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Sexy-Ninjanitor Minato

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Join date : 2012-09-09

PostSubject: October Contest   Sat Oct 06, 2012 12:31 pm

I've deliberated with most of the staff, and there was a general consensus as this: Alright. With the purge and removal many clans and bloodlines, we are a little low on them. The contest being, you can make 1 clan and 1 bloodline per submission, and for participating you gain 15 tokens, and may make the base clan for free on a character, without the upgrade, and make the Bloodline base bloodline at 1/2 cost, and the upgrade at 1/2 cost. If your submission is approved, you also get 20 tokens, this does not stack with the 15 tokens for participating.
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Inamorta

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Posts : 29
Join date : 2012-09-08
Age : 25

PostSubject: Re: October Contest   Sat Oct 06, 2012 2:38 pm

Gomu
50 Tokens
Kumogakure

Creator : Eternal_Tundra

History

A clan that made its home in Kumogakure after the great war that founded the villages, the Gomu clan is known for their unique ability to stretch their limbs to inhuman lengths. They're rivals of the Akamichi, for their technique is extremely similar to their own. Usually kind hearted, they're also very hot-headed, and like to pick fights with anyone that even looks at their friends in the wrong way. The founder of the clan moved into Kumogakure from Rice Country, after having heard that they could each make a living, protecting their village. They aren't happy with their ancestry, as they came from a clan of bandits in Rice Country, having used their traits to their advantage, but after having joined Kumogakure, they made an oath to the village and themselves, to protect everyone in the village.

______________________________________________________________

Long Reach

With limbs that can reach to the sky, they have an unlimited range, as well as unique 'methods' of attacking.
From using themselves as slingshots, to literally flinging them with momentum of their long arms
they have extremely useful talents that could only classify them as shinobi.

Universal : All taijutsu are long range, and deal +1d4 damage.
Academy Student : +1 Dex
Genin : +1 Dex, +5 HP
Chuunin : +2 Dex, +10 HP
Jounin : +3 Dex, +15 HP
______________________________________________________________

Elastic Skin

Due to the rubbery skin that they have, hurting them is nearly impossible, without aid...
Though certain ninjutsu can do the trick, most would want to avoid combat with them in melee.
They take advantage of this trait, and like to fight those that use brute strength over ninjutsu or genjutsu.

Universal : +1 DR vs HP. Lightning Deals 1/2 damage, rounded up. Other Ninjutsu do regular damage.
Academy Student : +2 DR vs HP
Genin : +3 DR vs HP
Chuunin : +4 DR vs HP
Jounin : +5 DR vs HP
______________________________________________________________

Clan Jutsu

A Gomu may create their own techniques, and teach them among their clan members.
They may create two of E/D/C/B ranks and one of A/S rank for free.
They still must be learned after C ranks, and they must be taijutsu.

Gomu Shishi no Jutsu
Type : Supplementary Ninjutsu
Rank : Rankless
CP : 0
Description : The main technique that sets apart a Gomu from other people and ninja, is this one.
It's the technique that allows their limbs to stretch beyond human limits, and their legs to reach extremely far.
The catalyst for the jutsu that a Gomu can know.
PVP : RP effect.

______________________________________________________________

Rubber Curse
(50 Tokens - Enhanced Clan)

Some of the Gomu have fallen under a "rubber curse" where their body becomes literally exactly like rubber.
This is usually something that was given to them by the elder, for having abused their abilities,
they have a thicker skin and a stronger body... but fire can melt right through them.
Most try to avoid this horrible curse, however some literally seek it out.

Universal : Fire damage deals +1d4 and bypasses DR. (VS the Gomu)
Academy Student : +1 Dex, +10 HP
Genin : +1 Dex, +15 HP
Chuunin : +2 Dex, +20 HP
Jounin : +3 Dex, +25 HP

______________________________________________________________________________________________________________________________________________________________________________________

Kyoufu
200 Tokens

Creator : Eternal_Tundra



History

The Kyoufu are a villageless clan, that wander between each village to settle. They make their home in each village, making it hard to track where they all are now. Once nomads, these people have begun to risk their lives for their village... or have sought out their own personal goals. They are known for one thing : Fear. They know fear, can smell fear, and can see fear. Fear is their greatest weapon, and for very little to know- their greatest weakness. Their eyes gift them sight of fear, and they can manipulate fear to their advantage. Some believe them to be a relative of the Uchiha, and they aren't far off. With eyes that instil fear, it's hard to look them in the eyes without becoming terrified of them.

Ringo Kyoufu created this unique trait by accident- having been born with it, between two Uchiha. Instead of a sharingan being awoken, there was a mutation in the gene that reacted with her own fears and created the Osoregan. She realized the potential of this, and began to work with it shortly after having become a shinobi. She learned that the eye had magnificent genjutsu abilities, and could even place one into a state of permanent fear... though no one else has been heard of to ever have achieved -this- state of the Osoregan. Ringo had children, and eventually, the mutation spread and created a new bloodline entirely. The Uchiha saw them as outcasts, and sent them away, into exile, where they now live in isolation, away from Konohagakure.

Genjutsu Mastery

Members of the Kyoufu clan have manipulated genjutsu to their own desires, becoming masters of it.
The only ones that are even close to their level of mastery, are the Uchiha.
Genjutsu cast by a Kyoufu are naturally difficult to break, making them experts in their art.

Universal : Genjutsu resiliance and DC are increased by 3. CP costs by genjutsu are reduced by 3.
Academy Student : +1 Int, +10 CP
Genin : +2 Int, +15 CP
Chuunin : +3 Int, +20 CP
Jounin : +4 Int, +25 CP

Osoregan

The Osoregan is created by having witnessed your own worst fear for the first time. You might not even have known what it is, until it strikes, tearing you apart emotionally... and then it awakens, and you overcome this fear, immediately using it to your advantage. The Osoregan, unlike the Sharingan, has no other 'forms', it is simply the Osoregan. It has bright, golden rings around the pupils, that almost reflect the nightmares of your opponents to them. It uses these fears to amplify your genjutsu, making it stronger and much more -lethal-, as the eye is strong enough to make these nightmares even come to life. Genjutsu cast with the Osoregan become doujutsu based, and therefore do not require handsealing. (The Osoregan is awakened by an event.)

CP Costs : 4 + 2/round

Academy Student : +0 Attack/Defense, +1d2 HP damage by genjutsu
Genin : +1 Attack/Defense, +1d4 HP damage by genjutsu, May use "Reflection".
Chuunin : +2 Attack/Defense, +1d6 HP damage by genjusu, May use "Nightmare".
Jounin : +3 Attack/Defense, +1d8 HP damage by genjutsu.

Reflection
Type : Doujutsu
Rank : Rankless
CP : 3
Description : The Osoregan did in fact retain one aspect of the sharingan, but instead of using slight of hand and tricks of the eye, it uses a genjutsu that creates a small illusion to the attacker, causing them to believe that the user is literally 'reflecting' their attack at them, not causing any harm, but creating an escape for themselves within the illusion.

Nightmare
Type : Doujutsu
Rank : Rankless
CP : 5 + Original Genjutsu Cost
Description : Using the opponent's worst fear against them, the user can create an illusion that literally targets this fear, and causes immense pain. Using this, they can turn any genjutsu into a terrible nightmare, making anyone fear even the slightest look the Kyoufu gives them. A nightmare given by the Osoregan is not one easily forgotten.
PVP : Genjutsu effect, deals 2d10 internal damage.
______________________________________________________________


Master of Fear
(100 Tokens - Legendary Bloodline)
As one develops the Osoregan, they learn to master all fears, and use them against their enemies.
Eventually, this consumes them, and the eyes begin to control their own fears, turning them against them.
They'd have to fight against their own fears once more, without the help of the Osoregan, and eventually learn to master what everyone fears - death.

Universal : While Osoregan is active, Genjutsu cast by the Osoregan must take 10 damage to be broken, +10 Spot,
Genjutsu may now Crit. (Doubles all instances, I.E. Duration. Does not effect DC.)

The user may create 4 B rank or higher doujutsu that are auto-learned (except S rank or higher), usable only when Osoregan is active.

To attain this rank of the Osoregan, one must take yet another event from the team, after having kept the character for 4 months.

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invisibletruth



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PostSubject: Re: October Contest   Sun Oct 07, 2012 11:26 am

SEI’CHOU / Sunagakure
(50 Tokens)


Creator: Invisibletruth


HISTORY
The Sei’chou are a nomadic clan that traverse the shinobi world, however their ties and loyalties are with Sunagakure. Often they are regarded as Gypsies for their free-spirited ways, at times dubious actions, and can be exceptional spies with links across the shinobi world. Despite their many flaws in the choices in life they make, the one thing that they focus on above all else is the love of their art. Sei’chou are renown for their beauty and for their disciplines of Painting, Music, and Dancing – so much so that the Daimyo would go through great lengths to have them perform their mastery in special occasions. Much like art, it can be fleeting and so too are they as there is always someplace to go and seek inspiration from for their next master piece.

(Motto)
“ Here today, gone tomorrow… “

(Clan Insignia is a Butterfly)



____________________________________________________________________________________
GYPSY ARTISAN
RP: The Sei’chou are a colorful group of individuals who specialize in many fields of art, though they occasionally focus on one field - masters can branch to alternative fields they say.
Universal: CHA subs 1 Jutsu Focus use on Creation. (Lose 1st Affinity, If Medical: 2nd affinity is lost)
(Painters = Nin / Musicians = Gen / Dancers = Tai & Ken)
Academy: + 0 CHA, + 10 CP
Genin: + 1 CHA, - 1 Costs (Min. 1)
Chunin: + 2 CHA, - 2 Costs (Min. 1)
Jounin: + 3 CHA, - 3 Costs (Min. 1)

INSPIRATIONAL DEVOTION
RP: The Sei’chou are care-free spirits who have no interest in serious business, unless it deals with the clan / their village / and their craft. Nothing is more inspirational than the devotion they pour into their art.
Universal: + 10 HP, Add 1/10th Concentration Skill to DMG (/ Heal if Medical) – Cap based on Rank.
Academy: + 05 Concentration, Cap + 2
Genin: + 10 Concentration, Cap + 4
Chunin: + 15 Concentration, Cap + 6
Jounin: + 20 Concentration, Cap + 8

- JUTSU -
(CHA based Clan Jutsu, Create 1 Free Custom Jutsu based on Chosen Focus: E / D / C / B / A / S. Auto Learn up to C-Rank)


____________________________________________________________________________________
FIELDS OF ART
(50 Token Upgrade)

RP: The User has reached a state they are regarded as prodigies in their field of art, permitting them to continue focusing on the field or branching to a secondary one.
Universal: Can Choose to lose 2nd Affinity (3rd Affinity if Medical) for 1 Extra Art Field, Fields gain bonuses:
NOTE: No CHA Sub for 2nd Jutsu Focus.

Painter
PvP: User has 10 Ink Points (IP, Subs Ninjutsu Costs) useable per battle, + 2 CP Regen:
(D or Lower = 1 IP / C = 2 IP / B = 3 IP / A = 4 IP / S or Higher = 5 IP)

Musician
PvP: Genjutsu becomes AoE, targeting + 2 Extra Targets. + 2 Jutsu Duration.

Dancer
PvP: Can Counter Close-Ranged ATKs freely (Rank DMG Only), + 2 DR Vs HP & CP DMG
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Sexy-Ninjanitor Minato

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PostSubject: Re: October Contest   Sun Oct 07, 2012 11:43 am

invisibletruth wrote:


SEI’CHOU / Sunagakure
(50 Tokens)


Creator: Invisibletruth


HISTORY
The Sei’chou are a nomadic clan that traverse the shinobi world, however their ties and loyalties are with Sunagakure. Often they are regarded as Gypsies for their free-spirited ways, at times dubious actions, and can be exceptional spies with links across the shinobi world. Despite their many flaws in the choices in life they make, the one thing that they focus on above all else is the love of their art. Sei’chou are renown for their beauty and for their disciplines of Painting, Music, and Dancing – so much so that the Daimyo would go through great lengths to have them perform their mastery in special occasions. Much like art, it can be fleeting and so too are they as there is always someplace to go and seek inspiration from for their next master piece.



(Motto)
“ Here today, gone tomorrow… “

(Clan Insignia is a Butterfly)



____________________________________________________________________________________
GYPSY ARTISAN
RP: The Sei’chou are a colorful group of individuals who specialize in many fields of art, though they occasionally focus on one field - masters can branch to alternative fields they say.
Universal: CHA subs 1 Jutsu Focus use on Creation. (Lose 1st Affinity, If Medical: 2nd affinity is lost)


(Painters = Nin / Musicians = Gen / Dancers = Tai & Ken)
Academy: + 0 CHA, + 10 CP
Genin: + 1 CHA, - 1 Costs (Min. 1)
Chunin: + 2 CHA, - 2 Costs (Min. 1)
Jounin: + 3 CHA, - 3 Costs (Min. 1)



INSPIRATIONAL DEVOTION
RP: The Sei’chou are care-free spirits who have no interest in serious business, unless it deals with the clan / their village / and their craft. Nothing is more inspirational than the devotion they pour into their art.
Universal: + 10 HP, Add 1/10th Concentration Skill to DMG, does -NOT- stack with Strength Bonus (/ Heal if Medical) – Cap based on Rank.
Academy: + 05 Concentration, Cap + 2
Genin: + 10 Concentration, Cap + 3
Chunin: + 15 Concentration, Cap + 4
Jounin: + 20 Concentration, Cap + 5



- JUTSU -
(CHA based Clan Jutsu, Create 1 Free Custom Jutsu based on Chosen Focus: E / D / C / B / A / S. Auto Learn up to C-Rank)


____________________________________________________________________________________
FIELDS OF ART
(50 Token Upgrade)
RP: The User has reached a state they are regarded as prodigies in their field of art, permitting them to continue focusing on the field or branching to a secondary one.
Universal: Can Choose to lose 2nd Affinity (3rd Affinity if Medical) for 1 Extra Art Field, Fields gain bonuses:
NOTE: No CHA Sub for 2nd Jutsu Focus.



Painter
PvP: User has 10 Ink Points (IP, Subs Ninjutsu Costs) useable per battle, + 2 CP Regen, IP Does not Regenerate:
(D or Lower = 2 IP / C = 3 IP / B = 4 IP / A = 6 IP / S = 7 / S+ = 10 IP)



Musician
PvP: Genjutsu becomes AoE, targeting + 1 Extra Target. + 2 Jutsu Duration.



Dancer
PvP: Can Counter Close-Ranged ATKs freely (Rank DMG, with one rank lower only.), + 2 DR Vs HP & CP DMG
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Sexy-Ninjanitor Minato

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PostSubject: Re: October Contest   Sun Oct 07, 2012 12:49 pm

Kyoufu
200 Tokens

Creator : Eternal_Tundra



History

The
Kyoufu are a villageless clan, that wander between each village to
settle. They make their home in each village, making it hard to track
where they all are now. Once nomads, these people have begun to risk
their lives for their village... or have sought out their own personal
goals. They are known for one thing : Fear. They know fear, can smell
fear, and can see fear. Fear is their greatest weapon, and for very
little to know- their greatest weakness. Their eyes gift them sight of
fear, and they can manipulate fear to their advantage. Some believe them
to be a relative of the Uchiha, and they aren't far off. With eyes that
instil fear, it's hard to look them in the eyes without becoming
terrified of them.

Ringo Kyoufu created this unique trait by
accident- having been born with it, between two Uchiha. Instead of a
sharingan being awoken, there was a mutation in the gene that reacted
with her own fears and created the Osoregan. She realized the potential
of this, and began to work with it shortly after having become a
shinobi. She learned that the eye had magnificent genjutsu abilities,
and could even place one into a state of permanent fear... though no one
else has been heard of to ever have achieved -this- state of the
Osoregan. Ringo had children, and eventually, the mutation spread and
created a new bloodline entirely. The Uchiha saw them as outcasts, and
sent them away, into exile, where they now live in isolation, away from
Konohagakure.

Genjutsu Mastery

Members of the Kyoufu clan have manipulated genjutsu to their own desires, becoming masters of it.
The only ones that are even close to their level of mastery, are the Uchiha.
Genjutsu cast by a Kyoufu are naturally difficult to break, making them experts in their art.

Universal : +3 Genjutsu Resiliance
+1 Genjutsu DC
-3 Genjutsu CP Costs
Academy Student : +1 Int, +10 CP
Genin : +1 Int, +10 CP
Chuunin : +2 Int, +15 CP
Jounin : +3 Int, +15 CP
Note: Decreased Genjutsu CP Costs do not decrease the maintenance cost for Osoregan.

Osoregan

The Osoregan is created by having witnessed your own worst fear for the first time. You might not even have known what it is, until it strikes, tearing you apart emotionally... and then it awakens, and you overcome this fear, immediately using it to your advantage. The Osoregan, unlike the Sharingan, has no other 'forms', it is simply the Osoregan. It has bright, golden rings around the pupils, that almost reflect the nightmares of your opponents to them. It uses these fears to amplify your genjutsu, making it stronger and much more -lethal-, as the eye is strong enough to make these nightmares even come to life. Genjutsu cast with the Osoregan become doujutsu based, and therefore do not require handsealing. (The Osoregan is awakened by an event.)

CP Costs : 4 + 2/round

Academy Student : +1 Attack/Defense
Genin : +1 Attack/Defense, +1d4 HP [Min. 1] damage by genjutsu, May use "Reflection".
Chuunin : +2 Attack/Defense, +1d4+2 HP [Min. 2] damage by genjusu, May use "Nightmare" and
“Reflection”.
Jounin : +3 Attack/Defense, +2d4 HP [Min. 2] damage by genjutsu. May use “Nightmare” and “Reflection”.
Note: HP Damage is done alongside CP Damage. If the Genjutsu in question does not deal CP Damage, it deals the minimum HP Damage.

Reflection
Type : Doujutsu
Rank : Rankless
CP : 3
Description : The Osoregan did in fact retain one aspect of the Sharingan, but instead of using slight of hand and tricks of the eye, it uses a genjutsu that creates a small illusion to the attacker, causing them to believe that the user is literally 'reflecting' their attack at them, not causing any harm, but creating an escape for themselves within the illusion.
PvP: Substitute with INT.

Nightmare
Type : Doujutsu
Rank : Rankless
CP : 7 + Original Genjutsu Cost
Description : Using the opponent's worst fear against them, the user can create an illusion that literally targets this fear, and causes immense pain. Using this, they can turn any genjutsu into a terrible nightmare, making anyone fear even the slightest look the Kyoufu gives them. A nightmare given by the Osoregan is not one easily forgotten.
PVP : Genjutsu effect, deals 2d10 internal damage.
______________________________________________________________


Master of Fear
(100 Tokens - Legendary Bloodline)
As one develops the Osoregan, they learn to master all fears, and use them against their enemies.
Eventually, this consumes them, and the eyes begin to control their own fears, turning them against them.
They'd have to fight against their own fears once more, without the help of the Osoregan, and eventually learn to master what everyone fears – death.
To attain this rank of the Osoregan, one must take yet another event from the team, after having kept the character for 4 months.

Universal : While Osoregan is active:
Genjutsu must take 10 damage to be broken, if normally broken on hit.
+10 Spot
+2d4+2 CP Damage [Min. 2] for all Genjutsu
+3 Genjutsu Defense
The user may create 4 B rank or higher doujutsu that are auto-learned (except S rank or higher), usable only when Osoregan is active.
Note: If the Genjutsu does not deal CP Damage to begin with, the Genjutsu deals the minimum of 2 CP Damage.
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invisibletruth



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Join date : 2012-09-09

PostSubject: Re: October Contest   Sun Oct 07, 2012 1:28 pm

KUN’RAFI / Sunagakure
(200 Tokens)


Creator: invisibletruth



HISTORY
The Kun’Rafi are exceptional hunter and tracker shinobi, they travel the desert, plains, and jungles of Wind Country looking for exotic creatures to tame or poach. Their passion lies with the thrill of the hunt, none more so when it comes to wanted shinobi. The Kun’Rafi’s main physical trait is that they are of African decent – regarded as “nubians” by some. Their ties with nature is very strong, as by a young age they are released into the wilds to survive and can only return until they have achieved a kindred spirit with a beast of nature. The most skilled Kun’rafi has a unique ability to share their line of sight with other animals, seeing what they do. Indeed, these hunters make for exceptional shinobi and even dangerous opponents. Pray you are not hunted by one.

____________________________________________________________________________________
HEART OF THE WILD
RP: Kun’Rafi are exceptionally skilled combatants, their strength lies with the ties they have with Nature and the outdoors. Indoors they are limited in movement and are out of their playing field.
Universal: PvP Outside: + 2 ATK / DEF as Jutsu Bonus, PvP Indoors: - 2 ATK / DEF as Penalty.
Academy: + 0 WIS / DEX, + 1 DMG
Genin: + 1 WIS / DEX, + 1d4 DMG
Chunin: + 2 WIS / DEX, + 1d6 DMG
Jounin: + 3 WIS / DEX, + 1d8 DMG

NATURE’S CHILD
RP: Kun’Rafi have no natural aptitude to an affinity, except for possibly herbology and medicine. Though through the blessings of the Goddess of Nature – an Element can be attained (though temporarily) where the element resides strongest of that region.
Universal: User has no Natural Chakra Affinity (Except Medical for + 50 Tokens), but gains a temporary Element based on region.
FIRE) Fire Country
WATER) Water Country
EARTH) Earth Country
WIND) Wind Country
LIGHTNING) Lightning Country
NOTE: Via Temp Element, they may learn Jutsu of that affinity normally. But use is disabled without the Element.

HUNTING PROWESS
RP: The Kun’Rafi display their mastery as hunters through the inept skill of utilizing tools and weapons, and of course the environment to their advantage. Not many things can pass through without their knowing about it.
Universal: All Weapon / Tool Penalties reduced by 2. When Hiding, Sensors must Roll Vs Hide. (No Auto)
Academy: + 05 Skill
Genin: + 10 Skill
Chunin: + 20 Skill
Jounin: + 30 Skill
NOTE: May pay 3 CP to Hide, and Set Traps grant + 2 Roll as Jutsu Bonus.

____________________________________________________________________________________

KINDRED SPIRIT
(50 Token Upgrade)

RP: The Kun’Rafi are released into the wilds and are not permitted to return until they have proved themselves to the clan by making a link with a beast. This beast can then be trained into an exceptional weapon, and become the most loyal friend a hunter can make. The Kun’Rafi can at any point find additional friends in the wilds, to be added to their “pack / family”.
Universal: Summon Rules (Does not take Slot, Token Costs apply) It is 1 Summon that is Upgraded.
NOTE: Can have additional summons made for 50 Tokens starting at Rank 1 (Max. 1 Active though)

____________________________________________________________________________________
SOUL LINK
(100 Token Upgrade)

RP: The User can create a link between themselves and another animal, mainly their Companion. They are able to have heightened vision capable of seeing greater amounts of detail with information processed at a rapid pace. Any past Activity in the area would leave behind evidence for the Kun’Rafi to re-invision what had occurred and the location of the enemy.
Universal: User and Summon share line of sight, both gaining following Bonuses:
Academy) + 20 Spot
Genin) + 1 ATK / DEF, 20-20 Crit
Chunin) + 2 ATK / DEF, 19-20 Crit
Jounin) + 3 ATK / DEF, 18-20 Crit
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Sexy-Ninjanitor Minato

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PostSubject: Re: October Contest   Sun Oct 07, 2012 1:36 pm

invisibletruth wrote:

KUN’RAFI / Sunagakure
(200 Tokens)


Creator: [color=red]invisibletruth



[center]HISTORY
The Kun’Rafi are exceptional hunter and tracker shinobi, they travel the desert, plains, and jungles of Wind Country looking for exotic creatures to tame or pouch. Their passion lies with the thrill of the hunt, none more so when it comes to wanted shinobi. The Kun’Rafi’s main physical trait is that they are of African decent – regarded as “nubians” by some. Their ties with nature is very strong, as by a young age they are released into the wilds to survive and can only return until they have achieved a kindred spirit with a beast of nature. The most skilled Kun’rafi has a unique ability to share their line of sight with other animals, seeing what they do. Indeed, these hunters make for exceptional shinobi and even dangerous opponents. Pray you are not hunted by one.


____________________________________________________________________________________
HEART OF THE WILD
RP: Kun’Rafi are exceptionally skilled combatants, their strength lies with the ties they have with Nature and the outdoors. Indoors they are limited in movement and are out of their playing field.
Universal: PvP Outside: + 2 ATK / DEF as Jutsu Bonus, PvP Indoors: - 2 ATK / DEF as Jutsu Bonus as Penalty.
Academy: + 0 WIS / DEX, + 1 DMG
Genin: + 1 WIS / DEX, + 1d4 DMG
Chunin: + 2 WIS / DEX, + 1d6 DMG
Jounin: + 3 WIS / DEX, + 1d8 DMG


NATURE’S CHILD
RP: Kun’Rafi have no natural aptitude to an affinity, except for possibly herbology and medicine. Though through the blessings of the Goddess of Nature – an Element can be attained (though temporarily) where the element resides strongest of that region.
Universal: User has no Natural Chakra Affinity (Except Medical for + 50 Tokens), but gains a temporary Element based on region.
FIRE) Fire Country
WATER) Water Country
EARTH) Earth Country
WIND) Wind Country
LIGHTNING) Lightning Country
NOTE: Via Temp Element, they may learn Jutsu of that affinity normally. But use is disabled without the Element.


HUNTING PROWESS
RP: The Kun’Rafi display their mastery as hunters through the inept skill of utilizing tools and weapons, and of course the environment to their advantage. Not many things can pass through without their knowing about it.
Universal: All Weapon / Tool Penalties reduced by 2. When Hiding, Sensors must Roll Vs Hide. (No Auto)
Academy: + 05 Skill
Genin: + 10 Skill
Chunin: + 15 Skill
Jounin: + 20 Skill
NOTE: May pay 3 CP to Hide (to a maximum of 3 additional times), and Set Traps grant + 2 Roll as Jutsu Bonus while hidden.


____________________________________________________________________________________

KINDRED SPIRIT

(50 Token Upgrade)

RP: The Kun’Rafi are released into the wilds and are not permitted to return until they have proved themselves to the clan by making a link with a beast. This beast can then be trained into an exceptional weapon, and become the most loyal friend a hunter can make. The Kun’Rafi can at any point find additional friends in the wilds, to be added to their “pack / family”.
Universal: Summon Rules (Does not take Slot, Token Costs apply) It is 1 Summon that is Upgraded.
NOTE: Can have additional summons made for 50 Tokens starting at Rank 1 (Max. 1 Active though)
NOTE 2: You can only have up to 2 additional summon classes, each extra summon class (Ranks 1-5) Count for 75 tokens towards the Ability Cap. I.E., if you start a branch, you get tacked 75 tokens onto your cap for starting the extra summons.


____________________________________________________________________________________
SOUL LINK
(100 Token Upgrade)
RP: The User can create a link between themselves and another animal, mainly their Companion. They are able to have heightened vision capable of seeing greater amounts of detail with information processed at a rapid pace. Any pasta Activity in the area would leave behind evidence for the Kun’Rafi to re-invision what had occurred and the location of the enemy.
Universal: User and Summon share line of sight, both gaining following Bonuses:
Academy) + 20 Spot
Genin) + 1 ATK / DEF, 20-20 Crit
Chunin) + 2 ATK / DEF, 19-20 Crit
Jounin) + 3 ATK / DEF, 18-20 Crit
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Dragonslayer

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Posts : 43
Join date : 2012-09-09

PostSubject: Re: October Contest   Tue Oct 16, 2012 2:55 pm

Dragon-born
50 Tokens-Universal Clan



History and Information
Wild as a blazing inferno. Stubborn as a mountain. Carefree as the wind. Dragonborns are this and many more.

Descendants of the great creatures of legend. Many possess the physical traits of the ancient bloodline. Scaly skin, long sharp claws even wings or a long tail. Though being mixture of human and reptile.

Many are considered quite exotic in appearance. Dressed in anything that feels comfortable on them. But don't take their beauty and charm lightly as they can be just as cruel in a fight. Using their bodies as weapon along with their control of the natural elements around them. Dragonborn can inflict great harm with anything at their disposal.

A Dragonborn's elemental power comes the dragon they inheiret the ability from. Some can with skill flood a village, set a forest ablaze or even create a mountain from a hill.


______________________________________________________________

Dragon Armor
The Born appear human for the most with the exception of a few small transparent patches of scales that cover their bodies. Thanks to their ancestry and constant breeding with the dragons. These scales seem to grant them additional protection from the elements.

Universal: +10 HP; May never take Medical
Academy Student: +1 HP DR vs First Element
Genin: +2 HP DR vs First Element
Chunin: +3 HP DR vs First Element
Jounin: +4 HP DR vs First Element

______________________________________________________________

Jutsu
Most of the techniques employed by the Born are learned at a very young age. As they grow so do those skills. But each is encouraged to be creative and develope a style that is all of their own.

Universal: Creates 1 free E/D/C/B/A/S as well as gain Breath of the dragon, Wings of the dragon and Dragon's whip
Academy Student: Breath of the dragon, Wings of the dragon and Dragon's whip are D rank
Genin: Breath of the dragon, Wings of the dragon and Dragon's whip are C rank
Chunin: Breath of the dragon, Wings of the dragon and Dragon's whip are A rank
Jounin: Breath of the dragon, Wings of the dragon and Dragon's whip are S rank

Breath of the dragon
Jutus Type: Kinjutsu
Rank: Varies
Chakra Cost: Varies
Description:A Born's breath is one of the most deadly tools the clan has to offer in frontal assaults. Many with hidden surprises. For those that seen it feared the destruction it brings when one unleashes their breath.
PvP Effect: Damage = Rank Medium Weapon (No penalty) + Rank Large Weapon (No penalty)
Special Note: 4 round cooldown
Learning: Gains on creation

Wings of the dragon
Jutus Type: Kinjutsu
Rank: Varies
Chakra Cost: Varies
Description: By channeling some energy to their wings. Hardening and lightening them to the point of becoming reliable shields for most attacks.
PvP Effect: Grants the user 1/10th Constitution Roll bonus in Defense
Special Note: On a failed roll. Tai/Ken attacker gets 1d4 strike back damage
Special Note: Female only.
Learning: Gains on creation

Dragon's whip
Jutus Type: Kenjutsu
Rank: Varies
Chakra Cost: Varies
Description: Coating their tails with the destructive power within themselves. The tail becomes a weapon worse than anything forged in existance. A male Dragonborn can shatter rocks with ease.
PvP Effect: Medium Weapon Dmg (No penalty) and the user 1/10th Str (or) Dex Roll bonus in HP DR Pierce
Special Note: Male only.
Learning: Gains on creation

______________________________________________________________

Intense Training
(50 Tokens - Enhanced Clan)
Through blood, sweat and tears. The hard work pays off for one who continues to aim for perfection in the art. So does a Dragonborn in their training of being a warrior.

Universal: +1d4 clan bonus damage
Academy Student: +1 Attack/Defense
Genin: +2 Attack/Defense
Chunin: +3 Attack/Defense
Jounin: +4 Attack/Defense

Dragon Care
(100 Tokens - Rare Clan)
More focused on helping the helpless and support. Few Dragonborns possess the required skill and patience to excel in the art.

Universal: Gains use of Medical and Regeneration, Virtue and Haste
Academy Student: Regeneration, Virtue is D rank
Genin: Regeneration, Virtue is C rank
Chunin: Regeneration, Virtue is A rank
Jounin: Regeneration, Virtue is S rank

Regeneration
Jutus Type: Medical
Rank: Varies
Chakra Cost: Varies
Description: Channeling some of the Born's own power. Increasing the natural healing rate of the victim. Helping them live longer in the battle against a common foe.
PvP Effect: heals target for 1/10th Heal Roll (Max 10), can be used in battle
Special Note: Effect last for 1d4 which the user can't attack or defend while using the technique
Special Note: Useable once per fight

Virtue
Jutus Type: Supplemental
Rank: Varies
Chakra Cost: Varies
Description: Hardening the skin and bones of the reciprient. The target can take the extra beating with little fear of defeat.
PvP Effect: Grants the target for 1/10th Heal Roll (Max 10) in bonus HP, can be used in battle
Special Note: Useable once per fight

Haste
Jutus Type: Supplemental
Rank: C
Chakra Cost: 5
Description: By forcing the target's energy flow in their body. Increasing muscle mass and density. The reciprient gains more speed and power to launch more attacks than they could on their own.
PvP Effect: Grants the target one extra action, can be used in battle
Special Note: Useable once per fight

Multi-mastery
(100 Tokens - Rare Clan)
Through a genetic mutation. A Born gains the ability to unite elements to gain more power. Some takes hard work while others are born with it.

Universal: Gains two basic element and custom element. Gains no more after that. Dragon armor bonus applies to custom element only. Intense training gains 1d2 damage per base element.
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FuckMyLife



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PostSubject: Re: October Contest   Tue Oct 16, 2012 3:26 pm

DENIED!

Spoiler:
 
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Hidan



Posts : 214
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PostSubject: Re: October Contest   Tue Oct 16, 2012 4:05 pm

Deebo, your entry is instantly removed from the comp, dont make me spank you <3
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TheBlackVanguard



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Join date : 2012-10-06

PostSubject: Re: October Contest   Wed Oct 17, 2012 5:27 pm

KIRIGAKURE
Mikawaza Clan

Created by Dranser
50 Token Cost; Must be purchased on creation.

The Mikawaza Clan are a group of Shinobi that have integrated themselves heavily into the Hunter-Nin Squad Corps of Kirigakure. These Shinobi are exceptionally powerful and usually specialize either in close-quarters combat, or support through Genjutsu. Though they are not necessarily devoid of their abilities in Ninjutsu, they tend to focus on either Taijutsu, Kenjutsu, or Genjutsu, and use their abilities to track, hunt, and often kill their prey without remorse. Members of the Mikawaza Clan are usually psychopathic and sadistic and nature partially as a result of genetic predisposition and partially as a result of their environment. Mikawaza Clan members may be of all races and sport various ranges of hair colors, eye colors, heights and weights. They have also been known to dye their hair color and utilize their Henge Jutsu in order to change parts of their physical appearance in order to confuse their enemies and hide their heritage.

Inside of the Mikawaza Clan are a rare and incredibly potent form of Shinobi known as the Sasurainin, who are also referred to as 'Wanderers' and 'Walkers'. These Shinobi possess the rare bloodline that occasionally dominates other genetic traits inside of a Mikawaza Clan member. Historically, only Shinobi who possess this bloodline are allowed to be Heads of the Mikawaza Clan. It is in the best interest, then, for the leader of the Mikawaza Clan to procreate until a child with the traits of the Sasurainin are seen, so as to ensure that their immediate family remains in maximum influence of the Clan.

The current head of the Mikawaza Clan has been in power for nine generations, and are denoted by one telltale factor: their eyes are white, instead of the characteristic charcoal that usually overpowers the Sasurainin bloodline. This gives them an almost otherworldly, ghostly appearance that unnerves their opponent and gives them a further psychological advantage beyond their own natural potential.


Choose One
Scholar of the Mists
The Scholar of the Mists is a trained individual who has not only learned the way of the Bloody Mist, but has been born and raised in it. The Scholar has embraced the way of the Bloody Mist and has made it a part of their ninpo and their psyche. Body and Soul meld with red clouds and fog to form a singular being of death and destruction, devoid of remorse and compassion. The Scholar trusts only in the darkness of the land to protect them. They trust only in the mists native to Kirigakure, or that which they can construct with their Chakra to hide them.

The Scholar of the Mists exists as one of two sides of the same coin; the other being the Warrior. Where the Warrior represents the physical, the Scholar represents the spiritual and mental. The Scholar is exceptionally trained either in Genjutsu to confuse and disillusion their enemy before striking. They are master strategists and tacticians and are capable of using their chakra to maintain control over their enemy's senses and the combat situation.


Universal: Forfeits an element at Chuunin, Gains an Element at Jounin as normal.
+6 Genjutsu Learning Rolls
Genin: +1 Genjutsu Rolls, -1 Genjutsu CP Costs[Min. 1]
Chunin: +2 Genjutsu Rolls, -2 Genjutsu CP Costs[Min. 1]
Jounin: +3 Genjutsu Rolls, -3 Genjutsu CP Costs[Min. 1]
____________________________________________________________________________________________________________________

Warrior of the Mists
The Warrior of the Mists is a trained individual who has not only learned the way of the Bloody Mist, but was born inside of the mist and raised to utilize it as a weapon. The Warrior has embraced the way of the Bloody Mist and incorporated it daily into their training regimen. They have melded it into their psyche and tend to be cold, remorseless close quarters combat specialists. They trust only in their blade to make their kills, and the obscure mist to cover their tracks.

The Warrior of the Mists exists as one of two sides of the same coin; the other being the Scholar. Where the Scholar represents the spiritual and mental, the Warrior represents the visceral physicality of war. They utilize a combination of Taijutsu and Kenjutsu in order to strike their enemy where they are weakest and open gaps in the opponent's defenses, slowly exposing the worst of their weaknesses. They are expert swordsmen and close quarters combat specialists who are relentless in their assault.


Universal: Forfeits an element at Chuunin, Gains an Element at Jounin as normal.
+6 Kenjutsu and Taijutsu Learning Rolls
Genin: +1 Kenjutsu and Taijutsu Rolls, -1 Kenjutsu and Taijutsu CP Costs[Min. 1]
Chunin: +2 Kenjutsu and Taijutsu Rolls, -2 Kenjutsu and Taijutsu CP Costs[Min. 1]
Jounin: +3 Kenjutsu and Taijutsu Rolls, -3 Kenjutsu and Taijutsu CP Costs[Min. 1]
Note: Kenjutsu and Taijutsu Rolls include basic physical Kenjutsu and Taijutsu Attacks, and defense against Kenjutsu and Taijutsu.
_______________________________________________________________________________________________________

Jutsu
The Mikawaza Clan has some scant Jutsu that they are proficient with in their own regard. These Jutsu correspond with the select branch that has been chosen and form the foundation of the Mikawaza Clan's exclusive techniques. Mikawaza Clan members usually keep their higher-tiered techniques to themselves, but rely on a basic foundation of techniques to train their appropriate Shinobi.

Mikawaza Clan members may learn the following Hijutsu. These jutsu may also be taught to other Shinobi inside of Kirigakure if they so choose, at one rank higher than normal. The Mikawaza may also create their own custom techniques as time passes, being eligible to create one A-Rank and one S-Rank Jutsu freely. These techniques may NOT be taught to members outside of the Clan, as they require such an extensive knowledge of the Clan and their techniques that it is nearly impossible for another Shinobi to understand them and use them effectively. These Hijutsu cannot be copied by Dojutsu or similar techniques, as the effective manipulation of Chakra regarding these techniques is outside of their immediate grasp, but they may still be taught these Jutsu normally.

Kiri-Sōshutsu [霧創出 Mist Creation]
Jutsu Type: Hijutsu
Rank: Rankless
CP: Varies
Description: The Mikawaza Shinobi is capable of converting their chakra into a physical mist form that allows them to fight freely inside their own natural element. The Shinobi has learned how to convert their Chakra into a physical form utilized to hide their being and utilize their jutsu outside of their enemy's perception. Due to the nature of this jutsu, the Mikawaza Shinobi has a significant easier time keeping track of his opponent as he is utilizing his own chakra to protect himself.
PvP: The Mikawaza creates a varied-color mist in order to obscure their being inside of combat. When this Jutsu is used, the Mikawaza Shinobi is considered sneaking. When attacking, any Shinobi who knows this technique is allowed to roll Move Silently against their target's listen. If they succeed, they automatically perform a sneak attack on their opponent. If they fail, they must roll an attack roll as per normal and may be defended/countered as normal. When attacking, any Shinobi that does NOT know this technique, must roll Listen against their target's Move Silently. If they fail, their attack automatically misses. If they succeed, they must then roll attack as per normal, and may be defended/countered as normal. True AoE attacks may bypass this rule.
Note: This jutsu is required to maintain in order to utilize any Mikawaza or Sasurainin Hijutsu.
Note: Detection Dojutsu and similar techniques are usable inside of the mist, providing their full detection bonus so long as they are active. People utilizing these Dojutsu may roll whichever detection roll they wish in order to detect the Mikawaza Shinobi, and are not limited as other combatants are.
Note: Genin CP Cost is 7 CP+3 CP/Round. Chuunin CP Cost is 6 CP+3 CP/Round. Jounin CP Cost is 5 CP+3 CP/Round.
Note: This Jutsu is affected by the Mikawaza's reduction to CP Costs.
Note: This Hijutsu is learned by Mikawaza Clan members as an E-Rank Hijutsu. This Hijutsu is learned by other Shinobi as an A-Rank Ninjutsu.

Kiri [霧 Mist]
Jutsu Type: Hijutsu Genjutsu
Rank: D
CP: 3
Description: The Mikawaza Shinobi uses their Chakra to confuse the opponent and make them believe that the mist has become even denser, removing their ability of sight [beyond the mist] and removing their ability to hear their opponent entirely.
PvP: The target is stunned for three rounds or until hit.

Shokin Kasegi [賞金稼ぎ Bounty Hunter]
Jutsu Type: Hijutsu Kenjutsu
Rank: D
CP: 3
Description: The Mikawaza takes advantage of the opening in their opponent's guard while surrounded by the mist, and makes a strike at the opponent's throat, attempting to make a lethal attack.
PvP: The attacker makes a basic attack [affected by any modifiers] at a critical range 1 lower than normal.
Note: e.g. A 19-20 Critical range becomes an 18-20 Critical Range.

Sutoka [ストーカー Stalker]
Jutsu Type: Hijutsu Genjutsu
Rank: C
CP: 5
Description: The Mikawaza fools the enemy into believing that they are being followed by a powerful, unknown entity lurking in the mist. This entity first traps the opponent, and then tears into their very being. After the end of the jutsu, the opponent is usually left heavily disoriented and confused, as well as feeling extremely drained.
PvP: The opponent takes 1d10 CP Damage, and then suffers a -2 to Rolls for a full round afterwards.

Setsudan [切断 Mutilation]
Jutsu Type: Hijutsu Kenjutsu
Rank: C
CP: 6
Description: The Mikawaza Shinobi strikes at an exposed point on the opponent's body, making a swift cut in the opponent's structure and limiting their ability to retailiate for a short period of time. This strike is usually very painful and momentarily debilitating.
PvP: The attacker makes a basic attack [affected by any modifiers] at a critical range 1 lower than normal. If struck, the opponent suffers a -1 to Attack and Defense Rolls for 1d4 rounds. If the attack is a critical, the opponent suffers a -2 to Attack and Defense Rolls for the same duration.
Note: e.g. A 19-20 Critical range becomes an 18-20 Critical Range.

Chissoku [窒息 Suffocation]
Jutsu Type: Hijutsu Genjutsu
Rank: B
CP: 9
Description: The Mikazawa influences and directs the Mist inside of the opponent's mind, fooling it into believing that the Mist is entering the opponent's lungs and suffocating them, shutting down their internal organs from the inside-out. This technique can be lethal if not interrupted before the duration ends, especially when used by a Mikazawa Shinobi.
PvP: The opponent is stunned for five rounds, or until hit. For this duration, they take 1d4 CP Damage per round.

Sekkai [切開 Dissection]
Jutsu Type: Hijutsu Kenjutsu
Rank: B
CP: 10
Description: Taking full advantage of the obscurity provided to them by the Mist, the Mikazawa hides in waiting, tracking their opponent throughout this time period. When they find an opening, they take it, often striking at a vital point in the opponent's skeletal structure or at a vein or artery, with the intent of either causing internal damage or causing them to bleed heavily.
PvP: The attacker makes a basic attack [affected by any modifiers] at a critical range 1 lower than normal. If struck, the opponent takes an additional 1d4 bleeds for 1d4+2 Rounds. If the attack is a critical hit, the opponent bleeds 4 damage for 6 rounds.
Note: e.g. A 19-20 Critical range becomes an 18-20 Critical Range.
Note: Bleeding damage ignores DR.
Note: Bleeding damage is ended if the Shinobi is healed by a Medical Jutsu. A Medical Shinobi may also take their turn and bandage the target's wound without spending CP.
____________________________________________________________________________________________________________

Mist Adept
50 Token cost; May be purchased on Creation or later down the road. Water Element is required to purchase later down the road. Elements are NOT gained retroactively.
The Mist Adept of the Mikawaza Clan is considered equal parts scholar and warrior. These Shinobi are capable of a specific combination fo elements that make their Hijutsu far more dangerous, and due to their natural affinity towards some elements on the chakra wheel, they are almost all universally skilled in Suiton, Fuuton, and Inton. These Shinobi are considered some of the deadliest Shinobi that Kiri has to offer, and behave in a similar manner.


Universal: Must Take Water Element at Genin, Wind Element Automatic at Chuunin, Dark Element Automatic at Jounin.
The Mist-Adept gains the innate bonuses of whichever path they did not choose for the basic Clan, in addition to their original innates.
____________________________________________________________________________________________________________________

KIRIGAKURE
Sasurainin さすらい人 Mistwalker Bloodline

Created by Dranser
100 Token Cost; Must be purchased on Creation; Must have also purchased the Mist Adept upgrade to the Mikawaza Clan


The Mist-Walker
Every few generations inside of the Mikawaza Clan, an exceptional prodigy is born who seems to be slightly more in tune with the Mist and their pursuit of knowledge borders on obsession. These Shinobi have a very unique DNA structure that often provides the illusion that their physical form is part of the very mist that surrounds them. Their hair and eyes are virtually always a dark navy color, though exceptions have been known to occur, specifically in the family of the Head of the Mikawaza Clan. Sasurainin are generally lean and athletic in physical fitness, and possess an above average intelligence to go with their stellar physique. These Shinobi are bred from birth alongside the children of the Clan leader; they are born to fulfill their duties as Shinobi to Kirigakure above all other purposes.

Universal: +2 Attack/Defense
+35 Hide
+35 Move Silently
______________________________________________________________________________________________________________

The Violent Mist
Though almost all members of the Mikawaza Clan are trained to be equally deadly, cold-hearted, and ruthless, the Sasurainin are bred almost exclusively for killing. Commonly, they have a fascination with dead bodies and blood, and often feel a strange exhilaration from tracking, hunting, and killing their prey. Particularly, some Sasurainin have been known to toy with their prey specifically with the intent of dragging on the act of killing for their own personal enjoyment. While they are known for their cruelty and sadism, the Mikawaza, along with their better-endowed brethren, are still capable of emotion. They are, however, killers beyond anything else, and that must be kept in mind when pursuing any type of friendship or other relationship.

Universal: Gains 'Mistblade' and 'Mistlock' abilities.
Genin: +1d4 Kenjutsu Damage, +1d4 Genjutsu CP Damage [Min. 1]
Chuunin: +1d4+2 Kenjutsu Damage, +1d4+2 Genjutsu CP Damage [Min. 2]
Jounin: +2d4 Kenjutsu Damage, +2d4 Genjutsu CP Damage [Min. 2]
[i]Note: Bonus CP Damage ignores DR. CP Damage applies to all Genjutsu. CP Damage applies per round.

___________________________________________________________________________________________________________________

Jutsu
The members of the Mikawaza Clan who have obtained the Sasurainin Bloodline are capable of creating superior jutsu to that of their clansmen, and may begin creating their own custom jutsu from an early age, manipulating the battlefield from the beginning of their training to the very end. The lower-tiered jutsu of this Bloodline may be taught to Mikawaza Clan Members, but are nearly impossible for other Shinobi to learn simply by observation.

Shinobi with the Sasurainin Bloodline may create their own Hijutsu. They are allowed to create the following Hijutsu for free throughout their Shinobi's lifetime: 2D, 2C, 2B, 1A, 1S. These jutsu may be taught to Shinobi inside of the Mikawaza Clan if they so choose at one rank higher than normal. These jutsu may NOT be taught to Shinobi outside of the Mikawaza Clan. Custom A and S-Rank Hijutsu created by the Sasurainin Bloodline may not be taught to any other Shinobi aside from other living Sasurainin Bloodline carriers. These bloodline Hijutsu cannot be copied by Dojutsu or similar techniques, due to the unique nature of Chakra possessed by the Mistwalker. Sasurainin Hijutsu may only be used while the Mikawaza Mist Creation Hijutsu is being maintained.
______________________________________________________________________________________________________________

Mastery of the Mist
Enhanced Bloodline - 100 Tokens

Masters of the Mist are capable of bending it to their whim with only their will behind them. They have grown used to living perpetually in their own little world, sometimes becoming delusional in their own pursuits. Those who have spent their entire lives in the Mist know nothing but enjoyment from causing pain, suffering and torment to their opponents. They have begun to take full advantage of their time inside of the mists. Their Kenjutsu is often more deadly, and their Genjutsu lasts significantly longer, holding their targets in their own crazed fantasy for longer than normal.

Death is second nature to these masters, and their psyche is often damaged as a result of it. Finding a sane Mikawaza member of this level is very rare. As such, experienced Shinobi who have spent this much time studying their clan's techniques are usually avoided, even by Shinobi such as the Mizukage, who call upon them only when the most dangerous of people must be removed for the good of the Village.


Universal: +15 Hide
+15 Move Silently
Genin: Kenjutsu Critical Range lowers to 19-20, +1 Duration to Genjutsu
Chuunin: Kenjutsu Critical Range lowers to 18-20, +1d4-1 Duration to Genjutsu[Min. 1]
Jounin: Kenjutsu Critical Range lowers to 17-20, +1d4+1 Duration to Genjutsu
______________________________________________________________________________________________________________
Mistblade
Jutsu Type: Kenjutsu
Rank: Rankless
Cost: Varied
Description: The Mistwalker uses the brief period of time between the opponent's preparation and execution in their attacks to disable the attack before they can actually utilize it. With a brief burst of chakra and the ability to almost phase in and out of view, the Mistwalker can burst forwards and do just enough damage to disarm the opponent momentarily, often opening them up to a more deadly follow-up attack.
PvP: When attacked by a Taijutsu, Kenjutsu, Tool Technique or Ninjutsu, the user may attempt a counterattack against the opponent without sacrificing their action.
Note: This ability may only be attempted once per round. The first three times this is used in combat, this costs 1CP. The next two times[total of 5] this is used in combat, this costs 2 CP. Every usage after costs 3 CP.
Note: This ability takes the place of the defensive action for the Mistwalker. The attack roll is done with Dexterity. A Successful Counterattack negates the opponent's attack entirely.
Note: The Counterattack is a basic Kenjutsu Attack done at one damage rank lower than normal.
Note: This ability may be taught to other Shinobi as a D-Rank Hijutsu to Mikawaza Clan Members, and an A-Rank Kenjutsu to all other Shinobi.
Note: Permission to teach this technique requires the Shinobi to be of at least Jounin or equivalent rank.

Mistlock
Jutsu Type: Genjutsu
Rank: Rankless
Cost: Varied
Description: The Mistwalker utilizes the brief period of time between the opponent's preparation and execution in their attacks in order to neutralize the opponent's chakra and overpower it with their own wave of chakra. This can often take the opponent by surprise and allows the Shinobi to turn the momentum of the fight around in their favor.
PvP: When attacked by a Genjutsu attack, the user may attempt a Genjutsu counter against the opponent without sacrificing their action.
Note: This ability may only be attempted once per round. The first three times this is used in combat, this costs 1CP. The next two times[total of 5] this is used in combat, this costs 2 CP. Every usage after costs 3 CP.
Note: This ability may only be attempted once per round.
Note: This ability takes the place of the defensive action for the Mistwalker. The attack roll is done with Intelligence. A successful Counterattack negates the opponent's attack entirely.
Note: The Counterattack must be a Jutsu of equivalent level as the attacking Genjutsu, or higher.
Note: If the Genjutsu chosen to counterattack is an AoE, it affects only the target opponent for the purpose of the Counterattack.
Note: This ability may be taught to other Shinobi as a D-Rank Hijutsu to Mikawaza Clan Members, and an A-Rank Genjutsu to all other Shinobi.
Note: Permission to teach this technique requires the Shinobi to be of at least Jounin or equivalent rank.
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Sexy-Ninjanitor Minato

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PostSubject: Re: October Contest   Thu Oct 18, 2012 7:15 pm

Credit to DM Haku for balancing.
Creator: TheBlackVanguard
The Mikawaza Clan are a group of Shinobi that have integrated themselves heavily into the Hunter-Nin Squad Corps of Kirigakure. These Shinobi are exceptionally powerful and usually specialize either in close-quarters combat, or support through Genjutsu. Though they are not necessarily devoid of their abilities in Ninjutsu, they tend to focus on either Taijutsu, Kenjutsu, or Genjutsu, and use their abilities to track, hunt, and often kill their prey without remorse. Members of the Mikawaza Clan are usually psychopathic and sadistic and nature partially as a result of genetic predisposition and partially as a result of their environment. Mikawaza Clan members may be of all races and sport various ranges of hair colors, eye colors, heights and weights. They have also been known to dye their hair color and utilize their Henge Jutsu in order to change parts of their physical appearance in order to confuse their enemies and hide their heritage.

Inside of the Mikawaza Clan are a rare and incredibly potent form of Shinobi known as the Sasurainin, who are also referred to as 'Wanderers' and 'Walkers'. These Shinobi possess the rare bloodline that occasionally dominates other genetic traits inside of a Mikawaza Clan member. Historically, only Shinobi who possess this bloodline are allowed to be Heads of the Mikawaza Clan. It is in the best interest, then, for the leader of the Mikawaza Clan to procreate until a child with the traits of the Sasurainin are seen, so as to ensure that their immediate family remains in maximum influence of the Clan.

The current head of the Mikawaza Clan has been in power for nine generations, and are denoted by one telltale factor: their eyes are white, instead of the characteristic charcoal that usually overpowers the Sasurainin bloodline. This gives them an almost otherworldly, ghostly appearance that unnerves their opponent and gives them a further psychological advantage beyond their own natural potential.


Scholar of the Mists
The Scholar of the Mists is a trained individual who has not only learned the way of the Bloody Mist, but has been born and raised in it. The Scholar has embraced the way of the Bloody Mist and has made it a part of their ninpo and their psyche. Body and Soul meld with red clouds and fog to form a singular being of death and destruction, devoid of remorse and compassion. The Scholar trusts only in the darkness of the land to protect them. They trust only in the mists native to Kirigakure, or that which they can construct with their Chakra to hide them.

The Scholar of the Mists exists as one of two sides of the same coin; the other being the Warrior. Where the Warrior represents the physical, the Scholar represents the spiritual and mental. The Scholar is exceptionally trained either in Genjutsu to confuse and disillusion their enemy before striking. They are master strategists and tacticians and are capable of using their chakra to maintain control over their enemy's senses and the combat situation.

Universal: Forfeits an element at Chuunin, Gains an Element at Jounin as normal.
+6 Genjutsu Learning Rolls
Genin: +1 Genjutsu Rolls, -1 Genjutsu CP Costs[Min. 1]
Chunin: +2 Genjutsu Rolls, -2 Genjutsu CP Costs[Min. 1]
Jounin: +3 Genjutsu Rolls, -3 Genjutsu CP Costs[Min. 1]
____________________________________________________________________________________________________________________

Warrior of the Mists
The Warrior of the Mists is a trained individual who has not only learned the way of the Bloody Mist, but was born inside of the mist and raised to utilize it as a weapon. The Warrior has embraced the way of the Bloody Mist and incorporated it daily into their training regimen. They have melded it into their psyche and tend to be cold, remorseless close quarters combat specialists. They trust only in their blade to make their kills, and the obscure mist to cover their tracks.

The Warrior of the Mists exists as one of two sides of the same coin; the other being the Scholar. Where the Scholar represents the spiritual and mental, the Warrior represents the visceral physicality of war. They utilize a combination of Taijutsu and Kenjutsu in order to strike their enemy where they are weakest and open gaps in the opponent's defenses, slowly exposing the worst of their weaknesses. They are expert swordsmen and close quarters combat specialists who are relentless in their assault.

Universal: Forfeits an element at Chuunin, Gains an Element at Jounin as normal.
+6 Kenjutsu and Taijutsu Learning Rolls
Genin: +1 Kenjutsu and Taijutsu Rolls, -1 Kenjutsu and Taijutsu CP Costs[Min. 1]
Chunin: +2 Kenjutsu and Taijutsu Rolls, -2 Kenjutsu and Taijutsu CP Costs[Min. 1]
Jounin: +3 Kenjutsu and Taijutsu Rolls, -3 Kenjutsu and Taijutsu CP Costs[Min. 1]
Note: Kenjutsu and Taijutsu Rolls include basic physical Kenjutsu and Taijutsu Attacks, and defense against Kenjutsu and Taijutsu.
_______________________________________________________________________________________________________

Jutsu
The Mikawaza Clan has some scant Jutsu that they are proficient with in their own regard. These Jutsu correspond with the select branch that has been chosen and form the foundation of the Mikawaza Clan's exclusive techniques. Mikawaza Clan members usually keep their higher-tiered techniques to themselves, but rely on a basic foundation of techniques to train their appropriate Shinobi.

Mikawaza Clan members may learn the following Hijutsu. These jutsu may also be taught to other Shinobi inside of Kirigakure if they so choose, at one rank higher than normal. The Mikawaza may also create their own custom techniques as time passes, being eligible to create one A-Rank and one S-Rank Jutsu freely. These techniques may NOT be taught to members outside of the Clan, as they require such an extensive knowledge of the Clan and their techniques that it is nearly impossible for another Shinobi to understand them and use them effectively. These Hijutsu cannot be copied by Dojutsu or similar techniques, as the effective manipulation of Chakra regarding these techniques is outside of their immediate grasp, but they may still be taught these Jutsu normally.

Kiri-Sōshutsu [霧創出 Mist Creation]
Jutsu Type: Hijutsu
Rank: Rankless
CP: Varies
Description: The Mikawaza Shinobi is capable of converting their chakra into a physical mist form that allows them to fight freely inside their own natural element. The Shinobi has learned how to convert their Chakra into a physical form utilized to hide their being and utilize their jutsu outside of their enemy's perception. Due to the nature of this jutsu, the Mikawaza Shinobi has a significant easier time keeping track of his opponent as he is utilizing his own chakra to protect himself.
PvP: The Mikawaza creates a varied-color mist in order to obscure their being inside of combat. When this Jutsu is used, the Mikawaza Shinobi is considered sneaking. When attacking, any Shinobi who knows this technique is allowed to roll Move Silently against their target's listen. If they succeed, they automatically perform a sneak attack on their opponent. If they fail, they must roll an attack roll as per normal and may be defended/countered as normal. When attacking, any Shinobi that does NOT know this technique, must roll Listen against their target's Move Silently. If they fail, their attack automatically misses. If they succeed, they must then roll attack as per normal, and may be defended/countered as normal. True AoE attacks may bypass this rule.
Note: This jutsu is required to maintain in order to utilize any Mikawaza or Sasurainin Hijutsu.
Note: Detection Dojutsu and similar techniques are usable inside of the mist, providing their full detection bonus so long as they are active. People utilizing these Dojutsu may roll whichever detection roll they wish in order to detect the Mikawaza Shinobi, and are not limited as other combatants are.As an example, this does in fact mean that a Hyuuga's Byakugan would see through the mist just fine, Or a sensor nin could throw Concentration instead.
Note: Genin CP Cost is 7 CP+3 CP/Round. Chuunin CP Cost is 6 CP+3 CP/Round. Jounin CP Cost is 5 CP+3 CP/Round.
Note: This Jutsu is affected by the Mikawaza's reduction to CP Costs.
Note: This Hijutsu is learned by Mikawaza Clan members as an E-Rank Hijutsu. This Hijutsu is learned by other Shinobi as an A-Rank Ninjutsu.

Kiri [霧 Mist]
Jutsu Type: Hijutsu Genjutsu
Rank: D
CP: 3
Description: The Mikawaza Shinobi uses their Chakra to confuse the opponent and make them believe that the mist has become even denser, removing their ability of sight [beyond the mist] and removing their ability to hear their opponent entirely.
PvP: The target is stunned for two rounds or until hit.

Shokin Kasegi [賞金稼ぎ Bounty Hunter]
Jutsu Type: Hijutsu Kenjutsu
Rank: D
CP: 5
Description: The Mikawaza takes advantage of the opening in their opponent's guard while surrounded by the mist, and makes a strike at the opponent's throat, attempting to make a lethal attack.
PvP: The attacker makes a basic attack [affected by any modifiers] at a critical range 1 lower than normal.
Note: e.g. A 19-20 Critical range becomes an 18-20 Critical Range.

Sutoka [ストーカー Stalker]
Jutsu Type: Hijutsu Genjutsu
Rank: C
CP: 5
Description: The Mikawaza fools the enemy into believing that they are being followed by a powerful, unknown entity lurking in the mist. This entity first traps the opponent, and then tears into their very being. After the end of the jutsu, the opponent is usually left heavily disoriented and confused, as well as feeling extremely drained.
PvP: The opponent takes 1d8 CP Damage, and then suffers a -2 to Rolls for a full round afterwards.

Setsudan [切断 Mutilation]
Jutsu Type: Hijutsu Kenjutsu
Rank: C
CP: 6
Description: The Mikawaza Shinobi strikes at an exposed point on the opponent's body, making a swift cut in the opponent's structure and limiting their ability to retailiate for a short period of time. This strike is usually very painful and momentarily debilitating.
PvP: The attacker makes a basic attack [affected by any modifiers] at a critical range 1 lower than normal. If struck, the opponent suffers a -1 to Attack and Defense Rolls for 1d4 rounds. If the attack is a critical, the opponent suffers a -2 to Attack and Defense Rolls for the same duration.
Note: e.g. A 19-20 Critical range becomes an 18-20 Critical Range.

Chissoku [窒息 Suffocation]
Jutsu Type: Hijutsu Genjutsu
Rank: B
CP: 9
Description: The Mikazawa influences and directs the Mist inside of the opponent's mind, fooling it into believing that the Mist is entering the opponent's lungs and suffocating them, shutting down their internal organs from the inside-out. This technique can be lethal if not interrupted before the duration ends, especially when used by a Mikazawa Shinobi.
PvP: The opponent is stunned for four rounds, or until hit. For this duration, they take 1d4 CP Damage per round.
Stun may be broken by beating the Mikazawa's genjutsu break DC.

Sekkai [切開 Dissection]
Jutsu Type: Hijutsu Kenjutsu
Rank: B
CP: 10
Description: Taking full advantage of the obscurity provided to them by the Mist, the Mikazawa hides in waiting, tracking their opponent throughout this time period. When they find an opening, they take it, often striking at a vital point in the opponent's skeletal structure or at a vein or artery, with the intent of either causing internal damage or causing them to bleed heavily.
PvP: The attacker makes a basic attack [affected by any modifiers] at a critical range 1 lower than normal. If struck, the opponent takes an additional 1d4 bleeds for 1d4+2 Rounds. If the attack is a critical hit, the opponent bleeds 4 damage for 6 rounds.
Note: e.g. A 19-20 Critical range becomes an 18-20 Critical Range.
Note: Bleeding damage ignores DR.
Note: Bleeding damage is ended if the Shinobi is healed by a Medical Jutsu. A Medical Shinobi may also take their turn and bandage the target's wound without spending CP.
____________________________________________________________________________________________________________

Mist Adept
50 Token cost; May be purchased on Creation or later down the road. Water Element is required to purchase later down the road. Elements are NOT gained retroactively.
The Mist Adept of the Mikawaza Clan is considered equal parts scholar and warrior. These Shinobi are capable of a specific combination fo elements that make their Hijutsu far more dangerous, and due to their natural affinity towards some elements on the chakra wheel, they are almost all universally skilled in Suiton, Fuuton, and Inton. These Shinobi are considered some of the deadliest Shinobi that Kiri has to offer, and behave in a similar manner.

Universal: Must Take Water Element at Genin, Wind Element Automatic at Chuunin, Dark Element Automatic at Jounin.
The Mist-Adept gains the innate bonuses of whichever path they did not choose for the basic Clan, in addition to their original innates.
____________________________________________________________________________________________________________________


KIRIGAKURE
Sasurainin さすらい人 Mistwalker Bloodline

Created by Dranser
100 Token Cost; Must be purchased on Creation; Must have also purchased the Mist Adept upgrade to the Mikawaza Clan

The Mist-Walker
Every few generations inside of the Mikawaza Clan, an exceptional prodigy is born who seems to be slightly more in tune with the Mist and their pursuit of knowledge borders on obsession. These Shinobi have a very unique DNA structure that often provides the illusion that their physical form is part of the very mist that surrounds them. Their hair and eyes are virtually always a dark navy color, though exceptions have been known to occur, specifically in the family of the Head of the Mikawaza Clan. Sasurainin are generally lean and athletic in physical fitness, and possess an above average intelligence to go with their stellar physique. These Shinobi are bred from birth alongside the children of the Clan leader; they are born to fulfill their duties as Shinobi to Kirigakure above all other purposes.

Universal: +2 Attack/Defense
+35 Hide
+35 Move Silently
______________________________________________________________________________________________________________

The Violent Mist
Though almost all members of the Mikawaza Clan are trained to be equally deadly, cold-hearted, and ruthless, the Sasurainin are bred almost exclusively for killing. Commonly, they have a fascination with dead bodies and blood, and often feel a strange exhilaration from tracking, hunting, and killing their prey. Particularly, some Sasurainin have been known to toy with their prey specifically with the intent of dragging on the act of killing for their own personal enjoyment. While they are known for their cruelty and sadism, the Mikawaza, along with their better-endowed brethren, are still capable of emotion. They are, however, killers beyond anything else, and that must be kept in mind when pursuing any type of friendship or other relationship.

Universal: Gains 'Mistblade' and 'Mistlock' abilities.
Genin: +1d4 Kenjutsu Damage, +1d4 Genjutsu CP Damage [Min. 1]
Chuunin: +1d4+2 Kenjutsu Damage, +1d4+2 Genjutsu CP Damage [Min. 2]

Jounin: +2d4 Kenjutsu Damage, +2d4 Genjutsu CP Damage [Min. 2]

[i]Note: CP Damage applies to all Genjutsu. CP Damage applies per round.
CP DR applies normally.
___________________________________________________________________________________________________________________

Jutsu
The members of the Mikawaza Clan who have obtained the Sasurainin Bloodline are capable of creating superior jutsu to that of their clansmen, and may begin creating their own custom jutsu from an early age, manipulating the battlefield from the beginning of their training to the very end. The lower-tiered jutsu of this Bloodline may be taught to Mikawaza Clan Members, but are nearly impossible for other Shinobi to learn simply by observation.

Shinobi with the Sasurainin Bloodline may create their own Hijutsu. They are allowed to create the following Hijutsu for free throughout their Shinobi's lifetime: 2D, 2C, 2B, 1A, 1S. These jutsu may be taught to Shinobi inside of the Mikawaza Clan if they so choose at one rank higher than normal. These jutsu may NOT be taught to Shinobi outside of the Mikawaza Clan. Custom A and S-Rank Hijutsu created by the Sasurainin Bloodline may not be taught to any other Shinobi aside from other living Sasurainin Bloodline carriers. These bloodline Hijutsu cannot be copied by Dojutsu or similar techniques, due to the unique nature of Chakra possessed by the Mistwalker. Sasurainin Hijutsu may only be used while the Mikawaza Mist Creation Hijutsu is being maintained.
______________________________________________________________________________________________________________

Mastery of the Mist
Enhanced Bloodline - 100 Tokens

Masters of the Mist are capable of bending it to their whim with only their will behind them. They have grown used to living perpetually in their own little world, sometimes becoming delusional in their own pursuits. Those who have spent their entire lives in the Mist know nothing but enjoyment from causing pain, suffering and torment to their opponents. They have begun to take full advantage of their time inside of the mists. Their Kenjutsu is often more deadly, and their Genjutsu lasts significantly longer, holding their targets in their own crazed fantasy for longer than normal.

Death is second nature to these masters, and their psyche is often damaged as a result of it. Finding a sane Mikawaza member of this level is very rare. As such, experienced Shinobi who have spent this much time studying their clan's techniques are usually avoided, even by Shinobi such as the Mizukage, who call upon them only when the most dangerous of people must be removed for the good of the Village.

Universal: +15 Hide
+15 Move Silently
Genin: Kenjutsu Critical Range lowers to 19-20, +1 Duration to Genjutsu
Chuunin: Kenjutsu Critical Range lowers to 18-20, +1d2 Duration to Genjutsu[Min. 1]
Jounin: Kenjutsu Critical Range lowers to 17-20, +1d3 Duration to Genjutsu
Note: Critical modifier will not be reduced below 17-20 by jutsu. All other effects occur as normal.
______________________________________________________________________________________________________________
Mistblade
Jutsu Type: Kenjutsu
Rank: Rankless
Cost: Varied
Description: The Mistwalker uses the brief period of time between the opponent's preparation and execution in their attacks to disable the attack before they can actually utilize it. With a brief burst of chakra and the ability to almost phase in and out of view, the Mistwalker can burst forwards and do just enough damage to disarm the opponent momentarily, often opening them up to a more deadly follow-up attack.
PvP: When attacked by a Taijutsu, Kenjutsu, Tool Technique or Ninjutsu, the user may attempt a counterattack against the opponent without sacrificing their action.
Cost Table:
Genin: 3 cp
Chuunin: 6 cp
Jonin: 9 cp
Note: This ability may only be attempted once per round. Note: This ability takes the place of the defensive action for the Mistwalker. The attack roll is done with Dexterity. A Successful Counterattack negates the opponent's attack entirely.
Note: The Counterattack is a basic Kenjutsu Attack done at one damage rank lower than normal. This damage will not increase from other abilities or weaponry. As it is a basic attack, strength and any other stat-based bonus that applies to all hits will apply.

Mistlock
Jutsu Type: Genjutsu
Rank: Rankless
Cost: Varied
Description: The Mistwalker utilizes the brief period of time between the opponent's preparation and execution in their attacks in order to neutralize the opponent's chakra and overpower it with their own wave of chakra. This can often take the opponent by surprise and allows the Shinobi to turn the momentum of the fight around in their favor.
PvP: When attacked by a Genjutsu attack, the user may attempt a Genjutsu counter against the opponent without sacrificing their action.
Cost table:
Genin: 2 cp, up to D-rank may be used.
Chuunin: 4 cp, up to C-rank may be used
Jonin: 6 cp, up to B-rank may be used

Notes: This ability may only be attempted once per round.
The Mistwalker may choose any of the costs he qualifies for (A jonin may choose to pay 2 cp to counter with a D-rank genjutsu, but a Genin may not choose to pay 4 cp to counter with a C-rank.) provided he is capable of paying the cost.
This ability takes the place of the defensive action for the Mistwalker. The attack roll is done with Intelligence. A successful Counterattack negates the opponent's attack entirely.
If the Genjutsu chosen to counterattack is an AoE, it affects only the target opponent for the purpose of the Counterattack.
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_Renegade_



Posts : 10
Join date : 2012-10-17

PostSubject: Re: October Contest   Fri Oct 19, 2012 3:02 am

Ishiki no Sato
Ishiki Clan
Created by Renegade
50 Token Cost; Must be purchased on creation.


The Ishiki Clan can be described as those who come from the village of Ishiki no Sato, The Village of the Stone Tree. While very few members of the village become professional warriors everyone in the village, including women, has at some point in their early life gone through intense combat conditioning training. As such, all members of the village are capable of self-defense to a degree significantly higher than that of the ordinary commoner. This training is done less through tradition and more because of necessity. The village is located on an island in the gulf located between Wind, Fire, River, and Tea countries. Because of the village’s location, it is an ideal hiding place for shinobi who go missing from their villages. The villagers have had to defend themselves against marauders, pirates, and missing shinobi ever since the village was founded leading to their mandatory combat training programs. Given the variety of threats that the villages face children are sent to specialized training schools, the type of which is at the discretion of the parents. The villagers have had to deal with shinobi enemies time and time again and so they have learned and adapted to the use of ninjutsu and genjutsu over time. It is possible for outsiders to live in the village but only when they find themselves in the village as a child for one reason or another and only if the village elders decide to take them in.

Choose One of the following
Tougijou – School of the Gladiator
Tougijou, or “Arena”, is the school of the Gladiator. In this school the apprentices are taught to train their bodily strength and to fight primarily in official duals using either their fists or a weapon of choice. This method is most commonly used to deal with an enemy force too large to risk all out combat. A Gladiator is chosen to combat the leader or their champion and the winning party takes a pre-arranged bounty at which point the outsiders leave or are killed.
Academy Student: +0 Attack/Defense, -1 CP Costs[Min. 1]
Genin: +0 Attack/Defense, -2 CP Costs[Min. 1], Attacks Pierce 1 DR
Chunin: +1 Attack/Defense, -3 CP Costs[Min. 1], Attacks Pierce 2 DR
Jounin: +2 Attack/Defense, -4 CP Costs[Min. 1], Attacks Pierce 3 DR
____________________________________________________________________________________________________________________

Tenshu – School of the Tactician
Tensu, or “Tower”, is the school of the Tactician. In this school the apprentices are taught to utilize their minds and manipulate the minds of others to gain the upper hand. They are most often tasked to plan battles in advanced and see to it that the odds are in favor of allied forces.
Academy Student: +0 Attack/Defense, -1 CP Costs[Min. 1], and -5 to enemy skill rolls
Genin: +0 Attack/Defense, -2 CP Costs[Min. 1], and -10 to enemy skill rolls
Chunin: +1 Attack/Defense, -3 CP Costs[Min. 1], and -15 to enemy skill rolls
Jounin: +2 Attack/Defense, -4 CP Costs[Min. 1], and -20 to enemy skill rolls
_______________________________________________________________________________________________________

Sourin – School of the Wielder
Sourin, or “Monastery”, is the school of the Wielder. Those trained here have had their minds and bodies fine-tuned to utilize the jutsu they have ceased from defeated enemies in the form of scriptures and scrolls. The Wielder training process is perhaps the longest of all and they are used as elites who support or heal the lines of gladiators and destroy enemies with incredible displays of the ninjutsu arts.
Academy Student: +0 Attack/Defense, -1 CP Costs[Min. 1]
Genin: +0 Attack/Defense, -2 CP Costs[Min. 1]
Chunin: +1 Attack/Defense, -3 CP Costs[Min. 1]
Jounin: +2 Attack/Defense, -4 CP Costs[Min. 1], +1 Bonus Element
____________________________________________________________________________________________________________
Elite Training
50 Token cost; May be RP’d before purchasing but no abilities may be used until the tokens have been paid.
Each of the three academies finds, on occasion, a student who excels beyond all expectations. These students are those who go on to lead the village’s small but organized and trained forces or end up as village elders. These students are taken into the home of the academy masters for some months for personalized training.

Universal: +1 to Attack/Defense, +10 to All Learning Rolls, +10 to Skill Rolls
Note: The Skill Rolls affected are Spot/Listen for Gladiator, Hide/Move Silently for Tacticians and Heal/Lore for Wielders.
____________________________________________________________________________________________________________

Ishiki no Sato
[center]Sentou 先兵 [せんぺい] Vanguard Bloodline
Created by Renegade
200 Token Cost; May be purchased after character creation; Must have already purchased the Elite Training upgrade to the Ishiki Clan.[/i]



Vanguards
Vanguard is a title given to those few Ishiki that unlock the abilities of their bloodline. This special ability lies dormant in all native Ishiki but only reveals itself in one out of one hundred who are trained in the elite classes. It has never before been found that there were more than one Vanguard in a generation but is still a possibility. These Vanguards, once discovered, are sent away from the village to live their own lives after brief training by the master vanguard, a village elder that lives in the village solely to help pass decisions with the council and to introduce and train newly found Vanguards in their powers. These powers come from a special connection that the elite attains with equipment crafted especially for them when they graduate from the elite training. This equipment obeys their will, allowing them to do many things. One of the prime examples of their abilities is one that all are trained in, the ability to break down their equipment into dust for easy storage and the rapid reconstruction of it around their bodies when it is needed. Aside from a few common abilities that each Vanguard is taught, they are left on their own to discover, develop, and utilize their own abilities specific to each Vanguard.
Perfection Training
With the discovery of a Vanguard comes the beginning of perfection training. As perfection can never truly be achieved, their training never ends. Over their lives they become increasingly stronger.

Universal: + 10 Learning Rolls, +6 DR vs. CP/HP Damage
Academy Student: +0 Attack/Defense Rolls, +1d4 damage, +15 Skill Rolls
Genin: +1 Attack/Defense Rolls, +2d4 damage, +20 Skill Rolls
Chunin: +2 Attack/Defense Rolls, +3d4 damage, +25 Skill Rolls
Jounin: +3 Attack/Defense Rolls, +4d4 damage, +30 Skill Rolls

Note: The Skill Rolls affected are Spot/Listen for Gladiator, Hide/Move Silently for Tacticians, and Heal/Lore for Wielders.
______________________________________________________________________________________________________________

True Forged
Although all Elites are gifted a suit of personalized armor and weapons, only the Vanguard truly find a connection with their equipment. Their heavy armor and weapons are weightless for them whilst overburdening to anyone else. They can form them around their bodies instantly and effortlessly and they care for it as one would a child. In return their armor and weapons protect them from danger from within and without. How they use this ability is up to the individual but one certainty is that it makes them very dangerous foes.

Universal: Gains 'Gattai Yoroi' and ‘Gatai Buki’ ability.
Gattai

Gattai, or “Unite”, is the technique that Vanguards use to form their equipment. The transition between being unequipped and fully armed is instantaneous and makes the Vanguard a far more deadly foe than they were prior the use of this technique. The technique is considered of its own genre and cannot be sealed or stolen like most jutsu. The armor, once formed, offers a very powerful additional layer of protection against all kinds of attacks. It cannot be worn by anyone other than the Vanguard and it drains chakra out of the environment in order to replenish the Vanguard’s reserves whilst simultaneously offering rejuvenating properties.
CP Cost: 3 CP to activate and -1 to Maximum Chakra per round maintained (Reset after the fight has ended
Note: Maximum chakra reduction per round increases to -2 when pool reaches 75%. Once maximum pool hits 50%, the effect deactiveates and the reduction is removed, but the user is restored to 50% (once per battle). Once pool reaches 50% all CP gained gives no CP but raises the maximum back up. Once 100% is reached, CP gained increases CP again.

Armor
Academy Student: +35 HP/CP, +1 HP Regen per Round, +2 CP Regen per Round
Genin: +40 HP/CP, +2 HP/CP Regen per Round
Chunin: +45 HP/CP, +2 HP Regen per Round, +3 CP Regen per Round
Jounin: +50 HP/CP, +3 HP/CP Regen per Round

note: This is an activateable and does not count towards the passive cap unless otherwise stated.
___________________________________________________________________________________________________________________
True Vanguards
Enhanced Bloodline - 100 Tokens

True Vanguards are those who have truly tapped into their abilities. They command them with ease and to a higher degree than other Vanguards. They are the elite of the elite of the elite and only the strongest of foes can even hope to face them in single combat. They are powerful and dangerous and extremely difficult to kill. They strike faster than others and endure more than others. One cannot tell these Vanguards apart from the others aside from their extremely well honed prowess on the field of combat.

Academy Student: Nothing
Genin: Critical Range lowers to 19-20, +1 HP/CP Regen per Round
Chuunin: Critical Range lowers to 18-20, +2 HP/CP Regen per Round
Jounin: Critical Range lowers to 17-20, +3 HP/CP Regen per Round

Balancing Assisted by DM Haku
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ShadowOfDwelve



Posts : 18
Join date : 2012-09-09

PostSubject: Re: October Contest   Sat Oct 20, 2012 5:27 am



Bloodline: Shoten
Village: Sunagakure
Cost: 100 Tokens


A small family located from the quiet and docile regions of Sunagakure, though they are not really known anywhere else. They are only truly known for their intellect and the unusual ability to simply move things with a quick glance. They often find themselves at home in the villages library, and tend to be avoided for their odd quiet nature. Though when called upon, the Shoten can often solve almost any problem put forth to them, this makes them some of Sunagakures best problem solvers and strategists.
x~ One With The Mind ~x
The Shoten are truly in touch with their mind, often able to move objects a small distance by simply focusing on them for a small amount of time. This translates well to their ability with Genjutsu often increasing their effectiveness with nearly all forms of Genjutsu and helping to reduce some of the staggering chakra costs that can come with some high level techniques.
Universal: Telekinesis, May use Genjutsu without hand seals / or if physically stunned via eye contact.
Academy Student: +0 Int Rolls, -1 Cp cost to Genjutsu
Genin: +1 Int Rolls, -2 Cp cost to Genjutsu
Chunin: +2 Int Rolls, -3 Cp cost to Genjutsu
Jounin: +3 Int Rolls, -4 Cp cost to Genjutsu

x~ Focus Of The Mind ~x
Forgoing all forms of Ninjutsu the Shoten soon learn to pick up their desired art of Genjutsu very quickly often perfecting in days which may take others weeks at a time to understand. This severe dedication to the Genjutsu art form allows the Shoten to trap more than just a single target with a single Genjutsu technique, making them a very useful tool in any squad willing to have them.
Universal: May never use Ninjutsu, Ability to read minds such as thought bubbles etc.
Academy Student: +1 Genjutsu Learning rolls, Genjutsu may effect up to 0 extra targets.
Genin: +2 Genjutsu Learning rolls, Genjutsu may effect up to 1 extra target.
Chunin: +3 Genjutsu Learning rolls, Genjutsu may effect up to 1 extra target.
Jounin: +4 Genjutsu Learning rolls, Genjutsu may effect up to 2 extra targets.

x~ Jutsu ~x
Each Shoten is different, As such their families own stores of unique jutsu are constantly evolving and changing. Often sharing them among themselves
May create 1 E,D,C and B ranked jutsu on creation free of charge.
These jutsu will be added to the Shoten page until the Dm’s decided to stop adding them, and will be for other Shoten to learn from the creator and pass on etc.

x~ Frail Body, Strong Mind ~x
(100 Tokens, Enhanced Bloodline)
Through their pursuits of the mind the Shoten learns to increase their chakra through the brain increasing their chakra pool by a small but noticeable amount. This focus also seems to give a sort of regenerative like effect in which their chakra slowly seems to replenish itself quicker than it would with most other shinobi allowing them to use more techniques through a drawn out combat situation. This increased study and training of the mind seems to leave the Shoten’s body lacking in any form of defence allowing even a simple pin prick to draw more blood than it should.
Universal: Does not gain Con Based DR, Int Based increase to Gen DC is doubled.
Academy Student: +5 Total Cp, 2 Cp Regen per Round
Genin: +10 Total Cp, 3 Cp Regen per Round
Chunin: +15 Total Cp, 4 Cp Regen per Round
Jounin: +20 Total Cp, 5 Cp Regen per Round
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