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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Subject: Irozameru, Hirui [比類 色褪める] [Chuunin] Sat Feb 14, 2015 5:11 pm
Spirit of Fire:
"Huh-? I was listening, I swear. It wasn't your words, though. It was your tone, and where you glanced. I know what you really meant." _______________________________________________________________ ¤Basic Info¤ »Name: Hirui Irozameru [比類 色褪める] »Age: 17 »Birthday: July 18th »Gender: Male »Orientation: Heterosexual »Nickname(s): 'Rui [羸] by his elders »Village: Konohagakure »Rank: Genin, First Squad »Head-Band Style: Around Neck »Occupation: Genin, Houseband(?) _______________________________________________________________ ¤Personality¤ »Outlook: Cautious Optimist »Attitude: Concerned, Curious, Inconcise, Inconsistant »Nature: Protective Rambler, Apologetically Bull-headed »Demeanor: Grim Grins and Evasive Eyes »Loves:Mokuhi-nee, New foods »Likes:Kenjutsu Practice, Fish and savory foods, Food in general, Cooking for others, Kaiya-chan »Dislikes:Nin- and Genjutsu practice, Exerting himself, Dirty kitchens, Coming home to a filthy house, Unnecessary Violence »Note(s): Enjoys traveling to and from Sunagakure for some reason »Elemental Status: Yoton, Doton, Shioton »Expertise of Choice: Kenjutsu, Culinary Arts _______________________________________________________________ ¤Relationships (0-10)¤ Mokuhi-10 (We're really all we've got... I'll protect her no matter what it takes.) Tadakuro, Kaiya-8 (We're definitely dating. I'm getting used to this warm feeling I get around her, and I know she feels the same.) Jakuren- 7 (He's confident, and in his own way, he guides others. He might be rough around the edges, but I like him. Sort of like an uncle or something.) Uruyama, Kinnojo- [Deceased] 7 (Thoughtful and straightforward. His death was such a waste... I couldn't have done anything, so why does it hurt so much?) Hasukan, Haru-7 (She's no joke... I hope I can watch her become a marvelous medical ninja.) Hyuuga, Reina-6 (This is how I see a real noble. She bears her burdens with grace, that much I can see.) 'Masquerade'-6 (He's humble for all the power he obviously has, but one day I'll beat him and hear his true name.) Jikodo, Shiuna-5.5 (An interesting girl shackled by the expectations of her clan. Gold Dust, huh....) Murakumo, Gin-5.5 (A man with respectable goals. Smokes a lot, though. Need to get to know him better.) Shirayuki, Masaki-5 (Boisterous and straightforward. She's alright though. A bit... too open.) Danao, Aonu-5 (Odd and quiet. Keeps her secrets like a real shinobi. Respectable.) Akimichi, Garp- 5 (Boisterous and loud. Are all Akimichi this way? There's a sort of energy coming off of him that's infectious. In the wrong way.) Hoshigake, Kujira-5 (A fellow chef. Pretty sure his... style is something I'm going to need to avoid, but that trip for treasure's tempting.) Uchiha, Aion-5 (More quiet than Hiroshi, not out to show off at least.) Kimi, Meikyuu-5 (She's coming along alright. Damn, those traps hurt- and there's something that makes me uneasy about her.) Seishiga, Mienekui-5 (A curious girl, there's something charming about her absent-mindedness. She seems a little delicate though.) Yamanaka, Keichirou-4.5 (He's obviously got talent, just no drive to speak of. I hope I can at least push him in the right direction.) Hyuuga, Azumi- 4.5 (This girl's way too violent, and she doesn't listen. Starting to get on my nerves.) Harikodo, Isamu-4 (I worry for whoever has to be in a squad with him. He's dangerous, but in the wrong way.) Hoshigake, Mayuko-4 (She smells people and hugs them- really creepy. But so's her family in general. Nothing too bad.) Irozameru, Eikichi-4 (He makes a mess and gambles away his earnings. He showed up for us in Sunagakure... I wish I knew what was going on in his head.) Daitan, Zanto-3 (Out for nothing but a woman. Just a hound.) Tsukichi, Amaya-3 (This girl's odd and tries to use her body to get her way... ghuh, her hugs are as creepy as Mayuko's.) Kichida, Kazashi-3 (Belligerent idiot. Yo.) Watabe, Senri-2 (Soon as I think we're patching things up, this kid goes back and assumes the worst. So annoying.) Uchiha, Hiroshi-1.5 (He thinks he's better than everyone else, even higher ranks. Destruction is all he's good for, and I can't wait to see him put in his place. Even if I have to do it myself.) _______________________________________________________________
BACKGROUND
"Just you and me in the end, Mokuhi. I promised mother I'd always take care of you..."
A Spark of Light:
Born into the Irozameru clan, Hirui had always been ushered into the finer arts of swordplay by his cousins (and eventually his sister), feeling more at home sparring than watching. At a young age, it became rather apparent that he was going to have issues with listening too; in his basic classes, he'd often glance off to the wall or doodle along the sidebar of his work before a slap of the wrist or rap of the knuckles brought him back down to earth. Even through all of his hijinks, his mother Okibiki pushed him forward, giving Hirui a focus (and occassionally a scolding) to keep him pushing on through to the Ninja Acadamy of Konohagakure. Sadly, she was overcome with an unknown illness just as he began- and her well-being became far more of a distraction than any of his own habits had been; often times, Hirui would make up some sort of excuse to stay at home, faking stomach cramps or making himself vomit, eventually, even taking care of his sister and the house while his father Eikichi continued on with his missions for the village, promising to continue his studies even while home.
Even with her death, Hirui never forgot what he learned at his mother's bedside. He knew she eventually figured out what he was doing, ushering him to try and control and mold his chakra, keep his chin up even when things looked grim. It was from those lessons that Hirui managed to coax out the first hints of his capabilities, and the glowing smile of his mother has never left his memories the first time he forced a spark of light between his palms- however briefly. That dim flickering is what Hirui has held onto since, when his mother died, the slow slump of his father, and the dour shadow that seemed to hang over his sister. It's been a couple of years since he's been in the acadamy, but they seemed to understand the circumstances at least... perhaps it's time to make something of himself, and spread that light he's held onto (or at least manage to do it again.)
Irozameru Okibiki's Necklace RP: A gift from his father Eikichi once he felt Hirui was finally coming of age, this blue crystalline necklace can be found around Hirui's neck at all times either on display or under his clothing. This necklace was a gift to Okibiki by her husband, a family heirloom dating back to times immemorable made of an obscure material that seems to draw and focus chakra from the wearer's heart to give a mild amplification of chakra without utilizing jutsu, but a far greater effect once used- giving it extra power and focus. Hirui, however, holds this last piece of his mother much more dearly, often grasping it in times of turmoil to calm his mind and focus in dangerous situations, the old, warm memories keeping his head cool and grounded while pushing him forward to make his mother proud in the afterlife. Perhaps over the years of absorbing the chakra of various latent Irozameru chakra, it resonates that much better with their particular wavelength, reacting in a far more severe manner when worn by them in battle.
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 [Taught by Danao, Aonu On 2/2/15]
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 ripple 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 [Taught by Danao, Aonu On 2/2/15]
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: Role play Jutsu Only. Teaching/Learning: Gate System - E Rank [Taught by Oku-nee on 3/2/15]
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 [Taught by Oku-nee on 3/2/15]
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 [Taught by Watabe Senri on 4/2/15]
Clone Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 4 + 1 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: Opponent must roll INT/WIS vs the user's INT/WIS. On failure, the opponent must roll a 1d6 when attacking the user. A roll of 1-3 hits the Clone, and a roll of 4-6 hits the real target. Special Note: Clones are destroyed on hit. Destroying a Solid Clone deals 1 HP damage to the caster, bypassing all DR. Teaching/Learning: Gate System - E Rank [Taught by Oku-nee on 4/2/15]
Cloak of Invisibility Technique Jutsu Type: Ninjutsu 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 [Taught by Oku-nee on 5/2/15]
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: Doesn't Stack with any Hide bonuses that are not specifically noted for disguising. Teaching/Learning: Gate System - E Rank [Taught by Oku-nee on 5/2/15]
Kenjutsu:
Spoiler:
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: Rank Weapon Damage +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 self on 6/2/15, overseen by Aonu/Vendi] _______________________________________________________________
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, they would then turn their blade to the nearest light source, creating a shadow over their blade that would distract the opponent, give them an open opportunity to allow for a better defence. PvP Effect: +2 to block/parry Special Note: Cannot be used against Ninjutsu or Genjutsu Teaching/Learning: Gate System – C Rank [Learned by Scroll To the Crotch, Courtesy of Dad (DM Hinata) on 19/2/15)]
Genjutsu:
Spoiler:
Non-Element Ninjutsu:
Spoiler:
Chakra Concentration: Core Jutsu Type: Ninjutsu Rank: C Cp Cost: 5 RP Description: The user channels their chakra, focusing it to their Hands, Fingers and mouth to increase the strength and quickness of their ninjutsu PVP Effect: +1d4 to WIS / CHA rolls for 1d4 rounds Special Note: Teaching/Learning: Gate System - C Rank [Taught by Daddy under PCC Scrappy on 15/2/15]
Doton:
Spoiler:
[Doton: Rock Spray] Jutsu Type: Ninjutsu (WIS) Rank: E CP Cost: 1 RP: After forming a few basic handseals, the user would cause a small amount of rocks to raise from the ground. As the rocks raise, they would kick the rocks at their target, causing minimal damage. PvP: 1d4 DMG Special Note: Teachning / Learning: Gate System - E rank
[Doton: Mud Slab] Jutsu Type: Ninjutsu (WIS) Rank: E CP Cost: 2 RP: A few basic seals would be formed, as the user channels their chakra into the ground through their feet. After a moment, the targeted area under the opponent would turn into mud, making it hard for them to move. PvP: Target suffers -1 to their next ATK/DEF Roll Special Note: Teaching / Learning: Gate System - E Rank _______________________________________________________________
[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 [Learned on 1/3/15 via Scroll from DM Jiraiya/Kin] _______________________________________________________________
[Doton: Underground Projection] Jutsu Type: Ninjutsu (WIS) Rank: C CP Cost: 5 Activation + 3 Per Round Maintained RP: Using this jutsu, a person can hide underground until they're ready to attack an opponent. By utilizing earth-chakra, the person can stealthily move around the battlefield then emerge from the ground without disrupting the ground around themselves. PvP: User gains +15 to a Hiding Attempt. Is Successful they are hidden for 1d6 Rounds and cannot be attackted / targeted. When user emerges, they automatically gain Sneak ATK bonuses vs their target. Special Note: Just is deactivated after the user attacks someone. Teaching/Learning: Gate System - C Rank [Learned Under the Watchful Guise of DM Rasa on 28/2/15]
Yoton:
Spoiler:
Yoton: Hikari Kyuutai | Light Release: Light Globe jutsu Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: creates a small orb of light which flies at the target PVP Effect: 1d4+1 damage Special Note: Hijutsu available to all light element academy students of every village
Yoton: Shinkirou Eisha | Light Release: Mirage Projection Jutsu Type: Ninjutsu Rank: E Chakra Cost: 3 RP Description: A simple extrapolation between most basic academy jutsu and infusion of Yoton, Shinkirou Eisha allows certain objects to particularly catch or gather ambient light, using their chakra as a lure and amplifier. This colour can be further manipulated with practice, giving even precious gems bizarre hues, such as blue emeralds, red sapphires, etc. PVP Effect: Enables the user to dodge with WIS against an enemy attack. RP Effect: User can project a certain 'gleam' or light upon an object within ten meters, holding it for approximately five minutes before necessary reapplication. In emergencies, the jutsu can be used to create a flare thirty meters away that bursts in a bright yellow light, costing 5 CP instead. Teaching/Learning: Gate System - E Rank
Yoton: Sae no Kokoro | Light Release: Clarity of Mind Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: By focusing the caster's chakra through either their own highest circle or another's through direct touch, the user of this ninjutsu attempts to clear their mind from foreign effects and straighten their vision. Upon use for an ally or oneself with a clear head, this jutsu serves to align the target's sight and enhance it with a slight backlight to aid in searching for the unknown in the darkness. PVP Effect: This jutsu requires no handseals to perform. It acts as a means to focus once's chakra to their crown and clear their mind from Genjutsu and other illusions. Wisdom vs. Initial Attack roll to break a genjutsu (or Mental stun) affecting the caster or nearby ally. If used on someone not affected by a stun, they instead receive +5 to Spot rolls for 1d4 rounds. Teaching/Learning: Gate System - E Rank _______________________________________________________________
Yoton: Ichijou Hikari | Light Release: Beam of Light Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user proceeds through five Hand signs and then points his palms at a target, then proceeds to fire a burst of concentrated light at the foe, searing the flesh it touches PVP Effect: 1d10+1 Damage Special Note: On-Hit causes -1 to Attack/Defense for 1 Round. Teaching/Learning: Gate System - D Rank [Taught by Masquerade on 7/2/15] _______________________________________________________________
Yoton: Hekihifu | Light Release: Burst Skin Jutsu Type: Ninjutsu Rank: C chakra Cost: 5 RP Description: Used in defense, the user forms a "second-skin" along his or her skin. When looked at, it appears that the user of this jutsu is lightly shining. If successful, a bust of light will shoot off the user and slightly damage the opponent. PVP Effect: Used in Defense against Taijutsu/Kenjutsu. If successful, the opponent takes 2d4+2 damage. Teaching/Learning: Gate System - C Rank [Taught by Ancestors through PCC: Scrappy on 10/2/15]
Yoton: Yousei Hougeki | Light Release: Fairy Bombardment Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The User forms small looking fairy creatures made of Light and then sends them forth to smash into an opponent. The Fairies resemble the user of the jutsu, only with no body features and glowing Fairy Wings. PvP Effect: 2d8 damage to an opponent. Special Note: On-Hit physically stuns the target for 1 Round. Teaching/Learning: Gate System - C Rank [Taught by Ol' Scrolls From the Basement (Overseen by DM Hinata) on 11/2/15]
Hijutsu:
Spoiler:
Imoshinaiken: Surudoihashi Tsutsuku| Unseen Blade: Sharp Beak Peck Jutsu Type: Inton OR Yoton Hijutsu Rank: D Chakra Cost: 4 RP Description: The most basic of Imoshinaiken style, it requires a small focus of chakra at the tip of one's bladed weapon, distorting it in a fashion that makes it seem shorter than it actually is by manipulating either the light or shadows around the blade in a quick stabbing motion to catch the victim unaware. PVP Effect: User makes a Kenjutsu [Str/Dex]-based attack that deals +1d4-1 min of 1 (+1 Pierces DR) damage of the user's In/Yoton element, and is defended against at -1
Imoshinaiken: Hataki | Unseen Blade: Featherduster Jutsu Type: Yoton OR Inton Hijutsu Rank: D Chakra Cost: 3 RP Description: The first of the more defensive wings of Imoshinaiken, the user creates a minor smearing of chakra along their blade in the wake of the slice, serving to both aid in force behind the slice and to coat the practitioner's forearm, allowing for a thin 'guard' to be used in a dusty black shadow or sheen of light, lessening impacts to come. PVP Effect: Kenjutsu [Dex/Str] Rank Damage +2. User receives 2 HP/CP DR until used up. Teaching/Learning: Gate System - D Rank
(Inton/Yoton): Taishisu-kaku | (Yin/Yang) Release: Draw to Death Jutsu Type: Clan Hijutsu - Ninjutsu Rank: D Cost: 4 CP Description: The Irozameru focuses their chakra towards the target after weaving several seals otherwise, a shadowed glow would appear upon their right hand as they reach out to the target - pulling at the latent Physical Energy within them to deplete, when pulled they would notice the effects of the jutsu having healed the Irozameru as well in the process. PvP: [INT/CHA vs STR/DEX/CON] 2d4 HP DMG to 1 Target [OR] 1d4 HP DMG to 2 Targets. Heal User for 1/2 (Rounded Down). This technique can never kill a target.
(Inton/Yoton): Hagayui Yuuwaku | (Yin/Yang) Release: Vexed Temptations Jutsu Type: Clan Hijutsu - Genjutsu Rank: D Cost: 3 CP Description: Irozameru creates a substitution of a person in the ATKers life that had died or some misfortune memory, and they were close too that would cause some sense of hesitation - followed by frustration / regret / grief after striking the illusion. PvP: INT Substitution, If Successful -1 ATK for 1 Round. (Duration Stacks, -Neg does not) _______________________________________________________________
Imoshinaiken: Hagaromo | Unseen Blade: Robe of Feathers Jutsu Type: Yoton OR Inton Hijutsu Rank: C Chakra Cost: 6 RP Description: The second step of a defensive Imoshinaiken practitioner's typical efforts; Hagaromo begins in a quick upward slash, typically reversed in grip that is aided by a greater sheath covering the entire side of the user's body put forward in an almost feathery sheath of either umbral or luminescent fog, meant to take the brunt of more simple attacks. If the user is able to chain this together with Hataki, it becomes easier to utilize the chakra already stuck to their forearms to further empower the upward strike, spreading the protective sheath out across their backs for further shielding. PVP Effect: Kenjutsu [Dex/Str] Rank Damage + 1d6. User receives the 1d6 in HP/CP DR until used up. If used in succession after Imoshinaiken: Hataki, both the damage and DR are increased by 2. (Up to Active Max) Teaching/Learning: Gate System - C Rank [Permission/Overseen by ValJean on 8/2/15]
Imoshinaiken: Naihashikakou | Unseen Blade: Dead Beak Drop Jutsu Type: Yoton OR Inton Hijutsu Rank: C Chakra Cost: 6 RP Description: A downward stab either upon a tripped opponent or simply from a vantage point, this technique is mainly used to pierce through Samurai and other chakra-based armor, or otherwise 'unpierceable' hides, rending them open with a sharp hooking of one's chakra at the edge of the blade to rip open a large gash and create an easy vulnerability. PVP Effect: Kenjutsu [Dex/Str] Rank + 1d4. Special Note: Enemies struck take 2 bleeding damage for the 1d4 rounds thereafter, and have their DR lowered by 1d4-1 *(Min 1) for the duration. Teaching/Learning: Gate System - C Rank [Permission by Killerbee on 9/2/15]
(Inton/Yoton): Nagasu | (Yin/Yang) Release: Draw In Jutsu Type: Clan Hijutsu - Ninjutsu Rank: C Cost: 5 CP Description: Expelling the chakra from their mouth it would appear as a glaze at first as inklets of black chakra starts to seep down from their hand slowly working into the soil - afterwards it begins to spread into the air like a pheremone, when casted, this jutsu creates a poisonous affliction to both Physical and Mental energies. PvP: Mass AOE (Except User/Allies), 1d4 HP and 1/2 CP DMG per round for 1d4-1 (Min. 1) Rounds. [Learned 12/2/15 in Front of DM Hinata/ValJean]
(Inton/Yoton): Shoutaishisu-kaku | (Yin/Yang) Release: Greater Draw to Death Jutsu Type: Clan Hijutsu - Ninjutsu Rank: C Cost: 5 CP Description: The Irozameru focuses their chakra towards the target after weaving several seals otherwise, a shadowed glow would appear upon their right hand as they reach out to the target - pulling at the latent Physical Energy within them to deplete, when pulled they would notice the effects of the jutsu having healed the Irozameru as well in the process. This version of the Jutsu is done with greater results. PvP: [INT/CHA vs STR/DEX/CON] 2d6 HP DMG from 1 Target [OR] 1d8 HP DMG from 2 Targets. Heal User for 1/2 (Rounded Down). This technique can never kill a target. [Learned 12/2/15 in Front of DM Hinata/ValJean-- D-D-D-Doubleday] _______________________________________________________________
Imoshinaiken: Hineri Kagizume Kawa | Unseen Blade: Twisting Talon Sheath Jutsu Type: Yoton OR Inton Hijutsu Rank: B Chakra Cost: 8 + 1 per round active RP Description: A misnomer in more than one fashion, this level of imbuement technique does not actually warp the user's blade visibly as some of the previous ranks of Imoshinaiken do. Rather, it causes the user's weapon to become even more noticeable due to the bright shining or heavy gloom that surrounds it, the thickness of this cutting 'sheath' going far enough that it actually carries the weight of the weapon with the user's will, making them seem almost guided by how they tend to twist in abrupt acute angles mid-swing, searching for blood. PvP Effect: For 1d6+2 rounds, the user receives +1d6 Elemental damage to Kenjutsu and Tool attacks only, and gains +1 to Kenjutsu and Tool-based rolls. Special Note: This technique can be ended early. Teaching/Learning: Gate System - B Rank
Imoshinaiken: Kokuten Buki Tobikomi | Unseen Blade: Sunspot Divergence Dive Jutsu Type: Yoton OR Inton Hijutsu Rank: B Chakra Cost: 8 RP Description: A technique made famous more by the duos that performed it than any individual, the user(s) take a moment to line themselves up with their target before blurring not simply their weapon, but their entire bodies with a fog of shimmering yellow or inky black, accelerating within that cloud of their own chakra to deliver a passing slice into their victim, that fog of concentrated chakra seeping into the target's injury and causing them to become crippled momentarily with pain from the intrusion and strike. PvP Effect: Kenjutsu [Dex/Str] Rank + 1d4 Elemental damage, 1 Round Stun or until hit. Special: Another who knows this technique can give up their offensive action for the round to perform it at the same time as the initiator. Stun duration does not stack, using the highest modifier to determine break DC. If Light and Dark element are both used in the attacks and successfully hit, they do an extra 1d6 damage. Teaching/Learning: Gate System - B Rank
(Inton/Yoton): Unomi Garandou | (Yin/Yang) Release: Swallowing Void Jutsu Type: Clan Hijutsu - Genjutsu Rank: B Cost: 8 CP Description: User creates a thick red mist in the area, that very few would realize before the effects take hold that it is an illusion. The mist would carry with it a revolting aroma of death and decay, the redness beginning to stain along their body feeling warm and sticky to the touch until they come to the realization that it is infact blood. PvP: 3 Targets) Targets cannot remove the effects of this jutsu. All targets suffer 1d4 CP DMG per round. Duration 1d4+1 Rounds. Special Note: Being hit does not end this effect.
(Inton/Yoton): Houshoukin Sharei | (Yin/Yang) Release: Bounty's Reward Jutsu Type: Clan Hijutsu - Ninjutsu Rank: B Cp: 8 Description: Targets succumbed to a Genjutsu would begin to feel not only their Chakra system break down due to the effects of the illusion but also suffer damage on the cellular level as their blood cells tear apart due to the stresses. PvP: Target must be in a Genjutsu) If target is taking CP Dmg per round whilst in the Genjutsu, user also suffers HP DMG equal to half of the CP DMG (Bypassing all DR - Once/Genjutsu) _______________________________________________________________
Imoshinaiken: Kyouen no Karasu- Doutai | Unseen Blade: Feast of Ravens- Body Jutsu Type: Yoton OR Inton Hijutsu Rank: A Chakra Cost: 10 CP + 4 HP (Total), Only usable three times per battle. RP Description: The furthest heights that a rare few reach under the tutelage of their clan leaders, Kyouen no Karasu entails spilling one's chakra violently in its raw state into the area, either blanching or dimming dozens of meters in every direction, sucking out the colours of the world and drawing their weapons, focusing their chakra back through them and seeming to shatter their blade into a 'flock' of jagged shards that fling towards their targets, aiming to gore them mercilessly with every single bit and piece. Beyond anything, the pain of this technique can be so great as to strike fear and hesitation into those ran through by the murder of shards, gouging out pieces of their chakra in that deadly path. PvP Effect: Kenjutsu Attack [Dex/Str] + 1d6 + 2d4. Target struck makes a Constitution Check ]DC - 22] against the attack roll, and if they fail they are stunned for 1 round or until hit, and take one third (Rounded Down) of the total in CP damage bypassing DR. The CP portion of this attack cannot critically hit (I.E. if critically hit and the original damage is 27, this attack does 54 HP Damage before DR and 9 CP Damage upon failing the Con check). Special: Up to Two Irozameru clan shinobi can utilize this attack in tandem, using both of their offensive movements. If both hit and are of opposing elements, the penalty to the constitution check is -3, and the CP damage is half total rather than one third. Teaching/Learning: Gate System - A Rank _______________________________________________________________
Imoshinaiken: Kyouen no Karasu- Ome | Unseen Blade: Feast of Ravens- Eyes Jutsu Type: Yoton OR Inton Hijutsu Rank: S Chakra Cost: 20 CP + 8 HP (Total), Only usable once per battle RP Description: The technique that the Kinkou clan were hated and hunted for in ages past. The user's chakra flares violently out of their bodies, coating the entire surrounding area in black or white (or both) as if drawing in whatever the eye could see. Almost as if guided by divine purpose, their blades seem to split apart akin to the previous Kyouen no Karasu, diving in to dine upon their foe's eyes in a swarm of specks, the unique build of chakra nigh lost to the ages as it works to disrupt and deny all hints of chakra meant for an enemy's doujutsu. Only the hardiest of Doujutsu users have been known to resist this deadly technique, and with the lack of documentation on its use in the current day it may be assumed that even they eventually fell to the relentless hounding of the Kinkou in order to retain the secrecy of this technique. PvP Effect: Basic Kenjutsu Attack [Dex/Str]. On hit, the target must succeed a Constitution check - 2 ]DC=30] or have their doujutsu (innates and abilities) shut off for 1d4+2 rounds. Those without doujutsu instead are blinded for the same duration if they fail the check, the pain seeping to slow their actions terribly -20 to spot, hit does not remove] as the technique seems to claw at them relentlessly from within. Special: If this is used to kill an individual, any sort of doujutsu they held is sealed and their eyes disintegrate. Two Irozameru shinobi can utilize this attack simultaneously, costing them their offensive turn, gaining a +3 to their attack rolls if opposite elements. Requires 20 Cha OR Int Mod to learn and perform, as well as Imoshinaiken: Kyouen no Karasu- Doutai Teaching/Learning: Gate System - S Rank
Specialization
Spoiler:
[Kenjutsu Specialist [Partial]]
Someone whom has focused in training their Kenjutsu to perfection, they are masters of the art of Kenjutsu, able to wield their blades to the best degree to none else can even compete. Most Kenjutsuist focus on a single weapon, and train with it throughout their whole life.
Universal: Kenjutsu Rank Damage / Negatives are calculated as 1 higher (Genin does Chuunin damage with less negatives etc), +2 to Learning Kenjutsu, Those they teach Kenjutsu get +1 to rolls. Genin: +1 Kenjutsu Rolls, 1 DR vs Kenjutsu DMG, +10 HP, +1d4 Kenjutsu Damage, -2 Weapon Negatives (Includes Dual Wielding) Chunin: +2 Kenjutsu Rolls, 2 DR vs Kenjutsu DMG, +15 HP, +1d6 Kenjutsu Damage, -1 Weapon Negatives (Includes Dual Wielding) Jounin: +3 Kenjutsu Rolls, 3 DR vs Kenjutsu DMG, +20 HP, +1d8 Kenjutsu Damage, No Weapon Negatives (Includes Dual Wielding)
Forgotten Blood
Spoiler:
[Irozameru Clan] (100 Tokens)
In the times before the great ninja villages, clans ran rampant with war and bloodshed, the likes of which threatened to envelope and drive lesser bloodlines extinct. Some fled, hid, or even tried to change their names to avoid being hunted. The Kinkou bloodline was one such line, headed at those tumultuous times by Hisoke and his brother Mametsu. The Kinkou clan was blessed (or cursed some may say) in a fashion, in that their rate of twin births was far greater than most, giving them quite a number in their particular crusade- one that made their children prime targets for some of the stronger and more well-established clans. The vast majority of these twins were born with at least hints of the opposing elements of light and dark, and often times showed in the attitudes of the siblings. Despite this common friction, the clan managed to hone talented individuals (and pairs) into some of the deadliest duos lost to records.
In the earliest scrolls now utterly lost to time (some may say on purpose), the Kinkou clan set upon themselves to hunt down other clans with disastrous doujutsu, and given their origins in the current-day lands of fire, there was a particular clan they clashed with almost consistantly- the Uchiha. Some say that the Kinkou had means to counteract, or even reverse most doujutsu when two opposing-elemental siblings fought side by side, halting some of the most devastating trumps that individual and groups or doujutsu-users had to offer. This in turn led the Kinkou to be zealously hunted, blood spilling back and forth, forcing them to try and take refuge with some of the larger clans, one such being the Senju clan, another of the famous warring lines directly opposed to the Uchiha.
During the earliest days of Konohagakure, the co-heads of the clan Hisoke and Mametsu headed a secret division of the ANBU black-ops dedicated to hunting down stray members of the Uchiha (and at times, Hyuuga) who would either threaten the village, or its thin peace within. Over time however, between Hokage, the need for such obvious opposition to certain lines became more poisonous than helpful in the eyes of the council, and an inevitable slip of information leaked out, forcing the council to disavow knowledge of the Kinkou specialists and their families- ending this branch of the ANBU. Some say they also exiled the relatively small clan from Konoha for the greater good of the village, but at the time suspicions remained strong otherwise... though the records are still lacking to this day. If the Kinkou had a hand in forming Konohagakure, their memory has been purged, and they are but shadows in ancient texts.
The truth of the matter is that half of the clan had chosen to leave, rather than repress what they considered their sworn duty of hunting Doujutsu-users that abused their gifts under Kenkou Mametsu, while the other half decided to stay and hide in Konohagakure, changing their names and remaining in as close a contact as they could manage. Kenkou Hiyoke became Irozameru, Shoku, and had two bright young boys named Koga and Touken to continue the main line of the Kinkou blood. Retired from the organization out of necessity, 'Shoku' opened up a dojo on the then-outskirts of the young Konohagakure to continue teaching his family members how to defend themselves and utilize their abilities responsibly, so they would never be lost.
[Light & Dark] Passed down through the line from ancient days, Irozameru Shinobi have a large chance of giving birth to twins, or at least two children with opposing elemental chakra. If one has Water, the other typically has an affinity for Fire. Specifically however, the clan's purer branches have a special inclination towards Yin and Yang chakra, wielding them with specific ease while their sibling does the same with the other. Moreover, since ancient times, the Kinkou have always mingled their elements with their tools and weaponry, creating unique arts to dazzle and destroy their targets quickly.
Universal: Start with Shadow Element (INT) or Light Element (CHA), can use Clan Techniques and jutsu of their element with Int or Cha depending upon selection. Once selected, they cannot take the other element. Universal: Gain 2x E-B Rank Jutsu and 1x A-S Rank Jutsu. They start out knowing their E and D Rank customs. The rest must be learnt, but get a +5 to Learning Rolls. Genin:-1 CP Cost to Chosen Element, gain +1d4 damage to Tool / Kenjutsu DMG, -1 Weapon Negatives (Dual Wield Negatives Apply) Chunin:-2 CP Cost to Chosen Element, gain +1d6 damage to Tool / Kenjutsu DMG, No Weapon Negatives (Dual Wield Negatives Apply) Jounin:-3 CP Cost to Chosen Element, gain +1d8 damage to Tool / Kenjutsu DMG, No Weapon Negatives (No Dual Wield Negatives)
[Yin & Yang] Stemming from their inheirent links to life and chakra, Irozameru shinobi are blessed with unnaturally regenerative bodies or chakra networks that help them utilize their jutsu and techniques with more consistancy. When synchronized with their counterparts however, Irozameru Shinobi become far more than the sum of their individual parts, their proximity allowing them to almost leech off of each others' expertise and work in tandem without word or motion.
Universal: If a Shadow and Light Irozameru Member are together, they gain +1 to the Opposite Element's Regen Bonus Universal: +10 to Maximum HP/CP Genin: (Shadow) +1 CP Regen/ (Light) +1 HP Regen Chunin: (Shadow) +2 CP Regen/ (Light) +2 HP Regen Jounin: (Shadow) +2 CP Regen/ (Light) +2 HP Regen ______________________________________________________________
[/quote]
ACN:
Spoiler:
"Return to Dust"
Shioton: Karidasu Dokubutsu | Salt Release: Flush Poison Jutsu Type: Ninjutsu (Kinjutsu) Rank: E Chakra Cost: 2HP + 1CP Note: HP Cost is from the Patient, CP Cost is from the Caster. RP Description: Sometimes the best place to begin with experimentation is oneself. By forcing an unwanted liquid inside of someone's to dry into a gaseous form, the user draws it out through their pores in a crimson mist. The more pervasive the materials, the deeper the user of this jutsu needs to 'pull', thus making some of the more insidious poisons rather painful to withdraw. This jutsu requires that the majority of the fluids are not too far absorbed into the target's body to work however, otherwise the cost in volume becomes rather dangerous, easily labelling this jutsu as forbidden once seen. PVP Effect: Removes one liquid-based poison from the user or a target recently (10 Minutes or Rounds) infected. For every rank above D, increase the CP cost by 2 and HP cost by 1. Special Note: User must have a Concentration / Heal Rank of 15 Per Rank of Poison. (E 15, D 30, C 45, B 60, A 75, S 90) Teaching/Learning: Gate System - E Rank
Shioton: Sakuzen Seisen | Salt Release: Dry Well Jutsu Type: Ninjutsu Rank: E Chakra Cost: Variable RP Description: The basis of all Shioton techniques; the user begins with a warped drawing in of the surrounding moisture into themselves, thinning it greatly from their surroundings while the rest is dispersed and dried out, leaving foilage crispy-brown without burning, skin chapped and peeling. When up against incoming chakra-based moisture, the user can use these same principles to completely disperse the enemy's jutsu, leaving them high and dry with their efforts. PVP Effect: DEF Roll Vs Jutsu/ACN that include Suiton as a source for 2cp. For 5cp instead, one can defend those in a melee AoE of themselves against a single Suiton-based jutsu instead. Teaching/Learning: Gate System - E Rank _______________________________________________________________
Shioton: Kaseru Seisen | Salt Release: Poison the Well Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 +1 Per round Maintained RP Description: Rather than simply dispersing and wilting the moisture in the area, this technique requires a more poisonous injection of chakra within the water already present. By flooding the moisture with their chakra, the Shioton-user effectively poisons the body of water with excessive minerals and salt, causing it to lash and grind into their foes with greater density. PVP Effect: User/Allies using Suiton and Doton-based jutsu/ACN gain an effect to those they hit for 1d4+1 rounds. Enemies affected by Suiton-based Jutsu/ACN must roll [Str/Dex/Con] vs the user's attack roll when hit or take 1d4+1 extra damage bypassing DR. This does not make the entire attack bypass DR, just the extra damage. Teaching/Learning: Gate System - D Rank
Shioton: Hikutou | Salt Release: Drawing Blade Jutsu Type: Nin/Kenjutsu Rank: D Chakra Cost: 4 RP Description: A delivery of the user's chakra through either a blade or blade-like formation of chakra along their hand at a touch, the caster attempts to connect with their victim and cause a great deal of bodily fluids to disperse from the point of contact, often causing a deep red misting of blood from its iron content being left without water. This imbalance, if reached deeply enough, can cause an extreme cramping in the target's systems, weakening their movements. PVP Effect: Either 2d4+1 damage or Kenjutsu Rank+1d4. If the target fails a [Str/Con/Dex] roll against the attack once hit, they take -1 attack/defense for 1d4-1 (Minimum 1) rounds. Teaching/Learning: Gate System - D Rank _______________________________________________________________
Shioton: Sabaku Keisei | Salt Release: Desert Formation Jutsu Type: Ninjutsu (Kinjutsu) Rank: C Chakra Cost: 5 + 2 Cp per round maintained RP Description: A more active drawing and warping of the area's moisture, the user creates an epicenter of rapidly drying air and soil in their immediate vicinity before pulsing it outward through the ground, causing it to crack and crumble along with any nearby foliage to create something similar to a dusty desert. This technique creates a circle of sorts a good distance from which no moisture can enter before being sucked away without some difficulty in maintenance from those within. Often times, this jutsu can leave a place entirely barren by the dredging of minerals and salt into the soil, only dispersing some months later to spread the desolation through rainfall. PVP Effect: All jutsu requiring liquid of some sort receive a -2 to rolls for 1d4+1 rounds (Can be ended early.) For this duration, Suiton-based jutsu/ACN also cost 1 more CP to utilize, and 1 more CP to maintain. Attempting to dispel this effect early requires a successful 'attack' roll against the user's defense aimed to rehydrate the area by a Suiton of equal rank or above. Teaching/Learning: Gate System - C Rank
Shioton: Suibun Jouhatsu | Salt Release: Fluid Dispersion Jutsu Type: Ninjutsu (Kinjutsu) Rank: C Chakra Cost: 5 RP Description: The first ranged expression of Dassuiton; at this level of mastery, the user has learned to grasp upon the enemy's Yang energy and begin cooking and dispersing it from a distance, even targeting particular parts of an enemy's body to begin forcing their blood and fluids to creep to the surface and drift away in a foul mist to the wind and creaking of their bodies. PVP Effect: 1d4 damage for 1d4+1 rounds bypassing DR, with an additional penalty depending on location targeted. Damage / Negatvies do not stack, but duration can with different body parts hit. Muscles: -2 Strength Rolls Joints: -2 Dexterity Rolls Core: -2 Wisdom Rolls Head: -2 Intelligence Rolls Teaching/Learning: Gate System - C Rank _______________________________________________________________
Shioton: Kyoumou no Kiga | Salt Release: Delusions of Famine Jutsu Type: Genjutsu Rank: B Chakra Cost: 9 RP Description: By drawing the moisture out of the ground and area, and letting it settle instead of breezing away, the user floods this dry mist of water with their chakra to affect an entire field of individuals, the salt-laden scent overcoming their olfactory senses and making an easier path to their minds. Within the genjutsu, the victims are overcome with a dry, itchy sense across their skin, along with a gnawing hunger and the burning of the sun against their faces; the first major experience of the jutsu's creator in the harsh desert brought intimately to life. PVP Effect: Mass AoE (Max 4 Enemies and Allies Affected). Those who fail to resist are Mentally stunned and take 2 CP Damage bypassing DR for 1d4 rounds or until hit by an outside source. Special Note: Must always pick maximum number of targets allowed. E.G 2 Allies, 1 Enemy - Must effect all 3. Teaching/Learning: Gate System - B Rank
Shioton: Kaisama Hana | Salt Release: Inverted Bloom Jutsu Type: Ninjutsu (Kinjutsu) Rank: B Chakra Cost: 10 RP Description: A two-step jutsu; this morbid technique forces the user to latch into their target with their chakra, hooking in with a violent jerking sensation that may be felt by their victim. Slowly but surely, if the target cannot resist the user's pull, they can feel their muscles being gradually torn inside-out by the latching of the user's chakra onto the dispersing of their bodily fluids, which seconds later explode violently through the target's pores in a gruesome display, spattering the ground in various fluids and mucus. Far worse is when the user is given the chance to utilize Sakuzen Saizen to cut off this puddle of fluids, drawing them out just a little further and dispersing them into the wind, never to be seen again in a disturbingly clean display. PVP Effect: User attacks vs enemy [Str/Dex/Con]; upon failure, they are 'marked' with this jutsu, and upon reaching the end of the user's next turn, take 4d8 damage that bypasses DR. Special: If the caster utilizes Shioton: Sakuzen Saizen on the enemy who has been marked with this jutsu, half of the damage inflicted (Rounded up) cannot be healed or regenerated back until after combat or extreme [A-S Rank] Hydration or an A-S rank healing jutsu and take an additional 2d4 damage. If the caster does not use Sakuzen Saizen, this jutsu supplies a minor 'water' source on the field from the unfortunate victim's bodily fluids. Teaching/Learning: Gate System - B Rank [Learned on 5/4/15 under the watchful gaze of DM Kisame]
Spoiler:
During dire straits, Hirui has learned to draw moisture directly from plants and the ground through his expertise in Yoton and family Hijutsu, discovering a way to further affect and draw the fluids from larger beings and areas in time and practice. This can take form in a drying of skin and browning of foliage, even organ failure in living beings, while the ground itself can begin to shimmer in its desolation, ponds drying up to their mineral content.
Universal: All Doton/Shioton are used and learned with Charisma. Shioton is an ACN of Yoton and Doton. Genin: +1 Doton/Shioton Rolls and +1d4 Damage using Yoton/Doton/Shioton. Chuunin: +2 Doton/Shioton Rolls and +1d6 Damage using Yoton/Doton/Shioton. Jounin: +3 Doton/Shioton Rolls and +1d8 Damage using Yoton/Doton/Shioton.
Universal:
[Salt in the Wound] [3 CP Free Action) On the users turn, when using Shioton; Depending on rank, target hit receives a penalty to HP Regen and healing per round. All efffects last for 1d4 rounds. (Rounds stack, Negatives do not, Highest negative applies) E-D: 1 C-B: 2 A: 3 S: 4
Universal: When Shioton are used against Water-style or styles including Suiton, Elemental Affinity bonuses are applied; when used against Medical or Lightning styles, Elemental Affinity Negatives are applied (Medical Follows Lightning Negatives)- but not if the style includes Suiton. User may make 2x E-B Rank techniques as part of the ACN Purchase, and must learn the C-B ranks manually. (Any jutsu that includes DMG to a target or that does a large amount of environmental effect is considered forbidden.)
Last edited by Solknight on Sun Apr 05, 2015 1:29 pm; edited 20 times in total
Solknight
Posts : 14 Join date : 2015-02-14
Subject: Re: Irozameru, Hirui [比類 色褪める] [Chuunin] Sat Feb 14, 2015 5:16 pm
"What secrets have you been hiding from us, father-?"
Purchases
Irozameru - (100 Tokens (Unrefundable)) Kenjutsu Specialization (Partial) - (50 Tokens (Swappable)) ACN - (125 Tokens- Paid out to DM Jiraiya) Okibiki's Necklace - (55 Tokens- Paid out to DM Jiraiya) 18-20 Base Charisma (Genin) - (30 Tokens, Paid out to DM Jiraiya) 20-22 Base Charisma (Genin) - (30 Tokens, Paid out to DM Juugo) 12-16 Base Constitution (Chuunin) - (20 Tokens, Paid out to Konohamaru)
Mystery in the Bazaar! [DM Jiraiya]- Success! Exterminate the Acadamy Rats? [PCC Scrappy]- Success! Team Okana Babysitting [Juugo]- Success!
C-Rank
Spoiler:
?? Find Kamito and Retrieve the Fuuinstone for Jakuren [DM Killer Bee]- Success! Hoshigake Delivery?! [PCC Scrappy]- Success?
B-Rank
Spoiler:
Horrors Under the Sands [DM-Jiraiya+Hinata]- Success! Track the Stones; Sunagakure [DM Killer Bee]- Success! Prisoners in Bear Country [DM Rasa]- Success!