Shinryu
200 Tokens
History and Information
The Shinryu are a very noble people, but also extremely kind. Unlike clans like the Hyuuga, the Shinryu will often compliment others, or give constructive criticism. They don't enjoy combat very often, but they have a very wild style of fighting. Done by combining the elements of nature, they create a vicious storm, or can control the air to create snow. Their techniques vary between the different types of weather, and they use this to their advantage when combating.
Founded by a man known as Touma Shinryu, he developed his traits through a hidden gene that amplified and changed his chakra into that which controls the weather. The clan itself is quite young, with Touma still alive even to this day. Simply awakening this trait is easy enough, now that he had mastered the technique, most Shinryu members are born with the ability to control it.
In aspects of the founder, the Shinryu usually have steel-grey eyes or bright blue. Their hair are black, brown, blonde, or red, and they usually have tanned or fair skin. As they use their techniques, the traits of the sky match to their eyes, as they become clouded over, until purely white.
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Ascended Blood
Shinryu are said to be ascended, and in respect to that myth, their genetic makeup is what allows access to their particular elemental release. They can manipulate the skies to their command, seeming much like an ascended figure, through this connection with weather they are able to connect to the world of nature, and use that as a chakra extension for their senses through the winds themselves.
Universal: Begin with Water/Wind/Lightning/Sky Elements, They Gain no Further Elements. +25 Listen / MS Rolls
Genin: +1 to WIS/DEX Rolls, -1 CP (Min 1) on Ninjutsu / Clan Jutsu
Chunin: +2 to WIS/DEX Rolls, -2 CP (Min 1) on Ninjutsu / Clan Jutsu
Jounin: +3 to WIS/DEX Rolls, -3 CP (Min 1) on Ninjutsu / Clan Jutsu
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Body of the Storm
Shinryu are able to draw energy from the weather conditions and use it to supplement themselves by converting it to chakra and then to life force or by using it to harden their skin against attacks. This connection with the weather also allows them to maintain a more firm control on the elements of the Storm
Universal: +2 HP and CP Regen
Genin: 2 HP DR, +0 Duration to Wind/Lightning/Water/Sky Jutsu
Chuunin: 3 HP DR, +1 Duration to Wind/Lightning/Water/Sky Jutsu
Jounin: 4 HP DR, +2 Duration to Wind/Lightning/Water/Sky Jutsu
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Climate Control
3 CP to Activate, 2 CP to Maintain
As the Shinryu control the weather, they can decide which particular types of weather they use. They can make it rain, snow, hail, or even storm, allowing them countless options for combat and manipulating it to their advantage, while this ability is activate their eyes turn snowy white and mist over, not a Dojutsu so much as them summoning their elemental abilities. (Free Action On the Shinryu's Turn to Activate)
Mist: While Active, When User Attacks a Move Silently vs Listen roll must be made. (User rolls Move Silently, Defender Rolls Listen) If successful, user gains +2 to ATK Roll. When User Defends, they roll Listen vs Attackers Move Silently. If Successful they gain a +2 to DEF Roll. If Unsuccessful, ATK/DEF roll is as per normal Rules. (+2 to ATK/DEF roll counts as BURST) -Dojutsu do not autospot whilst this is active, so those with Dojutsu must still make the rolls.-
Rain: Creates a Water Source for Everyone in Fight, Water/Sky Jutsu Stun Target 1 Round on a Natural Attack Roll of 19-20
Snow: Wind/Sky Jutsu Gain +1d4+1 Damage, Ninjutsu Crit Range: 18-20
Hail: All Opponents Take 1d4 Damage Every Round
Storm: Lightning/Sky Jutsu Gain +1d8 Damage, and 1 DR Peirce
All the Above: All the Above Effects at Once. (Jounin Only, 10 CP to Activate, 3 CP Maintenance)
True Skyfolk
(100 Tokens, Legendary Bloodline)
Some of the Shinryu are not only directly descended from Touma, but they also have the genes of his predecessors, flowing through their blood. They are capable of quickly casting jutsu, almost in response to their attackers, simultaneously.
Universal: 19-20 Crit range on Ninjutsu / Clan Jutsu (If Snow active, is lowered to 17-20)
Genin: +1 to Attack/Defense Rolls, +10 Total CP
Chunin: +2 to Attack/Defense Rolls, +15 Total CP
Jounin: +3 to Attack/Defense Rolls, +20 Total CP
Heaven Cursemark
100 Per Stage
The Cursed Seal of Heaven is one of the strongest of Orochimaru's Cursed Seals, the other being its counterpart, the Cursed Seal of Earth. The seal consists of three tomoe (the design known as mitsudomoe), similar to the Sharingan, which, when activated, spread flame-like markings across the user's body. Like all Cursed Seals, the user receives increased chakra levels and physical capabilities when the seal is active, to the point where with the second level, allowing the user to overpower a Jinchuriki in the one tailed form.
Stage One
5 HP to Activate, +1 HP to Maintain
The first stage of this seal allows the body to suddenly be coated in millions of flame like designs that coated the body in a perfect amount of chakra and energy, suddenly dark chakra burst upward in a whirlwind as their chakra thundered forward granting them a tremendous amount of chakra and endurance.
Universal: Grants +20 Temporary CP, +4 to Attack/Defense Rolls, +1d4 to Taijutsu/Ninjutsu/Kenjutsu Damage Rolls, and a -2 to CP Costs (Min of 1). (All Bonuses Count Toward the Jutsu Max, not the Passive Max)
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Stage Two
Further 5 HP to Activate, +2 HP to Maintain
The Second stage of the Cursemark, the users Chakra blasts upward in a huge level, granting them a sudden tremendous burst of pure chakra and energy, this form grants them a huge amount of offensive power and combat abilities, as well as a massive amount of chakra held within their reserves as wings burst from their backs, their skin turns a dark tone, and their physical appearance alters tot hat of the second Stage.
Universal: Grants +40 Temporary CP, +6 to Attack/Defense Rolls, +1d8 to Taijutsu/Ninjutsu/Kenjutsu Damage Rolls, and a -4 to CP Costs (Min of 1). (All Bonuses Count Toward the Jutsu Max, not the Passive Max)
CM Points: 3