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.
The Katon and Elementless jutsu lists have undergone several changes, and we ask that everyone update the jutsu lists on their bios to the new versions.
Being treated like a child, Talking about her past, Sasori, Poorly cooked food, Wasted food,
Goals:
(X) Achieve Chuunin Rank (-) Get Better With Fire Jutsu (-) Get Better With Her Raiton (-) Get Stronger (-) Achieve Jounin Rank (-) Hit Suzumi In A Spar (-) Hit Takeo In A Spar (-) Open Up More Of The Gates (-) Beat Suzumi In A Spar (-) Beat Takeo In A Spar
Personality:
Light-Hearted, Joyful, Energetic, Caring, Protective of Those Close to Her, Determined
Rich Burgundy, below her shoulder not yet mid back
Skin
Porcelain, Fair
Build
Sleek, Athletic like a marathoner
Special Features:
Has lots of bodily scars from various trainings sessions, spars, and combat.
§ Back Story and Important Events §
Back Story
Back Story:
Amiya Kichida and Junichi Nakada were an unlikely couple many people thought during Amiya’s pregnancy. As Amiya had been a shinobi guard to the local village and had just received news that her younger sister had been killed in an accident. When she got the news she immediately took the rest of the day off getting all of her stuff ready making a last stop at the local bar except she got drunk there for the first time in years. During her drunken haze she had the misfortune to run into one of the town’s drunks that thought himself a big shoot and he took advantage of her current state. She woke up in horror at what she had down the night before and quickly left the area to attend her sister’s funeral. A couple months later she returned to the town with child claiming it was his. And for one of the few rare times he did the good thing and took responsibility what caused him to make that decision is unknown to Aoi and will probably remain so for the rest of her life. So as the pregnancy passed and she was giving birth to her Amiya’s heart gave out during child birth. This affected Junichi in the worst way possible causing him to lapse back into the towns drunk. As Aoioki grew up in that kind of environment she would note that almost all pictures of Amiya had been destroyed and what few she did find where usually confiscated and destroyed as well. Whenever Aoioki would bring up her mother asking where she is he would just give her a long hard look filled with blame saying she was gone. Aoioki struggled coping with being unspokenly accused of murdering her own mother. So whenever she had the chance for whatever reason she could possibly imagine she would escape her household and try and find out about her mother but most of the people didn’t know much about her besides her being a Kichida and guarding the town in general. So she read up on what it meant to be a Kichida and quickly began finding random things to use as a make shift sword and practice swinging it at trees and the like. After a while she started pestering the shinobi there to teach her more about basic combat but was mainly ignored most of the time. But Aoioki had all the time in the world to harass them as her father stayed at home whenever he wasn’t working drinking away and eating occasionally his health obviously deteriorating as time passed. So with her extreme amount of free time she constantly harassed them into teaching her random fighting techniques which as she continued to look up to the stories of her mom she would try and follow in her footsteps. So when she was 15 she decided to finally leave and head off to Kumogakure.
Important Events
Important Events:
During the Chunin exams in Iwagakure Akatsuki attacked the village killing dozens of people on their way to the Tsuchikage who was Shun’s mom and the Kazekage who was Tinks mom. Shun ordered all of the genin to retreat further into Iwagakure but Tink pulled her and Aoioki into a fight against Sasori. Sasori at the time was using only 3 puppets one that was related to each of them. Well Ana, Aoioki, and Tink fought Sasori’s three puppets the other genin were put into a Genjutsu and made to fight each other as the Genjutsu was controlled by the spirit that used to be in Kotoyo. It was also revealed that the Tsuchikage and was also a traitor as she had allied herself with Akatsuki. So on that side of things the fight was between Shun and Tink’s mom versus Hidan and Shun’s mom. So well those 4 were fighting the fight against the three puppets of Sasori’s was one personal puppet to the three of them. For Ana it was her cousin who had died earlier Osirus. In Tinks case it was her father who she fought against. For Aoi she got to fight her mother whom she had never meet and idolized her as she grew up as she was the only role model she had growing up in mind. Through some forbidden jutsu more than likely Sasori was able to return the personalities of those ha was controlling at least that’s what Aoi saw of them as when the puppets were beaten all but one of them was returned to Sasori as he retracted them. All but the one that Tink was able to capture with a scroll which was her father. As their fight concluded they began breaking the mental state on those that were captured by Kotoyo’s former spirit. As they were finishing that the other fight was coming to a halt as well as Hidan and Tinks mom fell and then Shuns mom performed some jutsu that collapsed all of Iwagakure. From there the lot of them fled seeing the bodies from all those that had been killed by the two Akatsuki members that had attacked Iwagakure.
Last edited by DM Deidara on Mon Mar 16, 2015 7:05 pm; edited 6 times in total
DM Deidara
Posts : 322 Join date : 2015-02-14
Subject: Re: Aoioki Kichida Mon Mar 09, 2015 3:05 am
~Abilities and Equipment~
Kichida
Kichida:
[Kichida] (150 Tokens)
In centuries past, when Kumogakure was just being formed, there were no major bloodlines, or ancient clans. There was only warriors, who fought for their Raikage. Each had different ancestry, ability, and affinity, but all of these warriors united under the flag of Kumogakure to defend its land and interests. Among these warriors, clear tiers of combat ability began to form, and the elite grew reticent about their heightened status. Soon their families began to breed and train exclusively to secure their dominance over the warrior society. Years later, the need for the army declined with the development of the shinobi caste and unique ability-wielding bloodlines. The Kichida Clan had past formed out of this heightened tier of warriors, and their pride and dedication to the mastery of the Warrior Way brought the clan to survive decades of changes around them. Today, the Kichida clan is on an uprising from the shambles that the previous clan head left it in. Instead of coveting their knowledge, the Kichida share much of it with the shinobi they work alongside. Despite their small remaining clan size, they are recognized as some of the best Kenjutsuists in all of the 5 Great Villages.
[A Life of Weapons] A Kichida spends their life in the practice of weaponry and their capabilities, as such, they are masters of combat and their own bodies. A Kichida generally focuses on one weapon exclusively, but has knowledge of all weapons.
Universal: Kichida have No Weapon Penalties (Including Dual Wield), When Buying their first custom weapon, it has a 25 Token Discount Genin: +1 to DEX Rolls, Kenjutsu Pierce 2 DR, +1d4 to Kenjutsu Damage Rolls. Chunin: +2 to DEX Rolls, Kenjutsu Pierce 3 DR, +1d6 to Kenjutsu Damage Rolls. Jounin: +3 to DEX Rolls, Kenjutsu Pierce 4 DR, +1d8 to Kenjutsu Damage Rolls.
[Conditioning Masters] Kichida train on a daily basis, because of this training their bodies are highly conditioned for combat. Whether it is practicing with a variety of weapons, or just one, the Kichida learn to optimize the use of their body to the highest potential. A Kichida knows exactly how to use their bodies in regards to training with unfamiliar aspects, quickly adapting to new weapon styles.
Unversal: +10 to Kenjutsu Learning Rolls, +5 to Learning Rolls they teach Kenjutsu. Genin: +2 DR vs HP, -1 Kenjutsu CP Costs, +10 HP Chunin: +2 DR vs HP, -2 Kenjutsu CP Costs, +15 HP Jounin: +4 DR vs HP, -3 Kenjutsu CP Costs, +20 HP
Any Kichida is capable of creating custom Kichida Hijutsu. Custom Jutsu created in this manner are created following the custom Jutsu chart and must be learned as per the Jutsu Gate Learning System.All Kichida are allowed to create 2x E - B Hijutsu and 1x A - S Hijutsu for free.Note: Clan Hijutsu can be taught outside of the clan, but only by the original creator of the technique (Unless stated otherwise.).
[Enhanced Combat Lethality] (Extra 50 Tokens) Some Kichida expand their knowledge further in the sense that they learn they vital points in the human body, and learn to spot the weaknesses in an opponents defenses. This in turn increases their chances of dealing a fatal blow.
Universal: Small Weapons) Kichida Using Small Weapons follow Medium Weapon Chart (Including Dual Wield) Universal: Medium Weapons) Kichida Using Medium Weapons follow large Weapon Chart (Medium Off Hand If Dual Wielding) Genin: +1 DEX Rolls, No Crit Range Change on Kenjutsu Chunin: +2 DEX Rolls, 19-20 Crit Range on Kenjutsu Jounin: +3 DEX Rolls, 18-20 Crit Range on Kenjutsu
(Large Weapons - Large Weapon bonus is as per normal Weapon Rules.)
The Eight Celestial Gates
The 8 gates:
The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
The state of having all Eight Gates open is known as "Eight Gates Released Formation". Any shinobi who activates this state will temporarily gain powers greater than a Kage, but they will die because of the damage done to their body. Due to the immense amount of chakra flooding the body all at once, drastic changes can occur upon the user's body. The most common of these changes are the darkening of the skin, eruption of veins around the temples, and the eyes turning completely white, though this is not always the case. The recipient's voice also becomes deeper for the duration of the release.
Gates 1, 2, 3, 4, 5 and 6 stack to the passive cap of +6 to rolls. Gates 7 and 8 count to the Jutsu cap to rolls. ______________________________________________
Gate One: The Gate of Opening The Gate of Opening (開門, Kaimon), located in the brain. This gate removes the restraints of the brain on the muscles so 100% of their strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus. Universal: This Lasts 1d4+1 Rounds, +1 to Dex/Str/Con Rolls, +1 to Taijutsu/Kenjutsu Damage Rolls, +1 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Two: The Gate of Healing The Gate of Healing (休門, Kyūmon; English TV "The Gate of Rest"), located in the brain. Forcibly increases one's physical strength and temporarily re-energises the body. . Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1's Duration, Replaces its Bonuses), +2 to Dex/Str/Con Rolls, +2 to Taijutsu/Kenjutsu Damage Rolls, +2 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Three: The Gate of Life The Gate of Life (生門, Seimon), located on the spinal cord. Allows the user to use the Reverse Lotus. The increased blood flow turns the skin red. . Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2's Duration, Replaces its Bonuses), +3 to Dex/Str/Con Rolls, +1d4 to Taijutsu/Kenjutsu Damage Rolls, +3 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation, 1 Cell Damage Point On-Activation (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Four: The Gate of Pain The Gate of Pain (傷門, Shōmon), located on the spinal cord. Increases the user's speed and power. May cause muscle tissue to tear on use. Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3's Duration, Replaces its Bonuses), +4 to Dex/Str/Con Rolls, +1d4+1 to Taijutsu/Kenjutsu Damage Rolls, +4 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP Damage, 1 Cell Damage Point On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Five: The Gate of Limit The Gate of Limit (杜門, Tomon; English TV "The Gate of Closing"), located in the abdomen. Increases the user's speed and power. Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4's Duration, Replaces its Bonuses), +5 to Dex/Str/Con Rolls, +1d4+2 to Taijutsu/Kenjutsu Damage Rolls, +5 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP Damage, 1 Cell Damage Point On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Six: The Gate of View The Gate of View (景門, Keimon; English TV "The Gate of Joy"), located in the stomach. Increases the user's speed and power. Allows the user to perform the Morning Peacock. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4/5's Duration, Replaces its Bonuses), +6 to Dex/Str/Con Rolls, +1d6+1 to Taijutsu/Kenjutsu Damage Rolls, +6 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP 1 Cell Damage Point Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Seven: The Gate of Wonder The Gate of Wonder (驚門, Kyōmon; English TV "The Gate of Shock"), located below the stomach. Further increases the user's speed and power. Allows the user to perform the Daytime Tiger. Those who open this gate will pour glowing blue sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a blue chakra coating. Unfortunately, the side effects of opening the gate are that the user's muscle fibres are ripped to shreds, causing intense pain if anything or anyone touches them. Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4/5/6's Duration, Replaces its Bonuses), +8 to Dex/Str/Con Rolls, +2d4+2 to Taijutsu/Kenjutsu Damage Rolls, +8 DR vs HP/CP Dmg, +4 CP Regen a Round. Take 1d8 HP Damage, 4 Cell Damage Point On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Eight: The Gate of Death The Gate of Death (死門, Shimon), located at the heart. Releasing this gate uses up all of the body's energy. It makes the heart pump at maximum power and exceeds the power of every other gate. Opening this gate gives the user power that is even beyond the five Kage, but comes at the expense of the user's death shortly after. Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4/5/6/7's Duration, Replaces its Bonuses), +12 to Dex/Str/Con Rolls, +1d10+5 to Taijutsu/Kenjutsu Damage Rolls, +12 DR vs HP/CP Dmg, +8 CP Regen a Round. After the Duration Ends, Character is Perma-Dead. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate) Cell Damage Chart Quote : 10 Cell Damage: -2 to Attack/Defense Rolls, -1 to Damage Rolls 20 Cell Damage: -4 to Attack/Defense Rolls, -3 to Damage Rolls 30 Cell Damage: -6 to Attack/Defense Rolls, -5 to Damage Rolls 40 Cell Damage: -10 to Attack/Defense Rolls, -10 to Damage Rolls 50 Cell Damage: Character is Instantly Perma-Killed if they Reach this Number of Cell Damage at any Time.
2 Cellular Damage Point may be removed every 48 hours (Maximum 6 per week, Week follows jutsu Learning)
Heal Mod 80+ Ninja can remove them (DM Approval / Present. Person with Cellular Damage cannot remove them) OR a DM must remove them, for a cost of 1 non refundable RP Token per 2 Cellular Damage, with an NPC . The Cellular Damage removal must be RP'd out so that the DM is happy with the amount of effort put in. (E.G Cannot just be "XXX places hand on XXX's body, pushing chakra in to heal the effects of using it").
Note: When the Cellular Damage is removed, Person who has the Cellular Damage removed and the person who is removing the Cellular Damage suffer -10 HP and CP (Due to the strain on the body from removing the CM Point) for 1 IRL hour.
(If removing only a single Cellular damage, you still have to pay 1 RP Token if a DM is removing it)
Physical Mastery (50 Tokens - Enhanced Kinjutsu)
User of the Eight Gates has slowly mastered the true power of them, allowing them to constantly put their bodies through severe pain and training as a whole for their combat training, this allows their Physical Endurance and powers to be far more then normal, granting them endurance against the pain of using the gates.
Genin: +2 DR vs HP Dmg, +10 Total HP Chunin: +3 DR vs HP Dmg, +15 Total HP Jounin: +4 DR vs HP Dmg, +20 Total HP
Celestial Heart (100 Tokens - Legendary Kinjutsu)
User of the Eight Gates has finally mastered it to its peak, no longer is the chakra able to overpower and harm their bodies, instead the user is on such a level that they no longer suffer the cellar damage, or even the risk of death when using the gates. However, at the cost that their bodies have adapted so perfectly to the Chakra use, that they cant handle any further advanced chakra natural alterations.
Universal: Gains +2 Extra DR vs HP/CP Dmg, +10 Total HP/CP, No longer takes HP Damage from Entering Gates, No Longer Suffers Cellular Damage from Entering the Gates 1-4, and No Longer suffers Perma from Entering the Eighth Gate. Instead, for Gate 7: You take 2 Cell Damage, Gate 8: You Take 5 Cell Damage.
Demonic Heart
Items
Yōso ni fōkasu:
Yōso ni fōkasu This tool is one of a handful of devices that was made by an organization that was trying to copy the second hokage’s sword, The Sword of the Thunder God. The group of shinobi that made these devices had first tried to steal the Sword of the Thunder God from its resting place, though there attempts were thwarted due to Ibikia Morino. So after not managing to get the sword they began experimenting on their own without the actual weapon to use as an example. The first dozen they made usually ended up exploding in people’s hands, so they began capturing locals of the area to test the weapons. As the experiments continued they were eventually found out by Konohagakure. By the time the organization had been shut down they had already succeeded in creating weaker versions of the sword that increased the lethality of jutsu they used that coincided with the summoned weapons element. It also allowed them to use those jutsu far easier than they could have without the tool. The weapons made through them were also stronger than those made by those performed through the jutsu like normal. So when the Konohagakure squads got there to end the organization most of them were stronger than expected. As almost all of the people in the organization wielded weapons that made them stronger than the reports of them had stated, which had been given to them by Ibikia Morino. Though the organization was destroyed it had not been without losses to Konohagakure as a handful of the members escaped the building with the tools they had on them as well as a few backups they had on them. Now dozens of years after their destruction these tools are scarce and barley known about as it was an isolated incident and no one of note has used them to do much.
PvP: Free Action) Aoioki may use Elemental Weapon Summoning Jutsu for no CP Cost, but pays 2 CP per round. She may swap Elemental Weapons as a free action on her turn also. (No Round Limit) PvP: Original Elemental Weapon Damage + 1d8 PvP: -2 to CP Costs on Kenjutsu / Element Jutsu of currently active Weapon Note: Does not Gain STR DMG. Note: Only 1 Elemental Weapon active at a time Note: May ONLY use Jutsu that the player knows
Last edited by DM Deidara on Wed Apr 15, 2015 4:30 am; edited 3 times in total
DM Deidara
Posts : 322 Join date : 2015-02-14
Subject: Re: Aoioki Kichida Mon Mar 09, 2015 4:51 am
Techniques Learned
E-rank ----------
Spoiler:
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: Gate System - E Rank
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: Gate System - E Rank
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
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
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: +1 damage Note: This is required in order to learn other Kenjutsu Teaching/Learning: Gate System – E Rank
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
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
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: Gate System - E Rank
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/INT/CHA is rolled vs the attacker's initial Roll. Teaching/Learning: Gate System - E Rank
Katon: Blazing Red Cannon Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: After performing the necessary hand signs, the user sends a ball, the size of their head, of red chakra straight at their opponent PVP Effect: 1d4 Damage Special Note: Hijutsu offered to all fire element academy students of every village
Katon: Quiet Flame Jutsu Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: User performs a single sign, before lifting their index finger to their mouth. With a quick blow, they send a single flame over to a target which slowly burns at the targets skin. PvP Effect: 1 damage over 1d4 rounds Special Note: Hijutsu offered to all fire element academy students of every village
Blade Extension Jutsu Type: Kenjutsu Rank: E Chakra Cost: 2+1 per ability kept active RP Description: The user of this technique would focus a small amount of chakra back into the techniques that are begging to fade. PvP Effect: adds 1d4-1 (min. of 1) to any weapon based techniques. For instance grinding slash would be increased but chakra concentration legs would not be affected by this. Special Note: The user may add this technique on top of a Kenjutsu technique that has a duration for an additional 3cp to the cost. Teaching/Learning: Gate System – E Rank
Focus Jutsu Type: Kenjutsu Stance Rank: E CP Cost: 2 RP Description: The user devotes chakra to their minds, enhancing their senses to a point of tunnel vision. The rest of the world begins to fade around them, and the only thing they see with clarity is their opponent. PVP Effect: +1 to attack/defense rolls against a single designated opponent, -1 to attack/defense rolls against all other opponents. Lasts the duration of the fight. Note: May be deactivated Teaching/Learning: Gate System – E Rank
Chakra Projectile Technique Jutsu Type: NinKenjutsu Rank: E Chakra Cost: 2 CP RP Description: An arrow of either elemental or non-elemental chakra is formed and fired at the target. It follows the same rules as a basic arrow, but as chakra. The chakra takes on the appearance of the projectile in question (arrow, bolt, stone, javelin, etc.) PvP Effect: User gains +1 to Bow Jutsu for the rest of the fight. Special Note: Allows the user to use projectile specific techniques with Dex/Wis. Teaching/Learning: D-Rank
Katon: Onibi - Created Jutsu Type: Ninjutsu, Katon Rank: E Chakra Cost: 2 RP Description: After performing the necessary hand signs, the user creates a small flame in their hand and compresses the flames so it forms into a small ball of flames and by channeling chakra into the orb the orb will then shoot forward and explodes on impact and flames cling to the victims skin for a small amount of time. PVP Effect: 1d4 Damage, 1 DoT for 1d2 rounds
Raiton: Simple Shock (Kotoyo - 1/31/2015) Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: With a few basic hand signs the user is able to channel a small shock that leaves their opponent vulnerable PVP Effect: 1 round stun, or until hit Special Note: Hijutsu offered to all lightning element academy students of every village
Yōso ni fōkasu Focused teaching Jutsu Type: Kenjutsu Rank: E Chakra Cost: 5 CP (Paid before Learning Jutsu) RP Description: Aoi puts chakra into the Yōso ni fōkasu before handing it over to someone as the blade would take on a elemental blade she knows as she hands it over to someone to practice with it as it helps them get the technique down. PvP Effect: No PvP) Gains +5 to Learning Kenjutsu Jutsu, -2 CP Cost (Min 1) on Gate Rolls. Teaching/Learning: Gate System – E
D-rank ----------
Spoiler:
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
Hardened Steel Jutsu Type: Kenjutsu Rank: D Chakra Cost: 3cp RP Description: Drawing a small amount of chakra into one’s blade the steel or material used to make the blade hardens to the day it once was perfect, causing one’s slash to be a lot sharper and effective. PvP Effect: +2 Damage Special Note: Adds 1 DR Pierce Teaching/Learning: Gate System – D Rank
Katon: Blazing Shuriken Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: After a few basic hand signs, the user manifests and throws blazing shuriken straight at their opponent. PVP Effect: 2d4 Damage Special Note: Attack is done with Dexterity Roll Teaching/Learning: Gate System - D Rank
Lazy Man’s hand Jutsu Type: Kenjutsu (Iaijutsu) 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: Gate System – D Rank
Chakra Focused Punch Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user layers their fist with strengthened chakra, in order to increase their punching power PVP Effect: Rank Damage + 1d4 Special Note: Teaching/Learning: Gate System – D Rank
Decoy Clone Attack Jutsu Type: Kenjutsu Rank: D Chakra Cost: 4 RP Description: The user of this technique would before going in for an attack would with no hand signs send forward a clone in front of you to distract the opponent but does nothing except distract them. PvP Effect: Weapon Damage, opponent gets -2 to defense. Teaching/Learning: Gate System – D Rank
Preparing Stance Jutsu Type: Kenjutsu Rank: D Chakra Cost: 2 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
Swift Kick (Shadowheart 1/30/2013) 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: Gate System – D Rank
Raiton: Stun Gun Technique (Takeo 2/2/2012) Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user fires a ray of shocking currents and must make a ranged attack against any living creature within 10 feet. The effect much like that of a taser. PVP Effect: The target is stunned for 1d4 Rounds by the electric volt. If hit, the stun ends Taught By: Approved by DM Sasori Teaching/Learning: Gate System - D Rank
Raiton: Electric Jolt (DM hinata 2/3/2015) Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: One of the most basic Raiton jutsu that most Genin learn after discovering their element Deals a minor electric shock to their opponent, as they touch them PVP Effect: 2d4+1 Damage Teaching/Learning: Gate System - D Rank
Elemental Wielding Jutsu Type: Kenjutsu Rank: D Chakra Cost: 3 RP Description: Aoioki channels the chakra flowing through the Yōso ni fōkasu and attacks using the energy already being channelled through it to use an elemental jutsu through it as she strikes an enemy. PvP Effect: Free Action - Must be announced BEFORE the ATK Roll is made) User may add the Effect of a Elemental Jutsu (C Rank and below) to any Kenjutsu Attack / Jutsu (This does not include DMG, only negatives / stun effects etc) Teaching/Learning: Gate System – D
C-rank ----------
Spoiler:
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: Gate System – C Rank
Katon: Flame Sword Technique Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: After the hand signs, the user manifests a flaming sword made of pure chakra in their hand to use as a weapon PvP Effect: Creates a Sword of Flame for 1d6 Rounds. This Sword Does Medium Weapon Rank DMG (No Penalties) Special Note: DEX / STR is Used to attack with this Weapon. STR DMG Does not apply to this weapon. Kenjutsu may be used with this weapon. Teaching/Learning: Gate System - C Rank
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: Gate System - C Rank
Katon: Fire Ball Jutsu Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Similar to the hellfire Jutsu, the user simply aims this giant fire ball at the target, and engulfs them within flames. PVP Effect: 2d8 Damage Teaching/Learning: Gate System - C Rank
No Escape Jutsu Type: Kenjutsu Rank: C Chakra Cost: 4 RP Description: The user of this technique attacks at the person from behind aiming for the bottoms of their legs intending to cut the Achilles tendon to prevent the target from running. PvP Effect: Ken damage + opponent gets -1 DEX rolls for fight and all attempts to escape using normal escape rules auto fail. So if you had a Space Time jutsu to teleport you elsewhere it can still be used to escape. Special Note: Cannot be used on the same opponent more than once. Special Note: This can be healed by an A rank healing technique or higher. Teaching/Learning: Gate System – C Rank
Katon: Burning Ash Cloud Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: After the need hand sign sequence, the user blows forth an ash cloud that burns and blinds the target PVP Effect: 4d4 Damage Special Note: Target makes Constitution Check DC 15 or is stunned for 1 round. Teaching/Learning: Gate System - C Rank
Shadowing Block (taught by Kouyou 1/28/2015) 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, with a shadowy effect to it to draw the attention of the opponent and to give one enough time to block or parry in time PvP Effect: +2 to block/parry Special Note: Cannot be used against Ninjutsu or Genjutsu Teaching/Learning: Gate System – C Rank
Elemental Marking Jutsu Type: Kenjutsu Rank: C Chakra Cost: 5 RP Description: Aoi marks the target with her element after hitting them with a Elemental Kenjutsu attack causing future attacks against that target to be inflicted with some ailment depending on the Element they are hit with. PvP Effect: Free Action - Must be announced BEFORE the ATK Roll is made) Aoioki Marks the target with the chosen element for 1d4+1 rounds. User and Allies gain bonuses according to the element the target was marked with. Katon: Adds 1d8+1 damage to the attack Raiton: If they roll a Natural 15-20, Target is stunned for 1 round (Or until hit) Suiton: Target suffers -2 to DEF Rolls Fuuton: User and Allies get +2 to ATK rolls vs Target Doton: Target suffers -2 to ATK Rolls Special note: User must have Elemental Affinity to use the elemental effect. Can be used with -ANY- weapon. Upon activation, may use other techniques with the additional cp cost of the element in use. Note: Only 1 elemental effect may be used at a single time. Teaching/Learning: Gate System – C
Open Handed Weapon Grab Jutsu Type: Taijutsu Rank: C Chakra Cost: 6 RP Description: The user grabs onto a weapon, as they have nothing else in their hands at the time, that is being swung at them or near enough for them to catch a blade in motion. They would stop the weapon as it is being swung and negate the effects of the enemy and disarm them. PVP Effect: +2 DEF roll against Kenjutsu only. Opponent drops weapon which cannot be used in their next attack but they can use Jutsu, Taijutsu, etc instead, can be recovered afterward as a free action Special Note: User must not have a weapon when using jutsu. Special Note: User must also disarm themselves, and collect their weapon on their next turn as a free action. Teaching/Learning: Gate System – C Rank
Leaf Great Whirlwind Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user focuses enough chakra into their spinning motion that utilizes a dual leg spinning attack that is directed at several points of the opponent’s body. PVP Effect: Rank Damage + 1d6 Damage Special Note: Due to the difficulty of learning this technique, It is learned as B rank rather than C rank. Teaching/Learning: Gate System – B Rank
Raiton: Minor Electric Current Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Through usage of this technique, the user is able to accelerate the flow of Chakra in their body, thus creating a small electric current that can be passed onto a hand-held weapon, or concentrated on a small part of the user's body to attack with PVP Effect: Adds 1d6+1 electrical damage to a weapon or fist for 1d4+1 rounds Special Note: The jutsu deals 1 pt of damage per round to the user as the charge leeches into them on occasion. Their technique cannot be ended early. (This Dmg doesn't bypass DR) Teaching/Learning: Gate System - C Rank [/size]
Elemental Infusion Jutsu Type: Elemental Kenjutsu Rank: C Chakra Cost: 3 (+ Specific cost of element) RP Description: The user infuses their weapon with an element, giving the weapon properties of that specific element. PvP Effect: Each element does a different effect, described here. Katon: 2 CP Per round) Does burning damage for 1d4 rounds for 1d6 damage per turn. (Target can use turn to put out fire.) Raiton: 3 CP) Free Action - Boosts critical hit range by one point for the round. Suiton: 2 CP ) Target suffers -2 to DEX rolls for 1d4 rounds (Rounds stack, Negatives don't) Fuuton: 2 CP Per round) Gives a bonus of +2 to ATK Rolls. Next single target attack gains +1d6 Damage Doton: 3 CP) User gains +2 to DEF roll. If DEF roll fails, User rolls con and gains 1/4 of CON roll as HP DR. Medical: 3 CP) Heals an ally for 3d6+2 HP. (User must know Angel's Touch) Special note: User must have Elemental Affinity to use the elemental effect. Can be used with -ANY- weapon. Upon activation, may use other techniques with the additional cp cost of the element in use. Note: Only 1 elemental effect may be used at a single time. Teaching/Learning: C-Rank
Leaf Rising Wind Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user focuses enough chakra into their kick, that when they kick the opponents jaw they go flying into the air. PVP Effect: Rank Damage + 1d4/2 (Min. 1) + One Round Stun Special Note: Due to the difficulty of learning this technique, It is learned as B rank rather than C rank. Teaching/Learning: Gate System – B Rank
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: Gate System - C Rank
Taijutsu: Elemental Fist Jutsu Type: Taijutsu Rank: C Chakra Cost: 5 + 1 CP per round Maintained RP Description: The user uses one of their chakra elemental affinities, and creates a manifestation of this chakra in one of their hands. This causes the energy to linger for a time, giving physical strikes of Taijutsu elemental damage. PVP: Pick one chakra affinity, lasts 1d4+1 rounds. For this time, the user gains +2 elemental damage, and gains an additional bonus based on the chart below based on the element being used. Can be ended early. These effects only last one round and do not stack Katon: +1d4 Damage (Replaces base elemental damage bonus) Raiton: On hit, Con DC: 20, or Target is unable to attack for 1 Round (Or Until Hit, cannot affect the same opponent more then once every 2 turns) Suiton: Target suffers -2 to next DEF Roll Doton: User gains +2 to ATK Roll Fuuton: Total DMG Pierces 2 DR Inton: Target suffers -2 to next ATK Roll Yoton: Target suffers -2 to next DMG Roll Special Note: Cannot be used multiple times to gain separate effects.
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 the round Teaching/Learning: Gate System - D Rank - Created by Kinnojo
B-rank ----------
Spoiler:
Grinding Slash Jutsu Type: Kenjutsu Rank: B Chakra Cost: 6 RP Description: Focusing a moderate amount of chakra the user slashes at an opponent wherever they’d like, with a physical embodiment of chakra along their blade causing a saw like effect to shred the flesh of the targeted opponent. PvP Effect: +1d4+2 to Kenjutsu Damage Rolls for 1d4+1 Rounds. Teaching/Learning: Gate System – B
Shoki Art – Act one Jutsu Type: Kenjutsu RP Description: The Shoki art is an extremely rare one, and requires the utmost concentration. Act one consists of intense focus of the mind. The user focuses chakra throughout their body as they enter a state of Zen. Chakra would visibly flow down the length of their weapon, taking on a bright color. CP Cost: 7 PVP: The user has a +3 to their next attack, both attack roll and dmg Gate/Learning: B Rank Gate System
Katon: Fire Dragon Jutsu Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user makes a long list of hand seals and then breathes forth a huge dragon made of pure fire. This dragon then flies forward and slams down onto the opponent. PVP Effect: 3d8 Damage Special Note: Unblockable Teaching/Learning: Gate System - B Rank
Aging Dragon Jutsu Type: Kenjutsu RP Description: The user of this technique flows their chakra throughout their entire weapon before striking. As they strike, the chakra shifts slightly, resembling something of an old dragon, which on contact with the enemy, explodes. CP Cost: 7 PVP: Rank DMG + 2d4+2 Teaching/Learning: Gate System – B Rank
Katon: Hellfire Technique Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: After completing a hand sign sequence, The user forces a large amount of chakra from their body and turns this into a devastating fire wave that targets a single person PVP Effect: 2d10+2d4+2 Damage Special Note: Takes 2 Damage a Round for 1d4+2 Rounds Teaching/Learning: Gate System - B Rank
Body Flicker: Technique: Quicksword (observed by DM Izanagi 1/29/2015) Jutsu Type: Kenjutsu CP Cost: 7 RP Description: As you are moving at such high speeds instead of using it to move around or simply swing faster you put all the motion into a single limb and swing out repeatedly at the foe PVP: Kenjutsu damage+4d4 Special Note: Body flicker must be active in order to use this technique. Teaching/Learning: Gate System – B Rank
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: Grants +2 to Attack/Defense Rolls While Active. Special Note: Requires a 15 Dex Mod Teaching/Learning: Gate System - B Rank
Chakra Concentration: Master's Legs (Nightwolf 1/30/2015) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Focuses massive amounts of chakra to their legs to make them light as air and super speedy. PVP Effect: +1d6 to DEX rolls for 1d6 rounds Special Note: Must Know - Chakra Concentration: Legs Teaching/Learning: Gate System - B Rank
Katon: Fiery Rain Technique Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Using this technique, the user is able to alter the particles floating in the air around them and create an effect that is similar to that of a fiery rain. PVP Effect: 2d10+1d4 Damage Special Note: Targets up to 3 Opponents Teaching/Learning: Gate System - B Rank
Blade of Fire Jutsu Type: Kenjutsu Rank: B Chakra Cost: 8 RP Description: Focusing Katon chakra into her blade Aoi would cover her blade in Katon causing her next attack to arc outwards with the Katon chakra covering her blade hitting everyone she targets no matter the distance. PvP Effect: Next Kenjutsu Attack does an additional 2d8 DMG and is Mass AoE (Max 5 Targets - Sweeping Fire) Teaching/Learning: Gate System – B
A-rank ----------
Spoiler:
Body Flicker: Technique: Razor Jutsu Type: Kenjutsu RP Description: You move your arm up and down in a very simple motion but you do it at such speed that it looks like your arm is vibrating. Well your arm is moving like so it passes through things much easier then it did before. CP Cost: 10 PVP:. Bypasses all DR for 2d6 rounds. Only applicable to Kenjutsu Teaching/Learning: Gate System – A Rank
Shoki Art – Act Two Jutsu Type: Kenjutsu RP Description: While the user is in a Zen state of mind, they further their focus by blocking out everything other then themselves, while building up more chakra throughout their body and weapon. The chakra becomes so immense that it literally overflows visibly. CP Cost: 10 PVP: Lasts for 1 attack. The user gains a +4 attack roll, a +1d8 damage roll and 5 DR. Note: Can only be used directly after Act 1. Act 1 must first be learnt. Teaching/Learning: Gate System – A
Shoki Art – Final Act Jutsu Type: Kenjutsu RP Description: After having built up immense amounts of chakra throughout themselves and their weapon, the user focuses on a single target. In the blink of an eye, the user appears in front of the enemy, striking swiftly at their chest. If successful, the users’ chakra floods into the enemies wound within a second. The chakra would then explode, literally tearing the opponent’s internal organs apart. CP Cost: 10 PVP: Rank Damage + 2d6 + 10 Special Note: Undodgable Teaching/Learning: Gate System - A Special Note: Can only be used after Act Two.
Body Flicker Advanced Jutsu Type: Ninjutsu Rank: A Chakra Cost: 10+2 a round (Or) 30 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 untraceable speed and moves them there faster than if they had used Body Flicker Technique. With Body Flicker normally you would use something to mask that you’re going to move usually a smoke grenade but other things can be used as well. With this technique though you can go from stationary to disappearing easier than with Body Flicker. PvP: Grants +3 to Attack/Defense Rolls While Active. Special Note: Requires a 18 Dex Mod Special Note: Must know Body Flicker already Teaching/Learning: Gate System - A Rank
S-rank ----------
Spoiler:
Body Flicker: Technique: Falling Star Jutsu Type: Kenjutsu Rank: S Chakra Cost: 25 RP Description: The user of this technique would raise yourself high up in the air and cover your weapons and yourself in chakra glowing visibly as you charge yourself with chakra it would be visibly seeable as the user begins to sky rocket themselves down to the ground weapon first at their target intending to crush him and anyone foolish enough to be nearby. PvP Effect: Weapon Damage + 4d10 to target and deals 3d8 to nearby targets. Use of this technique auto deals 2d6 to you and 3d8 if you miss. Special Note: Must have Body Flicker: Advanced active to use this technique. Teaching/Learning: Gate System – S Rank
Last edited by DM Deidara on Fri Mar 20, 2015 7:42 pm; edited 4 times in total
DM Deidara
Posts : 322 Join date : 2015-02-14
Subject: Re: Aoioki Kichida Mon Mar 09, 2015 4:58 am
Token Receipt --------------------- Abilities/Bloodlines/Clans/Gates Kichida: 150 tokens Kichida: Enhanced Combat Lethality: 50 tokens The Eight Celestial Gates: Gate One: 25 tokens The Eight Celestial Gates: Gate Two: 25 tokens The Eight Celestial Gates: Gate Three: 25 tokens The Eight Celestial Gates: Gate Four: 25 tokens The Eight Celestial Gates: Gate Five: 25 tokens The Eight Celestial Gates: Gate Six: 25 tokens (Need to do event) Stat Costs: Dexterity: 65 tokens Stat Costs: Strength: 30 tokens Stat Costs: Wisdom: 20 tokens Stat Costs: Constitution: 20 tokens
Items Item Cost: Yōso Ni Fōkasu: 100 (Kichida -25 tokens)