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Suiton Update | Mon Apr 20, 2015 3:53 am by (Admin) Asuma | The Suiton Jutsu list has undergone several changes, please be sure to update your jutsu in your bio, and to replace jutsu that have been removed with jutsu of equivalent rank.
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Katon & Elementless Update | Wed Apr 08, 2015 11:05 pm by (Admin) Asuma | The Katon and Elementless jutsu lists have undergone several changes, and we ask that everyone update the jutsu lists on their bios to the new versions.
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The DM Team
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Raiton Update | Mon Apr 06, 2015 2:31 am by DM Team | Serverwide Raiton Jutsu list has been updated. Please adjust your bio's accordingly.
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Server Direct Connect | Sat Feb 14, 2015 3:42 pm by DM Team | If you cannot find the server on the NWN list here is the Direct Connect IP:
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| | Sai Enaide | |
| | Author | Message |
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D Dinosaur
Posts : 63 Join date : 2015-02-14 Age : 43
| Subject: Sai Enaide Sat Feb 14, 2015 5:48 pm | |
| Sai EnaideVillage/Rank: Suna, Genin Age: 12 DoB: July 7th Registration Number: Focus: Tai Element: [Earth] [Fire] [Unknown] Second Squad:
- LEADER: Gin Murakumo
- Shigure Kun'rafi
- Meilin
| -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-[Innate Stats]Health Point: 59 = 16 Current Level + 20 Base + 8 Constitution Mod + 5 Rank Mod + 10 Ability/Clan/Bloodline Extras Chakra Point: 62 = 16 Current Level + 10 Base + 8 Constitution Mod + 8 Wisdom Mod + 10 Rank Mod + 10 Ability/Clan/Bloodline Extras Gen | +2 | Str | 22(6) | Int | 22(6) | Nin | +2 | Dex | 32(11) | Wis | 26( | Tai/Ken | +2 | Con | 26( | Cha | 22(6) | -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-[Lava ACN](100 Tokens) = Paid (Sasori) Through the draw from the dice of fate. Sai's genetic makeup evolved the two elemental natures of earth and fire. Discovering a past heritage of few members of his family of having a deep connection with the forces of nature. Bending such to their will. - Spoiler:
Universal: All Earth/Fire/Lava technique are Learn / Used with DEX and gain +2 to ATK/DEF Rolls Universal: 2 CP) [Free action] technique gains 1d4 Burning DMG for 1d4 Rounds (Rounds Stack, DMG does not) Universal: User may make 2x E-B Rank technique as part of the ACN Purchase [Eight Celestial Gates](25 Tokens per Gate) (DM Team approval must be given before the Eight Gates can be purchased on a Character. RP must also be done via a Trainer and/or DM to unlock the secrets of the gates.) The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The state of having all Eight Gates open is known as "Eight Gates Released Formation". Any shinobi who activates this state will temporarily gain powers greater than a Kage, but they will die because of the damage done to their body. Due to the immense amount of chakra flooding the body all at once, drastic changes can occur upon the user's body. The most common of these changes are the darkening of the skin, eruption of veins around the temples, and the eyes turning completely white, though this is not always the case. The recipient's voice also becomes deeper for the duration of the release. [Gate Maximums]Genin: 1-3[Gate One: The Gate of Opening] = Paid/Not learned (Sasori) The Gate of Opening, located in the brain. This gate removes the restraints of the brain on the muscles so 100% of their strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus. - Spoiler:
Universal: This Lasts 1d4+1 Rounds, +1 to Dex/Str/Con Rolls, +1 to tai tech/ken tech Damage Rolls, +1 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward technique Maxes not Passive Maxes, Free Action to Activate)
[Gate Two: The Gate of Healing] = Paid/Not learned (Sasori) The Gate of Healing, located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. - Spoiler:
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1's Duration, Replaces its Bonuses), +2 to Dex/Str/Con Rolls, +2 to tai tech/ken tech Damage Rolls, +2 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward technique Maxes not Passive Maxes, Free Action to Activate)
[Physical Mastery](50 Tokens - Enhanced technique) User of the Eight Gates has slowly mastered the true power of them, allowing them to constantly put their bodies through severe pain and training as a whole for their combat training, this allows their Physical Endurance and powers to be far more then normal, granting them endurance against the pain of using the gates. Genin: +2 DR vs HP Dmg, +10 Total HP [Celestial Heart](100 Tokens - Legendary technique) = Paid (Sasori) User of the Eight Gates has finally mastered it to its peak, no longer is the chakra able to overpower and harm their bodies, instead the user is on such a level that they no longer suffer the cellar damage, or even the risk of death when using the gates. However, at the cost that their bodies have adapted so perfectly to the Chakra use, that they cant handle any further advanced chakra natural alterations. Universal: Gains +2 Extra DR vs HP/CP Dmg, +10 Total HP/CP, No longer takes HP Damage from Entering Gates, No Longer Suffers Cellular Damage from Entering the Gates 1-4, and No Longer suffers Perma from Entering the Eighth Gate. Instead, for Gate 7: You take 2 Cell Damage, Gate 8: You Take 5 Cell Damage. [Summon technique](Note: Summons and Sage mode count towards Token Cap) Summon technique, the art of summoning an Animal or series of animals. Before a summon can be performed, a prospective summoner must first sign a contract with a given species.The contract can come in the form of a scroll or a tattoo. The summoner then signs the contract in their own blood. After this, they need only perform the hand seals, offer an additional donation of blood, and use the same hand they signed the contract with to summon the creature. The amount of chakra used during the summoning determines how big the summoned creature can be. It should be noted that anyone can summon the animal as long as they have the blood from someone who has made a contract, along with sufficient chakra of their own. Summoning is classified as a C-Rank technique, however its levels and powers very. - Babu:
(25 Tokens) = Paid (Sasori) A small scroll with the insignia of the Enaide. Within the item, lies a creature of untold power. Only the bravest and the strongest have been known to handle the ferocity, the destructive force that comes from unleashing such a creature into the world. The myth, the legend the tiny furry of cuteness known as Babu. Universal: +10 Move Silently / Hide Summon Cost: 5 CP HP/CP: 20/20 ATK/DEF: User's DEX + 1 Base Damage: Basic tai tech Damage Note: Summons last for 2d4 Rounds, after this time is up the Summoner may drain 2 CP a Round to keep them active past this. Note: All Summons Gain the Same Stat Bonuses as their Summoners. Note: Normal Summoners May Only Summon 1 Summon at a Time. Sages may Summon 2 at a Time. Sages in Perfect Sage Mode may Summon 3 at a Time. Note: All Summons have a Minor Trait of their Own. A Universal, and then a Basic Trait that is upgraded by their Rank. -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-- Skills:
[Heal] = 8 Used for Medical technique. Dictates amount of HP healed via Medical technique.
[Listen] = 32 Is rolled vs Move Silently and also represents the ability to hear. Good for eavesdropping.
[Lore] = 28 Lore is used to determine knowledge over techniques and shinobi. The DC varies, Depending on the Situation or PC/NPC.
[Set trap] = 11 Set trap is used to set traps. A Set Trap roll is made before the actual attack roll. The roll is Set Trap vs Spot. If the Set Trap roll is a success the Attack Roll for the trap is made causing the enemy to sustain a maximum output of damage upon stumbling into the trap dealing an extra +1d8 damage to the set traps combination. If it is failed no bonuses are given.
[Spot] = 31 In combat Spot is rolled to notice traps or to see others hiding. In most circumstance it is a Spot vs Hide Roll.
[Sneak Attack] [Hide] = 35 [Move Silently] = 32 You roll Hide vs Spot to successfully conceal yourself, and Move Silently vs Listen to Successful silence yourself, if ether roll is failed then you have failed to hide. Takes your turn to Hide. You can only hide once per fight unless you use smoke bombs or certain technique's that allows hiding. When hidden you can perform a sneak attack with +1d10 damage, and +2 Attack Roll that counts toward the [BURST] max, as your able to carefully gain the advantage over your enemy and a precise aim on where to strike. You can sneak attack any technique.
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-[Weaponless]Tai technique Chart - 1d4 - 1 Base Dmg[Genin: Weapons]- Small Weapons - 1d6 Base Damage, -1 Penalty (Dual: +1d4 - 1 (Min 1) Damage, -2 Penalty):
Combat Kunai and Fighting Gloves.
- Medium Weapon - 1d8 Base Damage, -2 Penalty (Dual: +1d4 Damage, -3 Penalty):
None currently
- Large Weapon - 2d4+1 Base Damage, -3 Penalty:
None Currently. All large weapons require a STR mod of 10 to utilize. If used with DEX you MUST Show you have 10 STR Mod if asked.
[Other Items]- Ninja Tools:
Ninja Tools are items that every Ninja Carries. They can be used in a huge variety of way, and is only limited to the Ninja Using then. Several of the tools can be used as offense and Defense, and can even be used to Set Traps etc. Below is the list of Ninja tools that your ninja starts with, and also a list of tools that can be purchased to widen your characters variety.
[Basic Tool Bag] 3 Kunai,1 combat kunai, 3 Shuriken, 1 Explosive Tag, 1 Ninja Wire.
[Explosive Tags] An Explosive Tag can explode if activated by chakra. You can use the explosive tag with DEX (Sticking it to the Opponent) or WIS / INT (Drop it as a Trap, use with technique) Every tag does 2d10 damage, Unblock-able.
[Throwing Kunai: Genin: 1d4] Kunai knives take a DEX / STR roll to connect, and do Damage depending on your characters experience with them. You may throw multiple kunai to a maximum of 5. If you throw Multiple then it becomes that many attack rolls, but each Kunai thrown past 1 makes a -1. So if you attack with 3, and roll a 25 attack, the first Kunai attack is 25, second is 24, and third is 23. The opponent then Defends with one roll vs all Three kunai. Throwing with STR adds STR bonus, but you may not throw multiple Kunai. Note: The final Damage on multiple kunai is Qualified as One Hit vs DR. So if your Opponent has 6 DR, it isn't 6 DR vs Each Kunai that hits, its all three Kunai Dmg added together vs the 6 DR.
[Combat Kunai] - A bigger Kunai for close quarter combat, a standard weapon for any shinobi. The kunai itself has a better grip then the throwing ones and follows the small weapon chart but removes 2 negative to wielding it.
[Shuriken] Same rules that apply to Kunai apply to Shuriken.
[Smoke Bombs] Smoke bombs can be used for two things. It can let your shinobi hide, or it can cover the enemy so they cant see. Smoke bombs used to hide a shinobis presence gives the shinobi a +5 to hide and enables him to Hide. (Even if he already has hidden himself once before) Smoke bombs thrown at opponents uses DEX to hit and if connected gives the opponent -1 to rolls for 1d4 rounds.
[Military Ration Pills] Military Ration pills restore chakra. Eating a pill takes 1 round. Afterward, each round you recover recover 2d4 CP for 1d4+2 rounds. Note: Military ration pills are capped at two.
[Windmill Shuriken] The windmill shuriken takes a DEX roll to connect. It does Normal Rank Damage + 1d10. It can be dodged and blocked normally.
[Poison Smoke Bomb] This is a simple poison smoke bomb. You throw it at your opponent using DEX. They can dodge or block normally. If it hits it does not damage that round. However, after that, on your turn, it does 1d4+1 Damage a round bypassing DR for 2 rounds.
[Caltrops] Scattering caltrops takes 1 turn. It’s a DEX / WIS / INT roll v.s your opponents defensive roll. If you succeed, they take -1 to their Str/Dex Rolls, and 1d4+1 Damage for 1d6 rounds. (See Set Trap skill below)
[Senbon] Senbon are acupuncture needles. Throwing them takes a dex roll. If they connect, they cause 1d4+1 damage bypassing DR, if the Natural Attack roll is 15-20, then The target is physically stunned for one round or until hit.
[Ninja Wire] Ninja wire are used by using DEX / WIS / INT roll vs opponents roll. If hit the target is Physically stunned for one round or until Hit.
[Ninja Wire Shuriken / Kunai] By attaching ninja wire to a Kunai or a Shuriken the shinobi can roll a DEX roll -2 to capture and damage the opponent. Does Shuriken / Kunai Rank Damage and Physically stuns for one round or until Hit. (Uses up 1 wire and 1 Kunai or Shuriken)
[Explosive Tag Kunai] By using a kunai and a explosive tag, binding them together. A shinobi can throw it at a opponent, making it stab into their body and then explode. Does Kunai Rank Damage + 1d10 (uses up 1 kuna and 1 explosive tag), +3 Vs Block.
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-Known technique - Clan technique:
Tremor-sense
Type: Tai Rank: ~ Chakra Cost: Varies RP: Sending a gentle shock-wave of chakra to the ground. The resulting force creates a mental map of all within the waves range. Uncloaking all on and in the ground. Nothing escapes the user's notice. DF: 2 CP per +5 to next Spot rolls (Applies to BURST Cap) Special Note: (Ie: 4 Chakra spent to gain +10 to spot roll). Genin) Max 4 CP, Chuunin) Max 6 CP, Jounin) Max 8 CP Teaching/Learning: Gate System - ? Rank
Crane Style: Wave Kick Type: Tai Rank: D Chakra Cost: 3 RP: Powering his legs with chakra. Rotating the body while bringing the kick in to a spinning roundhouse. Pulling a small wave of lava as an after trail. DF: Tai Rank + 1d4 Special Note: May be used to DEF, if successful does 1d4 DMG Teaching/Learning: Gate System - D Rank
Tiger Style: Slap Shot Type: Tai Rank: D Chakra Cost: 2 RP: Advancing with two strong ground stomps. Channeling chakra into the ground. Forcing a chunk of dirt as it glows with burning destruction. Sai then slaps the rock at the opponent. DF: Tai Rank + 1 DR Pierce Special Note: Teaching/Learning: Gate System - D Rank
Crane Stance Type: Tai/Enhancement Rank: C Chakra Cost: 4 + 2 Per Round Maintained RP: User enters the Crane Stance, which involves utilizing bird like movements that are long, elegant, with main focus in the legs. DF: Free Action) User gains +2 ATK/DEF Rolls for 1d6+1 Rounds (May end Early) Special Note: Only one stance active at a time Teaching/Learning: Gate System - C Rank
Tiger Stance Type: Tai/Enhancement Rank: C Chakra Cost: 4 + 2 Per Round Maintained RP: User enters the Tiger Stance, which involves utilizing tiger claws with movements that are fast, dominating, and powerful. DF: Free Action) User gains +2 ATK/DMG Rolls for 1d6+1 Rounds (May end Early) Special Note: Only one stance active at a time Teaching/Learning: Gate System - C Rank
Crane style: Lava Wall Type: Tai Rank: B Chakra Cost: 6 RP: Using the energies of fire and earth elements. The user channels chakra as they position themselves with arms outstretched, one leg raised slightly and the other prepared to sweep vertically to brush an attack skyward. Launching a small ball of magma from the ground into the opponents face. DF: Block + 2, If blocking Physical ATK's and Successful, Attacker suffers 2d4 DMG Special Note: Teaching/Learning: Gate System - B Rank
Tiger Style: Burning Claw Type: Tai Rank: B Chakra Cost: 8 RP: User channels the chakra along their palms and fingers, as they rend and swipe across a target’s surface peeling armor, clothes, and flesh off. Leaving behind chard scars and damaged organs. DF: Taijuts Rank DMG + 1d6 and Target suffers 1d4+1 Burn DMG for 1d4 Rounds (Rounds Stack - Including Passive, DMG does not) Special Note: Teaching/Learning: Gate System - B Rank
- Standard Gen technique:
- {CP: 2} {Heat Waves} {PVP: Stunned for 1 Round, or Until Hit.} {Gin Murakumo}
- Standard Nin technique:
Body
- {CP: 1} {Vertical Scaling} {PVP: RP effect} {Etsuko Kag'ame}
- {CP: 1} {Water Walking} {PVP: RP effect} {Etsuko Kag'ame}
Spirit
- {CP: 2} {Release} {PVP: This technique is used without hand seals. It is the simple concentration of chakra to ripple around the body in effort to release yourself from gen tech and other "stuns". WIS is rolled vs the attacker's initial Roll.} {Etsuko Kag'ame}
General
- {CP: 1(+1 Maintain)} {Cloak of Invisibility} {PVP: +5 Hide} {Auto/DM Sasori}
- {CP: 2} {Bind Break} {PVP: 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} {Etsuko Kag'ame}
- {CP: 2(+1 Maintain)} {Transformation} {PVP: +5 Hide (Disguise)} {Etsuko Kag'ame}
- {CP: 3} {Substitution} {PVP: Wisdom based Dodge} {Etsuko Kag'ame}
- {CP: 4(+2 Maintain} {Clone} {PVP: 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.} {Etsuko Kag'ame}
Earth
- {CP: 1} {Dirt Path} {PVP: 1d4 damage} {Haruko Jikoto}
- {CP: 1} {Mud Slab} {PVP: -1 to Target for their next roll} {Haruko Jikoto}
Fire
- {CP: 1} {Blazen Red Cannon} {PVP: 1d4 damage} {Gin Murakumo}
- Standard Tai technique:
Enhancement Mobility stance strike
- {CP: 1} {Chakra Lace} {PVP: Rank Damage + 1} {Aoioki Kichida}
- {CP: 1} {Chakra Strike} {PVP: Rank Weapon Damage +1 damage} {Aoioki Kichida}
- {CP: 2} {Dragon Blocks The Path} {PVP: PVP Effect: Rank Damage + 1d4 Damage. Special Note: Can be used to block, If used to block does 1 Damage} {Aoioki Kichida}
- Token Receipt:
Refund:0
- ACN=100
- Summon=25
- Celestial Gates=50
- Celestial Gates: Physical Mastery=0
- Celestial Gates: Heart=100
Ability:275/700 Item:-/500 Other:-/-
Last edited by Scrapper on Tue Feb 17, 2015 1:38 pm; edited 1 time in total | |
| | | D Dinosaur
Posts : 63 Join date : 2015-02-14 Age : 43
| Subject: Re: Sai Enaide Sun Feb 15, 2015 2:04 pm | |
| Heat Waves Jutsu Type: Genjutsu Teaching/Learning: Gate System - E Rank/Gin Murakumo
Last edited by Scrapper on Tue Feb 17, 2015 9:07 am; edited 1 time in total | |
| | | D Dinosaur
Posts : 63 Join date : 2015-02-14 Age : 43
| Subject: Re: Sai Enaide Tue Feb 17, 2015 9:06 am | |
| Katon: Blazing Red Cannon Jutsu Type: Ninjutsu Special Note: Hijutsu offered to all fire element academy students of every village/Gin Murakumo | |
| | | D Dinosaur
Posts : 63 Join date : 2015-02-14 Age : 43
| Subject: Re: Sai Enaide Tue Feb 17, 2015 12:32 pm | |
| Tiger Stance Type: Tai/Enhancement Teaching/Learning: Gate System - C Rank/Self(Gin Murakumo + DM Konohamaru) | |
| | | D Dinosaur
Posts : 63 Join date : 2015-02-14 Age : 43
| Subject: Re: Sai Enaide Wed Feb 18, 2015 9:55 am | |
| Crane Style: Wave Kick Type: Tai Teaching/Learning: Gate System - D Rank/Self(Gin Murakumo) | |
| | | D Dinosaur
Posts : 63 Join date : 2015-02-14 Age : 43
| Subject: Re: Sai Enaide Sun Feb 22, 2015 3:34 am | |
| Doton: Exploding Rock Jutsu Type: Ninjutsu Teaching/Learning: Gate System - D Rank/Haruko Jikoto | |
| | | D Dinosaur
Posts : 63 Join date : 2015-02-14 Age : 43
| Subject: Re: Sai Enaide Mon Feb 23, 2015 10:58 am | |
| Crane Stance Type: Tai/Enhancement Teaching/Learning: Gate System - C Rank/Self(Gin Murakumo) | |
| | | D Dinosaur
Posts : 63 Join date : 2015-02-14 Age : 43
| Subject: Re: Sai Enaide Tue Apr 07, 2015 5:28 pm | |
| [Doton: Wall of Earth] Jutsu Type: Ninjutsu (WIS) Rank: D CP Cost: 3 RP: Focusing their chakra quickly, the user would slam their foot into the ground. The chakra would move downwards, forcing a wall of earth to raise up in front of them to block an incoming attack. This jutsu is also able to be used to stop someone if they try to run away. PvP: WIS based Block Special Note: May be used to stop those Escaping with WIS+1 instead of DEX. Teaching/Learning: Gate System - D Rank(Admin Asuma) | |
| | | D Dinosaur
Posts : 63 Join date : 2015-02-14 Age : 43
| Subject: Re: Sai Enaide Wed Apr 08, 2015 2:48 pm | |
| [Doton: Rock Wall] Jutsu Type: Taijutsu (DEX/STR) Rank: D CP Cost: 2 RP: 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: Offensive) Rank Taijutsu DMG + 1d4 DMG, Defensive) Block vs Melee Attacks. Does 1 DMG if Successful Special Note: Teaching/Learning: Gate System - D Rank(DM Juugo) | |
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