Shun Kiyoshi Kontororu
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Shun Kiyoshi Kontororu
(Basic Information) Name) Shun Kiyoshi Kontororu (Recently learned) Goes by Shun Yagami Alias) Kiyoshi (When wearing his Mask) Age) 18(???) Height) 5'6" Weight) 128 lb's Hair) Black Skin) Pale Build) Lean, Defined, muscular Eyes) Green/Red | |
(Shinobi Information) Village) Kirigakure No Sato Placement) Rank)Jounin Bingo Book Rank) S Rank Threat Level) 9/10 Specialty) Ninjutsu, Taijutsu, Kenjutsu Elements) Medical, Inton Medical Heart Affinities) Inton, Suiton, Katon, Doton, Fuuton Unique Abilities) Earth Grudge Fear (Jiongu) Occupation)One of the Seven Swordsman of the Mist |
(Notable Traits) Noticeable thread stitchings throughout his body. Including over his mouth. | (Personality) Shun is a greedy, uncaring individual who tends to arrange his goals by which will earn him the most profit. Believing that money is the only dependable thing in this world, Shun will often refuse to do something if he feels there isn't enough profit in it for him as well as claiming that he tended to forget opponents who were not worth any money after he was done with them. |
(Background) Shun is a Pale boy looking to be of the age of 15. He has long black hair that at times will cover one side of his face. His most notable trait would be his eyes, the Iris is an emerald green while what would normally be the whites of his eyes is a dull shade of Red. Many find his eyes to be unnatural and creepy, but Shun has learned to shut out the disapproval of his peers. When he removes his shirt during battle, people would notice extensive trails of stitches covering his body. Apart from that people would notice that he has a very muscular and built frame, which is generally not seen behind all the clothing Shun wears. Shun would speak in a low voice at most times, and is not an excitable person. It's very rare that he would smile for any reason apart from finding a strong opponent who he has decided to kill. That being said, Shun is not a bloodthirsty individual and generally doesn't like fighting unless he deems it worth the effort. Not much is known about Shun apart from the fact that he is not from Kiri originally, he claims that he doesn't know where he is from though it's not always certain. Following the destruction of Shun's home, Takigakure and the death of the village's Kage, a man who had long since jealously sought after the secrets of the Jiongu, Shun returned to Kirigakure. He and Emily had shed much blood,and sacreficed much to free them of Takigakure's curse, upon his Return Kyo rewarded Shun with the Rank of Special Jounin, allowing him to take on the teaching of Kirigakire's Genin, ushering them into a future of bloodshed, and glory. Using the Ryo Shun had acquired from the various Bounties he had collected on the heads of some wanted individuals, Shun purchased a building in the depths of one of Kiri's back alleys, transforming it into what it now the Green Dragon Bar, sinking a small fortune into making this building look perfect Shun spends his time running the place when he's not out on missions, making it a goal to turn this place into his legacy. |
Databook | Ninjutsu | Taijutsu | Kenjutsu | Intelligence | Strength | Speed | Stamina | Hand Seals | Total |
Genin | 3 | 3 | 1 | 1 | 3 | 2 | 3 | 3 | 19 |
Chuunin | 3.5 | 3.5 | 2 | 2 | 3.5 | 2 | 3.5 | 3.5 | 23.5 |
Jounin | 5 | 4.5 | 4.5 | 4 | 4.5 | 4 | 4.5 | 5 | 36 |
- Custom Item:
- Crystal Heart
Shun filled a crystal with the black blood of his threads
creating an almost perfect replica of a heart, embedding this crystal heart
into his body it beats rapidly but instead of blood
this heart pumps chakra through his body.
+3 CP Regen
Heart is not counted towards the regular stolen hearts, this is just an item embedded into Shuns body.
90 Tokens
- Demon's Fang:
- Demon's Fang
This Greatsword is a terrifying weapon Shun had forged by the great Smith's of Iron Country from folded Steel hardened to perfection, combined with immense amounts of Chakra to make the thick metal of the blade extremely lethal to anyone unfortunate enough to be under the harsh blows. The handle appears to be made of or fashioned to look like human bones, the pommel a small replication of the human skull. The blade on it's own is just as terrifying as the wielder.
The weapon had taken nearly two months to complete, each time the steel had been folded, chakra was embedded into it, giving it unnatural resistance and strength, once completed the blade was tested on several targets. Never once did the edges dull. Thus the creator deemed that this blade would remain razor sharp forever.
+1d8+1 Kenjutsu Damage
+3 DR Pierce
18-20 Crit Range
-2 Kenjutsu CP Costs
Drink -
The Blade had one final addition made to it, it seemed to vibrate at the touch of blood, Shun calls this 'getting excited'. When the Fang is soaked in an opponents Blood it seems to absorb it within itself and emits a faint red glow, transferring Chakra into the Wielder.
+2 CP Regen on Successful Hit
100 Tokens
Last edited by thatoneguy on Sat Oct 29, 2016 10:44 pm; edited 1 time in total
thatoneguy- Posts : 6
Join date : 2016-10-29
Re: Shun Kiyoshi Kontororu
Jutsu Learned:
- Spider Summons:
- Spider Summoning
**Special Note** Venom from each Spider can be removed by the Remove Poison Technique, classified as a C rank Poison. While Venom is active HP Regen is nullified until the poison is either removed or it wears off.
Rank One:
Tenshi
The Smallest of the noble Spider Clan, his main purpose with the Clan is to sneak into a Target's quarters and apply a deadly poison to them in their sleep. Is also handy for surveillance and recon.
Summon Cost: 5 CP
HP/CP: 20/20
Attack/Defense: Highest Summoner Stat
Base Damage: Basic Taijutsu Damage
Universal: All Spider Attacks Bypasses DR and Inflicts the target with Venom. Venom is active for 1d4 Rounds. Rounds Stack
Minor Trait: +2 to ATK Rolls against a Target who is currently effected by Venom.
Basic Trait: +1 Dmg against Poisoned Targets (Must first be afflicted by Venom)
______________________________________________________________
Rank Two:
Shinta
Shinta is a medium sized Spider, rude and arrogant to the point he rarely obeys anyone unless Raketsu says to. He will reluctantly follow the commands of the summoner knowing that Raketsu has allowed the pact to be signed. He seems to be greedy to the point he will demand some form of payment most times for his assistant. He and Shun get along fairly well in this regard.
Summon Cost: 10 CP
HP/CP: 30/30
Attack/Defense: Highest Summoner Stat +1
Base Damage: Basic Small Weapon Damage, No Penalties.
Universal: All Spider Attacks Bypasses DR and Inflicts the target with Venom. Venom is active for 1d4 Rounds. Rounds Stack
Minor Trait: +2 to ATK Rolls against a Target who is currently effected by Venom.
Basic Trait: +1d4 Dmg against Poisoned Targets (Must first be afflicted by Venom)
______________________________________________________________
Rank Three:
Kori
Kori is mild mannered and extremely loyal, she will fight to the death if the summoner asks and protect the signer of the pact with her life. She is a fierce fighter and will gladly fill the summoners bottles with the poison from her sting.
Summon Cost: 15 CP
HP/CP: 40/40
Attack/Defense: Highest Summoner Stat +2
Base Damage: Basic Medium Weapon Damage, No Penalties.
Universal: All Spider Attacks Bypasses DR and Inflicts the target with Venom. Venom is active for 1d4 Rounds. Rounds Stack
Minor Trait: +2 to ATK Rolls against a Target who is currently effected by Venom.
Basic Trait: +1d6 Dmg against Poisoned Targets (Must first be afflicted by Venom)
______________________________________________________________
Rank Four:
Kikai
Kikai is one of the offspring of Raketsu, noble and loyal he will take on an assassination request gladly, nearly the size of a small house his poison is nearly as deadly as his fangs.
Summon Cost: 20 CP
HP/CP: 50/50
Attack/Defense: Highest Summoner Stat +3
Base Damage: Basic Large Weapon Damage, No Penalties.
Universal: All Spider Attacks Bypasses DR and Inflicts the target with Venom. Venom is active for 1d4 Rounds. Rounds Stack
Minor Trait: +2 to ATK Rolls against a Target who is currently effected by Venom.
Basic Trait: +1d8 Dmg against Poisoned Targets (Must first be afflicted by Venom)
______________________________________________________________
Rank Five:
Raketsu
The Great Spider, Raketsu, is the first, he is a massive Tarantula the size of a minor castle. He commands respect or he will kill and devour those who will not obey. He shares similar values with Shun which led to the signing of the summoners pact. The two help each other to accomplish the other's goals as they tend to coincide.
Summon Cost: 25 CP
HP/CP: 60/60
Attack/Defense: Highest Summoner Stat +4
Base Damage: Basic Large Weapon Damage +1d4, No Penalties.
Universal: All Spider Attacks Bypasses DR and Inflicts the target with Venom. Venom is active for 1d4 Rounds. Rounds Stack
Minor Trait: +2 to ATK Rolls against a Target who is currently effected by Venom.
Basic Trait: +2d4 Dmg against Poisoned Targets (Must first be afflicted by Venom)
- Special:
Hidden Mist Jutsu
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 6 + 2 Per Round Maintained
RP Description: This jutsu is the pride of Kiri, and is mostly the cause for the strange mist that surrounds the village on late nights. The user is able to surround the whole Battlefield in a thick mist, giving them a tactical advantage.
PvP Effect: 1d6 + 1 Rounds, User gaines +10 to Move Silently and Listen Rolls, Attacks are done with Move Silently, Defence is done with Listen. Those trapped inside may use their turn to "escape" the mist, but may not attack anyone that is still inside.
Note: If a B rank or higher Fuuton jutsu is used, the mist is dispelled.
Note: Jutsu is learnt at B Rank Gates) Only Kiri Shinobi may teach this jutsu. Other's may learn it if they have Suiton, but can not teach it.
Overseen by DM Sasori
Teaching Status: Can not Teach to others.
- Medical:
Mystical Palm Technique
Jutsu Type: Ninjutsu
Rank: D
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 -3 to Attack/Defense Rolls for 1d4+1 Rounds.
Teaching/Learning: Gate System- D Rank
Overseen by Eldena (Jutsu Scroll)
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 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
Overseen by DM AvAtAr
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
Overseen by DM AvAtAr
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
Overseen by DM AvAtAr
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
Overseen by DM AvAtAr
Dead Soul Technique
Jutsu Type: Ninjutsu
Rank: B(Forbidden)
Chakra Cost: 8
RP Description: A forbidden jutsu used only in desperate times which required a corpse nearby. The shinobi using this jutsu will jump start the heart of the corpse, which will then act almost like a puppet, attacking targets the shinobi assigns.
PVP Effect: Corpse must be nearby to use this jutsu. Corpse will gain all MODS and bonuses as its master, attacks with highest mod, has unlimited HP. Can only be used for 1d4.
Special Note: Corpse goes right after its master.
Teaching/Learning: Gate System- B Rank
Overseen by DM Sasori
- Inton Medical:
Body Examination (Wis)
Jutsu Type: Dark Medical Jutsu
Rank: E
Chakra Cost: 1 Cp + 1 Hp
Rp Description: The user takes a moment to quickly analyze their wounds or that of another, letting them administer treatment at a higher level.
PvP Effect: + 1d6 Heal roll to User's Next Medical Ninjutsu. (Takes User's Turn)
Overseen by DM AvAtAr
Blood Poison Technique (Dex/Str)
Jutsu Type: Dark Medical Jutsu
Rank: D
Chakra Cost: 2 Cp + 1 Hp
RP Description: The user focuses chakra into their hands and then strikes at their targets heart, focusing the chakra into the organ to corrupt the new blood cells making a dangerous poison from their targets own blood.
PvP Effect: Poison target for 2 HP / CP DMG per round for 1d4 Rounds. (Poison DMG bypasses DR)
Taught by Emily Kontororu
Bone Swelling Technique (Wis)
Jutsu Type: Dark Medical Jutsu
Rank: D
CP Cost: 2 Cp + 1 Hp
RP Description: Focusing a minor amount of chakra into one of their opponents many body joints, the user causes it to swell and make it more difficult to move.
PvP Effect: - 1 Target's Rolls per round for 1d4 Rounds.
Muscle Bind Technique (Wis)
Jutsu Type: Dark Medical Jutsu
Rank: C
Chakra Cost: 3 Cp + 1d4 Hp
RP Description: Gathering chakra into their entire body, the user would release this chakra directly at an opponent, causing the opponents muscles to cramp up and literally bind themselves to one location.
PvP Effect: Stun target for 1d4 Rounds or until hit, any Physical DMG (Tai / Nin / Ken) that hit + 1d10 DMG.
Taught by Emily Kontororu
Cell Corruption Technique (Dex/Str)
Jutsu Type: Dark Medical Jutsu
Rank: C
Chakra Cost: 3 Cp + 1d4 Hp
RP Description: The user approaches their opponent while gathering chakra into their hands, striking at their opponents heart twice forcing the chakra into their body to break down the muscle around the heart, this broken down muscle enters the blood stream and corrupts the users body.
PvP Effect: Unarmed Rank DMG + Poison target for 1d4 Rounds. While in effect target cannot be healed. (Includes Passive Regen)
Can be removed by Poison Cleaning (This jutsu is a B ranked poison)
Overseen by DM AvAtAr
Truth Serum Technique (Dex/Str)
Type: Dark Medical Jutsu
Rank: C
Chakra Cost: 3 Cp + 1d4 Hp
RP Description: Injecting a mix of the dark medical chakra into the targets bloodstream which flows directly to the brain after injection, the chakra manipulates the brain to cause the target to tell the truth when ever a question is asked directly to them, though the effects of such are short term.
RP Effect: Wis/Int defense, for 1d6 RL minutes the target must tell the truth when asked a question and is unable to lie. Five RL minute cool down between uses.
PvP Effect: Not useable during combat.
Overseen by DM AvAtAr
Five Senses Disruption Technique (Wis)
Jutsu Type: Dark Medical Jutsu
Rank: B
Chakra Cost: 6 Cp + 1d6 Hp
RP Description: The user gathers the chakra to five points within their body, the eyes, ears, mouth, nose and surface of the skin, they then surge this outward toward their opponent to try and disrupt their targets five senses for a short period of time.
PvP Effect: Choose 1:5 Effects, Duration 1d4+1 Rounds
1 – Mouth – Unable to taste, + 2 Round Duration to Poisons affecting target while this Jutsu is in use.
2 – Nose – Difficulty breathing, + 2 Jutsu CP Costs to target for Duration.
3 – Ears – Unable to hear, - 25 Listen Skill + (- 1) DEF rolls for Duration.
4 – Eyes – Unable to see clearly, - 25 Spot Skill + (- 1) ATK rolls for Duration.
5 – Skin (Touch) – Cannot feel, (- 2) to all rolls (ATK / DEF / DMG) for Duration.
Overseen by DM Sasori
Quick Recovery Technique (Dex/Str)
Jutsu Type: Dark Medical Jutsu
Rank: B
Chakra Cost: 6 Cp + 1d6 Hp
RP Description: Often used in quick situations requiring less concentration, this technique allows the user to quickly heal a wound in the middle of battle, though the strain on the body means the target cannot be healed for a short period of time.
PvP Effect: Heal 5d6 HP [OR] 1/10th Heal Skill (Max. 15) + 5 to Roll. 1d4 Rounds target cannot be healed or suffers DMG equal to Healed amount.
Forced Depletion Technique (Dex/Str)
Jutsu Type: Dark Medical Jutsu
Rank: A
Chakra Cost: 8 Cp + 2d4 Hp
RP Description: Requiring the user to get close to the target, they would lock them in a tight grapple making it impossible for either party to move as they sap away the targets chakra and transfer it to themselves.
PvP Effect: Stun User and Target for 1d4+1 Round or until hit (STR / WIS Vs ATK DC to break free). Each round drains 2d4 CP (bypassing DR) and heals User's CP.
Overseen by DM AvAtAr
Brain Manipulation Technique (Wis)
Jutsu Type: Dark Medical Jutsu
Rank: A
Chakra Cost: 8 Cp + 2d4 Hp
RP Description: The user has extensively studied the human brain, gaining the knowledge to properly use this jutsu. The user gathers an amount of chakra to their hands and from a distance sends a pulse of chakra to their targets brain, confusing the brains signals to recognize friend from foe. Due to this effect, it breaks any stun inflicted upon the target even if the technique misses.
PvP Effect: WIS - 3 to ATK, if successful for 1d4+1 Rounds target must roll 1d4 per ATK made. 1-2 ATK normally, 3-4 User chooses who to ATK.
Overseen by DM AvAtAr
Dark Art, Body Swap
Jutsu Type: Dark Medical (Forbidden)
Rank: S
Chakra Cost: Drains the user to 1 cp, 4d10 Hp Damage
RP Description: The user uses their body as a ‘bridge’, taking the condition of one body and transferring it into another essential swapping the bodies 'condition' from one body to another using nothing but their own chakra and own blood as an agent to start the repairs.
PvP Effect: User is hospitalized /Unable to fight for 2 RL days after using this jutsu, They are able to ‘swap’ two bodies, can be used to bring someone back from the dead assuming they are not dead for no more than 1 week, the person healed suffers a permanent -5 to hp/cp totals and the second person that receives the damaged body often dies. No PvP use.
E.g. – Body 1 is severely damaged, Body 2 is fine, user transfers body 2’s condition to 1 making body 1 fine and body 2 damaged. Body one lives with little permanent effects other than a slightly weaker body, body 2 usually dies.
Taught by Emily Kontororu
- Kenjutsu:
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
Overseen by DM AvAtAr
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
Overseen by DM AvAtAr
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
Taught by Yang
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
Overseen by DM Sasori
Shadowing Block
Jutsu Type: Kenjutsu
Rank: C
Chakra Cost: 4
RP Description: Focusing a small amount of chakra the user draws their blade quickly too an oncoming close-quarters attack, they would then turn their blade to the nearest light source, creating a shadow over their blade that would distract the opponent, give them an open opportunity to allow for a better defence.
PvP Effect: +2 to block/parry
Special Note: Cannot be used against Ninjutsu or Genjutsu
Teaching/Learning: Gate System – C Rank
Taught by Yang
Head-hunter
Jutsu Type: Kenjutsu
RP Description: While the user is hidden, they may attempt a sneak attack, aiming to strike down at the targets neck.
CP Cost: 6
PVP: MS/Hide VS Listen/Spot. Rank Damage + 2d8 (Doesn’t need to be Hidden before Use, However if so It gains Sneak Attack Bonus Damage.)
Teaching/Learning: Gate System – B Rank
Overseen by DM Sasori
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
Overseen by DM AvAtAr
Shoki Art – Act one
Jutsu Type: Kenjutsu
RP Description: The Shoki art is an extremely rare one, and requires the utmost concentration. Act one consists of intense focus of the mind. The user focuses chakra throughout their body as they enter a state of Zen. Chakra would visibly flow down the length of their weapon, taking on a bright color.
CP Cost: 7
PVP: The user has a +3 to their next attack, both attack roll and dmg
Gate/Learning: B Rank Gate System
Overseen by DM Sasori
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
Shoki Art – Act Two
Jutsu Type: Kenjutsu
RP Description: While the user is in a Zen state of mind, they further their focus by blocking out everything other then themselves, while building up more chakra throughout their body and weapon. The chakra becomes so immense that it literally overflows visibly.
CP Cost: 10
PVP: Lasts for 1 attack. The user gains a +4 attack roll, a +1d8 damage roll and 5 DR.
Note: Can only be used directly after Act 1. Act 1 must first be learnt.
Teaching/Learning: Gate System – A
Taught by Yang
Shoki Art – Final Act
Jutsu Type: Kenjutsu
RP Description: After having built up immense amounts of chakra throughout themselves and their weapon, the user focuses on a single target. In the blink of an eye, the user appears in front of the enemy, striking swiftly at their chest. If successful, the users’ chakra floods into the enemies wound within a second. The chakra would then explode, literally tearing the opponent’s internal organs apart.
CP Cost: 10
PVP: Rank Damage + 2d6 + 10
Special Note: Undodgable
Teaching/Learning: Gate System - A
Special Note: Can only be used after Act Two.
Taught by Yang
- Elemental-less Jutsu:
Chakra Concentration
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user channels their whole chakra network, and increases the speed. Allowing them to use less Chakra when using jutsu
PVP Effect: -1d4+1 CP used on Jutsu for 1d4 rounds
Teaching/Learning: Gate System - D Rank
Overseen by DM AvAtAr
Chakra Concentration: Core
Jutsu Type: Ninjutsu
Rank: C
Cp Cost: 5
RP Description: The user channels their chakra, focusing it to their Hands, Fingers and mouth to increase the strength and quickness of their ninjutsu
PVP Effect: +1d4 to WIS rolls for 1d4 rounds
Special Note:
Teaching/Learning: Gate System - C Rank
Taught by Emily Kontororu
Chakra Concentration: Master's Core
Rank: B
CP Cost: 8
RP Description: The shinobi uses their knowledge over chakra to maximize their usage of it, flying through hand signs, control ,and greatly increasing their ability to utilize their jutsu
PVP Effect: +1d6 to WIS rolls for 1d6 rounds
Special Note: Must Know - Chakra Concentration: Core
Teaching/Learning: Gate System - B Rank
Taught by Emily Kontororu
Dragon Blast Wave
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 13
RP Description: The user goes thru a series of hand signs finishing with two dragons seals. The user conjures a dragon similar to the means of the element used. The dragon then wraps around the user tightly in a ball shape before exploding outwards in all directions damaging enemies within a short distance
PVP Effect: 3d8+1d4 Damage to 1d4 + 1 targets
Teaching/Learning: Gate System - A Rank
Overseen by DM Avatar
- Fuuinjutsu:
Reverse Tetragram Sealing Technique
Jutsu Type: Fuuinjutsu
Rank: A
Chakra Cost: 15
RP Description: Activated upon death, The technique releases four symbols from the user's body that then form a large, black sphere around them. Anything caught inside the sphere's area is then drawn in and sealed within the user's corpse.
PVP Effect: Melee Range AOE of yourself, Those within range take 3d10+5d4 Damage bypassing DR and are removed from combat for 3 Rounds.
Special Note:The seal is always active on the person's Body. Whenever they drop to -10 HP, or Perma, this Technique is Activated even if they don't have the chakra leftover.
Teaching/Learning: Gate System – A Rank
Taught by Emily Kontororu
Cursed Seal - Application
Jutsu Type: Fuuinjutsu
Rank: S
Chakra Cost: 20 + DM Permission
RP Description: The user places their chakra inside the person's body, applying a Curse Seal. This Seal puts the person's actions under your influence slightly but allows them to access immense power.
PVP Effect: Deals Rank Taijutsu Damage, Attacks vs you by a person youve infected with a Seal are at -3 due to your influence.
Special Note: The cursed may pay for the seals, within 2 weeks of this Jutus used on them. If this is not bought by then, the seal will fade, absorbed by the targets body.
Teaching/Learning: Gate System – S Rank
Overseen by DM Sasori
- Inton:
Art of the Black Hand: Dark Strike
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 2
RP Description: The user encases their hands in dark chakra, enhancing their power.
PVP Effect: Rank damage +1d4
Special Note: Target suffers a -2 to Defense Rolls for 1d4 Rounds.
Teaching/Learning: Gate System - D Rank
Taught By Eldena
Inton: Shadow Substitution
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user substitutes themselves with an object, appearing as though they explode into shadows.
PVP Effect: Standard Substitution
Special Note: On Fail Gain +1d4 DR
Teaching/Learning: Gate System - D Rank
Inton: Ghost Step
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 2
RP Description: Emitting a burst of dark chakra the user swiftly moves between the enemies blind spot and strikes, when used to block the user can strike a soft blow to the enemy
PVP Effect: Rank Damage + 1d4
Special Note: Can be used to block, when used to block the technique does 1d4 damage
Teaching/Learning: Gate System - D Rank
Taught by Eldena
Art of the Black Hand: Dark Flight
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 2
RP Description: The user runs towards the target, focusing their chakra to their feet, then they send a kick straight up to the target's jaw, sending a blast of dark chakra into it, and sending the target flying up into the air.
PVP Effect: No damage, but The victim is unable to attack for one round, due to their body soaring into the sky
Teaching/Learning: Gate System - D Rank
Inton: Shifting Blade
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user creates a blade of shadows to be wielded.
PVP Effect: the blade does 4d4+2 damage for 1d4+3 rounds
Special Note: Strength Bonus does not apply
Special Note 2: Attacks are rolled with Dex/Str
Teaching/Learning: Gate System - C Rank
Overseen by DM AvAtAr
Art of the Black Hand: Black Comet Blast
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 4
RP Description: The user's hands become engulfed in dark chakra, and the user does a two hit combo, one punch to the stomach and one uppercut.
PVP Effect: Rank damage +1d6 +1
Teaching/Learning: Gate System - C Rank
Taught by Eldena
Art of the Black Hand: Fall of the Sparrow
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 4
RP Description: The user appears above the target as they fly through the air, and sends several chakra infused kicks down at the target. The target is then given one final kick, sending them spiraling back to the ground.
PVP Effect: Rank damage +1d6, Target stunned or until hit for 1 Round.
Special Note: This may only be used as a collaboration with "Art of the Black Hand: Dark Flight"
Teaching/Learning: Gate System - C Rank
Art of the Black Hand: Meteor Shower
Jutsu Type: Taijutsu
Rank: B
Chakra Cost: 6
RP Description: The user sends a flurry of Chakra infested punches at the victim.
PVP Effect: Rank damage +2d4+2
Teaching/Learning: Gate System - B Rank
Overseen by Eldena
Art of the Black Hand: Predator's Call
Jutsu Type: Taijutsu
Rank: B
Chakra Cost: 6
RP Description: The user Rockets down with insane speed at the target, continuing their move set with a chakra infused, downward kick
PVP Effect: If hit, the opponent is smashed into the ground and is unable to move for a round. If the user misses, they slam into the ground, stunning them for a round.
Does Rank damage + 2d4+2, Target stunned for 1 round or Until Hit
Special Note: This may only be used as a collaboration with "Art of the Black Hand: Fall of the Sparrow"
Teaching/Learning: Gate System - B Rank
Art of the Black Hand: Dark Burial
Jutsu Type: Taijutsu
Rank: A
Chakra Cost: 11
RP Description: The user sends a barrage of dark punches down at the immobilized victim, finishing with a Destructive last punch.
PVP Effect: Taijutsu Damage +2d10+5
Special Note: This may only be used in collaboration with "Art of the Black Hand: Predator's Call"
Teaching/Learning: Gate System - A Rank
Overseen by Yang
Art of the Black Hand: Black Hole
Jutsu Type: Taijutsu
Rank: A
Chakra Cost: 11
RP Description: The user focuses obscene amounts of chakra to their hands and feet, striking a single spot on the victim repeatedly.
PVP Effect: Rank Damage 1d6+3d4+2
Special Note: Unblockable
Teaching/Learning: Gate System - A Rank
Overseen by DM Sasori
Inton: Bird of Prey
Jutsu Type: Ninjutsu
Rank: S
Chakra Cost: 20
RP Description: The user begins to grow black feathers all over their body, and their fingers and toes become talon-like.
PVP Effect: They gain a +4 to all rolls for 2d4+2 Rounds.
Teaching/Learning: Gate System - S Rank
Overseen by DM Sasori
Art of the Black Hand: Raven's Killing Swoop
Jutsu Type: Taijutsu
Rank: S
Chakra Cost: 25
RP Description: The user jumps into the air, and then dives at the target, chakra engulfing the user's body, in an attempt to smash into the target with great force
PVP Effect: Taijutsu Damage+5d4+1d6+1d8+1d10 to the target if it hits, Regardless if it hits or not, if this technique is used, the user will black out in 1d4 rounds or until hit.
Special Note: This may only be used in collaboration with "Art of the Black Hand: Dark Burial"
Teaching/Learning: Gate System - S Rank
Overseen by Yang
- Suiton Jutsu:
- 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
Taught by Eldena
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
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
Overseen by DM AvAtAr
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 A Rank and below water jutsu
Special Note: Any Suiton user is able to use this water
Teaching/Learning: Gate System - B Rank
Overseen by DM AvAtAr
Suiton: Mini Bunshin
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: After performing the necessary hand seals, Mini Bunshins of the user jump from the water and begin to pummel the target
PvP Effect: 6d4 damage
Special Note:
Teaching/Learning: Gate System - B Rank
Credit to Creator: Dotu from Naruto Chronicles
Suiton: Water Dragon
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: The user makes a long list of hand seals, forming a dragon projectile made of water to crash down and strike the target
PvP Effect: 5d4+1d10 Damage
Special Note: Unblockable
Overseen by DM Sasori
- Katon Jutsu:
Katon: Dragon Blocks The Path
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 2
RP Description: The user performs several swift strikes and a burst of chakra bursts forward and projects an image of a fiery dragon between the user and their opponent.
PVP Effect: Rank Damage + 1d4 Damage
Special Note: Can be used to block, If used to block does 1 Damage
Teaching/Learning: Gate System - D Rank
Katon: Phoenix Fire Jutsu
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: After completing a small hand sign sequence, the user breaths forth flaming projectiles at their opponent in an attempt to burn them.
PVP Effect: 4d4 Damage
Special Note: 2 Damage Next Round
Teaching/Learning: Gate System - C Rank
Overseen by DM AvAtAr
Katon: Fire Ball Jutsu
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Similar to the hellfire Jutsu, the user simply aims this giant fire ball at the target, and engulfs them within flames.
PVP Effect: 2d8 Damage
Teaching/Learning: Gate System - C Rank
Katon: Hellfire Technique
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: After completing a hand sign sequence, The user forces a large amount of chakra from their body and turns this into a devastating fire wave that targets a single person
PVP Effect: 2d10+2d4+2 Damage
Special Note: Takes 2 Damage a Round for 1d4+2 Rounds
Teaching/Learning: Gate System - B Rank
Watched by Rin Kishida (DM AvAtAr)
Katon: Fire Dragon Jutsu
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: The user makes a long list of hand seals and then breathes forth a huge dragon made of pure fire. This dragon then flies forward and slams down onto the opponent.
PVP Effect: 3d8 Damage
Special Note: Unblockable
Teaching/Learning: Gate System - B Rank
Watched by Rin Kishida (DM AvAtAr)
Katon: Grand Fireball Technique
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: A more advanced version of the fireball jutsu. The user quickly lifts the last seal to their mouth and blows a huge fireball out, which spreads flames over everyone in the area.
PVP Effect: 2d8 Damage
Special Note: AOE - Targets up to 4 people, Unblockable
Teaching/Learning: Gate System - B Rank
- Doton:
Doton: Armor of Stone
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5 + 2 per round maintained
RP Description: The user performs a small seal chain, as the ground below them would begin their whole cover in a hard stone
PVP Effect: Extra +3 DR vs. HP Dmg, for 1d6+1 rounds but gets -2 to DEX Rolls
Special Note: May be canceled Early
Teaching/Learning: Gate System - C Rank
Taught by Emily Kontororu
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
Overseen by DM AvAtAr
Doton: Inner Decapitation Technique
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user, emerging from the ground below the target area, pulls down (or possibly swaps places with) the opponent so that only their head is above ground
PvP Description: This must be used after underground Projection Fish Technique. If successful, the target is immobilized for 1d6 rounds or until hit
Special Note: Target may escape if they can beat the users Original WIS roll + 5. If hit with 'Headhunter' to break this stun, it gains an extra +1d8 to its Damage roll.
Teaching/Learning: Gate System - C Rank
Doton: Earth Barrier
Jutsu Type: Ninjutsu
Rank: B (Only Useable 2x a Fight)
Chakra Cost: 8 + 3 to maintain
RP Description: The user hand signs then sticks his hands into the ground, a dome of earth is then risen and covers the user or an ally.
PVP Effect: An earth barrier is created, the target inside cannot attack or be attacked unless someone manages to break it down, or the user ends it early.
Special Note: Can be used to defend for an ally or formed around yourself, or capture an enemy. It lasts for 1d4+3 Rounds, or can be broken Down. If attempted to break down it has 5 DR a hit that can NOT be pierced, and has a HP equal to the User's Wisdom Mod+10.
Teaching/Learning: Gate System - B Rank
Overseen by DM Sasori
Doton: Earth Dragon
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
Description: Slamming their foot to the ground, after performing the handseals, the user is able to bring forth a large earth dragon from underneath them and slam it into an opponent. The weight and impact this would have, makes it basically impossible to stand and take the hit.
PvP: Unblockable) 2d8 + 2d4 Damage
Teaching/Learning: Gate System - B Rank
Overseen by DM Sasori
Doton: Swamp of the Underworld
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 13
RP Description: Swamp of the Underworld is a technique that creates a large swamp that immobilizes the target, and has the possibility to kill them.
PVP Effect: Unblockable, 6d4 Damage, Stuns targets for 1d4+1 Rounds.
Special Note: Targets Everyone in the Fight, Even Allies. Stun Broken on Hit.
Teaching/Learning: Gate System - A Rank
Overseen by DM Sasori
- Fuuton:
Fuuton: Spiraling Blast
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The shinobi forms the required hand seals (10) then focuses their chakra in their lungs. Inhaling deeply, the shinobi holds the air in their lungs, while the chakra amplifies it. Placing one hand on their chest, and the other to cup their lips, he exhales sharply, expelling a large blast of wind in a cone effect. If a Shinobi is near the caster of the Jutsu, and in the Jutsu' path, they will find it difficult to breath due to the massive gusts of wind. Prolonged exposure of this up-close effect can be lethal, causing death due to suffocation. The field is weakest at the outer edges, roughly around 15m or farther away
PvP Effect: 3d4 Damage
Special Note: Bypasses DR
Teaching/Learning: Gate System - C Rank
Fuuton: Wind Explosion
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user begins to pull in the wind around them, and then focuses the chakra into an invisible ring around them. As the wind picks up in speed, the user will send the burst outwards, like that of an explosion to hit those around them. The only drawback to this jutsu is that it has the possibility of also hitting allies closest to them, like that of any other jutsu that has the same drawbacks to it.
PvP Effect: Unblockable, Deals 2d4 Damage to up to 3 Targets
Teaching/Learning: Gate System - C Rank
Fuuton: Flight
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5+2 per round
RP Description: Utilizing their nature affinity the user is able to create a loop of chakra induced wind, this loop allows them to maneuver in the air at will, otherwise fly
PvP Effect: Grants +3 to Dexterity Rolls, Lasts 1d4+1 Rounds.
Special Note: Because of the concentration required to maintain the loop no other ninjutsu, genjutsu or taijutsu may be used while maintained. Not even substitution.
Teaching/Learning: Gate System - C Rank
Overseen by DM Sasori
Fuuton: Wind Dragon
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Creates a dragon formed from wind. The dragon looks like a large serpent, a traditional Chinese dragon that is twenty feet long. The dragon has a red mane and the rest of their body borders light blue. The color is not distinct because the wind manipulates it from its color to transparency. The dragon can shoot larger, more deadly versions of Minawana no Jutsu from its mouth. Coupled with the use of their clans Kekkei Genkai' secondary effect, they can use this on an empty chakra pool (At the risk of their own life if they use it for an extended period of time). The user of the Jutsu is placed inside of the dragon's center, rendering complete control over the jutsu with the motions of their arms, legs, as well as chakra flow. Upon the dispel of this Jutsu via the creators will, the jutsu explodes, sending a huge current of wind in a 360 degree radius. If one isn't careful, they can be carried by the wind to a distance of up to 30m
PvP Effect: Unblockable, 3d8 damage
Teaching/Learning: Gate System - B Rank
Overseen by DM Sasori
- Thread Kinjutsu:
Earth Grudge Fear: Stitch
Type: Kinjutsu
Rank: E
CP: 3
Description: This is mostly an RP technique, Shun is able to manipulate his threads to stitch bodyparts back onto others imbued with medical chakra to have it being fully functional upon reattachment.
PVP Effect: RP Jutsu
Thread Manipulation
Type: Kinjutsu
Rank: E
CP: 1
Description: Shun's innate ability to manipulate the thousands of threads within his body.
PVP Effect: RP Jutsu
Earth Grudge Fear: Thread Bullet.
Type: Kinjutsu
Rank: D
CP 3
Description: Shun launches a single needle like thread at his opponent that digs into their skin dealing minor damage.
PVP Effect: Deals 2d4+1 Dmg bypassing DR
Earth Grudge Fear: Threaded Thorns Technique
Type: Kinjutsu
Rank: D
CP: 4
Description: The EGF user prepares his body as the oncoming attack approaches. At the last second thousands of threads erupt from the users body, deflecting any melee attacks and slicing into the attacker.
PVP Effect: Used to Block Melee Attacks (Wis Roll) one successful block threads deal 2 DMG Bypassing DR.
Earth Grudge Fear: Binding Threads
Type: Kinjutsu
Rank: D
CP: 3
Description: Shun launches his threads at his opponent which proceed to dig themselves under their skin attacking the nerves, these threads tighten around every nerve in the targets body paralyzing them temporaily.
PVP Effect: Target is neural stunned for 1 round or until hit.
Observed by Eldena
Earth Grudge Fear: Birds of Thread
Type: Kinjutsu
Rank: D
CP: 3
RP: Shun wills his threads to gather into his palm as they begin to form into a few small birds, these birds have multiple purposes.
When flying off, Shun is able to see everything the Birds see through the connection of the threads. These birds can also be used to
send messages, by hiding a folded piece of paper within the birds, sent off to whomever Shun needs to get a message too. These threads will destroy
themselves on Shun's command.
PVP: Can use Spot to locate someone from a distance, and spy on others' actions.
Earth Grudge Fear: Exploding Thread Kick
Type: Kinjutsu Taijutsu
Rank: C
CP Cost: 5
Description: Using his thread, The user is able to send their foot outwards, and kick the target from a distance, upon impact threads would erupt from the foot stabbing into the target.
PvP Effect: Rank DMG + 1d4+1 Damage, dealing 1 bleed Dmg for 1d4 rounds
Special Note: Threads Bypass DR
Earth Grudge Fear: Impaling Threads
Type: Kinjutsu Taijutsu
Rank: C
CP: 4
Description: Shun launches himself at his opponent. Upon impact the threads in his fist erupt impaling the target.
PVP Effect: Deals Rank damage + 1d4 bypassing DR
Overseen by Eldena
Earth Grudge Fear: Threaded Needle Barrage
Type: Kinjutsu
Rank: C
CP: 6 CP
Description: Shun releases a barrage of thick black threads hardened into razor sharp needles that impale multiple targets causing them to bleed heavily.
PVP Effect: Deals 3d4+1 Dmg to two targets, Threads Bypass DR and causes 2 Bleed Dmg for 2 rounds.
Overseen by Eldena
Earth Grudge Fear: Watchful Eye's Torrent
Type: Kinjutsu
Rank: C
CP: 5
RP: Shun releases his hand and using his threads he pushes it into the ground, burrowing through the earth
until it is directly below the foe, at that moment it erupts from the ground slamming a thread propelled fist into the foes chin, his threads erupting from the limb and thrusting the foe into the air binding them in a suspended status a couple hundred feet in the air, leaving them easy target's for Shun's signature move.
PVP: Dex/Str Deals Rank DMG + 1d6, Target is unable to move (Physical Stun) for one round or until hit.
Earth Grudge Fear: Tendril Lance
Type: Kinjutsu Taijutsu
Rank: B
CP: 6
Description: Similar to the Kaguya's style of jutsu, Shun manipulates the threads in his arm to slide from his palm creating a long black lance which he would jump at his opponent impaling them with it.
PVP Effect: Deals Rank Damage +2d4+2
Special Note: Bypasss DR, Lance leeches HP Healing user 2 HP on successful hit.
Overseen by DM AvAtAr
Earth Grudge Fear: Tendril Stance
Type: Kinjutsu Stance
Rank: B
CP: 8 + 2 Maintenance
Description: Shun enters into a taijutsu stance, his threads erupting from his body like hundreds of black tendrils, each taijutsu he uses while in this stance the threads impale into the target, leeching life from them and slowly healing any wounds he suffered. While in this stance the threads seem enhance his physical strength to incredible heights.
PVP: Lasts for 1d4+2 Rounds, +2 to Thread rolls. On successful melee hit heals Shun for 1d4+1 HP
Overseen by DM AvAtAr
Earth Grudge Fear: Dragon of Thread
Type: Kinjutsu
Rank: B
CP: 10
Description: The User does several signs, as the threads from his arms and back would begin to shoot upwards. After awhile, the Thread would begin to take the shape of a large dragon. This dragon would be made purely of thread and launch straight at a single target, Impaling the target on impact with hundreds of razor sharp threads.
PCP Effect: Deals 4d6 Dmg And 1d4-1 (min 1) Bleed Dmg over 2 rounds
Special Note: Threads Bypass DR
Earth Grudge Fear: Thread Bunshin
Type: Kinjutsu
Rank: B
CP: 6 + 2 Maintained
RP: Shun releases the threads in his body which begin to come together and create a perfect clone of himself to fight beside him.
PVP: Bunshin Rules) Follows straight after summoned. Last 1d6+1 Rounds. Uses User's WIS/STR to attack. Does Rank Tai Damage per User (STR Bonus does not apply). May use weapons, but suffers negatives according to user. May also use Thread jutsu for an additional 3 CP Per jutus.
Note: Max 2 summoned at one time.
Earth Grudge Fear: Grappleing Thread Lash
Type: Kinjutsu Taijutsu
Rank: B
CP: 6
RP: Shun launches his hand outward, starting from the wrist, and graps his opponents neck, he then whips the foe through the air and slams
the foe down onto the ground with immense force causing a great deal of pain.
PVP: Rank DMG + 2d4 + 2
Special Note: Target is Stunned for 1 round or until hit from the impact and having the air cut off momentarily from Shun Gripping their throat. CON DC vs Original Roll to break stun.
Earth Grudge Funeral
Type: Kinjutsu
Rank: A
CP: 15
Description: Shun places his palms on the ground, releasing his threads into the earth, moments later massive tendrils erupt all around his opponents, impaling them where they stand.
PVP Effect: 1d6+5d4 Damage up to two targets
Special Note: Bypasses DR
Overseen by DM AvAtAr
Earth Grudge Fear: Impacting Thread Barrage
Type: Kinjutsu
Rank: A
CP: 15
RP: Shun wills all of the threads formed around his body while in his stance and launches a massive assault upon his for the threads
digging into the opponents flesh around each of their pressure points as they are smashed into the ground, if thisTechnique doesn't
kill them, it will leave them in massive amounts of pain, if this is used on a Clone it will immediately dispell it.
PVP:1d10 + 4d4 Damage
Special Note: The Threads Bypass DR
Special Note: Can only be used while Shun is in his Tendril Stance.
Earth Grudge Fear: Mask Destruction Combo; Blazing Whirlwind
Type: Kinjutsu
Rank: S
CP: 20
A two step technique, must be used after Watchful Eye's Torrent. While Shun is in his Stance, Shun having thrown the opponent in the air he merges his Fire and Wind masks within his threads, as they appear together facing towards the foe over the threads to create a massive explosion of wind enhanced flames which the target is then caught in, causing severe burn damage and has the potential to kill the Target.
PVP: 4d10+3d4
Special Note: Can only be used after Watchful Eye's Torrent
Special Note 2: Can only be used while Shun is in his Stance
Special Note 3: Masks/Hearts being used can not be summoned and must be intact.
Spcial Note 4: The wind enhanced flames Pierce DR
Earth Grudge Fear: My World
Type: Kinjutsu
Rank: S
CP: 30
RP Effect: Shun performs a long series of handseals and thousands of threads erupt from his body, spreading out over the entire area of the fight. After a time a Cube of threads will have formed around the field cutting those inside off from the outside. When the box is active the user cannot use Jutsu however can control the threads of the walls to attack his foes and defend.
PVP Effect: Box is active for 2d4+1 Rounds (Can be ended early). Gains +3 to ATK/DEF Rolls. User cannot use Jutsu for the duration however can use threads to attack dealing Rank Dmg +2d4+1 bypassing DR. User can also use the threads to block attacks from opponents (This includes blocking for oponents as a free action). All Rolls by user are made with Wis (Including dodge, which does not benifit from the +2 gained from jutsu). While the box is active opponents cannot leave until the duration ends. This technique can be ended early.
Note: CP Regen is disabled for the user whilst using this technique.
Note:Actions Performed refers to anything that Shun does that Inflicts / Blocks or Dodges damage.
Taught by Emily Kontororu
Last edited by thatoneguy on Fri Nov 04, 2016 10:50 pm; edited 1 time in total
thatoneguy- Posts : 6
Join date : 2016-10-29
Re: Shun Kiyoshi Kontororu
This technique is a secret kinjutsu of Takigakure. It transforms the user's body into something similar to that of a rag-doll's, which is held together by hundreds of thick black threads. Kakuzu was able to manipulate these threads for many purposes. He was capable of sewing up any injuries that he or others might suffer, most commonly by reattaching body parts. However, it appeared that this ability was somewhat limited, as he warned Hidan not to move his head too much after he had sewed it back on, saying that it might fall off again. He could detach parts of his limbs and then manipulate them, to the point that he could even send them underground and then reattach them when he was done with them.
The most significant aspect of these threads were that they granted Kakuzu a form of immortality, although he declined to think of it that way. In addition to sewing up his injuries, he could use the threads to tear into a victim's body, steal their still functioning organs, and integrate them into his own body, thus extending his life. Kakuzu usually used this method to steal hearts from powerful shinobi, and was able to store up to four spare hearts in his body at any given time, meaning that all hearts must stop functioning in order for Kakuzu to die. He can also put one of those hearts into his limbs and have them move individually, as seen when he used his hand to remove a shadow-enhanced trench knife that prevented the rest of his body from moving.
These hearts Kakuzu had taken from others were stored in various animal masks that were sewn onto his back, granting him vast amounts of chakra and numerous elemental affinities. He could detach these masks and have them take on a body of their own, composed entirely of threads. These masks were capable of attacking separately, unleashing devastating blasts of elemental chakra. These threads could also compact together to form a spider-like body around Kakuzu, allowing him to fuse the attacks of his masks together in order to increase his attacking power.
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Threaded Body
Those that practice this technique hold bodies that are sewn together with not muscle, tissue, and flesh, but instead replacing all of it is a rock hard exoskeleton like body, filled with millions of hollow black threads harder even then titanium. These threads are sewn and molded into all of the organs and bodies that they integrate into their bodies, allowing them to freely move their organs through their bodies at will, as well as make them nearly impossible to do permanent harm to physically,
Universal: +2 HP Regen
Academy Student: +1 DR vs HP Dmg
Genin: +2 DR vs HP Dmg, +10 HP and CP
Chunin: +3 DR vs HP Dmg, +15 HP and CP
Jounin: +4 DR vs HP Dmg, +20 HP and CP
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Body of Needles
Those that use this technique posses Supernatural physical powers as well as advanced Ninjtusu abilities. These abilities allow the user to form a amount of physical destructive power with their needle like Jutsu that are used with the black thread, this allows its users to drain the life from those their attacks pierce as well as deal significant power.
Universal: Starts with Medical Element, Gains no More Naturally.
Universal: +25 Hide Rolls when Hiding Masks Only.
Genin: +1 to Attack/Defense Rolls, +1d4 Damage to Taijutsu/Ninjutsu
Chunin: +2 to Attack/Defense Rolls, +1d6 Damage to Taijutsu/Ninjutsu
Jounin: +3 to Attack/Defense Rolls, +1d8 Damage to Taijutsu/Ninjutsu
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Jutsu
Every user of this Technique is different, through them they can drain life and form stances destructive more then anything. They may create two jutsu of E/D/C/B-Rank, but only one A/S-Rank.
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.: Kuchiyose :.
The Earth Grudge Fear user is able to pull apart their body, and form their stolen hearts into great beasts made of pure Thread and the face being the Object that the heart was sealed into. Each of the Hearts is stronger, depending on the users level when they sealed the heart within themselves. The Hearts follow the same rules as summoning jutsu, but instead they are able to use the Jutsu of the Person the heart was stolen from at the time.
(When the users Summons their hearts, they lose the HP/CP Bonus gained from that stolen heart until it is placed back into their body)
Universal: Summoning a Heart follows Summoning Rules, Including Round Duration, CP Spent and turn cost etc.
Universal: May summon a maximum of hearts depending on their Rank. Genin) 1, Chuunin) 2, Jounin) 3.
Genin: Summoned Heart has HP/CP According to Rank 2 Summons, and follows Rank 2 Summons PvP Rules
Chuunin: Summoned Heart has HP/CP According to Rank 3 Summons, and follows Rank 3 Summons PvP Rules
Jounin: Summoned Heart has HP/CP According to Rank 4 Summons, and follows Rank 4 Summons PvP Rules
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The Heart of Another
(Max 4 Hearts)
The User of this technique is able to integrate the Hearts of Shinobi into their bodies, by doing this they gain a part of their durability, chakra, as well as their elemental affinity and natural strength and power. Thanks to this ability the user of the Technique must also have each heart killed before they die.
Universal: Every Heart Grants +5 Total HP/CP, +1 Elemental Affinity, and +1 DR vs HP/CP Dmg. When Four Hearts are Reached the Earth Grudge Fear user Cannot be Perma'd unless they drop to -25 HP and all of their hearts are destroyed. (If a Fifth Heart is Gained this becomes -50 hp.)
Negative: A Heart requires a Personal Event to Gain along with the 50 RP Tokens. As well, a Opponent may state 'Targeting -Blank- Element Heart.' If this is done, and they hit dealing more then 20 Dmg, then the User looses that heart for the rest of that irl Day, before a new Personal Event must be Done to gain a New Heart.
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Power of the Perfected Stealer
(Legendary Kinjutsu)
The power of the user of this technique has gained its true peak, now able to be the essence of a 'makeshift immortal' they have formed a fifth cavity within their body for an extra heart. Thanks to that same storage, the black blood that runs through the threads that fills their body, pumps ten times faster then normal, allowing their physical abilities to skyrocket in level.
Universal: +2 HP Regen, Fifth Heart Available
Universal: Hearts cannot be Destroyed but are temporarily Damaged if 25 DMG is done.*
Genin: +1 to STR/WIS Rolls, 19-20 Crit Range on Taijutsu/Ninjutsu
Chunin: +2 to STR/WIS Rolls, 18-20 Crit Range on Taijutsu/Ninjutsu
Jounin: +3 to STR/WIS Rolls, 18-20 Crit Range on Taijutsu/Ninjutsu
thatoneguy- Posts : 6
Join date : 2016-10-29
Re: Shun Kiyoshi Kontororu
Token Receipt:
150 - Earth Grudge Fear
50 - First Heart (Inton)
100 - Perfect Stealer Upgrade - DM Kurenai
200 - Hearts 2-5 Purchased - DM Kurenai
160 - 5x STR, 4x WIS, 2x CON - DM Sasori Handled
90 - Crystal Heart - DM Kurenai
12 - Custom Justus - DM AvAtAr (7 physical tokens, 5 credit tokens)
100 - Inton Medical - DM Auranos
100 - Demon's Fang, custom sword - DM Sasori
16 - Three new Custom Thread Jutsu - DM Avatar
28 - Two Custome EGF Jutsu - DM Sasori
30 - Base WIS 46 to 48 - DM Konohamaru
100 - Summons 1-5 - DM Sasori (25% off Credit for January used)
TOTAL: 1121
Ability Cap: 600/700
Weapon/Item Cap: 175/500
Fuuinjutsu approved by DM Sasori
thatoneguy- Posts : 6
Join date : 2016-10-29
Re: Shun Kiyoshi Kontororu
Other Information
Chakra: 40 + 10 + 16 + 50 + 35 + 45 = 191
Current Level + 10 + Constitution Mod + Wisdom Mod + Rank Mod + Ability/Clan/Bloodline Extras
Hitpoints: 40 + 20 + 16 + 50 + 45 = 176
Current Level + 20 + Constitution Mod + Rank Mod + Ability/Clan/Bloodline Extras
Current Level + 10 + Constitution Mod + Wisdom Mod + Rank Mod + Ability/Clan/Bloodline Extras
Hitpoints: 40 + 20 + 16 + 50 + 45 = 176
Current Level + 20 + Constitution Mod + Rank Mod + Ability/Clan/Bloodline Extras
thatoneguy- Posts : 6
Join date : 2016-10-29
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