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NAME:
Shirataki, Dan
REFERENCE:
Dan: Rank Shirataki: White-waterfall
ALIAS:
Knife-Fight Dan, Zero-kun of Squad None, The Taijutsu Titan
AFFILIATIONS
Kumogakure and its allies
RELATIVES:
Shirataki, Suzune: Grandmother - Living (Age 76) Dojima, Setsuna: Grandfather - Living (Age 79) Shirataki, Shotaro: Father - Living (Age 50) Koneko, Itsuko: Mother - Living (Age 40) Shirataki, Kitara: Aunt - Living (Age 46) Shirataki, Domon: Brother - Living (Age 9) Shirataki, Megumi: Sister - Living (Age 18)
Blood clots, Pain, Airheads, Being called 'Noodle-boy'. Being set on fire.
GOALS:
[ ] Live to retirement age. [ ] Marry into an influential family [x] Attain Jonin ranking [x] Surpass the famous recipies of Konohagakure [ ] Achieve enlightenment in the martial arts. [x] Own his own restaurant [ ] Become the most renowned cook in the world.
PERSONALITY:
Courageous, Outgoing, Kind, Mildly Hotblooded.
THEME SONGS:
Fighting for Friends:
Fight opener:
Melancholy moments:
§ Shinobi Sheet §
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VILLAGE(S):
Kumogakure (Village Hidden in the Clouds, Lightning country)
Dans hair is kept short and mildly spikey, and he has a tendancy to wear sunglasses. He also now has fox-like whisker marks across his cheeks and vertical pupils.
The Shirataki family have served as clothiers and secretaries in Kumogakure for a number of generations. Typically they have been a quiet family that stayed out of the spotlight and worked in the background. The women typically keep their hair long and do not persue the arts of the Shinobi, instead prefering to remain at home and keep house. The men exhibit similar talents to most other shinobi with the occasional specialization. Often they never progress past the rank of Genin, remaining in the rank and file for few years before turning their attentions towards home. The hair of the Shirateki family is typically shades of white or blonde with eyes that range from one end of the rainbow to the next and everywhere in between. While they display no Kekkei genkai, they exhibit a wonderful talent for blending into crowds.
.:: PAST ::.
Dan's past is fairly nondescrepit. He was born and raised by his family just like 98% of other children (With a 2% margin of error) and shortly after learning to walk, talk and all the other good childrens stuff, he developped a love of cooking with his mother and aunt. It was here that he began developping the precise movements required to turn him into a knife wielding prodigy. With a little luck and guidance from the two women, he avoided removing his own fingers and learned to make the best sukiyaki this side of the land of Iron.
.:: ACADEMY ::.
Dan's experiences in the Academy of Kumogakure went about as one would expect them to. He displayed an affinity for shuriken, kunai and combat knives as well as taijutsu. He displayed clear capability of ninjutsu but nowhere near the affinity for the weapons previously stated, and Genjutsu escaped him beyond all but the most basic of academy techniques. He graduated in good standing.
.:: GENIN ::.
The least of Dans worries was being paired up with Junou in the squad of Jonin Yuurei. He couldn't have asked for a better teacher and mentor, looking to the mysterious shinobi more as a friend than a teacher. Long discussions on the bizzare nature of the world as well as cooking and jutsu training left Dans body in the peak of physical condition just prior to the Chuunin exams. But that was what he didn't need to worry about. What he did need to worry about was being sucked off through a portal and 'infected' with residual chakra of the bijuu Kurama, the nine tailed fox and rage incarnate. While he was yet unable to use such during the Chuunin exams, he recieved a small dose of reality when, by cutting loose just a little, he devastated a kirigakure shinobi so thoroughly in a single blow that he was almost beyond saving. Needless to say, this revelation scares and terrifies Dan. However, he now knows he need fear only two things: Dying, and -himself-. He was approached by the Raikage about concerns on the subject of his being promoted. Its not known what words passed between them, but the Raikage stood back a moment, nodded and departed with the words 'You're promoted. I'm trusting you.'.
.:: CHUNIN ::.
Dan's time spent as a Chuunin didn't include a stop on his training. He kept moving forward and reaching higher and higher, seeking the strength to move the very mountains of the world itself. The capstone on his exploits as a Chuunin was an assassination mission in the heart of Oni no Kuni. Specifically, assassinating a pretender daimyo. Which he, in true Shirataki fashion, performed flawlessly. Upon his return, A congratulated him, shook his hand, and gave him his promotion to Special Jonin.
.:: JOUNIN ::.
Yet to occur.
§ Battle Sheet §
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History and Information The Shirataki family have served as clothiers and secretaries in Kumogakure for a number of generations. Typically they have been a quiet family that stayed out of the spotlight and worked in the background. The women typically keep their hair long and do not pursue the arts of the Shinobi, instead preferring to remain at home and keep house. The men exhibit similar talents to most other shinobi with the occasional specialization. Often they never progress past the rank of Genin, remaining in the rank and file for few years before turning their attentions towards home. The hair of the Shirateki family is typically shades of white or blonde with eyes that range from one end of the rainbow to the next and everywhere in between. While they display no Kekkei genkai outwardly, they exhibit a wonderful talent for blending into crowds and take to tasks with such focus that it compensates for being 'red shirts' of the shinobi world.
Without a Trace Members of the Shirataki family are renowned (Or rather, forgotten) for their ability to blend in with their surroundings. You could bump into one on the street and it would simply seem like someone friendly. They seem to vanish without a trace into crowds and foliage, leaving no clue to their whereabouts. Some can even stand and speak to you at length for hours on end before leaving, only for you to have trouble remembering the face of that new friend of yours. It is for this reason that they make perfect spies. But also for this reason that they tend towards making things work out of the public eye.
Universal: Sneak Attacks Gain a 17-20 Crit Range Naturally [s]Academy Student: +20 Move Silently/Hide Rolls, +4 Sneak Attacks/Hides a Fight Genin: +30 Move Silently/Hide Rolls, +4 Sneak Attacks/Hides a Fight[/s] Chunin: +40 Move Silently/Hide Rolls, +4 Sneak Attacks/Hides a Fight Jounin: +50 Move Silently/Hide Rolls, +4 Sneak Attacks/Hides a Fight
Without a Trace - Ability: May Spend 5 CP, for an Automatic 15 Roll on Hide/MS and Allow the Use of Hide/Sneak Attack Beyond the Max the User Currently Has. If this is used to Hide, the User cannot be 'Autospoed' Everyone most Roll spot/Listen Normally against them, This has a 3 Round Cooldown.
True Master A title reserved for those who excel at any art, Dan is hardly a master yet. This represents his potential to be one of the greatest kenjutsu artists Kumogakure has known in decades more than any current inborn skill. All Shirataki take to one discipline of the ninja arts more than the others. These are referred to by the titles Body (Taijutsu and Kenjutsu), Spirit (Ninjutsu) and Mind (Genjutsu). With enough training and time, this focus grants benefit that leaks into the other arts as well
Universal: +10 learning rolls to chosen Focus. A Focus is chosen on character creation or acquisition of clan (Genjutsu, Ninjutsu, or Taijutsu & Kenjutsu), which ever is applicable. Gains a 'Focus' CP Pool. [s]Academy Student: -0 CP Costs (Min 1), Focus CP Pool has +1 Regen, +1 to Focus Jutsu Damage Rolls Genin: -1 CP Costs (Min 1), Focus CP Pool has +2 Regen, +1d4 to Focus Jutsu Damage Rolls[/s] Chunin: -2 CP Costs (Min 1), Focus CP Pool has +3 Regen, +1d6 to Focus Jutsu Damage Rolls Jounin: -3 CP Costs (Min 1), Focus CP Pool has +4 Regen, +1d8 to Focus Jutsu Damage Rolls
Chosen focus: Body (Taijutsu+Kenjutsu)
Focus CP Pool: An Extra CP Pool that he User has Gained, This may be used for any Jutsu of their Chosen Focus. Its Total is Calculated by 1/2 Level (Rounded Up) + Con Mod.
Jutsu All Shirataki are masters of assasination, stealth, and poisons. As such they all have their own unique setting of Jutsu and capabilities that they can use at will, this allows them to all be unique in their methods of combat. (Shirataki may make 1 free Jutsu of E/D/C/B/A/S-Rank, They Automatically Know E-C Rank but must learn the rest normally.)
Extensive Focus Training (100 Tokens, Enhanced Training) The methods used by Dan to train himself to better use his knives are not limited simply to combat situations. Sewing, cooking, and other uses where a sharp implement are handy have worked their way into Dans training, enabling him to use his knives not only for killing a man, but for any other use one could imagine for a knife (Up to and including using it as a spoon. Because he has, in fact, played knifey-spoony before.)
Universal: Kenjutsu/Taijutsu Attacks Peirce 3 DR. Small Weapons Have no Penalties/Duel Wield Penalties. [s]Academy Student: +0 Str/Dex Rolls, +1 to Ken/Tai Damage Rolls Genin: +1 Str/Dex Rolls, +1d4 to Ken/Tai Damage Rolls[/s] Chunin: +2 Str/Dex Rolls, +1d6 to Ken/Tai Damage Rolls Jounin: +3 Str/Dex Rolls, +1d8 to Ken/Tai Damage Rolls
Psuedo Jinchuuriki Kyuubi:
Actual Pseudo Jinchuriki Bonuses 225 RP Token + DM Team Approval
Power of the Bijuun The Pseudo Jinchuriki hold the massive chakra of their tailed beasts chakra within their bodies, this extra amount of chakra is a form of a secondary chakra pool that cannot be targeted by normal means. Such things as the Hyuuga's gentle fist, Genjutsu and more have no form of drain or capabilities when attacking this chakra pool, unlike the jinchruiki's actual amount of chakra. This Chakra pool allows them to hold the tremendous amount of chakra within them. PvP: The Jinchuriki has a Second Chakra Pool they may Dip into at Any Time. This chakra pool is Calculate in the Following Way: Jinchuriki Level + 50. This second chakra pool is immune to CP Damage/Drain, and has a +1 CP Regeneration a Round.
Chakra Nature of the Bijjun The Pseudo Jinchuriki hold the massive chakra of their tailed beasts within their bodies, this chakra can slowly over time bond with them granting them supernatural and somtimes unreal abilities on par with some Advanced Chakra natures other Shinobi must train hard for, such as Sand Release, Ice Release, and More. The host of Kurama's chakra has the power to create chakra of pure energy and rage that they can manipulate and create with their natural Fuuton abilities. PvP: The Jinchuriki of Kurama Starts with Wind / Fire Elements, and may Submit their own Custom Element combining the Two, along with a Free Custom Jutsu of E / D / C / B / A / S-Ranks.
Kurama's Regeneration The Pseudo Jinchuriki of Kurama's chakra has their entire body riddled with his excess chakra, this causes them to have a severe amount of Regenerative abilities on a passive scale far beyond any others. Allowing them to heal and recover at a far more rapid rate, however it isnt on par with the Kaguya whom can regrow limbs, its still useful and assists greatly with injuries.
[s]Academy Student: +5 Total HP, +0 HP Regen a Round, -2 to RP Token Cost of Cellular Damage Healing Genin: +10 Total HP, +1 HP Regen a Round, -3 to RP Token Cost of Cellular Damage Healing[/s] Chunin: +15 Total HP, +2 HP Regen a Round, -4 to RP Token Cost of Cellular Damage Healing Jounin: +20 Total HP, +3 HP Regen a Round, -5 to RP Token Cost of Cellular Damage Healing
Jinchuriki Tailed Information The Jinchuriki passively arn't very powerful or abnormal, just severely endurance with a massive chakra pool and more unqiue elements. However, their true power is unleashed once they have activated their Bijuuns chakra and allowed it to take over their bodies and minds.
Jinchuriki Tailed Forms
Form of Rage Cost: 3 CP to Activate, Drains 1 CP from Bijuu's CP Pool a Round The Jinchuriki Releases their chakra in a massive wave of pure chakra and power, their eyes take on the color of their individual bijuun and their inner beasts color. Their fangs elongate, and their claws do as well as chakra radiates from their bodies, causing a tremendous amount of pure power to form from their bodies. PvP: May now Roll Highest stat for attacks. Jinchuriki Gains a +1 to Attack/Defense Rolls, +2 HP Regen, and +1d4 to Taijutsu/Ninjutsu Damage Rolls.
First Tail Cost: Further 3 CP to Activate, Drains 1 CP from Bijuu's CP Pool a Round The Jinchuriki Releases their bijjuns chakra in a massive wave, thsi wave floods their bodies and forms, causing them to slowly be coated in athick layer of bubbling, chakra like energy. a bubbling chakra-construct, taking on the shape of a one-tailed fox, which is referred to as the "demon fox shroud" (妖狐の衣, yōko no koromo). This chakra is able to move on its own, attacking and protecting the Jinchuriki is is wrapped around as well as granting them even further powers. PvP: May now Roll a Second Attack using High Stat to Replace Dexterity/Strength, however their first attack is normal and no longer gains the Wisdom Replacing Dex/Str Bonus. Jinchuriki Gains a +2 to Attack/Defense Rolls, +2 HP Regen, +1 DR vs HP/CP Damage, and +1d4+1 to Taijutsu/Ninjutsu Damage Rolls.
Second Tail Cost: Further 3 CP to Activate, Drains 1 CP from Bijuu's CP Pool a Round The Jinchuriki Releases their bijjuns chakra in a massive wave, thsi wave floods their bodies and forms, causing them to slowly be coated in athick layer of bubbling, chakra like energy. a bubbling chakra-construct, taking on the shape of a one-tailed fox, which is referred to as the "demon fox shroud" (妖狐の衣, yōko no koromo). This chakra is able to move on its own, attacking and protecting the Jinchuriki is is wrapped around as well as granting them even further powers, now a second Tail sprouting slowly from this cloak of chakra PvP: May now Roll a Second Attack using High Stat to Replace Dexterity/Strength. Jinchuriki Gains a +3 to Attack/Defense Rolls, +2 HP Regen, +2 DR vs HP/CP Damage, and +1d4+2 to Taijutsu/Ninjutsu Damage Rolls.
Third Tail Cost: Further 3 CP to Activate, Drains 1 CP from Bijuu's CP Pool a Round The Jinchuriki Releases their bijjuns chakra in a massive wave, thsi wave floods their bodies and forms, causing them to slowly be coated in athick layer of bubbling, chakra like energy. a bubbling chakra-construct, taking on the shape of a one-tailed fox, which is referred to as the "demon fox shroud" (妖狐の衣, yōko no koromo). This chakra is able to move on its own, attacking and protecting the Jinchuriki is is wrapped around as well as granting them even further powers, now a third Tail sprouting slowly from this cloak of chakra, the Jinshuriki's eyes turning pure red and their hair and body becoming far more bestial and pulsating with whips of chakra around their bodies. PvP: May now Roll a Second Attack using High Stat to Replace Dexterity/Strength. Jinchuriki Gains a +4 to Attack/Defense Rolls, +3 HP Regen, +3 DR vs HP/CP Damage, and +1d4+3 to Taijutsu/Ninjutsu Damage Rolls.
Fourth Tail Cost: +1 Cell Damage, Further 3 CP to Activate, Drains 1 CP from Bijuu's CP Pool a Round The Jinchuriki Releases their Bijuuns chakra in such a massive wave that it scorches their very bodies, causing their skin to shoot into the air and turn to black chared dust, forming a pitch black orb of pure chakra around them before it explodes. In this form the Jinchruiki's body becomes even more beastlike, now looking like a hybrid between the actual beast and a human, coated in severe half healed burns and supernatural levels of chakra and suppressing abilities this form is extremely deadly and incredibly painful to enter. PvP: May now Roll a Second Attack using High Stat to Replace Dexterity/Strength. Jinchuriki Gains a +5 to Attack/Defense Rolls, +3 HP Regen, +4 DR vs HP/CP Damage, and +1d4+4 to Taijutsu/Ninjutsu Damage Rolls.
Fifth Tail Cost: +1 Cell Damage, Further 3 CP to Activate, Drains 1 CP from Bijuu's Pool a Round The Jinchuriki Releases their Bijuuns chakra in such a massive wave that it scorches their very bodies, causing their skin to shoot into the air and turn to black chared dust, forming a pitch black orb of pure chakra around them before it explodes. In this form the Jinchruiki's body becomes even more beastlike, now looking like a hybrid between the actual beast and a human, coated in severe half healed burns and supernatural levels of chakra and suppressing abilities this form is extremely deadly and incredibly painful to enter, now however a fifth tail has burst forward ontop of this. PvP:May now Roll a Second Attack using High Stat to Replace Dexterity/Strength. Jinchuriki Gains a +6 to Attack/Defense Rolls, +3 HP Regen, +5 DR vs HP/CP Damage, and +2d4 to Taijutsu/Ninjutsu Damage Rolls. If the Jinchuriki fails to Defend against an attack normally, then they may now Roll Wisdom as if it was Str to try and Block it a Second Time. If the attack is unblockable this is not usable.
ANBU Commander:
ANBU Member: The ANBU (暗部; English TV "ANBU Black Ops"; Literally meaning "Dark Side"), short for Ansatsu Senjutsu Tokushu Butai (暗殺戦術特殊部隊; Literally meaning "Special Assassination and Tactical Squad"), take orders directly from the Kage, performing special high-level missions, such as assassinations and torture. The ANBU usually work in teams formed to the requirements of the mission, ensuring maximum success. The shinobi in the ANBU are hand-picked by the Kage; chosen for their individual capabilities and special skills. Age, gender, background, or previous rank bear no weight in this decision. Members can also leave the organisation, as Kakashi did for unknown reasons to return being a jōnin, but he retained strong ties with ANBU. They wear their mask even in their own village, for their identity as an ANBU agent is to be known only by the Kage and village elders. Rank Requirement: Special Jounin Rank Information: Gains Perma +2 Attack/Defense Rolls, +50 Hide/MS/Spot/Listen/Lore/Heal/Set Trap
Dojima Brand Cooking Knives Ordered from Dans relatives on his grandfathers side in Steel country, these knives are teflon coated with ceramic blades guaranteed not to dull for a minimum of ten years between sharpenings. In fact, they retain an edge so keen that they are capable of splitting nearly anything. Flesh parts like paper before scissors, bone like gauze before the scalpal, lesser steel is destroyed like butter on a hot sidewalk and even diamond will be nicked. They are truely a work of art. The chakra-infused teflon coating ensures that regardless of what it may pass through, it is always sterile. So that should the need arise, Dan may in fact go from cooking to killing and back to cooking in one fluid motion, cleaning it with a flick of his wrist. While they may come in pairs, only the larger of the two remains on Dans person at all times. The smaller remains in the restraunt where he needs it. PvP Effect: Small Weapon, Deals Large Weapon Damage, Targets Suffer a -2 to Blocking Kenjutsu Attacks of this Weapon , Kenjutsu Attacks Deal 1/2 Damage through Blocks Rounded Up (Maximum of 10 Dmg), Every Time a Kenjutsu Attack Hits the Target Suffers 1d4+1 Damage a Round Bypassing DR for 2 Rounds (Rounds Stack, Damage Doesn't) .
PvP-Record:
.:: Wins ::. [ 2 ] Kyoshiro vs Dan: Chuunin Exams Dan vs Azazel: Ended in the Death of Azazel .:: Losses ::. [ 1 ] Kasuga vs Dan: Chuunin Exams .:: Ties ::. [ 0 ]
Last edited by Administrator Haku on Fri Nov 02, 2012 1:08 am; edited 10 times in total
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
Fire style:
Katon: Blazing Red Cannon Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: After performing the necessary hand signs, the user sends a ball, the size of their head, of red chakra straight at their opponent PVP Effect: 1d4 Damage Special Note: Hijutsu offered to all fire element academy students of every village
Katon: Quiet Flame Jutsu Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: User performs a single sign, before lifting their index finger to their mouth. With a quick blow, they send a single flame over to a target which slowly burns at the targets skin. PvP Effect: 1 damage over 1d4 rounds Special Note: Hijutsu offered to all fire element academy students of every village
Katon: Blazing Shuriken Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: After a few basic hand signs, the user manifests and throws blazing shuriken straight at their opponent. PVP Effect: 2d4 Damage Special Note: Attack is done with Dexterity Roll Teaching/Learning: Gate System - D Rank
Katon: Sticky Fire Technique Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: After the hand sign sequence, the user shoots a flaming substance that sticks to their target. This fire burns for a short amount of time as is difficult to put out. PVP Effect: 1d4 Damage for 1d4 Rounds Special Note: The May Spend their Turn putting out the Fire Teaching/Learning: Gate System - D Rank
Katon: Gentle Touch Of Fire Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: After the simple sign sequence, the user raises the final sign to their mouth and blows out a gentle wave of fire, directed at one opponent. PVP Effect: 1d8 Damage Special Note: Target takes 2 Damage Next Round. Teaching/Learning: Gate System - D Rank
Katon: Dragon Blocks The Path Jutsu Type: Ninjutsu Rank: D Chakra Cost: 2 RP Description: The user performs several swift strikes and a burst of chakra bursts forward and projects an image of a fiery dragon between the user and their opponent. PVP Effect: Rank Damage + 1d4 Damage Special Note: Can be used to block, If used to block does 1 Damage Teaching/Learning: Gate System - D Rank
Non-Element:
Chakra Burst 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 Teaching/Learning: Gate System - D Rank
Chakra Concentration Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user channels their whole chakra network, and increases the speed. Allowing them to use less Chakra when using jutsu PVP Effect: -1d4+1 CP used on Jutsu for 1d4 rounds Teaching/Learning: Gate System - D Rank
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
Kenjutsu:
Chakara Dageki (Chakra Strike) Jutsu Type: Kenjutsu RP Description: By channeling a small amount of chakra into their weapon the user is able to hit more effectively. CP Cost: 1 PVP: +1 damage Note: This is required in order to learn other Kenjutsu Teaching/Learning: Gate System – E Rank
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
Shadowing Block Jutsu Type: Kenjutsu Rank: C Chakra Cost: 4 RP Description: Focusing a small amount of chakra the user draws their blade quickly too an oncoming close-quarters attack, with a shadowy effect to it to draw the attention of the opponent and to give one enough time to block or parry in time PvP Effect: +2 to block/parry Special Note: Cannot be used against Ninjutsu or Genjutsu Teaching/Learning: Gate System – C Rank Teacher: Yuurei
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
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 Teacher: Yuurei
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 colour. CP Cost: 7 PVP: The user has a +3 to their next attack, both attack roll and dmg Gate/Learning: B Rank Gate System Teacher: Yuurei
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 Teacher: Yuurei
Shadow Stealer Jutsu Type: Kenjutsu Rank: A Chakra Cost: 10 RP Description: Focusing a large storage of chakra into one’s blade(s) and themselves would move at such a high-speed that when they appear it is often they come from the opponents shadow sending a quick flurry of slashes at them. PvP Effect: Weapon Damage +2d6+1d4 Damage, Target suffers a -2 to Attack/Defense Rolls for 1d4 Rounds. Special Note: Undodgable Teaching/Learning: Gate System - A Teacher: Yuurei
Tornado Slash 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 +2d4+1d10+2 Damage Teaching/Learning: Gate System – A
Flickering Pain Jutsu Type: Kenjutsu/Taijutsu RP Description: The user channels huge amounts of chakra throughout their body, using Flicker they move to their foe, appearing and disappearing all around them, striking every time with blade and fist, striking their enemy all over dozens of times, the massive series of barrages stuns the target briefly afterwards leaving them open for another attack. CP Cost: 25 PvP: Kenjutsu Damage+3d4+4d6 Damage + and the target must roll Str or Con, DC 35 (nothing added unless it’s a Str or Con bonus) or be physically stunned for 1 round. Special Note: The victim may, as a free action, try and break the stun, rolling against the DC 35 with STR or Con on their turn. They may use INT/WIS to try and break if they spend 5 CP, but this is only after the initial failure. Further Note: Unable to be Dodged, Must Block/Substitute. Teaching/Learning: Gate System - S
Taijutsu:
Chakra Focused Punch Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user layers their fist with strengthened chakra, in order to increase their punching power PVP Effect: Rank Damage + 1d4 Special Note: Teaching/Learning: Gate System – D Rank
Swift Kick Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user layers their shin with sharpened chakra, in order to increase both kicking power, allowing it to pierce some defenses. PVP Effect: Rank Damage + Pierces 1 DR Special Note: Teaching/Learning: Gate System – D Rank
Falcon Drop Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user grabs an airborne opponent, and turns them facing head first to the ground, and wraps their arms around the opponents legs, and their legs around the opponents head, locking them in and slams them into the ground PVP Effect: Rank Damage + One Round Stun (Or Until Hit) Teaching/Learning: Gate System – D Rank
Gravity Fist Jutsu Type: Taijutsu Rank: B Chakra Cost: 6 RP Description: The user forms a huge amount of chakra into one fist, enough that the gravity around begins to be sucked in at a minor rate; when finalized they charge the opponent and send it straight to their chest. PVP Effect: Rank Damage + 3d4 Special Note: Unblockable Teaching/Learning: Gate System – B Rank
Leaf Hurricane Jutsu Type: Taijutsu Rank: B Chakra Cost: 6 RP Description: The user focuses a mass of chakra into their legs, and charges the opponent sending an upper kick, bringing them into the air; then jumps into the air and send a high assault of round house kicks. PVP Effect: Rank Damage + 2d6 Damage, On Hit Target rolls Con DC: 20, On fail Physical stunned for 1 round or until Hit. Teaching/Learning: Gate System – B Rank Teacher: Obari Shigai (Co-Admin Shino)
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: Undodgeable Teaching/Learning: Gate System – A Rank Teacher: Kane Fell (DM Kankuro)
Shirataki no ougi:
Taijutsu
Sunakake (Sand throwing) Type: Taijutsu Rank: E CP cost: 1 Description: Sunakake is no more than fighting dirty. The user, as the name states, grasps sand, dirt or other material and slings it at the opponents eyes. If this fails to outright blind them, then it certainly throws their aim off. DF Effect: -2 to Attack/Defense for 1 Round
Ippon Ken (One Knuckle Strike) Type: Taijutsu Rank: D CP Cost: 2 Description: The user draws back before slamming their fist in the shape of middle-Finger knuckle first into the side of the targets skull aiming for the Temple, striking a weakpoint to avoid resistance. DF Effect: +2 DR Pierce. If target lacks DR, target takes 2 damage at end of their turn.
Nukite-zuki (Spear Hand Strike) Type: Taijutsu Rank: C CP cost: 5 Description: With this technique, the user darts forward and thrusts their hand like a spear into the adams apple of a man or the base of the throat for a woman. This technique was developped specifically to counter Katon ninjutsu practitioners. After all, The throat is vital for a style that relies on breathing fire. DF Effect: +1d6+1 round stun OR On counter attack vs fire jutsu, deal no damage. If user of this technique wins attack roll, Target rolls damage for fire jutsu as normal and proceeds to take that damage, ignoring DR that does not apply specifically to Fire type damage.
Kenjutsu
Aku Sake Ken (Evil Cleaving Sword) Type: Kenjutsu Rank: B CP cost: Varies (See below) Description: The sword that cleaves evil is a defensive techique peformed by synchronizing the chakra flowing through your weapon with the chakra making up the encoming attack. While almost deffinately made to counter jutsu that one cannot simply stand against head-on, it is an excellent parry for those kenjutsu strikes that seek to break through your guard with impossible force. DF Effect: Pay (Unblockable Jutsu CP Cost +2). Allows you to Block an Unblockable. Status: Learned. Yuurei witnessed.
Sen no Hikou Tanken (One Thousand Flying Knives) Type: Kenjutsu Rank: A CP cost: 13 Description: There is nothing more terrifying than a knife-fighter at his optimal range. Taking a relaxed posture, the practitioner of this technique lulls the opponent into a false sense of security, or incites him into a rage that he is not being taken seriously. When they inevitably attack while emotional, the user then unleashes a furious flurry of attacks at the target that has charged to its doom DF Effect: Counter attack only. 4 attack rolls. Each successful attack roll adds +1d10 Damage, the Final Damage is Rank Weapon Damage +(x)d10. (Depending on how Many Attacks Hit). Example. Enemy attacks. Dan rolls 4 attack rolls, with 3 being successful. Dan's counter-attack is now 2d6+3d10. (2d6 being Rank damage in this example) Status: Learned (Witness: Saika)
Mugetsu Kenkai (Infinity Stance) Type: Kenjutsu Rank: S CP cost: 25, 2 cp/round upkeep Description: Upon entering Mugetsu, the practitioners moves flow into one another so flawlessly that every single motion is a work of art. A thing of beauty and a herald of such destruction that one can't help but tremble. Failed attacks are converted into feints and quicksilver strikes. Missed oppertunities to parry seem to fade as an afterimage as a hand or a blade slides in to block an attack that would have otherwise struck the body of the practitioner. DF Effect: +5 Atk/Def User may re-roll attack and defensive rolls, taking the higher if desired. Once activated, Mugetsu Kenkai endures until ended or the user runs out of CP Status: Learned.
Kukanton:
Kukanton Jutsu Practical application of fire and wind jutsu is typically in the form of fireballs and concussive blasts. It takes a man who can truely think outside the box to realize that Fire and Wind combined with one another can rip the heat and air from a location. These jutsu border on kinjutsu in nature for their lethality. Only accuracy differentiates horrible pain from instant death by thermal shock. For this reason this unknown style is automatically clased as Ansatsu-ken (Assassination arts) and its creator refuses to use them unless he intends to kill. Special: All Kukaton Jutsu are Considered Unblockable, as well as Gaining +2 DR vs Fire/Wind Jutus and any Elemental Combination of the Two. (25 Tokens to Ability Cap)
Kukanton: Exercise in Silence Jutsu Type: Ninjutsu Rank: E CP Cost: 1 The foundations of Kukanton jutsu begin in flawless, absolute control. One must temper their control of the combining elements. Wind must move over and through you as though you were not there and your skin must be tempered by fire and not flee from its kiss. It is only then that you can combine the two in order to create the vacuum from which Kukanton draws its name. This exercise is less a jutsu creating the two, and more an exercise in order to prepare ones body. DF: RP only. This jutsu is permenantly active and causes, for example, Dans hands not to burn when exposed to heat (Touching a pot full of boiling water, for example) or his clothing to blow in gale force winds. Status: Learned
Kukanton: First curse of the Kami Jutsu Type: Taijutsu Rank: D CP Cost: 2 The first curse of the Kami is the true foundation of Kukanton jutsu. The user exercises their control over wind and fire to create a void around the point they wish to strike the foe with and then proceeds to do so. Typical results of contact with the vacuum are extreme cold beyond even the ice that the Yuki and Ura bloodlines command can inspire, and a sudden inability to feel. This is especially deadly in those that have difficulty feeling pain to begin with, as they may not even realize what has happened until it is too late. DF: Deals Rank Taijutsu Damage, and For 1d4 rounds, reduce DR by 1d4+1 for 2 Rounds. Status: Learned
Kukanton: Falcon Hell Dive Jutsu Type: Kenjutsu Rank: C CP Cost: 4 The Falcon Hell Dive is a misnamed jutsu, as it involves none of the component words. Instead, the user focuses chakra around their blade in similar fashion to the Shoki techniques. Instead of simply remaining in the blade, however, they let it flow out, becoming a weaponized void. When the blade is next swung, the vacuum shoots forth towards the unlucky target. DF: Deals Rank Kenjutsu Damage +1d6+2 Special Note: Attack Counts as Ranged, and 1/2's Damage Return Status: Learned
Kukanton: Oujou Ryuhimei (Death of Screaming dragons) Jutsu Type: Kenjutsu/Taijutsu Rank: A CP Cost: 13 The elemental dragon jutsu are a staple of many ninjutsu specialists arsenal. So is it any surprise then that this technique targets not the user, but the technique themselves? Taking the form of a massive blade of still air, this jutsu stifles fire, deadens wind and stills lightning. Its creator has nicknamed it the 'Dragonslayer technique'. DF: Counter vs Any Dragon Jutsu (Elemental dragon. Violent elemental dragon, etc.). Attack rolls are waived and both sides roll damage, Damage is reduced by opponents damage and the loser takes any roll over damage. If Successfully Countered, the Counter Does Rank Taijutsu Damage or Rank Kenjutsu Damage (Whichever is Applicable) + The Dragon Jutsu's Damage + The Opponents Bonuses to the Dragon Jutsu's Damage. Drawback: This Attack has a 3 Round Cooldown Example: Bob uses lightning dragon jutsu and Jim uses Death of screaming dragons. Critical checks are made and, once that is out of the way, both roll damage. Bob rolls 36 and Jim rolls 40. Bobs attack is cancelled out and he takes 4 damage. TL;DR: roll basic attack damage vs jutsu damage. Relevant party takes spillover. Criticals count for both parties. Status: Created and Learned (Forum RP)
Kukanton Ougi: Karitesouhou no Jutsu (Void Release Secret Technique: Reaper's Freezing Touch Jutsu) Jutsu Type: Kinjutsu (Taijutsu) Rank: S CP Cost: 30, Limited to 1x a Fight Perhaps the most terrifying technique ever divised, this is surprisingly gentle for the horror it enacts upon the human body. The human body must remain at 98.6 degrees (with the occasional room for variation) to be at its prime. This technique works in one of two ways. Assuming the blow is successful, the strike can be as gentle as a brush of the fingers or as solid as the greatest punch in the world. This doesn't matter. What does matter is the fact that this blow rips the very heat out of the targets body, leaving their entire core section at zero degrees, killing them instantly. Typically this is done by touching the heart. Should it miss, however, the blow may still be enough to drop the targets body through thermal shock, inducing hypothermia and resulting in the loss of consciousness in what could be considered a merciful execution method. Instantaneous death or blissful ignorance. Such are luxuries not afforded by most methods of assassination. DF: Rank Taijutsu Damage+2d10 +2d4+2. If this attack drops the target to 1/2 of current HP (Rounded Down), they are Physically Stunned for 1d4+1 Rounds, or Until Hit.. Status: Learned
Other:
Electro Blast Rank: B+ Cost: 12 CP Description: User fires lightning bolts out of their arm while using heavy amounts of chakra. PVP: Counts as a Ninjutsu, 4d4+4 Lightning Damage, +1 to Attack Roll (Doesn't require Lightning Element) Teacher: Injected by Luna.