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| YOTSUKI, Hiroto | |
| | Author | Message |
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DM Konohamaru
Posts : 173 Join date : 2015-02-14
| Subject: YOTSUKI, Hiroto Sat Feb 14, 2015 6:25 pm | |
| YOTSUKI HIROTO .: Table Of Contents :..: I - Table Of Contents :.
.: II - General Information :.
.: III - Bingo Book Information :.
.: IV - Ability Information :.
.: V - Custom Items :.
.: VI - Known Jutsu :.
.: VII - Custom Extras :.
.: VIII - Purchases :.
.: IX - Inspirations :.
.: X - Other Information :. | |
| | | DM Konohamaru
Posts : 173 Join date : 2015-02-14
| Subject: Re: YOTSUKI, Hiroto Sat Feb 14, 2015 6:27 pm | |
| .: General Information :..: Name :. Yotsuki Hiroto .: Alias :. Hiro (By: Suta Hiryu, Kinnojo Urayama ), H (By: Aoioki Kichida) Sparky (By:Etsuko Kag'ame) Tank (By: Darius Kaguya) .: Birthday :. 13th April .: Age :. 11 .: Eye color :. Brown .: Hair colour :. Blonde .: Height :. 4'11" .: Weight :. 123 lbs .: Blood Type :. O+ .: Likes :.Dance, Music, Older Women, Costumes, Milk, Pastries, Honey .: Dislikes :.His Lactose Intolerance, Know-it-alls, Prodigies, Sudoku, Soup .: Family :.Raikage "Lighting Rod" Kozuko Yotsuki (Uncle) .: Sexual Orientation :.Heterosexual .: Marital Status :.Single .: Scars :. None .: Friends / Foes :.Rated on a -10 to +10 Scale -10 Being Hate, +10 Being Love.: Friends :.Hiryu, Suta +9 Kichida, Kotoyo +8 Kichida, Aoioki +7 (Deceased) Urayama, Kinnojo +7 (Deceased) Kag'ame, Etsuko +7 Kouyou of Kumogakure +5 Shun +4 Sora of Konohagakure +4 Watabe, Senri +4 Kichida, Takeo +2 Hyuuga, Azumi +2 Danao, Aonu +1 Mitsuko +1 Kikken, Hitori +1 Hoshigaki, A.H +1 .: Foes :.Evil White Monkey -10 Darius Kaguya -10 .: Background :.EDITING ~ Chapter 1 - EDITING- .: Theme Songs :.- :
Last edited by DM Konohamaru on Wed Apr 01, 2015 9:32 am; edited 9 times in total | |
| | | DM Konohamaru
Posts : 173 Join date : 2015-02-14
| Subject: Re: YOTSUKI, Hiroto Sat Feb 14, 2015 8:09 pm | |
| .: Bingo Book Information :..: Village :. Kumogakure .: Rank :. Chuunin, Senior Police Force .: Element(s) :. Raiton, (Unknown Second Element) .: Attack Style :. Hijutsu, Taijutsu, Ninjutsu, Kenjutsu, Ninja Tools, Genjutsu .: Toolbag :.[Basic Tool Bag]10 Kunai, 1 combat kunai, 10 Shuriken, 10 Senbon, 2 Explosive Tag, 2 Ninja Wire, 1 Military Ration Pill, 2 Smoke Bombs, 2 Poison Smoke Bombs, 2 Caldrops [Behind Cloak on Strap]2 Windmill Shuriken .: Squad :.Kumogakure's Squad Three .: Sensei :.Kichida, Aoioki (Deceased) .: Goals :.-To Graduate-Defeat Kouyou -To Become a Chuunin-To Become a Jounin -To Become Jounin Commander -To send Aoioki (Deceased), and Kouyou back to the Academy as Students -To open a Dance Studio .: Life Goals :.-To be world renowned .: Nindo :."This is the moment! My time is now!" .:Missions:.S: None A: None B: 2 C: 4 D: 2 E: 1 .: Databook :.Databook | Ninjutsu | Taijutsu | Kenjutsu | Intelligence | Strength | Speed | Stamina | Hand Seals | Total | Genin | 2.5 | 2.5 | 2.5 | 2 | 2 | 2.5 | 2.5 | 2.5 | 19 | Chuunin | - | - | - | - | - | - | - | - | - | Jounin | - | - | - | - | - | - | - | - | - |
Last edited by DM Konohamaru on Thu Apr 02, 2015 11:45 am; edited 13 times in total | |
| | | DM Konohamaru
Posts : 173 Join date : 2015-02-14
| Subject: Re: YOTSUKI, Hiroto Sat Feb 14, 2015 8:09 pm | |
| .: Ability Information :.[Yotsuki Hiroto]- Spoiler:
All Yotsuki members are of ebony-skinned origin, origin and many of them have very light hair colors, a very rare few hold darker colored hair to match their skin. They are often quite muscular and focus heavily on Taijutsu and Lightning element Jutsu. By wrapping their bodies in a layer of Lightning chakra, the Yotsuki clansmen can electrically stimulate their nervous system and speed up their neural synapses to react faster to danger and push their physical prowess to the absolute limit, allowing them to gain tremendous raw speed and monstrous power.
The technique was originally created long ago in the Hidden Cloud Village for the purpose of enhancing a Shinobi enough to be able to crush anyone that came in their way. But it proved impossible for any ordinary ninja to handle the enormous amount of chakra needed to create the Raiton Armor without harming themselves in the process. The repeated failures and shortcomings of the technique keeps reappearing until a member of the already prominent Yotsuki clan learnt about it and demanded to be taught the dangerous technique. This young Shinobi then went on to master it completely, his heritage giving him the ability to easily control huge amounts of chakra with relative ease, he eventually had several children who where all taught the Raiton Armor and thus elevated the Yotsuki clan to new heights! [YOTSUKI]- Spoiler:
[Advanced Raiton Training] The Yotsuki, being the clan in which every great Kumogakure Shinobi has ever hailed from, is one of the most advanced training from birth. They are taught to walk and run, far before even training, gaining muscle mass and sheer physical abilities before they even reach the idea of any form of Combat abilities or chakra abilities. After this they begin intense chakra based training, to perfect their very nature of the Raiton techniques that rush through their very bodies.
Universal: +10 Total CP, Start with Lightning Element, +1 to Learning Lighting Jutsu / Taijutsu
Genin: +1 to WIS / DEX Rolls, +1d4 to Lightning Jutsu Damage, Lightning Jutsu has a 19-20 Crit Range Chunin: +2 to WIS / DEX Rolls, +1d6 to Lightning Jutsu Damage, Lightning Jutsu has a 18-20 Crit Range
Jounin: 3 to WIS / DEX Rolls, +1d8 to Lightning Jutsu Damage, Lightning Jutsu has a 18-20 Crit Range
______________________________________________________________
[Raiton Armor] 3 CP to Activate, 1 CP to Maintain The Clan is able to wrap their natural Raiton Abilities around their very form, this raiton armor drastically increase their speed to insane levels of power and Teleportational speed, on top of insane destructive Taijutsu and Ninjutsu power, making them masters of their own powers and abilities.
Universal: All 'Advanced Raiton Training' Bonuses are changed from Just Raiton, to Universal and apply to the passive Cap.
Genin: Base Taijutsu Damage is Small Weapon Damage, No Penalties, Taijutsu / Lightning Attacks Peirce's 2 DR Passively, +2 DR vs HP Chunin: Base Taijutsu Damage is Medium Weapon Damage, No Penalties, Taijutsu / Lightning Attacks Peirce's 3 DR Passively, +3 DR vs HP Jounin: Base Taijutsu Damage is Medium Dual Wield Weapon Damage, No Penalties, Taijutsu / Lightning Attacks Peirce's 4 DR Passively, +4 DR vs HP
[Perfected Raiton Armor] (100 Tokens, Legendary Bloodline) The Yotsuki has gained the perfected form of their Raiton armor, taking it a step further so their very armor is like a suit of pure Raiton energy, allowing them to simply shrug off incoming Riaton based attacks as if they didn't even exist, on top of the ability to not only move at far greater speeds, but also Combat others with such devastating force that to even take one hit from the Yotsuki is to ask for a devastating and light threatening blow.
Universal: +10 Total CP, Bonuses from Pefected Raiton Armor are only gained when "Raiton Armor" is active.
Genin: +1 Attack/Defense Rolls, Immune to E-D Rank Lightning Jutsu, 2 DR vs Lightning Jutsu, +1d4 Taijutsu Damage Chunin: +2 Attack/Defense Rolls, Immune to E-C Rank Lightning Jutsu, 4 DR vs Lightning Jutsu, +1d6 Taijutsu Damage Jounin: +3 Attack/Defense Rolls, Immune to E-B Rank Lightning Jutsu, 6 DR vs Lightning Jutsu, +1d8 Taijutsu Damage
[YOTSUKI CUSTOM]- Spoiler:
[Godspeed] Developed by Hiroto's direct ancestors during their tenure as a Kumogakure Shinobi, and taught to his father and his father before him. Hiroto has been granted this ability in order to surpass the Raikage's own offspring and to advance the Clan even further both in Kumogakure and the Shinobi world. With the destruction of Iwagakure, and the threat of war looming over the horizon; Hiroto's father thought the time could not be better.
With his hair, hands and feet charged with lightning type chakra, the Godspeed ability, allows Hiroto to react and move his body at speeds that would normally be unattainable if not impossible for someone his age due to the stress that occurs to the body. In short this ability changes Hiroto's chakra into a personal field capable of transmitting all electrical impulses from his brain in a straight line directly to the part of the body he wants to use, completely bypassing his nervous system and any lag that may come from the impulses' travel. This personal aura also alerts him to foreign electromagnetic presences coming toward him. Allowing him to act on instinct to dodge!
Hiroto while actively utilizing his [Raiton Armor] and employing Godspeed possesses a near limitless level of speed and velocity that allows him to outmaneuver and out strike those he may face. He can move so quickly it is as if his enemies are stuck in place as he attacks several times before they can retaliate! His training at this speed has increased his natural durability along with making him a force to be reckoned with. Not to mention his accelerated metabolism has rendered him resistant to weight gain, illness, injury, while accelerating his healing speed. The [Raiton Armor] of the Yotsuki clan and their training has increased Hiroto's resistant to the effects of high speed travel, including friction, gravitational decrease, inertia, etc.
Universal: While under the effects of [Raiton Armor] Hiroto has the option to pay 2 CP to gain either +1 to attack roll, or +1 to DR Pierce as a free action on his turn. Doing so must be stated before his standard action.
Genin: +2 to Initative/Escape Rolls, +2 DR vs HP, +10 HP Chuunin: +3 to Initative/Escape Rolls, +3 DR vs HP +15 HP
Jounin: +4 to Initative/Escape Rolls,+4 DR vs HP +20 HP
[Raiton Armor Mastery] Yotsuki are glaringly superior with their mastery of Lightning chakra; their clan because of their capabilities are pushed to the superhuman level during intense trainings; making them immensely stronger, faster, and granting them more stamina than members of other clans can achieve by any method of training and remain that way with little or no maintaining.
Hiroto and his direct line before him can manipulate the chakra executed for [Raiton Armor] and shape the electricity for deflection, increased protection ,and durability. Grant themselves physical boosts, most commonly including raising their extraordinary speed to inhuman levels. With his training, Hiroto can properly mold his chakra onto weapons increasing the vibration properties of Lightning chakra. A feat many Raiton User's can not find success. This mastery has even lead to the discovery of Black Lightning and other Hijutsu kept secret even within the clan.
Universal: [Raiton Armor] is a Free Action to activate, and [Advanced Raiton's Training]'s WIS/DEX bonus is increased by 1.(Never exceeding the passive cap)
Genin: +10 HP/CP +1 HP REGEN Chuunin: +15 HP/CP +1 HP REGEN Jounin: +20 HP/CP +2 HP REGEN
[Black Lightning] Black Lightning is a unique form of Lightning Release utilized by select members of the Yotsuki clan. These members have gathered the knowledge to take Lightning Release to it's peak. The lightning produced is black in color and uniquely magnifies the speed, potency and frequency of the technique it is used with far beyond what is normally attainable. The power behind the Black lightning is so strong that it destroys even chakra by rupturing all particles with intense vibrations leaving nothing behind.
Universal: Reroll one damage die with a result of a "1". Damage rerolled has a -1 to it (Min 1)*. Only Usable for Black Lightning Enhanced Techniques.
Universal: Hiroto has the option to declare any Lightning Jutsu a Black Lightning Technique. This must be done before the attack roll is made. Black Lightning damage deals additional damage to CP, and gains 3 DR Pierce (Universal), by paying the extra rank CP cost. See the chart below regarding bonus CP damage. (This damage applies to the Burst Cap)
E Rank (1 CP): +1 CP damage D Rank (2 CP): +1d4 CP damage C Rank (3 CP): +1d6+1 CP damage B Rank (5 CP): +1d8+1 CP damage A Rank (6 CP): +2d4+1 CP damage S Rank (8 CP): +2d6+2 CP damage
Genin: +1 to Lightning Jutsu, +0 to Lightning Jutsu effect duration, -1 to Lightning Jutsu Cost. Chuunin: +2 to Lightning Jutsu, +1 to Lightning Jutsu effect duration, -1 to Lightning Jutsu Cost. Jounin: +2 to Lightning Jutsu, +2 to Lightning Jutsu effect duration, -2 to Lightning Jutsu Cost.
[Darker Than Black: Raiton Armor] Further: 5 Activate, 2 to Maintain This ability is made up of dual parts: [Raiton Armor], the ability to accelerate oneself with the power of lightning; which can be used to travel long distances at high speed, and [Godspeed], the ability to move ones body according to his own will, and the ability to sense his opponents movements and have his body react automatically.
Because this is a combination of Hiroto's most powerful abilities. This enhancement of the [Raiton Armor]'s abilities allows Hiroto's technique to take on the properties of the infamous [Black Lightning] style. Empowering many of the augmentations that come with his Hijutsu from extreme speed, to enhanced reflexes, to superhuman strength, and enhanced conditioning.
Universal: While under the effects of [Raiton Armor]; when Hiroto is hit by any form of lightning Jutsu that he is immune to, Hiroto heals 1/2 of the damage roll to CP.
Genin: +1 to ATK/DEF, +2 DR vs HP, +1d4 Nin/Taijutsu Damage Chuunin: +2 to ATK/DEF, +3 DR vs HP, +1d6 Nin/Taijutsu Damage Jounin: +3 to ATK/DEF, +3 DR vs HP, +1d8 Nin/Taijutsu Damage
_____________________________________ [SUMMONING TECHNIQUE]- Spoiler:
- Spoiler:
BackgroundBefore the world of Shinobi existed, in a land far away to the north-east; a place full of forests existed; a place of peace and green, tall trees and lively vegetation, where it is said the only passages dividing the huge towering forests was a a set of rivers that exited the great sea to the north and south of the peninsula. Today; this place of green is known as the Land of Forests. It is within these peaceful forests that a number of creatures that existed since the dawn of the day make their home; in a Hidden place known as Yaseinomoru(Glade of the Wild Felines). The story has it that this sacred place is where most of the felines of the continent first appeared; or rather, root back to. A hidden village of wild, towering felines that are as strong as Shinobi themselves; battle upon the threats of the land and zealously keep it from the invaders of the world outside their woods. Few know of this Hidden Village of Felines, and even less know at all how to reach it; if there is such a way. The Glade itself is a colorful place, full of mystery, known to possess several different levels and regions, where all felines appear to live with one another in communion, and ever so respectful of eachother’s territory. The species of shinobi felines all answer to a certain council of elders with a supreme head that guides them throughout the ages of the world. Those unlucky enough to end up in Yaseinomoru face constant threat against their lives; for that within nature itself; one must fight to remain a predator or risk becoming prey. Universal: On hit, "maims" opponents, giving a -1 to DEF rolls for 1d4 rounds (rounds stack, negative does not) Minor Trait:+1d4-1 (Min 1) HP DMG (Bypasses Rank DR Pierce) for 1d4-1 (Min 1) Rounds Rank 1: +1 DR Pierce Rank 2: +2 DR Pierce Rank 3: +3 DR Pierce Rank 4: +4 DR Pierce Rank 5: +5 DR Pierce Special Note: Hiroto and Senri cannot summon the same rank of summon except for Rank 1.Rank 1(15 Tokens): Unlocked Special note: Kuroashi and Shirashi are two different summons In-character; they are the only exception to the shared summoning. While in roleplay Senri or Hiroto may make use of either of these summons, Koroashi will be the animal coming out for Senri in pvp situations; while Shirashi will be coming out for Hiroto. - Spoiler:
Kuroashi & ShirashiKuroashi and Shirashi are a pair of young leopard cubs that have only recently begun learning to hunt and speak on their own. Of a nearly identical soft black and yellow spotted skin behind green eyes; these two sibling cubs are inseparable. They both are very small, not standing over two foot tall and three foot long. Of an overly curious sort; they are always eager to learn something new and experience new adventures. Shiraishi, the female, is however the most energetic of the two, never stopping for a moment’s rest; Kuroashi being the introvert, who would prefer long naps over the extrovert sibling. They are both characterized and known for their passion. Summon Cost: 10 CP HP: 10 CP: Uses summoners CP Pool ATK/DEF: Highest Summoner Stat Base Damage: Users Rank Taijutsu DMG Rank 2(20 Tokens): Unlocked - Spoiler:
NasuNasu is a grown young Jaguar adult of talented hunting skills. He is characterized for his rather dominating behavior and courageous spirit. He is rather protective of his kind and those that have proven themselves worthy of his friendship. Nasu’s known for his strength and endurance. He stands about five foot tall and three foot long. Summon Cost: 15 CP HP: 20 CP: Uses summoners CP Pool ATK/DEF: Highest Summoner Stat +1 Base Damage: Users Rank Small Weapon DMG, No Penalties. Rank 3(25 Tokens): Unlocked - Spoiler:
YukinoYukino is an adult female Tiger of very quiet nature and white skin. Unlike the other species, she will take solitude to the extreme by even going out of her way to avoid confrontation. Whenever she must protect her kind however, she does so with pride and punctuality; although it is always noted that she is always eager to go back to her solitude and wishes people left her alone to her own devices. Yukino’s infamous laziness is what she is mostly known for. She is about ten foot tall and five foot long. Summon Cost: 20 CP HP: 30 CP: Uses summoners CP Pool ATK/DEF: Highest Summoner Stat +2 Base Damage: Users Rank Dual Wield Small Weapon DMG, No Penalties. Rank 4(30 Tokens):Unlocked - Spoiler:
ShihomoShihomo is a large Tiglon of experienced age and his hunting skills clearly denote his dominance over his prey. He is easy to offend and very hard to befriend. Unlike other types of felines, he will always demand for something in exchange of his services, even to trusted friends. He is a male that holds grudges which is what he is mostly known (and feared) for amongst other big cats. Shihomo stands about fifteen foot tall of height and six foot long. Summon Cost: 25 CP HP: 40 CP: Uses summoners CP Pool ATK/DEF: Highest Summoner Stat +3 Base Damage: Users Rank Medium Weapon DMG, No Penalties. Rank 5(35 Tokens): Locked - Spoiler:
TsurogoTsurogo is, in short, the largest of his kind to currently exist. He is a Liger; a rather rare sight even amongst the species of large cats. Standing at around nine feet long and twenty foot tall, this titanic creature is the most prideful and strong of its kind. Known for its sheer strength in battle only matched by its own appetite for challenges; Tsurogo can be the most loyal of companions and the worst animal enemy an individual can possess. Summon Cost: 30 CP HP: 50 CP: Uses summoners CP Pool ATK/DEF: Highest Summoner Stat +4 Base Damage: Basic Large Weapon Damage, No Penalties.
[POLICE FORCE]- Spoiler:
Police Force) The police force is a group of Shinobi in the villages which govern inside of their individual Villages, they know the streets like the back of their hands and have contacts everywhere. This allows them to be the perfect force for protecting their individual villages. Universal) +1 ATK / DEF Rolls vs someone they are arresting. (Jutsu Cap)
Genin - Recruit) + 5 Spot / Listen, May Arrest those breaking the law within their village. Chunin - Senior) + 10 Spot / Listen, May Arrest those breaking the law within their village / Country.
Jounin - Sergeant) +15 Spot / Listen, May Arrest those breaking the law within their village / Country.
_____________________________________
Last edited by DM Konohamaru on Thu Apr 02, 2015 9:30 am; edited 22 times in total | |
| | | DM Konohamaru
Posts : 173 Join date : 2015-02-14
| Subject: Re: YOTSUKI, Hiroto Sat Feb 14, 2015 8:10 pm | |
| .: Custom Items :.Item Hiroto's Spring Loaded Combat Gauntlets- History:
The Yotsuki combat gauntlet was a marvel of Kumogakure craftsmanship in times past, clearly the work of a master. Because of their unique design and origin the Yotsuki combat gauntlet carries the mark of the clan.
When asked just how the Yotsuki Ancestor procured the weapon, the Clan Elders have a few claims. Some claim, the Ancestor could have won it in a game of cards or duel against his brothers with each of their lives on the line, and while another has claimed it could've been a gift from a mysterious old beggar who disappeared into thin air after giving him the key to Kumogakure’s safety, and if that wasn't strange enough several have claimed it's possible he had been given it by a Shinigami who commanded that he break away from a dying clan and start one anew. It has even been mentioned that this Shinigami could have been the beggar in disguise, but that is neither here nor there. Although none of these stories seem very plausible one thing is for certain. Once the weapon was obtained, it worked in perfect unison with the Raiton chakra nature.
During the circumstances that lead to the creation of Kumogakure and the other five Great Shinobi villages, The Yotsuki Ancestor encounters several Clans, especially the clan of an old acquaintance who tried to design a ballistic weapon before, however, upon discovering that this old friend had been driven insane by the fighting and bloodshed of the First Great Shinobi war; accompanied by the loss of his wife and first born son, The Yotsuki Ancestor had to kill him to prevent discord amongst Kumogakure’s forces as the Acquaintance proved a turncoat by offering information to Sunagakure. Afterwards, this Acquaintance’s concubine explains that it was she who built the spring loaded mechanism in the ballistic weapon – her first and only design to actually work with mild delay.
As the Yotsuki Ancestor and the Concubine proved strong allies, and possible lovers. This depends on who tells of the story. The two learned that with the Raiton chakra energizing the weapon it proved difficult to counter act for most enemies. With several other modifications added the Yotsuki Spring Loaded Combat Gauntlets were born!
Decades after their creation as technology advanced, the Gauntlets become known amongst the Shinobi world for their simple design but deadly accuracy. When energized the weapon could rapidly fire projectiles loaded into it with such force they could shred just about anything. As the Raiton Style of the Yotsuki Clan became a full Armor used more frequently to quell the enemies of Kumogakure the weapon fell out of practice. It wasn't until Yotsuki Hiroto was forced to clean the Clan’s old store house that he found a model in disrepair. Taking to his legacy the Elders were bemused that the young boy had taken such interest in such an outdated weapon that was so important to their history that they sought out old tomes and manuscripts. Fueling his desire to rebuild the weapon and learning to use such a legacy. Hiroto has begun with a basic model and continues to repair and improve the artifact.
Recreated from past Shinobi weapons especially those from clan members long ago. These gauntlets hold a spring mechanism that allows the wielder to instantly extend and retract kunai from their sleeve using a spring-loaded wire for quicker throws that aren't so easily detected by just applying their Raiton chakra. The gauntlets go over gloves specially designed to grip weapons with ease and add comfort to the weapon's wielder. These gauntlets design also allow for more potency with the Yotsuki's unique fighting style by transferring electricity and chakra flawlessly to the internal and external mediums. Dicefight: 3 Point Less Weapon Penalties (30 RP Tokens) +1d8 Universal Damage (30 RP Tokens) +10 Set Trap (10 Tokens)
Last edited by DM Konohamaru on Sun Mar 01, 2015 12:48 am; edited 5 times in total | |
| | | DM Konohamaru
Posts : 173 Join date : 2015-02-14
| Subject: Re: YOTSUKI, Hiroto Sat Feb 14, 2015 8:10 pm | |
| .: Known Jutsu :..:Academy:.- Spoiler:
Academy Jutsu Note: All Academy Jutsu must be learnt before you are able to become Genin. However, you may learn 2 a day and all 8 in a single week, unlike the normal Jutsu Rules. You must still be an Academy Student for a minimum of 1 week to graduate. (DM Discretion)
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:Learned.
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: Rolepaly Jutsu Only. Teaching/Learning: Learned.
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: Learned
Cloak of Invisibility Technique Jutsu Type: Genjutsu 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: Learned
Clone Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 4 + 2 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: 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. Teaching/Learning: Learned
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: Doesnt Stack with any Hide bonuses that are not specifically noted for disguising. Teaching/Learning: Learned
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: Learned
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 rippple around the body in effort to release yourself from genjutsu and other "stuns". WIS is rolled vs the attacker's initial Roll. Teaching/Learning: Learned .:Hijutsu:.- Spoiler:
Flash Lightning Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: More potent than normal man made lightning this jutsu uses the bodies own electrons to augment the output of the electrical discharge. PvP Effect: 1d10+2 damage Teaching/Learning: Learned
Storm Cloud Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: By supercharging the atmosphere around them a talented Yotsuki can create a field of low voltage static electricity around themselves. Anyone within the immediate area of the localized burst can expect a lingering effects of the neural assault. PvP Effect: AoE explosive tag radius, 1d10 Lightning DMG per round for 2 Rounds. Teaching/Learning: Learned
Lightning Strikes The Mountain Jutsu Type: Taijutsu Rank: C Cp: 5 Description: One of the specialized taijutsu techniques Yotsuki develop allows them to assault a target anywhere from five to fifty times in seconds. The nature of the assault deprives each point of contact of any strong impact but each repeated touch discharges more and more electricity through the body, ensuring cramping nerves and terrible pain. PvP Effect: Unarmed Rank DMG + 1d6 + 2 Lightning DMG. Teaching/Learning: Learned
Rolling Thunder Jutsu Type: Taijutsu Rank: B Cp: 8 Description: This advanced taijutsu technique blends the rapid movement and chakra control of a Body Flicker with the sheer destructive force of the Iron fist. Unlike other of the Yotsuki abilities. It is not solely by itself generated by electricity. But the terrifying byproduct of thunder. Each Blow resonates in the air, giving the attacker opportunities for assault as well as the explosive discharge of chakra. PvP Effect: Must know body flicker or a equivalent. + 2 to ATK Roll. Unarmed Rank DMG + 2d6 Sound DMG. (Sound dmg bypasses DR) Teaching/Learning: Learned.
Flash Step Jutsu Type: Taijutsu Rank: B Cp: 8 Description: By supercharging their body with pure electricity Yotsuki can augment their speed and damage by imbuing them with primal energy. it’s a dangerous technique and can not be done often less the body reject the stimulant and cause stress on the heart. PvP Effect: + 2 DEX Rolls and add 1d4+1 Lightning DMG to Taijutsu ATKs for 1d4+1 Rounds. Note: For 12 CP can be used as a Free Action on the Yotsuki's Turn
Chain Lightning Jutsu Type: Ninjutsu Rank: B Cp: 10 Description: By compressing lightning into their palms and threading it along their body a talented Yotsuki can guide the electricity from one target to the next. Using the water in their bodies as conducting jump points between targets. PvP Effect: 4d6+1d4+1 Lightning DMG AoE explosive tag radius (Max. 3)
Lightning Bolt Jutsu Type: Ninjutsu Rank: B Cp: 10 Description: A powerful technique that spears lightning into a long rod that can be hurled at and through a target. At the end of its trajectory the rod detonates. Scattering into the surroundings objects or people. This makes this a perfect jutsu to use against guardians and protectors. PvP Effect: 2d10+1d6+2 Lightning DMG (Enemies directly behind target must defend or take 1/2 DMG)
Electromagnetic Murder Jutsu Type: Rank: A Cp: 15 Description: One of the higher end and lethal of the Yotsuki jutsu. Utilizing nothing but sheer undiluted lightning and focused will a Master of Ninjutsu can bend the element to there will and send it coursing through a single body and nothing more. With a single touch they can confine the volatile energy into one package and force It to remain until it dies out. The sheer agony of housing that much energy alone is staggering, and those who survive that and the aftereffects are never quite right again, more than a few develop a terrible pathological fear of electricity for all of their days. PvP Effect: Unblockable, Deal 5d6 Lightning DMG bypassing 4 DR, +2 vs Dodge
Tachyon Field Jutsu Type: Nintaijutsu Kinjutsu (Requires DEX/STR or WIS to use) Rank: S Cp: 25 + 2d6 HP DMG per atk over 2. x 1 per battle Description: Tachyons are particles that can move faster than light. With proper training and resolve a Grandmaster of the Yotsuki arts can create a field of these dangerous particles. The effects within the field are akin to time manipulation. The user imbues themselves with enough of the particles to move faster than light. Though doing this is extremely taxing and highly destructive to the hosts body. Though shrewd use of this ability can spell the outcome of a battle as the victim suffers the assault of a high powered instantaneous assault. PvP Effect: User performs up to 1d4+1 ATKs simultaneously dealing Base Unarmed Rank DMG that bypass 5 DR each attack.
Ligar Bomb Jutsu Type: Nintaijutsu Kinjutsu (Requires DEX/STR or WIS to use) Rank: S Cp: 30 Description: By grasping the target by the Arms, or waistline, they flip them upside down, before slamming them down releasing enough chakra to spike them temporarily to Tailed Beast levels, the Chakra blasting out at such high levels that it blasts apart the target with such severe Raiton energies. PvP Effect: Deals Taijutsu Damage +2d10+5d4+10 Damage Bypassing all DR. .:Taijutsu:.- Spoiler:
Swift Kick Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user layers their shin with sharpened chakra, in order to increase both kicking power, allowing it to pierce some defenses. PVP Effect: Rank Damage + Pierces 1 DR Special Note: Teaching/Learning: Learned
Raiton: Static Wall Jutsu Type: Taijutsu (DEX/STR) Rank: D Chakra Cost: 2 RP: 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: Offensive) Rank Taijutsu DMG + 1d4 DMG, Defensive) Block vs Melee Attacks. Does 1 DMG if Successful Special Note: Teaching / Learning: Learned
Taijutsu: Full Block Guard Jutsu Type: Taijutsu Rank: D Chakra Cost: 3 RP Description: The user sends chakra to their arms and body to defend against an attack that is incoming. If they fail to block the damage, they instead gain some damage reduction as their body is hardened to the attack PvP Effect: Block as normal, if fail, gain 1d4+1 DR for that round. Teaching/Learning (Custom; Kinnojo requests noone outside Kumo)
Tool Barrage Jutsu Type: Taijutsu Rank: C Chakra Cost: 6 RP Description: The user grabs a single tool from their arsenal, and tosses it at the opponent with a replication jutsu placed on it; creating several more, in order to cause a barrage of tools. PVP Effect: Tool Damage + 2d4 Special Note: Uses a single tool of user’s choice Teaching/Learning: Learned
Tool Storm Jutsu Type: Taijutsu Rank: B Chakra Cost: 10 RP Description: The user grabs a single tool from their arsenal, and tosses it at the opponent with a replication jutsu placed on it; creating Twenty more in order to create a barrage of agony. PVP Effect: Tool Damage + 5d4 Special Note: Uses a single tool of user’s choice Teaching/Learning: Learned
Flickering Barrage Jutsu Type: Taijutsu Rank: A Chakra Cost: 13 RP Description: The user focuses their chakra into being able to mass produce their flicker technique, creating an illusion that they are everywhere, and then surprise their opponent taking them out with a destructive blow. PVP Effect: Rank Damage + 2d8 + 2d4 Special Note: Undodgable (Including Substitution), Needs Body Flicker Technique to learn. Teaching/Learning: STILL LEARNING
.:Kenjutsu:.- Spoiler:
Chakra Dageki (Chakra Strike) Jutsu Type: Kenjutsu Rank: E 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: Learned
Preparing Stance Jutsu Type: Kenjutsu Rank: D Chakra Cost: ~ RP Description: The user slides into a stance in preparation for their next attack to increase the effectiveness of it. PvP Effect: -5 Chakra Cost for the Next Round (Must be a Kenjutsu move) Teaching/Learning: Gate System – D Rank
Reverse Strike Jutsu Type: Kenjutsu Rank: D RP Description: After feinting an attack, the user grips the weapon in reverse and strikes their opponent from the other side. CP Cost: 3 PVP: +1 to attack roll Teaching/Learning: Learned
Lazy Man’s hand Jutsu Type: Kenjutsu (Iaijutsu) Rank: D RP Description: As the enemy approaches, the user remains calm, their hand resting on the hilt of their sword. When the enemy comes into range, the user would draw their weapon and slash the enemy in a single fluid motion. CP Cost: 3 PVP: Block. 1d4 Damage to attacker. Note: Cannot be used to Defend Genjutsu. Teaching/Learning: Learned
Double Strike Jutsu Type: Kenjutsu Rank: D 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: Learned
Cross Slash Jutsu Type: Kenjutsu Rank: C Chakra Cost: 4 RP Description: Focusing a small amount of chakra the user rushes towards the opponent and sends an ‘X’ like slash at the opponent. PvP Effect: Weapon Damage + 1d6 Damage Teaching/Learning: Learned
.:Ninjutsu:.- Spoiler:
Raiton: Simple Shock Jutsu Type: Ninjutsu (WIS) Rank: E Chakra Cost: 2 RP: With a few basic hand signs the user is able to channel a small shock that leaves their opponent vulnerable PvP: Target is Physical Stunned (DEX/STR/CON Break) for 1 Round (Or Until Hit) Special Note: Teaching / Learning: Learned
Raiton: Stun Gun Technique Jutsu Type: Ninjutsu (WIS) Rank: D Chakra Cost: 3 RP: 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: Target is Physical Stunned (DEX/STR/CON Break) for 1d4 Rounds (Or Until Hit) Special Note: Teaching / Learning: Learned
Raiton: Cramp Technique Jutsu Type: Ninjutsu (WIS) Rank: D Chakra Cost: 3 RP: 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: For 1d4 Rounds, Target suffers -2 to STR or DEX Rolls depending on where they are targeted. (Legs or Arms) Special Note: Can pay 6 Chakra to Affect both limb types Teaching / Learning: Learned
Chakra Concentration: Legs Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user focuses their chakra into their legs, giving them greater speed and dexterity for a certain amount of time PVP Effect: +1d4 to DEX rolls for 1d4 rounds Teaching/Learning: Learned
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: Learned
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: Learned
Raiton: Stun Gun (Unrestricted) Jutsu Type: Ninjutsu (WIS) Rank: C Chakra Cost: 5 RP: The unrestricted version of stun gun technique involves channeling more Raiton then necessary to stun the opponent which results in electrical damage to the nerves. PvP: Target is Physical Stunned (DEX/STR/CON Break) for 1d4+1 Rounds (Or Until Hit) and takes 1d4-1(min of 1) HP damage a round Special Note: Teaching / Learning: Learned
Raiton: Thunder Crash Jutsu Type: Ninjutsu (WIS) Rank: C Chakra Cost: 5 RP: The user would send a ball of deafening thunder, and electricity at the opponent. Possibly stunning and shocking them PvP: 1d8 + 1d6 DMG Special Note: CON Check DC 15: If failed, Target is Physical Stunned (DEX/STR/CON Break) for 1 Round (Or Until Hit) Teaching / Learning: Learned
Raiton: Electrical Discharge Technique Jutsu Type: Ninjutsu (WIS) Rank: C Chakra Cost: 5 RP: 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 a few nearby targets PvP: AoE - 3 Targets) 2d6 DMG to all targets Special Note: Teaching / Learning: Learned
Raiton: Minor Electric Current Jutsu Type: Ninjutsu (WIS) Rank: C Chakra Cost: 5 RP: 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: For 1d4+1 Rounds, User gains +1d4+1 Raiton DMG to Taijutsu / Kenjutsu 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. (This Dmg doesn't bypass DR but pierces 3 DR) Teaching / Learning: Learned
Shadow Clone Technique Jutsu Type: Ninjutsu (Elementless) Rank: C Chakra Cost: 5 + 2/per round maintained RP Description: Much like the Solid Clone technique, the Shadow Clone is a more advanced form of the basic academy bunshin, where the clones carry physical traits, instead of just being images of the user's appearance. A Shadow Bunshin is capable of basic attacks, though they generally lack in tactics. 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. Created clone has it's own attack round, where they may only use basic Tai or E rank jutsu. Created clones only gain Attack/Defensive bonuses from the user, and no further Damage/DR/Regen/Ect. bonuses. Special Note: Clone goes after the user. Special Note 2: Clones are destroyed on hit. Destroying a Solid Clone deals 3 HP damage to the user, bypassing all DR. Teaching/Learning: Learned
Chakra Absorption Technique Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The users hand glows blue, as a beam of chakra hits a single target. The beam drains some of the Targets Chakra and replenishes your own PvP Effect: Drains 2d6 cp from your target, and returns it to your own CP Pool Special Note: May be used twice per battle only Teaching/Learning: Learned
Body Flicker Technique Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8, -1 a Round (Or) 20 cp to Activate all Fight Description: This jutsu is a high-speed movement technique, allowing a ninja to move short to long distances at an almost untraceable speed PvP: Free Action) Grants +2 to Attack/Defense Rolls While Active. Special Note: Requires a 15 Dex Mod Teaching/Learning: Learned
.:Genjutsu:.- Spoiler:
Electrical Waves Rank: E Chakra Cost: 2 RP Description: The user completes a few hand-seals, creating the illusion of lightning zapping the opponent, stunning them briefly. PVP: Stunned for 1 Round, or Until Hit Teaching/Learning: Gate System - E Rank
.:Signature:.- Spoiler:
Wildsense: Scent Jutsu Type: Hijutsu Rank: C Chakra Cost: 5 CP RP Description: Users can detect specific persons, objects, substances or even places, locate their origin and track with nothing but their nose. Advanced Large Cats may even be able to detect, sicknesses, or tumors by which hormones/smells they excrete. The Large cats from the land of forest can 'sense' chakra with their nose, which allows them to judge an enemy's strength. Their ability of detect is remarkable and with keen direction they seem to be able to locate anyone. PvP Effect: Able to detect others through scent with a concentration roll +5. Free Action) Can "Smell" CP levels (Read them via asking players in question). Teaching/Learning: Learned.
Transformation: "Heavenly Returning Fang" Jutsu Type: Hijutsu, Ninjutsu Rank: B Chakra Cost: 10 RP: The transformation technique of the descendants from The Land of Forest. The Large cats are able to at-will transform themselves into huge and powerful boomerangs. This allows them be characterized as having the hardness of diamond and the ability to redirect themselves at a target mid-flight! These boomerangs, when in use are able to effortlessly destroy pillars and buildings, not even most barriers can impede them! They are also known for the cat like scratches left on buildings and those wounded by the weapon. While transformed the Large cats are able to attack of their own free will, and their claws and fangs are able to protrude from the boomerang itself adding to surprise from the irregularity. This special technique is reported to only be used by The Hunter. A special title given to Hiroto from the Large cats as he has the capability to weild such large and heavy weapons. PVP Effect: [Free Action]For 1d4+1 Rounds;"Summoned Creature" transforms into a Boomerang, and is treated as a weapon. "Summoner" gains a secondary attack with the "Summoned Creature" for the duration. The attack with this weapon does not gain any active bonuses from the user, and is treated as a standard kenjutsu attack. Note: Weapon deals Summon Creatures' Rank DMG. Teaching/Learning: Learned
Raiton Armor: Lightning Speed Jutsu Type: Hijutsu Rank: B Chakra Cost: 8 CP then adds +3 to the maintenance cost of [Raiton Armor] RP:A technique evolved from the insane speed given to the Yotsuki from their [Raiton Armor] and [Godspeed] techniques. The [Lightning Speed] technique is a motion that creates a multitude of afterimages of the body through a varying cadence aided by the manipulation of particles in the air to disturb the perception of onlookers. The technique actually breaks apart the ground and scatters the debris with each step! The technique also utilizes the electrical charge given by the technique to alter the sound frequencies of vaporized particles and chemical reactions into a strange and rather obnoxious buzzing. This buzzing has also jokingly labeled the technique "The Killer Swarm Step." PVP Effect: The user may decide to either roll DEF normally or instead to roll 1d4 for the duration of the [Raiton Armor] activation. On a result of a 1-2, the user is hit, however on a roll of 3-4 the user evades the attack! Special: The technique cannot be used to dodge; undodgeable techniques. Special: This ability can be ended early. Only 1 [Raiton Armor] Technique can be used at a time. Teaching/Learning: Learned
Raiton Armor: Divine Enhancement-Mind Jutsu Type: Hijutsu Rank: B Chakra Cost: 6 CP then adds +1 to the maintenance cost of [Raiton Armor] RP Description: [Raiton Armor] empowers many characteristics of the human body for the shinobi capable of harnessing the chakra required. With finesse and even further control the practitioner of the famous and deadly technique can utilize their ability to process information at incredible speeds, allowing them to analyze stimuli and come to conclusions at an unprecedented rate. This ability however does not however allow for one to come up with information or knowledge they have never acquired before or information that could not acquire naturally. It simply allows them to process information given, and combined with [Raiton Armor]'s natural capability react to it with proper body mechanics. PvP Effect: Gains a +10 to skill rolls for the duration. Special: This ability can be ended early. Only 1 [Raiton Armor] Technique can be used at a time. Teaching/Learning: Learned
Raiton Armor: Divine Enhancement -Body Jutsu Type: Hijutsu Rank: B Chakra Cost: 8 CP then adds +3 to the maintenance cost of [Raiton Armor] RP Description: Through manipulation of the discharge released from [Raiton Armor] the practitioner of this technique is able to adjust frequency and power of the electricity around their body to electrocute anyone or thing that touches them. User can control the flow of electric charge through them-self and project it outward. The user can release large quantities of electrical energies in radius wise to cause massive damage. The user can also formulate a current as to how the electrical energy flows and guide it as to where the user desires. PvP Effect: +3 to escape physical stuns, the user also gains Damage Return equal to Wisdom Damage Bonus (Never exceeding Damage Return maximum) Special: This ability can be ended early. Only 1 [Raiton Armor] Technique can be used at a time. Special: This is an advanced version of the 'Rope Escape Technique'. As such it can be used while bound. The jutsu deals 2 points of electric damage per round to the user as the charge leeches into them on occasion. (This Dmg doesn't bypass DR) Teaching/Learning: Learned
Raiton Armor: Divine Enhancement -Soul Jutsu Type: Hijutsu Rank: B Chakra Cost: 8 CP then adds +3 to the maintenance cost of [Raiton Armor] RP Description: Through manipulation of the discharge released from [Raiton Armor] the practitioner of this technique is able to cause varying levels of pain, including physical, and mental, to their targets using the electricity surging throughout and around their body. Due to the intensity however this pain although usually shrugged off saps the practitioner. The pain not caused by genjutsu however, helps to also disjunct mental effects and help the body to override many mental imprisonments. The uniqueness of the surging allows the user to magnify the effects of Raiton type attacks. Allowing for a frequency that even dissipates chakra on contact! PvP Effect: +3 to break mental stuns, the user gains 1d4 CP damage to Raiton based attacks. Special: This ability can be ended early. Only 1 [Raiton Armor] Techinque can be used at a time. Special: This is an advanced version of the 'Kai Technique'. As such it can be used while disabled. The jutsu deals 2 points of electric damage per round to the user as the charge leeches into them on occasion. (This Dmg doesn't bypass DR) Teaching/Learning: Learned
Academy: White Hijutsu: Yellow Taijutsu: Yellow Kenjutsu: Indigo Ninjutsu: Yellow Genjutsu: Indigo Signature: Yellow
Last edited by DM Konohamaru on Mon Apr 06, 2015 7:51 am; edited 22 times in total | |
| | | DM Konohamaru
Posts : 173 Join date : 2015-02-14
| Subject: Re: YOTSUKI, Hiroto Sat Feb 14, 2015 8:10 pm | |
| - DM Konohamaru wrote:
.: Custom Extras :.
Note: Had to edit abilities, the value is the same however certain abilties did not work the way the were written. (Example Black Lightning was an activatable that could'nt be maintained with Raiton Armor so it was reworded. The item was altered as abilities could not be altered in such a way. Kenjutsu specialist was removed and changed to fit into the current abilties. All values are the same only RP, and wording changed to adjust to rules.
Last edited by DM Konohamaru on Sun Mar 01, 2015 1:01 am; edited 1 time in total | |
| | | DM Konohamaru
Posts : 173 Join date : 2015-02-14
| Subject: Re: YOTSUKI, Hiroto Sat Feb 14, 2015 8:11 pm | |
| .: Purchases :. Yotsuki (180 Tokens: DM Ino)(200) Yotsuki Perfected Raiton Armor (90 Tokens: DM Ino)(100) 4 Dexterity Stats (40 Tokens: DM Ino) 1 Explosive Note, 2 Windmill Shurikens (30 Tokens: DM Ino) 4 Wisdom Stats (40 Tokens:DM Ino) 4 Con Stat (60 Tokens: DM Ino) Hiroto's Custom Abilities (247 Tokens: DM Izangai)(275) Hiroto's Spring-Loaded Combat Gauntlets (70 Tokens: DM Sai)(70) 1 Ninjawire, 1 Military Ration Pill (15 Tokens: DM Sai) 10 Strength Stats, 2 Dex Stats (108 Tokens: DM Raza)*Used Credit x2 Smoke Bombs, x10 Senbon, x7 Kunai, x7 Shuriken, x2 Poison Smoke Bomb, x2 Caldrops (70 Tokens: DM Hinata) Summoning Rank 1/2 (33 Tokens)(35) (Altered Stats: CON to CHA: 60 tokens) Custom Jutsu (61 Tokens: DM Juugo) Summoning Rank 3/4 (55 Tokens: DM Juugo)(55)
Total: Alot of Tokens Ability Cap: 665 / 700 Item Cap: 70 / 500
Last edited by DM Konohamaru on Sat Apr 04, 2015 6:59 pm; edited 22 times in total | |
| | | DM Konohamaru
Posts : 173 Join date : 2015-02-14
| Subject: Re: YOTSUKI, Hiroto Sat Feb 14, 2015 8:11 pm | |
| .: Other Information :.HirotoChakra:119 (Spar CP: 60) Current Level + 10 + Constitution Mod + Wisdom Mod + Rank Mod + Ability/Clan/Bloodline Extras 25+10+14+15+20+35=119 Hitpoints:104 (Spar HP: 52) Current Level + 20 + Constitution Mod + Rank Mod + Ability/Clan/Bloodline Extras 25+20+14+15+30=104 Init:6 Escape Rolls:6 HP REG: +1 CP REG: (Darker than Black: Raiton Armor) CP NEG: -1 (Lightning Jutsu) DR: +4 vs. HP (+10 DR vs. HP, +14 DR vs. Lightning Jutsu: When Raiton Armored) ATK/DEF Bonus: +5 Lightning Jutsu (+9 Lightning Jutsu: When Raiton Armored)( SPECIAL: +1 ATK / DEF Rolls vs someone they are arresting.) (Jutsu Cap), +0(STR)+3(DEX) Taijutsu (+7 Taijutsu: When Raiton Armored) Kenjutsu +0(STR)+3(DEX)(+7 Kenjutsu: When Raiton Armored), +3 Ninja Tools (+7 Ninja Tools: When Raiton Armored), +0 Genjutsu (+7 Genjutsu: When Raiton Armored) Crit Range:18-20 Lightning Jutsu (Universal: When Raiton Armored) Special: Godspeed (FREEACTION: Pay 2 CP; +1 ATK or +1 DR Pierce) Lightning Ninjutsu: (2d6+1d8)/(3d6+1d8: When Raiton Armored) Special: (Passive: Lighting Jutsu Pierce 3 DR)(Passive: Effects Duration +1 Round) Special 2: (DECLARED ACTION: Black Lightning Pierces 3 Extra Universal DR) Breakdown: +1d6 (ADV Raiton Training)+1d6 (Ninjutsu Burst WIS STAT) +1d8 (Yotsuki Combat Gauntlet)/+1d6 (DARKER THAN BLACK: Raiton Armor) Activate: Black Lightning (CALLED ACTION: Rank CP DMG) Hijutsu/Taijutsu- (1d4+1d8)/(+2d4+3d6+1d8:When Raiton Armored) Breakdown: 1d4 (Rank Taijutsu) +1d8 (Yotsuki Combat Gauntlet)/+2d4 (Rank Taijutsu)+2d6 Raiton Armored +1d6 (DARKER THAN BLACK: Raiton Armor) Special: (Passive: Taijutsu Pierce 3 DR) Special: When using STR; add +2 DMG! Kenjutsu (Medium Weapon/Dual Weild): +2d4+1d6+1d8/(2d4+2d6+1d8: When Raiton Armored) Breakdown: +2d4+1d6 (Medium Dual Wield)+1d8 (Yotsuki Combat Gauntlet)/+1d6 Raiton Armored Special: When using STR; add +2 DMG! Kenjutsu (Large Weapon): +1d10+1+1d8/(1d10+1+1d6+1d8: When Raiton Armored Breakdown: +1d10+1 (Large Weapon)+1d8 (Yotsuki Combat Gauntlet)/+1d6 Raiton Armored Special: When using STR; add +2 DMG! - Heavenly Returning Fang:
ATK: +3 (DEX)Kenjutsu; (NO ACTIVE MAY BE APPLIED) *** On hit, "maims" opponents, giving a -1 to DEF rolls for 1d4 rounds (rounds stack, negative does not)
Rank 1: +1 DR Pierce, Deals: 1d4+1d6+1d8 DMG +1d4-1 (Min 1) HP DMG (Bypasses Rank DR Pierce) for 1d4-1 (Min 1) Rounds
Rank 2: +2 DR Pierce, Deals: 1d6+2d8 DMG +1d4-1 (Min 1) HP DMG (Bypasses Rank DR Pierce) for 1d4-1 (Min 1) Rounds
(Preferred Summon)Rank 3: +3 DR Pierce, Deals: 1d4+1d6+2d8 DMG +1d4-1 (Min 1) HP DMG (Bypasses Rank DR Pierce) for 1d4-1 (Min 1) Rounds
Rank 4: +4 DR Pierce, Deals: 2d4+1d6+1d8 DMG +1d4-1 (Min 1) HP DMG (Bypasses Rank DR Pierce) for 1d4-1 (Min 1) Rounds
Rank 5: +5 DR Pierce, XXX
Ninja Tools:(+1d8)/(1d6+1d8: When Raiton Armored) Breakdown: +1d8 (Yotsuki Combat Gauntlet)/+1d6 (Raiton Armored) - Tools:
[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: Miltary ration pills are capped at two. [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. [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) [Explosive Tags]An Explosive Tag can explode if activated by chakra. You can use the explosive tag with DEX (Sticking it to the Oppnent) or WIS / INT (Drop it as a Trap, use with Jutsu) Every tag does 2d10 damage, Unblockable. [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. Throwing Kunai/ShurikenKunai 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 isnt 6 DR vs Each Kunai that hits, its all three Kunai Dmg added together vs the 6 DR. Academy Student: 1d4-1 (Min 1) Genin: 1d4 Advanced Genin: 1d4+1 Chunin: 1d6 Advanced Chunin: 1d6+1 Special Jounin: 1d8 Jounin: 1d10 [Windmill Shuriken]The windmill shuriken takes a DEX roll to connect. It does Normal Rank Damage + 1d10. It can be dodged and blocked normally. [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. [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. - Combinations:
[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 kunai and 1 explosive tag), +3 Vs Block.
[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 Damge and Physically stuns for one round or until Hit. (Uses up 1 wire and 1 Kunai or Shuriken)
Skill Rolls:+5 Listen:+15 Spot:+15 Set Trap:+15 - Skills:
[Heal] Used for Medical jutsu. Dictates amount of HP healed via Medical Jutsu.
[Lore] Lore is used to determine knowledge over jutsus and shinobi. The DC varies, Depending on the Sitatuion or PC/NPC.
[Set trap] 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] In combat Spot is rolled to notice traps or to see others hiding. In most circumstance it is a Spot vs Hide Roll.
[Listen] Is rolled vs Move Silently and also represents the ability to hear. Good for eavesdropping.
[Sneak Attack] 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 jutsu'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 jutsu.
Note: If a target is physically stunned, sneak attack rules are per normal. (Hide vs Spot, Move Silently vs Listen) Note: If the target is mentally stunned, you automatically go into hiding, but gain no Sneak Attack bonus until the target is no longer stunned.
Learning Rolls: +2 Universal, +5 Lightning/Taijutsu Teaching Rolls: +1 - Teaching/Learning:
[Learning Jutsu]
Jutsu (Literally meaning: skills/techniques) are the mystical arts a ninja will utilise in battle. To use a technique, the ninja will need to use their chakra. To perform a technique, the ninja will bring out and release the two energies of chakra. By forming hand seals, the ninja is able to manifest the desired technique. Because of the extensive number of hand seals and different combinations, there are thousands of potential techniques to be discovered. There are three basic types of techniques: ninjutsu, genjutsu and taijutsu. Subcategories exist, including fūinjutsu, juinjutsu and senjutsu. There are also kekkei genkai abilities which aren't techniques, but inherited abilities passed down through certain clans. Kekkei genkai can also be attributed to certain parts of the body, such as dōjutsu.
Learning a jutsu is done by using, what is know as, the gate system. The gate system splits learning a jutsu into two parts, the first gate is the prerpation and chakra control needed for the jutsu, and the second gate is the excecution of the jutsu. Depending on the type of the jutsu, you must roll the appropriate Stat. Some Abilties / Clans / Bloodlines allow for some jutsu to be learnt with an alternate stat, but most must be learnt with the below.
Taijutsu / Kenjutsu = DEX / STR Ninjutsu / Fuuinjutsu = WIS Genjutsu = INT
If you have chosen a higher rank jutsu, you must first check that you are eligible to learn the higher rank jutsu. If you are learning higher rank jutsu, you have to learn a certain amount of lower rank jutsu before you can start learning the higher rank Jutsu. Below is the required amount of jutsu before you can learn the higher ranked jutsu.
[Rank Chart] E Rank) None Required D Rank) 3x E Rank C Rank) 3x E Rank, 3x D Rank B Rank) 3x E Rank, 4x D Rank, 3x C Rank A Rank) 3x E Rank, 5x D Rank, 4x C rank, 3x B Rank S Rank) 3x E Rank, 6x D Rank, 5x C Rank, 4x B Rank, 3x A Rank
Once you have determined that you have the correct MOD required for the stat you will be using. You must then begin to learn the jutsu, following the gates. The gates change depending on what rank your character is, and depending on the jutsu rank. You must first emote your character attempting to channel chakra / excceute the jutsu etc, then you roll. Depending on the roll, you act accordingly. Typical a roll of 10 and up is a success, and a roll of 9 and under is a fail. You use CP for every time yo roll, and depending on the jutsu you are learning, the chakra spent can be higher. CP Negatives apply normally while learning jutsu. You gain NO BONUSES to learning UNLESS your Ability / Clan / Bloodline Specifically states + WIS / DEX / STR / INT Roll etc. (E.G +2 INT gains +2 to learning rolls, but +2 Genjutsu does not.) You gain a small bonus depending on your the MOD of the stat you are using.
[Bonus Chart] 6 to 10) +1 to Learning Rolls 11 to 15) +2 to Learning Rolls 16 to 20) +3 to Learning Rolls 21+) + 4 to Learning Rolls
[Roll Chart] Rolling a Natural 15 - 18) Additional +1 to Roll Rolling a Natural 19 - 20) Additional +2 to Roll ----- [Chuunin]
E Rank) Gate One: 25 Gate Two: 50 CP Spent Per Roll: 1
D Rank) Gate One: 50 Gate Two: 100 CP Spent Per Roll: 3
C Rank) Gate One: 100 Gate Two: 150 CP Spent Per Roll: 5
B Rank) Gate One: 150 Gate Two: 200 CP Spent Per Roll: 8
A Rank) Gate One: 200 Gate Two: 250 CP Spent Per Roll: 8
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