Name: Tsuyoshi Kishida Age: 18 Height: 6'1'' Weight: 147 lb's Hair: Crimson Red Skin: Light Tan Build: Lean, Defined, Somewhat muscular Eyes: Deep Red, (Nenshou Kamaitchi - Stage 3) Notable Traits: On his back he wears the symbol of the Phoenix, the trademark of the Kishida Clan. He's almost always wearing the black coat of the Intel Division.
Detailed appearance: Tsuyoshi is possibly one of the least official looking Shinobi in Konoha, he doesn't wear a Vest like the majoriy of his Higher Ranked comrades, he wears a long jacket (Goes down just past his waist) made to mirror the appearance of the Jounin's Flak Jacket but with sleeves and a lightly higher collar, on the back of this jacket instead of the traditional 'swirl' symbol, there is a picture of a phoenix. Tsuyoshi also wears very baggy shorts, which he rarely removes his hands from the pockets of unless it's to smoke a cigarette, which there is almost always one in his mouth. His right shin is left bare, but his left is wrapped in what seem to be bandages, though no wound is evident. On his feet are some average looking sandals. Under his jacket (Which is always open on the front) He wears nothing but a fishnet shirt and a necklace with what appear to be wolf fangs on the string. His red hair is unkempt and wild which slightly covers his Konoha headbandand, which is not like the traditional headbands, there is no metal, just a cloth with the Konoha leaf etched onto it. He always seems to have dark shadows under his eyes as though he never sleeps and his eyes always have a very neutral and expressionless look.
Shinobi Information:
Rank: Jounin Bingo Book Rank: S-Rank Threat Level: 9/10 Specialty: Ninjutsu, Taijutsu Elements: Katon (Fire), Raiton (Lightning), Inton (Shadow) Clan: Kishida Bloodline: Nenshou Kamaitchi Unique Abilities: Complete control over Flames. Occupation: Jounin Council Member, Head of the Intel Division Known Items/Weapons: Heart of Flames
Name: Heart of Flames Cost: 100 RP Tokens Description: The Heart of Flames is a ring handed down amongst the Kishida Clan for generations, the one who wears the ring is said to be destined for greatness and carries the hopes of the entire clan. The ruby set in the ring is a condensed chakra enriched stone that emenates a focused amount of extra power into the wearers body, increasing their own power 10 fold. What is special about the ruby is, in the center a flame will burn as the ring reacts to the fire blood of the Kishida wearing it, which is why the stone itelf has been given the name "Fire Ruby". PvP Effect: +10 Total CP +1d8 Fire Jutsu Damage +1 HP Regen
Last edited by rawrface on Mon Oct 22, 2012 9:58 am; edited 6 times in total
rawrface
Posts : 11 Join date : 2012-09-07
Subject: Re: Tsuyoshi Kishida - Blazing Madness Sat Oct 06, 2012 3:47 pm
KNOWN JUTSU
(Clan Jutsu):
Atsusa Joukei - Heat Seeking Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: User's eyes would alter into a prismatic color temporarily as they draw in UV-rays exuded from the human body, and read heat signatures around the vacinity. PvP: Grants a +2 to Attack Rolls for 1d4+1 Rounds.
Enkounebai no Jutsu - Sticky Fire Technique Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: The user sends a wave of clinging burning liquid to snare a target. PvP: Deals 3 fire damage for 3 rounds, the user can spend a round to remove the liquid.
Joushou Ootori no Jutsu - Rising Phoenix Blast Technique Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: A standard fire technique Kishida implement for mutli enemy combat, it crafts a large bird of fire that rises from beneath its opponents to set afire. PvP: Undodgable, AoE explosive tag radius (Except User + Allies) 2d8 Fire DMG.
Ryuuka no Jutsu - Dragon Fire Technique Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: A jutsu that shines when used with ninja wire Ryuuka utilizes a stream of highly flammable low level fire to deal moderate damage to a target. PvP: 2d10 Fire DMG, If used Vs Stunned targets via Ninja Wire + 1d4+2 Fire DMG.
Kasumi Enbu no Jutsu - Mist Waltz Technique Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user expels a powerful gust of heat at his opponent, the air is so potent it causes aggravated damage at the merest passing. And causes minor explosions if contact Is made PvP: Undodgable, 4d6 + 2 Fire DMG.
Hibashiri - Running Fire Jutsu Type: Ninjutsu Rank: B Cp: 8+1 CP maintenance Description: An advanced technique that creates two waves of chakra flames that bend and coil at the users will. PvP: Duration 1d4+1 Rounds or until User is hit. Summon 2 " Running Flames " that ATK / DEF via User's WIS (Fire Bonus applied) and deals 2d4+2 Fire DMG per hit. (Max of 3 Flames out)
Seitan kara Haigara - Birth from Ashes Jutsu Type: Ninjutsu Rank: A Cp: 15 x 1 per Battle Description: By this time, the Kishida member has become very adept in their Fire nature and have become nearing a master-like control over it. Utilizing this, when a Kishida feels they are about to undergo defeat, they may activate this Ninjutsu. Should the Kishida truly fall while this Jutsu is in effect, the next round it gets to them, fire bursts forth from around their body and the fallen Kishida rises forth from their ashes to fight in battle once more. PvP: Duration 1d6 Rounds. While active if User's HP ever reaches 0 or below they are revived once at 25 HP. Duration ends immediately after User is revived.
Ryuujin Bakuha - Dragon King Blast Jutsu Type: Ninjutsu Rank: S Cp: 25 Description: The pinacle of Kishidas single target fire techniques raises a burning mass of fire in the shape of a Grand Dragon. The Creatures sheer materialization singes the area and its breath leaves little but ash in its wake. PvP: Deal 2d10+5d8 Fire DMG to 1 target and 2d10+5d4 Fire DMG to those around User.
Hells Interrogation Chamber 20 CP Doujutsu Hijutsu Tsuyoshi developed this technique to be used with his Nenshou Kamaitchi, as a second variation of the Inferno Gaze. Once used, a massive gateway of flames appears to rise up between Tsuyoshi and his target, then thousands of shadowy arms, meant to be the souls of the dead, reach out and grab the target, ripping them into hell, however unlike the Inferno Gaze, they don't simply wind up in a hellish nightmare world, they find themselves in hell (as described by the user) locked in a barbed cage, blood dripping from the various spikes along the steel bars. A chair made entirely of the bones and skulls of the dead rises up behind them and they're immediately dragged into it and strapped down, a table of the most insidious looking tools rises in front of them, after which Tsuyoshi enters the room and begins the most horrifying and painful ritual of torture and interrogation imaginable.
PVP: Wis/Int Vs. Wis/Int. Last's for 1d4+1 rounds. Target takes an initial 2d8 CP Damage on stun and must roll WIS/INT vs WIS/INT each round or answer whatever question Tsuyoshi is attempting to rip out of them. One question per round. Once released, suffers -2 Att/Def for 1 round as they adjust after such a horrible experience, however fake it may have been.
(Lightning):
Raiton: Lightning Senbon Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user focuses their chakra into a single finger after making a few hand signs and then shoots the lightning chakra from their finger. The projectile looks like a Senbon PVP Effect: 1d10 Damage Special Note: Teaching/Learning: Gate System - D Rank
Raiton: Static Wall Jutsu Type: Ninjutsu Rank: D Chakra Cost: 2 RP Description: Emitting chakra from their palms the user strikes out to block the opponent, the blocks are placed in a manner that the chakra from the palms fall into a barrier like wall PvP Effect: Rank damage + 1d4 Damage Special Note: Can be used to block, when used to block the technique does 1 Dmg Teaching/Learning: Gate System - D Rank
Raiton: Electric Jolt Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: One of the most basic RaitonJjutsu that most Genin learn after discovering their element Deals a minor electric shock to their opponent, as they touch them PVP Effect: 1d10 Damage Special Note: Teaching/Learning: Gate System - D Rank
Raiton: Stun gun Technique Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user fires a ray of shocking currents and must make a ranged attack against any living creature within 10 feet. The effect much like that of a taser. PVP Effect: The target is stunned for 1d4-1 (Min 1) rounds by the electric volt. If hit, the stun ends Special Note: Teaching/Learning: Gate System - D Rank
Raiton: Cramp Technique Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user sends the charge into one of the targets limbs, cramping it up and making it stiff as the electrical current messes with nerve signals PVP Effect: The target takes -1 to STR rolls if hit in the arms, or -1 to DEX rolls if hit in the legs. Lasts 1d6 rounds Special Note: Can pay 6 Chakra to effect both limb types Teaching/Learning: Gate System - D Rank
Raiton: Thunder Crash Jutsu Type: Ninjutsu Rank: c Chakra Cost: 5 RP Description: The user would send a ball of deafening thunder, and electricity at the opponent. Possibly stunning and shocking them PVP Effect: 2d8 Damage Special Note: Con check DC 10 to avoid being stunned for 1 round Teaching/Learning: Gate System - C Rank
Raiton: Electrical Discharge Technique Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user releases a large blast of electrical energy after forming a list of five hand seals, monkey and rat being a few in the seal list, that attacks all nearby targets PVP Effect: Deals 1d10 to 1d4+1 targets that are close range. Special Note: Teaching/Learning: Gate System - C Rank
Raiton: Minor Electric Current Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Through usage of this technique, the user is able to accelerate the flow of Chakra in their body, thus creating a small electric current that can be passed onto a hand-held weapon, or concentrated on a small part of the user's body to attack with PVP Effect: Adds 1d6 electrical damage to a weapon or fist for 1d4 rounds Special Note: The jutsu deals 1 pt of damage per round to the user as the charge leeches into them on occasion. Their technique cannot be ended early Teaching/Learning: Gate System - C Rank
Raiton: Heavenly Lightning Cutter Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Upon completion of this technique, the user condenses their chakra into their hand and turns it into a long blade of lightning. Thus formed, the Kyuuten no Raikiri has the same characteristics as a katana, in which the user is automatically proficient. PVP Effect: The blade deals 2d8+4 per hit in lightning damage (Str Damage does not apply) The jutsu lasts for 2d4+2 rounds and cannot be ended early Special Note: The user takes 1d4 damage each round. (Doesn't bypass DR) Special Note 2: Weapon is used with Dex/Str rolls. Teaching/Learning: Gate System - B Rank
Raiton: Violent Lightning Dragon Technique Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: Violent Lightning Dragon is a much more advance technique. The user performs some hand signs, before they finally create three lightning dragons smaller than just the one. Each of these dragons shoots out towards a single target and hits them violently PVP Effect: Three Attack Rolls, Each deals 1d10+2d4+2 Damage. Special Note: Only one attack may be used per a single target. 2 or 3 of the attacks can not all target on opponent. Teaching/Learning: Gate System - A Rank
(Inton Jutsu):
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: 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 damage Special Note: 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: 1d10 damage Special Note: Teaching/Learning: Gate System - D Rank
Inton: Ghost Step Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: Emitting a burst of dark chakra the user swiftly moves between the enemies blind spot and strikes, when used to block the user can strike a soft blow to the enemy 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
Art of the Black Hand: Dark Strike Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user encases their hands in dark chakra, enhancing their power. PVP Effect: Rank damage +1d4 Special Note: Teaching/Learning: Gate System - D Rank
Inton: Obsidian Whip Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user dips their arm into a nearby source of shadow, wrapping their arm in darkness, they then snap their arm, sending the darkness off of them and flying at the target like a whip. PVP Effect: 2d8 damage Special Note: Teaching/Learning: Gate System - C Rank
Inton: Shadow Talon Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user concentrates chakra to their finger tips, they then fire a blast of chakra from both hands at the target, each take the form of a talon. PVP Effect: 2d8 damage Special Note: Teaching/Learning: Gate System - C Rank
Inton: Orb Of Darkness Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Forming some hand signs, the user engulfs the entire area in darkness making it difficult to see, and react. PVP Effect: -2 to rolls for 1d4 rounds. Special Note: Unblockable, effects allies as well Teaching/Learning: Gate System - C Rank
Inton: Dark Dragon Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user molds the dark element to form a large gaping mouthed dragon. It is known as one of the larger dragons of all of the dragon jutsus, with very frightening features. PVP Effect: Deals 3d8 damage to an opponent. Special Note: Unblockable Teaching/Learning: Gate System - B Rank
rawrface
Posts : 11 Join date : 2012-09-07
Subject: Re: Tsuyoshi Kishida - Blazing Madness Sat Oct 06, 2012 3:48 pm
History and Information Long ago, before the founding of the Five Great Shinobi Nations, a tribe of wandering Nomad people, who were known for their beautiful silver hair and eyes as blue as the very oceans. These nomadic people were known as the Kishida. This tribe dealt as traders, wandering the lands, offering their services to all, until one fateful day. They had made camp far out in the desert, when a group of Rogue Shinobi ambushed them, many of the tribe had been slaughtered. The leader of these Shinobi stepped forth and demanded to speak with the tribe's leader, Hogetsu Kishida stepped forward, intent on parlaying with this man, for the sake of his tribe. However, the Shinobi had other plans, it seemed. For he lashed out at Hogetsu, his hands ablaze with flaming chakra. Hogetsu screamed out in agony as the chakra began to burn into his skin, the cells in his body were changed to that of pure flame, rushing through his body sending waves of heated pain throughout his nervous system.
When he was finished, this Shinobi went to each of the captive Kishida doing the same method. Several of them had dropped dead immediately, their bodies incinerating where they fell. The wicked man laughed loudly as his handiwork did it's job. “You shall all know pain for what is left of your pathetic lives. Feel honored I have decided to let you live long enough for my jutsu to take effect.” The Shinobi gloated over his triumphant victory, and left with his comrades. Not knowing what to do, the Kishida began to panic, Hogetsu turned to his frightened bretheren, and looked at them sadly, and they did the only thing they could. They moved on, collecting what little they could carry and continuing the convoy. After several years, many more of the Tribe fell to the jutsu that cursed them, it was then that Kimiachi Kishida, developed a fuuinjutsu, one that he believed would save his people, if not cure them. He tested it on the only one willing to go through with his experiment, Hogetsu.
The man had grown old over the years, and he wanted nothing more than to see his people freed of this dreadful curse they were forced to bare. Kimiachi did his work, performing the technique, a seal began to carve itself painfully into Hogetsu's side, taking the shape of a phoenix. Hogetsu's hair became a dark shade of crimson, as did his eyes. His body then erupted in flames, but he did not scream in agony, the flames did no harm to his body. He looked at the flames covering his body with wide eyes, amazed by this miracle. It was only minutes later that he realized he could control these flames at will, even manipulate the body temperature of himself and others. Kimiachi began his work on the rest of the tribe, sealing the flames with his Fuuinjutsu, and on that day, they were no longer a tribe of merchants, they were Shinobi. Using the flames of their body, they hunted down the Rogue Shinobi responsible, and slew him. It was then that they had grasped their independence from the curse, and accepted it as a gift. That day, the Kishida Clan was reborn, like the phoenix which they had made their Clan's emblem.
Masters of the Flames Kishida are all naturally masters of Ninjutsu and especially of Fire Jutsu, a able to utilize it to such severe degrees that with it they become known as wielders of flames so hot they can burn away even lava. Destructive and powerful the Kishida are made to destroy everything in their path and turn it to ash, and this is reflected in their natural skills.
Universal: Starts with Fire Element Always, +10 to Learning Fire Jutsu [s]Academy Student: +0 to Wisdom Rolls, +5 Total CP[/s] [s]Genin: +1 to Wisdom Rolls, +10 Total CP[/s] [s]Chunin: +2 to Wisdom Rolls, +15 Total CP[/s] Jounin: +3 to Wisdom Rolls, +20 Total CP
Bodies of the Sealed Inferno The Kishida's bodies are extremely advanced, for years having slowly adjusted to an advanced Fuuinjutsu that slowly breaks down their bodies and rebuilds them, this power has caused them to become practically immune to the heat of flames, as well as having abnormally high body temperatures. To top it off the Kishida posses incredible durability in exchange for this power around the flames and sensitivity to Fuuinjutsu.
Universal: +10 Total HP [s]Academy Student: +2 DR vs Fire* Dmg, +0 DR vs HP Dmg[/s] [s]Genin: +4 DR vs Fire* Dmg, +1 DR vs HP Dmg[/s] [s]Chunin: +6 DR vs Fire* Dmg, +2 DR vs HP Dmg[/s] Jounin: +8 DR vs Fire* Dmg, +3 DR vs HP Dmg
*Note: Fire Damage includes all form of Heat/Flame Damage such as Fire Jutsu, Explosive Tags, Bombs, and the like.
Nenshou Kamaitchi 3 CP to Activate, +2 CP to Maintain (100 Tokens - Enhanced Bloodline) The Nenshou Kamaitchi was born into the Kishida Clan through mastery of the flames sealed within their bodies. This Doujutsu takes the form of a whirlwind of fire swirling wildly within the eyes of the Kishida weilding it. The Kishida do not view this Kekkei Genkai as a gift or simple tool. To them, it's a curse that has taken hold of their lives through the insidious flames they desperately fight to keep under control within them. The eyes have the ability to thrust the Kishida's victim into a world created by the user, emulating a Hell-like world that distills immense fear in the victim. There are many who believe these eyes are the gateway to Hell, and thus the Nenshou Kamaitchi is widely feared by all, and a common dislike for the Kishida is shared by many, Shinobi and commoner alike. (When this is Boguhten you then awaken the Stage 1 Eye via a Private Event. Beyond that requires DM-Permission to Rank up the Eye, and a Personal Event.)
Universal: May use Clan Jutsu without Handseals, Allowing them to Perform Clan Jutsu while Physically Stunned. [s]Stage One: +1 Attack/Defense Rolls, +1d4 Fire/Clan Jutus Damage Rolls, Fire Jutsu has a 19/20 Crit Range, May use 'Hells Gaze'.[/s] [s]Stage Two: +2 Attack/Defense Rolls, +1d6 Fire/Clan Jutus Damage Rolls, Fire Jutsu has a 18/20 Crit Range, May use 'Hells Gaze', and 'Heatseeker'.[/s] Stage Three: +3 Attack/Defense Rolls, +1d8 Fire/Clan Jutus Damage Rolls, Fire Jutsu has a 17/20 Crit Range, May use 'Hells Gaze', 'Heatseeker', and 'Inferno Gaze'. ------------------------------------------------------------------------------- Hells Gaze: For 3 CP, May Roll Wis/Int vs Opponents Wis/Int, On-Sucess target suffers a -3 to Attack/Defense for 1d4+1 Rounds. Heatseeker: For 5 CP, Gains Autospot Priviledges for 1d4+1 Rounds, and +1 to Attack Rolls Stacking to Jutsu Max. (Free Action to Use on the Kishida's Turn) Inferno Gaze: For 20 CP, May Roll Wis/Int vs Opponents Wis/Int, On-Sucess target is Stunned for 1d4+1 Rounds or Until Hit, Taking 2d8 CP Damage On-Stun, and suffering 1d4 CP Drain a Round every Round Stunned afterward.
rawrface
Posts : 11 Join date : 2012-09-07
Subject: Re: Tsuyoshi Kishida - Blazing Madness Sat Oct 06, 2012 3:49 pm
PURCHASES:
Kishida: 200 Tokens Stat Puchases: 610 Tokens Heart of Flames: 100 Tokens Total: 910
Last edited by rawrface on Wed Nov 05, 2014 11:09 pm; edited 1 time in total
rawrface
Posts : 11 Join date : 2012-09-07
Subject: Re: Tsuyoshi Kishida - Blazing Madness Mon Oct 22, 2012 9:59 am
Updated, added a picture which depicts the Nenshou Kamaitchi which people see when Tsuyoshi activates his eyes.