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| | Sara Tem'naka | |
| | Author | Message |
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Hinata
Posts : 48 Join date : 2014-11-16 Age : 31
| Subject: Sara Tem'naka Fri Jan 23, 2015 11:06 am | |
| - Chuunin:
First Name: SaraLast Name: Tem'nakaGender: FemaleAge: 16DOB: May 16Height: 5'Weight: 120lbsVillage: Yugakure_________________________________________________________[BODY APPEARANCE]Hair Color: BlackHair Length: Midbackish lengthEye Color: Dark BlueSkin Color: Lightly tanBody Shape: Slim/AthleticScar(s): On her right hip she has a small thin jagged scar as if from a shuriken, otherwise a few here and there seems to have kept all of those. Why? Perhaps ask if you see them._________________________________________________________[OTHER INFORMATION]Likes: Swimming, Relaxing, Water, Forest. Dislikes: Her family getting harmed, Other being harmed on her accountParents: Kara & Desmond Tem'nakaSiblings: Blake Tem'naka(Twin), Nebri Tem'nakaSexual Orientation: StraightPartner: None_________________________________________________________[NINJA INFORMATION]Elements: WaterMain Focus: Clan Jutsu/NinjutsuSensei: NoneSquad: NoneHead of Squad: N/ASpecialty: Water ManipulationRank: GeninOccupation: None_________________________________________________________Special Abilities:- Spoiler:
[Tem'naka] (150 Tokens)
Tem'naka are considered the purist of the water users, literally becoming one with their water. The Tem'naka have lived for generations in Yuga and are the reason that Yuga has it's name for their hot water pools. The Tem'naka own and run the pools, however, this does not mean they are not capable shinobi. The control they have over water rival the Kishida's control over fire, and most Tem'naka usually befriend those from the Kishida because of the synergy they share. The majority of Tem'naka are able to use water from the day they are born, and for the years they grow up, they are taught to harness and become one with it.
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[Water Angel] Tem'naka are known as the Water Angels, and take on this form when using their wings. Their body's are one with the water, that when they are hit with water jutsu, their body literally welcomes the water and slowly heals them. Universal: -2 CP used on all Water Jutsu. When hit by any form of water Jutsu, Tem'naka heal 1/2 DMG dealt instead of taking DMG. Genin: +1 Suiton Rolls, +1d4 Suiton Jutsu DMG Chunin: +2 Suiton Rolls, +1d6 Suiton Jutsu DMG Jounin: +3 Suiton Rolls, +1d8 Suiton Jutsu DMG
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[Osmosis Body] Aong with their water body welcoming any water, they are able to use their body with water to negate Fire Jutsu. This has been described as a form of Osmosis, that effects most Tem'naka from birth and is the reason they are a perfect team with Kishida. Universal: +10 CP, +5 to Suiton Learning Rolls Genin: Immune to E Rank and Below Fire Jutsu / ACN Including Fire Chunin: Immune to D Rank and Below Fire Jutsu / ACN Including Fire Jounin: Immune to C Rank and Below Fire Jutsu / ACN Including Fire
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[Water Wings] Taking on the name of Angel is easy, but the Tem'naka are able to take it to the next level, and literally take on the form of an Angel. Using their own bodies water, they form two large wings from their back that allows them to move with incredible speed, thanks to their chakra. Universal: Access to Tem'naka Water Wings Universal: Gains a "Water Blade" that follows Medium Weapon Rules. (Negatives Apply) Genin: Kenjutsu / Taijutsu D Rank and Below may be used during Water Wings and gain Suiton Jutsu bonuses Chunin: Kenjutsu / Taijutsu C Rank and Below may be used during Water Wings and gain Suiton Jutsu bonuses Jounin: Kenjutsu / Taijutsu B Rank and Below may be used during Water Wings and gain Suiton Jutsu bonuses
Tem'naka Water Wings Type: Hijutsu Rank: E CP: 5 CP + 3 HP Description: Due to their amazing control over water, the Tem'naka are able to take their own water from inside their body, and form wings using their chakra. These wings allow for the Tem'naka to propel themselves around the battlefield at extreme speeds. Due to the water used to do this jutsu, they may not use an Suiton Jutsu PVP: 2d4 Rounds, User is able to use Kenjutsu / Taijutsu with WIS, and suffer no weapon negatives now. Special Note: May be Ended Early
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[Perfected Suiton] (50 Token - Legendary Bloodline) Some Tem'naka have formed a massive amount of water in their body, which has caused them to have control over water that only the Tem'naka are capable of possessing. Thanks to this, they are able to empower their water to pierce their targets body. Universal: +10 HP Genin: +1 Rolls with Suiton Jutsu, 2 DR Pierce on Suiton Jutsu Chunin: +2 Rolls with Suiton Jutsu, 3 DR Pierce on Suiton Jutsu Jounin: +3 Rolls with Suiton Jutsu, 4 DR Pierce on Suiton Jutsu
Last edited by Hinata on Tue Feb 03, 2015 1:45 am; edited 9 times in total | |
| | | Hinata
Posts : 48 Join date : 2014-11-16 Age : 31
| Subject: Re: Sara Tem'naka Fri Jan 23, 2015 11:15 am | |
| Known JutsuACADEMY - 8/8- Spoiler:
Wall/Tree Walking Jutsu Type: Ninjutsu Rank: E Chakra Cost: - 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: Same as RP Special Note: Must learn before becoming Genin Teaching/Learning: Gate System - E Rank
Water Walking Jutsu Type: Ninjutsu Rank: E Chakra Cost: - RP Description: The user covers their feet with a thin layer of chakra, which acts as a solid surface to allow them to walk on water PVP Effect: Same as RP Special Note: Must learn before becoming Genin Teaching/Learning: Gate System - E Rank
Rope Escape Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: - RP Description: This jutsu is a simple technique, which can be several different ways. It's taught to all Academy students on how to break out of anything that is keeping them tied up PVP Effect: Same as RP Special Note: Must learn before becoming Genin Teaching/Learning: Gate System - E Rank
Cloak of Invisibility Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: - RP Description: A basic technique all Academy Students learn. Taking a simple piece of fabric, they can channel; a small amount of chakra into the fabric and change the fibers to the same as their surroundings PVP Effect: Same as RP Special Note: Must learn before becoming Genin Teaching/Learning: Gate System - E Rank
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. Special Note: Must learn before becoming Genin Teaching/Learning: Gate System - E Rank
Henge Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: This jutsu is a simple one, that changes the users body into one of which they choose PVP Effect: Same as RP Special Note: Must learn before becoming Genin Teaching/Learning: Gate System - E Rank
Substitution Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 3 RP Description: A simple technique all Shinobi need to learn. It is simple replacing their body with a nearby object in place of an incoming attack PVP Effect: Wisdom based Dodge Special Note: Must learn before becoming Genin Teaching/Learning: Gate System - E Rank
Kai Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: This jutsu is a two handed seal used by focusing your chakra to try and break off a genjutsu. This can also be used to harmlessly break a genjutsu's effect off of another target. PvP Effect: This jutsu is used without hand seals. It is the simple concentration of chakra to rippple around the body in effort to release yourself from genjutsu and other "stuns". WIS is rolled vs. the attacker's initial Roll. Special Note: Must learn before becoming Genin
SUITON - 10/27- Spoiler:
Rank E - 2/2
Suiton: Water Gun Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: With a few basic hand signs the user is able to fire a small jet of water from their mouth This jutsu requires no source of water PvP Effect: 1d4 Damage Special Note: Hijutsu offered to all water element academy students of every village.
Suiton: Spray Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: After basic hand seals the user sends a small shoot of water towards the target, which covers their face and gets into their ears PvP Effect: 1d4 Damage + -5 listen for 1 round Special Note: Hijutsu offered to all water element academy students of every village
Rank D - 3/3
Suiton: Water Missile Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user drinks the equivalent of a cup of water, forms the projectiles in their mouth and fires a burst of water at the target PvP Effect: 1d10 Damage Special Note: Doesn't need water around Teaching/Learning: Gate System - D Rank
Suiton: Water Wall Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Pulling water from a source the user is able to place a thin membrane of liquid around their hands, moving with speed or strength they can strike against the opponent in a brilliant riposte the liquid travels slowly through the air and often leaves a thin wall like membrane in place PvP Effect: Rank Damage + 1d4 Special Note: Can be used to block, when used to block the technique does 1 damage Teaching/Learning: Gate System - D Rank
Suiton: Whip of Water Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 to create + 1 per round maintained RP Description: Uses water to create a whip which is used in the standard fashion PvP Effect: Makes a Water Whip you can use that deals 1d6+1 Damage, Gaining Ninjutsu Bonus Damage Normally to each Attack. Special Note: No Weapon Penalties Teaching/Learning: Gate System - D Rank
Rank C - 5/11
Suiton: Water Ballista Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user forms a ball of water in the air before sending it at a target, however in the air it splits in three and slams into three targets PvP Effect: Deals 2d6 Damage to up to three targets Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Black Clouds Technique Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user manifests the Water Element causing a black cloud to form and rain a flammable black oil substance on the user's targets PvP Effect: Up to 3 Targets suffer a -2 to Defensive Rolls for 1d4 rounds or until ignited, when ignited the damage of the Fire/Tag used to ignite it +2d8 is dealt. Special Note: Teaching/Learning: Gate System - C Rank - watched over by Gin Murakumo - 2/16/15
Suiton: Tornado of Water Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Utilizes water to create a spinning water vortex around the ninja. The water acts both as a barrier and attack mechanism. The power of the vortex is enough to knock an opponent unconscious PvP Effect: 2d8 Damage, But if Blocked by Target they still suffer 2d4 Damage. Special Note: Can be used to block Taijutsu & deals 1d8 Damage to the Attacker On a Successful Defense. Teaching/Learning: Gate System - C Rank
Suiton: Water Prison Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 + 3 per round maintained RP Description: Utilizes water to imprison an opponent. The ninja forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The user must keep one hand touching to the prison to keep the target trapped PvP Effect: Holds a target for 1d6 rounds Special Note: Unblockable, Target can escape if they beat a WIS roll against the user’s original WIS roll. Teaching/Learning: Gate System - C Rank - Oversaw by DM Konohamaru - 2/6/15
Suiton: Water Mace Technique Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user creates a water mace made of pure chakra in their hands to use as a weapon PvP Effect: Creates a mace usable as a weapon for 1d6 rounds that deals 2d8 damage, no penalties to attack rolls Special Note: Doesn't Require a Water Source & Strength Damage Doesn't Apply Special Note 2: Attacks are done with Dex/Str Special Note 3: May dismiss the weapon early. Teaching/Learning: Gate System - C Rank
Suiton: Dense Rain Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user hand signs then sprays water into the air, the water then falls down onto the battlefield. The water is sticky and heavier than normal PvP Effect: -2 to dodge for 1d6 rounds up to 1d4 targets Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Slippery Surface Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 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: 3 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: Poison Needle Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user hand signs as a small portion of water turns purple. At the users command the purple water then turns into a needle that is launched at the opponent PvP Effect: 1d6 Damage for 1d4 rounds Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Water Refraction Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Using nearby water, the user creates a shield of water imbued with chakra to protect the user from Ninjutsu PvP Effect: Rolled in Defense. User gains +2 on the wisdom roll vs. Ninjutsu Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Great Exploding Current Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Utilizing the Water Element the user performs certain hand seals. After doing the needed hand seals a vortex of water will form, sucking anything on the surface above it down to the depths below. PvP Effect: Target takes 4d4+2 damage from the crushing current. Special Note: Must Be used on a Lake or River. Teaching/Learning: Gate System - C Rank
Rank B - 0/7
Suiton: Mass Water Missiles Jutsu Jutsu Type: Ninjutsu Rank: B Chakra Cost: 10 RP Description: The User does the previous normal steps for Water missile but divides the projectile and intensifies the Chakra infused firing a barrage of Water missiles at a number of targets PvP Effect: 1d20 Damage to up to 4 targets Special Note: Must know Suiton: Water Missile Teaching/Learning: Gate System - B Rank
Suiton: Large Puddle Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 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
Suiton: Water Dragon Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user makes a long list of hand seals, forming a dragon projectile made of water to crash down and strike the target PvP Effect: 5d4+1d10 Damage Special Note: Unblockable Teaching/Learning: Gate System - B Rank
Suiton: Cannon Ball Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user hand signs then forms a huge ball of water. On the user’s command the huge ball can be shot at the target PvP Effect: 3d8 damage Special Note: Teaching/Learning: Gate System - B Rank
Suiton: Shark Projectile Technique Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Ninjutsu technique utilizing the Water Element. The ninja does a string of hand seals which then causes a column of water to rise from the water and then strike their target PvP Effect: 2d10+2d4+2 damage Teaching/Learning: Gate System - B Rank
Suiton: Water Encampment Wall Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The ninja will first do a string of hand seals and then proceed to blow out a jet of water from their mouth to act as a water barrier from incoming attack. PVP Effect: Can be used to block with Wis, User gains +3 to defensive Roll Special Note: Teaching/Learning: Gate System - B Rank
Suiton: Mini Bunshin Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: After performing the necessary hand seals, Mini Bunshins of the user jump from the water and begin to pummel the target PvP Effect: 6d4 damage Special Note: Teaching/Learning: Gate System - B Rank Credit to Creator: Dotu from Naruto Chronicles
Rank A - 0/3
Suiton: Grand Water Fall Technique Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: Utilizes the Water Element. After doing the needed hand seals a column of water will circle the ninja and then a large force of water will erupt to hit the attacker. Due to the force of the water the target will be fully enveloped by the water and at its mercy as is pulls them away. PvP Effect: 2d10 + 2d8 + 1d4 Damage Special Note: Teaching/Learning: Gate System - A Rank
Suiton: Destruction Torrent Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: With the mix of their water elemental chakra, the user makes a swirling ball of water in one of their hands. PvP Effect: 1d20 + 1d8 + 3d4 Damage Special Note: Teaching/Learning: Gate System - A Rank
Suiton: Violent Water Wave Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: Utilizes the Water Element. After forming the needed hand seals, the user will expel a strong jet of water at his opponent. PvP Effect: 3d10 Damage Special Note: Teaching/Learning: Gate System - A Rank
Rank S - 0/1
Suiton: Bursting Water Collision Waves Jutsu Type: Ninjutsu Rank: S Chakra Cost: 20 RP Description: The user expels a large amount of water from their gullet, the water will then expand into a large volume. PvP Effect: No Damage, but allows you to use Water Jutsu with no water around for 3d8 rounds, gaining a +1 to all Water Jutsu Rolls. Special Note: Doesn't Require a Water Source Teaching/Learning: Gate System - A Rank
TAIJUTSU: 1/15 - Spoiler:
RANK: E - 1/1
Chakra Lace Jutstu Type: Taijutsu Rank: E Chakra Cost: 1 Rp Description: With a thin layer of chakra covering their attack, they would strike the target with it doing a minimal amount of extra damage. PVP Effect: Rank Damage + 1 Special Note: Teaching/Learning: Gate System - E Rank
RANK: D - 0/4
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
RANK: C - 0/4
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
RANK: B - 0/2
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
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
RANK: A - 0/2
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
RANK: S - 0/2
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
Flickering Pain Jutsu Type: Kenjutsu/Taijutsu Rank: S RP Description: The user channels huge amounts of chakra throughout their body, using Flicker they move to their foe, appearing and disappearing all around them, striking every time with blade and fist, striking their enemy all over dozens of times, the massive series of barrages stuns the target briefly afterwards leaving them open for another attack. CP Cost: 25 PvP: Kenjutsu Damage+3d4+4d6 Damage + and the target must roll Str or Con, DC 35 (nothing added unless it’s a Str or Con bonus) or be physically stunned for 1 round. Special Note: The victim may, as a free action, try and break the stun, rolling against the DC 35 with STR or Con on their turn. They may use INT/WIS to try and break if they spend 5 CP, but this is only after the initial failure. Further Note: Unable to be Dodged, Must Block/Substitute. Teaching/Learning: Gate System - S GENJUTSU - 4/34- Spoiler:
Rank E - 4/4
Rakuyou no Jutsu (Falling Leaves Jutsu) Rank: E Chakra Cost: 2 RP Description: Leayes fall rapidly along the ground and world around them in a whirlwind. PVP: Stunned for 1 Round, or Until Hit. Teaching/Learning: Gate System - E Rank
Atsusa Nami (Heat Waves) Rank: E Chakra Cost: 2 RP Description: The user completes three hand-seals creating the illusion of dense heat waves that disorient the target stunning them. PVP: Stunned for 1 Round, or Until Hit. Teaching/Learning: Gate System - E Rank
Fogu (Fog) Rank: E Chakra Cost: 2 RP Description: The user completes three hand-seals creating the illusion of a dense fog that disorient the target stunning them. PVP: Stunned for 1 Round, or Until Hit. Teaching/Learning: Gate System - E Rank
Electrical Waves Rank: E Chakra Cost: 2 RP Description: The user completes a few hand-seals, creating the illusion of lightning zapping the opponent, stunning them briefly. PVP: Stunned for 1 Round, or Until Hit Teaching/Learning: Gate System - E Rank
Rank D - 0/8
Swirling Sand Rank: D Chakra Cost: 3 RP Description: The users body appears to break down into sand that swirls around the target blocking their vision PVP: Stun, Lasts 1d4 rounds or until hit. Teaching/Learning: Gate System - D Rank
Subayai Heki Shiawase (Fast Burst of Happiness) D Rank Chakra Cost: 3 RP Description: The target is overcome with joy as they compliment and make nice remarks to their opponent, suddenly becoming overly friendly. The fight would be suddenly awkward as the target doesn't fight back. PVP: The target may not attack for 1d4 rounds, but may defend as normal. If they are hit then the effect ends. Teaching/Learning: Gate System - D Rank
Amour au dela' Larme (Love of Tears) D Rank Chakra Cost: 3 RP Description: The target bursts out into tears suddenly as they see tragic love scenes flash through their mind, making it difficult to fight. PVP: The target is stunned for 1d4/2 rounds or until hit, they can make a CHA check vs the original attack roll to break out. Teaching/Learning: Gate System - D Rank
Slumbers Of The Forest Rank: D Chakra Cost: 3 RP Description: The target sees glimmers of light as though leafs are falling from trees. It makes them tired, but not fall asleep. PVP: -1 for 1d4 rounds. "No stun effect". Leaf and Grass taught. Special Note: Being hit does not break this effect. Teaching/Learning: Gate System - D Rank
Grappling Vines Rank: D Cp: 3 RP Description: Vines Rise up to ensnare the target PVP: Stun, Lasts 1d4 or until hit. Teaching/Learning: Gate System - D Rank
Vortex Rank: D Chakra Cost: 3 RP Description: Upon completion the user creates the illusion of a large vortex of water has encases the target causing the target to see them self trapped inside a rapidly moving vortex of water that appears to reach to the sky. PVP: Stun, Lasts 1d4 rounds or until hit. Teaching/Learning: Gate System - D Rank
Cloudy Daze Rank: D Chakra Cost: 3 The victim sees a dense fog roll up from from the ground in the area surrounding them causing them to think they are walking around in a fog but are stationary locked in the genjutsu PVP: Stun, lasts 1d4 or until hit. Teaching/Learning: Gate System - D Rank
Pod Rank: D CP: 3 RP Description: A large, bean like pod grows from the ground and encompasses the target. It holds them there dangling in the air. PVP: Dazed target for 1d4 rounds or until hit. Target loses 1cp per round dazed. Teaching/Learning: Gate System - D Rank
Rank C - 0/5
Withering Vines Rank: C Chakra Cost: 5 RP Description: Vines burst forth and wrap around the target. Thorns tare into them, causing an illusion of pain. PVP: Stuns and drains 1d4 cp for 1d4 rounds. Teaching/Learning: Gate System - C Rank
Desert Wasps Rank: C Chakra Cost: 5 RP Description: Yhe users body breaks down into sand that swirls and obscures the targets vision as desert wasps dart thru the flying sand stinging the target. PVP: Stuns and drains 1d4 cp for 1d4 rounds. Teaching/Learning: Gate System - C Rank
Depths of Hunger Rank: C Chakra Cost: 5 RP Description: The user creates the illusion of a vortex of water that reaches to the sky as the targets looks about at the rushing wall of water it turns from blue to blood red. As the blood forms in the wall piranhas begin to jump from the water latching onto the target causing a great amount of pain. PVP: Stuns and drains 1d4 cp for 1d4 rounds. Teaching/Learning: Gate System - C Rank
Kasumi Juusha no Jutsu "Mist Servant Technique" Rank: C Chakra Cost: 5 RP Descriotion: Kasumi Juusha no Jutsu is a Genjutsu technique that creates false attackers to delay and confuse the enemy. Though these servants are not real, the actual ninja is able to remain hidden and throw kunai and shuriken matching the movements of the servants. This makes it appear the false servants are capable of attacking. When the enemy attempts to attack the servant, they will merely disrupt the servants illusion body but not destroy it. PVP: Target is stunned for 1d4 rounds or until hit. Taking damage from Kunai or Shuriken does not break it. Only one Kunai or Shuriken at a time can be thrown. Special Note: Only the Genjutsu user can throw shuriken/kunai without breaking the stun. Teaching/Learning: Gate System - C Rank
Deddo Hito Kyoukaku (Dead Man's Chest) Rank: C Chakra Cost: 5 RP Description: The target would stumble into an illusion of a giant treasure chest, but its alive and it swallows the target up and locks itself, while the target is in the illusion of the chest they are tortured by visions of ghouls, demons, and other hellish creatures.. their energy draining away from them. PVP: Stuns the target for 1d4 rounds, draining 1d4 CP per turn. Teaching/Learning: Gate System - C Rank
Rank B - 0/6
Body Shutdown Rank: B Chakra Cost: 8 RP Description: The user sends a focused pulse of mind numbing chakra at the target, the target would feel as though their body has turned to jelly as they loose control of their motor functions. PvP: 1d6 rounds stun until hit. Teaching/Learning: Gate System - B Rank
Dune Guardians Rank: B Chakra Cost: 8 RP Description: The user slams his hand to the ground after completing 8 hand-signs.To those that have seen a summon it appears to be as such, to those unaffected they see nothing but to those that are caught in the genjutsu see several large scorpions (body length ranging from 4-5 foot long, not including tail) dig out of the ground surrounding the user acting as shields. The victim then must "get past the guardians" or "fire past them" in order to strike at the user. PVP: -3 to attack rolls for 1d4 rounds. No stun. Special Note: Being hit does not end this effect. Teaching/Learning: Gate System - B Rank
Geysers Rank: B Chakra Cost: 8 As the user completes this genjutsu the illusion of several geysers burst from the ground impeding the target making their attacks that much harder to accomplish. In their mind they see geysers randomly bursting from the ground in their way. PVP: -3 to attack rolls for 1d4 rounds. No stun. Special Note: Being hit does not end this effect. Teaching/Learning: Gate System - B Rank
Nimo yangu tame saikoro "Too Young to Die" Rank: B Chakra Cost: 8 RP Description: The user forms several seals and upon completion a coffin raises up out of the ground behind the victim and the lid flips open as the arms of tortured souls reach out ensnaring them dragging them into the coffin slamming the door shut. In the damp, dank, cold of the coffins hold the souls scream and wail tearing at the victim till finally the lid flips open allowing them to escape. The victim suffers as the souls tear at their chakra leaving them drained and frightened with the will to live and reluctance to continue the fight. PVP: 1d4 rounds of stun and 1d4 cp drain per round, after released from the Genjutsu the victim suffers a -2 to rolls for an additional 1d4 rounds. Special Note: Being hit does not end the negative to rolls effect. Teaching/Learning: Gate System - B Rank
Protection Of The Forest Rank: B Chakra Cost: 8 RP Description: A large encampment wall of vines rise up from the ground causing any attacks from the target to become faltered. PVP: -3 to attack rolls for 1d4 rounds. No stun. Special Note: Being hit does not end this effect. Teaching/Learning: Gate System - B Rank
Chakra Wave Release Rank: B Chakra Cost: 8 RP Description: The Genjutsuist releases a wave of chakra in an attempt to break free team members from a genjutsu. PvP: +2 to roll vs original DC of the Genjutsu. If successful team members broken free of Genjutsu and gain +2 in Defense vs Genjutsu for 3 rounds. Teaching/Learning: Gate System - B Rank
Rank A - 0/9
Nehan Shouja no Jutsu(Temple of Nirvana) Rank: A Chakra Cost: 13 RP Description: Nehan Shouja no Jutsu is a Genjutsu technique that allows the caster to place a large body of people into a unconscious state. PVP: Area of Effect Genjutsu. The caster can choose as many targets and what targets up to 10. Lasts 1d6 or until hit. Teaching/Learning: Gate System - A Rank
Toukisho no Jutsu (Field of Vines) Rank: A Chakra Cost: 13 RP Description: Vines burst forth and wrap around the target. Thorns tare into them, causing an illusion of pain...yet it saps chakra. PVP: Area of Effect jutsu, up to four targets. -1d4 chakra for 1d4 rounds and stunned for those rounds, or until hit. Teaching/Learning: Gate System - A Rank
Kinchou ato feza (Birds of a Feather) Rank:A Chakra Cost:13 RP Description: The victims are assaulted by flocks of red tailed hawks peck and claw at them fiercely as they are overwhelmed by the sheer amount. They are then forced to flee in any random direction to attempt to evade the relentless assault. PVP: Affects up to three targets forcing them to fight off the attacking birds as they fight taking a -4 to rolls for 1d6 rounds. Special Note: Being hit does not end this effect. Teaching/Learning: Gate System - A Rank
Magen: Jubaku Satsu "Demonic Illusion: Tree Bind Death" Rank: A Chakra Cost: 13 RPDescription: Creates the illusion of being swallowed by a tree. PvP: Takes two rounds. First round if successful target is stunned. Second round if still held in genjutsu the target takes 3d10cp damage and is released. Teaching/Learning: Gate System - A Rank
Phantom Friends Rank: A Chakra Costs: 13 RP Description: The targets friends start to look like enemies. PVP: The target is confused for 1d4+1 rounds. While confused rolls a 1d6 (1-2 they stand there dazed, 3-4 they hit their allies with normal taijutsu (if none they drop 1d6/2 kunai or shurikens on the ground.), 5-6 they hit their target) They may not use genjutsu,ninjutsu, taijutsu combos or clan techs while confused. Teaching/Learning: Gate System - A Rank
Sabure Ma (Sands of Time) Rank: A Chakra Cost: 13 RP Description:The user creates a vast plain before the targets, each target is swept into a whirlwind of sand that solidifies into an hourglass, entrapped the targets relive every highlight of their life, happy or sad as the age from birth to death over and over again PvP: Can effect up to six people, the targets are stunned for 1d6 rounds and loose 3 cp every round they are stunned. Teaching/Learning: Gate System - A Rank
Sabaku Shinkirou (Desert Mirage) Rank: A Chakra Cost: 13 RP Description: The user sends a wave of mind distorting chakra at everyone around him, excluding those he/she wishes, the jutsu casts the targets into a luscious oasis, where every dream is a reality and every fantasy the truth PvP: The targets suffer -4 to rolls for 1d4+2 rounds as they fight to differentiate reality from fantasy Special Note: Being hit does not end this effect. Teaching/Learning: Gate System - A Rank
Manako Za Shippuu (Eye of the Hurricane) Rank: A Chakra Cost: 13 RP Description: This genjutsu affects a single opponent, but it casts them into the center of a raging windstorm. From beyond the storm shadows flicker around every now and then tossing objects through, timber, pencils, pens, rocks etc. PvP: Target is stunned for duration of jutsu or until hit by any means other then a kunai, shuriken, dart, needle, or senbon. For 1d4+2 rounds the user can throw one kunai, shuriken, dart, needle, senbon etc at the target and maintain the jutsu. Special Note: Only the Genjutsu user can throw shuriken/kunai without breaking the stun.
Hakachi (Graveyard) Rank: A Chakra Cost: 13 RP Description: This jutsu takes two rounds to use, The user sends the target into a cold dark and confined space, the target first makes a save vs. the entrapment. If failed they are stunned for one round, the following round the space breaks and the target finds themselves in a grave, mausoleum, memorial the choice of where and what it is made of belongs to the user, Once the user is free their instantly assaulted by thousands of undead creatures. PvP: Target takes 3d8 cp damage. Teaching/Learning: Gate System - A Rank
Rank S - 0/2
Kaisan (Dissolution)-Kinjutsu Rank: S Chakra Cost: 20+2 per round RP Description: The user focuses their full attention on one target. The user creates amassive veil of chakra and smothers the targets mind. To the target it would seem as though their body itself is breaking apart on a cellular level. The process itself is rather painless but the feeling invokes extreme fear PvP: The target is stunned for 2d4 rounds, They loose 10 cp a round. The user himself can not move or make any other action, this alone makes the genjutsu lethal as they can not stop the gen early nor protect themselves from harm this means that the genjutsu can not be broken neither from strikes nor release techniques. It must be overridden by the victim or played out to the end. while the genjutsu is in effect, if the target's cp is reduced by half at the end of the jutsu the target takes 2d10 physical damage from the overstimulated nerve cells and shock. After the technique the user takes 2d10 damage from the strain of the jutsu Teaching/Learning: Gate System - S Rank
Elemental Denial Rank: S Chakra Cost: 20 RP Description: As the target is caught in the illusion they see themselves standing on a rocky plain, their opponent (the genjutsu user) standing across from them....to their back they see a giant tidal wave reaching to the heavens, to their right, a field of tornadoes, to their left, rocks exploding and flying into the air as far as the eye can see, in front of them, behind their opponent they see a wall of fire stretching to the sky and above them black clouds raining lightning bolts all around their small battlefield. The Genjutsu user is surrounded by the five elemental symbols. PvP Effect: The target is unable to use any Elemental Jutsu, believing their opponent controls the five elements, for 1d6+2 rounds. Special Note: Being hit does not end this effect. Teaching/Learning: Gate System - S Rank KENJUTSU: 1/21- Spoiler:
RANK: E - 1/1
Chakara Dageki (Chakra Strike) Jutsu Type: Kenjutsu RP Description: By channeling a small amount of chakra into their weapon the user is able to hit more effectively. CP Cost: 1 PVP: +1 damage Note: This is required in order to learn other Kenjutsu Teaching/Learning: Gate System – E Rank
RANK: D - 0/5
Hardened Steel Jutsu Type: Kenjutsu Rank: D Chakra Cost: 3cp RP Description: Drawing a small amount of chakra into one’s blade the steel or material used to make the blade hardens to the day it once was perfect, causing one’s slash to be a lot sharper and effective. PvP Effect: +2 Damage Special Note: Adds 1 DR Pierce Teaching/Learning: Gate System – D Rank
Preparing Stance Jutsu Type: Kenjutsu Rank: D Chakra Cost: 2 RP Description: The user slides into a stance in preparation for their next attack to increase the effectiveness of it. PvP Effect: -5 Chakra Cost for the Next Round (Must be a Kenjutsu move) Teaching/Learning: Gate System – D Rank
Reverse Strike Jutsu Type: Kenjutsu RP Description: After feinting an attack, the user grips the weapon in reverse and strikes their opponent from the other side. CP Cost: 3 PVP: +1 to attack roll Teaching/Learning: Gate System – D Rank
Double Strike Jutsu Type: Kenjutsu RP Description: The user strikes their opponent diagonally from left to right, then again from right to left, creating an X across the opponents chest. CP Cost: 3 PVP: Rank Damage + 1d4 Teaching/Learning: Gate System – D Rank
Lazy Man’s hand Jutsu Type: Kenjutsu (Iaijutsu) RP Description: As the enemy approaches, the user remains calm, their hand resting on the hilt of their sword. When the enemy comes into range, the user would draw their weapon and slash the enemy in a single fluid motion. CP Cost: 3 PVP: Block. 1d4 Damage to attacker. Note: Cannot be used to Defend Genjutsu. Teaching/Learning: Gate System – D Rank
RANK: C - 0/3
Cross Slash Jutsu Type: Kenjutsu Rank: C Chakra Cost: 4 RP Description: Focusing a small amount of chakra the user rushes towards the opponent and sends an ‘X’ like slash at the opponent. PvP Effect: Weapon Damage + 1d6 Damage Teaching/Learning: Gate System – C Rank
Shadowing Block Jutsu Type: Kenjutsu Rank: C Chakra Cost: 4 RP Description: Focusing a small amount of chakra the user draws their blade quickly too an oncoming close-quarters attack, they would then turn their blade to the nearest light source, creating a shadow over their blade that would distract the opponent, give them an open opportunity to allow for a better defence. PvP Effect: +2 to block/parry Special Note: Cannot be used against Ninjutsu or Genjutsu Teaching/Learning: Gate System – C Rank
Lightning Disarm (Dex/Str) Jutsu Type: Kenjutsu Rank: C Requirements: Lightning Element Chakra Cost: 6 Cp RP Description: The user channels a small amount of lightning chakra into a blade striking the weapon of their opponent, This small shock causes the opponent to drop their weapon. PvP Effect: 2d6 Damage only, Opponent drops weapon which cannot be used in their next attack but they can use Jutsu etc instead, Can be recovered afterward as a free action.
RANK: B - 0/5
Aging Dragon Jutsu Type: Kenjutsu RP Description: The user of this technique flows their chakra throughout their entire weapon before striking. As they strike, the chakra shifts slightly, resembling something of an old dragon, which on contact with the enemy, explodes. CP Cost: 7 PVP: Rank DMG + 2d4+2 Teaching/Learning: Gate System – B Rank
Shoki Art – Act one Jutsu Type: Kenjutsu RP Description: The Shoki art is an extremely rare one, and requires the utmost concentration. Act one consists of intense focus of the mind. The user focuses chakra throughout their body as they enter a state of Zen. Chakra would visibly flow down the length of their weapon, taking on a bright color. CP Cost: 7 PVP: The user has a +3 to their next attack, both attack roll and dmg Gate/Learning: B Rank Gate System
Head-hunter Jutsu Type: Kenjutsu RP Description: While the user is hidden, they may attempt a sneak attack, aiming to strike down at the targets neck. CP Cost: 6 PVP: MS/Hide VS Listen/Spot. Rank Damage + 2d8 (Doesn’t need to be Hidden before Use, However if so It gains Sneak Attack Bonus Damage.) Teaching/Learning: Gate System – B Rank
Grinding Slash Jutsu Type: Kenjutsu Rank: B Chakra Cost: 6 RP Description: Focusing a moderate amount of chakra the user slashes at an opponent wherever they’d like, with a physical embodiment of chakra along their blade causing a saw like effect to shred the flesh of the targeted opponent. PvP Effect: +1d4+2 to Kenjutsu Damage Rolls for 1d4+1 Rounds. Teaching/Learning: Gate System – B
Journeyman’s Pose Jutsu Type: Kenjutsu Rank: B Chakra Cost: 6+2 Per Round Active RP Description: Focusing chakra within one’s blade and the stance of themselves, the user is able to move and attack with far greater ease, causing their strikes to be far more deadly. PvP Effect: 1d4+1 Rounds for +1d6 Kenjutsu damage Rolls, and +1 to Strength/Dexterity Rolls. Special Note: Can be ended early Teaching/Learning: Gate System - B
RANK: A - 0/7
Tornado Slash Jutsu Type: Kenjutsu RP Description: The user of this technique imbues large amounts of chakra into their weapon before wildly spinning it 180 degree’s, releasing the chakra in a burst so that it extends the range. CP Cost: 10 PVP: Rank DMG +2d4+1d10+2 Damage Teaching/Learning: Gate System – A
Acupuncture Jutsu Type: Kenjutsu RP Description: Using their medical knowledge, the user of this technique aims their attack at one of the opponent’s pressure points. CP Cost: 10 PVP: Kenjutsu Damage +1d4 +1, and the target if hit suffers a + 1 Round Physical stun. Note: Requires a Heal Modifier of 40 to learn Teaching/Learning: Gate System – A
Shoki Art – Act Two Jutsu Type: Kenjutsu RP Description: While the user is in a Zen state of mind, they further their focus by blocking out everything other then themselves, while building up more chakra throughout their body and weapon. The chakra becomes so immense that it literally overflows visibly. CP Cost: 10 PVP: Lasts for 1 attack. The user gains a +4 attack roll, a +1d8 damage roll and 5 DR. Note: Can only be used directly after Act 1. Act 1 must first be learnt. Teaching/Learning: Gate System – A
Obliterating Slash Jutsu Type: Kenjutsu Rank: A Chakra Cost: 10 RP Description: Focusing a large storage of chakra into one’s blade(s) he or she would rush at the opponent unleashing a powerful slash that takes a physical manifestation as a large white crescent curve forms flying at the opponent. PvP Effect: Weapon Damage +4d4+4 Special Note: Unblockable Teaching/Learning: Gate System - A
Shadow Stealer Jutsu Type: Kenjutsu Rank: A Chakra Cost: 10 RP Description: Focusing a large storage of chakra into one’s blade(s) and themselves would move at such a high-speed that when they appear it is often they come from the opponents shadow sending a quick flurry of slashes at them. PvP Effect: Weapon Damage +2d6+1d4 Damage, Target suffers a -2 to Attack/Defense Rolls for 1d4 Rounds. Special Note: Undodgable Teaching/Learning: Gate System - A
Flight of the Humming Bird Jutsu Type: Kenjutsu RP Description: The user channels large amounts of chakra into the muscles of their arms, allowing the user to wield their weapon with ease. They then hold their weapon, fencing stance, then attack their enemy in a huge flurry, the attack literally becoming a blur as the user strikes over 100 times. CP Cost: 13 PVP: Kenjutsu Damage +3d6 Damage Teaching/Learning: Gate System - A
Shoki Art – Final Act Jutsu Type: Kenjutsu RP Description: After having built up immense amounts of chakra throughout themselves and their weapon, the user focuses on a single target. In the blink of an eye, the user appears in front of the enemy, striking swiftly at their chest. If successful, the users’ chakra floods into the enemies wound within a second. The chakra would then explode, literally tearing the opponent’s internal organs apart. CP Cost: 10 PVP: Rank Damage + 2d6 + 10 Special Note: Undodgable Teaching/Learning: Gate System - A Special Note: Can only be used after Act Two.
RANK: S - 0/2
View Point Slash Jutsu Type: Kenjutsu Rank: S Chakra Cost: 20 RP Description: Focusing a gigantic storage of chakra into one’s blade and a string of chakra directed at the opponent in order to guide them when attacking at such a high speed, the only view point the user has is the chakra string created, thus from the impact of the attack at such speed causes an incredible about of damage. PvP Effect: Weapon Damage + 4d8 Special Note: Unblockable Teaching/Learning: Gate System - S
Flickering Pain Jutsu Type: Kenjutsu/Taijutsu Rank: S CP Cost: 25 RP Description: The user channels huge amounts of chakra throughout their body, using Flicker they move to their foe, appearing and disappearing all around them, striking every time with blade and fist, striking their enemy all over dozens of times, the massive series of barrages stuns the target briefly afterwards leaving them open for another attack. PvP: Kenjutsu Damage+3d4+4d6 Damage + and the target must roll Str or Con, DC 35 (nothing added unless it’s a Str or Con bonus) or be physically stunned for 1 round. Special Note: The victim may, as a free action, try and break the stun, rolling against the DC 35 with STR or Con on their turn. They may use INT/WIS to try and break if they spend 5 CP, but this is only after the initial failure. Further Note: Unable to be Dodged, Must Block/Substitute. Teaching/Learning: Gate System - S
RANK: S+ - 0/1
Crater Strike Jutsu Type: Kenjutsu Rank: S+ Chakra Cost: 30 RP Description: The user focuses a massive amount of chakra throughout their body and through their weapon, the sheer amount causing their muscles to tear and blood to be forced out of their pours. The user raises their weapon high into the air and strikes downward at their target, all of the built up chakra being released in one, single epic strike, destroying the land around the target and the user, creating a massive crater of sheer destruction. The user’s muscles rip and tear through the massive effort, and if they are too weak it could possibly kill them. PvP Effect: AOE (Only in front of them) Weapon Damage +5d10, if blocked target takes half damage. Special Note: User suffers 2d8 Damage from exhaustion (DR does not apply against this damage) Teaching/Learning: Gate System - S
Last edited by Hinata on Wed Mar 09, 2016 11:16 am; edited 6 times in total | |
| | | Hinata
Posts : 48 Join date : 2014-11-16 Age : 31
| Subject: Re: Sara Tem'naka Fri Jan 23, 2015 11:16 am | |
| Jutsu known:
Academy Jutsu:
E - 8 D - N/A C - N/A B - N/A A - N/A S - N/A
Suiton:
E - 2 D - 3 C - 5 B - 0 A - 0 S - 0
Misc:
E - N/A D - 0 C - 0 B - 0 A - 0 S - 0
TOTAL JUTSU KNOWN:
E - 16 D - 3 C - 5 B - 0 A - 0 S - 0
Last edited by Hinata on Wed Mar 09, 2016 11:17 am; edited 5 times in total | |
| | | Hinata
Posts : 48 Join date : 2014-11-16 Age : 31
| Subject: Re: Sara Tem'naka Mon Feb 02, 2015 11:31 am | |
| Total Tokens Available: 137 Tokens Available Account Wide: 137
Token Purchase's:
Bloodline: 1 [Tem'naka (200) - Non-Refundable]
Tools: 0
Stats: 0
Custom Weapons/Items:
Custom Jutsu: 0
Miscellaneous/Other: 0
Total Token Purchase: 0 Tokens
Last edited by Hinata on Wed Mar 09, 2016 11:17 am; edited 1 time in total | |
| | | Hinata
Posts : 48 Join date : 2014-11-16 Age : 31
| Subject: Re: Sara Tem'naka Tue Mar 08, 2016 10:23 am | |
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