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| | Ura Shukun - Kiri's Prince | |
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ALostCause
Posts : 8 Join date : 2012-10-26
| Subject: Ura Shukun - Kiri's Prince Wed Nov 07, 2012 4:03 am | |
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[You must be registered and logged in to see this link.] [You must be registered and logged in to see this link.]] .: Ura :.- Details:
200 TokensPaid for on 11/07/2012 to DM JiraiyaHistory and InformationThe Ura clan dates back to before the villages settled. They worked alongside the Kaguya to form the village now known as Kirigakure, much like the Uchiha did alongside the Senju. During the wars, they were feared as the clan whose control over the manipulation of ice meant the death of hundreds. The Kari Ura, founder of the clan and of Kirigakure, joined the shinobi war in an attempt to make a place in the conflict, trying to overcome the opposition. Eventually, the clan founded Kirigakure, alongside the Kaguya, after the conflict settled. The Ura are known for quickly mastering their elements of water, wind, and ice and darkness. By the age of four, they usually learn how to create simple ice forms with their chakra. By the age of thirteen, they join the shinobi army, and by eighteen, they are expected to be hunter ninja, or full-fledged assassins. They manipulate the water out of the air, allowing them to use their techniques from any location, including the desert, making them extremely lethal in any mission. In terms of family and appearances, the clan is Matriarchal, one of the very few clans in Kirigakure that work this way. This means that the women lead the families, and are expected to become great. However, this may be untrue if the wife of the family is not a shinobi. Members of the clan usually have pale white, or icy blue skin, and have black or silver-white hair. Their eyes, however, can vary greatly, ranging from red, gray, black, violet, gold, or aquamarine. ______________________________________________________________ Cold-BloodedThe Ura have a naturally lower body temperature, at around 18.5 degrees Celsius. This is due to the naturally cold blood that runs through their veins, and helps them control their element easier, as well as using the best of their chakra. Universal: Begin with Water/Wind/Darkness/Ice Age Elements, They Gain no Further Elements.Academy Student: +0 to Wisdom Rolls, Whenever the Target is Hit by a Ninjutsu They Suffer a -1 to Attack/Defense for 1d4 Rounds. (Rounds Stack, -1 Doesnt) Genin: +1 to Wisdom Rolls, Whenever the Target is Hit by a Ninjutsu They Suffer a -1 to Attack/Defense for 1d4 Rounds. (Rounds Stack, -1 Doesnt)Chunin: +2 to Wisdom Rolls, Whenever the Target is Hit by a Ninjutsu They Suffer a -1 to Attack/Defense for 1d4 Rounds. (Rounds Stack, -1 Doesnt) Jounin: +3 to Wisdom Rolls, Whenever the Target is Hit by a Ninjutsu They Suffer a -2 to Attack/Defense for 1d4 Rounds. (Rounds Stack, -2 Doesnt) Affinity for NinjutsuThe Ura are ninjutsu prodigies, however this means that their focus usually falls to ninjutsu alone. They can master ninjutsu quicker, and as a result, usually become master ninjutsuists. Universal: +6 to Learning Ninjutsu RollsAcademy Student: +1 to Ninjutsu Damage, -1 to CP Costs (Min 1) Genin: +1d4 to Ninjutsu Damage, -2 to CP Costs (Min 1)Chunin: +1d6 to Ninjutsu Damage, -3 to CP Costs (Min 1) Jounin: +1d8 to Ninjutsu Damage, -4 to CP Costs (Min 1) JutsuDue to being trained at an early age, it is encouraged for many of the Ura to create their own techniques for their style of assassination. They may submit 2 jutsu of each rank to the DM team, free of charge. These become clan jutsu, teachable to any Ura, with creators permission. (These jutsu must still be learned, after C rank) Koriton : Frozen Atmosphere Jutsu Type : Supplementary Rank : E Chakra Cost : 0 Description : The most basic of the Ura's techniques, they are taught from early childhood to create and manipulate ice out of thin air. They also create a natural field of cold air wherever they walk. This is the basis of most techniques the Ura know. PVP : Roleplay only. Teaching/Learning : Gained on Creation
Koriton : Substitution Jutsu Type : Ninjutsu Rank : E Chakra Cost : 3 Description : The Ura replaces themselves with a small ice figure, that shatters into ice needles upon impact. PVP : Substitution. Upon evading a Tai/Ken, reflects 1d4 damage. Teaching/Learning : Gained on Creation ______________________________________________________________
Direct Descendant (100 Tokens, Legendary Bloodline) Paid for on 11/07/2012 to DM Jiraiya Some of the Ura are of direct blood descent of Aquarius, and gain the full benefits of the bloodline. This usually entails enhanced chakra, and natural reflexes. Shinobi like this are usually easy to spot, as they tend to speed ahead of the other generations... Members of direct relation to Aquarius are usually MUCH colder in their body temperatures, making it hard to even touch them. They also seem to age at a slower rate.
Universal: May use Ninjtusu While Physically Stunned at a -2 to Rolls, Ninjutsu Peirce's 3 DR Academy Student: +0 to Attack/Defense Rolls, +5 Total CP Genin: +1 to Attack/Defense Rolls, +10 Total CP Chunin: +2 to Attack/Defense Rolls, +15 Total CP Jounin: +3 to Attack/Defense Rolls, +20 Total CP
.: Shukun :.- Details:
Height Roughly Six foot even or 1.8 meters
Weight 113 LB or 51.3 KG
Body Build Thin and clean cut, though partially Athletic.
Hair Color Black with a slight tent of Blue. (Can Appear a Dark Green/Blue in the right Light)
Skin Color Pale, and in some degree of light, His skin has the faint tent of blue, almost Cyan.
Eye Color A Dark Aquamarine.
Assumed Age 15 or 16 (very healthy looking)
Actual Age 19
.: Jutsu Known :.- Academy:
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
- Darkness:
Inton: Dark Marble Jutsu Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: Creates a small black marble that flies at the target PVP Effect: 1d4+1 Damage Special Note: Hijutsu available to all Dark element academy students of every village
Inton: Shadow Substitution Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user substitutes themselves with an object, appearing as though they explode into shadows. PVP Effect: Standard Substitution Special Note: On Fail Gain +1d4 DR Teaching/Learning: Gate System - D Rank
Inton: Dark Blast Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user summons chakra to their palms and fires a ball of shadows at the foe. PVP Effect: 1d10+1 Damage Special Note: On-Hit causes -1 to Attack/Defense for 1 Round. Teaching/Learning: Gate System - D Rank
Inton: Whirlwind of Shadows Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: A spinning cone of shadows engulfs the user's hand and the user then attempts to slam it into the opponent. PVP Effect: 2d4+2 damage Teaching/Learning: Gate System - D Rank
- Ice Age:
Koriton : Frozen Atmosphere Jutsu Type : Supplementary Rank : E Chakra Cost : 0 Description : The most basic of the Ura's techniques, they are taught from early childhood to create and manipulate ice out of thin air. They also create a natural field of cold air wherever they walk. This is the basis of most techniques the Ura know. PVP : Roleplay only. Teaching/Learning : Gained on Creation
Koriton : Substitution Jutsu Type : Ninjutsu Rank : E Chakra Cost : 3 Description : The Ura replaces themselves with a small ice figure, that shatters into ice needles upon impact. PVP : Substitution. Upon evading a Tai/Ken, reflects 1d4 damage. Teaching/Learning : Gained on Creation
A Call for Mercy Jutsu Type: Ninjutsu Element: n/a Rank: E Chakra Cost: 0 RP Description: There is a small chakra etching of a snow flake upon his hand. With the slightest bit of chakra, and very little effort, he calls to his aid, his mighty blade of Ice. The blade quickly shimmers forth, hilt in hand, ready to be used at its Masters whim. PVP Effect: Used to Summon "Mercy's Edge" Special Note: Free Action
The Blade is mine Alone Jutsu Type: Ninjutsu Element: n/a Rank: E Chakra Cost: 0 RP Description: Created from his own Chakra, his own Ice, and a little of his own Blood, Shukun has a very strong tye and bond with his unique weapon. Using almost no chakra and almost no effort at all, he can sense where his Sword is, at all times. PVP Effect: Know the Location of "Mercy's Edge" at all times. Special Note: No Action
Koriton: Glacial Wall Jutsu Type: Ninjutsu Element: Ice Age Rank: D Chakra Cost: 3 RP Description: With a simple gesture the user brings the moisture in the air around them, togeather, swiftly, causing a soft crack in the air, sounding just like the sound a Glacer makes when it brakes apart in nature. From the moisture they form a small though thick sheet of Ice in front of them. With it, they can either fling it at their target for a beating, or defend against an incoming attack. PVP Effect: Deals 2d4 Damage Special Note: Can be used as a Wisdom Based Block
Koriton: Harsh Chill Jutsu Type: Ninjutsu Element: Ice Age Rank: D Chakra Cost: 4 RP Description: The user holds their hand out, palm flat, and a heavy wind pulses from them twards their target. The poor soul struck by the wind begins to suffer a rappid cooling as their body heat is forced from their body, being replaced by the Extreem cold the Ura live with daily. As the wind calms down, it leaves behind thin sheets of Ice on the persons body. PVP Effect: Deals 1d4 damage over 1d4 rounds. Whilte taking this damage they suffer a -1 to Att and Deffense rolls. Special Note: The -1 stacks with Ura Cold-Blooded, but the Rounds do not.
Koriton: Freezing Rain Jutsu Type: Ninjutsu Element: Ice Age Rank: C Chakra Cost: 5 RP Description: High above the target, the user forms a thousand shards of Ice. Letting them drop like rain, guided with the Ura's help, to impale the target below. PVP Effect: Deals 1d8 + 1d4 Damage Special Note: If blocked, does 1d4 bleed damage over 1d4 rounds. (Ura Cold-Blooded negatives are not applied if Blocked)
Koriton: Tundra Dragon Jutsu Type: Ninjutsu Element: Ice Age Rank: B Chakra Cost: 8 RP Description: After several hand seals, the Ura brings their hands up and around themself, drawing in a vast amount of moisture, rappidly, letting it crystalize as the mass rises into the air, and forms into a Massive, rigid dragon, that rushes forward to devour its target. PVP Effect: Deals 3d8 Damage Special Note: Unblockable
Koriton: Iceberg Jutsu Type: Ninjutsu Element: Ice Age Rank: B Chakra Cost: 8 RP Description: After several hand seals the user forms a massive lump of Black Ice, and Snow, up in the clouds, bringing it down upon the battlfield. As the Iceberg plumets to the ground, the mass spreads out to flatten those beneith it. Those coverd in snow, get away unharmed, and can move easily. Those smashed by Ice are burried in pain. PVP Effect: 1d8 + 1d4 Damage, Stun for 1d3 rounds Special Note: Targets up to 3 people, Unblockable.
Koriton: Hypothermia Jutsu Type: Ninjutsu Element: Ice Age Rank: A Chakra Cost: 13 RP Description: Holding their hand out twards the person they wish to punish, the user creates a zone of rappidly cooling air around them. The effect, litterally sucks the body heat from the target, causing extreem cold to sink into their very bone. PVP Effect: -1d4 to attack/defense rolls for 1d4+2 rounds Special Note: Deals 2 damage to HP and CP per round.
Koriton: Ice Storm Jutsu Type: Ninjutsu Element: Ice Age Rank: A Chakra Cost: 13 RP Description: An Advanced Freezing Rain. High above the battle field, the user forms several thousand shards of Ice. Letting them drop like rain, guided with the Ura's help, to impale the targets below. PVP Effect: Deals 2d8 + 2d6 + 2 Special Note2: If blocked, does 2d4 bleed damage over 1d4+1 rounds. (If a jutsu allows a target to block unblockable jutsu, it removes this effect.) (Ura Cold-Blooded negatives are not applied if Blocked)
Koriton: Ice Age Jutsu Type: Ninjutsu Element: Ice Age Rank: S Chakra Cost: 25 RP Description: After forming several hand seals, the user floods the battlefield with Ice, burrying everyone but themself in massive chunks of black Ice. The jagged sharp, and freezing cold Ice, crushes all who are trapped beneith it. PVP Effect: 11d4 + 2d8, Target up to 3 targets
- Water:
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
Suiton: Water Missile Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user drinks the equivalent of a cup of water, forms the projectiles in their mouth and fires a burst of water at the target PvP Effect: 1d10 Damage Special Note: Doesn't need water around Teaching/Learning: Gate System - D Rank by Souren Soukaitsui - as DM Zabuza - as an NPC "Barmaid" - 11/14/2012
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
Suiton: Whip of Water Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 to create + 1 per round maintained RP Description: Uses water to create a whip which is used in the standard fashion PvP Effect: Makes a Water Whip you can use that deals 1d6+1 Damage, Gaining Ninjutsu Bonus Damage Normally to each Attack. Special Note: No Weapon Penalties Teaching/Learning: Gate System - D 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
Suiton: Water Prison Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 + 3 per round maintained RP Description: Utilizes water to imprison an opponent. The ninja forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The user must keep one hand touching to the prison to keep the target trapped PvP Effect: Holds a target for 1d6 rounds Special Note: Unblockable, Target can escape if they beat a WIS roll against the user’s original WIS roll. Teaching/Learning: Gate System - C Rank
- Wind:
Fuuton: Minor Gust Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: With a few basic hand signs the user blows a short gust of wind at an opponent PvP Effect: 1d4 damage Special Note: Hijutsu offered to all wind element academy students of every village
Fuuton: Gentle Breeze Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: The user performs a ram hand seal and blows a soft burst of wind PvP Effect: 2 Damage to 1d4 Targets Special Note: Hijutsu offered to all wind element academy students of every village
Fuuton: Sudden Gust of Wind Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Sends a gust of wind blasting the target backwards PvP Effect: 1d4 Damage. Special Note: On-Hit Target is Unable to Attack on their next Turn. Teaching/Learning: Gate System - D Rank
Fuuton: Wind Bullet no Jutsu Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Fires a small burst of wind at the target in a condensed ball form PvP Effect: 1d10 Damage Teaching/Learning: Gate System - D Rank
Fuuton: Wind Scythe Technique Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: This basic Fuuton technique sends Chakra through the air in a straight line. It reaches out to Close range (up to a maximum of 30 feet) PvP Effect: 1d8+1 Damage. Teaching/Learning: Gate System - D Rank
- Kenjutsu:
Chakra 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
Double Strike Jutsu Type: Kenjutsu RP Description: The user strikes their opponent diagonally from left to right, then again from right to left, creating an X across the opponents chest. CP Cost: 3 PVP: Rank Damage + 1d4 Teaching/Learning: Gate System – D Rank learned by Shadow of Dwelve, playing as Shi'gawa Kaira Rose - 11/11/12
Shadowing Block Jutsu Type: Kenjutsu Rank: C Chakra Cost: 4 RP Description: Focusing a small amount of chakra the user draws their blade quickly too an oncoming close-quarters attack, with a shadowy effect to it to draw the attention of the opponent and to give one enough time to block or parry in time PvP Effect: +2 to block/parry Special Note: Cannot be used against Ninjutsu or Genjutsu Teaching/Learning: Gate System – C Rank learned by Shadow of Dwelve, playing as Shi'gawa Kaira Rose - 11/12/12
Cross Slash Jutsu Type: Kenjutsu Rank: C Chakra Cost: 4 RP Description: Focusing a small amount of chakra the user rushes towards the opponent and sends an ‘X’ like slash at the opponent. PvP Effect: Weapon Damage + 1d6 Damage Teaching/Learning: Gate System – C Rank learned by DM Zabuza, playing as NPC Kaguya, Katsuki - 11/22/2012
.: Token Usage :.- Power 300/700:
Ura Clan - 200 Direct Descendant - Ura Clan Upgrade - 100
- Items 200/500:
Mercies Edge - Sword - 200
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Last edited by ALostCause on Thu Nov 22, 2012 2:04 am; edited 6 times in total |
| | | ALostCause
Posts : 8 Join date : 2012-10-26
| Subject: Re: Ura Shukun - Kiri's Prince Sun Nov 11, 2012 11:57 pm | |
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.: Mercys Edge :.[You must be registered and logged in to see this link.]-- Long Sword ---- Owner and Creator --Ura Shukun -- Nindo --"The Weak should live to grow stronger, to build a better world. The Strong should weed out the weak, by showing them just how weak they are, through any means Necisary." - The Story:
At a young age, the young Ura was crafting Ice from his chakra, into small tools. He was in the last few months of age three, when he crafted a snow white, Ice Kunai. It quickly became his pride and joy, being the exact same size, and shape of a normal kunai, though even sharper than the typical Iron or Steel. The Ice Kunai's weight was incredibly light, and its balance was dead center. The young Ura continued each day to add a bit more Ice upon its body to make the Kunai grow in size as he did, adding a tad bit of chakra into his small blade to keep its shape, and strength.
At eight years old, the little Ura was taken with a few teen Kaguya on a hunting trip. The trip was to gather trophies, and meat, but more so to teach the young kids about tracking and killing. It was rather quick and easy for the boys to learn about tracks and the best ways to pick off their targets, but the most important lesson was a private one. The young Ura had slipped his home made Ice knife, that was, by this time, the size of a long hunting knife, into the body of a maimed deer, putting it out of its missery. As he drew the blade from the corps, the blood along the edges was no longer dripping off his blade. He began to work with it and fine tune it with a bit of chakra, using the animals blood to add a layer upon his weapon.
Curious, he began to play with his new gift. Working his blade into already slain animals, volunteering to skin what they had caught, in order to be with the blood. Letting it freeze to ice before using his chakra to compress it and mold it around his blade, the once white blade began to take on a deep dark, black and red hue. With a slight detest to the new color he started to ask the others to let him take the first hit. They where by no means against this, as every boy or man alike needs to learn the proper take down. As he swung his blade and dug it into fresh meat, the cold of his blade froze and kept alive the blood cells of the animals they took out. The compacting blood, not only caused his blade to gain in size, but also began to cause the hue of the blade to turn a dark blue.
Over the years, he worked his chakra thourgh his might blade. The once kunai sized Ice sculpture had become a rather nice short sword by the time he was ten. With plenty of experiance under his belt, the Young Ura had learned key ways of strking his targets so his blade would retain fresh blood, keeping the blue, though this was not enough. The people he grew up with where blood thirsty, a thing he shared, but they all began to kill anything that got in their path. The "Bloody Mist" was growing strong as a name, yet killing men was not in his blood just yet. Taking classes from the medical corp, he began to studdy the body of men, and women alike, learning where the most critical areas to avoid are, if one wished to leave them alive. He even began work with a new skill upon his blade, one he kept secret for a few years. That is to say, untill his graduation.
The young Ura was pitted as an Accademy student, against another, for graduation rights. Both students where quite skilled in Ninjutsu, so to test them, and to see how much they had grown, if any, they where made to fight with weapons. His oponent had chosen a short sword, and he, his trusty long sword. The tool he had been crafting for his entire life, had finnaly grown into what he desired most. A weapon crafted with his own chakra, out of envy for his Mothers blade. The two stood off in the middle of the wring, trading a few missed swings before the young Ura began to catch his target with solid blows. It was clear the Ura was going to kill his fellow studnet, though the killing blow never came.
Just as the other boy was winding down and about to fall, the Ura's blade began to hit the kid like water. Vissually it smashed into him and broke into water, only to reform on the other side. Acctually, the blade was cutting much deeper than flesh. As the Ura's blade was one with its maker, it acted as if it knew the boys desires. With heavy swings the young Ura brought the blade around and cut strait into his oponents chakra network, decimating him from the incide, now that his body was all but finished. It didn't take long, but the studnt soon crumpled without an ounce of energy left in him. To the instructors dismay, the Ura didn't use the blade to end the student, insted, he used a custom jutsu, that seemed to cause ruptures of ice from the boys body, inside out. An act so blood thirsty, the Ura was forgiven for not using his blade.
The Blade and its Maker, work togeather, now and till the end of time. The Blade created by an Ura, worked on every day of his life for Fifteen years. The Blade that was made to cause submission. The Blade that seamed to show Mercy. A fitting name... and So it was... He called it, Mercys Edge.
- Simple PvP:
This Long Sword deals a Static 2d8 Damage, No passive bonus damage of any kind*, No weapon penalties, and Attacks may be rolled with Dex or Wisdom.
If Mercys Edge would reduce an Opponent below 1hp, the excess damage is halved and becomes CP damage. Damage to an opponent at 1hp becomes 1d4 to CP instead of HP.
*The exception to this rule is in the case of a kenjutsu stances that adds to damage. Such adds normally.
- Special:
Unique Special Passive: Mercys Edge has a Chakra Pool that Caps at 15. Whenever Mercies Edge does pure, direct Chakra Damage, that damage restores its CP.
Unique Special Activate: 5 CP from Mercys Edge's CP + Ninjutsu CP Cost from Users CP. - Infusion: Takes the users turn, but they may infuse a Single Target Ninjutsu into Mercys Edge. Only one Ninjutsu may be infused in Mercies Edge at any given time. Any Ninjutsu stored in Mercys Edge that is not used by the end of battle is expended, not saved for later. Special: On the users following turn, after Infusing Mercies Edge with a Ninjutsu, they may make a Basic Kenjutsu Strike to deliver the Ninjutsu, dealing the Normal Ninjutsu Damage plus Mercies Edge's normal Damge. (IE: Ninjutsu's Damage + 2d8)
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