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Temari
Posts : 7 Join date : 2012-09-11 Age : 34
| Subject: Rarda Eva Yana Uzumaki Wed Sep 26, 2012 9:30 pm | |
| Rarda Eva Yana Uzumaki Princess of the Uzumaki Clan 5 Tailed Jinchuriki [You must be registered and logged in to see this image.]Basic Information Name: Rarda Eva Yana Uzumaki Age: 14 Height: 5'04'' Weight: 95 lb's Hair: Firey Red Skin: fair, slightly tanned Build: skinny, small Eyes: bright sea green Notable Traits: Her happy, outgoing personality, and odd quirky humor. Shinobi Information: Rank: Genin Bingo Book Rank: D Rank Threat Level: 10/10 Specialty: Ninjutsu,, Fuuinjutsu Elements: Medical, Fire, Water, Steam Clan: Uzumaki Bloodline: Unique Abilities: Tailed Beast Form, Yin Seal : Release Known Items/Weapons: Amulet of the Seas Biographic Information: The only Child to the head of the Uzumaki clan, and excessively active for someone of her status. By title, a princess, by actions, a hyper child who needs a friend to play with. Often getting in small bits of trouble just to see the reaction of others, she does try to do her duty when nessecary, and can carry herself with dignity and grace when required. - (Click For Yin Seal: Release Ability):
Yin Seal : Release [You must be registered and logged in to see this image.]50 Tokens RP : The seal upon the persons forhead opens and seems to unravel upon their face, turning from the usual green to the darker purple red color, releasing much of the stored chakra into the body, healing it of injury and lose of chakra. DF : 1x per fight, lasts 2d4+2 rounds, free action to activate. While active, +6 HP AND CP Regen.
- (Click For Tailed Beast: 5-Tailed Jinchuriki Rules):
[You must be registered and logged in to see this image.]Kokuō (穆王, Kokuō), more commonly known as the Five-Tails (五尾, Gobi). Kokuō first came into being in the waning days of the Sage of the Six Paths' life; to prevent the Ten-Tails' resurgence, the Sage split up its chakra and used his Creation of All Things (万物創造, Banbutsu Sōzō) ability to create nine separate constructs of living chakra, which would become known as the tailed beasts. Some time after being created, the Sage sat down with all the young tailed beasts and told them that they would always be together even when separated, and that one day they would become one entity again with different names as well as forms than they did then when the time came for them to understand what true power was. Kokuō eventually fell into the possession of Iwagakure. Kokuō seems to be a quiet and reserved individual. Though it does not speak much, when it does Kokuō uses the rather old-fashioned 'watakushi' (私) when referring to itself causing it to come across as very polite. Kokuō primarily resembles a white horse, but with a dolphin's head. It has two pointed long horns and three shorter horns in front. The ends of its horns, hooves, and tails are light brown, with some of the same-coloured spots before the brown areas of its horns and hooves. It also has red markings under its dark blue-green eyes. During the last remaining days of the Sage of the Six Paths, Kokuō was much smaller than it is now and its horns were also shorter. ______________________________________________________________ Actual Jinchuriki Bonuses 350 RP Token + DM Team ApprovalPower of the BijuunThe Jinchuriki hold the massive chakra of their tailed beasts 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 + 60. This second chakra pool is immune to CP Damage/Drain, and has a +1 CP Regeneration a Round. Chakra Nature of the BijjunThe 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 the Five tails has the elemental combinations of Katon and Suiton.PvP: The Jinchuriki of the eight tails Starts with Water / 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. Steamed EnergyThe Jinchuriki of the five tails has a natural affinity for steam, heat, and charing power and force. Allowing them to release their chakra in massive bursts to cause intense impact damage with their abilities, this allows them to manipulate and form chakra on far greater scales then any other Shinobi so that they may deal far more devastating blows.Academy Student: +0 to Attack Rolls, +1d4 to Nin/Tai Damage Genin: +1 to Attack Rolls, +1d4 to Nin/Tai Damage Chunin: +2 to Attack Rolls, +1d6 to Nin/Tai Damage Jounin: +3 to Attack Rolls, +1d8 to Nin/Tai Damage ______________________________________________________________ Jinchuriki Tailed InformationThe 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. However, this means that the Jinchuriki can easily loose themselves in this rage, and as such there is a sort of countermeasure, in some way you must become allies, friends with the tailed beast inside you. If this is done, then you will become all the more powerful and even immune to Genjutsu with a constant helper alongside you.How to Become Allies with the Tailed BeastBecoming allies with a chakra monster who has grown to detest humans from being used as a weapon is not an easy thing, but it is possible. This is calculated through DM witnessed rolls, Once a Month a DM will run a personal Mini-Event for you in which you roleplay out trying to get the tailed beast to speak to you and open up, allowing you to become more connected and eventually, even if it is gruffy, become more. However, the more tails the harder this is to achieve. Every time the DM runs this mini event for you, you will roll a 1d4+5 for the amount of 'Connection' Points you gain through this event. You start with 0 Connection points. See below chart of Connection point information.Current Friendship Points : 18 (7, 5, 6) 0-10 Connection Points: You take 3 Points of Cell Damage For every Tail beyond 3 that you Activate, and 2d4+2 Damage per Tail Past 3 you Activate. 11-20 Connection Points: You take 2 Points of Cell Damage For every Tail beyond 3 that you Activate, and 2d4+1 Damage per Tail Past 3 you Activate. 21-30 Connection Points: You take 1 Points of Cell Damage For every Tail beyond 3 that you Activate, and 2d4 Damage per Tail Past 3 you Activate. 31-40 Connection Points: You take 0 Points of Cell Damage For every Tail beyond 3 that you Activate, and 1d6 Damage per Tail Past 3 you Activate. 41-50 Connection Points: You take 0 Points of Cell Damage For every Tail beyond 3 that you Activate, and 0 Damage per Tail Past 3 you Activate. May now Enter 'Full Beast Mode' and 'Partial Beast Mode'. (May now spend 3 of the Second CP pool as a Free action at any Time to Automatically-Break out of a Genjutsu.) Jinchuriki Tailed FormsForm of RageCost: 3 CP to Activate, Drains 2 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 Wisdom to Replace Dexterity/Strength Including Stat Bonuses. Jinchuriki Gains a +1 to Attack/Defense Rolls, +2 HP Regen, and +1d4 to Taijutsu/Ninjutsu Damage Rolls. First TailCost: Further 3 CP to Activate, Drains 2 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 Wisdom to Replace Dexterity/Strength Including Stat Bonuses, 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 TailCost: Further 3 CP to Activate, Drains 2 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 chakraPvP: May now Roll a Second Attack using Wisdom to Replace Dexterity/Strength Including Stat Bonuses, however their first attack is normal and no longer gains the Wisdom Replacing Dex/Str Bonus. 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 TailCost: Further 3 CP to Activate, Drains 2 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 Wisdom to Replace Dexterity/Strength Including Stat Bonuses, however their first attack is normal and no longer gains the Wisdom Replacing Dex/Str Bonus. 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 TailCost: Further 3 CP to Activate, Drains 2 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 Wisdom to Replace Dexterity/Strength Including Stat Bonuses, however their first attack is normal and no longer gains the Wisdom Replacing Dex/Str Bonus. 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 TailCost: Further 3 CP to Activate, Drains 2 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, now however a fifth tail has burst forward ontop of this. Allowing them to suddenly burst into the form of the raging Five tails horselike form missing several layers of skin.PvP: May now Roll a Second Attack using Wisdom to Replace Dexterity/Strength Including Stat Bonuses, however their first attack is normal and no longer gains the Wisdom Replacing Dex/Str Bonus. 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. ______________________________________________________________ Jinchuriki Beast Forms InformationFull Beast ModeCost: 20 CP to Activate, Drains 3 CP a Round The Jinchuriki enters the true form of their Bijuun, their bodies transformin in a burst of massive chakra strait intot he sorroundings area. This chakra allows the Jinchuriki to gain a tremendous amount of pure chakra, energy and rise to the size of mountains ... taking one the exact form of the true bijuun they hold within them.PvP: Lasts for Only 1d4+4 Rounds, only usable 1x a Fight. All Taijutsu Attack/Defense Rolls are rolled with Wisdom replacing Dexterity/Strength, including Stat Bonuses. The Jinchuriki has 2 Base Actions a Round instead of 1, a -1 to CP Cost (Min of 1), +10 DR, +10 to Attack/Defense Rolls, +4 HP Regen a Round, and +2d4 to Taijutsu/Ninjutsu Damage Rolls, all Taijutsu attacks Deal Large Weapon Damage with no Penalties. (All of This Counts to the Jutsu Max Not the Passive Max) May use the 'Tailed Beast Ball'. - Tailed Beast Ball: The Tailed Beast Ball is the ultimate technique of a tailed beast. To form the attack, they gather both positive black chakra (+の黒チャクラ, purasu no kuro chakura), and negative white chakra (−の白チャクラ, mainasu no shiro chakura), shape it into a sphere, and then compress it inside their mouth. The black and white chakra needs to be balanced at an 8:2 ratio respectively or it will backfire. The ball can be fired differently, either in sphere form, which gives it a wide area of damage, or as a concentrated beam of energy which gives it explosive penetrative power. CP Cost: 35 CP PvP Effect: Targets Everything the direction the Jinchuriki is Facing. Deals 5d10+3d8+1d6+2 Damage. Partial Beast ModeCost: 15 CP to Activate, Drains 2 CP a Round The Jinchuriki is able to enter a paritalized form of the Jinchuriki state, able to instead form parts of their full Jinchruiki state around them, such as tentacles, an arm of the beast and th elike, granting them severe power but not quite the true tailed beast form.PvP: Lasts for Only 1d4+6 Rounds, only usable 1x a Fight. All Taijutsu Attack/Defense Rolls are rolled with Wisdom replacing Dexterity/Strength, including Stat Bonuses. The Jinchuriki has 2 Base Actions a Round instead of 1, a -1 to CP Cost (Min of 1), +8 DR, +6 to Attack/Defense Rolls, +4 HP Regen a Round, and +2d4 to Taijutsu/Ninjutsu Damage Rolls, all Taijutsu attacks Deal Medium Weapon Damage with no Penalties. (All of This Counts to the Jutsu Max Not the Passive Max)
- (Click For Uzumaki Clan Bonsues):
Uzumaki Clan50 Tokens[You must be registered and logged in to see this image.]History and InformationThe Uzumaki clan (うずまき一族, Uzumaki Ichizoku) was a prominent clan in Uzushiogakure. They were distant relatives of the Senju clan and as such, both were on good terms; an alliance that extended onto their hidden villages — Konohagakure and Uzushiogakure. The shinobi of Konoha integrated Uzushiogakure's symbol onto their uniforms and flak jackets as well as on the shoulders of their uniforms as a sign of friendship and goodwill between the two villages, and continue to do so to this day, in memory of their friendship even years after Uzushiogakure's destruction, and the Uzumaki evacuating to live among those of Konohagakure, they are now the Third noble house below only the Hyuuga and Uchiha in Noble Status.______________________________________________________________ Enahcned LongevityThe members of this clan possess incredible longevity and life force. One notable case is that of Mito Uzumaki, who lived from before the founding of Konoha, to well into the term of the Third Hokage's reign. This vitality was the reason Kushina survived the extraction of her tailed beast, though she was greatly weakened.Universal: Medical Element Gained, May Roll Concentration +20 to Replace Spot/Listen [s] Academy Student: +0 HP/CP Total, +0 HP Regen[/s] Genin: +0 HP/CP Total, +1 HP Regen [s] Chunin: +5 HP/CP Total, +2 HP Regen[/s] [s] Jounin: +10 HP/CP Total, +3 HP Regen[/s] ______________________________________________________________ Jutsu(Requires Upgrade to be Boughten) The Uzumaki create their own customized Fuuinjutsu as they form and grow as Shinobi. Because of this they need not ever learn from their history or others, however there are the Jutsu that are forbidden to most. Uzumaki may teach each other their Fuuinjutsu, and may teahc Non-Uzumaki with permisison to learn Fuuinjutsu them as well. They gain +1 Custom Jutsu of D/C/B/A/S-Rank for free, they must be Fuuinjutsu. They Automatically know Ranks D/C, the rest must be leaned normally.______________________________________________________________ Fuuinjtusu Masters(50 Tokens - Enhanced Clan) Members of this clan were very knowledgeable in the art of fūinjutsu. This reputation earned them renown and fear worldwide, which eventually led to the destruction of Uzushiogakure, and the rest of the Land of Whirlpools during the era of Shinobi World Wars. With the destruction of their homeland, the survivors fled the country going into hiding scattered all around the world.Universal: May Learn and Create Fuuinjutsu [s] Academy Student: +0 to Wisdom Rolls, +1 DR vs HP Dmg[/s] Genin: +1 to Wisdom Rolls, +2 DR vs HP Dmg [s] Chunin: +2 to Wisdom Rolls, +3 DR vs HP Dmg[/s] [s] Jounin: +3 to Wisdom Rolls, +4 DR vs HP Dmg[/s]
--------------------------------------------------------------------------------------------- - (Click For Amulet of the Seas):
Amulet of the Seas [You must be registered and logged in to see this image.]RP : Legend says that it was a gift from a god who lived in the sea to a mortal woman whom he fell in love with. What became of them, no one knows, but this reamins as a sign of their love, even though it is far from where it came from. It was a gift from the Hokage to Rarda Uzumaki. DF : +10 Total CP, +1 CP regen a round, allows her to breath underwater, and +4 DR vs Water Jutsu.
Created : July 7th, 2012
Last edited by Temari on Wed Sep 26, 2012 9:43 pm; edited 1 time in total |
| | | Temari
Posts : 7 Join date : 2012-09-11 Age : 34
| Subject: Re: Rarda Eva Yana Uzumaki Wed Sep 26, 2012 9:30 pm | |
| Token Recept :
Abilities Spent : Bloodline : 0 Clan : 100 (Initial Clan and Upgrade) Jinchuriki : 350 (5 Tails) Other Special Abilities : 50 (Yin Seal : Release) Total : 500/500 (NO MORE AVAILABLE ROOM)
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Weapon/Item/Tool : Tools : 0 Weapons : 0 Items : 100 (Amulet of the Seas) Total : 100/400
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Other Costs : Stats : Genin Price : CON : 60 Tokens DEX : 115 Tokens CHA : 30 Tokens
Chunin Price : 0
Jonin Price : 0
Summon : 25 (Purchased 1st Rank Summon : Centipede) Other : 0 Total : 230
---------------------------------------------------------------------------------- Overall Total : 830
Last edited by Temari on Wed Sep 26, 2012 9:43 pm; edited 1 time in total |
| | | Temari
Posts : 7 Join date : 2012-09-11 Age : 34
| Subject: Re: Rarda Eva Yana Uzumaki Wed Sep 26, 2012 9:36 pm | |
| - Academy Jutsu :
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
- Water :
Rank E
Suiton: Water Gun Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: With a few basic hand signs the user is able to fire a small jet of water from their mouth This jutsu requires no source of water PvP Effect: 1d4 Damage Special Note: Hijutsu offered to all water element academy students of every village.
Suiton: Spray Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: After basic hand seals the user sends a small shoot of water towards the target, which covers their face and gets into their ears PvP Effect: 1d4 Damage + -5 listen for 1 round Special Note: Hijutsu offered to all water element academy students of every village
D Rank
Suiton: Water Wall Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Pulling water from a source the user is able to place a thin membrane of liquid around their hands, moving with speed or strength they can strike against the opponent in a brilliant riposte the liquid travels slowly through the air and often leaves a thin wall like membrane in place PvP Effect: Rank Damage + 1d4 Special Note: Can be used to block, when used to block the technique does 1 damage Teaching/Learning: Gate System - D Rank
C Rank
Suiton: Tornado of Water Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Utilizes water to create a spinning water vortex around the ninja. The water acts both as a barrier and attack mechanism. The power of the vortex is enough to knock an opponent unconscious PvP Effect: 2d8 Damage, But if Blocked by Target they still suffer 2d4 Damage. Special Note: Can be used to block Taijutsu & deals 1d8 Damage to the Attacker On a Successful Defense. Teaching/Learning: Gate System - C Rank
- Fire Jutsu :
E Rank
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 Teaching/Learning: Only available if fire is your first Element
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 Teaching/Learning: Only available if fire is your first Element
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: 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
- Steam :
E Rank
Steamy Touch E Rank 0 CP RP : Can make steam flow from any part of their body, moistening things. DF : RP effect only
D Rank
Burst of Steam D Rank 3 CP RP : The user brings about a bit of steam into their hands, and, after careful aiming, makes a small blast of steam emit from their hand, or other part of their body if they so choose. DF : 1d6 dmg, then 1 dmg for 1d4 rounds after. (This 1 dmg bypasses DR)
C Rank
Steam Armor C Rank 5 CP + 2 CP per round RP : The user begins to emit steam from all over their body, making them extremely hot to the touch, or even to be near. DF : Lasts 2d4 rounds(May end early). Adds +1d4 Taijutsu dmg, and grants 1d6+2 damage return if hit by taijutsu/kenjutsu.
B Rank
Kappa's Cannon B Rank 8 CP RP : The user brings their hands close together to one side of them, the top hand facing behind the user while the bottom hand faces in front of the user, not touching, as they gather chakra and steam between their palms, condensing the steam, until they move both hands in front of them, bringing the top hand around facing forward like the bottom hand, and fires off a blast of boiling steam at the unfortunate souls they have deemed worthy of being boiled alive. DF : May strike up to 4 targets. Deals 2d8 dmg per person(dmg stays the same, no matter how many targets there are).
A Rank
Guyser Rush A Rank 13 CP RP : Placing their hands on the ground, they pour the hot steam into the gruond, making it rumble a moment, before cracks form all over the area, sending scalding hot steam bursting into the air. DF : 1 round charge. second round, area is filled with scalding steam that lasts for 2d4+2 rounds, dealing 1d10 dmg per round to everyone except user, bypassing DR. Special Note : Bonus Ninjutsu DMG only applies to first round of dmg.
- Genjutsu :
E Rank
Rakuyou no Jutsu (Falling Leaves Jutsu) Rank: E Chakra Cost: 2 RP Description: Leayes fall rapidly along the ground and world around them in a whirlwind. PVP: Stunned for 1 Round, or Until Hit. Teaching/Learning: Gate System - E Rank
- Taijutsu :
D Rank
Chakra Focused Punch Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user layers their fist with strengthened chakra, in order to increase their punching power PVP Effect: Rank Damage + 1d4 Special Note: Teaching/Learning: Gate System – D Rank Taught by - DM Shino Vai Konoha Chunin (Female)
C Rank
B Rank
Gravity Fist (Tami Nihano's version Katakujishou - Excessive Crusher Palm) 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 Taught by - Tami Nihano - PC - SoulSalute
- Kenjutsu :
E Rank
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
- Medical Jutsu :
E Rank
Dress wound Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: The most simple of medical jutsu learned at the start of becoming a medical shinobi. PVP Effect: Heals target for 1d4, may be used in battle. Teaching/Learning: Gate System - E Rank
Sterilize Injury Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: A simple mixture of herbs designed to aid in healing a wounded shinobi, also one of the most basic jutsus learned by all medical shinobi. PVP Effect: Heals target for 1d4 for 2 rounds, may be used in battle Teaching/Learning: Gate System - E Rank
D Rank
Control Bleeding Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Using basic knowledge of anatomy the medical shinobi is able to apply pressure to a wound and stop it from bleeding. PVP Effect: heals target for 1/10th Heal Roll (Max 10) , can be used in battle Special Note: uses up 2 turns, to fully control the bleeding. Teaching/Learning: Gate System - D Rank Free Jutsu - Beta Genin
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, may not be used in battle, but outside of battle is fine. Teaching/Learning: Gate System - D Rank Free Jutsu - Beta Genin
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 Taught By : Amaya Shinryu - "Sasori-san" - Vai Scroll
C Rank
Angels Touch Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Used only in battle the medical shinobi focus' their chakra and much like chakra burst expels a small portion of their healing chakra to allies. PvP Effect: 2d6 heal for 1 target or 1d6 heal up to 2 targets Special Note: If healing two targets CP cost is 8 instead of 5. Teaching/Learning: Gate System- C Rank Free Jutsu - Beta Genin
Precision Anatomy Strike Jutsu Type: Taijutsu Chakra Cost: 5 RP Description: Targets a specific area on opponents body. When using this from a sneak attack, the user is able to target a specific lethal point and strike at it. PVP Effect: 3d4 damage to target. Special Note: If performed as a sneak attack, it adds +1d6 to the damage. Teaching/Learning: Gate System- C Rank Free Jutsu - Beta Genin
B Rank
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 Free Jutsu - Beta Genin
Oxygen Transfer Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: A jutsu in which the shinobi will breathe air into the lungs and attempt to revive a fallen target. PVP Effect: Revives a KO'd target, roll 1d20. If 4 or less is rolled target receives 2d4 damage. Revived subjects are brought back with 2d4 HP. Special Note: If target is hit 6 or more damage from this jutsu, Perma is Possible. Teaching/Learning: Gate System- B Rank Taught by : Hayaku (Mvid)
- Fuuinjutsu :
D Rank Forgetful Seal D Rank Fuuinjutsu 3 CP RP : A seal placed on the forhead, it causes the person to forget what they were doing for a short period of time sporadicly. DF : Lasts 1d4 rounds. Every round, the target must roll 1d4. On a 1-2, they forget what they were just doing, and lose their turn. On a 3-4, they continue on as normal.
C Rank
Hyper Seal C Rank Fuuinjutsu 5 CP RP : A small seal that, when placed, makes the target instantly hyper to an extreme, causing them to move twice as fast for a short amount of time. DF : Lasts 1d4+1 rounds. Person who has this seal placed on them gains +1 extra basic Taijutsu attack per round. The second attack must always be a basic Taijutsu attack in order for the second attack to be gained.
B Rank
Dehydration Seal B Rank Fuuinjutsu 8 CP RP : The seal is palced anywhere on the target, and they begin to feel its effects immediately. They begin to feel thirsty, and eventually very dry, as they seem to shrivel up before ones very eyes, as even the simplest of movements become laborous as best. DF : Lasts 1d4+2 rounds. 1d4 dmg a round (Bypassing DR), -2 to Dex/Str Rolls per round, stacks up to -3, and lowers total HP by 10 for duration of seal +2 rounds.
A Rank
Panic Seal A Rank Fuuinjutsu 13 CP RP : The target, once this is placed upon them, goes into a wild panic, screaming and running away from anything that even hints at wanting to cause them harm. DF : Lasts 1d4+2 Rounds. The user may not use any Attacks. They may still defend, but gain a -1d4 to rolls (Rolled by Seal User) They may escape, and if they chose to escape gain a +4 to their rolls when trying, for the duration of the seal.
Last edited by Temari on Fri Oct 19, 2012 1:16 am; edited 2 times in total |
| | | Temari
Posts : 7 Join date : 2012-09-11 Age : 34
| Subject: Re: Rarda Eva Yana Uzumaki Wed Sep 26, 2012 9:39 pm | |
| Centipede Summoning[You must be registered and logged in to see this link.]Universal TraitRP: The Centipedes are masters of the Taijutsu arts, as well as long nimble, and able to catch their enemies in their bodies, holding them tightly in their grasp often. As well The Centipede is known for its poison within its teeth, and its best to be avoided if youd like to stay on your feet. DF: May pay 3 CP, and cause a Taijutsu Attack if it Hits, to cause a -2 to Dex/Str Rolls for 1d4+1 Rounds. Rounds Can Stack, negatives Cannot. Rank OneMukadeRP: The young dreamer, Mukade hopes to one day succeed her mother as the Brood Mother of the clan, always ready to fight, and give encouragement, is most open to strangers, where as the rest of her clan is reserved and dislikes speaking with anyone outside the clan unless they have to. She is hyperactive, but dependable. Ability: +1 Attack Rolls, +0 Defense Rolls, On-Hit Roll 1d10, 1-8 No effect, 9-10 Target is physically Stunned for 2 Rounds or until Hit. Rank Two
Geji RP: The tough guy, he beleives himself superior to many others, except those of his clan, though he may act superior to them anyway, with the exception of the Brood Mother, which all show great respect to. Any insult to her sparks immediate relatiation in the harshest manor possible, from Geji, as well as every other member of the brood. Ability: +2 Attack Rolls, +0 Defense Rolls, On-Hit Roll 1d10, 1-7 No effect, 8-10 Target is physically Stunned for 2 Rounds or until Hit.
Rank Three
Nemuri RP: Genreally lazy, likes to sleep and let others deal with things, however is surprisingly strong for one so lazy, known for holding his enemies tightly bound in its body, while it sleeps, if for nothing more, to add insult to injury. Ability: +2 Attack Rolls, +1 Defense Rolls, On-Hit Roll 1d10, 1-6 No effect, 7-10 Target is physically Stunned for 2 Rounds or until Hit.
Rank Four
Masurao RP: The seeming hair to the Brood, a mighty warrior and patient teacher, he strives to protect the brood and all that it stands for, always doing his utmost to uphold the honor and dignity of the clan. Ability: +2 Attack Rolls, +2 Defense Rolls, On-Hit Roll 1d10, 1-5 No effect, 6-10 Target is physically Stunned for 2 Rounds or until Hit.
Rank Five
Hachinosu-kokoro RP: The mother and ruler of the Brood, she oversees everything with a calm, yet feirce dignity, as she oversees all forms of matters reguarding her brood, and pays little attention to the outside world and its troubles unless it interferes with her family, in which if no one else is able, she will strike down with all her fearsome power. Ability: +2 Attack Rolls, +2 Defense Rolls, +1d4 Damage Rolls, On-Hit Roll 1d10, 1-4 No effect, 5-10 Target is physically Stunned for 2 Rounds or until Hit. |
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