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Naruto brought back to NWN.
If you want this back up PM me on the Forums (Host) Kurama I have a stable host platform now and am willing to have this going again with limited DM activity. It would be purely just for fun, no complaining no BS. Current Public IP 66.114.180.15
Subject: Kinnojo the Fisherman's Son Wed Jan 28, 2015 9:53 am
Name: Kinnojo Urayama (Birth Name: Raijin Godai) Nickname: Kin Age: 16 nearing 17 Height: 5'11" Weight: 145lbs Eye Color: Green Hair Color: White Blood Type: AB+ Build: Mesmorph Chakra Element: Medical, Doton Homeland: Small Fishing Village named Kito Currently Lives: Sensei: Squad:
Village: Hidden in the Clouds Rank: Genin Badass Level: Neophyte Character Level: 16
Personality: Kinnojo is an oddball on the outset. He appears at first glance somewhat silly, or hard to take seriously at the very least. Rarely seen without a rather large smile, he enjoys life to the best of his ability no matter the situation or gravity. For this reason, among others, including his apparent lack of paying attention, and his simple background and lifestyle, many may conclude that he is an idiot, or that he is some kind of fool. A fool he may be, or a fool he may pretend to be. Careful about those that put on masks, as even Kinnojo may surprise you, and he almost usually sometimes knows more than he lets on. Probably. At least he does try his best at whatever task is asked of him, regardless of what experience he happens to have.
One might find he has an interesting skill, of it could be called a skill. He has the ability to say so much, and convey absolutely no useful information or meaning, while making it seem as if he is doing so. This might be a natural thing for him, perhaps his words just lack substance. Or is it done on purpose? It's hard to say for sure what goes on in this weird young mans mind. He enjoys creating games for himself, challenges above the norm, in unusual ways, such as creating puzzles out of the world around him, and out of the people around him that he likes to figure out.
Above all, he is kind, forgiving, and always willing to lend a smile, a compliment, or a good word for somebody else. He seemingly does not anger very easily, has a strong worth ethic and belief in what is right and wrong. He is an idealist, but has not yet become cynical from the world around him and his interactions with it. He is one to enjoy a simple good meal, and hard labor, or a good thought exercise.
Last edited by DM Jiraiya on Thu Mar 17, 2016 6:14 pm; edited 14 times in total
DM Jiraiya
Posts : 35 Join date : 2015-01-27 Age : 35
Subject: Re: Kinnojo the Fisherman's Son Tue Feb 03, 2015 9:54 am
Jutsu Known:
E Rank: 23 D Rank: C Rank: B Rank: A Rank: S Rank: S+ Rank:
Academy Jutsu:
Jutsu Known: 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: Gate System - E Rank
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 - E Rank
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 - E Rank
Cloak of Invisibility Technique Jutsu Type: Ninjutsu 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
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: Gate System - E Rank
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: 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 Teaching/Learning: Gate System - E Rank
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: Gate System - E Rank
Elementless Jutsu:
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 - Taught by Kotoyo
Genjutsu:
E Rank: 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
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 Taught by Kouyou
Taijutsu:
E Rank: 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
D Rank: Taijutsu: Full Block Guard Jutsu Type: Taijutsu Rank: D Chakra Cost: 3 RP Description: The user sends chakra to their arms and body to defend against an attack that is incoming. If they fail to block the damage, they instead gain some damage reduction as their body is hardened to the attack PvP Effect: Block as normal, if fail, gain 1d4+1 DR For the round
Kenjutsu:
E Rank: Chakra 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: Rank Weapon Damage +1 damage Note: This is required in order to learn other Kenjutsu Teaching/Learning: Gate System – E Rank
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
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
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:
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 - Overseen by Kazumi
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PostSubject: Medical Jutsu Wed Nov 05, 2014 6:53 pm Select/Unselect multi-quote Reply with quote Edit/Delete this post Delete this post View IP address of poster 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
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
Mystical Palm Technique Jutsu Type: Ninjutsu Rank: C 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 -2 to Attack/Defense Rolls for 1d4+1 Rounds. Teaching/Learning: Gate System- C Rank
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 - Overseen by Aoioki
Doton:
Rank E
Doton: Dirt Path Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: With a few basic hand signs the user kicks a cloud of dirt, grass and mud at an opponent PVP Effect: 1d4 damage Special Note: Hijutsu available to all earth element academy students of every village
Doton: Mud Slab Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: With a basic sign sequence, the user creates a small bit of mud under their opponent PVP Effect: -1 to Target for their next roll Special Note: Hijutsu available to all earth element academy students of every village
Rank D
Doton: Rock Wall Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: Stomping the ground the user uses their chakra to raise a thick layer of rocks from the earth, using chakra encased hands they kick, punch and push the rocks against the attacker. 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
Doton: Exploding Rock Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user channels earth chakra into a rock and shoots it at the opponent out of their mouth forming a seal which explodes on contact with the strength of an M80. PVP Effect: 2d4 Damage Special Note: -1 to Blocking this Jutsu Teaching/Learning: Gate System - D Rank
Rank C
Doton: Earth Pillar Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user hand signs and brings forth a sharp earth pillar from the ground PVP Effect: 2d8 Damage Special Note: Can be used defensively with a WIS roll. User gains +1 to their roll and inflicts 1d8 damage to any Taijutsu attack blocked Teaching/Learning: Gate System - C Rank Overseen by Kiyoko
Doton: Armor of Stone Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 + 2 per round maintained RP Description: The user performs a small seal chain, as the ground below them would begin their whole cover in a hard stone PVP Effect: Extra +3 DR vs. HP Dmg, for 1d6+1 rounds but gets -2 to DEX Rolls Special Note: May be canceled Early Teaching/Learning: Gate System - C Rank Overseen by DM Rasa
Doton: Fists of Stone Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user hand signs and sticks his hands into the earth. They then withdraws their hands with gloves of earth PVP Effect: Add +2 to Strength Rolls, +1d4 to Taijutsu Damage, for 1d4 rounds. Teaching/Learning: Gate System - C Rank Overseen by Kazumi
Kinjutsu:
E Rank
Earth Grudge Fear: Precision Jutsu Type: Kinjutsu Rank: E Chakra Cost: 1 RP Description: The user uses his threads as singular units, with immense control and precision, they act as surgical tools when he needs to, able to cut, repair, and operate on some of the tiniest of ailments. This assists him when he applies medical jutsu, only if surgery or more in depth intrusive means are needed PvP Effect: RP Effect Only Really Special Note: Allows him to perform basic surgery without having tools on hand
Earth Grudge Fear: Brutality Jutsu Type: Kinjutsu Rank: E Chakra Cost: 2 RP Description: The user uses the threads in his hand to increase the amount of sheer force that his blows create by propelling them forward with each strike. This causes his taijutsu when he infuses it in such a way, to become extremely destructive, almost like hitting a person with a warhammer. PvP Effect: Taijutsu for that strike, deals damage as though it were a medium weapon without penalties Special Note: This cannot be used with any other Taijutsu
D Rank
Earth Grudge Fear: Endurance Jutsu Type: Kinjutsu Rank: D Chakra Cost: 3 RP Description: The user prepares themselves by hardening their internal threads along a point of impact. They will without a doubt be struck, but in doing so, it should protect them from some of the most punishing of blows PvP Effect: Grants the user 1d4+1 HP DR against an attack. Note: Used defensively as a free action Overseen by Kazumi
C Rank
Earth Grudge Fear: Feed Jutsu Type: Kinjutsu Rank: C Chakra Cost: 6 RP Description: The user of this jutsu impales an opponent with their threads, opening up a channel between their bodies to absorb some of their life force, stealing it directly from the enemy to continue feeding his ability to do battle. PvP Effect: 2d6 Damage, heals the user for the same amount. Special Note: Passive sources count towards damage, but not the heal amount. Overseen by Kazumi and Amariss
Earth Grudge Fear: Body Block Jutsu Type: Kinjutsu Rank: C Chakra Cost: 6 RP Description: The user uses their thread to grab an enemy or bystander, and throws them in the way of an incoming attack, to take the hit for them. An exceptionally devious and heartless means of self defense. PvP Effect: Defensive Jutsu. EGF user attempts to grab any individual. If said individual is unwilling, they must beat the EGF users attack roll-3, VS defense of their choosing. If the EGF user is successful, the target they have grabbed takes half the damage from the attack, shared with the user of the technique. If the EGF user fails, they do not get another defense and are struck. Overseen by Aoioki
Katon Jutsu:
E Rank Jutsu:
Katon: Blazing Red Cannon Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: After performing the necessary hand signs, the user sends a ball, the size of their head, of red chakra straight at their opponent PVP Effect: 1d4 Damage Special Note: Hijutsu offered to all fire element academy students of every village
Katon: Quiet Flame Jutsu Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: User performs a single sign, before lifting their index finger to their mouth. With a quick blow, they send a single flame over to a target which slowly burns at the targets skin. PvP Effect: 1 damage over 1d4 rounds Special Note: Hijutsu offered to all fire element academy students of every village
D Rank Katon:
Katon: Sticky Fire Technique Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: After the hand sign sequence, the user shoots a flaming substance that sticks to their target. This fire burns for a short amount of time as is difficult to put out. PVP Effect: 1d4 Damage for 1d4 Rounds Special Note: The May Spend their Turn putting out the Fire Teaching/Learning: Gate System - D Rank
Katon: Dragon Blocks The Path Jutsu Type: Ninjutsu Rank: D Chakra Cost: 2 RP Description: The user performs several swift strikes and a burst of chakra bursts forward and projects an image of a fiery dragon between the user and their opponent. PVP Effect: Rank Damage + 1d4 Damage Special Note: Can be used to block, If used to block does 1 Damage Teaching/Learning: Gate System - D Rank
C Rank Jutsu
Katon: Fire Ball Jutsu Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Similar to the hellfire Jutsu, the user simply aims this giant fire ball at the target, and engulfs them within flames. PVP Effect: 2d8 Damage Teaching/Learning: Gate System - C Rank
Katon: Phoenix Fire Jutsu Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: After completing a small hand sign sequence, the user breaths forth flaming projectiles at their opponent in an attempt to burn them. PVP Effect: 4d4 Damage Special Note: 2 Damage Next Round Teaching/Learning: Gate System - C Rank Overseen by Darius
Last edited by DM Jiraiya on Wed Mar 16, 2016 8:23 pm; edited 29 times in total
DM Jiraiya
Posts : 35 Join date : 2015-01-27 Age : 35
Subject: Re: Kinnojo the Fisherman's Son Tue Feb 03, 2015 10:08 am
Goals: -Learn at least one Jutsu and Technique from each main discipline -Graduate the Cloud Academy and become a Genin -Create a Jutsu of note -Become capable and knowledgeable about Kenjutsu, Taijutsu, Genjutsu, and Ninjutsu -Become a respectable member of the community -Pay back the Kichida clans hospitality debt (even if they refuse it exists) -Raise his family out of poverty -Return to show them he succeeded -Become a friend and useful member of a Genin Squad -Pass on knowledge given to him to another -Gain personal skill in the art of music -Help Aonu with her home -Learn the mystery behind the odd five marking symbol from his mind -Learn the secret behind the vortex of infinity left in his mind -Become a Chuunin -Master Ragnarok -Gain a C rank technique in all his branches
Completed Goals: -Learn at least one Jutsu and Technique from each main Discipline -Graduate the Cloud Academy and become a Genin -Pass on Knowledge given to him to another -Learn the mystery behind the odd five marking symbol from his mind -Learn the secret behind the vortex of infinity left in his mind -Create a Jutsu of note -Become capable and knowledgeable about Kenjutsu, Taijutsu, Genjutsu, and Ninjutsu-Return to show them he succeeded
Last edited by Cassanova on Fri Feb 13, 2015 8:31 am; edited 2 times in total
DM Jiraiya
Posts : 35 Join date : 2015-01-27 Age : 35
Subject: Re: Kinnojo the Fisherman's Son Tue Feb 03, 2015 9:57 pm
Theme Song:
Becoming a Monster:
To Battle:
A losing Fight:
Last edited by Cassanova on Tue Mar 01, 2016 6:15 pm; edited 2 times in total
DM Jiraiya
Posts : 35 Join date : 2015-01-27 Age : 35
Subject: Re: Kinnojo the Fisherman's Son Thu Feb 05, 2015 11:16 pm
[Earth Grudge Fear]
This technique is a secret kinjutsu of Takigakure. It transforms the user's body into something similar to that of a rag-doll's, which is held together by hundreds of thick black threads. Kakuzu was able to manipulate these threads for many purposes. He was capable of sewing up any injuries that he or others might suffer, most commonly by reattaching body parts. However, it appeared that this ability was somewhat limited, as he warned Hidan not to move his head too much after he had sewed it back on, saying that it might fall off again. He could detach parts of his limbs and then manipulate them, to the point that he could even send them underground and then reattach them when he was done with them.
The most significant aspect of these threads were that they granted Kakuzu a form of immortality, although he declined to think of it that way. In addition to sewing up his injuries, he could use the threads to tear into a victim's body, steal their still functioning organs, and integrate them into his own body, thus extending his life. Kakuzu usually used this method to steal hearts from powerful shinobi, and was able to store up to four spare hearts in his body at any given time, meaning that all hearts must stop functioning in order for Kakuzu to die. He can also put one of those hearts into his limbs and have them move individually, as seen when he used his hand to remove a shadow-enhanced trench knife that prevented the rest of his body from moving.
These hearts Kakuzu had taken from others were stored in various animal masks that were sewn onto his back, granting him vast amounts of chakra and numerous elemental affinities. He could detach these masks and have them take on a body of their own, composed entirely of threads. These masks were capable of attacking separately, unleashing devastating blasts of elemental chakra. These threads could also compact together to form a spider-like body around Kakuzu, allowing him to fuse the attacks of his masks together in order to increase his attacking power.
Threaded Body Those that practice this technique hold bodies that are sewn together with not muscle, tissue, and flesh, but instead replacing all of it is a rock hard exoskeleton like body, filled with millions of hollow black threads harder even then titanium. These threads are sewn and molded into all of the organs and bodies that they integrate into their bodies, allowing them to freely move their organs through their bodies at will, as well as make them nearly impossible to do permanent harm to physically,
Universal: +2 HP Regen Academy Student: +1 DR vs HP Dmg Genin: +2 DR vs HP Dmg, +10 HP and CP Chunin: +3 DR vs HP Dmg, +15 HP and CP Jounin: +4 DR vs HP Dmg, +20 HP and CP
Body of Needles Those that use this technique posses Supernatural physical powers as well as advanced Ninjtusu abilities. These abilities allow the user to form a amount of physical destructive power with their needle like Jutsu that are used with the black thread, this allows its users to drain the life from those their attacks pierce as well as deal significant power.
Universal: Starts with Medical Element, Gains no More Naturally. Universal: +25 Hide Rolls when Hiding Masks Only. Genin: +1 to Attack/Defense Rolls, +1d4 Damage to Taijutsu/Ninjutsu Chunin: +2 to Attack/Defense Rolls, +1d6 Damage to Taijutsu/Ninjutsu Jounin: +3 to Attack/Defense Rolls, +1d8 Damage to Taijutsu/Ninjutsu
Jutsu Every user of this Technique is different, through them they can drain life and form stances destructive more then anything. They may create two jutsu of E/D/C/B-Rank, but only one A/S-Rank.
.: Kuchiyose :. The Earth Grudge Fear user is able to pull apart their body, and form their stolen hearts into great beasts made of pure Thread and the face being the Object that the heart was sealed into. Each of the Hearts is stronger, depending on the users level when they sealed the heart within themselves. The Hearts follow the same rules as summoning jutsu, but instead they are able to use the Jutsu of the Person the heart was stolen from at the time. (When the users Summons their hearts, they lose the HP/CP Bonus gained from that stolen heart until it is placed back into their body) Universal: Summoning a Heart follows Summoning Rules, Including Round Duration, CP Spent and turn cost etc. Universal: May summon a maximum of hearts depending on their Rank. Genin) 1, Chuunin) 2, Jounin) 3. Genin: Summoned Heart has HP/CP According to Rank 2 Summons, and follows Rank 2 Summons PvP Rules Chuunin: Summoned Heart has HP/CP According to Rank 3 Summons, and follows Rank 3 Summons PvP Rules Jounin: Summoned Heart has HP/CP According to Rank 4 Summons, and follows Rank 4 Summons PvP Rules
The Heart of Another (50 Tokens Per Heart - Max 4 Hearts) The User of this technique is able to integrate the Hearts of Shinobi into their bodies, by doing this they gain a part of their durability, chakra, as well as their elemental affinity and natural strength and power. Thanks to this ability the user of the Technique must also have each heart killed before they die.
Universal: Every Heart Grants +5 Total HP/CP, +1 Elemental Affinity, and +1 DR vs HP/CP Dmg. Negative: A Heart requires a Personal Event to Gain along with the 50 RP Tokens. As well, a Opponent may state 'Targeting -Blank- Element Heart.' If this is done, and they hit dealing more then 20 Dmg, then the User looses that heart for the rest of that irl Day, before a new Personal Event must be Done to gain a New Heart.
Power of the Perfected Stealer (100 Tokens - Legendary Kinjutsu) The power of the user of this technique has gained its true peak, now able to be the essence of a 'makeshift immortal' they have formed a fifth cavity within their body for an extra heart. Thanks to that same storage, the black blood that runs through the threads that fills their body, pumps ten times faster then normal, allowing their physical abilities to skyrocket in level.
Universal: +2 HP Regen, Fifth Heart Available Genin: +1 to STR/WIS Rolls, 19-20 Crit Range on Taijutsu/Ninjutsu Chunin: +2 to STR/WIS Rolls, 18-20 Crit Range on Taijutsu/Ninjutsu Jounin: +3 to STR/WIS Rolls, 18-20 Crit Range on Taijutsu/Ninjutsu
Last edited by DM Jiraiya on Thu Mar 17, 2016 6:15 pm; edited 4 times in total
DM Jiraiya
Posts : 35 Join date : 2015-01-27 Age : 35
Subject: Re: Kinnojo the Fisherman's Son Sun Feb 08, 2015 11:21 am
Place Holder
Last edited by Cassanova on Tue Mar 01, 2016 4:19 pm; edited 3 times in total
DM Jiraiya
Posts : 35 Join date : 2015-01-27 Age : 35
Subject: Re: Kinnojo the Fisherman's Son Thu Feb 12, 2015 10:11 pm
150 RP Tokens - Earth Grudge Fear, Host Kurama 50 RP Tokens - Doton Heart, DM Iruka 50 RP Tokens - Katon Heart, DM Iruka 20 RP Tokens - +2 STR Points, DM Iruka 75 RP Tokens - Inton Heart, DM Scotty
Last edited by DM Jiraiya on Thu Mar 17, 2016 6:14 pm; edited 1 time in total
DM Jiraiya
Posts : 35 Join date : 2015-01-27 Age : 35
Subject: Re: Kinnojo the Fisherman's Son Tue Mar 15, 2016 8:30 pm