jintoki
Posts : 2 Join date : 2015-04-10
| Subject: Kawoto Jintoki Fri Apr 10, 2015 7:37 pm | |
| " /> First name: Jintoki Last name: Kawoto Nickname: "The Apple Sage, Tiger of the Fire country " Gender: Male Age: 25 Height: 1'70 cm Weight: 80 Kg Village: Konohagakure no sato Hair color: Black Length: Medium, Pontytail. (Left)Eye color: Black (Right) Eye Color: Usually covered up with a black bandage, wrapped neatly around his forehead and then diagonally cutting down to cover the right side of his face. Skin: White Body Shape: Lean, athletically built for martial arts purposes Tattoos: N/A Other Information: Liked People: Hiroshi, Reina, Eladar, Kujira, Aonu, Kegawa, Saori, Haru, Takeo, Suzumi[Not in any particular order] Disliked People: 1 Person. Children: None Orientation: Straight Partner: N/A Ninja Information: Element: Wind, Fire, Healing Sensei: ? Squad: 1st. (Ichiban Uchiha, Kawoto Jintoki, Kuri Seyura" Specialty: Taijutsu Rank: Jounin Fame: ((Pft, apple sage is super famous) Hp/Cp: 140/125 [Items]Tiger Sage Bandages 20 tokens - Spoiler:
Description: Due to his need for bandages in his average day, jin had found the best material the monks from the fire temple used. Created with a drop of blood from the tiger sage, a special sort of chakra covered this material. The function was very simple, either cover his "blinded" eye with it, or wrap it around his hand. The Chakra would mix with his own causing a stronger physical achievement during combat. Whenever an impact was made, the bandages would add onto the damage and leave a far more devestating result. Only a few pieces of cloth remains from the Tiger sage, and this was one of them, only the last kawoto could use.
Pvp Dmg: +1d8 Special Damage (Taijutsu) AbilitiesSpecialization: Taijutsu (50 tokens) - Spoiler:
Taijutsu Specialist: Tiger style (Physical)" Among the most famed taijutsu styles in the fire country, belonging to the tiger temple. Created over a century ago by Kawoto Daichi, known as the greatest martial artist who had ever lived in the fire country. A simple style, were the fingers are imitating claws and make broad attacks to slash and render foes with both precision and speed. Jintoki would be a master of this style, as it was his focus since the days of the academy, now standing an adult he had long been considered the heir of daichi's most famous martial arts creation.
Universal: Taijutsu attacks pierce 1 DR, As well, Gaining a +10 to Learning Rolls for Taijutsu, and all those that they Teach Taijutsu gains a +6 to their Learning Rolls Academy Student: +0 to Dexterity/Strength/Constitution Rolls, +0 DR vs. HP Dmg, +5 HP, +1 to Taijutsu Damage Rolls. Genin: +1 to Dexterity/Strength/Constitution Rolls, +1 DR vs. HP Dmg, +10 HP, +1d4 to Taijutsu Damage Rolls. Chunin: +2 to Dexterity/Strength/Constitution Rolls, +2 DR vs. HP Dmg, +15 HP, +1d6 to Taijutsu Damage Rolls. Jounin: +3 to Dexterity/Strength/Constitution Rolls, +3 DR vs. HP Dmg, +20 HP, +1d8 to Taijutsu Damage Rolls. Celestial Heart 100 Tokens (Physical) - Info/pvp:
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.
Transplanted Sharingan 100 Tokens - Transplant DF:
[Transplanted Sharingan] (100 Tokens) Donor: Uchiha Ichiban
3 CP to Activate, +2 CP to Maintain The Sharingan (写輪眼; Literally meaning "Copy Wheel Eye") is a dōjutsu kekkei genkai, which appears in some members of the Uchiha clan. It is one of the Three Great Dōjutsu (三大瞳術, San Daidōjutsu; Literally meaning "Three Great Eye Techniques"), along with the Byakugan and the Rinnegan. The Sharingan is also called "Heaven's Eye" (天眼, Tengan), because of the many abilities it grants the user. The Sharingan's abilities consist of two parts: the "Eye of Insight" (洞察眼, Dōsatsugan) and the "Eye of Hypnotism"; (催眠眼, Saimingan). These abilities are what grant the eye its many abilities and properties. (For Achieving Tomo 1 you need only ask for a DM to give you a personal event for it to awaken. For Tomo 2-3 you need to send in a Request to the DM team with a short story of how the Tomo is acheived, why, how long it took, and then get that personal event run for you once its approved.)
Sharingan Universal: Can track Chakra Levels of People*
One Tomo: +1 to Attack/Defense Rolls, +20 Spot Rolls, +1d4 to Taijutsu/Kenjutsu/Ninjutsu Damage Rolls, 19-20 Crit Range, May use Copy and Mimic / Nullify^ Sharingan Ability.
Two Tomo: +2 to Attack/Defense Rolls, +25 Spot Rolls, +1d6 to Taijutsu/Kenjutsu/Ninjutsu Damage Rolls, 18-20 Crit Range, May use Copy, Mimic and Nullify Sharingan Ability. Three Tomo: +3 to Attack/Defense Rolls, +30 Spot Rolls, +1d8 to Taijutsu/Kenjutsu/Ninjutsu Damage Rolls, 17-20 Crit Range, May use Copy, Mimic, Nullify and Hypnosis Sharingan Ability.
*They are able to ask people through PM or OOC how much chakra they currently have, and must be told.
[Copy] Jutsu Type: Dojutsu (1 Tomo) Rank: Hijutsu Description: The Sharingan's first and most well-known ability is that it grants the user the ability to memorize any technique that he or she witnesses, apart from other Kekkei Genkai techniques. The user can memorize ninjutsu, genjutsu, and taijutsu with near perfect accuracy, allowing the user to use the techniques as their own, or even modify them to create their own new techniques, much like Sasuke Uchiha's Lion Combo. In order to reproduce a copied jutsu, however, one must have the necessary skill or ability to perform them. A prime example is Rock Lee's brand of taijutsu. While Sasuke was able to copy some of Lee's moves, they put a much more significant strain on him since he hasn't trained nearly as much as Lee has. In addition to physical skill and kekkei genkai techniques, the Sharingan cannot reproduce jutsu dependent on other factors, such as summons that the user has not signed a contract with. PvP: When witnessing a Tai / Nin / Gen / Ken Jutsu being performed, as a free action copy it permanently, this costs the Original CP Cost of the Jutsu Copied +3. When Using Jutsu not of User's Elemental affinity pay the following additional CP Cost. The Sharingan user may copy a technique that is 1 rank higher then their tomo allows, but they do not automatically know it. They must still learn it, but only have to use the second gate and gain a +10 to learning rolls. When using the jutsu in combat, they follow the original copy rules. D-Rank) 1 CP (Via 1 Tomo) C-Rank) + 2 CP (Via 2 Tomo) B-Rank) + 3 CP (Via 3 Tomo) A-Rank) + 4 CP (Via Mangekyo-Sharingan) S-Rank) + 5 CP (Not Available) Note: Medical Jutsu may Only be Copied when the Transplanted Sharingen User is a Medical Shinobi. Note: Transplanted Sharingen User may copy custom jutsu so long as they gain the creators permission, and pay the same RP token cost that the original creator had to pay. These follow the normal copy rules above. Note: The Transplanted Sharingen User may NOT Copy Fuuinjutsu/Summoning/Clan Jutsu/Bloodline Jutsu/Stances/Gates/Kinjutsu/Hijutsu. Note: Copying jutsu follows the 5x a week rule, but does not follow the 1x a day rulle, unless it is 1 rank higher then their tomo allows.
[Mimic] Jutsu Type: Dojutsu (1 Tomo Ninjutsu Prodigy- 2 Tomo Genjutsu Prodigy) Rank: Hijutsu Ninjutsu Prodigy Cp: 2 Cp + Original Jutsu Cost (Affinity Penalty applies) Genjutsu Prodigy Cp: 4 Cp + Original Jutsu Cost (Affinity Penalty applies) Description: The Sharingan's second-most prominent ability grants the user an incredible clarity of perception, allowing them to easily recognize genjutsu and different forms of chakra, though not to the same extent as the Byakugan. This also allows the user to pick up on subtle details, enabling them to read lip movements or mimic something like pencil movements. As the Sharingan evolves, gaining more tomoe seals, this ability extends to being able to track fast-moving objects before finally giving some amount of predictive capabilities to the user. However, even though the user may be able to see an attack or know it is coming, their body may not have time to react. PvP: (Counter ATK) When targeted from a Ninjutsu ATK which the User knows, DMG Vs DMG. Loser takes the difference. Note: No DMG bonus applies for either party involved, unless the DMG bonus clearly states it applies DIRECTLY to the element used. (E.G +1d4 to Raiton DMG applies, +1d4 to Ninjutsu DMG does not).
[Nullify] Jutsu Type: Dojutsu (1 Tomo Genjutsu Prodigy - 2 Tomo Ninjutsu Prodigy) Rank: Hijutsu Genjutsu Prodigy Cp: 2 Cp + Genjutsu Rank (See Below) Ninjutsu Prodigy Cp: 4 Cp + Genjutsu Rank (See Below) Description: One of the defensive capabilities of the Sharingan is being able to see the flow of chakra. The Sharingan can tell if a person is under a genjutsu because the person's chakra flow would be irregular, and have better control in negating it from affecting them. PvP: Automatically Resist Normal Genjutsu. Vs Dojutsu Genjutsu, - 3 DC / Resilience to the Genjutsu per Use. D-Rank: + 1 CP (Via 1 Tomo), C-Rank: + 2 CP (Via 1 Tomo), B-Rank: + 3 CP (Via 2 Tomo), A-Rank: + 4 CP (Via 3 Tomo), S-Rank: + 5 CP (Via Mangekyo-Sharingan).
[Hypnosis] Jutsu Type: Dojutsu Genjutsu (3 Tomo) Rank: Hijutsu Cp: 3 CP + Original Genjutsu Cost Description: The Sharingan's final commonly-used ability is capable of inducing a unique brand of hypnosis that involves suggesting actions and thoughts to the opponent through genjutsu cast by simple eye contact. More advanced Sharingan users can take the hypnosis ability even further to the point where a powerful summon like Manda or even the Nine-Tailed Fox may be controlled. When this was used against Manda and the Nine-Tailed Fox their eyes took on the tomoe pattern of the users' Sharingan while under hypnotic influence. Ninjutsu Prodigy PvP: WIS vs WIS roll, upon enemy fail, enemy receives a -2 to Attack/Defense Rolls for 1d4+1 rounds. Can be used while Physically Stunned. Genjutsu Prodigy PvP: Can perform a genjutsu/dojutsu when physically stunned. Must have target in sight. RP Note: This may be used to control Tailed Beasts if the Uchiha ever comes to this stage. Copied Techniques- Spoiler:
[Kage Bunshin no Jutsu (Shadow Clone)] Jutsu Type: Ninjutsu (INT/WIS) Rank: C Chakra Cost: 5 + 2/per round maintained RP Description: Much like the Solid Clone technique, the Shadow Clone is a more advanced form of the basic academy bunshin, where the clones carry physical traits, instead of just being images of the user's appearance. A Shadow Bunshin is capable of basic attacks, though they generally lack in tactics. PvP Effect: Opponent must roll INT/WIS vs the user's INT/WIS. On failure, the opponent must roll a 1d6 when attacking the user. A roll of 1-3 hits the Clone, and a roll of 4-6 hits the real target. Created clone has it's own attack round, where they may only use basic Tai or E rank jutsu. Created clones only gain Attack/Defensive bonuses from the user, and no further Damage/DR/Regen/Ect. bonuses. Special Note: Clone goes after the user. Special Note 2: Clones are destroyed on hit. Destroying a Solid Clone deals 3 HP damage to the user, bypassing all DR. Teaching / Learning: Gate System - C Rank
[Taijuu Kage Bunshin no Jutsu (Multiple Shadow Clone)] Jutsu Type: Ninjutsu (INT/WIS) Rank: B (Requires DM Team approval to learn.) CP Cost: 5/per clone +3/per round maintained. RP Description: This technique is essentially a massive version of the Shadow Clone Technique. Instead of a few clones, it creates a few hundred clones (or a number of equal grandeur). This is considered a kinjutsu, because it can potentially be dangerous to the person performing it, seeing as how all of the clones are given an equal amount of chakra directly from the user. 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 1-4 hits the Clone, and a roll of 5-6 hits the real target. Created clones have up to three extra attack rounds, going directly after the user, and may only use basic Tai attacks. Created clones only gain Attack/Defensive bonuses from the user, and no further Damage/DR/Regen/Ect. bonuses. Special Note: User may create 2 clones at Genin, 3 clones at Chuunin, and 4 clones at Jounin. This is PvP-based only, as the 2-4 clones may RPly take the place of hundreds of clones. Special Note 2: Solid Clones are destroyed on hit. Destroying a Solid Clone deals 4 HP damage to the user, bypassing all DR. Teaching / Learning: Gate System - B Rank
[Ninjutsu]
[Doton: Underground Projection] Jutsu Type: Ninjutsu (WIS) Rank: C CP Cost: 8 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
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
Suiton: Slippery Surface Jutsu Type: Ninjutsu Rank: C Chakra Cost: 8 RP Description: The user hand signs then sprays water onto the ground, the water doesn’t sink into the ground like usual but lays on top of the ground, making it harder to walk PvP Effect: -2 to taijutsu rolls for 1d4 rounds to all targets besides the user Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Rain Coat Jutsu Type: Ninjutsu Rank: C Chakra Cost: 6 RP Description: The user hand signs as his body is covered in a very thin layer of water PvP Effect: 4 DR against Katon Jutsu for 1d4 + 2 rounds Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Large Puddle Jutsu Type: Ninjutsu Rank: B Chakra Cost: 12 RP Description: The user does the necessary signs, before they finally push a large amount of water from their skin which allows them to use water jutsu without a water source. PVP Effect: 2d6 rounds of water for A Rank and below water jutsu Special Note: Any Suiton user is able to use this water Teaching/Learning: Gate System - B Rank
- [Elementless Techniques]- - Techniques:
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
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
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
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 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
- [Medical]- - E-Rank:
- D-Rank:
- C-Rank:
Mystical Palm Technique (C/NC) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 3/Round RP Description: One of the most popular techniques within the Medical world, this technique makes use of the user's medical chakra by both allowing the cells to regenerate, but also manually patching up the more major injuries. PVP Effect: Requires at least two rounds of use, to a maximum of 4 rounds of use. Target is healed for 3d4+4 HP damage per round, but healing takes up the turn of both the user and the target. Special Note: If the target or the user is attacked, this technique is canceled. However, if an ally chooses to defend for them, the technique continues. Teaching/Learning: Gate System- C Rank
Angels Touch (C) Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Used only in battle the medical shinobi focus' their chakra and much like chakra burst expels a small portion of their healing chakra to allies. PvP Effect: 1d6+2 heal up to 2 targets, or 1d4+1 up to 3 targets Special Note: If healing three targets CP cost is raised to 8 instead of 5. Special Note 2: This technique cannot heal the user, only an ally. Teaching/Learning: Gate System- C Rank
Healing Jutsu Light (C) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: A Moderate Medical jutsu. A widely jutsu among all medical shinobi who are in the field of combat. The medic concentrates a large amount of chakra into their palm, and releases it into the subject's wound. This acts as a healing agent, and immediately relieves the target the specific injury. PVP Effect: Heals 3d4 to a target. Teaching/Learning: Gate System- C Rank
Precision Anatomy Strike (C) Jutsu Type: Ninjutsu Chakra Cost: 5 RP Description: Through intensive research on the effects of Chakra through the human body, the medical shinobi concentrates a small amount of infused Medical chakra into the user's hand, and taps it lightly against one of the opponent's large nerve clusters. This makes it extremely difficult to use the targeted muscle, especially in combat. This technique follows the same basic premise as the Mystical Palm Technique, however, is a more directly offensive form. PVP Effect: Dex/STR to hit, on Hit Opponent suffers -2 to Attack/Defense Rolls for 1d4+1 Rounds. Special Note: On crit, the duration is doubled. Teaching/Learning: Gate System- C Rank
Herbal Extract Mix (C/NC) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: A mixture of secret herbal extracts. Depending on the mixture used can either heal a wound quicker or poison those unlucky to get caught. Usually stored in small vials for ease of use. PVP Effect: 2d8 HP damage healed, however, uses one Senbon per use. Teaching/Learning: Gate System- C Rank
Deeping Wound (C) Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Used only in combat, this allows the medical shinobi to use their chakra to further deepen an existing wound on a target. PvP Effect: Target must already be Injured. 1d6 Damage for 1d4 Rounds Teaching/Learning: Gate System- C Rank
- B-Rank:
Chakra Scalpel (C) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Chakra Scalpel is a special Ninjutsu technique used by medical shinobi. After forming the needed hand seals, the shinobi will focus chakra into their hands. When their charged hands reach the body of their target, they can extend the chakra internally into the targets body to cut and neatly slice their muscles and blood vessels without harming the surface skin. This technique can also be used in battle, but because of its hectic nature, the fine precision required for an instant kill is not feasible. Damage can still be done to the vital organs, but the technique should be used carefully in battle. PVP Effect: Rank Damage + 2d4, bypassing all DR. If it hits the arm, it weakens target by -2 to STR. target can still cast jutsu, but it's hard for them. If it hits the leg, it weakens target by -2 to DEX. If it hits the wrists, it weakens target by -2 to WIS. Targets are right wrist, left wrist, right leg, left leg, right arm, left arm. May only hit each target once(if the right wrist is hit, must wait for the effect to wear off before hitting it again). Each lasts 1d4+2 rounds. Teaching/Learning: Gate System- B Rank
Chakra Focused Striking (C) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 + 1/Per Round RP Descritpion: Through intense training of their Chakra concentration and infusion, a medical shinobi can unlock the ability to focus a large amount of chakra into a single point, using this to increase their strength and combat potential substantially. PvP Effect: For 1d4+2 rounds, the user gains +1d4 damage + WIS Ninjutsu Damage bonus to all Taijutsu attacks, and +2 to all STR/DEX rolls. Special Note: No STR Damage bonuses are applied for the duration of this technique.
Emergency Body Revival (NC) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 10 RP Description: Learned by every advanced medic on the battlefield, this technique acts as an emergency procedure to jumpstart the target's heart (Much like a defibrillator), and resuscitate them back into a more stable state. PvP Effect: Used on any target whom is at below an HP of 0. The user makes a heal roll, DC equal to every point below 0 they are x2. (IE, a target at -14 has a DC of 42). Revived targets are brought up to 5 HP. Special Note: Cannot heal targets with an HP below -35
Bone Mending (C/NC) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Using their chakra, the medical shinobi can stimulate the dense bone cells to regenerate by manipulating the minerals and protein properties, and in turn, allows the Medical Nin to fix fractured or broken bones PVP Effect: Heals target for 3d6 while mending target's broken bones. Teaching/Learning: Gate System- B Rank Special Note: Usable 2x per fight.
Shadow Wound Removal (C) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Using their extreme control of chakra, a medical shinobi can speed up the cells of her/his body and begin healing directly before sustaining injuries. PVP Effect: Adds 1d4+4 DR vs the next attack. This increases by 4 points of DR per rank past AG. (IE, +4 points at Chuunin, +8 points at Jouinin, +12 points at Kage+.) Teaching/Learning: Gate System- B Rank
Medical Surgery Mode (NC) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8/Per Round RP Description: By combining aspects of their previous training, the user is able to enter a complicated surgery mode, allowing them to make dire heals to the target. PvP Effect: The target is healed for 1d20 + 1/4th heal mod (Max 20) for each round this technique is preformed, to a maximum of 6 rounds. Special Note: To use this technique, the target must be at no higher than 25 HP remaining. Special Note 2: Dress Wound, Mystical Palm Technique, and Chakra Scalpel must all be learned in order to use this technique.
- A-Rank:
Cerebral shock (C) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: By touching the base of the brain stem, the medical shinobi is able to seemingly randomize which nerve signals go to which body parts, the result being that a thought to move a certain body part would end up moving another body part. PVP Effect: Target takes -2d4 to rolls for 1d6 rounds. Special Note: Uses DEX/STR to hit. Teaching/Learning: Gate System - A Rank
Body Regeneration Technique (C) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 10 + 2/round RP Description: By focusing a large amount of infused medical Chakra into the palm of their hand, the medical nin then disperses the Chakra into the target's body, allowing them to quickly regenerate the target's cells. PvP Effect: The target gains +6 HP Regen/round for 2d4 rounds, however any passive CP regen is removed for the duration of the tech. Special Note: May be used to self-heal.
Body Destruction Technique (C) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 10 + 2/round RP Description: Following the same premise as Body Regeneration Technique, Body Destruction is an inverted concept, where instead of using their infused Medical Chakra to incite cellular reproduction, the medic uses their infused Medical Chakra to break down cells and stop their production entirely. PvP Effect: Target takes 2d4 Damage per round, bypassing all DR, and looses all HP Regen for the duration. Lasts 1d4+1 rounds.
Balance Disruption (C) Jutsu Type: Ninjutsu Rank: A Cp Cost: 13 Description: Using their extensive knowledge of human anatomy and extreme chakra control a medical shinobi will quickly strike with a burst of chakra the balance center of the target located in the inner ear. This will cause balance and coordination issues to the target as their balance is greatly affected. PVP Effect: Target can't attack for 1d4+2 rounds, however they can still make defensive maneuvers at a -4 to rolls. Special Note: This jutsu requires a STR/DEX roll to hit. Teaching/Learning: Gate System- A Rank
Inner Heal (C/NC) Jutsu Type: Ninjutsu Rank: A Cp: 13 Description: With their immense knowledge of human anatomy the medical shinobi are able to focus their own chakra inwards and heal themselves when needed. This requires immense concentration on the part of the shinobi and require they focus solely on the jutsu. PvP Effect: Heals 2d8 to themselves for 1d4 rounds Special Note: May not use any other jutsu while performing this jutsu. If hit, the jutsu is broken. User may still Block/Dodge as usual. Requires: Gate System- A Rank
Adrenaline Rush (C) Jutsu Type: Ninjutsu Rank: A Cp Cost: 13 RP Description: By mixing together different herbal substances and infusing them with Medical Chakra, the user can create an emergency shot of Adrenaline, that rapidly increases heart rate, and allows the user or target to stay in the fight longer. However, due to this, they also suffer immense strain on their body, and later pay the price. PvP Effect: User/Target gains +3 to attack/defense, +4 DR, and 2 HP/CP regen for 1d6+1 rounds. After this, the user/target takes -1 to all rolls for 1 RL day. Special Note: The user/target cannot drop below -10 for the duration of the technique. Special Note 2: Uses one senbon on use, only usable 1x per fight
- S-Rank:
Ultimate Heal (C/NC) Jutsu Type: Ninjutsu Rank: S Chakra Cost: 20 RP Description: This is the most powerful healing technique a medical shinobi posses and also the most difficult, as the margin of error is so slim. Use of this jutsu is strictly cautioned due to the fact if performed wrong could kill the target instead of healing them. PVP Effect: 6d10 Heal, must roll a 1d20. If 1 is rolled it deals 1/2 that in damage instead. Special Note: If target player falls below -20 from this juts, Perma is Possible. Special Note 2: Usable 1x per fight. Teaching/Learning: Gate System- S Rank
- [Taijutsu]- D-Rank - Techs:
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
Swift Kick Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user layers their shin with sharpened chakra, in order to increase both kicking power, allowing it to pierce some defenses. PVP Effect: Rank Damage + Pierces 1 DR Special Note: Teaching/Learning: Gate System – D Rank
Leaf Whirlwind Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user focuses their chakra to increase their speed while twisting making it harder to hit the user, or can utilized for a basic attack doing an enhanced round house kick. PVP Effect: Regular Damage + 2 Damage Special Note: Can be used to block dealing 1d4 damage Teaching/Learning: Gate System – D Rank
Clone Counter Kick Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 + Bunshin RP Description: Used in defense against a “Clone” if it is a clone attacking, the user forms a bunshin behind the clone or person, and sends two kicks at the stomach and back. PVP Effect: 1 Damage Special Note: Destroys a Bunshin/Kage Bunshin Teaching/Learning: Gate System – D Rank
C-Rank - Techs:
Falcon Drop Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user grabs an airborne opponent, and turns them facing head first to the ground, and wraps their arms around the opponents legs, and their legs around the opponents head, locking them in and slams them into the ground PVP Effect: Rank Damage + One Round Stun (Or Until Hit) Teaching/Learning: Gate System – D Rank
Tool Barrage Jutsu Type: Taijutsu Rank: C Chakra Cost: 6 RP Description: The user grabs a single tool from their arsenal, and tosses it at the opponent with a replication jutsu placed on it; creating several more, in order to cause a barrage of tools. PVP Effect: Tool Damage + 2d4 Special Note: Uses a single tool of user’s choice Teaching/Learning: 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
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
B-Rank - Techs:
Leaf Hurricane Jutsu Type: Taijutsu Rank: B Chakra Cost: 6 RP Description: The user focuses a mass of chakra into their legs, and charges the opponent sending an upper kick, bringing them into the air; then jumps into the air and send a high assault of round house kicks. PVP Effect: Rank Damage + 2d6 Damage, On Hit Target rolls Con DC: 20, On fail Physical stunned for 1 round or until Hit. Teaching/Learning: Gate System – B Rank
[Body Flicker Technique] Jutsu Type: Ninjutsu (WIS) Rank: B Chakra Cost: 8, +1 CP a Round (Or) 20 cp to Activate all Fight Description: This jutsu is a high-speed movement technique, allowing a ninja to move short to long distances at an almost untraceable speed PvP: Free Action) Grants +2 to Attack/Defense Rolls While Active. Special Note: Requires a 15 Dex Mod Teaching / Learning: Gate System - B Rank
Tool Storm Jutsu Type: Taijutsu Rank: B Chakra Cost: 10 RP Description: The user grabs a single tool from their arsenal, and tosses it at the opponent with a replication jutsu placed on it; creating Twenty more in order to create a barrage of agony. PVP Effect: Tool Damage + 5d4 Special Note: Uses a single tool of user’s choice Teaching/Learning: Gate System – B Rank
Gravity Fist Jutsu Type: Taijutsu Rank: B Chakra Cost: 6 RP Description: The user forms a huge amount of chakra into one fist, enough that the gravity around begins to be sucked in at a minor rate; when finalized they charge the opponent and send it straight to their chest. PVP Effect: Rank Damage + 3d4 Special Note: Unblockable Teaching/Learning: Gate System – B Rank
A-Rank - Techs:
Gatling Fist Jutsu Type: Taijutsu Rank: A Chakra Cost: 11 RP Description: The user focuses a large portion of their chakra into increasing their speed to create a barrage of fist blows. PVP Effect: Rank Damage + 4d4 Special Note: Undodgable Teaching/Learning: Gate System – A Rank
Flickering Barrage Jutsu Type: Taijutsu Rank: A Chakra Cost: 13 RP Description: The user focuses their chakra into being able to mass produce their flicker technique, creating an illusion that they are everywhere, and then surprise their opponent taking them out with a destructive blow. PVP Effect: Rank Damage + 2d8 + 2d4 Special Note: Undodgable (Including Substitution), Needs Body Flicker Technique to learn. Teaching/Learning: Gate System – A Rank
S-Rank - Techs:
Critical Turmoil Jutsu Type: Taijutsu Rank: S Chakra Cost: 18 RP Description: The user brings a mass of their chakra storage for a punch that can shatter earth. They then raise this fist and slam it into the ground, sending a ripple effect of havoc around them in a 360 degree motion PVP Effect: Rank Damage + 3d10 Damage Special Note: Unblockable. Special Note: Targets Allies as Well. Teaching/Learning: Gate System – S Rank Specialized Taijutsu: Tiger Style- Spoiler:
Tiger Style: Defensive barrage Jutsu Type: Specialized Taijutsu Rank: C Chakra Cost: 5 RP Description: With a loud roar from the bottom of his lungs, gathering the force from his very core and the surrounding area. The tiger artist would desperately be clawing ahead at the incoming attack, to slice it apart with the highly concentrated chakra fingertips. PVP Effect: Can block with dex, upon success takes 50% of the dmg. Deals 1d6 DMG to the Attacker.
Tiger Style: Double claw Jutsu Type: Specialized Taijutsu Rank: B Chakra Cost: 8 RP Description: By jumping up into the air, and gathering the center of his mass in the air.. - He guides the strength and chakra to his fingertips, throwing speed into the mix as he comes with a double devestating vertical claw like attacks on the target from above, with his weight distributed to the assault itself for even further animalistic mayhem. PVP Effect: Rank damage + 4d4, Taijutsu Unblockable.
Tiger Style: Raw Assault Jutsu Type: Specialized Taijutsu Rank: B Chakra Cost: 6 + 2 per round RP Description: This deeply focused stane harbors chakra to each end of his body. A predator with such concentration and focus, that would never remove his eyes from the target. This stance would requie his vocal powers to increase his power, much like a beast. Each succesful attack while wearing this mentality and stance, would grant brutal attacks through the claw-like hand. But without a roar behind this, the attack would be unusable.. For without the roaring, it was not the tiger. PVP Effect: +1d8 to DMG, +2 to ATK and DR Pierce rolls for 1d4+2 rounds. Special Note: This technique can be ended early.
Tiger Style: The Hungry Tiger Combo Jutsu Type: Specialized Taijutsu Rank: A Chakra Cost: 13 RP Description: The ace, the trumpcard. The reality behind the brutal art of the tiger tyle, for this technique focused on a barrage of never ending 29 hits in a row. A combination of both punches, elbows and claw strikes.. Focusing entirely on the upper part of the body and if possible the utilizer of this move would try to squish his opponent up to a wall or a tree to render him useless and finish the combination. PVP Effect: Rank damage + 2d8 + 2d6 Eight Celestial GatesGate One: The Gate of Opening - Pvp:
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 - PvP:
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 - Pvp:
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 - PvP:
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 - PvP:
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)
-Passives/Dmg/Dr- 2d6 Base dmg 1d8 (Taijutsu Specialist) 1d8 (3 Tomoed Sharingan Implant) 1d8 (Sage Bandages, Item) 1d8 (Raw Assault, Stance) +2 Atk (Raw Assault, Stance) +2 DR Pierce (Raw Assault, Stance) 1 Dr Pierce (Taijutsu Specialist) 1 Cp Damage (Taijutsu Specialist) +3 DMG str (Mod) 8 Dr vs HP dmg (+3 Taijutsu Specialist, +3 Constitution Mod, +2 Celestial Heart) +4 init 17 Crit Range (Sharingan Only) -Atk/Def- Atk +3 (Varies up to 6+) Def +3 (Varies up to 6+) [TOKEN CAPS] Ability/Bloodline/Clan Cap: 375/700 Weapon/Item/Tool Cap: 20/500
Total Tokens Spent: 395
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