Kyuzo Tadakuro
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Kyuzo Tadakuro
First Name - Kyūzō (久蔵)
Last Name - Tadakuro
Nickname - Kyu, "Shining Samurai of Konoha"
Gender - Male
Age - 29
DOB - 5th October
Height - 6'5"
Weight - 82kg
Village - Leaf
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Body Appearance
Hair Colour - Black
Hair length - Medium Length
Eye Colour - Red (left eye is under an eyepatch, is a orange)
Skin Colour - Tan
Body Shape - Normal
Tattoo's - Several black and red tattoos on Arms, chest, back, and legs. The Tattoos on his chest and back are Kanji, the front has Courage (Yu), Honor (Meiyo), and Loyalty (Chugi), the back has Rectitude (Gi), Benevolence (Jin), Respect (Rei), and Honesty (Makoto). The Tattoo on his left arm is a typical Japanese dragon, intertwining around his arm from shoulder to back of his hand.
Scars: Has a scar going from the right of his right eye down to his chin, and another light (almost faded) scar on his neck from a Noose. Along his torso and his back he has long, very noticeable scars. Just recently lost his left eye in Iron Country, fighting corrupt Samurai.
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Other Information
Likes - Alcohol, being awesome, protecting people
Dislikes - Idiots, evil, needless death
Parents - Father: Kujūrō (Deceased) Mother: Kyi (Deceased)
Siblings - Shuyin Tadakuro (Missing-Nin, EVIL)
Cousins - Takuho (Missing Nin), Kaene, Jarico, Kairi
Other - Leon Tadakuro (Uncle)
Children -
Partner - Suzumi Kichida
Pets - Cheezers (Mouse), Niblet (Dog), Gliding Battle Bovine (Cow)
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Ninja Information
Elements - Medical, Fire
Main Focus - Taijutsu/Kenjutsu
Sensei - N/A
Squad - N/A
Specialty - Kenjutsu
Rank - Jounin (S-Rank)
Job - Jounin Commander of Konoha, Tadakuro Clan Elder
Special -
Fame - 10
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Known Jutsu -
- Spoiler:
- Wall/Tree Walking (E-Rank)
Water Walking (E-Rank)
Rope Escape Technique (E-Rank)
Cloak of Invisibility Technique (E-Rank)
Clone Technique (E-Rank)
Henge Technique (E-Rank)
Substitution Technique (E-Rank)
Swift Chakra Punch (E-Rank)
Chakara Dageki (Chakra Strike) (E-Rank)
Hilt Jab (E-Rank)
Clothesline (E-Rank)
Rakuyou no Jutsu (Falling Leaves Jutsu) (E-Rank)
Extend (E-Rank)
Dress Wound (E-Rank)
Sterilize Injury (E-Rank)
Control Bleeding (D-Rank)
Chakra Stab (D-Rank)
Blade Whirl (D-Rank)
Drunken Punch (D-Rank)
Double Strike (D-Rank)
Lazy Man's Hand (D-Rank)
Hardened Steel (D-Rank)
Preparing Stance (D-Rank)
Swift Kick (D-Rank)
Chakra Focused Punch (D-Rank)
Leaf Whirlwind (D-Rank)
Reverse Strike (D-Rank)
Clone Counter Kick (D-Rank)
Subayai Heki Shiawase (Fast Burst of Happiness) (D-Rank)
Amour au dela'Larme (D-rank Genjutsu) (Katsu/Shisiko witness)
Slumbers of the Forest (D-Rank Genjutsu) (Katsu/Shisiko witness)
Grappling Vines (D-Rank Genjutsu)
Falcon Drop (C-Rank)
Numbing Effect (C-Rank)
Headbutt (C-Rank)
Drunken Kick (C-Rank)
Cross Slash (C-Rank)
Leaf Rising Wind (C-Rank)
Shadowing Block (C-Rank, Sara/Dai witness)
Leaf Great Whirlwind (C-Rank)
Tool Barrage (C-Rank)
Minor Electric Current (C-Rank Copied)
Blade of the Drunkard (B-Rank)
Take a Shot (B-Rank)
Flicker (B-Rank)
Aging Dragon (B-Rank)
Genjutsu: Reversal (B-Rank)
Obliterating Slash (A-Rank)
Samurai Saber Technique (A-Rank)
Flickering Pain (S-rank)
Ultimate Heal (S-Rank)
Kyuzo's Sword: Kurisutarusaiken
- Spoiler:
- Dating back to before the foundation of the Shinobi when Samurai were still the prevalent force within the lands. This weapon is peculiar in the way it was forged and the material used, instead of a standard metal blade forged over months or years it is made with a long crystal, harder than steel but carved perfectly into the proper shape. The handle is made out of the same crystal, and emanates with Chakra providing a source that the user is able to tap when their Chakra runs low. The blade becomes cloudy when it's used, ice running up and down it as if there is a storm within the blade itself; on the very edge there is a small metal strip of an unknown alloy to enhance the cutting power as the crystal does not provide enough sharpness alone. It is also far lighter than other weapons of the same size, allowing the wielder to fight more swiftly, confusing the opponent about the speed of such a large weapon. History wise, the weapon itself is a product of an ancient alliance between the clans of the Tadakuros and the Desends. Made from crystal provided by the Desends and upgraded with the unknown metal alloy from the top forge-masters of the Tadakuro clan, the weapon acted to solidify the relationship between the Clans. On the hilt there is an emblem, a mixture of the kanji for the Tadakuro and Desend to show that both clans would fight together for as long as they exist. Unfortunately the blade was lost long ago and it faded into memory, only known from stories passed down from parent to child.
+1d10 Ice Damage [35]
Pierce 3 DR [45]
May regain 10 CP once per fight as a free action. [10]
No Weapon Negative[10]
Drawback: -2 to Defend against incoming Fire Attacks [Any attack that deals any form of fire damage is a 'Fire Attack']
AND +1d6 Damage received from Fire Attacks [Any attack that deals any form of fire damage is a 'Fire Attack']
Sharingan Eye Implant
- Spoiler:
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*
[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.
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((AWAKENING DOESNT EXIST RIGHT NOW just keeping it here in case it's added later))
Land of Iron's Hidden Kenjutsu
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- Spoiler:
- ( Kyuzo's Awakening)
Rank A
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Activation: +10 HP/CP, +2 Attack/Defense
Duration: 1d10+1 Rounds
-3 to all rolls after awakening for 1d6 rounds
Passive: Kenjutsu Attacks gain +2 Damage.
Passive: Blocking vs Kyuzo is done at a -1 Penalty.
:-: Abilities :-:
Hiten Mitsurugi Ryuukuzuryuusen
Jutsu Type: Awakening Jutsu
Chakra Cost: 8 CP
RP: Kyuzo holds his katana up in the air before him, slowing down his perception as he goes into the classic Samurai slow motion senses before rushing foward and unleashing a powerful strike that could ream a man in twain.
PvP Effect: Rolled with Dex, 4d4+4 HP dmg.
Ryūshōsen (Soaring Dragon Flight)
Jutsu Type: Awakening Jutsu
Chakra Cost: 10 CP
RP: The "Dragon Flight" was originally a move meant to utilize the edge of the sword, cutting the adversary below while aiming for the jaw and/or the pit of the stomach. The key to this technique lays in jumping power, utilizing it to its fullest. Kyuzo has altered this move, instead pressing the flat of his Sakabato into the adversary, as opposed to the blade edge.
PvP Effect: Rolled with Dex, 3d8+3 Damage, and it ignores 8 DR, x1/Fight.
Hyoukai-Kishi-Jiten (Melting Knight Spin)
Jutsu Type: Awakening Jutsu
Chakra Cost: 10 CP
RP: The Melting Knight Spin is one of the legendary Iron Country Kenjutsu in which the user slashes the air in a circle before them which fans out into ten blades. These ten firey blades then shoot out and slash into the target one by one with a motion of the caster's own sword. They dont do a lot of initial damage, but it's the explosion that's the kicker.
PvP Effect: 5 Attack Rolls, Each one doing 1d4 Damage [Ignoring 2 DR Each], Then the next round they explode for an additional 5 Fire Damage. x1/Fight.
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Jinchuutenshi (ALSO DOESNT EXIST! KEEPING HERE FOR NOW)
- Spoiler:
- Code:
Two Winged Angel: Angel of Fire: The Angel of Fire. This angel is responsible for the Heat of the world and the concept of fire, not just flames but the ambitions that make small men rise up and become great heroes. Jinchuutenshi of this angel find themselves often wanting to stride courageously into trouble without fear of the consequences, but it's a sensation that can be controlled.
RP Ability Gained: [Permanent]: May light campfires and make small non-harmful flames at will by snapping their fingers. May use Fire Jutsu up to C-Rank as if they had the element normally [doesn't take up an elemental slot]
Wing Release: Gains +2 Attack/Defense Rolls, +10 HP and CP, and may use up to S-Rank Fire Jutsu [As if they knew all standard Fire Jutsu temporarily] for 6 Rounds. After the duration ends, the Jinchuutenshi KO's or they may choose to progress to Full Angel Mode.
Full Angel Mode: Adds +1 Attack/Defense Rolls to Wing Release and they gain 1d8 HP Regen/Round. This lasts for 4 Rounds, and at the end, the user must roll a 1d20. If the roll is 16+, they die as they are consumed by the Angel's chakra. The number goes down by 1 permanently each time Full Angel Mode is used. [After 1 use, the next time will be 15+, after 2 it will be 14+, after 3 it will be 13+, ect ect.] If a person uses Full Angel Mode 6 Times without dying, they can then use it without repercussions for the duration of their status as a Jinchuutenshi.
Last edited by LTenhet on Sun Oct 23, 2016 2:22 am; edited 4 times in total
LTenhet- Posts : 15
Join date : 2016-06-15
Re: Kyuzo Tadakuro
SUMMON INFO:
Dragon Summoning Jutsu
Rank : Varies
RP : Summoning is done by previously forming a pact with an animal or object, with the Dragon summon it causes a permanent burn-type tattoo on one of the summoners arm that glows a fiery red, brightness dependent on the level of summon.
Dragon Passive Trait:
Due to the presence of such fearsome creatures, all enemies in the area gain -1 to any defensive roll.
DF :
Rank 1 (Any Level) E Rank
Rank 2 (Any Level) D rank
Rank 3 (Level 15 +) C rank
Rank 4 (Level 25 - 34+) (A rank)
Rank 5 (Level 35 - 40) (S Rank)
Dragon Summoning Jutsu
Rank : Varies
RP : Summoning is done by previously forming a pact with an animal or object, with the Dragon summon it causes a permanent burn-type tattoo on one of the summoners arm that glows a fiery red, brightness dependent on the level of summon.
Dragon Passive Trait:
Due to the presence of such fearsome creatures, all enemies in the area gain -1 to any defensive roll.
DF :
Rank 1 (Any Level) E Rank
- Spoiler:
- Name: Wip
Summon Cost: 3 CP
Duration: 1d4+2
HP = characters lvl/2 + 5
CP = Characters CP - 10
Basic Attack Damage: Rank Taijutsu.
Personality: Wip is the smallest and youngest of the dragons, barely larger than the average Raven or Hawk. A natural trickster, he uses his small stature to pull nigh-constant practical jokes on his older and larger kin, and a lot of hapless unsuspecting people.
Size: Small (Bird-sized)
Jutsu: 1 minor
Pellet Attack
Jutsu Type: Summon Technique
Rank: Minor
CP: 3
Description: Wip would grab several pellets from his bag of tricks, tossing them all around the area so they explode into multicolored smoke; obscuring the vision of those affected
PvP Effect: -1d4 DR to up to three targets, for 1d4 rounds
Rank 2 (Any Level) D rank
- Spoiler:
- Name: Uwibami
Summon Cost: 5 CP
Duration: 1d4+1
HP = characters lvl/2 + 10
CP = Characters CP - 5
Basic Attack Damage: Rank Small weapon or taijutsu.
Personality: Uwibami is another young dragon, but has an ego that would put Giants to shame. Despite believing himself better than other "lesser" species, he follows a strict code of honor, not unlike Bushido or the Code of Chivalry.
Size: Adolescent (Horse-sized)
Jutsu : 2 minor
Dragon Knight
Rank: Minor
Cost: 4 CP
RP: Hopping onto the back of the Dragon, the summoner uses it as a Mount; being horse-sized the Dragon allows the rider all the benefits of being mounted, plus being on the back of a scaled, fire-breathing creature.
Dicefight: +1 damage for 1d6 rounds (minimum 2)
Special: While riding the Dragon, may use it as Defense for +1d4 DR
Dragon Palm
Rank: Minor
Cost: 3 CP
RP: The Dragon rushes towards a target, going unnaturally swift for it's size, and skids to a halt: extending it's taloned palm forward so it slams into the target, knocking them back
PvP Effect: Rank Damage + 1 round stun
Rank 3 (Level 15 +) C rank
- Spoiler:
- Name: Yofune
Summon Cost : 8 CP
Duration: 1d4+1
HP = characters lvl/2 + 15
CP = Characters CP
Basic Attack Damage: Rank Dual Wield Small weapons, taijutsu.
Personality: A middle-aged Dragon; Yofune is strict and humorless, concentrating mostly on combat and discpiline he is the one that teaches the younger Dragons how to fight and defend themselves. With only a few exceptions however, he is also the biggest drinker of Alcohol, which turns him from the humorless warrior to a clumsy, giant, oaf, much like the practitioners of Zui Quan.
Size: Elephant sized
Jutsu : 2 minor, 1 medium jutsu
Ground Pummel
Rank: Minor
CP: 3
RP: The Dragon roars loudly, slamming both of his large paws into the ground creating a shockwave that crashes into a single opponent
PvP: Rank Damage + 1d8
Kegger
Rank: Minor
CP: 4
RP: Yofune pulls a large keg off his back, poking it open with one of his talons, then proceeds to drink it down, he then takes the keg and smashes it down with a loud burping roar; the alcohol giving him an edge in combat.
PvP Effect: +1d6 Dex (min 2) for 1d6 Rounds
Drunken Slash
CP: 6
Description: Yofune roars and rushes towards his enemy, through a series of mishaps however he ends up falling towards the ground, talons flailing wildly at the target causing a series of gashes.
PvP: Rank Damage + 1d4 + 1d4 over 2 rounds
Rank 4 (Level 25 - 34+) (A rank)
- Spoiler:
- Name: Kiyo
Summon Cost : 13 CP
Duration: 1d4+1
HP = Characters lvl
CP = Characters CP + 5
Personality: A renowned brewer, making some of the most ancient recipes of alcohol in the world. Kiyo is an Elder Dragon, far larger than many others, about the size of a Tavern actually. Caring and wise, she is the voice of reason among the Dragonkind, pushing them to help the other creatures of the world and to guide them.
Size: Size of a Tavern/Inn
Basic Attack Damage: Rank Medium weapon or dual wield small weapon.
Jutsu : 2 minor, 2 medium Jutsu
Drink for the Mind
Rank: Minor
CP: 3
RP: Kiyo pulls out a bottle from her large bag, taking a long drink, her eyes glow a slight blue as her mind powers are strengthened
PvP: +1d6 Intelligence for 1d6 rounds (min 2)
Bubbles!
Rank: Minor
CP: 4
RP: Kiyo uses her strong mind against an opponent, making them think they are surrounded by a lot bubbles, filling them with a sense of happiness as they try to pop the bubbles! All the while making them exert CP trying to pop them all
PvP Effect: Stuns target for 1d4 rounds or until hit. Target loses 1cp per round stunned.
Heavy-weight
Rank: Medium
CP: 6
RP: The targets clothes and/or weapons seem to suddenly increase in weight, slowing them down and causing all their attacks and dodges to be more sluggish than usual
PvP Effect: -2 to attack/dodge for 1d4 rounds
Double-Rainbow
Rank: Medium
CP: 6
RP: The victim of the Genjutsu is stunned as they see the legendary DOUBLE RAINBOW! Stairing in awe at the wonder and majesty and unable to break away.
PvP: 1d6 round stun
Rank 5 (Level 35 - 40) (S Rank)
- Spoiler:
- Name: Ryujin
Summon Cost : 20 CP
Duration: 1d6 (minimum 2)
HP = Characters lvl + 10
CP = Characters CP + 10
Basic Attack Damage: Rank Large Weapon, taijutsu.
Personality: The King of the Dragons, Ryujin looks upon his dragonkin and the people of the world as his children, instilling a sense of honor and respect for the smaller creatures of the World upon his children. Always one to fight for what is right, never stopping until his task his complete. To Ryujin, his greatest responsibility is to protect anyone who needs it, though he is never one to pass up an oppurtunity to drink and celebrate.
Size: Massive, easily the size of the Hokage Tower of Konoha.
Jutsu : 3 minor jutsu, 2 medium jutsu, 1 major jutsu
Special: Takes 1 round after summon to become intoxicated, unless brought forth beforehand and already drunk
Tree Smash
Rank: Minor
CP: 4
RP: Ryujin rips a tree, or a wall, out of the ground and smashes it down on his opponent.
PvP: Rank Damage + 1d6, if drunk add 1d4
Empty Bottle
Rank: Minor
CP: 3
RP: After drinking down one of the many, very large (human-sized), bottles from his massive belt of alcohol he hurls it at his opponent, allowing to to smash and crush his foe.
PvP: Rank Damage +1d4 +2
Drunken Tail
Rank: Minor
CP: 4
RP: Ryujin haphhazardly and without seeming rise or reason flails his massive tail around, stumbling about as he does so, until eventually it seems to hit straight at a single target, smacking them across the ground.
PvP: Rank Damage + 1d4 + 1 round stun, if drunk add +1 damage
Dragon Paladin
Rank: Medium
CP: 8
RP: Ryujin allows the person to summon him to climb up onto his shoulder allowing both of them to formulate their battle plan and play off of each others strengths, and giving the summoner the high ground for his attacks.
PvP: +1d6 (min 2) damage for 1d6+1 rounds
Dragon Fire
Rank: Medium
CP: 6 (activate) 2 cp per round
RP: Ryujin breathes and manipulates fire onto the Summoners weapon, and any other weapon, causing extra fire damage to any jutsu or attack.
PvP: +2d4 Fire Damage to any attack or jutsu, can last as long as summon
Dragon Sake (Dragon Version)
Rank: Major
CP: 14
RP: Ryujin takes a specially labeled bottle off of his alcohol belt and chugs it down, breathing in massively afterwards, the air heating up around his mouth as he belches as loud as a roar: A Massive fireball coming from his maw, obliterating the area in front of him
PvP: Area Effect (In front of), 4d8 damage, if previously drunk ignores 2 dr
Last edited by LTenhet on Sun Oct 16, 2016 3:35 am; edited 1 time in total
LTenhet- Posts : 15
Join date : 2016-06-15
Re: Kyuzo Tadakuro
Known Jutsu
Clan Jutsu
Kenjutsu
Taijutsu
Genjutsu
Medical Jutsu
Katon (Fire)
Raiton (Electricity)
Elementaless Jutsu
Academy Jutsu
Clan Jutsu
- Spoiler:
- Swift Chakra Punch
Jutsu Type: Taijutsu
Rank: E
Chakra Cost: 1
RP Description: The user delivers a swift punch, backed by Chakra power, to the target.
PVP Effect: Rank Damage +1
Special Note:
Teaching/Learning: Only available to Tadakuro
Hilt Jab
Jutsu Type: Kenjutsu
Rank: E
Chakra Cost: 2
RP Description: The user smashes the hilt of his weapon into the target
PVP Effect: Rank Damage+2 damage
Special Note:
Teaching/Learning: Only available to Tadakuro
Clothesline
Jutsu Type: Taijutsu
Rank: E
Chakra Cost: 1
RP Description: The user runs to the side of the target and smashes his arm into their upper body, temporarily stunning them momentarily and making an attack opening
PVP Effect: Lowers targets DR by 2 for 1 round
Special Note:
Teaching/Learning: Only available to Tadakuro
Chakra Stab
Jutsu Type: Kenjutsu
Rank: D
Chakra Cost: 2
RP Description: The user layers their blade with sharpened chakra, in order to increase stabbing power, allowing it to pierce some defenses.
PVP Effect: Rank Damage + Pierces 2 DR
Teaching/Learning: Only available to Tadakuro
Blade Whirl
Jutsu Type: Kenjutsu
Rank: D
Chakra Cost: 3
RP Description: The user focuses their chakra into their blade, either sharpening it for an attack of strengthening it for defense
PVP Effect: Regular Damage +1d4+1
Special Note: Can be used to block 1d4 damage
Teaching/Learning: Only available to Tadakuro
Drunken Punch
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 4
RP Description: While intoxicated, the user makes a stumbling punch towards the enemy, catching them off guard
PVP Effect: Rank Damage +1d4+2
Special Note: User must be intoxicated
Teaching/Learning: Only available to Tadakuro
Numbing Effect
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 5
RP Description: The user takes a drink from a very strong bottle of alcohol, temporarily numbing their bodies to pain.
PVP Effect: +1d4 DR for 1d4+1 rounds
Special Note: Must be intoxicated
Teaching/Learning: Only available to Tadakuro
Headbutt
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 5
RP Description: The user stumbles back and then forward, smashing his head against the enemies, momentarily stunning them
PVP Effect: Holds for 1d4+1 or until hit
Special Note: Must be intoxicated. Hold gives a -3 to defense rolls.
Teaching/Learning: Only available to Tadakuro
Drunken Kick
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 4
RP Description: The user drunkenly falls back, focusing Chakra into his legs and kicking the opponen in the jaw, knocking them into the air.
PVP Effect: Rank Damage + 1d4/2 (Min. 1) + One Round Hold
Special Note: Must be intoxicated. Hold gives a -3 to defense rolls.
Teaching/Learning: Only available to Tadakuro
Blade of the Drunkard
Jutsu Type: Kenjutsu
Rank: B
Chakra Cost: 6
RP Description: RP Description: The user forms a huge amount of chakra into their blade, then charge their opponent in a half-hazard drunken manner, aiming straight for their chest.
PVP Effect: Rank Damage + 3d4
Special Note: Must be intoxicated
Teaching/Learning: Only available to Tadakuro
Take a Shot
Jutsu Type: Taijutsu
Rank: B
Chakra Cost: 8
RP Description: The user grabs a bottle from their belt and takes a drink, re-invigorating them for the fight
PVP Effect: +1d6 DEX for 1d6 rounds
Teaching/Learning: Only available to Tadakuro
Noxious Breath
Jutsu Type: Taijutsu
Rank: B
Chakra Cost: 7
RP Description: After taking a drink of a particularly strong alcohol, the user grabs their target and breathes a deep full breath into their face; breaking their concentration and opening them up for an attack
PVP Effect: -2d4 DR to a single target for 1d4+1 rounds
Special Note: Must be intoxicated
Teaching/Learning: Only available to Tadakuro
Dragon Sake
Jutsu Type: Taijutsu
Rank: A
Chakra Cost: 13
RP Description: After quickly chugging a large bottle with a Skull and Crossbones on it, the user inhales and burps very loudly, pulling a match and lighting the gas into a super-hot fireball towards the target
PVP Effect: 4d8 Damage
Special Note: Must be intoxicated, may only use once. If used after Noxious Breath, the -DR from Noxious Breath is doubled.
Teaching/Learning: Only available to Tadakuro
Drunken Blade
Jutsu Type: Kenjutsu
Rank: A
Chakra Cost: 10
RP Description: The user goes into a series of quick, albeit drunken, blows with their blade; the attacks seem random and difficult to determine
PvP Effect: Kenjutsu DMG + 2d10
Special Note: Must be intoxicated
Teaching/Learning: Only available to Tadakuro
Samurai Saber Technique
Jutsu Type: Kenjutsu
Rank: A
Chakra Cost: 13
RP Description: Through the use of chakra flow, the user channels their chakra through their swords. This extends the reach and the cutting ability of the blade, and also allows the user to fire crescents of chakra whenever the blade is swung.
PVP Effect: If used for regular attack: 3d10. If used with Crescent firing: 1d10 per target, up to 5 targets.
Black Out
Jutsu Type: Kenjutsu/Taijutsu
Rank: S
Chakra Cost: 20
RP Description: The user downs the entire contents of their alcohol belt, turning into a crazed fighting machine, increasing all of their attributes; however at the end of the Jutsu the user blacks out.
PVP Effect: +2d4+2 DEX, +2d4+2 DR, +2d4+2 Damage to Taijutsu/Kenjutsu, for 1d4+2 rounds.
Special Note: Must be heavily intoxicated, uses up all remaining alcohol, passes out at end of effect
Teaching/Learning: Only available to Tadakuro
Kenjutsu
- Spoiler:
Chakara 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: +1 damage
Note: This is required in order to learn other Kenjutsu
Teaching/Learning: Gate System – E Rank
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
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
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, with a shadowy effect to it to
draw the attention of the opponent and to give one enough time to block or
parry in time
PvP Effect: +2 to block/parry
Special Note: Cannot be used against Ninjutsu or Genjutsu
Teaching/Learning: Gate System – C Rank
Aging Dragon
Jutsu Type: Kenjutsu
RP Description: The user of this technique flows their chakra throughout their entire weapon before striking. As they strike, the chakra shifts slightly, resembling something of an old dragon, which on contact with the enemy, explodes.
CP Cost: 7
PVP: Rank DMG + 2d4+2
Teaching/Learning: Gate System – B Rank
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
Flickering Pain
Jutsu Type: Kenjutsu/Taijutsu
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
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
Taijutsu
- Spoiler:
Chakra Lace
Jutstu Type: Taijutsu
Rank: E
Chakra Cost: 1
Rp Description: With a thin layer of chakra covering their attack, they would strike the target with it doing a minimal amount of extra damage.
PVP Effect: Rank Damage + 1
Special Note:
Teaching/Learning: Gate System - E Rank
Swift Kick
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 2
RP Description: The user layers their shin with sharpened chakra, in order to increase both kicking power, allowing it to pierce some defenses.
PVP Effect: Rank Damage + Pierces 1 DR
Special Note:
Teaching/Learning: Gate System – D Rank
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
Clone Counter Kick
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 2 + Bunshin
RP Description: Used in defense against a “Clone” if it is a clone attacking, the user forms a bunshin behind the clone or person, and sends two kicks at the stomach and back.
PVP Effect: 1 Damage
Special Note: Destroys a Bunshin/Kage Bunshin
Teaching/Learning: Gate System – D 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
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
Leaf Great Whirlwind
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 4
RP Description: The user focuses enough chakra into their spinning motion that utilizes a dual leg spinning attack that is directed at several points of the opponent’s body.
PVP Effect: Rank Damage + 1d6 Damage
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
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
Genjutsu
- Spoiler:
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
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
Amour au dela' Larme (Love of Tears)
D Rank
Chakra Cost: 3
RP Description: The target bursts out into tears suddenly as they see tragic love scenes flash through their mind, making it difficult to fight.
PVP: The target is stunned for 1d4/2 rounds or until hit, they can make a CHA check vs the original attack roll to break out.
Teaching/Learning: Gate System - D Rank
Slumbers Of The Forest
Rank: D
Chakra Cost: 3
RP Description: The target sees glimmers of light as though leafs are falling from trees. It makes them tired, but not fall asleep.
PVP: -1 for 1d4 rounds. "No stun effect".
Leaf and Grass taught.
Special Note: Being hit does not break this effect.
Teaching/Learning: Gate System - D Rank
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
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
Medical Jutsu
- Spoiler:
- Dress wound
Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: The most simple of medical jutsu learned at the start of becoming a medical shinobi.
PVP Effect: Heals target for 1d4, may be used in battle.
Teaching/Learning: Gate System - E Rank
Sterilize Injury
Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: A simple mixture of herbs designed to aid in healing a wounded shinobi, also one of the most basic jutsus learned by all medical shinobi.
PVP Effect: Heals target for 1d4 for 2 rounds, may be used in battle
Teaching/Learning: Gate System - E Rank
Control Bleeding
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: Using basic knowledge of anatomy the medical shinobi is able to apply pressure to a wound and stop it from bleeding.
PVP Effect: heals target for 1/10th Heal Roll (Max 10) , can be used in battle
Special Note: uses up 2 turns, to fully control the bleeding.
Teaching/Learning: Gate System - D Rank
Remove Poison Technique
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: Removes poison from a victim who has been hit with a lingering toxin.
PVP Effect: Removes poison from the target, For every Rank above E the poison is this Jutsu costs 2 more CP then Usual.
Teaching/Learning: Gate System - D Rank
Healing Jutsu Minor
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: A basic medical ninjutsu that heals cuts, scratches and bruises with ease.
PVP Effect: 1d10 Damage healed to a target
Teaching/Learning: Gate System - D Rank
Healing Jutsu Light
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: A Moderate Medical jutsu. A widely jutsu among all medical shinobi who are in the field of combat.
PVP Effect: Heals 3d4 to a target.
Teaching/Learning: Gate System- C Rank
Ultimate Heal
Jutsu Type: Ninjutsu
Rank: S
Chakra Cost: 20
RP Description: This is the most powerful healing technique a medical shinobi posses and also the most difficult, as the margin of error is so slim. Use of this jutsu is strictly cautioned due to the fact if performed wrong could kill the target instead of healing them.
PVP Effect: 6d10 Heal, must roll a 1d20. If 1 is rolled it deals 1/2 that in damage instead.
Special Note: If target player falls below -20 from this juts, Perma is Possible.
Teaching/Learning: Gate System- S Rank
Katon (Fire)
- Spoiler:
- Katon: Dorogan No Jutsu (COPIED)
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
Raiton (Electricity)
- Spoiler:
- Raiton: Minor Electric Current (COPIED)
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Through usage of this technique, the user is able to accelerate the flow of Chakra in their body, thus creating a small electric current that can be passed onto a hand-held weapon, or concentrated on a small part of the user's body to attack with
PVP Effect: Adds 1d6+1 electrical damage to a weapon or fist for 1d4+1 rounds
Special Note: The jutsu deals 1 pt of damage per round to the user as the charge leeches into them on occasion. Their technique cannot be ended early. (This Dmg doesn't bypass DR)
Teaching/Learning: Gate System - C Rank
Elementaless Jutsu
- Spoiler:
- 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: Grants +2 to Attack/Defense Rolls While Active.
Special Note: Requires a 15 Dex Mod
Teaching/Learning: Gate System - B Rank
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: 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
Last edited by LTenhet on Sun Oct 16, 2016 2:50 am; edited 2 times in total
LTenhet- Posts : 15
Join date : 2016-06-15
Re: Kyuzo Tadakuro
[Tadakuro]
(100 Tokens)
[The Drunken Blade]
The Tadakuro's are a very old clan that have operated off of various farms in the past. The clan themselves are experts in a unique blade fighting technique called the "Drunken Blade", being a mixture of Zui Quan and Kenjutsu, it is very difficult and dangerous to master and often results in layers of Scars on the trainee before they finally master it. The Takadauro Clan are also expert farmers and brewers, concocting more and more potent versions of their alcohol for a quicker, better way to get into the Drunken style. Part of the Drunken Blade training are intensive Taijutsu and Kenjutsu training. In recent years the Clan has dwindled, the Leaf branch of the Clan is all but gone, a few offshoots exist in the Land of Iron but they focus on regular Kenjutsu instead of the Drunken Blade.
Innate: +2 HP DR, +5 to Learning Kenjutsu, +3 to those they Teach Kenjutsu
Genin: +1 to Kenjutsu Rolls, +1d4 taijutsu/kenjtsu damage
Chuunin: +2 to Kenjutsu Rolls, +1d6 taijutsu/kenjtsu damage
Jounin: +3 to Kenjutsu Rolls, +1d8 taijutsu/kenjtsu damage
[Special Brew]
The Tadakuro are renowned brewers, as they become stronger they require new Brews to work with their Drunken Blade style. Along with all of the brewing and drinking they do, their bodies have become immune to more, and have also allowed them to know which areas of the body are damaged easier with a blade.
Innated: +10 HP, 2 DR Pierce on Kenjutsu
Genin: 1 D Rank Brew, 1 C Rank Brew
Chuunin: 1 C Rank Brew, 1 B Rank Brew
Jounin: 1 B Rank Brew, 1 A Rank Brew
(Brews are to balanced / created like stances, and each brew is only useable 1x per battle, per brew. When a Tadakuro uses a Brew they are considered "Drunk".)
[Custom Jutsu]
Any Tadakuro is capable of creating custom Tadakuro Hijutsu. Custom Jutsu created in this manner are created following the custom Jutsu chart and must be learned as per the Jutsu Gate Learning System. All Tadakuro are allowed to create one Hijutsu of each rank[E/D/C/B/A/S] for free. This Hijutsu must fit the following criteria.
All Bonuses to rolls that do not explicitly state they include damage, do NOT include damage rolls.
All Bonuses to rolls that do not explicitly state they include learning, do NOT include learning rolls.
[Zui Quan Expertise]
(50 Tokens - Buyable Extra)
The Tadakuro are experts in Zui Quan, training constantly to expand their knowledge of the Martial Arts.
Innate: +1d4 rounds on Custom Brews, May Learn how to create others Tadakuro Brew's
Genin: +1 to Kenjutsu Rolls, +1 Clan jutsu Damage while drunk
Chuunin: +2 to Kenjutsu Rolls, +1d4 Clan jutsu Damage while drunk
Jounin: +3 to Kenjutsu Rolls, +1d6 Clan jutsu Damage while drunk
(100 Tokens)
[The Drunken Blade]
The Tadakuro's are a very old clan that have operated off of various farms in the past. The clan themselves are experts in a unique blade fighting technique called the "Drunken Blade", being a mixture of Zui Quan and Kenjutsu, it is very difficult and dangerous to master and often results in layers of Scars on the trainee before they finally master it. The Takadauro Clan are also expert farmers and brewers, concocting more and more potent versions of their alcohol for a quicker, better way to get into the Drunken style. Part of the Drunken Blade training are intensive Taijutsu and Kenjutsu training. In recent years the Clan has dwindled, the Leaf branch of the Clan is all but gone, a few offshoots exist in the Land of Iron but they focus on regular Kenjutsu instead of the Drunken Blade.
Innate: +2 HP DR, +5 to Learning Kenjutsu, +3 to those they Teach Kenjutsu
Genin: +1 to Kenjutsu Rolls, +1d4 taijutsu/kenjtsu damage
Chuunin: +2 to Kenjutsu Rolls, +1d6 taijutsu/kenjtsu damage
Jounin: +3 to Kenjutsu Rolls, +1d8 taijutsu/kenjtsu damage
[Special Brew]
The Tadakuro are renowned brewers, as they become stronger they require new Brews to work with their Drunken Blade style. Along with all of the brewing and drinking they do, their bodies have become immune to more, and have also allowed them to know which areas of the body are damaged easier with a blade.
Innated: +10 HP, 2 DR Pierce on Kenjutsu
Genin: 1 D Rank Brew, 1 C Rank Brew
Chuunin: 1 C Rank Brew, 1 B Rank Brew
Jounin: 1 B Rank Brew, 1 A Rank Brew
(Brews are to balanced / created like stances, and each brew is only useable 1x per battle, per brew. When a Tadakuro uses a Brew they are considered "Drunk".)
[Custom Jutsu]
Any Tadakuro is capable of creating custom Tadakuro Hijutsu. Custom Jutsu created in this manner are created following the custom Jutsu chart and must be learned as per the Jutsu Gate Learning System. All Tadakuro are allowed to create one Hijutsu of each rank[E/D/C/B/A/S] for free. This Hijutsu must fit the following criteria.
All Bonuses to rolls that do not explicitly state they include damage, do NOT include damage rolls.
All Bonuses to rolls that do not explicitly state they include learning, do NOT include learning rolls.
- Jutsu:
[E Rank]
Swift Chakra Punch
Jutsu Type: Taijutsu
Rank: E
Chakra Cost: 1
RP Description: The user delivers a swift punch, backed by Chakra power, to the target.
PVP Effect: Rank Damage +1
Special Note:
Teaching/Learning: Only available to Tadakuro
Hilt Jab
Jutsu Type: Kenjutsu
Rank: E
Chakra Cost: 2
RP Description: The user smashes the hilt of his weapon into the target
PVP Effect: Rank Damage+2 damage
Special Note:
Teaching/Learning: Only available to Tadakuro
Clothesline
Jutsu Type: Taijutsu
Rank: E
Chakra Cost: 1
RP Description: The user runs to the side of the target and smashes his arm into their upper body, temporarily stunning them momentarily and making an attack opening
PVP Effect: Lowers targets DR by 2 for 1 round
Special Note:
Teaching/Learning: Only available to Tadakuro
[D Rank]
Blade Whirl
Jutsu Type: Kenjutsu
Rank: D
Chakra Cost: 3
RP Description: The user focuses their chakra into their blade, either sharpening it for an attack of strengthening it for defense
PVP Effect: Regular Damage +1d4+1
Special Note: Can be used to block 1d4 damage
Teaching/Learning: Only available to Tadakuro
Drunken Punch
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 2
RP Description: While intoxicated, the user makes a stumbling punch towards the enemy, catching them off guard
PVP Effect: Rank Damage +1d4+1
Special Note: User must be intoxicated
Teaching/Learning: Only available to Tadakuro
Chakra Stab
Jutsu Type: Kenjutsu
Rank: D
Chakra Cost: 3
RP Description: The user layers their blade with sharpened chakra, in order to increase stabbing power, allowing it to pierce some defenses.
PVP Effect: Rank Damage + Pierces 3 DR
Teaching/Learning: Only available to Tadakuro
[C Rank]
Numbing Effect
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 5
RP Description: The user takes a drink from a very strong bottle of alcohol, temporarily numbing their bodies to pain.
PVP Effect: +1d4 DR for 1d4+1 rounds
Special Note: Must be intoxicated
Teaching/Learning: Only available to Tadakuro
Headbutt
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 4
RP Description: The user stumbles back and then forward, smashing his head against the enemies, momentarily stunning them
PVP Effect: Holds for 1d4 or until hit
Special Note: Must be intoxicated. Hold gives a -3 to defense rolls.
Teaching/Learning: Only available to Tadakuro
Drunken Kick
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 4
RP Description: The user drunkenly falls back, focusing Chakra into his legs and kicking the opponen in the jaw, knocking them into the air.
PVP Effect: Rank Damage + 1d4/2 (Min. 1) + One Round Hold
Special Note: Must be intoxicated. Hold gives a -3 to defense rolls.
Teaching/Learning: Only available to Tadakuro
Take a Shot
Jutsu Type: Taijutsu
Rank: B
Chakra Cost: 6
RP Description: The user grabs a bottle from their belt and takes a drink, re-invigorating them for the fight
PVP Effect: +1d4+1 DEX for 1d4+1 rounds
Teaching/Learning: Only available to Tadakuro
Blade of the Drunkard
Jutsu Type: Kenjutsu
Rank: B
Chakra Cost: 7
RP Description: RP Description: The user forms a huge amount of chakra into their blade, then charge their opponent in a half-hazard drunken manner, aiming straight for their chest.
PVP Effect: Rank Damage + 3d4
Special Note: Must be intoxicated
Teaching/Learning: Only available to Tadakuro
Noxious Breath
Jutsu Type: Taijutsu
Rank: B
Chakra Cost: 7
RP Description: After taking a drink of a particularly strong alcohol, the user grabs their target and breathes a deep full breath into their face; breaking their concentration and opening them up for an attack
PVP Effect: -2d4 DR to a single target for 1d4+1 rounds
Special Note: Must be intoxicated
Teaching/Learning: Only available to Tadakuro
[A Rank]
Dragon Sake
Jutsu Type: Taijutsu
Rank: A
Chakra Cost: 13
RP Description: After quickly chugging a large bottle with a Skull and Crossbones on it, the user inhales and burps very loudly, pulling a match and lighting the gas into a super-hot fireball towards the target
PVP Effect: 4d8 Damage
Special Note: Must be intoxicated, may only use once. If used after Noxious Breath, the -DR from Noxious Breath is doubled.
Teaching/Learning: Only available to Tadakuro
Drunken Blade
Jutsu Type: Kenjutsu
Rank: A
Chakra Cost: 10
RP Description: The user goes into a series of quick, albeit drunken, blows with their blade; the attacks seem random and difficult to determine
PvP Effect: Kenjutsu DMG + 2d10
Special Note: Must be intoxicated
Teaching/Learning: Only available to Tadakuro
Samurai Saber Technique
Jutsu Type: Kenjutsu
Rank: A
Chakra Cost: 10
RP Description: Through the use of chakra flow, the user channels their chakra through their swords. This extends the reach and the cutting ability of the blade, and also allows the user to fire crescents of chakra whenever the blade is swung.
PVP Effect: If used for regular attack: Kenjutsu DMG + 2d10. If used with Crescent firing: Kenjutsu DMG+2, up to 5 targets.
[S Rank]
Black Out
Jutsu Type: Kenjutsu/Taijutsu
Rank: S
Chakra Cost: 20
RP Description: The user downs the entire contents of their alcohol belt, turning into a crazed fighting machine, increasing all of their attributes; however at the end of the Jutsu the user blacks out.
PVP Effect: +2d4+2 DEX, +2d4+2 DR, +2d4+2 Damage to Taijutsu/Kenjutsu, for 1d4+2 rounds.
Special Note: Must be heavily intoxicated, uses up all remaining alcohol, passes out at end of effect
Teaching/Learning: Only available to Tadakuro
[Zui Quan Expertise]
(50 Tokens - Buyable Extra)
The Tadakuro are experts in Zui Quan, training constantly to expand their knowledge of the Martial Arts.
Innate: +1d4 rounds on Custom Brews, May Learn how to create others Tadakuro Brew's
Genin: +1 to Kenjutsu Rolls, +1 Clan jutsu Damage while drunk
Chuunin: +2 to Kenjutsu Rolls, +1d4 Clan jutsu Damage while drunk
Jounin: +3 to Kenjutsu Rolls, +1d6 Clan jutsu Damage while drunk
LTenhet- Posts : 15
Join date : 2016-06-15
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