Would you like to react to this message? Create an account in a few clicks or log in to continue.
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: Murasame, Hirobi Sat Mar 05, 2016 8:07 pm
¤Picture Appearance¤
Spoiler:
"You think you can hit me with such a slow swing? Get lost." _______________________________________________________________ ¤Basic Info¤ »Name: Murasame, Hirobi »Age: 20 »Birthday: January, 1st »Gender: Male »Orientation: Heterosexual »Nickname(s): -- »Village: Kumogakure »Rank: Chuunin »Head-Band Style: Usually not worn »Occupation: Chuunin _______________________________________________________________ ¤Personality¤ »Outlook: Pessimist »Attitude: Gloomy, slow to act, lazy »Nature:Negative, reluctant, honest. »Demeanor: Hunched over look, dead eyes »Loves:Silent walks, silent students »Likes:Narcotics, Genuine effort »Dislikes:Reliance on Ninjutsu, Most Kichida, Most Yotsuki, Bloodlines in general »Note(s): -- »Elemental Status: Raiton, Yang (Light) »Expertise of Choice: Taijutsu _______________________________________________________________ ¤Relatives¤ »Mother: Murasame, Reika- »Father: Murasame, Kurama- Jounin, Missing
Abilities and Jutsu _______________________________________________________________
[Eight Celestial Gates] (25 Tokens per Gate) (DM Team approval must be given before the Eight Gates can be purchased on a Character. RP must also be done via a Trainer and/or DM to unlock the secrets of the gates.)
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.
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] 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] 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] 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)
(Celestial Gate DR will go over DR Character Cap. User may choose which DR they apply to incoming attacks but may never go over the DR cap for their rank. E.G Special Jounin has 2 HP DR from Ability, 8 HP DR from gates and 8 CP DR from gates. They may choose which damage it applies to for a maximum of 16.)
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] 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)
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.
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
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 ripple 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
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: Role play 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
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
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
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
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: Doesn't Stack with any Hide bonuses that are not specifically noted for disguising. Teaching/Learning: Gate System - E Rank ]
Taijutsu:
Spoiler:
D Rank
Chakra Focused Punch Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user layers their fist with strengthened chakra, in order to increase their punching power PVP Effect: Rank Damage + 1d4 Special Note: Teaching/Learning: Gate System – D Rank
Swift Kick Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user layers their shin with sharpened chakra, in order to increase both kicking power, allowing it to pierce some defenses. PVP Effect: Rank Damage + Pierces 1 DR Special Note: Teaching/Learning: Gate System – D Rank
Falcon Drop Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user grabs an airborne opponent, and turns them facing head first to the ground, and wraps their arms around the opponents legs, and their legs around the opponents head, locking them in and slams them into the ground PVP Effect: Rank Damage + One Round Stun (Or Until Hit) Teaching/Learning: Gate System – D Rank
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: Gate System – C Rank
B Rank
Gravity Fist Jutsu Type: Taijutsu Rank: B Chakra Cost: 6 RP Description: The user forms a huge amount of chakra into one fist, enough that the gravity around begins to be sucked in at a minor rate; when finalized they charge the opponent and send it straight to their chest. PVP Effect: Rank Damage + 3d4 Special Note: Unblockable Teaching/Learning: Gate System – B Rank
Ninjutsu:
Spoiler:
B- Rank
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: Free Action) Grants +2 to Attack/Defense Rolls While Active. Special Note: Requires a 15 Dex Mod Teaching/Learning: Gate System - B Rank
Last edited by Seadd on Wed Mar 09, 2016 6:09 pm; edited 1 time in total
Seadd
Posts : 116 Join date : 2015-01-02 Age : 30
Subject: Re: Murasame, Hirobi Sat Mar 05, 2016 8:24 pm