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 [Medium] Kizumi

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PostSubject: [Medium] Kizumi   [Medium] Kizumi Icon_minitimeSun Sep 09, 2012 2:41 pm

Kizumi Clan
The Dancers of the Paths

100 Tokens

Creator: SoulSalute

History & Information
The dancers of the paths started as a clan of ancient nomads, who traveled the land in search of safety. The Kizumi were at a long time ago, a very powerful and feared clan.. For wrong reasons. Because of their odd ways, the Kizumi were presented as heretics and their tradition was considered evil. Because of this, the Kizumi learned to turn their traditional dances into a dance of survival. By the end of the old age, the Kizumi were scattered across the lands. Many had found new lands, and more had been killed. Now, there is only one or two families that still keep and hold the Kizumi name. The rest have been lost in time.

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Traditional Fighting
Ancient ways of fighting has been passed down through the generations. These old and long forgotten ways have only now been reborn.. And have proven deadly. Using their own ways of fighting, they excel above all others in their arts.

Universal: May only use Fire, Lighting, and Wind.
Academy Student: +0 to STR/DEX Rolls, -0 to CP Costs
Genin: +1 to STR/DEX Rolls, -1 CP costs
Chunin: +2 to STR/DEX Rolls, -2 CP costs
Jounin: +3 to STR/DEX Rolls, -3 CP costs

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Masters of the Dance
The Kizumi spend their entire lives dedicating their bodies to the hardwork and training of their clan, because of this they gain the incredible durability and power that is beyond any other. Able to have incredible stamina to outlast nearly any course of action against them.

Universal: +1 HP Regen
[Academy Student: +5 Total HP/CP, +1 DR vs HP Dmg
Genin: +10 Total HP/CP, +2 DR vs HP Dmg
Chunin: +15 Total HP/CP, +3 DR vs HP Dmg
Jounin: +20 Total HP/CP, +4 DR vs HP Dmg

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Jutsu/Dances
(Enhanced Clan - 100 RP Tokens)
All dances may be ended early, at the cost of the original start CP. All Kizumi start with one Dance. Dances are started as a free action on your turn. Through dedication and practice, the Kizumi may create Different Dances at any point in their life.
Universal: May now use the Three Base Kizumi Dances, may learn Elemental Jutsu up to B-Rank with Dex/Str. +6 to learning Taijutsu/Kenjusu/Elemental Jutsu. All Kizumi gain +2 Custom Dances That may be sent in and approved by the Team for Free. All Kizumi gain +1d8 to Kenjutsu/Taijutsu/Elemental Jutsu Damage Rolls.

Dance of Fire
CP: 4 At start, +2 per round.
RP: By dancing with the flames by their sides, and the scorches marking their fists, the Dance of Fire marks four base moves. First, is the ember step, where the user flips themselves on their feet, and strikes once in the air. Second is the Collum of Flame, and the user strikes low at one opponent as he lands. Third is the Sun Strike, where the dancer spins around behind the opponent, and strikes from a flank. Fourth is the Phoenix Blaze, when the user jumps high into the air, and destroys the opponent with an obliteration.
Passive: Attacks Cause 2 Damage a Round bypassing DR for 2 Rounds When they hit the Target. (Rounds Stack Damage Doesn't)
Round One: E-D rank Katon/Kenjutsu/Taijutsu attack, +1d4 damage.
Round Two: D-C Rank Katon/Kenjutsu/Taijutsu attack, +1d6 Damage, +1 attack.
Round Three: C-B Rank Katon/Kenjutsu/Taijutsu attack, +1d8 Damage, +2 attack.
Round Four: B-S+ Rank Katon/Kenjutsu/Taijutsu attack, +1d10 Damage, +3 attack.
Note: After Round Four This Stance Immediately Ends.

Dance of Wind
CP: 4, +2 per round.
RP: By dancing with the Winds by their hands, and the breeze marking their kicks, the Dance of Wind marks four base moves. First, is the Lifting Kick, where the user Strikes at the opponent, lifting them high into the air. Second is the Gust of Night, and the user unleashes a powerfull attack at the suspended opponent. Third is the Breeze Slam, where the dancer Strikes the opponent down into the ground. Fourth is the Air Annihilation, where the user obliterates the opponent by jumping into the air, and finishing them off.
Passive: Attacks Peirce 3 Points of DR
Round One: E-D rank Fuuton/Kenjutsu/Taijutsu attack, +1d4 damage.
Round Two
: D-C Rank Fuuton/Kenjutsu/Taijutsu attack, +1d6 Damage, +1 attack.
Round Three: C-B Rank Fuuton/Kenjutsu/Taijutsu attack, +1d8 Damage, +2 attack.
Round Four: B-S+ Rank Fuuton/Kenjutsu/Taijutsu attack, +1d10 Damage, +3 attack.
Note: After Round Four This Stance Immediately Ends.

Dance of Lighnting
CP: 4, +2 per round.
RP: By dancing with the energy of pure lightning by their hands, and the static energy marking their kicks, the Dance of Lightning marks four base moves. First, is the Edge of Light, where the user Strikes at the opponent, causing a stunning blow to their nerves with raiton. Second is the twin Lightning cutter, and the user unleashes a powerful attack at the stunned opponent dealing immense damage. Third is the Lighting Slam, where the dancer Strikes the opponent down into the ground. Fourth is the Storm of Blades, where the user obliterates the opponent by jumping into the air, and finishing them off with a series of rapid raiton empowered strikes.
Passive: Attacks have a Crit Range of 17-20.
Round One: E-D rank Raiton/Kenjutsu/Taijutsu attack, +1d4 damage.
Round Two: D-C Rank Raiton/Kenjutsu/Taijutsu attack, +1d6 Damage, +1 attack.
Round Three: C-B Rank Raiton/Kenjutsu/Taijutsu attack, +1d8 Damage, +2 attack.
Round Four: B-S+ Rank Raiton/Kenjutsu/Taijutsu attack, +1d10 Damage, +3 attack.
Note: After Round Four This Stance Immediately Ends.

Jutsu List
All Jutsu of E-C Rank are Automatically Known. All Jutsu of B-S Rank must be learned as per normal. All of the KIzumi gain 1 Custom E/D/C/B/A/S-Rank Jutsu. They automatically start with E-C, and the rest must be learned normally.

Katon

Flaming Fist
Type: Taijutsu
Rank: D
CP: 3
RP: By surrounding their own fist with a buring layer of fire, the Kizumi punches out a blazing strike.
PvP: Normal Taijusu Damage
Special Note: Deals 2 Damage a Round Bypassing DR for 2 Rounds (Rounds Stack, Damage Does Not)

Blaze Kick
Type: Taijutsu
Rank: C
CP: 5
RP: As the Kizumi coils to strike out their leg, he will focus a large burning fire onto their shin, then cleave their leg down, and burning the opponent badly.
PvP: Normal Taijusu Damage +2
Special Note: Deals 2 Damage a Round Bypassing DR for 1d4 Rounds (Rounds Stack, Damage Does Not)

Blaze Blade
Type: Kenjutsu
Rank: C
CP: 5
RP: By enchanting the blade of a weapon, a flame blazes to life around the blade, and all enemies it hits take fire damage.
PvP: Kenjutsu gets +2d4+2 Damage for 1d4+1 rounds

Ember Strikes
Type: Taijutsu
Rank: B
CP: 8
RP: After the Kizumi has battled for awhile with Kaiton, she is able to use the scattered embers on the battlefield as her weapons. The Kizumi summons the embers to her fist, and unleash a terrifying amount of strikes onto the enemy, all with burning damage.
PvP: Two Taijutsu Atacks, Dealing normal Taijutsu Damage +1 Each. (Other Jutsu may not be Used with This.)

Fuuton

Breeze Blows
Type: Taijutsu
Rank: D
CP: 3
RP: As the Kizumi punches, he unleashes a large gust from the punch, pushing the opponent back and onto his back.
PvP: No damage however, opponent is unable to attack for one round.

Wind Strikes
Type: Taijutsu
Rank: C
CP: 5
RP: The Kizumi uses the speed of air to launch many devastating attacks.
PvP: Makes Two Taijutsu atacks Dealing 1 Rank lower Damage then they normall would Do each. (So a Chunins Attacks Deal 1d6+1 not 1d8.)

Sweeping Winds
Type: Taijutu
Rank: B
The Kizumi makes many low kicks to the opponent, then sweeps through multiple enemies with a large, 360 round-house kick, that releases a large gust of wind in it's path.
PvP: Rank Taijutsu Damage +3d4. AoE up to 3 Mele Targets, On a 17-20 Roll targets are Unable to attack for 1 Round.

Kenjutsu

Launch Weapon
Type: Kenjutsu
Rank: D
CP: 3
RP: The Kizumi throws her blade at the opponent, an attack capable to do lots of damage, but a risky one.
PvP: Kenjutsu Damage +2d4+2 Damage
Special Note: Looses the Weapon Thrown until it is picked up. Picking up your weapon is a free action for 3 CP, or takes your turn for free.

Explosive Strike
Type: Kenjutsu
Rank: C
CP: 5
RP: The Kizumi attaches an Explosive Tag onto the blade of their weapon, and strikes at the opponent. The tag then explodes once the blade hits.
PvP: Deals Kenjutsu Damage +2d6.

Called Shot
Type: Kenjutsu
Rank: B
CP: 8
RP: The Kizumi takes a precise strike to a specific area, making that limb incapable of use for a while.
PvP: Weapon damage. The Kizumi may choose a target
Arms/Legs: Taijutusu/Kenjutsu attacks take -3 to attack.
Hands: Ninjutsu attacks take -3 to attack
Head: Genjutsu Attacks take -3 to attack.
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PostSubject: Re: [Medium] Kizumi   [Medium] Kizumi Icon_minitimeSun Sep 09, 2012 2:44 pm

Current Taken Player Slots:
- Slot One: Creator - SoulSalute - Sodania Kizumi
- Slot Two: None
- Slot Three: None

Current Taken Dungeon Master Slots:
- Slot One:
- Slot Two: None
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