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| | Inuzuka, Kegawa | |
| | Author | Message |
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Heartsong90
Posts : 12 Join date : 2014-12-30
| | | | Heartsong90
Posts : 12 Join date : 2014-12-30
| Subject: Re: Inuzuka, Kegawa Tue Dec 30, 2014 2:57 pm | |
| .: General Information :..: Name :. Inuzuka Kegawa .: Alias :. Doggy-kun, Dog-boy .: Birthday :. 1st May .: Age :. 10 .: Eye color :. Brown .: Hair colour :. Brown .: Height :. 5' 4" .: Weight :. 110 lbs .: Blood Type :. O+ .: Likes :.Midorimaru, Friends,Training, Milk, Winning, Jelly Beans .: Dislikes :.Cats .: Family :.(Editing) .: Sexual Orientation :.Straight .: Marital Status :.Single .: Scars :. None .: Friends / Foes :.Rated on a -10 to +10 Scale -10 Being Hate, +10 Being Love.: Friends :.Jintoki +8 Reina +6 Hiroshi +6 Yasunari +10 Ana +8 Mayuko +7 Kotoyo +6 .: Foes :..: Background :.EDITING ~ Chapter 1 - EDITING- .: Theme Songs :.- :
Last edited by Heartsong90 on Fri Jan 23, 2015 3:39 pm; edited 4 times in total | |
| | | Heartsong90
Posts : 12 Join date : 2014-12-30
| Subject: Re: Inuzuka, Kegawa Tue Dec 30, 2014 2:58 pm | |
| .: Bingo Book Information :..: Village :. Konoha .: Rank :. Genin .: Element(s) :. Raiton.: Attack Style :. Taijutsu, Collaboration, Ninja Tools .: Toolbag :.3 Kunai / 3 Shuriken / 2 Ninja Wire / 1 Explosive Tag / 2 Wind Mill Shuriken/10 Senbon .: Squad :.Konoha Squad Seven - Jintoki .: Sensei :.Jintoki Kawoto .: Goals :.-Wound Hiroshi Uchiha -Defeat Reina Hyuuga -Defeat Hiroshi Uchiha -Defeat Jintoki Kawoto -Become Green Dragon Champion -Become Chuunin -Become Jounin -Become Head of the Inuzuka Clan -Become Taijutsu Champion of the World .: Life Goals :.-Become a benevolent Hokage .: Nindo :.Follows the Will of Fire .: Databook :.Databook | Ninjutsu | Taijutsu | Kenjutsu | Intelligence | Strength | Speed | Stamina | Hand Seals | Total | Genin | 1.5 | 3 | 1 | 2.5 | 1.5 | 3 | 3 | 2 | 17.5 | Chuunin | - | - | - | - | - | - | - | - | - | Jounin | - | - | - | - | - | - | - | - | - |
Last edited by Heartsong90 on Mon Jan 26, 2015 6:21 pm; edited 13 times in total | |
| | | Heartsong90
Posts : 12 Join date : 2014-12-30
| Subject: Re: Inuzuka, Kegawa Tue Dec 30, 2014 2:59 pm | |
| .: Ability Information :.[Inuzuka Kegawa]- Spoiler:
The Inuzuka clan or Inuzuka family is known for their use of as fighting companions. Clan members are apparently given their own canine partner or partners when they reach a certain age. Thereafter, the shinobi and his/her dog(s) are practically inseparable. Clan members have distinctive red fang markings on their cheeks, animalistic eyes, and enlarged canine teeth. It would seem that due to the bond between a Inuzuka clan member and their canine partner(s), their chakra is allowed to mix and is shared between them, adding a feral appearance to the human partners, and makes a bond between then that affords them the use of the clan's cooperation-style techniques. [Inuzuka]- Spoiler:
Superior Physique
The Inuzuka Clan are naturally gifted due to a mixture of a special diet and naturally gifted genetics. The Inuzuka are adept in most forms of Taijutsu by nature and are trained at a very early age universally to study and excel in the Taijutsu aspect of combat. This innate knowledge of the art of Taijutsu is necessary, especially when they begin working together with their Canine Companion.
Universal: Taijutsu pierce 1 DR and do 1 CP damage, +5 to Learning taijutsu, Those they teach Taijutsu get +3 to rolls. - 1 Taijutsu/Hijutsu CP Costs (Min. 1) Genin: + 1 STR/DEX, +10 HP, +1d4 Taijutsu Damage, Taijutsu = Small Weapon Damage Chuunin: + 2 STR/DEX, +15 HP, +1d6 Taijutsu Damage, Taijutsu = Small Weapon Damage Jounin: + 3 STR/DEX, +20 HP, +1d8 Taijutsu Damage, Taijutsu = Small Dual Wield Weapon Damage
Canine Companion
The Inuzuka clan specialize in using their unique breed of canines and expert taijutsu to overwhelm their enemies in a team coordinated attack. When the Inuzuka are young, they are sent to spend the day looking after the pups. After a time, a single puppy will begin to bond with them. The bond between dog and Inuzuka is unmatched by all, this is what makes them strongest. It will get to the point where the Inuzuka and the pup will become inseparable and share a bond like that of twins.
Universal: Gain a Canine Companion, Atk / Def via User’s DEX or STR (CON Vs Gen) Genin: Rank 1: HP = Character Level + CON Mod + 10, 1d4 Rank Dmg Chuunin: Rank 2: HP = Character Level + CON Mod + 15, 1d6 Rank Dmg Jounin: Rank 3: HP = Character Level + CON Mod + 20, 2d4 Rank Dmg NOTE: No Bonuses from User, Cp costs are paid by User.
Canine Companions enter combat initiative immediately after their masters and deal damage based on their own rank damage scale. Companions can only perform Companion Jutsu, and participate in Collaboration Jutsu with their partner. Your Canine CAN be perma’d if taken to -20 HP or below. If a Canine is killed permanently, the Inuzuka CANNOT find a new companion, and must bear the loss of their lifelong partner.
Enhanced Senses
The Inuzuka are known for being able to utilize their keen sense of smell to assist in their sensory attempts. This ability generally gives them are large one-up on their competition when it comes to finding other Shinobi. While their senses are as strong as their Canine Companion’s, their Companion is able to tell exactly how many people and how powerful there are just by the scent of their chakra due to their specialized breeding.
Universal: Can use Concentration to replace Spot/Listen. Genin: +10 to Concentration Skill Chuunin: +20 to Concentration Skill Jounin: +30 to Concentration Skill
Ninja Toolbag 3 Kunai / 3 Shuriken / 2 Ninja Wire / 1 Explosive Tag / 2 Wind Mill Shuriken
[Custom]- Spoiler:
Collaboration Specialist: (Kegawa Only) Collaboration techniques are all about teamwork. The Inuzuka clan have a special affinity to time themselves and their allies to gain the most out of their attacks usually by attaining a likeminded and working understanding of those they are fighting with. Kegawa's training has really put this into perspective for him, and he is capable of altering his timing for the most powerful attack his team can muster with precise calculations of when as well as where to strike.
Universal: When consecutively striking the same opponent as an ally, allow user and ally rerolls on damage die with the result of a "1". Damage rerolled has a -1 to it (Min 1)* Genin: +1d4 Taijutsu / Hijutsu Damage, 19-20 Crit Range on Taijutsu / Hijutsu Chuunin: +1d6 Taijutsu / Hijutsu Damage, 18-20 Crit Range on Taijutsu / Hijutsu Jounin: +1d8 Taijutsu / Hijutsu Damage, 18-20 Crit Range on Taijutsu / Hijutsu
*Only Two Dice may be rerolled per ATK on the same target.(E.G 4d4 does 1 + 3 + 1 + 1 = 6, User / Ally may reroll 2 of the 3 rolled 1's. User then rolls a 2d4 doing 4 + 3 = 7, But due to rerolls the damage is 3 + 2 = 5.)
Perfected Synchronisation: (Kegawa Only) With a fighting style that relies on collaboration techniques, Kegawa, has learned to find the most opportune moments to dish out pain. While working with an ally he is capable of utilizing his clan's hit and run tactics to the max while the opponent is under heavy duress. With exceptionally speed and reflexes.
Passives:When an ally scores a critical hit, Kegawa may immediately use a basic attack against that same opponent that bypasses HP DR. (As a Free Action x1 a round - No Damage bonus Applies) Genin: +1 DEX / Init / Escape Rolls Chuunin: +2 DEX / Init / Escape Rolls Jounon: +3 DEX / Init / Escape Rolls
Almost Human: (Midorimaru Only) Although Midorimaru has heightened senses, such as hearing and smell, along with his ability to communicate with his comrades Midorimaru has been shown to be adept at reading and setting traps such as explosive notes on his own. While the hit an and run tactics of the clans technique are nearly unstoppable it is this pooch's affinity to think far beyond Kegawa and the average shinobi that allows this dog to have his day! Universal: Mindorimaru Gains Skill Bonuses from Kegawa's INT Stat, Midorimaru may use Tool's the Kegawa has in his Tool pouch on his turn only. Universal: Following Rank Bonuses apply to Midorimaru Level 15: +10 Skill Rolls, +1 to ATK/DEF Rolls Level 25: +15 Skill Rolls, +2 to ATK/DEF Rolls Level 35: +20 Skill Rolls, +3 to ATK/DEF Rolls [8 Celestial Gates]- Spoiler:
The Eight Celestial Gates 25 Tokens per Gate
History and Information The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.
The state of having all Eight Gates open is known as "Eight Gates Released Formation". Any shinobi who activates this state will temporarily gain powers greater than a Kage, but they will die because of the damage done to their body. Due to the immense amount of chakra flooding the body all at once, drastic changes can occur upon the user's body. The most common of these changes are the darkening of the skin, eruption of veins around the temples, and the eyes turning completely white, though this is not always the case. The recipient's voice also becomes deeper for the duration of the release.
Gate Maximums Genin: 1-3 Advanced Genin: 1-4 Chunin: 1-6 Special Jounin: 1-7 Jounin: 1-8
Gates 1, 2, 3, 4, 5 and 6 stack to the passive cap of +6 to rolls. Gates 7 and 8 count to the Jutsu cap to rolls. ______________________________________________________________
Gate One: The Gate of Opening (Bought) The Gate of Opening (開門, Kaimon), located in the brain. This gate removes the restraints of the brain on the muscles so 100% of their strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus. Universal: This Lasts 1d4+1 Rounds, +1 to Dex/Str/Con Rolls, +1 to Taijutsu/Kenjutsu Damage Rolls, +1 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Two: The Gate of Healing (Bought) The Gate of Healing (休門, Kyūmon; English TV "The Gate of Rest"), located in the brain. Forcibly increases one's physical strength and temporarily re-energises the body. . Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1's Duration, Replaces its Bonuses), +2 to Dex/Str/Con Rolls, +2 to Taijutsu/Kenjutsu Damage Rolls, +2 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Three: The Gate of Life (Bought) The Gate of Life (生門, Seimon), located on the spinal cord. Allows the user to use the Reverse Lotus. The increased blood flow turns the skin red. . Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2's Duration, Replaces its Bonuses), +3 to Dex/Str/Con Rolls, +1d4 to Taijutsu/Kenjutsu Damage Rolls, +3 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation, 1 Cell Damage Point On-Activation (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Four: The Gate of Pain The Gate of Pain (傷門, Shōmon), located on the spinal cord. Increases the user's speed and power. May cause muscle tissue to tear on use. Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3's Duration, Replaces its Bonuses), +4 to Dex/Str/Con Rolls, +1d4+1 to Taijutsu/Kenjutsu Damage Rolls, +4 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP Damage, 1 Cell Damage Point On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Five: The Gate of Limit The Gate of Limit (杜門, Tomon; English TV "The Gate of Closing"), located in the abdomen. Increases the user's speed and power. Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4's Duration, Replaces its Bonuses), +5 to Dex/Str/Con Rolls, +1d4+2 to Taijutsu/Kenjutsu Damage Rolls, +5 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP Damage, 1 Cell Damage Point On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Six: The Gate of View The Gate of View (景門, Keimon; English TV "The Gate of Joy"), located in the stomach. Increases the user's speed and power. Allows the user to perform the Morning Peacock. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4/5's Duration, Replaces its Bonuses), +6 to Dex/Str/Con Rolls, +1d6+1 to Taijutsu/Kenjutsu Damage Rolls, +6 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP 1 Cell Damage Point Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Seven: The Gate of Wonder The Gate of Wonder (驚門, Kyōmon; English TV "The Gate of Shock"), located below the stomach. Further increases the user's speed and power. Allows the user to perform the Daytime Tiger. Those who open this gate will pour glowing blue sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a blue chakra coating. Unfortunately, the side effects of opening the gate are that the user's muscle fibres are ripped to shreds, causing intense pain if anything or anyone touches them. Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4/5/6's Duration, Replaces its Bonuses), +8 to Dex/Str/Con Rolls, +2d4+2 to Taijutsu/Kenjutsu Damage Rolls, +8 DR vs HP/CP Dmg, +4 CP Regen a Round. Take 1d8 HP Damage, 4 Cell Damage Point On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
Gate Eight: The Gate of Death The Gate of Death (死門, Shimon), located at the heart. Releasing this gate uses up all of the body's energy. It makes the heart pump at maximum power and exceeds the power of every other gate. Opening this gate gives the user power that is even beyond the five Kage, but comes at the expense of the user's death shortly after. Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4/5/6/7's Duration, Replaces its Bonuses), +12 to Dex/Str/Con Rolls, +1d10+5 to Taijutsu/Kenjutsu Damage Rolls, +12 DR vs HP/CP Dmg, +8 CP Regen a Round. After the Duration Ends, Character is Perma-Dead. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)
______________________________________________________________
Physical Mastery (Bought) (50 Tokens - Enhanced Kinjutsu)
User of the Eight Gates has slowly mastered the true power of them, allowing them to constantly put their bodies through severe pain and training as a whole for their combat training, this allows their Physical Endurance and powers to be far more then normal, granting them endurance against the pain of using the gates.
Genin: +2 DR vs HP Dmg, +10 Total HP Chunin: +3 DR vs HP Dmg, +15 Total HP Jounin: +4 DR vs HP Dmg, +20 Total HP
______________________________________________________________
Cell Damage Chart Quote : 10 Cell Damage: -2 to Attack/Defense Rolls, -1 to Damage Rolls 20 Cell Damage: -4 to Attack/Defense Rolls, -3 to Damage Rolls 30 Cell Damage: -6 to Attack/Defense Rolls, -5 to Damage Rolls 40 Cell Damage: -10 to Attack/Defense Rolls, -10 to Damage Rolls 50 Cell Damage: Character is Instantly Perma-Killed if they Reach this Number of Cell Damage at any Time.
2 Cellular Damage Point may be removed every 48 hours (Maximum 6 per week, Week follows jutsu Learning)
Heal Mod 80+ Ninja can remove them (DM Approval / Present. Person with Cellular Damage cannot remove them) OR a DM must remove them, for a cost of 1 non refundable RP Token per 2 Cellular Damage, with an NPC . The Cellular Damage removal must be RP'd out so that the DM is happy with the amount of effort put in. (E.G Cannot just be "XXX places hand on XXX's body, pushing chakra in to heal the effects of using it").
Note: When the Cellular Damage is removed, Person who has the Cellular Damage removed and the person who is removing the Cellular Damage suffer -10 HP and CP (Due to the strain on the body from removing the CM Point) for 1 IRL hour.
(If removing only a single Cellular damage, you still have to pay 1 RP Token if a DM is removing it) ______________________________________________________________
Celestial Heart (100 Tokens - Legendary Kinjutsu)
User of the Eight Gates has finally mastered it to its peak, no longer is the chakra able to overpower and harm their bodies, instead the user is on such a level that they no longer suffer the cellar damage, or even the risk of death when using the gates. However, at the cost that their bodies have adapted so perfectly to the Chakra use, that they cant handle any further advanced chakra natural alterations.
Universal: Gains +2 Extra DR vs HP/CP Dmg, +10 Total HP/CP, No longer takes HP Damage from Entering Gates, No Longer Suffers Cellular Damage from Entering the Gates 1-4, and No Longer suffers Perma from Entering the Eighth Gate. Instead, for Gate 7: You take 2 Cell Damage, Gate 8: You Take 5 Cell Damage.
Last edited by Heartsong90 on Fri Jan 23, 2015 9:05 pm; edited 4 times in total | |
| | | Heartsong90
Posts : 12 Join date : 2014-12-30
| Subject: Re: Inuzuka, Kegawa Tue Dec 30, 2014 3:02 pm | |
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Last edited by Heartsong90 on Fri Jan 23, 2015 4:41 pm; edited 5 times in total | |
| | | Heartsong90
Posts : 12 Join date : 2014-12-30
| Subject: Re: Inuzuka, Kegawa Tue Dec 30, 2014 3:04 pm | |
| .: Known Jutsu :..:Academy:.- Spoiler:
Academy Jutsu Note: All Academy Jutsu must be learnt before you are able to become Genin. However, you may learn 2 a day and all 8 in a single week, unlike the normal Jutsu Rules. You must still be an Academy Student for a minimum of 1 week to graduate. (DM Discretion)
Wall/Tree Walking Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 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: Rolepaly Jutsu Only. Teaching/Learning: (Learned Aburame Ana/Kichida Aoioki 12/31/2014)
Water Walking Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 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: Rolepaly Jutsu Only. Teaching/Learning: Gate System - (Learned Nara Yasunari 1/1/2015)
Rope Escape Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 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: 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 ninja wire and other such bindings. WIS is rolled vs the attacker's initial Roll. In the event of Set trap skill being used in combat the user must roll the appropriate skill other wise Break DC is decided by active DM. Teaching/Learning: Gate System - (Learned Aburame Minoru 12/30/2014)*(Admin allowed bonus to everyone)
Cloak of Invisibility Technique Jutsu Type: Genjutsu Rank: E Chakra Cost: 1 (+1 per round maintained) 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: +5 Hide Roll Teaching/Learning: Gate System - E Rank (Learned Nara Yasunari 1/1/2015)
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. Teaching/Learning: (Learned Aburame Minoru 12/30/2014)
Henge Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 +1 per round it remains active RP Description: This jutsu is a simple one, that changes the users body into one of which they choose PVP Effect: +5 Hide (Disguise) Special Note: Must learn before becoming Genin (Rolled with WIS) Special Note: Doesnt Stack with any Hide bonuses that are not specifically noted for disguising. Teaching/Learning: (Learned Nara Yasunari 1/2/2015)
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 Teaching/Learning: (Learned by Aburame Ana/Kichida Aoioki 12/31/14)
Kai Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: This jutsu is a simple two handed seal and then you focus your chakra to try and break off a genjutsu. This can also be used to harmlessly break a genjutsu's effect off 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. Teaching/Learning: (Learned Aburame Minoru/Musuto Kai 12/30/2014) .:Hijutsu:.- Spoiler:
Collaboration Jutsu Collaboration Jutsu Following are Jutsu that take User & Pet's turns
D-RANK
Super Impact Jutsu Type: Taijutsu Collaboration (DEX / STR) Rank: D Cost: 3 Cp RP Description: This is one of the basic cooperation-style techniques of the inuzuka clan. The user and the dog will both synchronize their attacks as they charge a target and each delivers an attack at the same time. PvP Effect: Tai Damage + Companion Damage, +1 to attack roll. Teaching/Learning: Gained on Creation
Hit-n-Run Jutsu Type: Taijutsu Collaboration (DEX / STR) Rank: D Cost: 3 Cp RP Description: The Inuzuka and their pet would take a moment to hide themselves and prepare for a sneak attack assault. PvP Effect: Allows the User and Companion to Hide via Hide/MS vs. Opponent’s Spot/Listen, Duration 2 Rounds, User & Companion can each perform a Sneak Attack individually. Teaching/Learning: Gained on Creation
C-RANK
Man Beast Assault Jutsu Type: Taijutsu Collaboration (DEX / STR) Rank: C Cost: 5 Cp RP Description: After going on the down on all fours stance and performing Man-beast clone on his animal companion, the user and the bestial clone assault a target with their teeth and claws furiously. PvP Effect: Tai Damage + Companion Damage + 1d4+1, +1 to attack roll. Teaching/Learning: Gained on Creation
Tag Em-n-Bag Em Jutsu Type: Taijutsu Collaboration (DEX / STR) Rank: C Cost: 5 Cp RP Description: The Inuzuka and their pet would move as a team to set traps along the field for later use. PvP Effect: Set Trap: + 10 Vs Spot, User and Pet can set up to 3 Tools (Max. 1 Windmill / Explosive Tag) in a Trap. Useable on an opponent’s turn as a free action. Teaching/Learning: Gained on Creation
B-RANK
Fang Over Fang Jutsu Type: Taijutsu Collaboration (DEX/STR) Rank: B Cost: 8 Cp RP Description: This is one of the superior techniques of the Inuzuka clan. The user as well as his/her transformed animal companion will dive forwards into a torpedo-form as they start spinning furiously into two human drills that aim to slam on different targets and deliver multiple blows. PvP Effect: Line AoE, Tai Damage + Companion Damage + 2d4, +2 to attack roll. Teaching/Learning: Learned 2/1/2015
Transformation: Two-Headed Wolf Type: Ninjutsu Collaboration (WIS) Rank: B Cost: 8 Cp RP Description: The user and the animal companion take the henge technique to a superior level, combining into a giant two headed wolf of colossal proportions. PvP Effect: Lasts 1d4+2 rounds. Cannot use Collaboration jutsu for duration of the jutsu. Damage taken while in this form is divided evenly between user and companion (rounded down), and Tai attacks by the user now also deal companion rank damage. All negative stat and stun effects inflicted while in this form are delayed until the user and companion leave the form, both suffering the effects. Stun rounds do not stack. Teaching/Learning: Gate System – B Rank
A-RANK
Vortex of Destruction Jutsu Type: Taijutsu Collaboration (DEX/STR) Rank: A Cost: 12 Cp RP Description: The Inuzuka performs a more concentrated / focused assault with the collaboration of its canine companion. The due lashes out with tooth and nail at their target, ripping them to shreds. PvP Effect: Tai Damage + Companion Damage + 4d4, +2 to attack roll. Teaching/Learning: Gate System – A Rank
Assault and Battery Jutsu Type: Taijutsu Collaboration (DEX / STR) Rank: A Cost: 12 Cp RP Description: A collaborative assault by the Inuzuka and their pet to bounce across the field in unison to cause devastating damage. PvP Effect: Cone AoE, Tai Damage + Companion Damage + 2d6, +2 to attack roll. Teaching/Learning: Gate System – A Rank
S-RANK
Man Beast Bond Jutsu Type: Ninjutsu Collaboration (WIS) Rank: S Cost: 20 Cp RP Description: The user and his or her animal companion have reached a natural bond beyond understanding to anyone outside their clan. As a result of a life of dedication to one and another and hard training, the user is able to imbue part of his strength temporarily on their animal companion. PvP Effect: Buff Pet (Free-Action, Requires User to be Ko'd). + 3 Atk / Def, + 20 HP Pool, and Rank Dmg becomes 2d8 for duration of User being Ko'd. Teaching/Learning: Auto-Gained at Jounin Rank.
Dual Wolf Fang Jutsu Type: Taijutsu Collaboration (DEX / STR) Rank: S Cost: 20 Cp RP Description: Dual Wolf Fang is one of the ultimate Taijutsu techniques of the Inuzuka Clan. The technique is a super-spin and it uses up a massive amount of chakra, rendering the ninja and his dog almost helpless should the technique fail. The clan member familiar will first mark their target with the Dynamic Marking technique. Then by using Transformation: Two-Headed wolf, the clan member and his partner will transform into the Soutou Rou, "Two-Headed Wolf." This huge beast has several advantages, the saliva it emits will make it difficult for their opponent to find footing in the surrounding area. The large size of the beast also causes large amounts of penetrating damage when it begins its spin. Unfortunately they spin so fast they are unable to keep track of their vision. So they must entirely rely on their nose and the urine marking. If the technique connects the opponent is wasted, ripped into pieces. Also even if they do not connect directly, the surrounding shockwaves will slice into the enemy. PvP Effect: (Req. "Two Headed Wolf" Active, Dynamic Marking having hit the target opponents) Line AoE, Tai Damage + Companion Damage + 5d4, pierces 5 DR, +3 to attack roll. Special Note: Large AoE, 2d6 damage even to those who avoided the attack. Teaching/Learning: Gate System – S Rank
Canine Companion Jutsu Following are Jutsu used by Canine Companion, ONLY
D-RANK
Dynamic Marking Jutsu Type: Hijutsu (DEX / STR) Rank: D Cost: 3 Cp RP Description: Inuzuka dogs are far from normal dogs, not only do they surpass the common dog in skill and intelligence but as well they train their urine to produce a most acidic and burning effect when they shoot their urine at an enemy. As well, the use of this technique allows both the master and the dog’s ability to perform one of their most superior moves. PvP Effect: Canine Rank Damage, target gets -1 to Attack/Defense rolls and -20 to hide rolls for 1d4+1 rounds. Teaching/Learning: Gained on Creation
Lick Wounds Jutsu Type: Hijutsu (DEX / STR) Rank: D Cost: 4 Cp RP Description: The saliva of the canine becomes adapted to itself and it's owner, allowing it to make a burn or bleed effect end prematurely. PvP Effect: Reduces DoT rounds by 2 to one person, or Heal Self for 2d4+2 Hp. Teaching/Learning: Gained on Creation
C-RANK
Man Beast Clone Jutsu Type: Hijutsu (WIS) Rank: C Cost: 4 Cp + 1 Cp Maintenance RP Description: Utilizing the Henge technique, the canine companion transforms into a copy of their master in Down On All Fours technique. This provides the confusion of a clone technique while still keeping the combat effectiveness of man and beast. PvP Effect: If User / Canine are targeted while user is also in Down on All Fours roll 1d4: 1-2) Canine 3-4) User Special Note: User may choose to activate Down On All Fours as a Free Action. CP Cost must still be paid, but the user and their canine both gain the DF Bonuses from Down On All Fours. Teaching/Learning: Gained on Creation
Wolf Stream Jutsu Type: Hijutsu (DEX / STR) Rank: C Cost: 4 Cp RP Description: When under effect of Man Beast Clone, the beast is able to perform a slash of a huge claw on their target. PvP Effect: Canine Rank Damage + 2d4 Teaching/Learning: Gained on Creation
B-RANK
Aggravated Bite Jutsu Type: Hijutsu (DEX / STR) Rank: B Cost: 8 Cp RP Description: The pet uses his sharp fangs or claws, infused lightly with chakra to cause some bleeding damage to occur. PvP Effect: Canine Rank Damage + 1d6 + 2 bleed damage for 1d4 + 1 rounds. Teaching/Learning: Gained Automatically at Chuunin
Clan Taijutsu Following are Jutsu used by User, ONLY
D-RANK
Claws of Rendition Jutsu Type: Taijutsu (DEX / STR) Rank: D Cost: 3 Cp RP Description: The Inuzuka would elongate their feral like claws in a swipe across the target's back or chest to offer grizzly marks along their body. PvP Effect: Taijutsu damage + 2, Pierces 2 DR Teaching/Learning: Gained on Creation
C-RANK
Down On All Fours Jutsu Type: Stance (DEX / STR) Rank: C Cost: 5 Cp + 2 Cp Maintenance RP Description: This is the main technique of the Inuzuka clan. From early they train their teeth and hands to be as sharp as possible and with the combination of chakra they are capable of performing a transformation that turns their looks into very intimidating beasts. Their fingernails will grow into claws and their already normally stuck up frontal tooth will grow even larger to the point of resembling fangs. Their eyes will take on a predatory look. PvP Effect: The user gains +1d4 Taijutsu damage and +2 to Tai attack/defense. Lasts 1d4+1 rounds. Teaching/Learning: Gained on Creation
Piercing Fang Jutsu Type: Taijutsu (DEX / STR) Rank: C Cost: 5 Cp RP Description: The user launches himself into a torpedo-like form towards his target and will start spinning furiously until they becoming a human drill that slams on the enemy and deliver a serial of multiple blinding attacks. PvP Effect: Deals Taijutsu damage + 1d4, Pierces 2 DR. Special Note: This technique targets 2 opponents, both roll defense separately. Teaching/Learning: Gained on Creation
B-RANK
Crushing Fang Jutsu Type: Taijutsu (DEX / STR) Rank: B Cost: 8 Cp RP Description: The user launches himself into a focused torpedo-like form towards his target and will start spinning furiously until they becoming a human drill that slams on the enemy and deliver a serial of multiple blinding attacks. PvP Effect: Taijutsu Damage + 2d4, Pierces 4 DR. Special Note: This technique targets 3 opponents, each roll defense separately. Teaching/Learning: Learned 2/13/2015
.:Taijutsu:.- Spoiler:
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: 1/8/2015
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: 1/12/2015
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: 1/16/2015
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: 1/24/2015
.:Ninjutsu:.- Spoiler:
Body Flicker Technique Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8, -1 a Round (Or) 20 cp to Activate all Fight Description: This jutsu is a high-speed movement technique, allowing a ninja to move short to long distances at an almost untraceable speed PvP: Grants +2 to Attack/Defense Rolls While Active. Special Note: Requires a 15 Dex Mod Teaching/Learning: 1/31/2015 .:Genjutsu:.- Spoiler:
Last edited by Heartsong90 on Fri Feb 13, 2015 1:01 pm; edited 6 times in total | |
| | | Heartsong90
Posts : 12 Join date : 2014-12-30
| Subject: Re: Inuzuka, Kegawa Fri Jan 23, 2015 4:55 pm | |
| .: Custom Extras :.
-Editing-
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| | | Heartsong90
Posts : 12 Join date : 2014-12-30
| Subject: Re: Inuzuka, Kegawa Fri Jan 23, 2015 5:00 pm | |
| .: Purchases :. Inuzuka (100 Tokens DM Sasori) Gates 1-3 (75 Tokens DM Konohamaru) Dex Stats [13 Mod] ( 40 Tokens Dm Konohamaru) Custom Abilities (175 Tokens DM Sasori) Physical Mastery (50 Tokens DM Konohamaru) x10 Senbon (20 Tokens DM Konohamaru) Dex Stats[14 Mod](DM Konohamaru)
Total: 500 Tokens Ability Cap: 400 / 700 Item Cap: 0 / 500
Last edited by Heartsong90 on Sat Jan 24, 2015 11:31 am; edited 3 times in total | |
| | | Heartsong90
Posts : 12 Join date : 2014-12-30
| Subject: Re: Inuzuka, Kegawa Fri Jan 23, 2015 5:02 pm | |
| .: Inspirations :.
- Editing -
Last edited by Heartsong90 on Fri Jan 23, 2015 5:07 pm; edited 1 time in total | |
| | | Heartsong90
Posts : 12 Join date : 2014-12-30
| Subject: Re: Inuzuka, Kegawa Fri Jan 23, 2015 5:07 pm | |
| .: Other Information :. Kegawa
Chakra: 20 + 10 + 10 + 10 + 15 + 0 = 65 Current Level + 10 + Constitution Mod + Intelligence Mod + Rank Mod + Ability/Clan/Bloodline Extras
Hitpoints: 20 + 20 + 10 + 10 + 20 = 80 Current Level + 20 + Constitution Mod + Rank Mod + Ability/Clan/Bloodline Extras
Init: +4 Escape Rolls: +4
DR: 3 Hijutsu/Taijutsu- ATK/DEF Bonus: +2 Damage Bonus: (1d6) Rank + (2d4)Hijutsu/Custom *Special: Costs -1 CP to use *Special: 1 DR Pierce, 1 CP Damage *Special: Ally and Self get to reroll a single die roll of (1). (Reroll equals New Roll-1 (Min 1.) Crit Range: 19-20 *Special: If ally crits, attack enemy and deal 1d6 damage (By pass all DR) (Perfected Synchronisation)
Skill Rolls:+5
Enhanced Senses: Concentration+10+5
-------------------
Hitpoints: 20+10+10=50 Current Level + Constitution Mod + 10
DR: 0 ATK/DEF Bonus: +1 Damage Bonus: (1d4 Rank)
Skill Rolls: +15
Enhanced Senses: Concentration+10+5+10
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