Subject: [Sunagakure] Soushou, Hananki Fri May 12, 2017 3:57 am
Background
"True Art Transcends"
Appearance (Chuunin Exam Final Round)
Abilities
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[Brush to Bind] [18 AP] Fubuki's early lessons as a potential candidate, mundane as they seemed at first, were that of calligraphy. This was meant first and foremost to integrate her into the more mundane focuses of Clan Kirei's noble endeavors- proper artistry, haiku, a steady hand. While she didn't enjoy paying much attention during these little focus sessions, and she hardly showed interest in the more concrete expressions and letters, what her teachers did take note of were her odd, abstract paintings, showing warped lands and portraits, emphasizing bits and pieces of individuals, odd colourings, and the like. As she grew older, her potential as Jinchuriki became more apparent as she took to the broad strokes and small details of various seals, the winding tattoos and precision necessary to finish them. No one could deny she had some sort of touch with the clan's ink, and the opportunity to sink the beast into someone who might potentially be able to help control it herself became too great an opportunity to pass up. This talent grew into something far greater in the years since she acclimated to being a Jinchuriki, the hints of Shinkirou's chakra leaking to poison her talents into something entirely different, perhaps trying in his own twisted way to pervert her seals before she'd had a use for them, Fubuki's affinity only deepened, enabling her to almost feel the ink- to twist and make it flow to her whims, and somehow inundate even regular water with her chakra to thicken it into an inky glob if necessary.
Special Passive - Gives Access to Bokuujuton (Ink Release) techniques, and receive 2x Free E/D/C/B Rank Jutsu, 1x A/S.
[Knowledge From Necessity] (4 AP) Though lacking any talent before, Hananki's frequent trips to the hospital have given her the time (and motivation) to properly review the merits of medical jutsu, having seen her allies also almost falling in missions. To this end, she has tirelessly studied in her hospital abodes, forcing herself to take in anatomy and physiology, and better learn how to focus her already considerable talent with moulding chakra. As a side-effect, Hana's knowledge has allowed her to tap into reserves she never knew she had, with small shortcuts in movements to avoid getting as hurt, and easier pathways through her chakra network, these small efficiencies have allowed her to eke out just a little more from her performance. Passive) Gains Medical Discipline. 1-10) +0 HP, +0 CP 11-20) +5 HP, +5 CP 21-30) +10 HP, +10 CP 31-40) +15 HP, +15 CP
[Endless Inkwells] (5 AP) While it may be fairly simple for her to transform water into ink, the act of condensing it into water in the first place had always irked Fubuki, to say the least. The solution then, was fairly simple in her mind- using some of the clan's funds, she commissioned the best potters she (the clan) could find to make and seal the most water-conductive containers possible, enhanced by her own seals to quickly draw in the ambient moisture, helping to ease and fuel her jutsu more readily. 1-10) 1 CP Regen, Gain a secondary CP pool 1 / 1 / 5 11-20) 2 CP Regen, Gain a secondary CP pool 5 / 1 / 10 21-30) 3 CP Regen, Gain a secondary CP pool 5 / 1 / 15 31-40) 4 CP Regen, Gain a secondary CP pool 10 / 1 / 20
[Harmony With the Inscrutable] (3 AP) Through her many endeavors controlling and working with her partner, Hana has slowly developed a way to balance her chakra with Shinkirou's, limiting the physical strain that occurs when channeling his power through the seal and her body- which in turn has allowed more of Shinkie's influence to meld more constantly through her mind, lending itself to befuddling those that try to casually access her thoughts with his overbearing presence and penchance for trickery. RP Passive) Attempts to read Hana or Shinkirou's thoughts or fortune without the expenditure of CP automatically fail, or are misdirected. Other methods receive an opposed INT roll if no roll is typically offered in defense. Passive) HP Upkeep of Jinchuriki forms are considered 1 step lower. (Cloak = 1 HP, Partial = 1d4 HP, Full = 1d4+1 HP) Passive) Hananki does not suffer Reap points for the first two rounds of activating any of her jinchuriki forms. (Still suffers from initial activation cost, if any)
'Partner':
Swirling hide and ethereal grace long made this tailed beast difficult to find despite his curious nature, wandering long in the southern outskirts of Wind Country, close enough to view the caravans of man and scent its path, but far enough to be nothing more but his namesake, a fleeting puff of air warping just out of sight. Scholars of the beasts' origins, or perhaps Shinkirou's in particular, may note of legends concerning unidentifiable banditry as far east as the early Land of Rivers that leave nothing but what was once considered cleverly-manufactured giant cat-like pawprints in the sand. They now know better. It took a particularly irritated merchant family from the Riverlands, weary of their paintings and other art being stolen by savages, to hire a squad of 'mercenaries' now known to be a small cell of Sunagakure ninja scouting the eastern lands for enemy patrols and outposts to guard a bait caravan littered with blank canvas, but topped with a sculpture- one of an artist's approximation of what could have possibly made those bizarre prints in the sands, a strange, marked beast with glimmering obsidian capping each nail. The only thing missing, truly, was the fifth 'paw' as the ninja guarding what they assumed to be an easy in to River Country would find out. Only by sheer luck did half of the squad return with the beast temporarily sealed within the leader, half of them wandering deliriously into the desert heat, supposedly never to be seen again. At least they came back with something valuable.
Shinkirou 'himself' retains his curiosity, seeing his sealing inside of Fubuki an opportunity to see the wider world and its progress, steeped in details and nostalgia for what once was and how it differs from the current, more civilized state- even if sometimes that perception is somewhat skewed by his host's... habits. If anything, he tends to push her further into it, something she often obliges, much to the chagrin of her family and potential handlers. Still, this doesn't tend to help her at all when it comes to his otherwise slothful nature, all too willing to comment, less so to act in times of need unless coaxed or somehow prodded into action- he is all too satisfied to lay in the mottled pit of memories and mirages of his own making, waiting for Hana to die naturally, and see what may have happened between then and his inevitable reincarnation.
[Shinketon | Mirage Release] (Special Passive - 1 AP) By altering the ambient moisture in the air- little as it may be in the desert, or as much as Kirigakure itself- Shinkirou can play plenty of tricks of the light to allow himself time to escape or encroach on whatever he may be observing at the time, feeding into his natural curiosity without the need for violence. Or at least, the opportunity to engage in it first. The real strength of this deadly combination of control however, lies in the fact that one can mix the tricks of light with 'solid' creations of water, flowing in creeping and unsettling manners that can mystify, and create semi-real illusions. Special Passive - Shinkirou's host gains Yoton/Suiton/Shinketon (Mirage) release, as well as 2x Free E/D/C/B Rank Jutsu, 1x A/S Mirage jutsu. ACN Passive - Shinketon jutsu pierce 2 DR/hit. Passive) Users starts with Yoton Element
[Infinite Curiosity] (2 AP) Rather than wreck havoc or hide in some cave, Shinkirou has always traveled the world with plain curiosity offered to it and its inhabitants- at least the ones that did not stray too close to him by accident. This allows him to impart some of his experience and observations to his host, sometimes to simply see what they make of it, others to trick or frustrate- but this beast certainly knows his way around. 1-10) +2 to Skill Rolls 11-20) +4 to Skill Rolls 21-30) +6 to Skill Rolls 31-40) +8 to Skill Rolls
[Mirror, Mirror] (3 AP) With proper practice and imitation of Shinkirou, his host can slowly learn to perpetuate the almost limitless hues and warping patterns that make up the beast's prismatic, sometimes oily pelt. By following these shifting 'patterns', one can learn a piece of what nature provides, how to manipulate the ambient moisture in the air in such a way that the light bursts in new angles, covering greater surfaces, and even bouncing around in ways to catch and make the most of every jutsu used. 1-10) +1 to rolls with Shinketon, +1 Duration bonus with Shinketon jutsu 11-20) +2 to rolls with Shinketon jutsu, 1d4-1 Duration bonus with Shinketon jutsu 21-30) +3 to rolls with Shinketon jutsu, 1D4 Duration bonus with Shinketon jutsu 31-40) +4 to rolls with Shinketon jutsu, 1D6 Duration bonus with Shinketon jutsu
Equipment
'Special Tools':
[The Fragment of Nightmares] (Tokens/Item) A necklace of crystallized chakra leaked from Shinkirou's influence through her latest lapse in control, Kirei Eiji thought it best to keep the thing from Hana until she'd learned to better keep the beast in check- now that she's graduated into the rank of Chuunin, this seemingly mist-filled pendant typically adorns her neck, helping as a focus to better channel her partner's unique chakra nature, to hone and focus the light through its form to better trick and spread the beast's influence upon her foes. [10 Tokens Total] Shinketon jutsu inflict an additional 1 CP Damage on hit, once a round. [20 Tokens Total] Shinketon jutsu inflict an additional 1d4 CP Damage on hit, once a round. [30 Tokens Total] Shinketon jutsu inflict an additional 1d6 CP Damage on hit, once a round. [40 Tokens Total, Level 31 Required] Shinketon jutsu inflict an additional 1d8 CP Damage on hit, once a round.
Tool - Own/Max" - Chuunin Bag (20 Total):
Kunai - 2/6 Thrown Damage: DEX/STR vs Defense. 1d6 DMG Per Kunai (No DEX / STR bonus applied). Each thrown suffers a stacking -1 negative. (E.G Three thrown, First -1, Second -2, Third -3.) Genin: Maximum 2 Thrown. Chuunin: Maximum 3 Thrown. Jounin: Maximum 4 Thrown. Weapon Damage: Small Weapon Rank, may dual wield.
Shuriken - 0/6 Thrown Damage: DEX/STR vs Defense. 1d6 DMG Per Shuriken (No DEX / STR bonus applied). Each thrown suffers a stacking -1 negative. (E.G Three thrown, First -1, Second -2, Third -3.) Genin: Maximum 2 Thrown. Chuunin: Maximum 3 Thrown. Jounin: Maximum 4 Thrown.
Senbon - 10/10 Thrown Damage: DEX/STR vs Defense. 1d4 DMG Per Senbon (No DEX / STR bonus applied). Each thrown, after the second,suffers a stacking -1 negative. (E.G Three thrown, First no negative, Second no negative, Third -1.) Genin: Maximum 4 Thrown. Chuunin: Maximum 5 Thrown. Jounin: Maximum 6 Thrown.
Ration Pill - 1/1 PvP Effect: 2d6 Chakra Regained
Wire - 2/2 PvP Effect: DEX/STR Roll vs Defense. If successful, Target is stunned for 1d4 Rounds. DEX/STR/CON to break out or jutsu that allows Physical Stun Break.
Explosive Tag - 2/2 PvP Effect: DEX/STR Roll vs Defense. 2d6 Damage (No DEX / STR bonus applied). Trap: Concealment vs Perception, If successful gain 2x Concealment bonus when activating. (If character has no concealment bonus, they gain +1 ATK/DEF)
Antidote - 0/0 PvP Effect: Removes a poison of X Rank. Creator of antidote must have the required experience / rank to create the antidote.
Smoke Bomb - 2/3 PvP Effect: Used to hide, Gains +5 bonus to concealment. Escape: +2 to Escape roll for user and those in melee distance.
Flash Bomb - 1/3 PvP Effect: DEX/STR Roll vs Defense. If successful, target suffers -1 to Rolls for 1d4 Rounds. Escape: +2 to Escape roll for user and those in melee distance.
Soushou Hananki -- Kirei Fubuki
Personal
Birth Date
Apr 1
Age
19
Gender
Female
Height
5'7"
Weight
131 lb
Blood Type
O-
Elements
Suiton, Yoton, Shinketon
Other
Bokujuuton, Medical
Affiliation
Sunagakure no Sato
Handler
Kirei Eiji
Clan
Kirei
Skill Name
Points (124)
Perception
33
Tracking
XX
Village Lore
XX
World Lore
XX
Concealment
33
Deception
33
Clarity
XX
First Aid
XX
Tools
XX
Weaponry
XX
Handseals
XX
Chakra Control
25 (Gen)
Last edited by Sol on Tue Jun 20, 2017 9:37 pm; edited 38 times in total
Sol
Posts : 25 Join date : 2017-05-11
Subject: Re: [Sunagakure] Soushou, Hananki Fri May 12, 2017 4:25 am
╰Immediate Goals╮ - Graduate (finally) √ - Be a Chuunin! √ - Be a Jounin! ≡ - Get Enough Trust to Travel ≡ - Make a Masterpiece ≡ - Obtain a Sharingan or Two ≡
╰Life Goals╮ - Finally be at peace with her partner ≡ - Be Kazekage? ≡ - Make a Masterpiece to Transcend Time and Death ≡ - Do Not Directly Kill Anyone ≡
╰Friends / Foes╮ Shinkirou 117/100 Rated on a -100 to +100 Scale -100 Vendetta, +100 Devoted
????? Hitori 60- Called me Hanky once. But now that seems like so long ago. Even more than me, he's a tool of his village. I really pity him- he's a good guy. One day we'll rise above the rest of this world and its violence. Inuzuka Akirah 60- Kind of rowdy, but brave and self-assured. I guess the smell's not so bad sometimes... but being around her makes me feel a little more confident in myself, too. Clan Kirei 50- I love my family, but sometimes? They just get in the way. (Fuck you Eiji.) ...Even so, I owe them a everything. It's my duty to do right by them. Hasugami Hisui/Jade 50- I finally got to meet her again after so long! She still makes some awesome food. ????? Katashi/Kusake 40- A reliable Kusagakure-nin. I wish he wasn't tied to Konoha, I'll miss being around him for missions. Plus he makes some great alcohol. Hyuuga Masami 30- My heart goes out to her for her loss, but she bears it well. I wish there was something I could do, but I can't even imagine... Uchiha Yuki 25- Pretty smart for a little kid. Not bad for a noble, though I think she's a little obsessed with my seals. She's driven, and for good reason. Dead parents but still one of the most sane people I know in Konoha. Uchiha Noboru 25- Part of the Uchiha. He laughs all the time, but I think deep down he's just sad about everything. I could be wrong though, he has a strong will despite his irreverent nature. Good in a mission at least. ????? Chikako 10- A little kid who seems to have a tight leash on Hitori and Eladar despite not being their squad leader? She's pretty funny! Senju Eladar 10- Hitori's friend? He seems to care about Hitori, but really scared of Chikako- but I think that's a joke between them. He's slippery in combat, but I respect the hell out of him. ????? Yume 0- A little bloodthirsty, but maybe that's how they do it in Kumo? Haven't been there yet. Nara Kenji -10- Slept through most of the Chuunin Exams apparently? I could never rely on such a person. Hinako no Oni no Kuni -10- Wild Child. I doubt she and I will ever understand one another. Kirei Eiji (Handler) -10 Fuck you and your seals Eiji. I'm a ninja now dammit! Senju Kurai -45- Two Tails- Deceased. She didn't think about anything she did- and refused treatment for her injuries. Her death was inevitable, if regrettable. Mamorou 'Hei'/'Stitches' -49- Some guy who admitted that he's eaten humans before in the middle of the street. Dumb. Dumb Cannibal. Konoha (General) -50- Beyond a few exceptions, a place of fools and ridiculous people without a sense of self-awareness or judgement. Every mission I do for these people kills my faith in the concept of ninja villages a little more. Saika Arata -60- Ex-Three-Tails. A violent psychopath driven to kill by his village and his beast. I won't forget that laugh... nor his utter incompetence. He almost made me a Missing Nin with his stupidity. He should have died when the Sanbii was taken out.
Last edited by Sol on Wed Jun 07, 2017 6:34 pm; edited 37 times in total
Sol
Posts : 25 Join date : 2017-05-11
Subject: Re: [Sunagakure] Soushou, Hananki Fri May 12, 2017 4:48 am
╰Known Jutsu╮
Academy
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Name) Kai (Release) Type) Ninjutsu Rank) E CP Cost) 2 RP Description) By focusing their chakra whilst under a genjutsu, the user is able to force it to their mind and attempt to release themselves. This is effective in most situations, but depending on how strong the genjutsu is, the user may have to spend more chakra. PvP Effect) WIS/INT/CHA vs DC to escape from Genjutsu. User spends more CP depending on the Rank of the Genjutsu. Special Note) +1 CP for D Rank, +2 CP for C Rank, +3 CP for B rank, +4 CP for A Rank, +6 CP for S Rank.
Name) Cloak of Invisibility Type) Academy Jutsu Rank) E CP Cost) 2 RP Description) The user would quickly surround themselves with a cloak or thin piece of cloth. Using their chakra, they would blend the cloak or cloth into their environment and hide from pursuers or attackers. PvP Effect) +5 Concealment Roll Special Note) Not usable in Combat
Name) Substitution Technique Type) Academy Jutsu Rank) E CP Cost) 2 RP Description) The user replaces their body with a nearby object or something that their village is set to. Konoha shinobi usually replace themselves with logs, where Suna is a rock or sand cloud. It is commonly used to escape sticky situations, where the user is unable to block or react. PvP Effect) Dodge) WIS vs ATK
Name) Wall Walking Type) Academy Jutsu Rank) E CP Cost) 1 CP Per round maintained RP Description) The user would coat their feet / shoes in a thin layer of chakra that allows them to scale surfaces. This jutsu is required by all shinobi as it is considered an essential tool for combat. PvP Effect) Allows user to walk on Walls / Vertical surfaces Special Note) If agreed at the start of combat or by DM, CP Cost is not needed to be paid.
Name) Rope Escape Type) Academy Jutsu Rank) E CP Cost) 2 RP Description) A technique taught to all academy students so that they may escape situations where they are bound. It is taught in many ways but the simplest way is using their chakra to vibrate and loosen the restraints allowing them to escape. PvP Effect) +1 DEX/STR Roll when Escaping Physical stuns caused by Ninja Wire / Rope etc
Name) Henge Type) Academy Jutsu Rank) E CP Cost) 2 CP per 1 round Maintained RP Description) Using their chakra, the user would take on the form of a target or someone that they are thinking of. This is considered the hardest academy technique as it requires constant emission of chakra while mentally maintaining the form. PvP Effect) +5 Deception Roll Special Note) Can not be used in Combat. User can not Attack while using henge without breaking their henge.
Name) Clone Technique Type) Academy Jutsu Rank) E CP Cost) 2 + 1 per round maintained (Per Clone) RP Description) The basic clone jutsu is used and taught in the academy. The user would create a simple clone of themselves, and show that they have the understanding of chakra control and manipulation. PvP Effect) Create Clone) 1d4 Rounds. HP = 1/2 Users CON Mod. DMG = 1d4 DMG. Uses users STR/DEX to ATK/DEF. Special Note) More clones may be made, depending on Rank. A/S 1 Max, Genin 2 Max, Chuunin 3 Max, Jounin 3 Max. Special Note) Does not gain ANY Bonuses from the user.
Name) Water Walking RP Description) Similar to Wall Walking, the user would coat their feet / shoes with thin chakra. Instead of sticking, they become buoyant and are able to stand on water surfaces or surfaces they would normally sink into. Considered an essential tool for combat. PvP Effect) Allows user to walk on Water / Sinking Surfaces. Special Note) Must know Wall Walking before learning. Special Note) If agreed at the start of combat or by DM, CP Cost is not needed to be paid.
Suiton
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Name) Suiton: Spittle Type) Ninjutsu Rank) E CP Cost) 2 RP Description) With a quick gather of chakra, the user is able to spit a stream of water at their target. Imbued with chakra, the damage is minimal but noticeable. PvP Effect) 1d4 DMG to Target
Name) Suiton: Heavy Feet Type) Ninjutsu Rank) E CP Cost) 2 RP Description) The user would use the water in the ground and attempt to surround their targets feet. If successful, the water woul become heavier and slow the target down. PvP Effect) -1 DEX Dodge Attempts for 1d4 rounds
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Name) Suiton: Water Wall Type) Ninjutsu Rank) D CP Cost) 3 RP Description) The user would use the water within the ground underneath them and quickly erect a wall in front of them. The water would become solid and block anything coming their way. PvP Effect) WIS Block. +1 to WIS Roll vs Fire Jutsu, Taijutsu and Bokijutsu
Name) Suiton: Water Pistol Type) Ninjutsu Rank) D CP Cost) 4 RP Description) Forming a seal, the user would raise their hands rapidly towards their opponent and quickly send a shot of water straight at their target. PvP Effect) 1d8 DMG
Name) Suiton: Water Senbon Type) Taijutsu Rank) D CP Cost) 2 per Thrown. RP Description) The user would take their senbon and coat them in water which would become slightly harder. Doing this, they would throw them at their target and attempt to pierce into them. PvP Effect) Follows Senbon Rules. Each thrown gains +1d4 DMG
Name: Haze Type: Suiton Ninjutsu Rank: D CP: 4 RP: User exhausts large amount of water mist, causing a shimmering haze around oneself, allowing for easier concealment. PVP: User gains +5 to their Concealment roll, and allows them to hide an additional 1x time in battle, over the maximum allowed.
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Yoton
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Name) Yoton: Blinding Type) Ninjutsu Rank) E CP Cost) 2 RP Description) With a quick blast of chakra from their hands, the user would send a beam of light straight at their opponents face. This would do little damage but temporary cause their target to be slightly blinded. PvP Effect) 1 DMG, -2 to Detection rolls for 1d4 Rounds
Name) Yoton: Light Shot Type) Ninjutsu Rank) E CP Cost) 2 RP Description) With a single seal, the user is able to send a shot of light straight at their target. The shot would be slightly solid, allowing for minimal damage. This can be done with one hand, allowing the user to do it multiple times instantly. PvP Effect) 1d4 DMG Special Note) User may spend 2x Chakra to increase DMG to 2d4.
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Name) Yoton: Light Burst Type) Ninjutsu Rank) D CP Cost) 4 RP Description) The user would form a single seal and explode a burst of light from their hands. The light would be slightly solidified, allowing for incoming techniques to be blocked. This would allow for them to disorient an attacking target and temporarily hinder theim temporarily. PvP Effect) WIS Block - If successfully blocking a melee attack, user suffers -1 to DEF rolls till the start of their next turn.
Name) Yoton: Knives of Light Type) Ninjutsu Rank) D CP Cost) 4 RP Description) Focusing their chakra into their hands, the user would send out a few knives made of pure light. The knives would shoot at their target, doing a little damage if it was to hit. PvP Effect) 1d8 DMG
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Shinketon
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Name) Hakoushini | Creeping Death Type) Shinketon Nin/Genjutsu Rank) ~ CP Cost) 1 Upkeep RP Description) The horrors of the Konoha-Kirigakure massacre may still be felt, but no more greatly than with this jutsu. By focusing upon the memories of her terror and panic, Hana can tint the area around her with those ambient emotions, dredging up misty, semi-real images of horrified villagers and shinobi clawing out for help, inflicting brief flashes of agony on those they manage to touch. PvP Effect) User rolls INT at the start of their turn. All Enemies must roll WIS/INT/CHa vs the INT roll. If failed, they take 1d4 CP DMG. (No DMG Bonuses apply) Special Note) This lasts for as long as the user wishes to keep it active. Every round it is kept active, user sacrifices their free action. Special Note) May be stopped at any time. May be reactivated on users turn as a free action. This Jutsu does not break stealth upon activation or hit. Considered A-rank for the purpose of other jutsu.
Name) Shinketon: Niji Kagayaku | Mirage Release: Rainbow Shine Type) Shinketon Nin/Genjutsu Rank) E CP Cost) 2 RP Description) A basic expression of Shinketon, this allows the host to manipulate the basics of ambient moisture and the light that filters through it, creating a myriad of colours and shapes limited only by their imagination... and the amount of chakra they flow into the air around them. The main difference between this and what many would consider simple trickery, is that the shapes have some tactile sense due to the varying density of air and water, making them touchable, albeit with little to no tensile strength. PvP Effect) Gives the user +5 Conceal for the next attempt. RP Effect) User can create basic Colours and shapes up to 50 meters away, and up to 20m^3 size- with no sound unless given by another jutsu.
Name) Kanochido | Slipping Sight Type) Shinketon Genjutsu Rank) E CP Cost) 3 RP Description) With a quick application of one's chakra, the user warps a small area of an enemy's sight to make them seem as though they've already been reached or hit, when in reality the user lies safely to the side or a step back, unharmed. The further one is from the ninja however, the harder it is to judge distance, making it even harder to tell the proper angle. PvP Effect) Defensive jutsu - INT vs Attack. Special Note)
Name) Suberutsunagime | Slipknot Type)Shinketon Ninjutsu Rank) E CP Cost) 2 RP Description) By creating a thin film of misty chakra along their skin, the user of this simple jutsu attempts to reduce the friction between themselves and whatever surface is keeping them held fast- or in the case of less physical affects, a quick spike of the beast's chakra into their crown to give an extra bit of outside aid. PvP) Free Action) Break attempt at single ill-effect such as Stun, DoT, etc with appropriate stat. -1 to Duration on failure.
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Name) Shinuyami | Sliver of Despair Type) Shinketon Nin/Genjutsu (Dex) Rank) D CP Cost) 3 RP Description) After forming a few simple seals, the user reaches back to create a small palmful of water and sheathing it in a sharp, thin veneer of light, the user throws this simple construction to create a thin wound on their targets. Living creatures affected by this jutsu may briefly suffer additional agony as they briefly feel the water sink in, making the wound look and feel twice as deep as it is in reality. PvP Effect) User throws a kunai or senbon created by the jutsu, inflicting 1d4hp damage on-hit. The target must then roll INT/WIS against the attack if hit or take 1d4 CP damage in addition. Special Note) If they successfully DEF with INT/WIS they do not have to roll a second time to avoid CP DMG.
Name) Akuratsukawa | Vicious Sheath Type) Shinketon Ninjutsu Rank) D CP Cost) 2 RP Description) Bathing a weapon in wavering, dripping light, the affected tool seeps the user's lingering chakra into whomever they strike, amplifying the target's pain and briefly flashing much deeper wounds in their minds, a cruel, exhausting trick of the light. PvP Effect) Target's physical attacks (Tai/Buki/Tool) inflict an additional 1d4-1 (Min 1) cp damage on hit for 1d4 rounds. Special Note)
Name) Engankyu | Looking Glass Type)Shinketon Nin/Genjutsu Rank) D CP Cost) 3 RP Description) A more solid expression of Shinketon, the user creates a refractive lense with a mix of glassy suiton combined with a focusing of the light to make a magnifying effect, better able to catch small details closeby- or farther away if desired. PvP Effect) Free Action) User or ally makes a Perception Roll +5, with the benefits of chakra detection if desired up to 1 Area away.
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Name) Hakuginryuu | Quicksilver Type) Shinketon Genjutsu Rank) C CP Cost) 1 per Target per Round. RP Description) Inundating the air around one's targets with chakra, the user creates an illusion of shifting, silvery sand swallowing their victims' feet, pulling them slowly under into not darkness, but blinding light, surrounded by deafening white noise once they reach 'under' the surface. Even after recovering from this cruel genjutsu, the dazzling lights and ambient noise can make moving around difficult until proper colours return to their vision. PvP Effect) 2x Targets - First Fail DEF, Can not ATK. Second fail DEF, Can not ATK or Move. Third failed attempt, Can not ATK, Move, Speak or see. Can be used a total of 2x on any target, in a row. INT/WIS/CON to break. After breaking free, if the target was trapped for atleast 2 rounds, the suffer -1 to ATK/DEF/Perception for 1d4 rounds. Special Note) IF target is hit, they are freed from the jutsu but suffer from the negatives with an additional +1 round.
Name) Randa Kaon Sabaku | Lazy Desert Heat Type) Shinketon Ninjutsu Rank) C CP Cost) 5, 2 Upkeep per clone RP Description) One of Shinkirou's favorite, simple jutsu to distract and interact with humans while free, the onset of this technique is typically followed by a waving warping of the air around the user, that shapes itself into a semisolid construct of light and moisture to make a humanlike clone that can be basically interacted with, passing for a normal person under light scrutiny. Those that harm it however, find that in its death throes, the mirage clone suddenly morphs into some likeness of the attacker, shocking them with a jolt of chakra while it dissipates into mist and leaving waves of confusion and phantom pain behind. PvP Effect) Create Clone) 2d4 Rounds. HP = Users CON Mod + 10. CP = Users CHA Mod. DMG = Users Rank Tai. Uses users INT to ATK/DEF. Clones do an additional 1d4 CP DMG on hitting an enemy. May use D rank and below Shinketone Jutsu that the user knows. This clone can take on the major attributes of other individuals, but require a Deceive check to successfully pass themselves off as genuine to those suspicious. Special Note) More clones may be made, depending on Rank. Genin 1 Max, Chuunin 2 Max, Jounin 3 Max.
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Name) Nakunaru Shousairu | Lost in the Details Type) Shinketon Nin/genjutsu Rank) B CP Cost) 8 + 2 Per Round Maintained RP Description) By gathering a much greater amount of chakra, the user can influence a wide area, soaking it and reflecting the surrounding area from both sides, creating an almost nauseating effect for those that can see past the quasi-illusion. Those who cannot and attempt to pass beyond the mirror find themselves inexplicably turned right back around in a small circle, the ambient chakra reversing their senses and placing them back at square one. PvP Effect) Battlefield AoE. This barrier has 2xCHA mod in HP, and anyone attempting to enter or leave it must make a mental check at -2 vs the user's INT or be turned around and remain on their respective side. This jutsu blocks vision, sound, and must be detected against the user's concealment to notice, maximum of once every 2 rounds- or 5 minutes out of combat. Special Note) Costs a static 10 CP out of combat.
Name) Kougoushii Kagami | Sublime Mirror Type) Shinketon Genjutsu Rank) B CP Cost) 6 + X (1/2 of CP Cost for jutsu defended) RP Description) Rather than creating a small pocket of warped perception, the user actually encapsulates their target entirely within the jutsu, twisting all of their senses into a confusing mockup of the battlefield, making it impossible to recall friend from foe at least briefly- though by the time that this trickery is noticed, it is often far too late to pull one's punch... or helping hand. PvP Effect) DEF vs ATK's. If successful, ATK is redirected at target(s) of users choice. Target(s) must roll DEF vs the users original DEF Roll. Attacks up to A Rank are redirected to a target of the user's choice, with enemy AoE becoming ally AoE and visa-versa. This can be used against Ally-only and Ally AoE jutsu casted by an enemy by sacrificing the user's next turn.
Name) Kussetsu | Refraction Type) Shinketon Nin/Genjutsu Rank) B CP Cost) 6 + 2 Upkeep RP Description) Setting up a widespread field of foggy mist to better filter the light both coming in and leaving the area, Hana can manipulate her illusions and constructs far better, exercising her control more absolutely for a short time. PvP Effect) Free Action) 2d4 rounds. User's Shinketon jutsu gain +1 Atk/Def and +1d6 CP Damage
Name) Anajiki | Despairing Pits Type) Shinketon Nin/Genjutsu Rank) B CP Cost) 8 + 1 Per Target, or 12 CP For Enemy AoE RP Description) Spreading their chakra around in a dense fog easily missed, those effected are suddenly plunged into an illusion of Shinkirou's cage, confronted with a paralyzing fear in the face of whatever form the Ichibi wishes to produce for them. Those caught long enough find that the beast reaches out to grasp them through its bent jail bars, gripping them tight and flooding their bodies with its toxic chakra, the sensation making it much harder to properly mold their own. PvP Effect) User INT vs Targets INT/WIS/CHA, they are mentally stunned for 1d6 rounds, INT/WIS/CHA to break, or on hit. If broken early, targets receive +2 to CP Costs for the remainder of the duration.
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Name) Jisei no Ningen | Reflection of Man Type) Shinketon Ninjutsu Rank) A CP Cost) 10 C Initial, 3 CP Upkeep RP Description) While the user may not always know what their opponent is made of, Shinkirou himself has seen enough in his time to make... decent approximations. Letting the beast guide one's hands, the trickster creates a physical, albeit ethereal clone of someone in front of him, or his host, building it from solid light and liquid, and creating the nightmare of many- facing themselves down on the field. PvP Effect) Create Clone) 2d6+1 Rounds. HP = Users CON Mod +30. CP = Users CHA Mod + 20. DMG = Users Rank Tai + 1d6. Can do either HP DMG or CP DMG. (Must state on ATK Roll.) Uses users INT or WIS to ATK/DEF. May use B rank and below Mirage Jutsu that the user knows. Special Note) Gain ATK/DEF Bonus and DMG bonus from the user.
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Name) Jisei no Inai | Reflection of Within Type) Shinketon Ninjutsu Rank) S CP Cost) 12 CP Initial, 4 CP Upkeep RP Description) Lazy, but no less vain than the other bijuu, Shinkirou is capable of creating mimicked copies of himself from light and water, making him one of the most difficult of the tailed beasts to hunt- and with enough skill and patience, the Jinchuriki can 'summon' this beast as a very real threat (or distraction.) Even so, the sheer amount of chakra required to approximate a tailed beast can be staggering without the aid of Shinkirou, let alone mimicking the particular signature- performing this jutsu requires that the user borrow at least a little from their partner to function properly. PvP Effect) PvP Effect) Create Clone) Mirage clone of Shinkirou, the One-Tailed Bijuu for 2d8+1 Rounds. HP = Users CON Mod +30. CP = Users CHA Mod + 30. DMG = Users Rank Tai + 1d8. Can do either HP DMG or CP DMG. (Must state on ATK Roll.) Uses users INT to ATK/DEF. May use A rank and below Mirage Jutsu / Custom Jutsu that the user knows. Special Note) Gain ATK/DEF Bonus and DMG bonus from the user. Special Note) All those in battle must roll WIS/INT/CHA vs Clones INT each round. If fail, take -2 to ATK/DEF Roll and -5 to Perception rolls for the round. Special Note) Requires at least 100 Relationship with Shinkirou and to be at least in partial tail form. When the Jinchuuriki is in Tailed Beast form, enemies must roll Clarity against the user's Deception, or target the clone instead 50% of the time with single-target abilities. Those with chakra vision roll perception vs users deception.
Name) Amatsukaze no Inga Sabaki | Heavenly Winds of Karmic Judgement Type) Nin/Genjutsu Rank) S CP Cost) 20 + 3 Upkeep RP Description) While not Shinkirou's favorite technique, it comes in a close second to his own vain clone. While light, fog, and misdirection can go far, sometimes an enemy does not know when to quit. Not only shifting an enemy's perception, this jutsu guides incoming attacks into an invisible funnel of solid light and mist, keeping its velocity and typically rocketing it into the air, only to come crashing down upon Shinkirou's opponents some time after they've already forgotten about it. PvP Effect) Up to the next 2d4 rounds, the user can roll defense vs an attack to 'store' it, up to 4 charges. At any time during the jutsu, she can expend any or all jutsu she's stored as a free action, using her defense roll total as the attack roll. Jutsu released this way can crit. Jutsu can be used after rounds are up, but only stored during these rounds.
Taijutsu
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Name) Dodge Type) Taijutsu Rank) ~ CP Cost) ~ RP Description) The user is able to quickly move out of the way of any incoming attacks. This is commonly known by most shinobi as "Dodging". PvP Effect) DEX vs ATK to Dodge
Name) Taijutsu: Light Strike Type) Taijutsu Rank) E CP Cost) 1 RP Description) The user would coat their body part with a minuscule amount of chakra. As they launch towards their opponent, they would attempt to hit them with whatever body part they chose. The damage would be slightly amplified. PvP Effect) Rank Tai DMG + 1 Special Note) Prerequisite to learn any other Taijutsu.
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Name) Taijutsu: Chakra Strike Type) Taijutsu Rank) D CP Cost) 3 RP Description) The user is able to expand chakra and coat it over a body part. As they do this, they would launch at their target and attempt to hit them, inflicting minor damage. PvP Effect) Rank Tai DMG + 1d6 DMG
Name) Taijutsu: Reversal Type) Taijutsu Rank) D CP Cost) 3 RP Description) The user is able to follow the movements of their enemy. IF they launch a taijutsu attack onto them, the user is able to quickly turn the attack around on them and inflict minor damage. PvP Effect) DEX Def VS Taijutsu, If successful, Attacker takes Rank Tai DMG + 1 DMG Special Note) Can be used on Basic Attacks and up to A Rank Taijutsu, DMG Bonuses do not apply.
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Name) Block Type) Bokijutsu Rank) ~ CP Cost) ~ RP Description) The user is able to quickly their weapon to stop incoming attacks. This is commonly known by most shinobi as "blocking". PvP Effect) STR vs ATK to Block
Name) Bokijutsu: Chakra Jab Type) Boikijutsu Rank) E CP Cost) 1 RP Description) Coating their weapon in a small amount of chakra, the user would launch / shoot at their target and attempt to damage them slightly. PvP Effect) Rank Boki DMG + 1 Special Note) Prerequisite to learn any other Bokijutsu
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Name) Bokijutsu: Piercing Strike Type) Bokijutsu Rank) D CP Cost) 4 RP Description) Coating their weapon in chakra, more specifically the sharpened edges, the user would launch / shoot their target. The chakra would allow for the surface to pierce their skin slightly, allowing for more damage. PvP Effect) Rank Boki DMG + 1d4, 1 DR Pierce
Name) Bokijutsu: Focused Strike Type) Bokijutsu Rank) D CP Cost) 3 RP Description) Focusing their chakra onto their weapon once more, the user would be aiming to do more of an impact with their next strike. Focusing on a specific spot. This jutsu is usually use consecutive times to do more Damage. PvP Effect) Rank Boki DMG + 1d4 Special Note) If used consecutively on the same target, each strike after the first gains an additional + 1d4. Stacks up to a maximum of Rank Boki DMG + 3d4.
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Name) Gashuishi | Painter's Will Type) Bokuujuton (Ink) Rank) E CP Cost) 1 per Target RP Description) The first and most basic manipulation that all Kirei capable of utilizing Bokujuuton are taught, as per tradition. This jutsu allows the shinobi to articulate and illustrate whatever comes to mind within their own skill. The true difficulty comes from manipulating the oily substances of heavier inks through parchment and canvas from a distance, with the dyes and assorted colours making them much more dense than simple water and able to darken the hues for more clandestine movements. PvP Effect) Individuals submerged in the distorted/inky water gain +5 to concealment rolls out of combat. RP Effect) User can alter ink-based messages in sight up to X meters away away, or if touched. Special Note) Can not be used in combat
Name) Bokujuutou | Ink Knife Type) Bokuujuton Rank) E CP Cost) 2 RP Description) The second expression of the Kirei's 'art', is to sharpen the fluid much like basic water jutsu, save that the thickness can sometimes lend itself to a more rubbery sensation to the whiplike movements, not creating an actual edge, but slashing into objects never the less with the crack of movement. PvP Effect) Inflict 1d4 damage to one target. This can instead be used to coat a senbon needle to add 1d4 damage to it instead. Special Note)
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Name) Ikatonzura | Squid's Escape Type) Bokuujuton Rank) D CP Cost) 4 RP Description) Either with prefabricated ink, water, or even their saliva, the Kirei shinobi can squirt a jet of ink towards an enemy- not to slice them with the fluid, but a thicker brew that sticks to what it hits, more akin to a tar-like substance. When thrown into an opponent's eyes, the inky mixture can be quite stubborn, made worse for those who visualize chakra, seeing as the Kirei's fluid is drenched in it. PvP Effect) -1 to ATK/DEF/Perception for 1d4 rounds. Attempts to utilize Doujutsu during this take double the penalty due to the chakra concentrated in the ink. This can be used to escape from a single opponent at a +2 bonus instead. Special Note) Target can spend their turn washing the ink off.
Name) Bokuujuubunshin | Ink Clone Type) Bokuujuton Rank) D CP Cost) 4 + 1 per round maintained RP Description) Less a detailed clone and more of a basic approximation of a human, no one can possibly mistake this jutsu for a real person. Instead, Kirei typically use this jutsu to more gauge an opponent's style, and tie them up within the sticky tar-like ink that they explode into when properly destabilized, hampering an opponent's movements. PvP Effect) Create Clone) 1d4+1 Rounds Rounds. HP = Users CON Mod. DMG = Users Rank Tai. Uses users INT to ATK/DEF. When destroyed in melee, the enemy takes a -1 to ATK/DEF/Perception for 1d4 rounds, or can spend a round washing the ink off. Special Note) More clones may be made, depending on Rank. A/S 1 Max, Genin 2 Max, Chuunin 3 Max, Jounin 3 Max. Special Note) Does not gain ANY Bonuses from the user.
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Name) Ichishimi: Kutsuu no Koshou | The First Blot: The Pain of Failure Type) Bokuujuton Rank) C CP Cost) 6 RP Description) The first blot of Hananki's repetoire. It manifests itself in a blooming, symmetrical shape either behind her or traced along a page for the victim(s) to see, forcing those who succumb to it to literally feel the pain of their failures, phantom jabs and slices opening up along their bodies where they intended to force them upon others, feeding upon their subconscious self-loathing for failure. PvP Effect) Defensive Jutsu. If successful, the enemy takes 1d6 CP damage. Special Note)
Name) Fukumasu | Saturate Type) Bokuujuton (Ink) Rank) C CP Cost) 7 RP Description) Drinking in a mouthful of ink, the Kirei ninja then spews it skyward, spreading their chakra around the field and inundating it with a heavy sensation that suppresses the networks of those it suffuses. PvP Effect) Enemy AoE. For the next 1d4 rounds, Increases enemies CP Costs by +2. If caught, enemies can use their turn to roll DEX/CON/CHA vs the original DC to remove the negative. Special Note)
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Name) Nomisuke no Akuma | Devil's Drunkard Type) Bokuujuton (Ink) Rank) B CP Cost) 9 RP Description) Typically drawing upon the ground's moisture, or sliding their own ink along the ground, the Kirei-nin springs this trap beneath their targets and suddenly surround them with ink, aiming to force the viscuous liquid down the throat and into their enemy's lungs, keeping them from gurgling for aid as they immediately start to drown. A side-effect of the flood of ink is that it pulls down from within, making it extremely difficult to properly balance or retaliate, making this one of the favored assassination techniques for the clan. PvP Effect) Large Enemy AoE (Triple melee size). +2 vs Block - If the enemy fails to defend, they become unable to vocalize or attack for 1d6 rounds, taking 1d8 damage each round they fail to succeed in a CON check against the initial roll, 2 DR Pierce. This jutsu ends early if the victim is hit.
Name) Irodoru Kuroi | Paint it Black Type) Bokuujuton (Ink) Rank) B CP Cost) 8 RP Description) Though this jutsu may seem uncomfortable, the suffusing of chakra within the ink allows one's skin to 'breathe' behind the several layers it applies to the skin, coating oneself and allies in darkness- or whatever other hue the 'painter' finds appropriate for the situation. While the outward benefits are obvious, this jutsu also serves as a thin barrier against invasive chakra, absorbing such spiritual attacks and chipping off rather than letting them through entirely. PvP Effect) Ally AoE. Gain +10 Concealment for 2d4 rounds and can no longer be auto-detected, instead enemies receive +5 to Perception if applicable. Targets receive +10 destructible CP DR for this duration, though it ends early if all of it is removed. Special Note)[/strike]
Name) Yanibunshin | Tar Clone Type) Bokujuuton Rank) B CP Cost) 8 Initial, 2 Upkeep RP Description) By thickening their ink into a glue-like tar before releasing it, the Kirei-nin steps through the threshold into mastery of the clan's 'art', allowing them to move forward into more complicated, flexible (or as it stands inflexible) expressions of their medium. Fluid inside and yet quite solid and rubbery out, tar clones are a serious threat that mire the user's enemies down in a sticky black mess, making it easy to catch and immolate their foes. PvP Effect) Create Clone) 2d6 Rounds. HP = Users CON Mod + 20. CP = Users CHA Mod + 10. DMG = Users Rank Tai + 1d4. Uses users INT or WIS to ATK/DEF. May use C rank and below Ink Jutsu that the user knows. Special Note) +3 DR/HIT and inflicts -1 to ATK/DEF Rolls for 1d4 rounds (Rounds stack, negatives do not.) Special Note) Katon Jutsu, Explosive Tags or Any Katon ACN/KT inflict +1d6 HP DMG to Clones.
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Name) Nijuu Yomiryu | Twin Underworld Dragons Type) Bokuujuton (Ink) Rank) A CP Cost) 15 RP Description) Gathering a great deal of ink, often times having to drag extra moisture from their surroundings to supplement the jutsu, the Kirei have perfected their own 'dragons' straight from ancient drawings. Not to be outdone with the more mundane elements, two slithering beasts of tarry black oil burst from pot or painting to crash down upon a foe, drenching them in sticky fluids after crushing them against the ground or other surfaces. Unlike some other Kirei jutsu however, this ink is thick enough to be properly flammable, calling back to the blazing breath of some of the old legends, easily ignited with small sparks if they so desire- though such a volume and thickness of resources are often used in other jutsu rather than so wasted. PvP Effect) 2 Attacks. Each dragon does 2d6+1 damage, and if both hit the same target, they must succeed in a STR/CON roll or be physically bound for 1d6 rounds or until hit. If this bind is ignited by a fire or fire-based jutsu, they take an additional 2d4 damage. Special Note)
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Name) Yasumi Nioite Jigoku | Holiday in Hell Type) Bokuujuton (Ink) Rank) S CP Cost) 25, 5 Upkeep RP Description) Perhaps the most insidious Bokujuuton that Hananki has created; instead of utilizing direct visual stimulation like her inkblots, she instead condenses ink in her mouth and stomach, packed to the brim with her chakra, and spews it directly upwards. The black mist washes over the battlefield, quickly gaining its own hues and making a mockery of the field, something akin to an oil painting that continuously warps and twists- every little turn and bend can be felt as though it is far too real, and working out the new dimensions and the ever-changing whims of the caster for this painted world can be nigh-on impossible, even for those who have survived it before. PvP Effect) Battlefield AoE. Enemies take -2 to ATK/DEF Rolls, Pay +2 CP on all Jutsu used and take 1d6 CP DMG Per round. During this jutsu, the user cannot be auto-detected, and receives +15 Concealment. Special Note)
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Name) Share the Beast, Share the Burden Type) Bijuu Chakra Control Rank) ~ CP Cost) ~ RP Description) A less malignant and violent spirit than his brothers and sisters, Shinkirou has long enjoyed watching humans act and react to various stimuli in the world. Coaxing more of the bijuu's easily-spread chakra out, Hana has become able to share its boons with those around herself, fueling them with a sliver of his chakra- though such still burns and scalds their bodies with its toxicity. PvP Effect) User can project X of their CP regen into their allies. Every ally chosen takes the HP DMG from users Cloak Ability. (Rolled on Users Turn, and bypasses DR). This requires at least Partial Beast Form to be active, and Full Beast Form to be achieved. Special Note) This lasts for as long as the user wishes to keep it active. Every round it is kept active, user sacrifices their free action. Activation is a free action and does not break stealth, nor does upkeep. Special Notes) Maximum Regen is as follows: 1-10 = 1 Regen, 11-20 = 2 Regen, 21-30 = 3 Regen, 31-40 = 4 Regen Special Notes) Can be used on clones of the user or allies, but if this is done, clones take 2x the DMG rolled.
Name) Mind's Wall Type) Genjutsu Rank) E CP Cost) 2 RP Description) All good Genjutsuist's know that the trick to a genjutsu, is not allowing it into your own mind. Mind's wall is a simple technique that allows those that use Genjutsu to place a line of chakra throughout their mind, blocking in any coming Genjutsu. PvP Effect) DEF vs Genjutsu. +1 to DEF Roll if User knows the Genjutsu DEF against.
Name) Genjutsu: Dream Type) Genjutsu Rank) E CP Cost) 1 RP Description) Pushing their chakra outwards, the user would force themselves into the targets mind. Pushing whatever image they wanted, they would briefly stun them. PvP Effect) 1 Round stun. Stun is broken if hit. INT/WIS/CHA to Break. Special Note) Genin gain +1 DEF vs Jutsu, Chuunin gain +2 DEF vs Jutsu, Jounin gain +3 DEF vs Jutsu.
Name) Genjutsu: Weight Type) Genjutsu Rank) E CP Cost) 2 RP Description) The user would force an image of weights being applied to their targets ankles. This would slowly them down in their mind causing them to think they have to put more effort into moving. PvP Effect) -1 DEX Rolls for 1d4-1 (Min 1) Rounds. Negative removed if hit. INT/WIS/CHA to Break.
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Name) Genjutsu: Draining Presence Type) Genjutsu Rank) D CP Cost) 4 RP Description) Pushing their chakra into the targets minds, they would create the image of a ghostly banshee behind the target. The banshee would hover, and the users chakra would actually be slowly draining their targets chakra. The banshee would give the visualization of where the chakra is going. PvP Effect) 2 CP DMG and 1 CP DMG for 1d4 Rounds. Special Note) Jutsu can be broken, but takes targets turn. INT/WIS/CHA to Break.
Name) Genjutsu: Focused Images Type) Genjutsu Rank) D CP Cost) 4 RP Description) Genjutsu have the same basis throughout the different ranks. Trapping their targets within their own mind, allowing them to be hurt or drained slowly. The images can be whatever the user wishes and can become quite horrific. PvP Effect) 1d4 Round stun. Stun is broken if hit. INT/WIS/CHA to Break.
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Name) Concentration: Genjutsu Type) Enhancement Rank) C CP Cost) 5 RP Description) The user would focus their chakra around their body, focusing specifically on the parts of their network that they needed to perform their genjutsu. This would boost their power level briefly, allowing them to be a little more efficient. PvP Effect) +1 INT Rolls for 1d4+1 Rounds
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Last edited by Sol on Fri Jun 23, 2017 12:36 pm; edited 52 times in total
Sol
Posts : 25 Join date : 2017-05-11
Subject: Re: [Sunagakure] Soushou, Hananki Sat May 13, 2017 4:01 am
Jinchuriki- Ichibi/1-Tail:
Jinchuriki have a special system that allows for them to access the powers of their beast. Depending on how many tails they have, and how long they keep the tails active, they will gains bonuses but also suffer negatives. Jinchuriki will be able to access more tails through roleplay with a DM about contacting and building a relationship with their chakra beast. This scale goes from 0 up to a maximum of 900 (Depending on how many tails their chakra beast has). To access the bonuses, they must have 100 x how many tails they want to activate. Once they have access to all their tails, they may enter what is known as Tailed Beast form, which allows the jinchuriki to take the shape of their chakra beast. Below is the bonuses gained for accessing each tail and for using Tailed Beast Form.
Jinchuriki Passives) +1 ATK/DEF, +20 CP and +1 CP Regen. (These bonuses do not cost AP, but still follow the rules set by AP.)
Cloak - +1 ATK/DEF, +5 Temp CP + 5 Per Tail*, 1d4 DMG per round taken (DR does not Apply), +1d4 HP DMG/Jutsu, Suffer 1 Reap Point per round Active* Partial - +2 ATK/DEF, +10 Temp CP + 5 Per Tail*, 1d4+1 DMG per round taken (DR does not Apply) +1d4+X HP DMG/Jutsu (Tail Dependent), 1 Reap point per tail activated and 1 Reap point per round* Full - +3 ATK/DEF, +10 Temp CP + 10 Per Tail*, 1d6+1 DMG per round taken (DR does not Apply), +1d6+X HP DMG/Jutsu (Tail Dependent), 2 Reap points per tail activated and 1 Reap point per round*
[Chakra Protection] While a Jinchuriki is under influence of their chakra beast, they have the ability to warp their chakra around them and take the DMG to their beast's chakra, instead of to their own body. This can be done as long as the jinchuriki has some of the beasts chakra remaining. PvP) If user has Temporary CP remaining, they can use this in place of HP if they were to be hit HP DMG. Can ONLY be done if they have temporary CP available. Special Note) Not useable outside of any of the three Jinchuriki Forms.
(* Temporary CP - Temporary CP can be used whenever the user chooses. It is a seperate pool, granted via the Chakra beast that is accesible when the user chooses. It does not beneift from any bonuses (CP Regen, Additons etc) and can not be damaged via CP DMG, unless chakra protection is used.)
(DMG Bonus granted in Partial and full as is follows. 1,2,3 Tails = +1. 4/5/6 Tails = +2. 7/8/9 Tails = +3)
Reap Points - Every 10 Reap Points the Jinchuriki suffers -1 to their ATK/DEF Rolls (Max 5) and -5 to their total CP Pool (Max -50). These reap points are removed at a rate of 1 per 2 IRL days, regardless of tail and can also be removed by a DM or Medical shinobi capable of performing A Rank medical Jutsu, up to a maximum of 5 per week.
Injuries + Reap Points- 2:
Accrued: 2, 3 rounds of combat in Partial [6/9] 12, Full Beast Activation (2) + 6 Rounds combat (4) x 2 (Shadows) Hospitalized From 6/11- 6/14 (4:30AM EST) due to extreme Injuries and Beast Form
Jinchuriki of the Ichibi. Kirei Fubuki does not always act in what may be considered 'normal' at all times, it is not always indicative of the Ichibi's influence. Should she seem to be undergoing any fits or odd behavior, contact the nearest police station for intervention.
╰Name╮ 'Shinkirou'. Unknown if true. Learned from Fubuki.
╰Village╮ Sunagakure
╰Element(s)╮ Shinketon, Unknown.
╰Attack Style╮ Mirages, misdirection, evasion. If unleashed, surround- he is not afraid of trying to run (See Report SJ-5837)
╰Goals╮ Unknown. Does not seem to be trying to force Fubuki into danger.