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| | YOTSUKI HIROTO | |
| | Author | Message |
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DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: YOTSUKI HIROTO Sat Jan 31, 2015 6:28 pm | |
| YOTSUKI HIROTO .: Table Of Contents :..: I - Table Of Contents :.
.: II - General Information :.
.: III - Bingo Book Information :.
.: IV - Ability Information :.
.: V - Custom Items :.
.: VI - Known Jutsu :.
.: VII - Custom Extras :.
.: VIII - Purchases :.
.: IX - Inspirations :.
.: X - Other Information :.
Last edited by DM Konohamaru on Tue Feb 10, 2015 8:37 am; edited 3 times in total | |
| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: YOTSUKI HIROTO Sat Jan 31, 2015 9:32 pm | |
| .: General Information :..: Name :. Yotsuki Hiroto .: Alias :. H, Sparky (By: Etsuko Kimiko) .: Birthday :. 13th April .: Age :. 11 .: Eye color :. Brown .: Hair colour :. Blonde .: Height :. 4'10" .: Weight :. 117 lbs .: Blood Type :. O+ .: Likes :.Dance, Music, Older Women, Costumes, Milk .: Dislikes :.His Lactose Intolerance, Know-it-alls, Prodigies, Sudoku, Soup .: Family :.Raikage "Lighting Rod" Kozuko Yotsuki (Uncle) .: Sexual Orientation :.Heterosexual .: Marital Status :.Single .: Scars :. None .: Friends / Foes :.Rated on a -10 to +10 Scale -10 Being Hate, +10 Being Love.: Friends :.Suta Hiryu +8 Kichida, Kotoyo +4 Kichida, Aoioki +5 Kinnojo +3 Shun +4 Danao, Aonu +1 Mitsuko +1 .: Foes :.Evil White Monkey -10 .: Background :.EDITING ~ Chapter 1 - EDITING- .: Theme Songs :.- :
Last edited by DM Konohamaru on Fri Feb 13, 2015 6:43 pm; edited 6 times in total | |
| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: YOTSUKI HIROTO Sat Jan 31, 2015 9:35 pm | |
| .: Bingo Book Information :..: Village :. Kumogakure .: Rank :. Genin .: Element(s) :. Raiton.: Attack Style :. Hijutsu, Kenjutsu, Ninjutsu, Ninja Tools, Taijutsu, Genjutsu .: Toolbag :.[Basic Tool Bag]3 Kunai,1 combat kunai, 3 Shuriken, 2 Explosive Tag, 1 Ninja Wire. [Behind Cloak on Strap]2 Windmill Shuriken .: Squad :.Kumogakure's Squad Three .: Sensei :.Kichida, Aoioki .: Goals :.-To Graduate-Defeat Kouyou -To Become a Chuunin -To Become a Jounin -To Become Jounin Commander -To send Aoioki, and Kouyou back to the Academy as Students -To open a Dance Studio .: Life Goals :.-To be world renowned .: Nindo :."This is the moment! My time is now!" .:Missions:.S: None A: None B: None C: None D: 2 E: None .: Databook :.Databook | Ninjutsu | Taijutsu | Kenjutsu | Intelligence | Strength | Speed | Stamina | Hand Seals | Total | Genin | 2.5 | 2.5 | 2.5 | 2 | 1 | 3 | 3 | 2 | 18.5 | Chuunin | - | - | - | - | - | - | - | - | - | Jounin | - | - | - | - | - | - | - | - | - |
Last edited by DM Konohamaru on Sat Feb 14, 2015 4:26 pm; edited 8 times in total | |
| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: YOTSUKI HIROTO Sat Jan 31, 2015 9:59 pm | |
| .: Ability Information :.[Yotsuki Hiroto]- Spoiler:
All Yotsuki members are of ebony-skinned origin, origin and many of them have very light hair colors, a very rare few hold darker colored hair to match their skin. They are often quite muscular and focus heavily on Taijutsu and Lightning element Jutsu. By wrapping their bodies in a layer of Lightning chakra, the Yotsuki clansmen can electrically stimulate their nervous system and speed up their neural synapses to react faster to danger and push their physical prowess to the absolute limit, allowing them to gain tremendous raw speed and monstrous power.
The technique was originally created long ago in the Hidden Cloud Village for the purpose of enhancing a Shinobi enough to be able to crush anyone that came in their way. But it proved impossible for any ordinary ninja to handle the enormous amount of chakra needed to create the Raiton Armor without harming themselves in the process. The repeated failures and shortcomings of the technique keeps reappearing until a member of the already prominent Yotsuki clan learnt about it and demanded to be taught the dangerous technique. This young Shinobi then went on to master it completely, his heritage giving him the ability to easily control huge amounts of chakra with relative ease, he eventually had several children who where all taught the Raiton Armor and thus elevated the Yotsuki clan to new heights! [YOTSUKI]- Spoiler:
[Advanced Raiton Training] The Yotsuki, being the clan in which every great Kumogakure Shinobi has ever hailed from, is one of the most advanced training from birth. They are taught to walk and run, far before even training, gaining muscle mass and sheer physical abilities before they even reach the idea of any form of Combat abilities or chakra abilities. After this they begin intense chakra based training, to perfect their very nature of the Raiton techniques that rush through their very bodies.
Universal: +10 Total CP, Start with Lightning Element Genin: +2 to Lightning Jutsu Rolls, +1d4 to Lightning Jutsu Damage, Lightning Jutsu has a 19-20 Crit Range
Chunin: +3 to Lightning Jutsu Rolls, +1d6 to Lightning Jutsu Damage, Lightning Jutsu has a 18-20 Crit Range Jounin: +4 to Lightning Jutsu Rolls, +1d8 to Lightning Jutsu Damage, Lightning Jutsu has a 17-20 Crit Range
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[Raiton Armor] 5 CP to Activate, 2 CP to Maintain The Clan is able to wrap their natural Raiton Abilities around their very form, this raiton armor drastically increase their speed to insane levels of power and Teleportational speed, on top of insane destructive Taijutsu and Ninjutsu power, making them masters of their own powers and abilities.
Universal: All 'Advanced Raiton Training' Bonuses are changed from Just Raiton, to Universal Crit Range/Damage Bonus, and Attack/Defense Roll Bonuses. Genin: Base Taijutsu Damage is Medium Weapon Damage, No Penalties. Taijutsu Attacks Peirce's 1 DR Passively.
Chunin: Base Taijutsu Damage is Large Weapon Damage, No Penalties. Taijutsu Attacks Peirce's 2 DR Passively. Jounin: Base Taijutsu Damage is Large Weapon Damage, No Penalties. Taijutsu Attacks Peirce's 3 DR Passively.
[Perfected Raiton Armor] (100 Tokens, Legendary Bloodline) The Yotsuki has gained the perfected form of their Raiton armor, taking it a step further so their very armor is like a suit of pure Raiton energy, allowing them to simply shrug off incoming Riaton based attacks as if they didn't even exist, on top of the ability to not only move at far greater speeds, but also Combat others with such devastating force that to even take one hit from the Yotsuki is to ask for a devastating and light threatening blow.
Universal: +10 Total CP, All Below Bonuses are Only Active When 'Raiton Armor' Is Active. Genin: +1 Attack/Defense Rolls, Immune to E-C Rank Lightning Jutsu (6 DR vs B-S Rank), +1d4 Taijutsu Damage
Chunin: +1 Attack/Defense Rolls, Immune to E-B Rank Lightning Jutsu (8 DR vs A-S Rank), +1d6 Taijutsu Damage Jounin: +2 Attack/Defense Rolls, Immune to E-A Rank Lightning Jutsu (10 DR vs S Rank), +1d8 Taijutsu Damage
[YOTSUKI CUSTOM]- Spoiler:
[Human Battery] Remarkably Hiroto can naturally absorb electrical energy into his body and use it in multiple ways, such as by converting it into physical strength or extreme speed with his [Raiton Armor] or using it to give full power into his Ninjutsu. Hiroto's body is also able to utilize the excess of energy to repair his wounds with enhanced regeneration. His aptitude is greatly expanded and he is capable of storing electrical energy aimed at him for provide enhanced chakra reserves.
Universal: While under the effects of [Raiton Armor]; when Hiroto is hit by any form of lightning Jutsu that he is immune to, Hiroto heals 1/2 of the damage roll to CP.
Genin: +1 HP Regen, +10 CP, +1 DR Pierce Chuunin: +1 HP Regen,+15 CP, +2 DR Pierce Jounin: +2 HP Regen, +20 CP, +3 DR Pierce
[Godspeed] Hiroto while actively utilizing his [Raiton Armor] possesses a near limitless level of speed and velocity that allows him to outmaneuver and out strike those he may face. He can move so quickly it is as if his enemies are stuck in place as he attacks several times before they can retaliate! His training at this speed has increased his natural durability along with making him a force to be reckoned with.
Universal: +2 to Initiative Rolls; While under the effects of [Raiton Armor] Hiroto has the option to pay 2 CP to gain either +1 to attack roll, or +1 to damage as a free action on his turn. Doing so must be stated before his standard action. Genin: +2 DR vs. HP DMG, +10 HP Chuunin: +3 DR vs. HP DMG, +15 HP Jounin: +4 DR vs. HP DMG, +20 HP
[Black Lightning] Black Lightning is a unique form of Lightning Release utilized by elite members of the Yotsuki clan. The lightning produced is black in color and uniquely magnifies the speed, strength and accuracy of the technique it is used with far beyond what is normally attainable. The power behind the Black lightning is so strong that is destroys even chakra in an individual leaving nothing behind. 8 CP to Activate 3 to Maintain Universal: Reroll one damage die with a result of a "1". Damage rerolled has a -1 to it (Min 1)*. Only Usable for Black Lightning Enhanced Techniques. Universal: Hiroto has the option to declare any Raiton Technique a Black Lightning Technique. This must be done before the attack roll is made. Black Lightning damage deals additional damage to CP, and pierces 3 Universal DR. See the chart below regarding bonus cp damage
Genin: +1 to Black Lightning Jutsu Chuunin: +2 to Black Lightning Jutsu Jounin: +3 to Black Lightning Jutsu
E Rank: +1 CP damage D Rank: +1d4 CP damage C Rank: +1d4+1 CP damage B Rank: +1d6 CP damage A Rank: +2d4 CP damage S Rank: +2d6 CP damage
[KENJUTSU SPECIALIST]- Spoiler:
[Kenjutsu Specialist] Someone whom has focused in training their Kenjutsu to perfection, they are masters of the art of Kenjutsu, able to wield their blades to the best degree to none else can even compete. Most Kenjutsuist focus on a single weapon, and train with it throughout their whole life.
Universal: Kenjutsu Rank Damage / Negatives are calculated as 1 higher (Genin does Chuunin damage with less negatives etc), +5 to Learning Kenjutsu, Those they teach Kenjutsu get +3 to rolls. Genin: +1 Kenjutsu Rolls, 1 DR vs Kenjutsu DMG, +10 HP, +1d4 Kenjutsu Damage, -2 Weapon Negatives (Includes Dual Wielding) Chunin: +2 Kenjutsu Rolls, 2 DR vs Kenjutsu DMG, +15 HP, +1d6 Kenjutsu Damage, -1 Weapon Negatives (Includes Dual Wielding) Jounin: +3 Kenjutsu Rolls, 3 DR vs Kenjutsu DMG, +20 HP, +1d8 Kenjutsu Damage, No Weapon Negatievs (Includes Dual Wielding)
Note: Jounin's 1 higher rank = Jounin + Academy Student. E.G: Small weapon for jounin would be 3d6+2 not 2d6+2
Last edited by DM Konohamaru on Sat Feb 14, 2015 4:27 pm; edited 8 times in total | |
| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: YOTSUKI HIROTO Sat Jan 31, 2015 10:01 pm | |
| .: Custom Items :.Item Hiroto's Spring Loaded Combat Gauntlets- History:
The Yotsuki combat gauntlet was a marvel of Kumogakure craftsmanship in times past, clearly the work of a master. Because of their unique design and origin the Yotsuki combat gauntlet carries the mark of the clan.
When asked just how the Yotsuki Ancestor procured the weapon, the Clan Elders have a few claims. Some claim, the Ancestor could have won it in a game of cards or duel against his brothers with each of their lives on the line, and while another has claimed it could've been a gift from a mysterious old beggar who disappeared into thin air after giving him the key to Kumogakure’s safety, and if that wasn't strange enough several have claimed it's possible he had been given it by a Shinigami who commanded that he break away from a dying clan and start one anew. It has even been mentioned that this Shinigami could have been the beggar in disguise, but that is neither here nor there. Although none of these stories seem very plausible one thing is for certain. Once the weapon was obtained, it worked in perfect unison with the Raiton chakra nature.
During the circumstances that lead to the creation of Kumogakure and the other five Great Shinobi villages, The Yotsuki Ancestor encounters several Clans, especially the clan of an old acquaintance who tried to design a ballistic weapon before, however, upon discovering that this old friend had been driven insane by the fighting and bloodshed of the First Great Shinobi war; accompanied by the loss of his wife and first born son, The Yotsuki Ancestor had to kill him to prevent discord amongst Kumogakure’s forces as the Acquaintance proved a turncoat by offering information to Sunagakure. Afterwards, this Acquaintance’s concubine explains that it was she who built the spring loaded mechanism in the ballistic weapon – her first and only design to actually work with mild delay.
As the Yotsuki Ancestor and the Concubine proved strong allies, and possible lovers. This depends on who tells of the story. The two learned that with the Raiton chakra energizing the weapon it proved difficult to counter act for most enemies. With several other modifications added the Yotsuki Spring Loaded Combat Gauntlets were born!
Decades after their creation as technology advanced, the Gauntlets become known amongst the Shinobi world for their simple design but deadly accuracy. When energized the weapon could rapidly fire projectiles loaded into it with such force they could shred just about anything. As the Raiton Style of the Yotsuki Clan became a full Armor used more frequently to quell the enemies of Kumogakure the weapon fell out of practice. It wasn't until Yotsuki Hiroto was forced to clean the Clan’s old store house that he found a model in disrepair. Taking to his legacy the Elders were bemused that the young boy had taken such interest in such an outdated weapon that was so important to their history that they sought out old tomes and manuscripts. Fueling his desire to rebuild the weapon and learning to use such a legacy. Hiroto has begun with a basic model and continues to repair and improve the artifact.
Recreated from past Shinobi weapons especially those from clan members long ago. These gauntlets hold a spring mechanism that allows the wielder to instantly extend and retract kunai from their sleeve using a spring-loaded wire for quicker throws that aren't so easily detected by just applying their Raiton chakra. The gauntlets go over gloves specially designed to grip weapons with ease and add comfort to the weapon's wielder. These gauntlets design also allow for more potency with the Yotsuki's unique fighting style by transferring electricity and chakra flawlessly to the internal and external mediums. Dicefight: Special: Ninja Tools/Weapons are considered Lightning Jutsu for Yotsuki's [Advanced Raiton Training]2 Point Less Weapon Penalties (20 RP Tokens) +1d8 Universal Damage (30 RP Tokens) +10 Set Trap (10 Tokens)
Last edited by DM Konohamaru on Fri Feb 13, 2015 7:29 am; edited 1 time in total | |
| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: YOTSUKI HIROTO Sat Jan 31, 2015 10:08 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.
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: Learned.
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: Learned
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: Learned
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
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
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
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 .:Hijutsu:.- Spoiler:
Flash Lightning Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: More potent than normal man made lightning this jutsu uses the bodies own electrons to augment the output of the electrical discharge. PvP Effect: 1d10+2 damage Teaching/Learning: Learned
Storm Cloud Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: By supercharging the atmosphere around them a talented Yotsuki can create a field of low voltage static electricity around themselves. Anyone within the immediate area of the localized burst can expect a lingering effects of the neural assault. PvP Effect: AoE explosive tag radius, 1d10 Lightning DMG + 1d4 Lightning DMG per round for 2 Rounds. Teaching/Learning: Learned
Lightning Strikes The Mountain Jutsu Type: Taijutsu Rank: C Cp: 5 Description: One of the specialized taijutsu techniques Yotsuki develop allows them to assault a target anywhere from five to fifty times in seconds. The nature of the assault deprives each point of contact of any strong impact but each repeated touch discharges more and more electricity through the body, ensuring cramping nerves and terrible pain. PvP Effect: Unarmed Rank DMG + 1d6 + 2 Lightning DMG. Teaching/Learning: Learned
Rolling Thunder Jutsu Type: Taijutsu Rank: B Cp: 8 Description: This advanced taijutsu technique blends the rapid movement and chakra control of a Body Flicker with the sheer destructive force of the Iron fist. Unlike other of the Yotsuki abilities. It is not solely by itself generated by electricity. But the terrifying byproduct of thunder. Each Blow resonates in the air, giving the attacker opportunities for assault as well as the explosive discharge of chakra. PvP Effect: Must know body flicker or a equivalent. + 2 to ATK Roll. Unarmed Rank DMG + 2d6 Sound DMG. (Sound dmg bypasses DR)
Flash Step Jutsu Type: Taijutsu Rank: B Cp: 8 Description: By supercharging their body with pure electricity Yotsuki can augment their speed and damage by imbuing them with primal energy. it’s a dangerous technique and can not be done often less the body reject the stimulant and cause stress on the heart. PvP Effect: + 2 DEX Rolls and add 1d4+1 Lightning DMG to Taijutsu ATKs for 1d4+1 Rounds. Note: For 10 CP can be used as a Free Action on the Yotsuki's Turn
Chain Lightning Jutsu Type: Ninjutsu Rank: B Cp: 10 Description: By compressing lightning into their palms and threading it along their body a talented Yotsuki can guide the electricity from one target to the next. Using the water in their bodies as conducting jump points between targets. PvP Effect: 4d6 Lightning DMG AoE explosive tag radius (Max. 3). If targeting multiple target's non-primary targets take 3d6 Lightning DMG instead.
Lightning Bolt Jutsu Type: Ninjutsu Rank: B Cp: 10 Description: A powerful technique that spears lightning into a long rod that can be hurled at and through a target. At the end of its trajectory the rod detonates. Scattering into the surroundings objects or people. This makes this a perfect jutsu to use against guardians and protectors. PvP Effect: 3d10+2 Lightning DMG (Enemies directly behind target must defend or take 1/2 DMG)
Electromagnetic Murder Jutsu Type: Rank: A Cp: 15 Description: One of the higher end and lethal of the Yotsuki jutsu. Utilizing nothing but sheer undiluted lightning and focused will a Master of Ninjutsu can bend the element to there will and send it coursing through a single body and nothing more. With a single touch they can confine the volatile energy into one package and force It to remain until it dies out. The sheer agony of housing that much energy alone is staggering, and those who survive that and the aftereffects are never quite right again, more than a few develop a terrible pathological fear of electricity for all of their days. PvP Effect: Unblockable, Deal 6d6 Lightning DMG bypassing 4 DR, +2 vs Dodge
Tachyon Field Jutsu Type: Nintaijutsu Kinjutsu (Requires DEX/STR or WIS to use) Rank: S Cp: 25 + 2d6 HP DMG per atk over 2. x 1 per battle Description: Tachyons are particles that can move faster than light. With proper training and resolve a Grandmaster of the Yotsuki arts can create a field of these dangerous particles. The effects within the field are akin to time manipulation. The user imbues themselves with enough of the particles to move faster than light. Though doing this is extremely taxing and highly destructive to the hosts body. Though shrewd use of this ability can spell the outcome of a battle as the victim suffers the assault of a high powered instantaneous assault. PvP Effect: User performs up to 1d4+1 ATKs simultaneously dealing Base Unarmed Rank DMG that bypass 5 DR each attack.
Ligar Bomb Jutsu Type: Nintaijutsu Kinjutsu (Requires DEX/STR or WIS to use) Rank: S Cp: 30 Description: By grasping the target by the Arms, or waistline, they flip them upside down, before slamming them down releasing enough chakra to spike them temporarily to Tailed Beast levels, the Chakra blasting out at such high levels that it blasts apart the target with such severe Raiton energies. PvP Effect: Deals Taijutsu Damage +2d10+5d4+10 Damage Bypassing all DR. .:Taijutsu:.- Spoiler:
.:Kenjutsu:.- Spoiler:
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: Learned
Reverse Strike Jutsu Type: Kenjutsu RP Description: After feinting an attack, the user grips the weapon in reverse and strikes their opponent from the other side. CP Cost: 3 PVP: +1 to attack roll Teaching/Learning: Learned
Lazy Man’s hand Jutsu Type: Kenjutsu (Iaijutsu) RP Description: As the enemy approaches, the user remains calm, their hand resting on the hilt of their sword. When the enemy comes into range, the user would draw their weapon and slash the enemy in a single fluid motion. CP Cost: 3 PVP: Block. 1d4 Damage to attacker. Note: Cannot be used to Defend Genjutsu. Teaching/Learning: Learned
Double Strike Jutsu Type: Kenjutsu RP Description: The user strikes their opponent diagonally from left to right, then again from right to left, creating an X across the opponents chest. CP Cost: 3 PVP: Rank Damage + 1d4 Teaching/Learning: Learned
.:Ninjutsu:.- Spoiler:
Raiton: Stun Gun Technique Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user fires a ray of shocking currents and must make a ranged attack against any living creature within 10 feet. The effect much like that of a taser. PVP Effect: The target is stunned for 1d4 Rounds by the electric volt. If hit, the stun ends Teaching/Learning: Learned
Raiton: Thunder Crash Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user would send a ball of deafening thunder, and electricity at the opponent. Possibly stunning and shocking them PVP Effect: 2d8 Damage Special Note: Con check DC 15 to avoid being stunned for 1 round Teaching/Learning: Learned
Raiton: Electrical Discharge Technique Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user releases a large blast of electrical energy after forming a list of five hand seals, monkey and rat being a few in the seal list, that attacks all nearby targets PVP Effect: Deals 2d4+2 to 3 Targets Teaching/Learning: Learned
Raiton: Minor Electric Current Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Through usage of this technique, the user is able to accelerate the flow of Chakra in their body, thus creating a small electric current that can be passed onto a hand-held weapon, or concentrated on a small part of the user's body to attack with PVP Effect: Adds 1d6+1 electrical damage to a weapon or fist for 1d4+1 rounds Special Note: The jutsu deals 1 pt of damage per round to the user as the charge leeches into them on occasion. Their technique cannot be ended early. (This Dmg doesn't bypass DR) Teaching/Learning: Learned
.:Genjutsu:.- Spoiler:
Last edited by DM Konohamaru on Sat Feb 14, 2015 4:28 pm; edited 16 times in total | |
| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: YOTSUKI HIROTO Sat Jan 31, 2015 10:08 pm | |
| .: Custom Extras :.
-Editing-
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| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: YOTSUKI HIROTO Sat Jan 31, 2015 10:10 pm | |
| .: Purchases :. Yotsuki (180 Tokens: DM Ino) Yotsuki Perfected Raiton Armor (90 Tokens: DM Ino) 2 Dexterity Stats (20 Tokens: DM Ino) 1 Explosive Note, 2 Windmill Shurikens (30 Tokens: DM Ino) 4 Wisdom Stats (40 Tokens:DM Ino) Hiroto's Custom Abilities (180 Tokens: DM Izangai) Kenjutsu Specialist (90 Tokens: DM Izangai) Hiroto's Spring-Loaded Combat Gauntlets (99 Tokens: DM X)
Total: 729 Tokens Ability Cap: 600 / 700 Item Cap: 110 / 500 **
Last edited by DM Konohamaru on Sat Feb 14, 2015 4:08 pm; edited 7 times in total | |
| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: YOTSUKI HIROTO Sat Jan 31, 2015 10:11 pm | |
| .: Inspirations :.
- Editing -
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| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: YOTSUKI HIROTO Sat Jan 31, 2015 10:15 pm | |
| .: Other Information :.HirotoChakra:84 (Spar CP: 42) Current Level + 10 + Constitution Mod + Wisdom Mod + Rank Mod + Ability/Clan/Bloodline Extras 16+10+7+11+10+30=84 Hitpoints:68 (Spar HP: 34) Current Level + 20 + Constitution Mod + Rank Mod + Ability/Clan/Bloodline Extras 16+20+7+5+20=68 Init:4 Escape Rolls:2 HP REG: +1 CP REG: (Human Battery: When Raiton Armored) DR: (2)*(3 DR vs. Kenjutsu) ATK/DEF Bonus: +2 Lightning Jutsu (+3 Lightning Jutsu: When Raiton Armored), +0 Taijutsu (+3 Taijutsu: When Raiton Armored) Kenjutsu +3(+4 Kenjutsu: When Raiton Armored), +2 Ninja Tools (+3 Ninja Tools: When Raiton Armored) Special: Pierce 1 DR (All Techniques) Crit Range: 19-20 Lightning Jutsu/Kenjutsu/Ninja Tools (Universal: When Raiton Armored) Special: Godspeed (FREEACTION: Pay 2 CP; +1 ATK) Special 2: Black Lightning (+1; +3 DR Pierce, +CP DMG; 1 REROLL) Lightning Ninjutsu: (2d4+1d8)/(2d4+1d8: When Raiton Armored) Hijutsu/Taijutsu- (1d4-1+1d8)/(2d8+2d4:When Raiton Armored) Special: Taijutsu Pierce 2 DR Kenjutsu: (3d4+1d6+1d8)/(4d4+1d6+1d8: When Raiton Armored) Ninja Tools:(1d4+1d8)/(1d4+1d8: When Raiton Armored) - Tools:
[Military Ration Pills]Military Ration pills restore chakra. Eating a pill takes 1 round. Afterward, each round you recover recover 2d4 CP for 1d4+2 rounds. Note: Miltary ration pills are capped at two. [Combat Kunai]- A bigger Kunai for close quarter combat, a standard weapon for any shinobi. The kunai itself has a better grip then the throwing ones and follows the small weapon chart but removes 2 negative to wielding it. [Explosive Tags]An Explosive Tag can explode if activated by chakra. You can use the explosive tag with DEX (Sticking it to the Oppnent) or WIS / INT (Drop it as a Trap, use with Jutsu) Every tag does 2d10 damage, Unblockable. [Ninja Wire]Ninja wire are used by using DEX / WIS / INT roll vs opponents roll. If hit the target is Physically stunned for one round or until Hit. Throwing Kunai/ShurikenKunai knives take a DEX / STR roll to connect, and do Damage depending on your characters experience with them. You may throw multiple kunai to a maximum of 5. If you throw Multiple then it becomes that many attack rolls, but each Kunai thrown past 1 makes a -1. So if you attack with 3, and roll a 25 attack, the first Kunai attack is 25, second is 24, and third is 23. The opponent then Defends with one roll vs all Three kunai. Throwing with STR adds STR bonus, but you may not throw multiple Kunai. Note: The final Damage on multiple kunai is Qualified as One Hit vs DR. So if your Opponent has 6 DR, it isnt 6 DR vs Each Kunai that hits, its all three Kunai Dmg added together vs the 6 DR. Academy Student: 1d4-1 (Min 1) Genin: 1d4 Advanced Genin: 1d4+1 Chunin: 1d6 Advanced Chunin: 1d6+1 Special Jounin: 1d8 Jounin: 1d10 - Combinations:
[Explosive Tag Kunai] By using a kunai and a explosive tag, binding them together. A shinobi can throw it at a opponent, making it stab into their body and then explode. Does Kunai Rank Damage + 1d10 (uses up 1 kunai and 1 explosive tag), +3 Vs Block.
[Ninja Wire Shuriken / Kunai] By attaching ninja wire to a Kunai or a Shuriken the shinobi can roll a DEX roll -2 to capture and damage the opponent. Does Shuriken / Kunai Rank Damge and Physically stuns for one round or until Hit. (Uses up 1 wire and 1 Kunai or Shuriken)
[Windmill Shuriken]The windmill shuriken takes a DEX roll to connect. It does Normal Rank Damage + 1d10. It can be dodged and blocked normally.
Skill Rolls:+5 Set Trap:+15 Learning Rolls: +6 Universal, +11 Kenjutsu, +3 Teaching Kenjutsu | |
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| Subject: Re: YOTSUKI HIROTO | |
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