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Shirogami Tōka | 白神 董香

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User Data

 

-Posting: Everyday

-Time Zone: US Central

-Character Slot: 3

 

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Vital Statistics

 

Shirogami Tōka | 白神 董香

 

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Clan: [Senikka]--

Birthplace: Kirigakure

Current Residence: Kirigakure

Age: 16

D.O.B.: April  7th 2099

Zodiac Sign: Aries 

Sex: Female

 

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Appearance

-Height: 5’3”

-Weight: 97 lb’s

-Hair Color: Various shades of Violet Purple. 

-Eye Color: Crimson Red

 

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-Physical Description: Toka's general attire has a central theme of consisting of various shades of black or grey, with some purple or violet things thrown into the occasional mix. For the most part however, she can be found wearing something of the black variety, depending on what was on her to do list for that day, she had mission attire that consisted of skin tight form fitting clothing that was best suited for combat, but on a day where she knew she would not need to fight something a simple black dress was more comfortable then her tight mission clothing. Toka wore glasses to help her distance sight, which was a bit off ever since childhood, Toka wore her glasses most of the time unless she was laying down in bed or something that would potentially clash with face wear, like eating perhaps. 

 

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Persona

 

Personality:

Touka is a very introverted individual, preferring to retreat within herself and solitude, then being surrounded by others all the time, Touka prefers to take the anti social route to prevent herself from potentially killing her classmates if she was hungry that day and had not eaten. Resorting to hunting the neighboring villages for sustenance to maintain her life force. Because of her eating habits, she was forced into spending most of her childhood years in isolation away from the other children, because she lacked the impulse control to stop herself from attacking them at the slightest provocation. Touka become a bit of an introvert as a result, not talking much, keeping to herself, and finding peace in the solitude of silence that she had grown so used to. 

 

Likes:

-Coffee

-Espresso

-Blood

-Pain

-Books

-S&M

-Both Sexes

-Flesh

-Cannibalism

 

Dislikes

-Ignorant people

-Authority

-Rules

-Children

-"Normal Food"

 

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Favorites:

-Color: Red 

-Music Genre: Trance/House

-Book Genre: Thriller

-Hangout: Coffee Shops

 

Music: 

Battle Theme: 

 

Anthem: 

 

Pissed off: 

 

Depressed:

 

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Background

Current Allegiance: Kirigakure 

Relationships:

-Parent(s): Shirogami Arima [Deceased]; Shirogami Natsumi [Deceased]

-Sibling(s): None

-Significant Other(s):

-Pet(s):

-Teacher(s):

-Friend(s):

 


History

 

Being born into a clan that was incredibly small in numbers gave Touka a bit of a different upbringing then most children were accustomed to, even more so because she was a child that had a bit of a radical mutation of her clans bloodline at that, a mutation that caused her to crave human flesh and blood instead of traditional carnivorous food. This was discovered when they found her gnawing on a severed finger that was apparently outside where she was playing, she had chewed some of the meat right from the bone, and was sucking the blood from the remainder of it when they came upon her. Confused her parents truly had no idea what to do with the child, they had never heard of or seen anything like this before, especially not in their clan, but even outside that, cannibalism was a rare occurrence. Convinced that the few remaining clan members would alienate or exile them for their abomination of a child, the parents did the only thing they could think of that would spare the child's life, and left the child in a small kiri village near some adults who would find a home that could take care of her, or at least they hoped, but this was Kiri after all, the people weren't exactly known to be the most kind individuals. 
 
Turns out that the group of people who had been standing around drinking and smoking were bandits that had just robbed the village, they found the girl taking bites out of a dead corpse, and were fascinated by her, they took her with them, for what purpose she didn't know, but they kept a steady flow of food coming her way and honed her fighting skills, more accurately they developed them from the ground up. For years she was their prisoner, her only purpose was to do what they told her, nothing more and nothing less, and for awhile she found peace in that, but the peace wouldn't last very long. They had tried to invade a particularly well known village, a bit off more then they could chew in this case, most of the bandits had been killed off by the hidden mist swordsmen that were in the area, one of them came upon Touka, covered in blood, torn clothes and dirt covered appearance, they must've taken pity on her, because she was brought back to one of the main villages and given a bed and some fresh clothes. She was kept in isolation away form the other children because of her proclivities, it was not until she was a teenager in the ninja academy that her kekkai genkai awakened completely, something triggered her rage and then it built up to a boil over and then erupted forth, she sucked in nature energy from everywhere around her, concentrating it and nearly killing her teacher in the process when they tried to stop her, it was only with a swift blow to the back of her neck knocking her unconscious that she calmed down. 
 
After this the remainder of her academy time was spent with a personal teacher, they could not risk the other students safety was what they had told her, she graduated the academy around the usual time for most gennin, in her mid teens, and by then had learned the ability to control herself around others so she could blend in with normal society once more, maturity had its advantages in that way. 

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Statistics


 


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Death Bonus: None


Rank: Chunin


Level: 40


TXP: 17,438


Total Stat Points: 4,500 [+300 EQ]


 


Stats 


(Health)  400


(Stamina)  120


(Chakra)  800


(Natural Energy) 300


(Taijutsu) 100 


(Defense)  200


(Ninjutsu)  800


(Genjutsu)  0


(Concentration)  200


(Speed)  800


(Accuracy)  690


(Evasion)  850


 

Stat Modifiers;

Needs updating 


• Taijutsu;

• Taijutsu Damage; +25

• Basic Attack Damage; +25 

• Ninjutsu;

• Ninjutsu Damage; +150 [+40] 

• Defense;

• Physical Damage; -75

• Concentration;

• Genjutsu 'To-Dodge'; -10%

• Taijutsu Critical Chance; +2%

• Ninjutsu Cost Reduction; -4%

• Speed;

• Speed Percentile; 112 

• Accuracy;

• Physical 'To-Hit'; +49%

• Evasion;

• Physical 'To-Dodge'; -55% 

 

Stat bonuses/effects:

Ninjutsu Amplifier Rank 3 [-40 Chakra cost + 40 Damage]

Taijutsu Weights Rank 3 

+200 Defense Combat Vest 

+100 Speed Combat Boots


 


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Skills

 

Skill Point Tally: 30

 

2 (Character Creation) +8 (Hindering) + 17 (Levels 1-20) + 3 (Levels 11-30) = 30 Total

 

Remaining Skill Points: 0 / 30

 

Subtle Elements; Water

Effect: Characters with this skill may use Water element techniques. All Water Techniques cost 10% less and deal 10% more base damage when near a large source of liquid water, rounded up. All 5 “Subtle Element” skills share ranks.
Description: Water is a powerful tool in the arsenal of some shinobi. The village of Kirigakure No Sato is well-known for spawning ninja who wield the element of water with great skill, but any ninja with the desire to learn such a feat may be able to command the torrential power of water.
Rank: 1/3 
Cost: -0 [Kirigakure Village Start Skill]

 

Second Wind

Description: Pure tenacity is the only word to describe you. When most would be down for the count you will drag yourself back to your feet to finish the job.

Effect: Once per battle, if the user's health would be reduced to zero or less, the user's health is reduced to 1 instead. If the user's health would be reduced below -25% of its total then this skill does not come into effect.
Cost: -2 SP
 
Inner Calm

Effect: Chakra-Based Techniques cost 5 less Chakra per ninja rank of the technique. Minimum of 5 Chakra must always be paid.
Ranks: 4 / 10
Cost: -4 

 

Stroke Of Genius
Effect: This skill may be activated in any phase as a free action. Once per battle, a character with this skill may choose one of the following effects when their Health is at or below 25% of its total. This skill may not be used if the skill ‘My Ninja Way’, ‘Guts Pose’, ‘Stubborn Grit’, or ‘Healer’s Passion’ have been activated by this character during this battle.
 
1. This character may make 2 rolls to dodge the next unresolved attack targeting them, using the better result.
2. This character’s next attack has a 75% chance to deal critical damage.
3. This character gains 30% of their total Chakra.
 
Description: Battle is hectic, and even the most astute shinobi need precious time to analyze the flow of combat and devise a winning strategy. These intellectuals are capable of finding that one chink in their enemies armor though, and so when enemy's seem to have the upper hand, and nothing else could possibly turn the tide, that's when a genius tightens their noose.
Cost: -1

 

Chakra Flow
Description: Maybe you have spent countless hours of meditation and practice have crafted your mind and body into a temple of self discipline. Or maybe you're just naturally good at it. Either way, your chakra circulatory system is of supurb quality.
Rank 1: Gain 10% of your Total Chakra every turn. This replaces normal Chakra regeneration.
Requirements: User may not have any other skill (or bloodline skill) that effects Health, Stamina, or Chakra Regeneration. This skill may not be taught.
Ranks: 1/2
Cost: -5 SP

 

Shiva, The Destroyer
Sometimes it takes the form as a blessing on unknown origin, sometimes as a hardened ideology crafted from an early age, and sometimes its seen as an innate ability for Ninjutsu. Regardless of its origin, the results are the same. You take to Ninjutsu techniques like a fish in water, but Genjutsu simply evades or does not interest you. Some may come to fear the power you possess, but you know that it comes at a vast cost.
Effect: Ninjutsu from the user will deal an additional 20% base damage and cost 10% less Chakra, rounded up. This multiplier, in this case and this case only, allows you to break the base damage cap. The taker of this skill may not use Genjutsu and may not have any skills that give negative effects towards Genjutsu abilities.
Cost: -3 SP

 

Quick Learner

Description: You pick up on concepts and skills more quickly than the average ninja.

Effect: You may gain +10% EXP From Training, Battles, Gamemaster and Mission rewards. Bonus EXP is not included in this.

Cost: -2 SP

 

The Path of the Shaman

Description: There are ninjas who spend their entire lives struggling against the elements, and then there are those who have an innate connection with the land itself. These ninja act as microcosms of the land, being capable of sensing disturbances within the world’s lay lines. Their chakra is naturally in sync with the elements, granting them control over all five building blocks of life at a younger age than most. With artistic potential, these Shamans bend the world’s elements in magnificent and awe-inspiring ways. These ninja grow up to be spiritualists and peacemakers, traveling the land to repair the war-torn world.

Effect: Character gains 1 extra Jutsu Point every other level.

Nature's Path: 

- Rainbow Chakra: "Combinatorial; (element)" skills of Tier 2 or higher cost one less Skill Point. You must always, however, pay a minimum of 1 skill point.

- Fighter's Spirit: May take 2 ranks of ‘Ninjutsu Mastery’ for 1 skill point.

Advanced Paths:

- Path of the Mystic, Path of the Wise.

Cost: -1 SP

 

Ninjutsu Mastery Water 
Description: A master of the ninja magic arts, you bend your specialty element to your whim.
Effect: For each rank of this skill Water Element Ninjutsu will deal a bonus +5 damage per ninja rank of the technique (per skill rank).
Ranks:  6/10
Cost: -3 SP [Path of the Shaman]

 

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Water Specialty [LOCKED]

Description: Naturally aligned to the element of the water, this character has a natural tact at using and manipulating water to their bidding. This chakra tends to flow and ebb with ease, making it much easier to manipulate than other chakra, still one moment and crashing down the next.

Effect: User has -10% chakra/stamina cost (rounded up) for all Ninjutsu -or- Taijutsu -or- Genjutsu (choose one when this skill is learned). Water Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill “Subtle Elements: Water” for free and may purchase an additional rank of “Subtle Elements”. If the user already has “Subtle Elements: Water”, they may have their points refunded. *This skill may be learned before level 30, but the effects are not granted until level 30 is obtained.

Requirements: You get one specialty at level 30 and another one at level 80.

- Level 30: 10 post training.

Cost: -0 SP

Roll

 

Wind Specialty [LOCKED]

Description: Wind Specialty Naturally aligned to the element of the wind, this character has a natural tact at using and manipulating the wind to their bidding. This chakra takes on the form of thin razor edges that flow for more piercing and damaging attacks.
Effect: User has a +15% to base damage (rounded up) with Ninjutsu -or- Genjutsu -or- Taijutsu attacks (choose one when this skill is learned). Wind Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill “Subtle Elements: Wind” for free and may purchase an additional rank of “Subtle Elements”. If the user already has “Subtle Elements: Wind”, they may have their points refunded. *This skill may be learned before level 30, but the effects are not granted until level 30 is obtained.
Requirements: You get one specialty at level 30 and another one at level 80.
- Level 80: 5 post training.
Cost: -0 SP

Roll

 

[Edited with Permission from Megan due to staff mixup on ninjutsu mastery.]

 

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Hindering Skills

 

Obtrusive
Bloodline: No
Description: Some people just don't fit in. It may be the way that they look, talk, or, in some cases, smell. For whatever reason, somebody with this skill finds it difficult to blend in with the crowd.
Effect: Attack strikes that target this character in a Team Battle have their Chance to Hit increased by 7%.
Cost: +1 

 

Unmotivated

Effect: Characters with this skill must train for an additional 2 posts, when training for techniques or skills.

Description: Some ninja don’t do well when left to their own devices. No matter how skilled they are, they don’t have the motivation to train as hard as they could if they had somebody there to psyche them up. In groups though, these ninja are able to perform just like any other shinobi.

Cost: +1

 

Skinny

Effect: When targeted by any attack that has a chance of inflicting the status effect ‘Prone’, characters with this skill have a 100% chance of being inflicted with ‘Prone’ for the duration indicated by the attack.

Description: There’s a good chance that any skinny person you encounter is going to be swifter and more agile than their bigger counterparts, but it is equally true that when a tough guy hits a scrawny person they fall down.

Cost: +1

 

Bisexuality

Description: Physical attraction, although typically gender-oriented, remains a subtle facet of the human psyche, and as such, some people are less restrictive of what appeals to their tastes, allowing them to grow attentive of either gender non-specifically 

Effect: Any and all effects that specifically target gender now apply to this character, regardless of the intended target audience

Cost: +1

 

Trip Hazard
Bloodline: None
Description: The user tends to move fast. Often, they move too fast. They tend to trip over people, rocks, or objects in their way. This becomes especially difficult in rougher terrain.
Effect: Terrain Effects that have a % chance to activate increase that chance by 10% for this character.
Cost: +1 

 

Attention Deficit

Bloodline: None
Description: Some ninja just have a harder time keeping their head in the game. New combatants tend to distract them from the ones they are already facing.
Effect: Whenever an enemy's summoned creature enters battle, an enemy's clone(s) enter battle, or when a new enemy enters battle, the user is inflicted with "Distracted" for 1 turn.
Cost: +1

 

Defender
Description: A Defender's past experiences or loving nature will not allow other's to suffer in front of them. A Defender will do anything possible to save their allies from harm, throwing themselves between their allies and enemies to do so even if they know it could kill them.
Effect: During this character's turn, if a non-clone ally is the target of an unresolved attack that did not target the user as well, this character takes the attack instead. This character may only apply 50% of their total defensive modifiers. Only triggers once per battle per ally.
Cost: +2

 

Skills learned from Jounins

 

 

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Sennika
(Sage Transformation)
Advanced System
 
The Sennika, or “Sage Transformation”, is a kekkei genkai unique possessed by a yet unknown clan who were formerly known to make their residence near the Ryūchi Cave- the ancestral homeland of the Great Snake summons. This kekkei genkai exists as a special enzyme that is perpetually generated within their body; the enzyme serves as a conduit and a battery for natural energy around those that bear it, forcing them to harbor natural energy at all times. Though this does not initially have an effect as prolific as someone entering a true form of “Sage Mode”, it has been known to slightly increase the general strength, speed, and durability of those that bear the Enzyme in slight amounts when they are harboring a great deal of Natural Energy. As an unfortunate side effect of this natural energy absorption, most bearer’s psyches have a difficult time integrating the natural energy into their body’s normal physiological processes, causing sudden and severe outbursts of crazed violence.
 
The true strength of the Sennika kekkei genkai does not come just from the constant harboring of natural energy, however. Due to the unique chemical structure of the Sennika enzyme, those that bear the bloodline have the ability to almost freely manipulate most of their own physiological structure. In its early stages, they may simply tap into the natural energy as a source of power- showing outwardly as blotches of an inky-black pigment across their skin, sometimes resulting in one or both eyes having their sclera temporarily dyed a similar black hue. With greater applications of the enzyme’s natural energy to their physiology, bearers are able to morph single portions of their body to better accommodate a given task- be that forming a blade upon the back of their hand, or generating a chakra “rocket” upon their back for a quick burst of speed. When greater yet amounts of natural energy are integrated into the user’s physiology, they are able to freely morph almost the entirety of their body, allowing many such modifications to exist simultaneously. These transformations tend to color both sclera black, the user’s irises yellow or orange, and their skin a sandy brown. While enhanced thusly, the Sennika bearers are capable of feats similar to those found within a fully formed Sage Mode-- if they are able to overcome the murderous rage that grips their mind.
 
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Natural Conduit
Description: Due to the unique enzyme present in bearers of the Sennika kekkei genkai, these individuals are constantly absorbing and integrating the natural energy around them into their own natural physiology. As an unfortunate byproduct of this, they are prone to entering sudden and murderous rages.
Effect: This character gains an additional stat labeled "Natural Energy" whose maximum value is equal to the character's level*10(May never be less than 100.) "Natural Energy" may not be used for mechanics outside of those listed in the Sennika bloodline skills. "Natural Energy" may be optionally regenerated during the setup phase as a free action once per turn at a value equal to 1.5 times the character's level(no less than 10.) Natural Energy may not be regenerated on a turn in which the Sennika kekkei genkai is activated or deactivated. Whenever "Natural Energy" is regenerated or utilized, this character has a 40% chance to come under the effects of "Bloodlust" for that turn. The first time an action taken by this character would reduce their "Natural Energy" stat to 0, it is immediately restored to 15% of its total and the character is automatically placed under the effects of "Bloodlust" for two turns. If Natural Energy falls to 0 a second time, this character may no longer regenerate Natural Energy for the remainder of this combat. 
Requirements: Must be taken at Character Creation.
-0
 
Bloodlust
Effect: While under the effects of "Bloodlust", this character's offensive actions deal an additional 20% base damage(may exceed caps); a character under the effects of "Bloodlust" suffers from a -10% chance to dodge all incoming attacks and takes an additional 20% total damage. While under the effects of "Bloodlust", the character must make an offensive action during their main phase; these offensive actions have their target randomly assigned by a roll of a dX, where X is the number of combatants(excluding the user) and each number is assigned a combatant. The user must assign and list the number and their corresponding combatants when rolling to determine which character is targeted, e.g [Player A: 1, Player B: 2, etc.]
 
 
 
Saisho Mezame (First Awakening)
Description: Named the First Awakening, the Saisho Mezame is the first stage of bodily manipulation available to those who possess the Sage Transformation bloodline limit. In this stage of transformation, the user will gain black splotches across a large portion of their skin in a design that varies from user to user. During the First Awakening, the Sennika bearer may find their combat attributes greatly enhanced, and they gain the ability to infuse natural energy into their attacks and defenses.
Requirements: Natural Conduit.
Activation/Upkeep: Saisho Mezame may be activated during the setup phase at a cost of 10% of the user's total chakra and stamina; it may be up-kept for 7.5% of the user's total chakra and stamina per turn.
Effect: While this form is active, the user has a 10% chance each turn to be placed under the effects of "Bloodlust" for one turn. This roll is made before the response phase begins.
Natural Energy: Natural Energy may -not- be regenerated while Saisho Mezame is active. 
 
 
Empowered Physiology
Effect: Upon activation of the Saisho Mezame, the user may spend X Natural energy to increase one stat excluding genjutsu and concentration by an equal value. This may not increase cumulatively increase the user's stats beyond a value equal to 1 times the user's total natural energy stat. This may not allow a stat to exceed 1.5x its base. This effect remains until Saisho Mezame is deactivated.
-1
 
Augmented Infusion
Effect: When utilizing a technique that deals damage, a basic attack, or a weapon attack, the user may opt to spend 2x Natural Energy to increase its damage by X. X may not exceed 40/60/100/180(At Genin/Chunin/Jounin/Sennin rank.)
-1
 
Caustic Aura
Effect: When targeted by an offensive action that deals physical damage, the user may spend opt to spend up to 40 Natural Energy to reduce the incoming damage by an equal amount. This may not prevent status effects caused by jutsu whose damage is reduced to 0.
-1

 

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Daini Mezame (Second Awakening)
Description: Dubbed the Second Awakening, the Daini Mezame is the most common implementation of the Sennika’s physiological morphing. In this form, the user is able to morph limited portions of their bodies to better accomodate whatever situation they would find themselves locked within; as an example, users are known to give their arms an extended reach and flexibility, allowing them to strike targets that would otherwise be far out of their range. Though this stage allows for a greater level of power to be achieved, users are also much more prone to being struck by the Sennika’s violent rages.
Requirements: Saisho Mezame
Activation/Upkeep: Daini Mezame may be activated during the setup phase at a cost of 7.5% of the user's total chakra and stamina; it may be up-kept for 5% of the user's total chakra and stamina per turn. This suspends advanced regeneration.
Effect: While this form is active, the user has a 30% chance each turn to be placed under the effects of "Bloodlust" for one turn. This roll is made before the response phase begins.
Natural Energy: Natural Energy may be regenerated while Daini Mezame is active, though only 50% of its normal allowance may be regenerated.
 
Empowered Physiology
Effect: Upon activation of the Saisho Mezame, the user may spend X Natural energy to increase two non-genjutsu, non-concentration stats by an equal value. This may not increase cumulatively increase the user's stats beyond a value equal to 1 times the user's total natural energy stat. This may not allow a stat to exceed 1.5x its base. This effect remains until Saisho Mezame is deactivated.
-2
 
Augmented Infusion
Effect: When utilizing a technique that deals damage, a basic attack, or a weapon attack, the user may opt to spend 1.5x Natural Energy to increase its damage by X. X may not exceed 60/80/120/240(At Genin/Chunin/Jounin/Sennin rank.)
-2
 
Caustic Aura
Effect: When targeted by an offensive action that deals physical damage, the user may spend opt to spend up to 80 Natural Energy to reduce the incoming damage by an equal amount. This may not prevent status effects caused by jutsu whose damage is reduced to 0.
-2

 

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Techniques

 

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Jutsu Points: Used: 98 Available: 0 Total: 98

 

4 (Creation) + 30 (One time Character Bundle) + 49 (Level 1-30) + 15 (Path of the Shaman Bonus) = 98

 

Kawarimi no Jutsu | Body Substitute Technique | 

Type: Ninjutsu

Rank: Academy Student

Cost: 10

Damage: None

Effects: Evade the next attack aimed at you. Skip your main and setup phase this turn. You can only use this 1 time per battle. This technique cannot be used to dodge Ninjutsu, Taijutsu or Genjutsu Techniques.

Description: A lifesaver, and a must-have technique. With this technique, the user is able to swap their body with a nearby object, usually a log, which will take the full force of any incoming blows for them, while they retreat to safe ground or search for an opening.

 

Bunshin no Jutsu | Replication Jutsu
Type: Genjutsu
Rank: Academy Student
Cost: 10x
Description: Creates an illusionary replica of the user. It is unable to attack or interact with other objects, but can serve as a good distraction.
Effect: Adds +5x evasion and +5x accuracy for each clone. Once a clone is hit it is destroyed, and the bonuses with it. A bunshin is considered to have 0 evasion and rolls to dodge whenever it is targeted in the user's response phase. The value of x is the number of clones you have made. Maximum of 8 bunshin can be made.
 
Transformation Technique | Henge No Jutsu | 
Type: Genjutsu
Rank: Academy Student
Cost: 5 Genjutsu
Effects: Change your appearance. A character 25+ levels above the one who uses this technique can see through it.
Description: Wrap chakra around your body to change your appearance. You take that physical form, but only to a certain extent, such as body shape and size. You cannot, for instance, turn your arm into a bow and start firing ammunition at an opponent. 

 

Liquid Thorns | Sui Ibara | 液体いばら
Type: Ninjutsu [Water] 
Rank: Gennin 
Cost: 4 Chakra for each thorn (5 max)  
Damage: 4 Damage for each thorn (5 max)  
Effect: Multi-hit jutsu. 
Description: An extremely simple technique, a Kiri nin will be able to manipulate water in the air into small spikes that are shot at the target. 
Points: 1
 
Shunshin No Jutsu | Body Flicker Technique | 瞬身の術
Type: Ninjutsu-Taijutsu [Void | Style-Less | Response | Evolving ]
Rank: Genin
Cost: 40 Chakra; 40 Stamina
Effect: This technique may only be used in the Response Phase and is done before any Dodge rolls. The user of this technique gains +10% to dodge during the Response Phase that this technique is used. This technique must be referenced in the dodge roll that it is affecting. The user of this technique loses their Set-Up Phase on the turn this technique is used. This technique has a 15% chance to fail per rank of the unresolved attack when performed. This technique may be performed 2 times per battle.
Description: One of the basic techniques taught to most students during their time at the academy. The Body Flicker Technique is considered an extremely versatile ability, and is one of the most widely used general shinobi skills. The jutsu itself is a high-speed movement ability that uses chakra to temporarily vitalize the body, allowing movement that is nearly untraceable to the naked eye. The user often disappears from the field of their opponent’s vision in a puff of smoke, as a means to further distract their path of escape. Though Shunshin has many applications, its most common use is in evading hazardous attacks.
Points: 5 JP
 
Water Release; Water Dragon Blast | Suiton; Suiryuudan no Jutsu | 水リリース;水ドラゴン突風
Type: Ninjutsu [Kiri; Water] 
Rank: Chuunin 
Cost: 96 Chakra  
Damage: 100  
Effect: +20 Accuracy to hit with this technique.  
Description: After performing a series of hand seals, the user gathers water around him with his/her chakra. In an instant the water takes form of a dragon and hurrles itself at the opponent. The impact causes an immense amount of damage.
Points: 4 [8]

 

Hidden Mist Skill | Kirigakure no Jutsu | 隠しミストスキル

Type: Ninjutsu [Kiri; Water] 
Rank: Gennin 
Cost: 80 Chakra 
Damage: N/A  
Effect: Adds terrain effect 'Mist' to the battlefield for three turns. The user does not suffer the Mist terrain penalty while they keep this jutsu active. Terrain effect is doubled for those with an active Doujutsu.  
Description: A technique that uses moisture in the air to engulf the opponent in mist. This mist makes it harder for your opponent to see, which gives you more of a chance for a sucessful strike. 
Points: 4

 

Scylla 
Type: Ninjutsu [Water] 
Rank: Chuunin 
Cost: 114 Chakra  
Damage: 80  
Effect: 'Immobilized' target for one (1) turn.  
Description: The user concentrates a great deal of water into the ground under the opponent, with natural liquids to dissolve the ground in it as well. This is then spun at an incredible rate, enough to visibly wear away the ground where this attack was used. The target is sucked down, struck against the sides of the pit containing the whirlpool and eventually crushed into the bottm of the put. 
Points: 4 [8]
 
Water Release; Tidal Burst | Suiton; Tsunami-Heki | 潮汐バースト
Type: Ninjutsu [Kiri; Water] 
Rank: Chuunin 
Cost: 90 Chakra 
Damage: 50  
Effect: Opponent is 'Stunned'. 
Description: Gathering water into a sphere and exploding it in an instant not only does damage to an opponent but also causes them to be stunned from the shockwave the explosion causes. An effective technique if used at the right time. 
Points: 3 [6]

 

Suiton; Daisuisen | Water Release; Great Water Drill | 水遁・大水穿
Type: Ninjutsu [Water]
Rank: Chunin
Cost: 50 Chakra
Damage: 120
Effect: This technique has a -10% chance to hit. If the user of this technique’s Ninjutsu is greater than the target’s Defense statistic then this technique inflicts the target with the status effect ‘Clobbered’ for 1 turn. If the target’s Defense is greater than the user’s Ninjutsu statistic then the user is inflicted with the status effect ‘Stunned’ for 1 turn.
Description: Created by Senju Tokurama, the Great Water Drill is used by funneling chakra down the dominant arm. The chakra draws water out of the air and rotates it to form a powerful spinning drill of water powered entirely by the force of the user’s chakra, though the weight of the water tends to make the attack unwieldy. The technique is known for its penetrative power, but an exceptionally strong defense can break the power of the drill, and leave the user exposed.
Cost: 5 [10]
 
Suiton; Mizudeppō | Water Release; Water Gun | 水遁・水鉄砲 (II)
Type: Ninjutsu [Water | Evolving]
Rank: Chūnin
Cost: 135 Chakra
Damage: 70
Effect: The target of this technique is afflicted with 1 turn of the status effects 'Clobbered', Deafened', and 'Staggered'.
- Coalescence [2; Suiton; Mizudeppō II] The base damage of this technique is increased to 140, and the target of this technique is afflicted with 2 turns of the status effects 'Clobbered', 'Deafened', and 'Staggered'.
Description: An extremely versatile, if simple water style ninjutsu. Suiton; Mizudeppō is a commonly used jutsu not only among shinobi from Kirigakure no Sato, but from all over the world. The Water Release; Water Gun technique is even a favored jutsu among certain clans of animals who contract with humans as summons. This jutsu is performed by molding water natured chakra in the stomach, and expelling it from the mouth with great force. Depending on the strength of the user, this jutsu has a wide range of effects on the body, from dealing concussive damage, to knocking them backward, plugging ears with water, and even leaving the opponent vulnerable for more attacks. It's greatest strength is that its power can be easily combined and collaborated with, creating stronger attacks with more users.
Points: 6 [Evolving; 1] [12]

 

The Red Mirage; Ninjutsu | Shinkirou Kurenai; Ninjutsu | 赤色 蜃気楼 忍術
Type: Ninjutsu | Response Phase Jutsu 
Rank: Chunin
Cost: X
Effect:  Used in the Response Phase. Usable twice per battle. This technique has a 5% fail chance. Select one unresolved Ninjutsu Attack of Chunin Rank of Lower. For the purpose of this jutsu, X is equal to the cost of that attack. Negate that jutsu’s damage and any additional effects on the user of this jutsu. The user of this jutsu skips his or her Set-Up Phase and Main Phase. This technique may be utilized with a weapon drawn. 
Description: The Red Mirage is a counter technique that creates three-dimensional images of certain visual concepts from thoughts and emotional impressions within the minds of others, specifically their greatest fears. The three-dimensional images that The Red Mirage causes appear similar to holograms, in various shades of crimson and can be seen by anyone in their vicinity. However, only the people who user derives the image will perceive it as "real," indistinguishable from the real person or object it portrays. To other people, the image is recognizable as an immaterial illusion. The seeming materialization of the object of opponent’s greatest fear invariably has immediate emotional impact on them. The image dissolves and ceases to exist as soon as user ceases to maintain sufficient concentration to keep it visible. This technique is not unique to the Mumyo Jinpuu Ryuu what is unique about it is that while user creates the image The Red Mirage derives its power from opponent by constantly draining their reserves of energy. This forces their body to overcompensate causing their heart to rapidly speed it up, far beyond anything drugs could mimic. This eventually causes it to rupture and the excess blood to pour out of holes in the skin. 
Cost: 5 [10]
 
The Red Mirage; Genjutsu | Shinkirou Kurenai; Genjutsu | 赤色 蜃気楼 幻術
Type: Ninjutsu | Response Phase Jutsu
Rank: Chunin
Cost: X
Effect:  Used in the Response Phase. Usable twice per battle. This technique has a 5% fail chance. Select one unresolved Genjutsu Attack of Chunnin Rank of Lower. For the purpose of this jutsu, X is equal to the cost of that attack. Negate that jutsu’s damage and any additional effects on the user of this jutsu. The user of this jutsu skips his or her Set-Up Phase and Main Phase. This technique may be utilized with a weapon drawn. 
Description: The Red Mirage is a counter technique that creates three-dimensional images of certain visual concepts from thoughts and emotional impressions within the minds of others, specifically their greatest fears. The three-dimensional images that The Red Mirage causes appear similar to holograms, in various shades of crimson and can be seen by anyone in their vicinity. However, only the people who user derives the image will perceive it as "real," indistinguishable from the real person or object it portrays. To other people, the image is recognizable as an immaterial illusion. The seeming materialization of the object of opponent’s greatest fear invariably has immediate emotional impact on them. The image dissolves and ceases to exist as soon as user ceases to maintain sufficient concentration to keep it visible. This technique is not unique to the Mumyo Jinpuu Ryuu what is unique about it is that while user creates the image The Red Mirage derives its power from opponent by constantly draining their reserves of energy. This forces their body to overcompensate causing their heart to rapidly speed it up, far beyond anything drugs could mimic. This eventually causes it to rupture and the excess blood to pour out of holes in the skin. 
Cost: 5 [10]
 
The Red Mirage; Taijutsu | Shinkirou Kurenai; Taijutsu | 赤色 蜃気楼 体術 · 體術
Type: Ninjutsu | Response Phase Jutsu 
Rank: Chunin
Cost: X
Effect:  Used in the Response Phase. Usable twice per battle. This technique has a 5% fail chance. Select one unresolved Taijutsu Attack of Chunin Rank of Lower. For the purpose of this jutsu, X is equal to the cost of that attack. Negate that jutsu’s damage and any additional effects on the user of this jutsu. The user of this jutsu skips his or her Set-Up Phase and Main Phase. This technique may be utilized with a weapon drawn. 
Description: The Red Mirage is a counter technique that creates three-dimensional images of certain visual concepts from thoughts and emotional impressions within the minds of others, specifically their greatest fears. The three-dimensional images that The Red Mirage causes appear similar to holograms, in various shades of crimson and can be seen by anyone in their vicinity. However, only the people who user derives the image will perceive it as "real," indistinguishable from the real person or object it portrays. To other people, the image is recognizable as an immaterial illusion. The seeming materialization of the object of opponent’s greatest fear invariably has immediate emotional impact on them. The image dissolves and ceases to exist as soon as user ceases to maintain sufficient concentration to keep it visible. This technique is not unique to the Mumyo Jinpuu Ryuu what is unique about it is that while user creates the image The Red Mirage derives its power from opponent by constantly draining their reserves of energy. This forces their body to overcompensate causing their heart to rapidly speed it up, far beyond anything drugs could mimic. This eventually causes it to rupture and the excess blood to pour out of holes in the skin. 
Cost: 5 [10]

Jutsu learned from Jounins

 
 

 

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Edited by Pwnzie
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Inventory

 

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15 / 15 Slots Total Used

 

Armor

 

-Head:

-Neck:

-Body:

 

Combat Vest
Armor Type: Combat Vest
Placement: Chest
Attributes: Adamantine Inlay, Indestructible
Description: Stainless Steel inlaid gauntlets that have a triwoven titanium overlay that’s been smelted on top of the stainless steel framing, it has been infused with a chakra shield against basic ninjutsu attacks that can be utilized if you are able to block the attack using the gauntlets.
Adamantine Inlay
Type: Armor Attribute
Description: Your armor has been augmented to include metallic plating interwoven throughout it, granting a greater resistance to physical attacks.
Effect: You gain +660 Defense against Style-less Taijutsu damage and Basic Attacks. This is a triggered effect and does not stack with Iron Inlay, Steel Inlay, or Adamantine Inlay.
Requirements: Steel Inlay
 
Sigil of the Stormgods [iron]
Placement: Hand
Attribute: [+80 Accuracy]
Special Ability:
At the conclusion of the Country of Lightning Chuunin Exams, all participants that made it through to the end of the event received a lightning shaped bangle. Worn around the palm, the bangle is made of a light metal that flexes with the hand and has minimal loss of motion.
 

 

-Waist:

Kirigakure Headband 

-Forearm(s):

-Hand(s):

 

Gauntlets
Armor Type: Gauntlets
Placement: Wrist
Attributes: +200 Defense, Chakra Shield, Indestructible, 
Description: Stainless Steel inlaid gauntlets that have a triwoven titanium overlay that’s been smelted on top of the stainless steel framing, it has been infused with a chakra shield against basic ninjutsu attacks that can be utilized if you are able to block the attack using the gauntlets.
Chakra Defense
Chakra Shield - Your armor has been chakra induced to resist void type chakra attacks.
Effect: You gain +660 Defense against void damage. This is a triggered effect. Replaces "Chakra Defense". Does not stack with Chakra Resistance, Defense or Shield of the same element. Chakra Defense
Elemental Resistance Fire 
Elemental Defense Fire 
Elemental Resistance Lightning 
Elemental Defense Lightning 

Elemental Resistance Wind 

 

-Thigh(s):

-Calve(s):

-Feet:

Combat Boots 
Armor Kind: Footwear
Body Placement: Feet
Attributes: +100 Speed, Indestructible
Special: N/A
Description: A set of lightweight, yet surprisingly durable, shoes made and designed for quick and fast combat. These shoes are built to hold up under the strain of combat and a leg/foot based combat style but are light enough that they don’t hamper the wearer’s movement.

 

.:Weapons:.

-Main Weapon:

-Sub Weapon:

 

Small Weapons

 

Kunai
The all-purpose utility knife used by shinobi all over the world, the kunai is a blade made of a single piece of metal, usually with a metal hoop at the back end. These blades are often thrown, but can be wielded in melee with equal efficiency.
Type: Small Weapon
Deals 8 damage.
Item Slots: 1.0 (x3)
 
Shuriken
One of the most basic weapons utilized by ninja, the shuriken are flat, four-pronged metal stars. They are often used to distract, pin enemy's clothing, or other diversionary tactics, but many shinobi are skilled enough to be lethal with them.
Type: Small Weapon
Deals 6 damage.
Item Slots: 0.5 (x3) 

 

Senbon
Description: Metal needles with a point at both tips, senbon are more commonly associated with certain medical practices, but ninja have been known to carry them because they are easily concealed. While they deal very little damage, senbon are often dipped in poison to maximize their lethality.
Type: Small Weapon
Effect: Deals 1 damage. Has +1% Change to Hit.
Item Slots: 0.2 (x4)
 
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Feather of Atomsk [Ninjutsu Amplifier Rank 3]
Description: A trinket of mystical properties that enhances the Ninjutsu performance of the user. The shape and look of the item is arbitrary.
Type: Passive Item
Rank 3: All Ninjutsu cost 40 less Chakra and do 40 more damage.
Item Slots: 2.0
 
Taijutsu Weights
Description: Weights that are attached to the user. They help train more effective movements and build muscle faster.
Type: Passive Item
Rank 3: All Taijutsu cost 40 less Stamina and do 40 more damage.
Item Slots: 2.0
 
Soldier Pill
Officially called military ration pills, the soldier pills are small pills blended from many powerful stimulants to rejuvenate the user’s body. Several different formulas of soldier pills exist, all of which have varying effects on the body.
Type: Consumable Item — Medicinal
- Rank 2 [$150]: User’s current Stamina or Chakra is increased by 200, or both are increased by 100. Only 1 'Soldier Pill' may be used per battle.
Item Slots: 0.2 (x2)
 
Blood Increasing Pill A tiny pill utilized by ninja to speed up the production of blood in the body. This effect allows wounds to clot more swiftly, and the additional blood prevents the user from bleeding out in the heat of combat.
Type: Consumable Item — Medicinal
- Rank 3 [$300]: User’s current Health is increased by 100. Only 1 'Blood Increasing Pill' may be used per battle.
Item Slots: 0.2 [x1]
 
2 Tissue (Removes the status effect 'Impaired Eyesight' when used. Consumable)
2 Liquid Viperfang Venoms.
1 ‘Large Scroll [Kuikiri No Jutsu]’.
1 'Small Scroll [Kumo Bunshin No Jutsu]'.
2 'Small Scroll [ukiwa No Jutsu]'.
2 Explosive Tags; Rank II that also afflict the status effect 'Numb' for 1 turn.
2 Flash Bombs; Rank I that also afflict the status effect 'Dizzy' for 1 turn.
1 Liquid Moonflower Toxin.
 2 Kite Shuriken that deal fire element damage and afflict the status effect 'Burned' for 2 turns.
15 Senbon that have a +5% chance to hit. 

 

Item Listing

-Items on Hand: 3 Shuriken, 3 Kunai, 4 Senbon, 2 Soldier Pill [Rank 2], 1 Blood Increasing Pill Rank 3,  Ninjutsu Amp Rank 3, Taijutsu Weights Rank 3. 

-Items in Vault: None

-Money on Hand: $373

-Money in Bank: 0

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Logs

 

Exp Earned

 

Rasa EXP Transfer +800 EXP

D Rank; Bottom of the Well +440 EXP

C Rank; Explosivo +880 EXP

D Rank Gone Fishin and D Rank Whoa Nelly +660 EXP

C Rank; All My Chickens +825 EXP

D Rank; Someones Gotta Do It +330 EXP

C Rank; Explosivo +880 EXP

C Rank All my Chickens +825 EXP 

D Rank; Whoa Nelly! +440 EXP 

Bonnie and Clyde + 998 EXP 

C Rank Mission Artisan Craft +880 EXP

C Rank DEA +880 EXP

C Rank; Bandits on the Run + 880 EXP 

C Rank; Bandits on the Run + 880 EXP

C Rank; Bandits on the Run + 880 EXP

C Rank; Bandits on the Run + 880 EXP

D Rank Add to the Wiki +595 EXP

Event 1 Chunin Exams +1595 EXP + 550 Thunder Tokens 

Event 2 Chunin Exams +2520 EXP +750 Thunder Tokens 

Game Golem of Strength +160 Thunder Tokens

1500 Total Thunder Tokens 

Event 1 Opening Ceremony 230 Words For Shirogami Toka  

Side Battle EXP +371 EXP + 200 Thunder Tokens 

 

Transaction Log

125$ Creation Cash 

+775$ Rasa Money from EXP Transfer

+Ninjutsu Amplifier Rank 3 Rasa Transfer

+400$ One Time Character Bundle 

D Rank; Bottom of the Well + 100$ 

C Rank; Explosivo + 200$ 

D Rank Gone Fishin and D Rank Whoa Nelly +225$ 

C Rank All My Chickens +$250

D Rank; Someones Gotta Do It +$100

C Rank; Explosivo +$200

C Rank All My Chickens +$250

D Rank; Whoa Nelly! + $150

Giving Zangetsu $1587

Artisan Craft C Rank Mission +$200

Giving Zangetsu $1375

Taijutsu Weights, Gauntlets, Combat Vest, and PIll Stock up from Zangetsu

C Rank; DEA +$200

C Rank; Bandits on the Run + $250

C Rank; Bandits on the Run + $250

C Rank; Bandits on the Run +$250

C Rank; Bandits on the Run +$250

-$1050 Spending Spreee

D Rank Add to the Wiki +$120

1 Premium Mystery Pack -400 Thunder Tokens + Huge list of Items

+$100 from exchanging 300 thunder tokens for cash.

 

Mission Log

Rank D: V

Rank C: VIII

Rank B:

Rank A:

Rank S:

 

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Edited by Pwnzie
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