Shizen 自然Creator: Tyrantos150 TokensHistory and InformationThe Shizen bloodline (自然)is not a very known bloodline, mainly due to the fact that most of them do not consider themself actual shinobi, but rather farmers, or druids.
For what is special about this bloodline is that they are all born with an innate ability to communicate, control and mimic plants. A trait that everyone in this bloodline share is that their eyes are diffrent shades of green, and their skin is smooth. The legend has it that creator of the bloodline made a pact, with a guardian spirit of nature to be able to draw upon the plant element and use it to restore his burned down village, and the wildlife around it.
In return, the creator of the bloodline swore that his offspring would tend and care for nature.______________________________________________________________
Tsurii (ツリー)Tsuuri means tree, and trees have immense charka networks and control over them. All members of the Shizen bloodline are also granted an efficent charka network, as well as a greater understanding of Ninjutsu, and the world. Universal: Begin with Water, Earth and Plant Element. Can get 4th element at Jounin.
Academy Student: +0 to Wisdom Rolls, +5 CP Total
Genin: +1 to Wisdom Rolls, +10 CP Total
Chunin: +2 to Wisdom Rolls, +15 CP Total
Jounin: +3 to Wisdom Rolls, +20 CP Total
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Kougousei (光合成)Kougousei means Photosynthesis, and is a trait that all plants possess. It is the ability to transform solar power, as well as water into life energy required to grow. As a member of the Shizen bloodline, they are able to mimic this ability as well, granting their bodies natural regenration. At higher levels, the Shizen are able to actually 'steal' life energy from their opponents, by utelizing their arts.Universal: +3 HP Regen (+6 in Sunlight)
Academy Student: +1 Vampiric Damage to Ninjutsu
Genin: +1d4 Vampiric Damage to Ninjutsu
Chunin: +1d4+2 Vampiric Damage to Ninjutsu
Jounin: +2d4 Vampiric Damage to Ninjutsu
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Renzokutai no jinsei (連続体 の 人生)Renzokutai no jinsei means continuous growth, and is a trait that every member of the Shizen bloodline strive to follow. As plants never cease to grow, so shall they never cease to work on perfecting their jutsus, and art.Universal: -2 CP Costs (Min 1)
Academy Student: +0 to Ninjutsu Damage Rolls
Genin: +1 to Ninjutsu Damage Rolls
Chunin: +2 to Ninjutsu Damage Rolls
Jounin: +1d4 to Ninjutsu Damage Rolls
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Clan jutsuEveryone of the Shizen bloodline have have a natural relationship with their element, and are known for creating new techniques that strongly compliment their fighting style.Their elaborate arts are both beautiful and deadly, and each creation is sacred to the individial that makes it and marks their own fighting style. (All Shizen Gain 2 Custom Jutsu of E/D/C/B-Rank Jutsu, and 1 Custom A/S Rank Jutsu for Free. They Automatically Know E-C Ranks, and Must learn the rest normally.)
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Masters of Nature150 Tokens As there are diffrent degrees of the mastery of plants, there are those of the Shizen bloodline whom is able to take their plant mastery one step further, being able to step into either the path of the "Unholy growth" or "Holy growth". Utelizing their master over plans, they use their plants to either control the bodies of the dead- Or to heal those whom are allies to them, with plants that they cause to grow out of the ground. However, they can not chose both paths as the mastery of one of these arts take time, and dedication.Note: Can Only Choose one 'Growth' When this is Boughten, Never Both.
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Unholy GrowthBy planting a seed within the body of a fallen comrade, or enemy the user of the technique 'unholy growth' is able to create a bond between the body and itself, being able to control it from afar. Many users whom pick this path, starts to hunt down strong opponents to turn them into a part of their army.. The bodies which have the seed implanted, grow slightly green in their skin colour, as well as their eyes turn green.Universal: Dark Affinity Gained, May Gain no Further Elements. +10 Total CP, May Summon
Bodies. Each body is 10 CP to Summon, and 2 CP a Round to Maintain Each. Gain 1 'Basic Body'.
Academy Student: +0 to Wisdom Rolls, May Use 1 body at a Time
Genin: +1 to Wisdom Rolls, May Use 1 body at a Time
Advanced Genin: +1 to Wisdom Rolls, May Use 2 bodies at a Time
Chunin: +2 to Wisdom Rolls, May Use 2 bodies at a Time
Special Jounin: +2 to Wisdom Rolls, May Use 3 bodies at a Time
Jounin: +3 to Wisdom Rolls, May Use 3 bodies at a Time
S Rank: +3 to Wisdom Rolls, May Use 4 bodies at a Time
Note: Every Custom Body Requires a Personal Event to Gain After the Bodies Approval.
The basic Body that all Master of the unholy growth Users can Begin with at any time.Hitpoints: 1/2 Level + Wisdom Mod
DR: 2 DR vs Kenjutsu/Taijtusu
Attack/Defense: Wisdom Roll of the User
Base Damage: Small Weapon Damage, No Penalties
Weakness: +2d4 damage from Fire
Strengths: Immune to Water Jutsu/Disease/Genjutsu, When hit by Water Jutsu Healed 1d4+1 HP.
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- Custom Bodies
(50 to 200 Tokens - Key to UPGRADE)
Rule 1: When a body is made they must be 50 to 200 Tokens. If a body goes beyond 200 Tokens then the remaining Token cost is added to your Item Maximum Cap. (So a 250 Token Body, 50 tokens would go into your 50/400 Item Cap.)
Rule 2: All bodies Must be Sent to the DM team with their Customizable Abilities, following the Guide Below on Token Costs.
Rule 3: You may Make as many bodies as you want, However you may only summon those that have HP currently. All bodies HP is restored after the Fight.
Rule 4: Bodies can Be Stunned for 1 Round if hit by a Attack that Damage CP, but take no actual Damage.
Rule 5: Either the controller can take an action or the bodies can. They can not do both. If the controller is stunned the Bodies can not act.
Rule 6: Controllers may hide, and still attack with puppets and not reveal themselves.
Rule 7: Bodies gain their controllers Wisdom Bonus Damage to their Attacks. This Bonus applies once a round.
Rule 8: All bodies are Immune to Poison/Venom.
Rule 9: Bodies May use Weapons/Custom Weapons if they have the ability to use them. See below Token Guide.
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Holy GrowthBy planting a seed in the ground, following it up with a couple of handseals the user of the Holy growth are able to call forth a plant, that is able to heal the users allies or cause its enemies to have troubles attacking them/the plants. The healing growth's take upon diffrent shapes, and forms depending on what properties they are able to bestow.Universal: For every 'Holy Growth' Plant Summoned, the user and All allies are healed 1d4 HP a Round. (This is Not Regeneration, but Healing.) Light Affinity Gained, May Gain no Further Elements. May summon
Holy Growth. Each Holy Growth is 10 CP to Summon, and 2 CP a Round to Maintain Each. Gain 1 basic healing Holy Growth.
Academy Student: +0 to Wisdom Rolls, May Use 1 Holy Growth at a Time
Genin: +1 to Wisdom Rolls, May Use 1 Holy Growthat a Time
Advanced Genin: +1 to Attack/Defence Rolls, May Use 2 Holy Growth at a Time
Chunin: +2 to Wisdom Rolls, May Use 2 Holy Growth at a Time
Special Jounin: +2 to Wisdom Rolls, May Use 3 Holy Growth at a Time
Jounin: +3 to Wisdom Rolls, May Use 3 Holy Growth at a Time
S Rank: +3 to Wisdom Rollse, May Use 4 Holy Growth at a Time
Note: Every Custom Body Requires a Personal Event to Gain After the Bodies Approval.
The basic Holy Growth that all Holy Growth Users can Begin with at any time.Hitpoints: 1/2 Level + Wisdom Mod
DR: 2 DR vs Kenjutsu/Taijtusu
Attack/Defense: Wisdom Roll of the User
Base Healing: 1 Rank Lower Taijutsu Damage then User
Weakness: +2d4 Damage from Fire
Strengths: Immune to Water Jutsu/Disease/Genjutsu, When hit by Water Jutsu Healed 1d4+1 HP.
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- Quote :
- Custom Growths
(50 to 200 Tokens - Key to UPGRADE)
Rule 1: When a growth is made they must be 50 to 200 Tokens. If agrowth goes beyond 200 Tokens then the remaining Token cost is added to your Item Maximum Cap. (So a 250 Token Body, 50 tokens would go into your 50/400 Item Cap.)
Rule 2: All growths Must be Sent to the DM team with their Customizable Abilities, following the Guide Below on Token Costs.
Rule 3: You may Make as many growths as you want, However you may only summon those that have HP currently. All growths HP is restored after the Fight.
Rule 4: Growths can Be Stunned for 1 Round if hit by a Attack that Damage CP, but take no actual Damage.
Rule 5: The controller may take an action or the growths can. They can not do both. If the controller is stunned the growths can not act.
Rule 6: Controllers may hide, and still attack with growths and not reveal themselves.
Rule 7: Growths gain their controllers Wisdom Bonus Damage to their Attacks. This Bonus applies once a round
Rule 8: All growths are Immune to Poison/Venom.