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| | Mitsuko Kenko | |
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Sai Head DM
Posts : 112 Join date : 2014-11-15
| Subject: Mitsuko Kenko Sun Nov 16, 2014 3:41 pm | |
| ~Mitsuko Kenko~Personnel CardNickname: Mitsu, Kenki Gender: Female Age: 20 DOB: January 23 Height: 5'4" Weight: .................. Village: Kumogakure Hair color: Golden Length: Long with braids Eye color: Blue Skin: White Body Shape: Small (For her age). Tattoos: None visible. Parents: Minikami Kenko, Mai Kenko. Siblings: Vao Kenko (Deceased) Children: None Partner: Takeo Kichida (Engaged) Shinobi CardElement: Medical, Yoton (Light) Main Focus: Medical Ninjutsu Sensei: Suzumi Kichida, Takeo Kichida Squad: "Wolf Squad", lead by Suzumi Kichida Specialty: Medical, Squad boost, Ninjutsu Rank: Chuunin Current Job: Medical Corps Member (More coming soon TM)
Last edited by Sai on Wed Dec 17, 2014 3:45 pm; edited 5 times in total | |
| | | Sai Head DM
Posts : 112 Join date : 2014-11-15
| Subject: Re: Mitsuko Kenko Tue Nov 18, 2014 1:44 pm | |
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Medical Logs and Journal Entries
Research Log: Curse Marks Kenkô, Mitsuko- Kumogakure Medical Division, Genin Rank Classification level: Kumogakure Medical Division and Kumogakure shinobi of the Jounin rank or higher. 1-1 These logs will be keeping record of my furthering studies on the topic of the existing Juinjutsu "Cursemark" experiments that have been made. This research is being provided for the Lord Raikage's explicit request. I, along with the rest of the very talented Kumogakure Medical Divison, will be devoting both time and effort into creating a full medical diagnosis of the effect. These notes will be considered classified to the general public, only to be viewed by the officials in the Medical Division or their superiors.
1-2 My research begins around the specific subject of Haikibushi's cursemark. This child was taken in by the rouge ninja group led Orochimaru as a test subject. Here they performed the experimental application of Curse Marks. This has now been named "Juinjutsu", by its creator.
Last edited by Sai on Tue Dec 02, 2014 10:40 am; edited 1 time in total | |
| | | Sai Head DM
Posts : 112 Join date : 2014-11-15
| Subject: Re: Mitsuko Kenko Thu Nov 20, 2014 6:17 pm | |
| ~Jutsu~Medical- 14 Known Jutsu- Medical Jutsu- :
E Rank Jutsu
Dress wound Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: The most simple of medical jutsu learned at the start of becoming a medical shinobi. PVP Effect: Heals target for 1d4, may be used in battle. Teaching/Learning: Gate System - E Rank
Sterilize Injury Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: A simple mixture of herbs designed to aid in healing a wounded shinobi, also one of the most basic jutsus learned by all medical shinobi. PVP Effect: Heals target for 1d4 for 2 rounds, may be used in battle Teaching/Learning: Gate System - E Rank
D Rank Jutsu
Control Bleeding Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Using basic knowledge of anatomy the medical shinobi is able to apply pressure to a wound and stop it from bleeding. PVP Effect: heals target for 1/10th Heal Roll (Max 10) , can be used in battle Special Note: uses up 2 turns, to fully control the bleeding. Teaching/Learning: Gate System - D Rank
Remove Poison Technique Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Removes poison from a victim who has been hit with a lingering toxin. PVP Effect: Removes poison from the target, For every Rank above E the poison is this Jutsu costs 2 more CP then Usual. Teaching/Learning: Gate System - D Rank
Mystical Palm Technique Jutsu Type: Ninjutsu Rank: D Chakra Cost: 5 RP Description: A basic medical ninjutsu that heals , but may also be used in an offensive manner. PVP Effect: This Has Two Modes, Heal mode: Target is healed 1d4+1 damage for 1d4-1 rounds (Min 1). Or Offensive Mode: Dex/STR to hit, on Hit Opponent suffers -3 to Attack/Defense Rolls for 1d4+1 Rounds. Teaching/Learning: Gate System- D Rank
Healing Jutsu Minor Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: A basic medical ninjutsu that heals cuts, scratches and bruises with ease. PVP Effect: 1d10 Damage healed to a target Teaching/Learning: Gate System - D Rank
C Rank Jutsu
Angels Touch Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Used only in battle the medical shinobi focus' their chakra and much like chakra burst expels a small portion of their healing chakra to allies. PvP Effect: 2d6 heal for 1 target or 1d6 heal up to 2 targets Special Note: If healing two targets CP cost is 8 instead of 5. Teaching/Learning: Gate System- C Rank
Healing Jutsu Light Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: A Moderate Medical jutsu. A widely jutsu among all medical shinobi who are in the field of combat. PVP Effect: Heals 3d4 to a target. Teaching/Learning: Gate System- C Rank
Precision Anatomy Strike Jutsu Type: Taijutsu Chakra Cost: 5 RP Description: Targets a specific area on opponents body. When using this from a sneak attack, the user is able to target a specific lethal point and strike at it. PVP Effect: 3d4 damage to target. Special Note: If performed as a sneak attack, it adds +1d6 to the damage. Teaching/Learning: Gate System- C Rank
Deeping Wound Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Used only in combat, this allows the medical shinobi to use their chakra to further deepen an existing wound on a target. PvP Effect: Target must already be Injured. 1d6 Damage for 1d4 Rounds Teaching/Learning: Gate System- C Rank
Herbal Extract Mix Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: A mixture of secret herbal extracts. Depending on the mixture used can either heal a wound quicker or poison those unlucky to get caught. Usually stored in small vials for ease of use. PVP Effect: Heal Mixture: 3d4 + 1/10th Heal Roll (Max 18 to target. Poison Mixture: 1d6 Damage for 1d4 -1 (Min 1) rounds Special Note: Uses one senbon upon use Teaching/Learning: Gate System- C Rank
B Rank
Chakra Scalpel Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Chakra Scalpel is a special Ninjutsu technique used by medical shinobi. After forming the needed hand seals, the shinobi will focus chakra into their hands. When their charged hands reach the body of their target, they can extend the chakra internally into the targets body to cut and neatly slice their muscles and blood vessels without harming the surface skin. This technique can also be used in battle, but because of its hectic nature, the fine precision required for an instant kill is not feasible. Damage can still be done to the vital organs, but the technique should be used carefully in battle. PVP Effect: Combat Mode: Rank Damage for 1d6 rounds. If it hits the arm, it weakens target by -2 to STR. target can still cast jutsu, but it's hard for them. If it hits the leg, it weakens target by -2 to DEX. If it hits the wrists, it weakens target by -2 to WIS. Targets are right wrist, left wrist, right leg, left leg, right arm, left arm. May only hit each target once(if the right wrist is hit, must wait for the effect to wear off before hitting it again). Each lasts 1d6+2 rounds. Surgery Mode: Can fix screwed up chakra networks healing for 4d8, but never inside combat even with Medical Specialization. Teaching/Learning: Gate System- B Rank
Bone Mending Jutsu Type: ninjutsu Rank: B Chakra Cost: 8 RP Description: Using their chakra, the medical shinobi can stimulate the dense bone cells to regenerate by manipulating the minerals and protein properties. Due to the extreme focus needed for this jutsu, it can't be done in battle. PVP Effect: Heals target for 3d8 while mending target's broken bones. Teaching/Learning: Gate System- B Rank
A Rank
Dual Chakra Scalpel Technique (Creator: Shadow-Of-The-Delve) Jutsu Type: Medical Ninjutsu Rank: A Chakra Cost: 13 + 3 round maintenance PvP Effect: Cannot be used in battle. RP Effect: This is a greater version of the Chakra Scalpel Technique, though this version is so difficult it cannot be used in battle at all, it allows the user to work much faster in surgery and work on different various parts in the body at once. RP Effect 2: Can heal the targets Hp for their heal skill + 5 (Max 20) x 2, and Cp for their heal skill (Max 15) x 2) Clan/Special Ability - 6 Known Jutsu - Clan/Special Ability Jutsu:
Meditation: Kaifuku (Recover) Type: Hijutsu, Medical Rank: E Chakra Cost: 0 RP Description: The Kenko finds inner peace, and settles down to meditate. They are able to rapidly recover, and restore lost energy or health. PVP Effect: Cannot be used in combat. Normal recovery rate is changed to 10 CP and 5 HP per 1 IRL minutes (DM Discretion during event breaks). Teaching/Learning: Gate System - E Rank
Rectitude: Kōhei (Impartiality) Type: Hijutsu, Medical Rank: D Chakra Cost: 3 RP Description: The Kenko lets a burst of chakra invade the target, and gains control over cell stimulation. They can either control rapid regeneration by slowing down recovery of damaged tissue, or increase the cell activity and allow the target's tissue to quickly regenerate. PVP Effect: Offensive- Target takes -1d4-1 (Min 1) DR and -1d4-1 (Min 1) regeneration for 1d4-1 (Min 1) rounds. Support- -Target gains +1d4-1 (Min 1) DR, and +1d4-1 (Min 1) HP regeneration for 1d4-1 (Min 1) rounds Teaching/Learning: Gate System - D Rank
Pacifism: Kaizen (Ameliorate) Type: Hijutsu, Medical Rank: C Chakra Cost: 5 RP Description: The Kenko begins to meditate, and spread their chakra throughout the battlefield. This is the ultimate support mode, and thus requires the user to put his or her full attention into the jutsu. After handsealing, the Kenko must keep the jutsu active during it's full effect. The Kenko can move, but is unable to preform any other techniques. PVP Effect: Lasts 2d4 rounds. All allies in combat gain +1 HP Regen, +2 DR vs HP and +1 ATK / DEF. User cannot use any other Jutsu while Kaizen is active. May be ended early Teaching/Learning: Gate System - C Rank
Concord: Wakai (Reconciliation) Type: Hijutsu, Genjutsu (Medical) Rank: B Chakra Cost: 6 (+1 per round maintained on each target) RP Description: This famous Kenko Jutsu creates an imbalance in the Chakra Network, and causes the Target to loose the ability to properly output attacks. This makes it impossible to properly fight in combat, and if used correctly with a bit of persuasion, can put a peaceful end to combat. PVP Effect: Rolled with WIS. No offensive jutsu may be used by the target and the Kenko for 1d4 rounds, or until ended. Targets take -3 to defense during duration. May target multiple (Max 3 - All ATK/DEF Rolled seperately) opponents or allies. May be ended early as a free action. Note: If used to "Defend for another", the jutsu gains +3 to hit. Teaching/Learning: Gate System - B Rank
Amity: Fukugen (Restore) Type: Hijutsu, Medical Rank: A Chakra Cost: 15 RP Description: A master technique reserved in the Kenko clan, this Jutsu is a long and difficult medical treatment, that is a famed feat within the shinobi world. Through this technique, the Kenko undergoes a long and tedious surgery, that allows them to reattach severed or damaged limbs. This requires time and patience, and is thus not adept for combat. PVP Effect: Cannot be used in battle. Heals target for 1/4th heal roll (Max 25) + 3d8 damage. May reattach lost limbs ICly. Teaching/Learning: Gate System - A Rank
Imperial Seal no Bakemono (Imperial Seal of the Monster) Type: Ninjutsu (DEX/WIS) Rank: A Cost: 15 CP RP Description: The user performs a long, complicated series of handsigns before touching the target with either the hand or the technique itself. The target is immediately placed into unconsciousness as their chakra pathway is cut off from his seal and mind alike. All effects of the curse seal immediately recede, and cannot be activated for 24 hours. PVP Effect: Target is rendered unconscious as if their Chakra had hit 0, and remains that way for 1d4+1 rounds. Special Note: The user can only target someone with a cursemark who is under the effects of a stage activation. Passive and active cursemark effects will also be denied for 24 hours. Cannot target a cursemark user who has not activated.Teaching/Learning: Gate System – A Rank Elementless- 5 Known Jutsu- Elementless Jutsu:
D Rank Jutsu
Chakra Burst Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user forces their chakra to condense in the palms of their hands, once concentrated the user the slaps their hands together creating a sonic cone to emit from their hands toward a target. Upon impact it causes the target to become temporarily deafened and causes their ear drums to bleed PVP Effect: 1d6 damage to target, as well as a -5 to listen rolls , for 1d4 rounds Teaching/Learning: Gate System - D Rank
Chakra Concentration Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user channels their whole chakra network, and increases the speed. Allowing them to use less Chakra when using jutsu PVP Effect: -1d4+1 CP used on Jutsu for 1d4 rounds Teaching/Learning: Gate System - D Rank
C Rank Jutsu
Chakra Concentration: Legs Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user focuses their chakra into their legs, giving them greater speed and dexterity for a certain amount of time PVP Effect: +1d4 to DEX rolls for 1d4 rounds Teaching/Learning: Gate System - C Rank
Chakra Concentration: Core Jutsu Type: Ninjutsu Rank: C Cp Cost: 5 RP Description: The user channels their chakra, focusing it to their Hands, Fingers and mouth to increase the strength and quickness of their ninjutsu PVP Effect: +1d4 to WIS rolls for 1d4 rounds Special Note: Teaching/Learning: Gate System - C Rank
B Rank
Chakra Concentration: Master's Core Rank: B CP Cost: 8 RP Description: The shinobi uses their knowledge over chakra to maximize their usage of it, flying through hand signs, control ,and greatly increasing their ability to utilize their jutsu PVP Effect: +1d6 to WIS rolls for 1d6 rounds Special Note: Must Know - Chakra Concentration: Core Teaching/Learning: Gate System - B Rank
Yoton- 4 Known Jutsu- Yoton Jutsu:
C Rank
Yoton: Heaven's Arrow Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user proceeds through eight hand signs and then draws a hand back as if notching an arrow, a ray of light gathering, taking the form of an arrow. The user then "releases" the arrow, sending it hurtling towards a target. PVP Effect: 4d4 Damage Special Note: Peirce's 2 DR Teaching/Learning: Gate System - C Rank
B Rank
Yoton: Armor of Light Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 + 2 per round maintained RP Description: The User molds light around their bodies to form translucent armor. The Armor ripples when touched, but still protects the user's body slightly. The armor only seems to hold back Ninjutsu attacks. PVP Effect: Gives the user +8 DR vs. HP Dmg, and +2 DR vs. CP Dmg, for 1d4+1 Rounds. Teaching/Learning: Gate System - B Rank
Yoton: Light Dragon Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The User molds the light around them to form a large terrifying dragon, similar to the snake dragon. The user then launches it forwards at an opponent with its mouth wide open. It sounds like a train as it heads towards the target PVP Effect: 3d8+1 Damage Special Note: Unblockable Teaching/Learning: Gate System - B Rank
A Rank
Yoton: Crushing Pillars of Light Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: The User forms multiple pillars of light above a few targets, then the user lets them fall towards the Target. The Pillars themselves are eight feet tall and five feet wide. They appear to weight a ton. PVP Effect: Targets up to 3 Opponents, 5d4 Damage Special Note: On-Hit targets must roll STR, DC: 30, on Fail they are physically stunned for 1d4+1 Rounds. Every time on their turn they may roll STR to try again, the DC drops 1 Point every Round. On-Hit they are broken out of stun automatically. Teaching/Learning: Gate System - A Rank
Not Listed: All Academy JutsuJutsu Wishlist- Jutsu Wishlist:
(In no particular order...) Chakra Concentration: Master's Core Rank: B CP Cost: 8 RP Description: The shinobi uses their knowledge over chakra to maximize their usage of it, flying through hand signs, control ,and greatly increasing their ability to utilize their jutsu PVP Effect: +1d6 to WIS rolls for 1d6 rounds Special Note: Must Know - Chakra Concentration: Core Teaching/Learning: Gate System - B Rank
Yoton: Burst Skin Jutsu Type: Ninjutsu Rank: C chakra Cost: 5 RP Description: Used in defense, the user forms a "second-skin" along his or her skin. When looked at, it appears that the user of this jutsu is lightly shining. If successful, a bust of light will shoot off the user and slightly damage the opponent. PVP Effect: Used in Defense against Taijutsu/Kenjutsu. If successful, the opponent takes 2d4+2 damage. Teaching/Learning: Gate System - C Rank
Yoton: Light Dragon Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The User molds the light around them to form a large terrifying dragon, similar to the snake dragon. The user then launches it forwards at an opponent with its mouth wide open. It sounds like a train as it heads towards the target PVP Effect: 3d8+1 Damage Special Note: Unblockable Teaching/Learning: Gate System - B Rank
Last edited by Sai on Sun Jan 04, 2015 1:02 am; edited 13 times in total | |
| | | Sai Head DM
Posts : 112 Join date : 2014-11-15
| Subject: Re: Mitsuko Kenko Tue Nov 25, 2014 2:08 pm | |
| ~Special Abilities/Items~[Kenko] (100 Tokens)
Before the world began to fight, and before Shinobi knew that destroying each other would possibly give them power, there was a Clan. Kenkō, Literally meaning Health, stood at the entrance of Kumogakure, wishing that everything could be sorted. They were the ones that wanted to bring balance and health to this world with their expertise in Medical Jutsu. They were able to heal what could not be healed, and replaced what should not be replaced, but they did it out of the kindness of their hearts so they did not have to see another Shinobi Suffer. When the wars began to start, The Kenkō shrouded themselves and dissapeared somewhere in the world, away from the fighting and away from all the blood shed so that they did not have to heal those that did not deserve to walk once more. Now, that the wars have slowly subsided, The Kenkō leader decided it was time to bring themselves from their darkness and return to the world to prove that peace and health can still be given to all those aslong as they work together in unity.
[Expert Field Medics] Universal: Kenko start with Medical and Light elements, gaining no more Universal: All Kenko know Yoton: Kenko Wings Genin: +1 ATK/DEF Rolls on Medical and Light Jutsu, +10 HP, +10 Heal Rolls Chuunin: +2 ATK/DEF Rolls on Medical and Light Jutsu, +15 HP, +20 Heal Rolls Jounin: +3 ATK/DEF Rolls on Medical and Light Jutsu, +20 HP, +30 Heal Rolls
[Perfect Health] Kenko are known to be shinobi that are in perfect health, often living for over one hundred years, thus their chakra network has developed with their body. As their body grows, their chakra network along with the resistance that they gain towards damage, grows with them, allowing them to fight for longer and essentially heal those that they deem worthy. Universal: 2 HP Regen Genin: +10 CP, +2 DR vs HP/CP* Chuunin: +15 CP, +3 DR vs HP/CP* Jounin: +20 CP, +4 DR vs HP/CP*
Yoton: Kenko Wings Jutsu Type: Hijutsu Rank: ~ Chakra Cost: 3 + 2 per round maintained RP Description: Taking their knowledge of the Yoton element, Kenko are able to form two large wings on their back, much like an angels. This is where the Kenko get their nickname of Healthy Angels. Whilst they are doing this, they are able to move around the battlefield at accelerated speed to heal all those in need. PVP Effect: Free Action) May be maintained as long as the user wishes. Whilst this is active they gain +2 to all DEF rolls, but may not ATK. They may Dodge / Block with WIS, and are considered Yoton Jutsu. They alsogain +2d4 to all Healing Jutsu. Special Note:
[Medical Scholars] (100 token upgrade - Legendary) The Kenko clan themselves are one of the oldest clans to exist in the shinobi world, and it is rumoured that most of the Kenko are infact the creators of most of the generic medical jutsu that alot of the world use today. However, their control over the chakra empowers their chakra to a point where the healing they are able to do, surpasses that of even the highest trained jounin that are not kenko. Universal: +5 to learning Medical and Light Jutsu Universal: When using Healing Medical jutsu, user rolls 1d20. If they roll within their crit range, the healing amount if 2x. Genin: 19-20 Crit Range on Medical Jutsu, 1/4 Heal Mod is Added to Healing Jutsu (Max +5) Chuunin: 19-20 Crit Range on Medical Jutsu, 1/3 Heal Mod is Added to Healing Jutsu (Max +7) Jounin: 19-20 Crit Range on Medical Jutsu, 1/2 Heal Mod is Added to Healing Jutsu (Max +10)
[Jutsu] Kenko are able to create custom medical jutsu they are unique to themselves. They are able to teach these jutsu to other medical shinobi if they wish, but the gates for the jutsu are 2x their rank gates. Other Kenko are able to be taught them aswell, but their gates are at normal for their rank.
Kenko may create 2x E-B Rank Jutsu and 1x A-S Rank Jutsu. They automatically know their E-C rank jutsu but must learn the rest. | |
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