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| Jikodo, Haruko | |
| | Author | Message |
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DM Hinata
Posts : 42 Join date : 2015-02-14 Age : 31
| Subject: Jikodo, Haruko Tue Feb 17, 2015 12:45 pm | |
| First Name: HarukoLast Name: JikodoNickname: Gender: FemaleAge: 16Height: 5'Weight: 120lbsVillage: Sunagakure______________________________________________________[Body Appearance]Hair Colour: BrunetteHair Length: Short, frames her face in a layered manner, and barely makes it to her shoulders. (Refer to pic) Eye Color: Brown/Gold with black around the eyes.Skin Color: TanBody Shape: AthleticScar(s): None______________________________________________________[Other Information]Likes: Dislikes: Parents: Sexual Orientation: StraightPartner: ______________________________________________________[Ninja Information]Elements: Earth/Wind/Light/Sakin(Gold Sand)Main Focus: Clan Jutsu/NinjutsuSensei: NoneSquad: NoneHead of Squad: Eight Specialty: Taijutsu/SakinRank: ChuuninOccupation: ______________________________________________________Special AbilitiesIntend to buy at a later date.Jikodo Clan(200 Tokens): - Jikodo:
History and Information Gold Dust (砂金, Sakin; Literally meaning "Sand Gold"), is the name of the weapon used by the Jikodo Clan, the Direct Descendants of Korodo Senju, known for creating the Golden Dust, Sand, and Iron Sand Releases so many years ago. Due to the diamagnetic properties of gold, small particles of it could be manipulated in a similar manner to that of the sand utilised by Shukaku's jinchūriki, through the use of this Kekkai Genkai. When Gold Dust Jutsu is used, the users eyes turn bright golden and they gain black circles around their eyes as if it was eye-liner.
In sufficient quantities, this sand gold could be fashioned into a diverse range of forms, with the most simplistic employed to attack or block an enemy. When used offensively, the users of this form of Jutsu tended to form dense fast-moving surges that could range in size from narrow streams to colossal waves, intended to injure a target by violently crashing the compacted material into them.
In the past, this weapon was instrumental to the protection of Sunagakure during the tenures of the past, by allowing the clan to effectively subdue Shukaku each time the beast went berserk. This was accomplished by layering his sand gold atop of or throughout the sand controlled by the beast. As gold is heavier than sand, it made it more difficult for the creature to manipulate, thus slowing if not stopping the sand's movement entirely.
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Magnetic Abilities The Jikodo all have the natural magnetic abilities similar to those of the Iron Sand, however theirs is far more superior. Holding the ability of the Kekkai Tota the Jikodo clan hold the capability to combine Wind, Earth and Light into the form of Gold itself from nothing but their pure chakra, and control it at will without hand seals but only body motions and their mind itself.
Universal: Begin with Wind/Earth/Light/Gold Dust Elements, They Gain no Further Elements. Academy Student: +0 to Wisdom Rolls, Target is Physically Stunned 1 Round or Until Hit when hit by Gold Dust Jutsu with a Natural Roll of 18-20 (Doesn't Stack) [strike]Genin: +1 to Wisdom Rolls, Target is Physically Stunned 1 Round or Until Hit when hit by Gold Dust Jutsu with a Natural Roll of 17-20 (Doesn't Stack) Chunin: +2 to Wisdom Rolls, Target is Physically Stunned 1 Round or Until Hit when hit by Gold Dust Jutsu with a Natural Roll of 16-20 (Doesn't Stack) Jounin: +3 to Wisdom Rolls, Target is Physically Stunned 2 Rounds or Until Hit when hit by Gold Dust Jutsu with a Natural Roll of 15-20 (Doesn't Stack)
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Weight of Gold The Jikodo have incorporated the sheer weight and abilities of gold into their own bodies to a minor degree, this allows their bodies to become masters of endurance as well as binding and supporting others and their allies with their Gold Dust Jutsu.
Universal: May turn any Defensive Ninjutsu into an AoE Defense, Doesn't use their turn to Defend for Another Be it a Sucess or Fail. Academy Student: +4 DR vs HP/CP Dmg, +5 Total HP/CP
Genin: +6 DR vs HP/CP Dmg, +10 Total HP/CP Chunin: +8 DR vs HP/CP Dmg, +15 Total HP/CP Jounin: +10 DR vs HP/CP Dmg, +20 Total HP/CP
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Jutsu Masters of their Kekkei Tota the users of the Gold Dust abilities are able to bend and shape their own origianlity into any form of combat based Ninjutsu, thanks to this every one of them have their own unqieu forms. (All Jikodo Gain 2 Free E/D/C/B-Rank Custom Jutsu, and 1 Free A/S-Rank Free Custom Jutsu. They automatically Know E-C Rank Jutsu and must learn the rest normally.)
Sakin: Gold Creation Jutsu Type : Supplementary Rank : E Chakra Cost : 0 Description : The most basic of the Jokodo's techniques, they may form gold out of nothing but their chakra at will, allowing them to essentially create gold out of nothing. However this gold is not permanent, lasting only five hours before turning to sand and dirt after it is formed. PVP : Roleplay only. Teaching/Learning : Gained on Creation
Sakin: Substitution Jutsu Type : Ninjutsu Rank : E Chakra Cost : 3 Description : The Jikodo replaces their body with a small pile of gloopy like sand that sucks the attacker in and holds them for a brief moment before the user may coutnerattack with more ease. PVP : Wisdom to Dodge, If used Sucessfully against a Taijutsu or Kenjutsu the attacker suffers a -2 to their Next Defense Roll. Teaching/Learning : Gained on Creation
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Eyes of Heaven (100 Tokens, Legendary Bloodline) Some of the Jikodo are the specialized few whom hold the ability to not only bend their gold to their will,b ut are able to do this and all Ninjusu without a single movement on their own part, their very chakra radiates through them on tremendous levels of power and ability beyond any other, and thanks to this are able to manipualte every bit of their chakra without a single motion or movements, masters of their golden dust they are feared for they are given away, when they use their gold dust jutsu there entire eye lights up pure gold and glows dimly as golden markings run down their faces ending at mid-cheek.
Universal: May use Ninjutsu while Physically Stunned Academy Student: +0 to Attack/Defense Rolls, +1 to Ninjutsu Damage Rolls Genin: +1 to Attack/Defense Rolls, +1d4 to Ninjutsu Damage Rolls Chunin: +2 to Attack/Defense Rolls, +1d4+2 to Ninjutsu Damage Rolls Jounin: +3 to Attack/Defense Rolls, +2d4 to Ninjutsu Damage Rolls
- Eight Celestial Gates:
The Eight Celestial Gates (25 Tokens/Gate)
History and Information The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
The state of having all Eight Gates open is known as "Eight Gates Released Formation". Any shinobi who activates this state will temporarily gain powers greater than a Kage, but they will die because of the damage done to their body. Due to the immense amount of chakra flooding the body all at once, drastic changes can occur upon the user's body. The most common of these changes are the darkening of the skin, eruption of veins around the temples, and the eyes turning completely white, though this is not always the case. The recipient's voice also becomes deeper for the duration of the release.
Gate Maximums Academy Student: 1-3 Genin: 1-4 Advanced Genin: 1-5 Chunin: 1-6 Special Jounin: 1-7 Jounin: 1-8
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. (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)
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.
Academy Student: +1 DR vs HP Dmg, +5 Total HP 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
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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. ______________________________________________________________
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 1-6, 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.
| |
| | | DM Hinata
Posts : 42 Join date : 2015-02-14 Age : 31
| Subject: Re: Jikodo, Haruko Tue Feb 17, 2015 12:46 pm | |
| Known Jutsu:Academy - 8/8- Spoiler:
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
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
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
Clone Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 4 + 1 per round maintained RP Description: The ability to create a basic clone of themselves. Unlike other types of clones, these clones are not solid clones, so they cannot do any damage or attack the Enemy PvP Effect: Opponent must roll INT/WIS vs the user's INT/WIS. On failure, the opponent must roll a 1d6 when attacking the user. A roll of 1-3 hits the Clone, and a roll of 4-6 hits the real target. Special Note: Clones are destroyed on hit. Destroying a Solid Clone deals 1 HP damage to the caster, bypassing all DR. Teaching/Learning: Gate System - E Rank
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
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
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
EARTH - 11/30- Spoiler:
RANK: E - 2/2
[Doton: Rock Spray] (Formally Dirth Path) Jutsu Type: Ninjutsu (WIS) Rank: E CP Cost: 1 RP: After forming a few basic handseals, the user would cause a small amount of rocks to raise from the ground. As the rocks raise, they would kick the rocks at their target, causing minimal damage. PvP: 1d4 DMG Special Note: Teachning / Learning: Gate System - E rank
[Doton: Mud Slab] Jutsu Type: Ninjutsu (WIS) Rank: E CP Cost: 2 RP: A few basic seals would be formed, as the user channels their chakra into the ground through their feet. After a moment, the targeted area under the opponent would turn into mud, making it hard for them to move. PvP: Target suffers -1 to their next ATK/DEF Roll Special Note: Teaching / Learning: Gate System - E Rank
RANK: D - 5/5
[Doton: Rock Wall] Jutsu Type: Taijutsu (DEX/STR) Rank: D CP Cost: 2 RP: Stomping the ground the user uses their chakra to raise a thick layer of rocks from the earth, using chakra encased hands they kick, punch and push the rocks against the attacker. PvP: Offensive) Rank Taijutsu DMG + 1d4 DMG, Defensive) Block vs Melee Attacks. Does 1 DMG if Successful Special Note: Teaching/Learning: Gate System - D Rank - Watched over by Erin Jikodo Valenhine and Shun Yagami
[Doton: Slashing Tremors] (Formally Attacking Plants) Jutsu Type: Ninjutsu (WIS) Rank: D Cp Cost: 3 RP: Focusing their chakra into the earth, they would cause mild tremors around the area. The ground would crack, as roots and shards of rock would fly upwards and damage the targets legs. PvP: 1d10 DMG Special Note: Teaching/Learning: Gate System - D Rank - Watched over by Ana Aburame - 1/27/15
[Doton: Exploding Rock] Jutsu Type: Ninjutsu (WIS) Rank: D CP Cost: 3 RP: The user would raise a small rock from the ground, empowering it with their chakra. They would then send the rock straight towards a target. On contact, it would cause a mild explosion of chakra, doing some damage to the target. PvP: Offensive) 2d4 DMG, Defensive) Block - D rank and Below Jutsu only / Basic attacks suffer -1 VS this block if used. Special Note: Teaching/Learning: Gate System - D Rank - Learned from Erin Jikodo Valenhine - 11/25/14
[Doton: Wall of Earth] Jutsu Type: Ninjutsu (WIS) Rank: D CP Cost: 3 RP: Focusing their chakra quickly, the user would slam their foot into the ground. The chakra would move downwards, forcing a wall of earth to raise up in front of them to block an incoming attack. This jutsu is also able to be used to stop someone if they try to run away. PvP: WIS based Block Special Note: May be used to stop those Escaping with WIS+1 instead of DEX. Teaching/Learning: Gate System - D Rank - Watched over by Kujira - 12/2/2014
[Doton: Heavy Feet] Jutsu Type: Ninjutsu (WIS) Rank: D CP Cost: 3 RP: After focusing the needed chakra, the user would slide their foot forward, allowing the chakra to move. The earth would quickly surrounded the targets feet, making it hard for them to move quickly. PvP: Target suffers -1 to DEX Rolls for 1d4 Rounds Special Note: Teaching/Learning: Gate System - D Rank - Watched over and approved extra leanring by DM Sasori - 1/27/15
RANK: C - 4/12
[Doton: Rolling Earth] Type: Ninjutsu (WIS) Rank: C CP Cost: 5 RP: The user does the hand seals as their earth chakra into their palms as they slam it to the ground, Causing the ground to rumble. The target losses their balance as they stumble around trying to stay standing up PvP: Target suffers -2 to DEF Rolls for 1d4 Rounds Special Note: Teaching/Learning: Gate System - C Rank
[Doton: Sink Hole Manipulation] Jutsu Type: Ninjutsu (WIS) Rank: C Chakra Cost: 5 RP Description: Causes a sink-hole big enough for one person to form underneath the target's feet suddenly dropping them into it as they are scratched and beaten by the fall into the 8 foot hole. PVP Effect: 2d6+1d4 Damage Teaching/Learning: Gate System - C Rank - Taught by Gin Murakomo - 2/23/15
[Doton: Earth Pillar] Jutsu Type: Ninjutsu (WIS) Rank: C CP Cost: 5 RP: With a quick seal chain, the user would force chakra into their hand, before slamming them into the ground. As they do this, a pillar of earth would come from the ground, slamming into the target or even stopping an incoming attack. PvP: Offensive) 2d8 DMG, Defensive) Block+1 - If blocking Taijutsu Attacks, attacker suffers 1d8 DMG Special Note: Teaching/Learning: Gate System - C Rank
[Doton: Raining Stone Bullets] Jutsu Type: Ninjutsu (WIS) Rank: C CP Cost: 5 RP: The user would focus their chakra into the ground, causing several small rocks to shoot upwards and hover over them. After a moment, they would move the rocks at a quick pace to rain onto the area where the targets are standing. PvP: AoE - 1d4 Targets) 2d6 DMG to all Targeted Special Note: Teaching/Learning: Gate System - C Rank - Taught by Gin Murakamo - 2/24/15
[Doton: Stone Armor] Jutsu Type: Ninjutsu (WIS) Rank: C CP Cost: 5 RP: The user would form a small seal chain, as their chakra pulses into the ground. The earth around them would then slowly begin to move, as it would crawl up and cover their body causing it to become very hard stone. PvP: For 1d6 + 1 Rounds, User gains +3 DR vs HP DMG but suffers -2 to DEX Rolls for the same duration. Special Note: Can be ended early. May be activated as a DEF Action. Teaching/Learning: Gate System - C Rank
[Doton: Fist of Stone] Jutsu Type: Ninjutsu (WIS) Rank: C CP Cost: 5 RP: The user would force chakra into their hands, before slamming their closed fists into the earth. As they rise up again, and bring their hands out, the earth would have wrapped around it causing their fists to become gloves of earth. PVP Effect: For 1d4 Rounds, User gains +2 to STR Rolls and +1d4 DMG to Taijutsu Special Note: User may not use any Ninjutsu whilst this is activated. Can be ended early. Teaching/Learning: Gate System - C Rank - Gin Murakomo oversaw - 2/6/15
[Doton: Earth Prison] Jutsu Type: Ninjutsu (WIS) Rank: C CP Cost: 5 Activation + 3 Per Round Maintained RP: After forming the required Hand signs and sticks their hand into the ground. The user then summons up the earth around the target, trying to capture them in a prison made of earth, and hold them in position. PvP: +1 VS Block Attempts) Target is Physical Stunned (DEX/STR/CON Break) for 1d6 Rounds (Or Until Hit) Special Note: Teaching/Learning: Gate System - C Rank
[Doton: Flying Boulders] Jutsu Type: Ninjutsu (WIS) Rank: C CP Cost: 5 RP Description: The user hand signs then stomps as three boulders form from the ground, and raise infront of the user. The user would then send them in an assault towards a target to hit them one after the other. PvP: 3d4 + 2 DMG Special Note: Teaching/Learning: Gate System - C Rank - Oversaw by DM Jiraiya - 2/21/15
[Doton: Underground Projection] Jutsu Type: Ninjutsu (WIS) Rank: C CP Cost: 5 Activation + 3 Per Round Maintained RP: Using this jutsu, a person can hide underground until they're ready to attack an opponent. By utilizing earth-chakra, the person can stealthily move around the battlefield then emerge from the ground without disrupting the ground around themselves. PvP: User gains +15 to a Hiding Attempt. Is Successful they are hidden for 1d6 Rounds and cannot be attackted / targeted. When user emerges, they automatically gain Sneak ATK bonuses vs their target. Special Note: Just is deactivated after the user attacks someone. Teaching/Learning: Gate System - C Rank
[Doton: Inner Decapitation] Jutsu Type: Ninjutsu (WIS) Rank: C CP Cost: 5 RP: The user emerges from the ground below the target area, pulls down (or possibly swaps places with) the opponent so that only their head is above ground, trapping them in the ground until the user or their allies decide it is time to remove them. PvP: Only Useable after Doton: Underground Projection) Target is Physically Stunned Stunned (DEX/STR/CON Break) for 1d6 Rounds, or Until Hit Special Note: If the Kenjutsu Headhunter is used on a target in Inner Decapitation, it does an additional 1d8 DMG. Teaching/Learning: Gate System - C Rank
[Doton: Rock Staff] Jutsu Type: Ninjutsu (WIS) Rank: C CP Cost: 5 RP: The user would slam their foot into the ground, causing a staff of earth to raise from it. The user would then snap the staff from the ground, and wield the staff as a weapon to use against their opponents. PvP: For 1d6 Rounds, User creates a Staff Of Rock. This Staff 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
RANK: B - 0/6
[Doton: Leaping Tiger] Jutsu Type: Ninjutsu (WIS) Rank: B CP Cost: 8 RP: Utilizing the natural earth and massive amount of chakra the user can raise a giant tiger made from the earth around them. The tiger would circle the user momentarily, before leaping at a target. PvP: 2d10 + 2 DMG Special Note: Teaching/Learning: Gate System - B Rank
[Doton: Earth Dragon] Jutsu Type: Ninjutsu (WIS) Rank: B CP Cost: 8 RP: Slamming their foot to the ground, after performing the handseals, the user is able to bring forth a large earth dragon from underneath them and slam it into an opponent. The weight and impact this would have, makes it basically impossible to stand and take the hit. PvP: Unblockable) 3d8 DMG Special Note: Teaching/Learning: Gate System - B Rank
[Doton: Stone Petrify] Jutsu Type: Ninjutsu (WIS) Rank: B CP Cost: 8 RP: The user causes liquid stone to rise from the ground and up the opponent's legs eventually petrifying them for a brief amount of time and leaving a thick, heavy layer of earth around their ankles. PvP: Target is Physically Stunned (DEX/STR/CON Break) for 1d4+1 Rounds, or Until Hit. When target is released, they suffer -2 to DEX/STR Rolls for the remaining rounds. Specail Note: Teaching/Learning: Gate System - B Rank
[Doton: Counter Stone Petrify] Jutsu Type: Ninjutsu (WIS) Rank: B CP Cost: 8 RP: The target would force their chakra into the liquid stone that was created, or is now hardened, and remove themselves from it. They are also able to force their chakra into an ally, and free them from the effects of Stone Petrify. PvP: Free Action) User removes Stone Petrify Stun or Negatives from themselves. If used on an ally, Takes the Users turn. Special Note: Teaching/Learning: Gate System - B Rank
[Doton: Earth Dome] (Formally Earth Barrier) Jutsu Type: Ninjutsu (WIS) Rank: B (Only Useable 2x a Fight) CP Cost: 8 Activation + 3 Per Round Maintenance RP: The user hand signs then sticks his hands into the ground, a dome of earth is then risen and covers the user or an ally, stopping any attack that was coming towards them in it's tracks. PvP: Block +2) For 1d4+2 Rounds, User or Ally is surrounded by a Earth Dome. The user or ally in the dome cannot be attacked, nor can they attack. The Dome has HP Equal to the user's WIS Mod and has 3 DR vs DMG. Enemies may target the dome to destroy it, and automatically hit. Special Note: Can be Ended Early Teaching/Learning: Gate System - B Rank
[Doton: Rock Lodging Destruction] Jutsu Type: Ninjutsu (WIS) Rank: B CP Cost: 8 RP: The user would force their chakra into an area of the ground, forcing it to rise. They would then launch the rock that the dislodged into an opponent, hitting them with quite a devastating blow. PvP: AoE - Melee Range) 2d10 DMG to All Targetted Special Note: Teaching/Learning: Gate System - B Rank
[Doton: Crushing Bedrock] Jutsu Type: Ninjutsu (WIS) Rank: B CP Cost: 8 RP: This jutsu allows the user to control multiple sections of rock and move them around their opponent. The user then forms them into two gigantic sections and crush their target between the rocks, possibly dazing them momentarily. PvP: +2 VS Block Attempts) 4d4 + 1d8 DMG Special Note: STR Check DC: 25, IF failed Target is Physically Stunned (DEX/STR/CON Check) for 1 Round Teaching/Learning: Gate System - B Rank
RANK: A - 0/4
[Doton: Raining Boulders] (Formally Rock Rain Boulder) Jutsu Type: Ninjutsu (WIS) Rank: A CP Cost: 13 RP: The user would force their chakra into the ground, causing a few boulders to hover into the air. They would then send the boulders onto a target, brushing them beneath the weight of the rock. PvP: 2d10 + 2d4 + 2 DMG Special Note: Teaching/Learning: Gate System - A Rank
[Doton: Swallowing Sinkhole] Jutsu Type: Ninjutsu (WIS) Rank: A CP Cost: 13 RP: A more advanced form of Sink-hole Manipulation, not only does the target fall into a eight inch diameter sink-hole. The hole would quickly close around them and cause their body to be crushed, eventually spitting them out like an exploding geyser, causing a large amount of damage. PvP Effect: Unblockable) 6d4 + 1d6 + 2 DMG Special Note: Teaching/Learning: Gate System - A Rank
[Doton: Greater Stone Armor] Jutsu Type: Ninjutsu (WIS) Rank: A CP Cost: 13 Activation + 2 Per Round Maintenance RP: A more advance version of Stone Armor, The user would form a small seal chain, as their chakra pulses into the ground. The earth around them would then slowly begin to move, as it would crawl up and cover their body causing it to become very hard stone. PvP: For 2d4 + 2 Rounds, User gains +6 DR vs HP DMG but suffers -2 to DEX Rolls for the same duration. Special Note: May be Ended Early. May be Activated as a DEF Action. Teaching/Learning: Gate System - A Rank
[Doton: Underworld Swamp] Jutsu Type: Ninjutsu (WIS) Rank: A CP Cost: 13 RP: The user would force a large amount of their chakra into the earth, as it begins to move. The chakra would force the earth to change into a large swamp, as arms made of earth would come out to hit the targets multiple times, before holding them in place within the swamp. PvP: Mass AoE - All Those In Fight (Not Including User) - Unblockable) 6d4 DMG and Target's are Physically Stunned (DEX/STR/CON Break) for 1d4+1 Rounds or until hit. Special Note: Allies are also Targetted, but only suffer 1/2 the total HP DMG Rolled and are not stunned. Teaching/Learning: Gate System - A Rank
RANK: S - 0/1
[Doton: Earthquake] Jutsu Type: Ninjutsu (WIS) Rank: S CP Cost: 30 RP: The user makes a long series of hand signs then jumps into the air spinning, after spinning in the air they slowly fall to the ground gaining momentum and at the last second they bring their fists out and smash into the ground creating huge cracks in the earth and tremors across the land. PvP: Mass AoE - All Those In Fight (Not Including User) - Undodgeable) 4d5 + 3d10 + 5 DMG and Target's are physically stunned (DEX/STR/CON Break) for 1 Round or until hit. Special Note: Allies are also Targeted, but only suffer 1/2 the total HP DMG Rolled and are not stunned. Teaching/Learning: Gate System - S Rank
WIND - 2/31- Spoiler:
RANK: E - 2/2
Fuuton: Minor Gust Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: With a few basic hand signs the user blows a short gust of wind at an opponent PvP Effect: 1d4 damage Special Note: Hijutsu offered to all wind element academy students of every village - E Rank - Grandfathered Teaching/Learning: Gate System - E Rank - Grandfathered
Fuuton: Gentle Breeze Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: The user performs a ram hand seal and blows a soft burst of wind PvP Effect: 2 Damage to 1d4 Targets Special Note: Hijutsu offered to all wind element academy students of every village Teaching/Learning: Gate System - E Rank - Grandfathered
RANK: D - 0/7
Fuuton: Wind Bullet no Jutsu Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Fires a small burst of wind at the target in a condensed ball form PvP Effect: 1d10 Damage Teaching/Learning: Gate System - D Rank
Fuuton: Wind Blast Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Breaths out a gust of wind at the target PvP Effect: 2d4 Damage Special Note: 1 DR Peirces Teaching/Learning: Gate System - D Rank
Fuuton: Small Wind Blast Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user expels a gust of air that abrasively cuts at the target PvP Effect: 1d6+2 Damage Teaching/Learning: Gate System - D Rank
Fuuton: Wind Scythe Technique Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: This basic Fuuton technique sends Chakra through the air in a straight line. It reaches out to Close range (up to a maximum of 30 feet) PvP Effect: 1d8+1 Damage. Teaching/Learning: Gate System - D Rank
Fuuton: Sudden Gust of Wind Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Sends a gust of wind blasting the target backwards PvP Effect: 1d4 Damage. Special Note: On-Hit Target is Unable to Attack on their next Turn. Teaching/Learning: Gate System - D Rank
Fuuton: Flying Kunai Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 + 3 per additional kunai or shuriken thrown RP Description: Uses their wind element to send kunai or shuriken flying at the target. Perfect for those who cannot use taijutsu all that well. PvP Effect: Normal damage and penalties for multiple weapons except the attack roll is made with Wisdom Teaching/Learning: Gate System - D Rank
Fuuton: Cyclone Kick Jutsu Type: Taijutsu Rank: D Chakra Cost: 3 RP Description: Flipping onto their hands the user channels wind chakra into their feet and begins a rapid spin PvP Effect: Rank damage + 1d4 Special Note: Can be used to block, when used to block the technique does 1 damage Teaching/Learning: Gate System - D Rank
RANK: C - 0/12
Fuuton: Spiraling Blast Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The shinobi forms the required hand seals (10) then focuses their chakra in their lungs. Inhaling deeply, the shinobi holds the air in their lungs, while the chakra amplifies it. Placing one hand on their chest, and the other to cup their lips, he exhales sharply, expelling a large blast of wind in a cone effect. If a Shinobi is near the caster of the Jutsu, and in the Jutsu' path, they will find it difficult to breath due to the massive gusts of wind. Prolonged exposure of this up-close effect can be lethal, causing death due to suffocation. The field is weakest at the outer edges, roughly around 15m or farther away PvP Effect: 3d4 Damage Special Note: Bypasses DR Teaching/Learning: Gate System - C Rank
Fuuton: Whirlwind Prison Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5+ 3 for each round maintained RP Description: This is more of an immobilization Jutsu. The shinobi creates the required hand-seals (9), then releases their Jutsu. The only way for this Jutsu to be effective, is for the shinobi to be within melee range of their jutsu to work. The Shinobi releases a large blast of wind from their palms, creating a cyclone around the target. If the target tries to break free from the Whirlwind, the eye of it becomes much more violent, sucking oxygen from the center. This Jutsu can be doubled over as a lethal form. The shinobi has the ability to completely remove the oxygen from the center, either knocking the target unconscious, or killing them via suffocation. This Jutsu requires a substantial amount of chakra to use, and large amounts of chakra to maintain for more than three minutes PvP Effect: Physical Stun for 1d6 Rounds Special Note: Unblockable, Target can escape if they beat a WIS roll against the users original WIS roll. Teaching/Learning: Gate System - C Rank
Fuuton: Great Wind Blast Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: While forming the required hand seals ( 8 ), the shinobi focus' chakra into the palms of both hands. After the seals are formed it takes one second for the shinobi to bring their palms together, then open them. With a thrust of their arms, the shinobi forces the chakra circulatory system to vent chakra through their arms towards the center of their palms. This produces a large blast of non-lethal wind, capable of knocking over anything from a shinobi to a tree PvP Effect: Deals 2d8 damage Teaching/Learning: Gate System - C Rank
Fuuton: Snapping Air Bullet Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: A technique where the user gathers air particles into their finger until it shows a small twister on the index finger. The user then covers it with their thumb and snaps at a target. The snap causes a small but fast moving shard of air at the target. The shard can penetrate a normal human body when hit PvP Effect: Unblockable, Deals 3d4 Damage Teaching/Learning: Gate System - C Rank
Fuuton: Devils Speed Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Using wind, the ninja can give a speed boost to their projectiles, making them more efficient and hard to dodge. This jutsu can also be used to boost the user's running speed for a short period of time, nearly doubling the amount of ground covered by the normal run PvP Effect: Gives the user +2 to DEX attack rolls for 1d4+1 rounds Teaching/Learning: Gate System - C Rank
Fuuton: Breezing Wind Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Using this jutsu, the user can deflect ranged weapons by blowing some strong air from their mouth. This jutsu can also be used as a fire jutsu enhancer PvP Effect: Used to block, blocking tools/fire jutsu/lightning jutsu with this jutsu grants the defense roll a +2 bonus. Teaching/Learning: Gate System - C Rank
Fuuton: Flight of the Sky Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user creates wind under their feet and shoots up into the air about 5 to 10 meters or higher. Usually used for dodging or to do an attack up in the air PvP Effect: Gives the user +4 Dodge rolls for 2 rounds Teaching/Learning: Gate System - C Rank
Fuuton: Wind Arrow Technique Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user molds chakra and breathes in. They then blow out an arrow made of wind, the arrow cannot be blocked but it can be dodged. Since it is made out of wind the arrow is hard to see, only one arrow can be shot at a time. PvP Effect: Unblockable, Deals 2d6 Damage Teaching/Learning: Gate System - C Rank
Fuuton: Violent Wind Twisting Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user performs the hand seals and then applies chakra to their feet. They then spin on their heels a total of three times. Each spin releases a violent burst of air that extends about eight feet out. This burst of air is used to displace incoming projectiles and possibly jutsu, depending on the opposing Jutsu's strength and element. (i.e. water or fire would be easy to disperse versus earth which would be difficult due to weight and density). This jutsu is also used to knock back opponents who come to close to the user. PvP Effect: Wisdom to Defense +2 Special Note: On a Successful Defense vs Taijtusu/Kenjutsu the attacked takes 2d4 Damage. Teaching/Learning: Gate System - C Rank
Fuuton: Wind Explosion Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user begins to pull in the wind around them, and then focuses the chakra into an invisible ring around them. As the wind picks up in speed, the user will send the burst outwards, like that of an explosion to hit those around them. The only drawback to this jutsu is that it has the possibility of also hitting allies closest to them, like that of any other jutsu that has the same drawbacks to it. PvP Effect: Unblockable, Deals 2d4 Damage to up to 3 Targets Teaching/Learning: Gate System - C Rank
Fuuton: Needles of the Wind Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The ninja gathers air with their hands and mixes it with chakra, by doing this he transforms them into sharp and deadly needles. The needles are almost invisible so it is hard for the enemies to see them. Because the needles are made of air they cannot be blocked or deflected. The only way to ensure safety is to dodge them. PvP Effect: Deals 3d4 Damage, On-Hit the target Rolls Con: DC 20, on a Fail the Target is stunned Physically for 1 Round. Teaching/Learning: Gate System - C Rank
Fuuton: Great Breakthrough Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: This is a Ninjutsu which utilizes the Wind Element. After bringing their hands to their mouth, the user will blow a large blast of wind capable of leveling almost anything in its way PvP Effect: The target may not attack for one round and takes -2 to Dex/Str rolls for 1d4+1 Rounds. Teaching/Learning: Gate System - C Rank
Fuuton: Flying Swallow Technique - First Step Jutsu Type: Supplementary Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user channels wind chakra in their held weapons, which must have a containment weapon seal to be affected PvP Effect: The user gains +1 to Attack/Defense Rolls, +1d4+1 to Kenjutsu/Tools Damage Rolls. Lasts for 1d4 Rounds. Teaching/Learning: Gate System - C Rank
Fuuton: Advanced Blade Manipulation Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5, +3 Shuriken or Kunai RP Description: Using this relatively simple Fuuton technique, the user is able to send forth a rain of Tiny or smaller throwing weapons, such as a kunai or a shuriken, towards their enemies PvP Effect: Deals 4d4+4 Damage Teaching/Learning: Gate System - C Rank
Fuuton: Flight Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5+2 per round RP Description: Utilizing their nature affinity the user is able to create a loop of chakra induced wind, this loop allows them to maneuver in the air at will, otherwise fly PvP Effect: Grants +3 to Dexterity Rolls, Lasts 1d4+1 Rounds. Special Note: Because of the concentration required to maintain the loop no other ninjutsu, genjutsu or taijutsu may be used while maintained. Not even substitution. Teaching/Learning: Gate System - C Rank
Fuuton: Crashing Fist Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description:: Clouds distort as the wind swirls into the shape of a massive fist, the fist then comes smashing down on a single target PvP Effect: 2d4+1d6 Damage Teaching/Learning: Gate System - C Rank
Fuuton: Wind Blade Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user forms a blade of pure wind out of their chakra PvP Effect: Does 2d8 damage, Full Proficiency, Lasts 1d6 Rounds Special Note: Strength Damage doesn't apply, Attacks are done with Dex/Str Teaching/Learning: Gate System - C Rank
RANK: B - 0/7
Fuuton: Wind Dragon Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Creates a dragon formed from wind. The dragon looks like a large serpent, a traditional Chinese dragon that is twenty feet long. The dragon has a red mane and the rest of their body borders light blue. The color is not distinct because the wind manipulates it from its color to transparency. The dragon can shoot larger, more deadly versions of Minawana no Jutsu from its mouth. Coupled with the use of their clans Kekkei Genkai' secondary effect, they can use this on an empty chakra pool (At the risk of their own life if they use it for an extended period of time). The user of the Jutsu is placed inside of the dragon's center, rendering complete control over the jutsu with the motions of their arms, legs, as well as chakra flow. Upon the dispel of this Jutsu via the creators will, the jutsu explodes, sending a huge current of wind in a 360 degree radius. If one isn't careful, they can be carried by the wind to a distance of up to 30m PvP Effect: Unblockable, 3d8 damage Teaching/Learning: Gate System - B Rank
Fuuton: Great Tornado Technique Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Using this technique, the user is able to create a large and very powerful gust of wind resembling a tornado. PvP Effect: 2d10 + 1d6 damage Teaching/Learning: Gate System - B Rank
Fuuton: Air Wave Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user focuses the wind release within one of their hands, channeling it till the wind vibrates a bit around the forearm in circular motions. With a diagonal slash in front of the user, a invisible wave of Wind cuts through the air in the diagonal line, the wind forming almost as a blade. The wave stretches in 15 meters horizontally and vertically. On contact with foe, it lashes against them harshly, at least blowing them back a bit and leaving a few small cuts. Cannot be Blocked, however it can be dodged PvP Effect: Unblockable, 2d4 Damage, and the target is unable to attack for 1d4 rounds. Teaching/Learning: Gate System - B Rank
Fuuton: Wind Tunnel Technique Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: This technique creates a space large enough to let only a Medium-sized creature or smaller creature through. The space within the tunnel eliminates all friction in the air and greatly reduces the gravity, thus increasing the velocity of objects and creature within it PvP Effect: +2 to Dex Rolls, +1d4+1 Damage to Kenjtusu/Tools, Lasts for 1d4+3 Rounds. Teaching/Learning: Gate System - B Rank
Fuuton: Wind Flower Missile Technique Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Unlike what its name implies, the user creates a near translucent bird from their Chakra mixed in the air, which they send dive bombing and damaging all targets in a set area PvP Effect: Deals 3d6 damage to 1d4+1 targets Teaching/Learning: Gate System - B Rank
Fuuton: Soaring Dragon Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: At technique's completion, the user gently blows smoke out of their lungs, out of which will fly a snake-like dragon. The dragon will fly out towards its victim, passing right through it as a ghost would, and gently dissipates as smoke in the wind PvP Effect: 6d4 Damage Teaching/Learning: Gate System - B Rank
RANK: A - 0/2
Fuuton: Great Wind Blast Technique Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: This greater version of Kamaitachi allows for greater range and efficiency at the cost of more Chakra. The user can still ignore the hand seals component with a simple swing of a tessen, war fan or a Huge sized or larger weapon PvP Effect: 2d10+4d4 damage. Teaching/Learning: Gate System - A Rank
Fuuton: Wind Bird Missile Technique Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: Very much like Fuukadan no Jutsu, the user is able to control the path of their bird and actually have it target more than one target. PvP Effect: Deals 5d4+5 Damage to 3 Targets Teaching/Learning: Gate System - A Rank
RANK: S - 0/1
Fuuton: Great Storm Jutsu Type: Ninjutsu Rank: S Chakra Cost: 20 RP Description: The user is able to focus their chakra and kick up a very powerful wind storm. If the user has a natural affinity to lightning, they're able to increase the storm with powerful lightning bolts. If they have a natural affinity for rain, they can also do more destructive damage with powerful water drops from the sky PvP Effect: 2d10+5d4+5 Damage Special Note: User may spend 3 Chakra if they have Lightning or Water Affinities to add 2d4 damage, and 6 Chakra if they have both, adding 4d4 damage. Teaching/Learning: Gate System - S Rank ELEMENTALESS - 0/21- Spoiler:
RANK: D - 0/2
Chakra Burst Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user forces their chakra to condense in the palms of their hands, once concentrated the user the slaps their hands together creating a sonic cone to emit from their hands toward a target. Upon impact it causes the target to become temporarily deafened and causes their ear drums to bleed PVP Effect: 1d6 damage to target, as well as a -5 to listen rolls , for 1d4 rounds Teaching/Learning: Gate System - D Rank
Chakra Concentration Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user channels their whole chakra network, and increases the speed. Allowing them to use less Chakra when using jutsu PVP Effect: -1d4+1 CP used on Jutsu for 1d4 rounds Teaching/Learning: Gate System - D Rank
RANK: C - 0/7
Ninpou: Acid Spit Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user uses their chakra to spit an acidic liquid on the target, burning them and eating their skin PVP Effect: 2d8 damage to the target Teaching/Learning: Gate System - C 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
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
Chakra Concentration: Muscles Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user Focuses chakra to their muscles making them strong enough to lift heavy objects and deal heavy blows PVP Effect: +1d4 to STR rolls for 1d4 rounds Teaching/Learning: Gate System - C Rank
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 rolls for 1d4 rounds Special Note: Teaching/Learning: Gate System - C Rank
Chakra Concentration: Mind Jutsu Type: Ninjutsu Rank: C CP Cost: 5 RP Description: The user channels their chakra into their mind, increasing the effectiveness of their thinking and the strength of their Genjutsu PVP Effect: +1d4 to INT rolls for 1d4 rounds Special Note: Teaching/Learning: Gate System - C Rank
Ninpou: Banshee Shriek Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Using finely honed chakra control the user can emit a piercing shriek to damage and distort an enemy PvP Effect: 1d4+1 targets take -2 to rolls for 1d4 rounds Special Note: Elementless Teaching/Learning: Gate System - C Rank
RANK: B - 0/8
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
Ninpou: Mass Acid Spit Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user mixes their chakra with their saliva and spits globes of acidic liquid at their enemies PvP Effect: 1d10 + 1d6 damage up to four targets Special Note: Must know acid spit, Elementless Teaching/Learning: Gate System - B Rank
Chakra Release Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: User releases a shockwave of chakra knocking everyone around them to the ground. PVP Effect: 2d8 damage and stunned for 1 round or until hit Special Note: Elementless Teaching/Learning: Gate System - B Rank
Chakra Concentration: Master's Muscles Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Focuses massive amounts of chakra to user’s muscles allowing them to toss boulders alongside other incredible feats of strength. PVP Effect: +1d6 to STR rolls for 1d6 rounds Special Note: Must know - Chakra Concentration: Muscles Teaching/Learning: Gate System - B Rank
Chakra Concentration: Master's Legs 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
Chakra Concentration: Master's Core Rank: B CP Cost: 8 RP Description: The shinobi uses their knowledge over chakra to maximize their usage of it, flying through hand signs, control ,and greatly increasing their ability to utilize their jutsu PVP Effect: +1d6 to WIS rolls for 1d6 rounds Special Note: Must Know - Chakra Concentration: Core Teaching/Learning: Gate System - B Rank
Chakra Concentration: Master's Mind Rank: B CP Cost: 8 RP Description: Manipulating their chakra on a masters level the user takes cunning mind to an all new height, pinpoint precision and chakra control meld into a formidable tool when coupled with the illusionary arts PVP Effect: +1d6 to INT rolls for 1d6 rounds Special Note: Must Know - Chakra Concentration: Mind Teaching/Learning: Gate System - B Rank
Ninpou: Shield of Blades Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: the user makes hand seals, and slams their hand into the ground causing a wall of blades to spring up, blocking taijutsu, and some ninjutsu PVP Effect: +2 to Blocking Ninjutsu and Taijutsu. If blocking Taijutsu, deals 1d10 damage to attacker Teaching/Learning: Gate System - B Rank
RANK: A - 0/1
Dragon Blast Wave Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: The user goes thru a series of hand signs finishing with two dragons seals. The user conjures a dragon similar to the means of the element used. The dragon then wraps around the user tightly in a ball shape before exploding outwards in all directions damaging enemies within a short distance PVP Effect: 3d8+1d4 Damage to 1d4 + 1 targets Teaching/Learning: Gate System - A Rank
RANK: S - 0/1
Divine Wrath Jutsu Type: Ninjutsu Rank: S Chakra Cost: 20 RP Description: Calls upon the strength of dragons into their body. Focusing huge amounts of chakra that damages the body severely in the process Use of this deadly and potent jutsu is strictly cautioned PVP Effect: +2d6 to Str, Wis, Dex, and Int Mods for 2d4 rounds. Special Note: Elementless, Each round it is activated it does 1d8 damage and cannot be ended early Teaching/Learning: Gate System - S Rank
Last edited by DM Hinata on Sun Mar 01, 2015 6:00 pm; edited 5 times in total | |
| | | DM Hinata
Posts : 42 Join date : 2015-02-14 Age : 31
| Subject: Re: Jikodo, Haruko Tue Feb 17, 2015 12:46 pm | |
| Jutsu known:
Doton:
E - 2 D - 5 C - 4 B - 0 A - 0 S - 0
Taijutsu:
E - 1 D - 0 C - 0 B - 0 A - 0 S - 0
Kenjutsu:
E - 1 D - 0 C - 0 B - 0 A - 0 S - 0
GenJutsu:
E - 4 D - 0 C - 0 B - 0 A - 0 S - 0
Elementaless:
E - N/A D - 0 C - 0 B - 0 A - 0 S - 0 S - 0
Academy Jutsu:
E - 8 D - N/A C - N/A B - N/A A - N/A S - N/A
TOTAL JUTSU KNOWN:
E - 16 D - 5 C - 4 B - 0 A - 0 S - 0
Last edited by DM Hinata on Tue Feb 24, 2015 4:41 pm; edited 2 times in total | |
| | | DM Hinata
Posts : 42 Join date : 2015-02-14 Age : 31
| Subject: Re: Jikodo, Haruko Tue Feb 17, 2015 12:47 pm | |
| Total Tokens Available: 137 Tokens Available Account Wide: 137
Token Purchase's:
Bloodline/Special Ability: 25 (8 Gates: Gate 1)
Tools: 0
Stats:
Custom Weapons/Items:
Custom Jutsu: 0
Miscellaneous/Other: 0
Total Token Purchase: 25 Tokens | |
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| Subject: Re: Jikodo, Haruko | |
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