Kujira Hoshigaki
Page 1 of 1
Kujira Hoshigaki
- token spentages:
Purchased 150 for Hoshigaki clan
Purchased 100 for Custom Ninjutsu specialist
Purchased 25 for Rank 1 Hippo summon (paid to Sasori)
Purchased 20 for Event hippo rp jutsu (paid to Sasori )
Purchased 25 for Rank 2 Hippo summon (Paid to Killer bee)
Purchased 20 for 2 Military Ration pills
180 tokens spent on Multiple Stats
Custom jutsu Tokens spent
4 E ranks = 4 tokens
1 D rank = 2 tokens
1 C rank = 4 tokens
1 B rank = 6 tokens
1 A rank = 8 tokens
(rule changed)
1 D rank = 4
Total = 28 tokens in custom
Character bio for Kujira Hoshigaki.
- Spoiler:
Hoshigaki the Bloody
Being raised in blood and gore, Kujira grew to be insane aswell as love the taste of blood, he killed, maimed, stabbed, shanked, even devoured anything and anyone that could bleed, his academy exam consisted of him. . killing his students on the incorrect date. His Chunin test consisted of destroying a camp of over 50 bandits, he ripped them apart and ate the Hearts of those he considered 'strong'
Hoshigaki the . . Scholar?
while being bloody had its moment Kujira felt he had a connection to chakra, a large connection to the point where even though his clan wished for him to be a great warrior, in secret he studied Seals, hand signs, chakra manipulation, even Nature chakra, discovering how Hand Signs and seals were similar and differant, as well as being able to decode some fuuinjutsu, given the time he could decode any fuuin, As well has create his own Fuuinjutsu.
Hoshigaki the. . Spy?!
Once again, being the monster of the mist had its advantages, most who did not know him thought he was a brute, and those that did still thought he was a brute, but his friends knew him as intelligent, being a master of chakra, and knowledgeable about the morals of both human, monster, and animal he created a Market in the selling of weapons, tools, and equipment. of course he was merely the figure head of the trading business he secretly hides his Small Spy network among them allowing Kujira to protect Kiri and keep himself informed, and the Mizukage secretly informed as well.
Kujira the Husband, The Uncle, The Teacher
Kujira as a Genin had liked to think he discovered more then most would think he had, a peace of mind, a thirst for knowledge, and general understanding of the cruel dark world around him. So it was a small surprise when he discovered Love in the bloody village of the mists. Reiko Nomike, a Black widow clan member, with a dark past was put into his squad where they met each other, soon after they grew to become friends, and after that they became lovers. Eventually after several years, Kujira grew to be a loving Husband, and Reiko a beautiful wife. another few years down the road Kujira discovered that he had a Brother, and in that he had a cookie cutter shark for a Niece.
it didnt take long for Kujira to become a masterful teacher in the ninja arts, being a masterful teacher and a powerful learner. knowing more jutsu then 3 chunin combined. he was quickly promoted to continue his teachings and learn even more deadly jutsu.
Hand Signs and there use for jutsu. Of course his best student had always been his Clan members, and his squad member Hei, a obedient and understanding student who absorbed his knowledge like a sponge
.
- Spoiler:
- 1. Ram: Focus, single point
2. Snake: flexibility, capacity, shape
3. Rat: Movement, Shape
4. Bird: Distance, Wind, barrier shape
5. Dragon: Power, Capacity
6. Ox: Force, Power, Earth
7. Tiger: Balance, Fire, Speed
8. Rabbit: Multiplication, Spread, multiple
9. Horse: Stability, Water, Body
10. Boar: Targeting, Single target
11. Monkey: Complexity, Separate function, Agility
12. Dog: Control, Focus minor, suppression
Name: Kujira Hoshigaki
- other info:
- Rank: Jounin
Gender: Male
Age: 25+
Date of birth: January 13
Family: Kechi Hoshigaki (mother) Sakaro Hoshigaki (Father), Shikkoo Hoshigaki (grandfather)
Height: 7'1
Weight: 425
Sexual preferences: Straight (Reiko)
Village: Kirigakure (mist)
Specialty: Ninjutsuist/heavy hitter/cp tank
Ninja Specialty.: Ninjutsu, Fuuinjutsu, Ken, Tai
Elements: Water, Medical , Earth
Occupation: Academy instructor
Likes: Training, Sushi, Swimming, Fishing, Meditating, Cooking, Jan Ken Po, Sharks, Fighting, Strong fighters, His Family killing pirates, Eating people, torturing, and learning
Dislikes: Weak willed or weaklings, dry places, Genjutsu, monkfish (oastertoad fish), not getting to fight, Mind tricks, Pirates
Dreams: His Dream is to become a Sage after fulfilling his duty's to Kirigakure and latter on he wishes to die in battle at an old age.
Nindo (ninja way): His ninja way is combination of a samurai's and a normal shinobi. He has his own honor code and considers to die in battle is the best way to die. He doesn't believe in trying to get himself killed but he does not care in fighting people even when out matched. He does believe that using poison and trickery is a good way to fight but doesn't use these often due to not having the skills. He does have an honor code but at the same time he will fight to win using anyway possible and often doesnt because he values his skills. He does respect those who do though.
Personality: Kujira could be seen and described as a calm, patient, and a hard to provoke into rage, infact he seems to enjoy insults and laugh them off, but easy to provoke into battle type person but when fighting he becomes a cruel warrior going into what can be described as a frenzy when he fights to rip his opponents apart. Besides this he loves to cook and enjoys complements on his cooking (He specializes in fish but can cook anything)
- theme song:
Appearance:
his appearance is like most of the Hoshigaki clan, being blue with shark like features, but unlike most of his clan he appears to have a extra large body making him look very intimidating, On his face he possesses multiple Darker blue dots, almost like freckles and his Hair is normally Short but Tied into a pony tail behind it. he wears a Cloak on his back, the cloak itself having red eyes with Strange Kanji seals inside of the pupils, they almost appear to move. possessing metal gauntlets he protect most of his forearms with them, and on his chest is a large Blue body chest plate.his legs also contain metal Shin guards. he also possesses Two large shark tusk like teeth along with his other shark teeth. his body weight is approximately 450 pounds with a height of 7 feet and 1 inch he towers over many, His body although heavy, Lacks body fat, his body Containing approximately 2% body fat, the rest replaced with large muscles and even being quite thin for his size.. on his back although mostly covered, he has a large intricate Seal. Although Kujira's name indicated he is a Whale shark, it is believed that his appearance has some Killer whale like features, most likely from some ancient ancestor.
Eye color: black
Eye Style, round or Slits
Skin color: Blue
Clothing: Slightly darker blue
Hands: webbed between fingers
Academy Instructor:
- Spoiler:
- A teacher of Students, they populate the Shinobi Villages Academy, they are taught to protect their students at all costs and are specially trained to do so. As well, they are able to each and learn with a far greater skill and level of comprehension then usual.
Rank Requirement: Chunin
Rank Information: +10 Lore, +5 Spot / Listen / Move Silently / Hide / Set Trap
Rank Extra: Gains a +3 to their Learning Rolls, and all Students Gain a +5 to their Rolls Learning from them. May Defend for Genin/Academy Students of their Villages as a Free Action during the Fight with an Extra +1 to the Defend Roll. (Jutsu Bonus)
Hoshigaki Clan
- Hoshigaki clan:
- [Hoshigaki Clan]
(100 Tokens)
Originally starting in Mist Village, Hoshigaki Clan started out as a mutation Jutsu. A signature sign in Mist Village were the sets of teeth, made to look more feral and sharkish, something passed down among many Ninja within the Hidden Village of Mist. A forbidden jutsu was performed on a couple of ninja, making them more shark like.
It soon became a mass of chaos, as many ninja within Mist village began to praise the group of ninja who were like this, thus the forbidden jutsu was casted upon their children and instead of being used again, the jutsu was forgotten. Instead, it seemed to go on forever as a gene, instead of an actual jutsu. Because of the Hoshigaki effect within Mist, it soon became a Clan as it spread like a Kekkai Genkai. The sword became their signature weapon which anyone could immediately realize who they were fighting.
______________________________________________________________
[Body of the Shark]
The Hoshigaki Clan's most notable features are their Blue Skin and Gills, which allows them to breathe under water. Coming in contact with water for the Hoshigaki will heal them in fact, refreshing their body. Dryness is casually their weakness. They're rather immense in strength, like a shark. Although they can see perfectly, they can smell blood even if it's a drop, so their sense of battle is an incredible fallback for an as tracker shinobi.
Universal: Concentration Replaces Spot and Listen. If an enemy is less then 3/4 HP, their Concentration Bonus is doubled.
Genin: +1 STR Rolls, +1d4 Kenjutsu / Taijutsu DMG, +10 Concentration Rolls
Chunin: +2 STR Rolls, +1d6 Kenjutsu / Taijutsu DMG, +15 Concentration Rolls
Jounin: +3 STR Rolls, +1d8 Kenjutsu / Taijutsu DMG, +20 Concentration Rolls
______________________________________________________________
[Thick Skin]
The Hoshigaki Clan are known throughout the Shinobi world as the heavy hitters, and also those that can take a hit. Thus, resulting in the rumours of them having extremley thick skin like actual sharks. Although these rumours are slightly true, the reason their skin is so tough is do to the fact that they train on a daily basis and are able to take a lot more hits.
Universal: 1/2 of the Hoshigaki's Total Passive DR is Un-Pierceable
Genin: +1 HP DR, +10 HP
Chunin: +2 HP DR, +15 HP
Jounin: +3 HP DR, +20 HP
______________________________________________________________
[Chakra Monsters]
(50 Tokens - Enhanced Clan)
A few of the clan hold incredibly advanced chakra networks that is suspected to have formed because of their advanced amount of pure hybrid bodies. The natural connection to the world around them causing their physical and chakra based skills to skyrocket in ability, this granting their advanced networks insane amounts to the point some of the users become known as the 'Tailess Bijuun'.
Universal: +2 CP Regen
Genin: +10 Total CP
Chunin: +20 Total CP
Jounin: +30 Total CP
Ninjutsu Artist:
- Ninjutsu Artist:
- Through Special training, Kujira Hoshigaki, Master of chakra and over 60 different jutsu’s and techniques as well as a user of several branches of shinobi arts, learned to be a ninjutsu specialist. Although his type of specialization was not like most, as some of his ninjutsu skills are slightly altered, the ability to regan chakra faster instead of having stronger jutsu, as well as preferring to know most of how his techniques work inside and out, rather than focus on day in and day out power training, made his body able to learn jutsu at a faster rate as well as teach it with extreme ease.
Universal: + 1 cp regan and +10 to Learning Ninjutsu Those they teach Ninjutsu get +5 to rolls.
Genin: +1 Wisdom Rolls, -1 CP to Ninjutsu (Min 1), +5 CP, +1d4 Ninjutsu Damage
Chunin: +2 Wisdom Rolls, -2 CP to Ninjutsu (Min 1), +10 CP, +1d6 Ninjutsu Damage
Jounin: +3 Wisdom Rolls, -3 CP to Ninjutsu (Min 1), +15 CP, +1d8 Ninjutsu Damage
Special note: for rp Kujira is able to recognize Seals and Hand signs respectively as a master of ninjutsu and fuuin.
Summoning
- Spoiler:
- [Hippo summons]
Universal + 10 HP
Rank 1: +1 DR vs HP DMG and +1 to ATK
Rank 2: +2 DR vs HP DMG and +1 to ATK
Rank 3: +3 DR vs HP DMG and +1 to ATK
Rank 4: +4 DR vs HP DMG and +1 to ATK
Rank 5: +5 DR vs HP DMG and +1 to ATK
Special: 5 CP) Hippos may spray water out allowing the use of water jutsu for Allies and User for 2d4+1 Rounds. (CP Used is Summons CP)
[Rank 1]
Oya
Although the smallest of the Hippopotamus rank summons, she is no less fierce as she is eager to take the battle by storm, being called small by most of her family, she is always ready to fight and prove her strength. The most loyal to Kujira of all the ranks, funny thing is as the smallest, she still weighs 250 pounds
Summon Cost: 5 CP
HP/CP: 20/20
Attack/Defense: Highest Summoner Stat +2
Base Damage: Basic Taijutsu Damage
[Rank 2]
Kokou
Kokou, Named after a War god, as well as a delicious hot beverage is always happy to help Kujira with his fights. His Skin especially hard and ready to fight against the unknown, he specializes in knowing and recording data simply by listening, watching, and regurgitating knowledge, Making him a reliable source of information. Weight 700 pounds
Summon Cost: 10 CP
HP/CP: 30/30
Attack/Defense: Highest Summoner Stat +3
Base Damage: Basic Small Weapon Damage, No Penalties.
Special note: Kokou may make lore checks for Kujira using Kujira's Mod + 20
[Special Hippo Jutsu]
(Event Only)
Secret Technique: Island Manifestation
Jutsu type: Earth + Water
Jutsu rank: S (S+)
CP cost: Leaves user with 10 CP (Must pay ATLEAST 50 CP)
RP: A Jutsu created for the sole purpose of recreating an entire sunken Island, using Water manipulation with Earth chakra to manipulate mud, rock, and nutrients in the soil. The user can empty there chakra into this Jutsu to rise an Island from the depths. User can form the beaches, landmasses, even prepare the island for plant growth as it shoots from the earth. The user immediately passes out from chakra exhaustion
PVP: None - RP) User forms a giant island in the middle of the ocean, or near a large body of water. Can only be used with DM / Admin Permission during an event.
Special Note: User is left with 10 CP for the rest of the event and 24 Hours IRL.
Special note: Jutsu was specifically created for the sole purpose of Aiding the Hippo summons, and cannot be used for anything else unless DM allows it during an event or otherwise.
Water Ninjutsu ( 20 )
- Spoiler:
Suiton: Water Gun (Self taught)
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: With a few basic hand signs the user is able to fire a small jet of water from their mouth
This jutsu requires no source of water
PvP Effect: 1d4 Damage
Special Note: Hijutsu offered to all water element academy students of every village
Teaching/Learning: Only available if water is your first element
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Spray (Self taught)
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: After basic hand seals the user sends a small shoot of water towards the target, which covers their face and gets into their ears
PvP Effect: 1d4 Damage + -5 listen for 1 round
Special Note: Hijutsu offered to all water element academy students of every village
Teaching/Learning: Only available if water is your first element
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Water Missile
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user drinks the equivalent of a cup of water, forms the projectiles in their mouth and fires a burst of water at the target
PvP Effect: 1d10 Damage
Special Note: Doesn't need water around
Teaching/Learning: Gate System - D Rank
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Whip of Water
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3 to create + 1 per round maintained
RP Description: Uses water to create a whip which is used in the standard fashion
PvP Effect: Makes a Water Whip you can use that deals 1d6 Damage
Special Note: No Weapon Penalties
Teaching/Learning: Gate System - D Rank
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Water Prison (Kiri jounin)
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5 + 3 per round maintained
RP Description: Utilizes water to imprison an opponent. The ninja forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The user must keep one hand touching to the prison to keep the target trapped
PvP Effect: Holds a target for 1d6 rounds
Special Note: Target can escape if they beat a WIS roll against the users original WIS roll
Teaching/Learning: Gate System - C Rank
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Water Ballista (Self taught)
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user forms a ball of water in the air before sending it at a target, however in the air it splits in three and slams into three targets
PvP Effect: Deals 2d6 Damage to up to three targets
Special Note:
Teaching/Learning: Gate System - C Rank
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Black Clouds Technique
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user manifests the Water Element causing a black cloud to form and rain a flammable black oil substance on the user's targets
PvP Effect: Up to 3 Targets suffer a -2 to Defensive Rolls for 1d4 rounds or until ignited, when ignited the damage of the Fire/Tag used to ignite it +2d8 is dealt.
Special Note:
Teaching/Learning: Gate System - C Rank
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Tornado of Water (Taught by Ikaze Sara)
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Utilizes water to create a spinning water vortex around the ninja. The water acts both as a barrier and attack mechanism. The power of the vortex is enough to knock an opponent unconscious
PvP Effect: 2d8 Damage, but if used to block Taijutsu deals 1d8 to the target instead of 2d8
Special Note: Can be used to block Taijutsu & deals 1d8 Damage to the target.
Teaching/Learning: Gate System - C Rank
Suiton: Water Mace Technique (Taught by Ikaze Sara)
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5 + 2
RP Description: The user creates a water mace made of pure chakra in their hands to use as a weapon
PvP Effect: Creates a mace usable as a weapon for 1d6 rounds that deals 2d6 damage, no penalties to attack rolls
Special Note: Doesn't Require a Water Source & Strength Damage Doesn't Apply
Special Note 2: Attacks are done with Dex/Str
Special Note 3: May dismiss the weapon early.
Teaching/Learning: Gate System - C Rank
Suiton: Water Refraction (Taught by Ikaze Sara)
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Using nearby water, the user creates a shield of water imbued with chakra to protect the user from Ninjutsu
PvP Effect: Rolled in Defense. User gains +2 on the wisdom roll vs ninjutsu
Special Note:
Teaching/Learning: Gate System - C Rank
Suiton: Rain Coat (Self taught)
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 3
RP Description: The user hand signs as his body is covered in a very thin layer of water
PvP Effect: 4 DR against Katon Jutsu for 1d4 + 2 rounds
Special Note:
Teaching/Learning: Gate System - C Rank
(Teaching/Learning: DM Sasori Acknowledged)
Chakra Cloak: Kappa's Shell (Self taught)
Jutsu Type: Ninjutsu - Suiton
Rank: C
Chakra Cost: 3CP + 1CP per round
RP Description: The user would hold their hands apart a few inches and focus and condense their chakra into an orb between their palms. Once done the user would press their hands together and pop the chakra bubble and allow the chakra to flow over their body creating a flowing shell of chakra to protect themselves against ninjutsu and further defense against their polar chakra element.
PvP Effect: +2DR vs Ninjutsu for 1d4 +1 rounds
Special Note: +1DR vs their polar element for a total of +3DR ( vs. Katon)
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Great Exploding Current
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Utilizing the Water Element the user performs certain hand seals. After doing the needed hand seals a vortex of water will form, sucking anything on the surface above it down to the depths below.
PvP Effect: Target takes 4d4+2 damage from the crushing current.
Special Note: Must Be used on a Lake or River.
Teaching/Learning: Gate System - C Rank
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Slippery Surface
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user hand signs then sprays water onto the ground, the water doesn’t sink into the ground like usual but lays on top of the ground, making it harder to walk
PvP Effect: -2 to taijutsu rolls for 1d4 rounds to all targets besides the user
Special Note:
Teaching/Learning: Gate System - C Rank
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Dense Rain
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user hand signs then sprays water into the air, the water then falls down onto the battlefield. The water is sticky and heavier than normal
PvP Effect: -2 to dodge for 1d6 rounds up to 1d4 targets
Special Note:
Teaching/Learning: Gate System - C Rank
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Poison Needle
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user hand signs as a small portion of water turns purple. At the users command the purple water then turns into a needle that is launched at the opponent
PvP Effect: 1d6 Damage for 1d4 rounds
Special Note:
Teaching/Learning: Gate System - C Rank
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Large Puddle
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: The user does the necessary signs, before they finally push a large amount of water from their skin which allows them to use water jutsu without a water source
PVP Effect: 2d6 rounds of water for B Rank and below water jutsu
Special Note: Any Suiton user is able to use this water
Teaching/Learning: Gate System - B Rank
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Water Encampment Wall
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: The ninja will first do a string of hand seals and then proceed to blow out a jet of water from their mouth to act as a water barrier from incoming attack.
PVP Effect: Can be used to block with Wis, User gains +3 to defensive Roll
Special Note:
Teaching/Learning: Gate System - B Rank
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Destruction Torrent
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 13
RP Description: With the mix of their water elemental chakra, the user makes a swirling ball of water in one of their hands.
PvP Effect: 1d20 + 1d8 + 3d4 Damage
Special Note:
Teaching/Learning: Gate System - A Rank
(Teaching/Learning: DM Sasori Acknowledged)
Suiton: Bursting Water Collision Waves
Jutsu Type: Ninjutsu
Rank: S
Chakra Cost: 20
RP Description: The user expels a large amount of water from their gullet, the water will then expand into a large volume.
PvP Effect: No Damage, but allows you to use Water Jutsu with no water around for 3d8 rounds, gaining a +1 to all Water Jutsu Rolls.
Special Note: Doesn't Require a Water Source
Teaching/Learning: Gate System - A Rank
(Teaching/Learning: DM Sasori Acknowledged)
Elementless Jutsu ( 11 )
- Spoiler:
Chakra Burst (Self Taught)
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user forces their chakra to condense in the palms of their hands, once concentrated the user the slaps their hands together creating a sonic cone to emit from their hands toward a target. Upon impact it causes the target to become temporarily deafened and causes their ear drums to bleed
PVP Effect: 1d6 damage to target, as well as a -5 to listen rolls , for 1d4 rounds
Special Note: Elementless
Teaching/Learning: Gate System - D Rank
(Teaching/Learning: DM Sasori Acknowledged)
Chakra Concentration (Self Taught)
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
Special Note:
Teaching/Learning: Gate System - D Rank
(Teaching/Learning: DM Sasori Acknowledged)
Ninpou: Acid Spit
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user uses their chakra to spit an acidic liquid on the target, burning them and eating their skin
PVP Effect: 2d8 damage to the target
Teaching/Learning: Gate System - C Rank
(Teaching/Learning: DM Sasori Acknowledged)
Chakra Concentration: Core (Taught by Ikaze Sara)
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 rolls for 1d4 rounds
Special Note:
Teaching/Learning: Gate System - C Rank
Chakra Concentration: Muscles (Self taught)
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user Focuses chakra to their muscles making them strong enough to lift heavy objects and deal heavy blows
PVP Effect: +1d4 to STR rolls for 1d4 rounds
Special Note:
Teaching/Learning: Gate System - C Rank
(Teaching/Learning: DM Sasori Acknowledged)
Chakra Absorption Technique (Self taught)
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The users hand glows blue, as a beam of chakra hits a single target. The beam drains some of the Targets Chakra and replenishes your own
PvP Effect: Drains 2d6 cp from your target, and returns it to your own CP Pool
Special Note: May be used twice per battle only
Teaching/Learning: Gate System - C Rank
(Teaching/Learning: DM Sasori Acknowledged)
Chakra Concentration: Legs
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user focuses their chakra into their legs, giving them greater speed and dexterity for a certain amount of time
PVP Effect: +1d4 to DEX rolls for 1d4 rounds
Teaching/Learning: Gate System - C Rank
(Teaching/Learning: DM Sasori Acknowledged)
Chakra Concentration: Mind (Self taught, Dm Hidan)
Jutsu Type: Ninjutsu
Rank: C
CP Cost: 5
RP Description: The user channels their chakra into their mind, increasing the effectiveness of their thinking and the strength of their Genjutsu
PVP Effect: +1d4 to INT rolls for 1d4 rounds
Special Note:
Teaching/Learning: Gate System - C Rank
Ninpou: Banshee Shriek
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Using finely honed chakra control the user can emit a piercing shriek to damage and distort an enemy
PvP Effect: 1d4+1 targets take -2 to rolls for 1d4 rounds
Special Note: Elementless
Teaching/Learning: Gate System - C Rank
(Teaching/Learning: DM Sasori Acknowledged)
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
(Teaching/Learning: DM Sasori Acknowledged)
Imperial Seal no Bakemono (Imperial Seal of the Monster) (Taught by Takeo kichida)
Type: Ninjutsu (DEX/WIS)
Rank: A
Cost: 15 CP
RP Description: The user performs a long, complicated series of handsigns before touching the target with either the hand or the technique itself. The target is immediately placed into unconsciousness as their chakra pathway is cut off from his seal and mind alike. All effects of the curse seal immediately recede, and cannot be activated for 24 hours.
PVP Effect: Target is rendered unconscious as if their Chakra had hit 0, and remains that way for 1d4+1 rounds.
Special Note: The user can only target someone with a cursemark who is under the effects of a stage activation. Passive and active cursemark effects will also be denied for 24 hours. Cannot target a cursemark user who has not activated.Teaching/Learning: Gate System – A Rank
Medical Jutsu (12)
- 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
Teaching/Learning: DM Sasori Acknowledged
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
Teaching/Learning: DM Sasori Acknowledged
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
Teaching/Learning: DM Sasori Acknowledged
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
Teaching/Learning: DM Sasori Acknowledged
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
Teaching/Learning: DM Sasori Acknowledged
Mystical Palm Technique
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: A basic medical ninjutsu that heals , but may also be used in an offensive manner.
PVP Effect: This Has Two Modes, Heal mode: Target is healed 1d4+1 damage for 1d4+1 rounds (Min 1). Or Offensive Mode: Dex/STR to hit, on Hit Opponent suffers -2 to Attack/Defense Rolls for 1d4+1 Rounds.
Teaching/Learning: Gate System- C Rank
Teaching/Learning: DM Sasori Acknowledged
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
Teaching/Learning: DM Sasori Acknowledged
Herbal Extract Mix
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: A mixture of secret herbal extracts. Depending on the mixture used can either heal a wound quicker or poison those unlucky to get caught. Usually stored in small vials for ease of use.
PVP Effect:
Heal Mixture: 3d4 + 1/10th Heal Roll (Max 18 to target.
Poison Mixture: 1d6 Damage for 1d4 -1 (Min 1) rounds
Special Note: Uses one senbon upon use
Teaching/Learning: Gate System- C Rank
Teaching/Learning: DM Sasori Acknowledged
Chakra Scalpel
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Chakra Scalpel is a special Ninjutsu technique used by medical shinobi. After forming the needed hand seals, the shinobi will focus chakra into their hands. When their charged hands reach the body of their target, they can extend the chakra internally into the targets body to cut and neatly slice their muscles and blood vessels without harming the surface skin. This technique can also be used in battle, but because of its hectic nature, the fine precision required for an instant kill is not feasible. Damage can still be done to the vital organs, but the technique should be used carefully in battle.
PVP Effect: Combat Mode: Rank Damage for 1d6 rounds.
If it hits the arm, it weakens target by -2 to STR. target can still cast jutsu, but it's hard for them.
If it hits the leg, it weakens target by -2 to DEX.
If it hits the wrists, it weakens target by -2 to WIS.
Targets are right wrist, left wrist, right leg, left leg, right arm, left arm. May only hit each target once(if the right wrist is hit, must wait for the effect to wear off before hitting it again). Each lasts 1d6+2 rounds.
Surgery Mode: Can fix screwed up chakra networks healing for 4d8, but never inside combat even with Medical Specialization.
Teaching/Learning: Gate System- B Rank
Teaching/Learning: DM Sasori Acknowledged
Cherry Blossom Impact
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Due to their extensive knowledge of chakra control, a medical shinobi can focus their chakra into their hands and use it to strike an opponent.
PVP Effect: Adds +1d8 damage to Taijutsu attacks, and Grants +2 to Strength/Dexterity Rolls for 1d4+3 rounds.
Special Note:
Teaching/Learning: Gate System- B Rank
Teaching/Learning: DM Sasori Acknowledged
Medical Analysis (Creator: Shadow-Of-The-Delve) (Watched by Konohamaru)
Type: Medical Jutsu
Rank: A
Chakra Cost: See Below
RP Description: Utilising both their medical knowledge and skill with medical techniques, the user is able to focus chakra into their hand and determine the makeup of a poison, disease, cancer or the like, effectively finding out its ingredients, how it was made and how to best cure it with not harm to the patient.
RP Effects: Able to analyse a patient, vial of poison, or what ever the user wishes using the required amount of chakra depending on the ailments rank to determine a cure.
E – 2 Cp
D – 4 Cp
C – 6 Cp
B – 8 Cp
A – 14 Cp
S- 20 Cp
S+ - 25 Cp
PvP Effect: Not useable in battle
Requires: Gate System- A Rank
Dual Chakra Scalpel Technique (Creator: Shadow-Of-The-Delve)
Jutsu Type: Medical Ninjutsu
Rank: A
Chakra Cost: 13 + 3 round maintenance
PvP Effect: Cannot be used in battle.
RP Effect: This is a greater version of the Chakra Scalpel Technique, though this version is so difficult it cannot be used in battle at all, it allows the user to work much faster in surgery and work on different various parts in the body at once.
RP Effect 2: Can heal the targets Hp for their heal skill + 5 (Max 20) x 2, and Cp for their heal skill (Max 15) x 2)
Teaching/Learning: DM Sasori Acknowledged
Acadamy jutsu ( 8 )
- 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
Taijutsu ( 14 )
- Spoiler:
Suiton: Water Wall (self taught)
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: Pulling water from a source the user is able to place a thin membrane of liquid around their hands, moving with speed or strength they can strike against the opponent in a brilliant riposte the liquid travels slowly through the air and often leaves a thin wall like membrane in place
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
(Teaching/Learning: DM Sasori Acknowledged)
Chakra Focused Punch (Self taught)
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
(Teaching/Learning: DM Sasori Acknowledged)
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
(Teaching/Learning: DM Sasori Acknowledged)
Swift Kick (Self taught)
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
(Teaching/Learning: DM Sasori Acknowledged)
Clone Counter Kick (Self taught)
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
(Teaching/Learning: DM Sasori Acknowledged)
Leaf Rising Wind (Self taught)
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
(Teaching/Learning: DM Sasori Acknowledged)
Tool Barrage (Self taught)
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
Special Note: Does not account for (Windmill Shurikens, Explosive Tags & Poison Smoke Bombs)
Teaching/Learning: Gate System – C Rank
(Teaching/Learning: DM Sasori Acknowledged)
Leaf Great Whirlwind (Taught by Shisai)
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 opponents 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
(Teaching/Learning: DM Sasori Acknowledged)
Falcon Drop (Self taught)
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)
Special Note:
Teaching/Learning: Gate System – D Rank
(Teaching/Learning: DM Sasori Acknowledged)
Tool Storm
Jutsu Type: Taijutsu
Rank: B
Chakra Cost: 10
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 Twenty more in order to create a barrage of agony.
PVP Effect: Tool Damage + 5d4
Special Note: Uses a single tool of user’s choice
Teaching/Learning: Gate System – B Rank
(Teaching/Learning: DM Sasori Acknowledged)
Gravity Fist (Taught by Shisai of Konoha)
Jutsu Type: Taijutsu
Rank: B
Chakra Cost: 6
RP Description: The user forms a huge amount of chakra into one fist, enough that the gravity around begins to be sucked in at a minor rate; when finalized they charge the opponent and send it straight to their chest.
PVP Effect: Rank Damage + 3d4
Special Note: Target takes a -2 to defend against jutsu.
Teaching/Learning: Gate System – B Rank
Gatling Fist
Jutsu Type: Taijutsu
Rank: A
Chakra Cost: 11
RP Description: The user focuses a large portion of their chakra into increasing their speed to create a barrage of fist blows.
PVP Effect: Rank Damage + 4d4
Special Note: Undodgable
Teaching/Learning: Gate System – A Rank
(Teaching/Learning: DM Sasori Acknowledged)
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
(Taught by Takeo)
Kenjutsu ( 13 )
- Spoiler:
Chakara Dageki (Chakra Strike) (Self taught)
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
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
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: Defence. 1d4 DMG to attacker.
Teaching/Learning: Gate System – D Rank
Special Note: Cannot critical.
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:
Teaching/Learning: Gate System – D Rank
Preparing Stance (Taught by Ikaze Sara)
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
Double Strike (self taught)
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 DMG + 1d4
Teaching/Learning: Gate System – D Rank
Cross Slash (taught by Shisai of konoha)
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
Special Note:
Teaching/Learning: Gate System – C Rank
Shadowing Block (Self taught)
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(Self taught)
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
Grinding Slash (Self taught)
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: Weapon Damage + 1d4+1 Damage for 1d4 Rounds
Special Note: Cannot be used with an offhand weapon
Teaching/Learning: Gate System – B
Tornado Slash (Self taught)
Jutsu Type: Kenjutsu
RP Description: The user of this technique imbues large amounts of chakra into their weapon before wildly spinning it 180 degree’s, releasing the chakra in a burst so that it extends the range.
CP Cost: 10
PVP: Rank DMG + 1d10
Teaching/Learning: Gate System – A
Obliterating Slash (Self taught)
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 +2d8
Special Note: Unblockable
Teaching/Learning: Gate System - A
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
Hoshigaki Clan jutsu ( 13 )
- Spoiler:
Hydrate
Jutsu type: Suiton Hijutsu
Rank: E
Cp cost: 2 + 1 Per Round
Rp Description: The Hoshigaki Clan member uses there unique biology enhanced with chakra to submerge themselves in water or to absorb chakra through there skin to gain access to use certain jutsu while hydrated.
PVP effects: Depending on the amount of water arount, the Hoshigaki gains a bonus to Water / Clan Jutsu.
Partial Hydration (Small Source: Bucket, Cups of Water, Fountain etc)
Full Hydration (Large Source: River, Stream, Lake etc)
Special note: Can be used as a Free action in Prefight initiative if Large body of water is present.
Water Skin
Jutsu type: Suiton Hijutsu
Rank: E
Cp cost: 2
Rp Description: if the Clan member is Submerged he can use the water hes absorbed or the water hes surrounded in to create a shield of water around his body protecting him from attacks and elements
PVP effects: Free Action) Defence Only - User gains 1 DR (Partial Hydragion) or 2 DR (Full Hydration)
Note: If user is successful on their defensive roll, and doesn't take damage. CP Cost is refunded.
Displacement
Jutsu type: Suiton Hijutsu
Jutsu Rank: E
CP Cost: 1
RP Description: The Hoshigaki are able to control water, better the most water uses. This basic dodge is one that Kujira created, and is simpy to use. Using a nearby water source, he pulls the water to him and simply drags himself into the water source, dodging most attacks with ease.
PVP effects: Dodge (WIS) - Allows Hydration as a free action aswell
Splash
Jutsu type: Tai Hijutsu
Jutsu Rank: E
CP Cost: 1
RP Description: A Basic Taijutsu similar to Dive only this one is used to Submerge, and Block at the same time. By Jumping into a Water source the user uses Water as a defence along with his body to block an attack.
PVP effects: Block (STR) - Allows Hydration as a free action aswell
[M]Dense Water Rush (Taught by Yashanny Hoshigaki)
Jutsu type: Ninjutsu
Rank: E
Cp cost: 1
Rp Description: The Hoshigaki being able to control the water. This Basic ninjutsu that uses a nearby water source pulling the water over and through the user to block an attack and thus coating the user with water
PVP effects: Block (WIS) - Allows Hydration as a free action aswell
Special note: N/a
Owner: Yashanny Hoshigaki
Watery Grip
Jutsu type: Suiton Hijutsu
Rank: D
Cp cost: 3
Rp Description: The Hoshigaki can use this jutsu which creates an arm of water around the users arm (or can even replace the users arm) and proceeds to launch it at a target, if landing does water damage and keeps grip on target spotting him from moving.
PVP effects: 1d4 Damage + 1 Round Physical Stun (Bonus damage depending on Hydration)
Special note: Partial + 1 DMG - Full +2 DMG
Sixth Sense
Jutsu type: Suiton Hijutsu
Rank: D
Cp cost: 3
Rp Description: All Hoshigaki have a powerful Sixth sense for chakra and blood, this jutsu was created to enhance that sense. Although an imperfect version it still works to enhance the users senses.
PVP effects: +10 Concentration for 1d4 +2 round (Additional Concentration depending on Hydration)
Special Note: Partial + 5 Concentration - Full + 10 Concentration
Jutsu Name: Hoshigaki Jutsu: Initiative Swarm
Type: Clan Jutsu
Rank: D
CP: 2
RP: Sharks can be both Dominate and solo players, AND pack hunters, due to this instinctive fact, Kujira has developed a special Connect link that can be Taught to other Hoshigaki, and because of this allows for Clans to react quicker in a fight and fight together instead of separate.
PVP: Is used with Init roll, Hoshigaki who uses this can link there init roll with their Hoshigaki team mates, so instead of using there init roll, can use their clan members init -1,. And a second Hoshigaki can do the same -2 and a third to -3. So that Hoshigaki can fight in sequence with each other.
Special Note: Hoshigaki must know and use the technique with their init so they can link up.
(Example. A: rolls 17 init with Jutsu, B: rolls 23 with Jutsu and C: rolls 30 with Jutsu. A and B can follow the init B getting 29 and A getting 28. So init being 30,29,28 )
Water Patches
Jutsu type: Suiton Hijutsu
Rank: C
Cp cost: 5
Rp Description: A jutsu created by observing other medical ninjutsu aswell as the Hozuki clan. When jutsu is used the user absorbs the water around him into his body and to a certain extent healing his wounds and enhancing the Hoshigaki’s healing speed.
PVP effects: Partial Hydration must be Active - User heals for 1d6 HP and gains 2 HP Regen for 3 Rounds (Must have Patial Hydration active for the round, otherwise regen is lost.)
Special note: If Full Hydration - Additional 2 HP is healed, and 3 HP Regen for the rounds (Instead of 2)
Blood Rage Berserker
Jutsu type: Hijutsu Stance
Rank: C
Cp cost: 7
Rp Description: Causes the Hoshigaki user to go into a blood rage, ignoring almost all Ninjutsu for Tai and ken the user enhance his fighting ability by making him a berserker
PVP effects: For 1d4+1 Rounds, User Gains - +1 STR Rolls, 2 DR Pierce and 2 HP Regen (Does not stack with Water Patches) and is unable to use and Ninjutsu other then Clan Jutsu
Note: If full Hydration - +2 STR Rolls and 3 DR Pierce (Instead of +1 STR and 2 DR Pierce)[/quote]
Name: Cannibal Snack
Jutsu type: Clan taijutsu
Rank: B
Cp cost: 8
Rp Description: The user having since forfeited his desire to be ‘human’ can devore human flesh to in turn heal his body, whether it be rotting corpses. . .or the opponent, the hoshigaki uses his chakra to filter out things that would otherwise harm his body while doing this (rotting things, or even some poisons) in turn heals a chunk of health
PVP effects: normal tai damage +2d4 dmg, heals half the dmg up to a max of 6.
Name: Water Geyser
Jutsu type: Clan/Water ninjutsu
Rank: B
Cp cost: 8
Rp Description: The user has the ability to bring forth water from below the earth surface or even create water underneath and have it shoot from the ground at his target, if he does this while fully submerged in a body of water it is more powerfull
PVP effects: normal does 3d8, While submerged (fully meaning body of water) does 3d10 +1
Name: Behemoth
Jutsu type: Clan/Water
Rank: S
Cp cost: 25 + 5 to maintain(for healing ) for 1d4+2 rounds
Rp Description: using a massive amount of will power and manipulation of Water, the use can create a behemoth in the image of what the Hoshigaki wishes to help him fight. The behemoth being a construct of water and chakra Gains a mind similar to a bunshin and does not need the users attention to fight or defend.
PVP effects: normal Tai damage +2d6 +5 60 health and gains +5 health every turn he is given chakra to maintain (no over heal). Fights as a separate Being to the user. uses the creators stats for rolls.
Genjutsu ( 3 )
- Spoiler:
Fogu (Fog) (Self taught, Dm Gaara)
Rank: E
CP:2
The user completes three hand-seals creating the illusion of a dense fog that disorient the target stunning them.
PVP: Dazed for 1 turn or until hit.
Mist taught.
Special: Daze gives a 50% chance of doing nothing. Roll a 1d4. On a 1-2 you do nothing on your turn. 3-4 act normally.
Vortex (Taught by Zaishi Shisiko)
Rank: D
CP: 3
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.
Mist taught.
Pod (Taught by Zaishi Shisiko)
Rank: D
CP: 3
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.
Fuuinjutsu (8 )
- Spoiler:
Name: Detection Seal
Type: Fuuinjutsu
Rank: E
CP: 2 (+3 If 2 seals placed in a single round)
RP: A small variant developed in the time with the Kage killed to help replace patrols for extra safety and management outside of the village, this seal helps individuals find Shinobi who are hiding on the battle field. As well as anyone who tries to follow them.
PVP: User + Allies gain +5 to Spot / Listen / Concentrate Skills. May use more then 1 seal to add additional.
Special note: Stacks up to +25 Spot/listen
(Teaching/Learning: DM Sasori Acknowledged)
Name: Water Element Seal
Type: Fuuinjutsu
Rank: E
CP: -
RP: Allows the user to create Water element sealing scrolls, and can carry them on their person a specific amount a day. As well as create a seal for absorbing water outside of combat.
PVP: Seal placed on Battlefield, User and Allies may use Seal as a water source. +2 CP per Water Jutsu used from the seal. Enemies may use it, but +4 CP per Water Jutsu, and Seal placer gains 2 CP per enemy Water Jutsu used.
(Teaching/Learning: DM Sasori Acknowledged)
Name: Elemental Counter Sealing
Type: Fuuinjutsu
Rank: C
CP: 2 CP per Shot Gained (Maximum 6 CP)[/color] (3 CP when shots used)
RP: Creating a seal on a blank surface with there chakra, (even the palm of ones hand) the user can seal elemental jutsu into the seal of any rank. Depending on the rank of jutsu sealed the user can expel the base element into the form of a base set offensive jutsu.
PVP: Used as a defence against the 5 Main elemental Jutsu. If successful, gains stacks of "shots" depending on the jutsu rank. Each shot, when released, deals 1d4 damage on top of whatevever he is using and may be used when Defending / Attacking.
Note: User may fire a maximum of 2 shots per attack / defence.
Note: WIS Ninjutsu Damage is applied again if shots is being used with a Ninjutsu (Maximum 2 WIS Bonus Damage)
(Teaching/Learning: DM Sasori Acknowledged)
Shots Gained:
D Rank - 1
C Rank - 2
B Rank - 3
A Rank - 4
S Rank - 5
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
(Teaching/Learning: DM Sasori Acknowledged)
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
(Teaching/Learning: DM Sasori Acknowledged)
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
(Teaching/Learning: DM Sasori Acknowledged)
Name: Chakra absorbing Barrier Box Seal
Type: Fuuinjutsu
Rank: B
CP: 10 + 2 per round maintained
RP: creating Seals either on the ground or in mid combat by guiding seal tags to 4 corners that create a large Blue Box of chakra encoded seals around a small group of targets. Those inside the box will have a difficult time breaking out with any Ninjutsu or chakra Fueled attacks
PVP: AOE Targets (Max 3 - Must be within Melee range of each other) Targets are trapped within a Box that lasts 2d4+1. Whilst trapped, they cannot Attack / Defend / Be Targetted. Whilst inside the Box, they suffer -2 to ATK / DEF / Damage. Those trapped may attack the box to escape, and those outside may also attack the box. Box has 3 DR vs all damage. Box HP = 1/2 Users HP. Those inside suffer 2 CP damage per round, 1/2 of the CP Damage is restored to user.
(Teaching/Learning: DM Sasori Acknowledged)
Name: Physical Energy Seal
Type: Fuuinjutsu
Rank: A
CP: 16
RP: Disguising there attack as a simple punch the user Hits there opponent with this seal causing the opponents physical energy to be inhibited to the point of sluggish movement even slower reaction time, locking of chakra and even causing them to lose some of their abilities. The seal itself can only be removed by a Fuuinjutsu master
PVP: Base taijutsu damage for the initial hit and -4 to all rolls for the rest of the fight and cannot use any activational abilities (Stances etc), and after the fight they suffer -2 to all rolls for 24 hours (IRL), or until removed. The target may choose to use their turn to remove the seal, this is done with a CON vs initial WIS roll, If successfull, target takes 1d8 Damage (Bypass all DR) for 1d6 rounds and no longer suffers the negatives. The user may also get it removed, after the fight, by a Fuuinjutsu master - DC for Fuuinjutsu master to remove = Original DC + 5, If this is done, they suffer -10 to HP / CP for 1d4 IRL days.
Special note: All rolls includes damage, as well as skills.
Note: This may stack on a single target, but only a maximum of 2 times but caps at 5 during fight.
(Teaching/Learning: DM Sasori Acknowledged)
Doton Jutsu (3)
- Spoiler:
Doton: Dirt Path
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1
RP Description: With a few basic hand signs the user kicks a cloud of dirt, grass and mud at an opponent
PVP Effect: 1d4 damage
Special Note: Hijutsu available to all earth element academy students of every village
Doton: Mud Slab
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: With a basic sign sequence, the user creates a small bit of mud under their opponent
PVP Effect: -1 to Target for their next roll
Special Note: Hijutsu available to all earth element academy students of every village
Doton: Underground Projection Fish Technique
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5 + 3 per round maintained
RP Description: Using this jutsu, a person can hide underground until they're ready to attack an opponent. By utilizing earth-chakra, the person can stealthily emerge from the ground without disrupting the ground around him.
PvP Description: The user hides underground for 1d6 rounds. They may make a sneak attack against any opponent on the field. Cannot be attacked while underground, After they attack this effect automatically ends.
Special Note: User gains a +3 to their roll if doing a sneak attack
Teaching/Learning: Gate System - C Rank
(Watched by DM Asuma)
greedyshadow- Posts : 1
Join date : 2016-09-20
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum