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| | Gabriel Tsukichi | |
| | Author | Message |
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LTenhet
Posts : 7 Join date : 2014-11-13
| Subject: Gabriel Tsukichi Wed Dec 17, 2014 4:04 am | |
| First Name - Gabriel Last Name - Tsukichi Nickname - "Lord of the Dance" (Self-appointed) Gender - Male Age - 16 Height - 6'1" Weight - 125 pounds Village - Kumo -------------------------------------------------------------------------------- Body Appearance Hair Colour - Blonde Hair length - Medium length Eye Colour - Blue Skin Colour - Tan Body Shape - Thin Scars - Back has multiple lash and whip scars, as well as various burn scars, none else noticeable Tattoo's - Mark of a "Mental Institution" on right forearm, crescent moon shape on the side of his neck -------------------------------------------------------------------------------- Other Information Likes - Pie, Waffles, Technology, Metallurgy, Bananas Dislikes - Scary things, Mental institutions, electroshock therapy (lightning), needles Parents - Siblings - N/A Children - N/A Partner - -------------------------------------------------------------------------------- Ninja Information Elements - Blood, Darkness, Water Main Focus - Bloodtech Sensei - Squad - Specialty - Technology Rank - Adv. Genin -------------------------------------------------------------------------------- Known Jutsu All Academy Jutsu Clan Jutsu - Spoiler:
[Chiton: Boil] Type : Ninjutsu Rank : E CP : 2 (Or 1 HP) Description : This Jutsu allows for the Tsukichi to warm the blood in an enemies body and make it shoot pain through the victim for a small time. PVP : 1 Damage for 2 Rounds. Teaching/Learning : Gained on Creation
Powerfist CP: 1 Type: Bloodtech Rank: E RP: The users blood tendrils start pulling scrap and components out of the toolbag, assembling a large metallic fist over their hand, enabling the hand to move much faster PVP Effect: Free Action) +1 to next ATK or DEF Roll
Junk Toss CP: 2 Type: Bloodtech (WIS) Rank: E RP: The user pulls out large various bits of junk from their tool bag, infusing them with chakra and hurling them at their opponent; using the chakra to control it in the air, aiming for any chink in the targets armor PVP Effect: 1d4 Damage, pierces 1 dr
[Chiton : Scykle] Type : Ninjutsu Rank : D CP : 4 (or 2 HP) Description : After a small hand sign, the user can force some of the cells in their targets body to become scythe shaped, blocking arteries and making the users blood flow decrease. PVP : 1d4 rounds of -1 to physical attacks/defenses.
Steam Protector CP: 3 Type: Bloodtech (WIS) Rank: D RP: Once again the users blood tendrils pull components free from the Users toolbag, assembling them into a large shield. The shield hovers infront of the user, moving to block any attack PVP: Used to block an incoming attack, cannot block Genjutsu. If attack is melee, does 1d6 damage to the attacker, if failed does 1d4 damage
Hand-Cannon CP: 3 Type: Bloodtech Rank: D RP: Forming a small projectile weapon out of various junk, the user imbues chakra into the weapon, allowing it to fire any type of projectile, or his own chakra-imbued blood PvP: 2d4+1 pierces 2 dr
Rocket Fist CP: 4 Type: Bloodtech (WIS) Rank: C RP: Forming a floating fist and base from various pieces of junk, the user seperate water from their blood, using chakra they bring it to a boiling point. The Fist shoots straight outwards from its base, flying towards the nearest targets face. PVP: Rank Damage + 1d4/2 (Min. 1) + One Round Physical Stun
Bloody Cloud CP: 5 Type: Bloodtech (WIS) Rank: C RP: The user slices their hand open, blood pouring from their wound and rising into the air, hovering over their foe and raining down poisonous blood PVP: 4d4 Damage, or they may make this an AOE (Max 3) dealing 2d4+1 Damage to each target.
Cellular Repair CP: 7 Type: Blood (WIS) Rank: B RP: Slicing their hand open, or using the blood on the field, the user makes it rise into the air and rain down on them and their allies, the blood healing any open wounds. PVP: 2d8 + 2 Healing, to a single target This may be reduced to a 3d4 + 1 to up to 4 Targets
- Spoiler:
Inton: Dark Marble Jutsu Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: Creates a small black marble that flies at the target PVP Effect: 1d4+1 Damage Special Note: Hijutsu available to all Dark element academy students of every village
Inton: Shadow Substitution Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user substitutes themselves with an object, appearing as though they explode into shadows. PVP Effect: Standard Substitution Special Note: On Fail Gain +1d4 DR Teaching/Learning: Gate System - D Rank
Inton: Dark Blast Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user summons chakra to their palms and fires a ball of shadows at the foe. PVP Effect: 1d10+1 Damage Special Note: On-Hit causes -1 to Attack/Defense for 1 Round. Teaching/Learning: Gate System - D Rank
Inton: Whirlwind of Shadows Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: A spinning cone of shadows engulfs the user's hand and the user then attempts to slam it into the opponent. PVP Effect: 2d4+2 damage Teaching/Learning: Gate System - D Rank
Inton: Obsidian Whip Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user dips their arm into a nearby source of shadow, wrapping their arm in darkness, they then snap their arm, sending the darkness off of them and flying at the target like a whip. PVP Effect: 2d8+1 Damage Teaching/Learning: Gate System - C Rank
Inton: Orb Of Darkness Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Forming some hand signs, the user engulfs the entire area in darkness making it difficult to see, and react. PVP Effect: -2 to rolls for 1d4 rounds. Special Note: Unblockable Teaching/Learning: Gate System - C Rank
Inton: Shadow Talon Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user concentrates chakra to their finger tips, they then fire a blast of chakra from both hands at the target, each take the form of a talon. PVP Effect: 4d4 Damage Teaching/Learning: Gate System - C Rank
Inton: Shifting Blade Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user creates a blade of shadows to be wielded. PVP Effect: the blade does 4d4 damage for 1d4+2 rounds Special Note: Strength Bonus does not apply Special Note 2: Attacks are rolled with Dex/Str Teaching/Learning: Gate System - C Rank
Inton: Dark Dragon Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user molds the dark element to form a large gaping mouthed dragon. It is known as one of the larger dragons of all of the dragon jutsus, with very frightening features. PVP Effect: Deals 3d8 damage to an opponent. Special Note: Unblockable Teaching/Learning: Gate System - B Rank
Water Jutsu - Spoiler:
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 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 CP RP Description: Uses water to create a whip which is used in the standard fashion PvP Effect: Creates a Whip of Water for 1d4 Rounds. This Mace Does Small Weapon Rank DMG (No Penalties) Special Note: DEX / STR is Used to attack with this Weapon. STR DMG Does not apply to this weapon. Kenjutsu may be used with this weapon. Special Note: May be used to disarm somebody, but if this is done, the Whip is gone. Teaching/Learning: Gate System - D Rank
Rank C
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
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 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 (Or until hit) 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
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 of Water for 1d6 Rounds. This Mace Does Medium Weapon Rank DMG (No Penalties) Special Note: DEX / STR is Used to attack with this Weapon. STR DMG Does not apply to this weapon. Kenjutsu may be used with this weapon. 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: 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
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
-------------------------------------------------------------------------------- Special Abilities -------------------------------------------------------------------------------- Biography Gabriel Tsukichi is a young member of the Clan, and suffers greatly from the curse of madness that effects the members of the clan (in various ways). Gabriel is constantly insane, pretty much having completely lost touch with reality most of the time he was put into a Mental institution outside of Kumo when he was younger. Despite his "illness" he showed a masterful adeptness at working with the technology that Kumo employs, building and scrapping things from the little bit of components in his Padded Room. Eventually the Elders of Kumo decided that he was to useful in terms of Technological know-how to keep in the Cell, and had him released; despite still being mostly insane he performs a valuable service to the Village, and attempts to actually be a useful Shinobi to the Village and his Clan. Note: SO FRIGGEN INSANE.
Last edited by LTenhet on Tue Sep 13, 2016 12:01 am; edited 11 times in total | |
| | | LTenhet
Posts : 7 Join date : 2014-11-13
| Subject: Re: Gabriel Tsukichi Thu Jan 01, 2015 9:59 pm | |
| Clan Customs Powerfist CP: 1 Type: Bloodtech Rank: E RP: The users blood tendrils start pulling scrap and components out of the toolbag, assembling a large metallic fist over their hand, enabling the hand to move much faster PVP Effect: Free Action) +1 to next ATK or DEF Roll
Junk Toss CP: 2 Type: Bloodtech (WIS) Rank: E RP: The user pulls out large various bits of junk from their tool bag, infusing them with chakra and hurling them at their opponent; using the chakra to control it in the air, aiming for any chink in the targets armor PVP Effect: 1d4 Damage, pierces 1 dr
Steam Protector CP: 3 Type: Bloodtech (WIS) Rank: D RP: Once again the users blood tendrils pull components free from the Users toolbag, assembling them into a large shield. The shield hovers infront of the user, moving to block any attack PVP: Used to block an incoming attack, cannot block Genjutsu. If attack is melee, does 1d6 damage to the attacker, if failed does 1d4 damage
Hand-Cannon CP: 3 Type: Bloodtech Rank: D RP: Forming a small projectile weapon out of various junk, the user imbues chakra into the weapon, allowing it to fire any type of projectile, or his own chakra-imbued blood PvP: 2d4+1 pierces 2 dr
Bloody Cloud CP: 5 Type: Bloodtech (WIS) Rank: C RP: The user slices their hand open, blood pouring from their wound and rising into the air, hovering over their foe and raining down poisonous blood PVP: 4d4 Damage, or they may make this an AOE (Max 3) dealing 2d4+1 Damage to each target.
Rocket Fist CP: 4 Type: Bloodtech (WIS) Rank: C RP: Forming a floating fist and base from various pieces of junk, the user seperate water from their blood, using chakra they bring it to a boiling point. The Fist shoots straight outwards from its base, flying towards the nearest targets face. PVP: Rank Damage + 1d4/2 (Min. 1) + One Round Physical Stun
Victorian Armor CP: 6 + 2 per round Type: Bloodtech Rank: B RP: The user starts forming armor around their (or an allies) body using the junk from their toolbag, and the area, the blood tendrils helping form it into a suit. Any area left bare is covered in solidified blood, powered with the same Blood-water/chakra combination as the rocket fist. It increases the users speed and Armor, however it is a much easier target. PVP: +1d4 to Wisdom/Strength rolls, +2d4 DR vs HP Dmg, -2 to Dexterity Rolls.\ Note: Can be ended early.
Cellular Repair CP: 7 Type: Blood (WIS) Rank: B RP: Slicing their hand open, or using the blood on the field, the user makes it rise into the air and rain down on them and their allies, the blood healing any open wounds. PVP: 2d8 + 2 Healing, to a single target This may be reduced to a 3d4 + 1 to up to 4 Targets
Gatling Gun CP: 13 Type: Bloodtech Rank: A RP: The user starts building a large, stationary Gatling gun; any missing pieces of tech are replaced by solidified patches of the users blood, the ammunition is supplied from solidifed blood-drops, and the entire weapon is powered by chakra. Can be used to fire at a single enemy, or multiple enemies for lesser damage PVP: 2d10 + 2d4 + 1 Damage to single target, OR 2d6 + 2d4 + 2 Damage to up to 5 targets
Weapon Creation CP: 13 Type: Bloodtech Rank: A RP: The user can create any kind of weapon for themselves, or their allies, using the tools kept in their toolbelt. The weapon lasts the entire fight, and gives no weapon negatives. PvP: Create a weapon for the fight, deals the Weapon Damage + 1d10 Damage a Hit, Piercing 1 DR. Weapon attacks are still rolled with DEX / STR and Weapon negatives apply.
I CAN FLY! CP: 10 + 2 per round Type: Bloodtech Rank: A RP: The user creates an awesome jetpack from the scrap components in their toolbelt, fueled with a special mixture of their blood and chakra. Allowing them to fly into the air! However due to the instability of the Blood, they are at a higher risk to Fire attacks PvP: You gain Flight which gives you +2 to Defense vs Melee Attacks and +1d6 Damage with Ranged Attacks while in the air, however you suffer an extra 1d10 from Fire Damage, with a crit destroying the Jetpack and causing another 1d6 of falling damage.
Screw the rules! I have Science! (Iron Giant robot Armor) CP: 20 + 2 per round maintained Type: Bloodtech Rank: S RP: The ultimate Bloodtech weapon, the user uses all the components from his Toolbag, and large amounts of blood to create a 12 foot tall suit of armor, golden and silver in appearance with two large smokestacks on the top. The user hops into this armor, controlling it from within. However, due to the massive amount of effort, and being locked inside the machine, the user cannot use any ninjutsus. PVP: Blocks the use of Ninjutsu, however the robot attacks with the users highest Stat for Taijutsu and Kenjutsu, adds 2d6 DR, Rank Small Weapon Damage + 2d6 attack roll, -1d10 dexterity. Robot uses users chakra to use, and is useable as long as the user wishes. Special Note: Ninjutsu is not usable in this Form.
Bloody Vengeance Type: Ninjutsu CP: 30 Rank: S RP: Forces the majority of their blood into one arm, then strikes outward, the blood leaving the arm through every pour, forming a massive spear of crimson red that the user fires straight at their foe. target PVP: 3d10 + 2d8 +2d6 + 2 Damage Bypassing all DR Side Effects after use: Roll a 1d20 On a 1-10 the user is fine 11-15 the user is unable to use the arm for 1 irl days 16-20 the user is unable to use the arm properly for 1d4 irl days[/color] (Causes -5 to ALL Ninjutsu for the amount of days) | |
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