Time Skip
~ :: Fuinjutsu :: ~
Fūinjutsu (封印術, Literally meaning: Sealing Techniques) are a type of jutsu that seal objects, living beings, chakra, along with a wide variety of other things within another object. Fūinjutsu can also be used to restrict movement or unseal objects either from within something or someone.
- Spoiler:
~ B-Rank ~
Mind's Eye Inhibitor Seal
Jutsu Type: Fuuinjutsu
Rank: B
Chakra Cost: 8
RP Description: The user places a mark that looks like a closed eye with a spiral pattern in the center on the target's head. This makes it harder to train in Genjutsu and Ninjutsu, but increases it's effectiveness and effort. The eye will slowly open until it is fully open, signifying training is complete.
PVP Effect: None
Special Note: Increases the gates of a jutsu being learned by 25 on both Gates, but the person training with this seal in Genjutsu or Ninjutsu now gains +10 to their roll. (stacks with the Crit effect on a natural 20). The seal fades after the jutsu being learned is complete
Teaching/Learning: Gate System - B Rank
Learn: From Ergoo Nabul by DM Rin, 8/5/2016
Four Limbs Weighting Seal
Jutsu Type: Fuuinjutsu
Rank: B
Chakra Cost: 8
RP Description: The user places this seal on training weights or prayer beads. This increases their weight exponentially but makes training more beneficial at the cost of increased effort on the person training. The color of the affected weights change from Blue to Green to Yellow and finally to Red to signify the training being complete.
PVP Effect: None
Special Note: Increases the gates of a jutsu being learned by 25 on both Gates, but the person training with this seal in Taijutsu or Kenjutsu now gains +10 (Stacks with the Crit effect on a Natural 20). The seal fades after the jutsu being learned is complete
Teaching/Learning: Gate System - B Rank
Learn From: DM Kiba's NPC girl. 9/6/2016
Five Elemental Seal
Jutsu Type: Fuuinjutsu
Rank: B
Chakra Cost: 8
RP Description: The user seals off a target's ability to use elemental jutsu for a time. This however can be undone with the reversal seal.
PVP Effect: When sealed a person cannot use Elemental Jutsu over D-Rank. A person can try to override the seal by paying x2 the cost of the jutsu they are trying to use up to B-Rank (Wis Check, DC 35) or the chakra is wasted and the jutsu fails.
Special Note: Lasts for an entire fight.
Special Note 2: If you know Five Elemental Seal, you also know the Unseal automatically. Although, if you learn Unseal, you do not know Seal.
Teaching/Learning: Gate System - B Rank
Learn: Time Skip
Five Elemental Unseal
Jutsu Type: Fuuinjutsu
Rank: B
Chakra Cost: 8
RP Description: The user applies five more markings and twists..distorting and breaking the Five Elemental Seal. This is the counter jutsu specifically designed for that situation.
PVP Effect: Removes Five Elemental Seal
Teaching/Learning: Gate System - B Rank
Learn: Time Skip
~ A-Rank ~
Reverse Tetragram Sealing Technique
Jutsu Type: Fuuinjutsu
Rank: A
Chakra Cost: 15
RP Description: Activated upon death, The technique releases four symbols from the user's body that then form a large, black sphere around them. Anything caught inside the sphere's area is then drawn in and sealed within the user's corpse.
PVP Effect: Melee Range AOE of yourself, Those within range take 3d10+5d4 Damage bypassing DR and are removed from combat for 3 Rounds.
Special Note:The seal is always active on the person's Body. Whenever they drop to -10 HP, or Perma, this Technique is Activated even if they don't have the chakra leftover.
Teaching/Learning: Gate System – A Rank
Learn: Time Skip
~ :: Genjutsu :: ~
- Spoiler:
~ 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
Learn: Time Skip
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
Learn: Time Skip
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
Learn: Time Skip
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
Learn: Time Skip
~ 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
Learn: Time Skip
Subayai Heki Shiawase (Fast Burst of Happiness)
D Rank
Chakra Cost: 3
RP Description: The target is overcome with joy as they compliment and make nice remarks to
their opponent, suddenly becoming overly friendly. The fight would be suddenly awkward as the target doesn't fight back.
PVP: The target may not attack for 1d4 rounds, but may defend as normal. If they are hit then the effect ends.
Teaching/Learning: Gate System - D Rank
Learn: Time Skip
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
Learn: Time Skip
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
Learn: Time Skip
Grappling Vines
Rank: D
Cp: 3
RP Description: Vines Rise up to ensnare the target
PVP: Stun, Lasts 1d4 or until hit.
Teaching/Learning: Gate System - D Rank
Learn: Time Skip
Vortex
Rank: D
Chakra Cost: 3
RP Description: Upon completion the user creates the illusion of a large vortex of water has encases the target causing the target to see them self trapped inside a rapidly moving vortex of water that appears to reach to the sky.
PVP: Stun, Lasts 1d4 rounds or until hit.
Teaching/Learning: Gate System - D Rank
Learn: Time Skip
Cloudy Daze
Rank: D
Chakra Cost: 3
The victim sees a dense fog roll up from from the ground in the area surrounding them causing them to think they are walking around in a fog but are stationary locked in the genjutsu
PVP: Stun, lasts 1d4 or until hit.
Teaching/Learning: Gate System - D Rank
Learn: Time Skip
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
Learn: Time Skip
~ C-Rank ~
Withering Vines
Rank: C
Chakra Cost: 5
RP Description: Vines burst forth and wrap around the target. Thorns tare into them, causing an illusion of pain.
PVP: Stuns and drains 1d4 cp for 1d4 rounds.
Teaching/Learning: Gate System - C Rank
Learn: Time Skip
Desert Wasps
Rank: C
Chakra Cost: 5
RP Description: Yhe users body breaks down into sand that swirls and obscures the targets vision as desert wasps dart thru the flying sand stinging the target.
PVP: Stuns and drains 1d4 cp for 1d4 rounds.
Teaching/Learning: Gate System - C Rank
Learn: Time Skip
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
Learn: Time Skip
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
Learn: Time Skip
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
Learn: Time Skip
~ 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
Learn: Time Skip
Protection Of The Forest
Rank: B
Chakra Cost: 8
RP Description: A large encampment wall of vines rise up from the ground causing any attacks from the target to become faltered.
PVP: -3 to attack rolls for 1d4 rounds. No stun.
Special Note: Being hit does not end this effect.
Teaching/Learning: Gate System - B Rank
Learn: Time Skip
Nimo yangu tame saikoro "Too Young to Die"
Rank: B
Chakra Cost: 8
RP Description: The user forms several seals and upon completion a coffin raises up out of the ground behind the victim and the lid flips open as the arms of tortured souls reach out ensnaring them dragging them into the coffin slamming the door shut. In the damp, dank, cold of the coffins hold the souls scream and wail tearing at the victim till finally the lid flips open allowing them to escape. The victim suffers as the souls tear at their chakra leaving them drained and frightened with the will to live and reluctance to continue the fight.
PVP: 1d4 rounds of stun and 1d4
cp drain per round, after released from the Genjutsu the victim suffers
a -2 to rolls for an additional 1d4 rounds.
Special Note: Being hit does not end the negative to rolls effect.
Teaching/Learning: Gate System - B Rank
Learn: Time Skip
~ A-Rank ~
Nehan Shouja no Jutsu(Temple of Nirvana)
Rank: A
Chakra Cost: 13
RP Description: Nehan Shouja no Jutsu is a Genjutsu technique that allows the caster to place a large body of people into a unconscious state.
PVP: Area of Effect Genjutsu. The caster can choose as many targets and what targets up to 10. Lasts 1d6 or until hit.
Teaching/Learning: Gate System - A Rank
Learn: Time Skip
inchou ato feza (Birds of a Feather)
Rank:A
Chakra Cost:13
RP Description: The victims are assaulted by flocks of red tailed hawks peck and claw at them fiercely as they are overwhelmed by the sheer amount. They are then forced to flee in any random direction to attempt to evade the
relentless assault.
PVP: Affects up to three targets forcing them to fight off the attacking birds as they fight taking a -4 to rolls for 1d6 rounds.
Special Note: Being hit does not end this effect.
Teaching/Learning: Gate System - A Rank
Learn: Time Skip
Sabure Ma (Sands of Time)
Rank: A
Chakra Cost: 13
RP Description:The user creates a vast plain before the targets, each target is swept into a whirlwind of sand that solidifies into an hourglass, entrapped the targets relive every highlight of their life, happy or sad as the age from birth to death over and over again
PvP: Can effect up to six people, the targets are stunned for 1d6 rounds and loose 3 cp every round they are stunned.
Teaching/Learning: Gate System - A Rank
Learn: Time Skip
Manako Za Shippuu (Eye of the Hurricane)
Rank: A
Chakra Cost: 13
RP Description: This genjutsu affects a single opponent, but it casts them into the center of a raging windstorm. From beyond the storm shadows flicker around every now and then tossing objects through, timber, pencils, pens, rocks etc.
PvP: Target is stunned for duration of jutsu or until hit by any means other then a kunai, shuriken, dart, needle, or senbon. For 1d4+2 rounds the user can throw one kunai, shuriken, dart, needle, senbon etc at the target and maintain the jutsu.
Special Note: Only the Genjutsu user can throw shuriken/kunai without breaking the stun.
Learn: Time Skip
Hakachi (Graveyard)
Rank: A
Chakra Cost: 13
RP Description:
This jutsu takes two rounds to use, The user sends the target into a cold dark and confined space, the target first makes a save vs. the entrapment. If failed they are stunned for one round, the following round the space breaks and the target finds themselves in a grave, mausoleum, memorial the choice of where and what it is made of belongs to the user, Once the user is free their instantly assaulted by thousands of undead creatures.
PvP: Target takes 3d8 cp damage.
Teaching/Learning: Gate System - A Rank
Learn: Time Skip
~ S-Rank ~
Elemental Denial
Rank: S
Chakra Cost: 20
RP Description: As the target is caught in the illusion they see themselves standing on a rocky plain, their opponent (the genjutsu user) standing across from them....to their back they see a giant tidal wave reaching to the heavens, to their right, a field of tornadoes, to their left, rocks exploding and flying into the air as far as the eye can see, in front of them, behind their opponent they see a wall of fire stretching to the sky and above them black clouds raining lightning bolts all around their small battlefield. The Genjutsu user is surrounded by the five elemental symbols.
PvP Effect: The target is unable to use any
Elemental Jutsu, believing their opponent controls the five elements, for 1d6+2 rounds.
Special Note: Being hit does not end this effect.
Teaching/Learning: Gate System - S Rank
[size=16]~ :: Copied Jutsu :: ~
- Spoiler:
~ D-Rank ~
Doton: Rock Wall
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 2
RP Description: Stomping the ground the user uses their chakra to raise a thick layer of rocks from the earth, using chakra encased hands they kick, punch and push the rocks against the attacker.
PvP Effect: Rank Damage + 1d4
Special Note: Can be used to block, when used to block the technique does 1 damage
Teaching/Learning: Gate System - D Rank
Learn: 3/6/2016, Copied from Kinnojo
~ C-Rank ~
Doton: Earth Pillar
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user hand signs and brings forth a sharp earth pillar from the ground
PVP Effect: 2d8 Damage
Special Note: Can be used defensively with a WIS roll. User gains +1 to their roll and inflicts 1d8 damage to any Taijutsu attack blocked
Teaching/Learning: Gate System - C Rank
Learn: Copied from Kinnojo, 3/5/2016
[/size]
Last edited by Sakura on Mon Dec 26, 2016 1:26 pm; edited 16 times in total
Sakura- Posts : 16
Join date : 2016-06-13
Re: Kazumi Uchiha
~ :: History :: ~
~ :: Clan History :: ~
- Spoiler:
The Senju, the Hateshinai, and the Uchiha. The three brothers, and sons of the Sage of Six paths. The history of these clans is nohing but war and peace repeated over and over throughout history itself. The Sage of Six after splitting the Ten tails into Nine Beasts, Separated his power into the three sons, he gave one the power of his perfected Body and his power over the Elements Themselves- The Second Son, Hoshiga Senju. He Gave another his power to create seals out of nothing, the ability to seal the powers of others and control the tailed beasts, and all of his vast knowledge to another- The Third Son, Koroiko Hateshinai. And Finally, he gave the power of the Rinnegan, of the ability to form Dojutsu itself, and control reality to the last- The First Son, Goromitsu Uchiha. This all happened hundreds of years ago at the creation of the World when war finally died down as the worlds chaos was halted by the sage of Six.
As time passed after the Sage of Six passed into the void, his three sons bickered over lands and ways, the First Son thought the way to continue peace was have vengeance on the world and end combat by ruling with an iron fist, blaming the world for their fathers death, and so the path of the Uchiha was chosen, of vengeance, and chaos, and murder. The Second Son thought that love and compassion was the path to creating a better world as their father had originally wanted, and so the Senju clans path had been chosen, of love and learning, protecting of others. Finally, the third Son made his decision, Death, Life, it was all natural, what mattered was learning from it to halt it in the future, he chose the path of neutrality, of learning and knowledge and so the Hateshinai's path was chosen, as peacekeepers of the world, from the Senju and Uchiha's constant war of who had the right path to save the world.
From each of these clans new were born, from the Senju the Kekkei Tota, the Advanced chakra Natures, and all clans related to Ninjutsu and the Elements were slowly born as more generations went past and Senju crossbreed with normal shinobi. Fuuinjutsu and its secrets were slowly passed through the generations, forming into Medical Jutsu and Fuuinjutsu, all clans and bloodlines dealing with such specialties now descended of them. Finally the Uchiha, the DNA in which all Dojtusu and abilities related to illusion come from ... the three clans had filled the world with their DNA in mixtures, and so many had formed the their owns stories began.
As the time passed throughout the world, and the Senju and Uchiha waged their great war's, the Hateshinai slowly grew tired of it all, and as the Two Clans exterminated each other slowly over time, the Hateshinai had enough. If they would bicker like children and destroy this world, the Hateshinai would cleanse the world of their taints, both of them. And so the war became an extermination ... starting with the uchiha, about fifty years ago, the uchiha were exterminated by the combined war of the Senju, and hundreds of assassinations by the hateshinai. Suddenly the world was off balance, as the Uchiha were amssacreds, only few remaining scattered across the world. The Hyuuga quickly swept in ... taking in their clans long ago parents, and nurturing, saving the clan as the Leaf village was ever so slowly built up by the Senju and Hyuuga, and as the Uchiha recovered, their legend continued.
However, the Sneju learned of what the Hatehshinai had done ... and as the Leaf village was founded, a final great war broke out. The Senju suck out revenge for the Uchiha of the past, as they were driven by love, and had always simply wanted peace not a massacre, held by vengeance ... the two clans exterminated one another. The great war spreading the hateshinai across the world, along with the Senju. And so the world came to know, the Three great clans, and only one survived. The Hatehsinai were extinct, as were the Senju but a few select few. The Uchiha had risen from the dead, and now were honored within their Konoha village ... and so man clans had finally formed, descended from the great three brothers after years of war and bloodshed, a final understanding seemed to have entered the world.
~ :: Pre Academy :: ~
- Spoiler:
Prior to Kazumi's birth her parents had a falling out with the Leaf Village. One night, the two disappeared into the night, forsaking their village and leaving behind corpses that had been burned to being unrecognizable, and with the help of someone in medical, they were able to make a clean escape.
Seeking refuge within Kumogakure~
~ :: Academy :: ~
- Spoiler:
~ :: Genin :: ~
- Spoiler:
~ :: Chuunin :: ~
- Spoiler:
~ :: Jounin :: ~
- Spoiler:
~ :: [People] :: ~
Legend:
Love:
Friend:
Like:
Neutral:
Dislike:
Hate:
BURNINATE:
???, Hirui: Sandstone Orange Chakra
Sakura- Posts : 16
Join date : 2016-06-13
Re: Kazumi Uchiha
~ :: [MISSION LOG] :: ~
E:
D:
C:
B:
A:
S:
Last edited by Sakura on Thu Aug 04, 2016 10:39 am; edited 2 times in total
Sakura- Posts : 16
Join date : 2016-06-13
Re: Kazumi Uchiha
~ :: Token Receipt :: ~
Kazumi Uchiha is replacing Erin Jikodo:
Link will be posted after cooldown.
She bought Wis from 47 to 48.
Bought Charisma from to 18, 10 tokens, DM Rasa
Bought Con from 12 to 18, 6 tokens, DM Rasa
Bought Dex from 17 to 18, DM Rin, 8-8-2016, 1 token
Bought Dex from 18 to 38, Plaga, 12/24/2016, 170 tokens (Time Skip non-refundable tokens)
Bought Wisdom from 45 to 48, Plaga, 12/24/2016, 45 tokens (Time Skip non-refundable tokens)
Bought Strength from 8 to 18, Plaga, 12/24/2016, 10 tokens (Time Skip non-refundable tokens)
Bought Intelligence from 8 to 18, Plaga, 12/24/2016, 10 tokens (Time Skip non-refundable tokens)
Bought Mangekyo Sharingan, Plaga, 12/24/2016, 200 tokens (Time Skip non-refundable tokens)
Bought Eternal Mangekyo Sharingan, Plaga, 12/24/2015, 65 tokens (Time Skip non-refundable tokens), 35 refundable tokens
[24 Tokens Banked. 12-24-2016]
Sakura- Posts : 16
Join date : 2016-06-13
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