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 Synn Shindou

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Hidan



Posts : 214
Join date : 2012-09-09

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PostSubject: Synn Shindou   Synn Shindou Icon_minitimeTue Oct 09, 2012 9:49 am

Synn Shindou

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Given Name : Synn
Family Name : Shindou
Alias :
Age : 17
Height : 5'5"
Bloodline : Earth grudge fear
Elements: Medical, Earth, water.
Rank: adv.Genin.
Allies: Kumogakure.

Hair Color : Black
Eye Color : Black iris with green over the rest of her eye.
Skin Tone : pale
Build : Athletic
Tattoos : None


Last edited by Hidan on Tue Nov 20, 2012 1:43 pm; edited 9 times in total
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Hidan



Posts : 214
Join date : 2012-09-09

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PostSubject: Re: Synn Shindou   Synn Shindou Icon_minitimeTue Oct 09, 2012 9:52 am

Shindou
50 Tokens

Creator: Pawz



Shindou Way
This Clan has practiced in the art of Burst Taijutsu, the clan’s well known throughout the world as taijutsuists, they practice in expanding their chakra at the very point of impact, much like regular taijutsu. But instead of Gathering chakra to strengthen their body, they engulf their hands and feet in it.

______________________________________________________________

Impacting Strikes
The Masters of this art form caused Bursts of charka when attacking with Taijutsu, the buildup of chakra stays along the point of impact and is released as an small scale explosion that gains strength as the user becomes more precise and skilled in this Deadly art., thus hitting targets close together. When taking the time to charge this attack does not become larger it become more dense and creates a hard hit.

Universal: All Taijutsu Attacks Dealing Mele Aoe Damage, ( any Stun or Damage per round attacks only effect primary target)
Academy Student: +0 Dex (or) Str Rolls (2 Mele AoE Targets)
Genin: +1 Dex (or) Str Rolls (2 Mele AoE Targets)
Chunin: +2 Dex (or) Str Rolls (3 Mele AoE Targets)
Jounin: +3 Dex (or) Str Rolls (4 Mele AoE Targets)

(Example - User uses Leaf Rising Wind (an taijutsu with a Stun) opponent one gets hit by the kick and is sent up stunning just the Primary target and dealing Rank damage + 1d4/2, the target two is blasted sideways and is sent for a fall and is hit for only Rank damage (if they fail Evade/ block rolls)


Last edited by Hidan on Tue Nov 20, 2012 1:00 pm; edited 4 times in total
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Hidan



Posts : 214
Join date : 2012-09-09

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PostSubject: Re: Synn Shindou   Synn Shindou Icon_minitimeTue Oct 09, 2012 9:53 am

Earth Grudge Fear Technique
150 RP Tokens


This technique is a secret kinjutsu of Takigakure. It transforms the user's body into something similar to that of a rag-doll's, which is held together by hundreds of thick black threads. Kakuzu was able to manipulate these threads for many purposes. He was capable of sewing up any injuries that he or others might suffer, most commonly by reattaching body parts. However, it appeared that this ability was somewhat limited, as he warned Hidan not to move his head too much after he had sewed it back on, saying that it might fall off again. He could detach parts of his limbs and then manipulate them, to the point that he could even send them underground and then reattach them when he was done with them.

The most significant aspect of these threads were that they granted Kakuzu a form of immortality, although he declined to think of it that way. In addition to sewing up his injuries, he could use the threads to tear into a victim's body, steal their still functioning organs, and integrate them into his own body, thus extending his life. Kakuzu usually used this method to steal hearts from powerful shinobi, and was able to store up to four spare hearts in his body at any given time, meaning that all hearts must stop functioning in order for Kakuzu to die. He can also put one of those hearts into his limbs and have them move individually, as seen when he used his hand to remove a shadow-enhanced trench knife that prevented the rest of his body from moving.

These hearts Kakuzu had taken from others were stored in various animal masks that were sewn onto his back, granting him vast amounts of chakra and numerous elemental affinities. He could detach these masks and have them take on a body of their own, composed entirely of threads. These masks were capable of attacking separately, unleashing devastating blasts of elemental chakra. These threads could also compact together to form a spider-like body around Kakuzu, allowing him to fuse the attacks of his masks together in order to increase his attacking power.

______________________________________________________________

Threaded Body
Those that practice this technique hold bodies that are sewn together with not muscle, tissue, and flesh, but instead replacing all of it is a rock hard exoskeleton like body, filled with millions of hollow black threads harder even then titanium. These threads are sewn and molded into all of the organs and bodies that they integrate into their bodies, allowing them to freely move their organs through their bodies at will, as well as make them nearly impossible to do permanent harm to physically,

Universal: +1 HP Regen
Academy Student: +1 DR vs HP Dmg
Genin: +2 DR vs HP Dmg
Chunin: +3 DR vs HP Dmg
Jounin: +4 DR vs HP Dmg


______________________________________________________________

Body of Needles
Those that use this technique posses Supernatural physical powers as well as advanced Ninjtusu abilities. These abilities allow the user to form a amount of physical destructive power with their needle like Jutsu that are used with the black thread, this allows its users to drain the life from those their attacks pierce as well as deal significant power.

Universal: Starts with Medical Element, Gains no More Naturally.
Academy Student: +0 to Attack/Defense Rolls, +0 Damage to Taijutsu/Ninjutsu
Genin: +1 to Attack/Defense Rolls, +0 Damage to Taijutsu/Ninjutsu
Chunin: +2 to Attack/Defense Rolls, +1 Damage to Taijutsu/Ninjutsu
Jounin: +3 to Attack/Defense Rolls, +1d4 Damage to Taijutsu/Ninjutsu


______________________________________________________________

Jutsu
Every user of this Technique is different, through them they can drain life and form stances destructive more then anything. They may create two jutsu of E/D/C/B-Rank, but only one A/S-Rank.

______________________________________________________________

The Heart of Another
(50 Tokens Per Heart - Max 4 Hearts)
The User of this technique is able to integrate the Hearts of Shinobi into their bodies, by doing this they gain a part of their durability, chakra, as well as their elemental affinity and natural strength and power. Thanks to this ability the user of the Technique must also have each heart killed before they die.

Universal: Every Heart Grants +5 Total HP/CP, +1 Elemental Affinity, and +1 DR vs HP/CP Dmg. When Four Hearts are Reached the Earth Grudge Fear user Cannot be Perma'd unless they drop to -25 HP and all of their hearts are destroyed. (If a Fifth Heart is Gained this becomes -50 hp.)
Negative: A Heart requires a Personal Event to Gain along with the 50 RP Tokens. As well, a Opponent may state 'Targeting -Blank- Element Heart.' If this is done, and they hit dealing more then 20 Dmg, then the User looses that heart for the rest of that irl Day, before a new Personal Event must be Done to gain a New Heart.

______________________________________________________________

Power of the Perfected Stealer
(100 Token - Legendary Kinjutsu)
The power of the user of this technique has gained its true peak, now able to be the essence of a 'makeshift immortal' they have formed a fifth cavity within their body for an extra heart. Thanks to that same storage, the black blood that runs through the threads that fills their body, pumps ten times faster then normal, allowing their physical abilities to skyrocket in level.

Universal: +2 HP Regen, Fifth Heart Available
Academy Student: +0 to Strength/Wisdom Rolls, +0 to Taijutsu/Ninjutsu Damage
Genin: +1 to Strength/Wisdom Rolls, +0 to Taijutsu/Ninjutsu Damage
Chunin: +2 to Strength/Wisdom Rolls, +1 to Taijutsu/Ninjutsu Damage
Jounin:+3 to Strength/Wisdom Rolls, +1d4 to Taijutsu/Ninjutsu Damage



Last edited by Hidan on Tue Nov 20, 2012 1:25 pm; edited 5 times in total
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Hidan



Posts : 214
Join date : 2012-09-09

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PostSubject: Re: Synn Shindou   Synn Shindou Icon_minitimeTue Oct 09, 2012 9:55 am

Doton

Rank E

Doton: Dirt Path
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1
RP Description: With a few basic hand signs the user kicks a cloud of dirt, grass and mud at an opponent
PVP Effect: 1d4 damage
Special Note: Hijutsu available to all earth element academy students of every village

Doton: Mud Slab
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: With a basic sign sequence, the user creates a small bit of mud under their opponent
PVP Effect: -1 to Target for their next roll
Special Note: Hijutsu available to all earth element academy students of every village

Rank D

Doton: Rock Wall
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 2
RP Description: Stomping the ground the user uses their chakra to raise a thick layer of rocks from the earth, using chakra encased hands they kick, punch and push the rocks against the attacker.
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

Doton: Attacking Plants
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user sends mild tremors into the earth causing roots and rock shards to fly up and rip at the target target's shins and legs.
PVP Effect: 1d10 Damage from the cuts and slashing
Teaching/Learning: Gate System - D Rank

Doton: Exploding Rock
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user channels earth chakra into a rock and shoots it at the opponent out of their mouth forming a seal which explodes on contact with the strength of an M80.
PVP Effect: 2d4 Damage
Special Note: -1 to Blocking this Jutsu
Teaching/Learning: Gate System - D Rank

Doton: Wall of Earth
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user hand signs as a wall of earth is created, protecting the user from harm.
PVP Effect: Defense roll against any jutsu with WIS
Special Note: May be used to Stop an Escape utilizing Wisdom instead of Dexterity with a +2.
Teaching/Learning: Gate System - D Rank

Doton: Heavy Feet
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user hand signs then raises their arms as earth from the ground raises around the enemies feet, making them move more slowly.
PVP Effect: Gives the target -1 to Dex rolls for 1d4 rounds
Special Note:
Teaching/Learning: Gate System - D Rank

Rank C

Doton: Sink Hole Manipulation
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Causes a sinkhole big enough for one person to form underneath the target's feet suddenly dropping them into it as they are scratched and beaten by the fall into the 8 foot hole.
PVP Effect: 2d6+1d4 Damage
Teaching/Learning: Gate System - C Rank

Suiton

Rank E

Suiton: Water Gun
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: With a few basic hand signs the user is able to fire a small jet of water from their mouth
This jutsu requires no source of water
PvP Effect: 1d4 Damage
Special Note: Hijutsu offered to all water element academy students of every village.

Suiton: Spray
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: After basic hand seals the user sends a small shoot of water towards the target, which covers their face and gets into their ears
PvP Effect: 1d4 Damage + -5 listen for 1 round
Special Note: Hijutsu offered to all water element academy students of every village

D Rank

Suiton: Water 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

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

Rank C

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

Rank B

Suiton: Large Puddle (Katsu taught)
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: The user does the necessary signs, before they finally push a large amount of water from their skin which allows them to use water jutsu without a water source.
PVP Effect: 2d6 rounds of water for A Rank and below water jutsu
Special Note: Any Suiton user is able to use this water
Teaching/Learning: Gate System - B Rank

Medical
E Rank Jutsu

Dress wound
Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: The most simple of medical jutsu learned at the start of becoming a medical shinobi.
PVP Effect: Heals target for 1d4, may be used in battle.
Teaching/Learning: Gate System - E Rank

Sterilize Injury
Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: A simple mixture of herbs designed to aid in healing a wounded shinobi, also one of the most basic jutsus learned by all medical shinobi.
PVP Effect: Heals target for 1d4 for 2 rounds, may be used in battle
Teaching/Learning: Gate System - E Rank

D Rank Jutsu

Control Bleeding
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: Using basic knowledge of anatomy the medical shinobi is able to apply pressure to a wound and stop it from bleeding.
PVP Effect: heals target for 1/10th Heal Roll (Max 10) , can be used in battle
Special Note: uses up 2 turns, to fully control the bleeding.
Teaching/Learning: Gate System - D Rank

Remove Poison Technique
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: Removes poison from a victim who has been hit with a lingering toxin.
PVP Effect: Removes poison from the target, For every Rank above E the poison is this Jutsu costs 2 more CP then Usual.
Teaching/Learning: Gate System - D Rank

Mystical Palm Technique
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 5
RP Description: A basic medical ninjutsu that heals , but may also be used in an offensive manner.
PVP Effect: This Has Two Modes, Heal mode: Target is healed 1d4+1 damage for 1d4-1 rounds (Min 1). Or Offensive Mode: Dex/STR to hit, on Hit Opponent suffers -3 to Attack/Defense Rolls for 1d4+1 Rounds.
Teaching/Learning: Gate System- D Rank

Healing Jutsu Minor
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: A basic medical ninjutsu that heals cuts, scratches and bruises with ease.
PVP Effect: 1d10 Damage healed to a target
Teaching/Learning: Gate System - D Rank

C Rank Jutsu

Angels Touch
Jutsu Type: Ninjutsu
Rank: C
Cp: 5
Description: Used only in battle the medical shinobi focus' their chakra and much like chakra burst expels a small portion of their healing chakra to allies.
PvP Effect: 2d6 heal for 1 target or 1d6 heal up to 2 targets
Special Note: If healing two targets CP cost is 8 instead of 5.
Teaching/Learning: Gate System- C Rank

Healing Jutsu Light
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: A Moderate Medical jutsu. A widely jutsu among all medical shinobi who are in the field of combat.
PVP Effect: Heals 3d4 to a target.
Teaching/Learning: Gate System- C Rank

Precision Anatomy Strike
Jutsu Type: Taijutsu
Chakra Cost: 5
RP Description: Targets a specific area on opponents body. When using this from a sneak attack, the user is able to target a specific lethal point and strike at it.
PVP Effect: 3d4 damage to target.
Special Note: If performed as a sneak attack, it adds +1d6 to the damage.
Teaching/Learning: Gate System- C Rank

Herbal Extract Mix
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: A mixture of secret herbal extracts. Depending on the mixture used can either heal a wound quicker or poison those unlucky to get caught. Usually stored in small vials for ease of use.
PVP Effect:
Heal Mixture: 3d4 + 1/10th Heal Roll (Max 18 to target.
Poison Mixture: 1d6 Damage for 1d4 -1 (Min 1) rounds
Special Note: Uses one senbon upon use
Teaching/Learning: Gate System- C Rank

Deeping Wound
Jutsu Type: Ninjutsu
Rank: C
Cp: 5
Description: Used only in combat, this allows the medical shinobi to use their chakra to further deepen an existing wound on a target.
PvP Effect: Target must already be Injured. 1d6 Damage for 1d4 Rounds
Teaching/Learning: Gate System- C Rank

Elementless

Ninpou: Banshee Shriek
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Using finely honed chakra control the user can emit a piercing shriek to damage and distort an enemy
PvP Effect: 1d4+1 targets take -2 to rolls for 1d4 rounds
Special Note: Elementless
Teaching/Learning: Gate System - C Rank

Chakra Concentration: Muscles
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user Focuses chakra to their muscles making them strong enough to lift heavy objects and deal heavy blows
PVP Effect: +1d4 to STR rolls for 1d4 rounds
Teaching/Learning: Gate System - C Rank

Taijutsu

Leaf Great Whirlwind
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 4
RP Description: The user focuses enough chakra into their spinning motion that utilizes a dual leg spinning attack that is directed at several points of the opponent’s body.
PVP Effect: Rank Damage + 1d6 Damage
Special Note: Due to the difficulty of learning this technique, It is learned as B rank rather than C rank.
Teaching/Learning: Gate System – B Rank

Leaf Rising Wind
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 4
RP Description: The user focuses enough chakra into their kick, that when they kick the opponents jaw they go flying into the air.
PVP Effect: Rank Damage + 1d4/2 (Min. 1) + One Round Stun
Special Note: Due to the difficulty of learning this technique, It is learned as B rank rather than C rank.
Teaching/Learning: Gate System – B Rank



Last edited by Hidan on Wed Nov 21, 2012 9:05 pm; edited 3 times in total
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Hidan



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Join date : 2012-09-09

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PostSubject: Re: Synn Shindou   Synn Shindou Icon_minitimeWed Nov 07, 2012 5:22 pm

Tokens Spent:

50 - Shindou - DM Asuma
550 - Earth grudge fear in full + 5 hearts - Dm Asuma
495 - stats - DM Asuma

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PostSubject: Re: Synn Shindou   Synn Shindou Icon_minitime

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