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Found 6 results

  1. (Under Construction) Gingan | 銀眼 | Silver Eye In the far west beyond the known lands of the Shinobi resides a village far into the snow covered mountains of the north. it is said this village held a sacred treasure, a rare gem and hidden treasure trove of long forgotten kings. This gem in particular was breaming with unique chakra that could enhance abilities one hundred fold. The denizens of the village deemed it too potent to be released into the world and moved everything deeper into the mountains. They formed a stronghold and devoted generation upon generation to protecting them. The villagers themselves had a special Dojutsu, one thay allowed them to see with unnaturally clarity the truth of the world around them. It also imbued them preternatural speed allowing them to run circles around enemies and evade and even counter their attacks. One such member of this village Analalie Wintre, grew bored of this lifestyle and petitioned the elder to allow her a life beyond the mountains. Though she was but a teenager she knew this was not her path. Analalie knew the one condition this could be achieved and accepted it. The elder was loathe to let such a talented warrior and practioner of the Gingan to go but as is the way of their people allowed her to walk her own path. He used a memory wipe jutsu that made her forget everything and dropped her off in the Land of Snow. This was the beginning of the Silver Eye in the known world. She grew up in her new adopted land and harnessed her ability, never truly knowing how or why she had it let alone where it came from. When she came upon Wulf and started a family she decided to write everything she knew about it on a scroll. She gave the scroll to the Raikage explaining that it should only ever be given to a shinobi of the clan that the Raikage felt was worthy. When the Gingan is activated the users eyes change as follows: the sclera become black, the iris becomes a pine green and the pupil become a glowing silver. The Gingan requires the wielder’s chakra while activated, though due to the Kuromatsu clan body's natural affinity towards it the costs are reduced. A transplanted or stolen eye requires three times the cost to activate and maintain, twice the cost for shinobi with [Subtle Element: Lightning] Requirements: While the Gingan is activated, all advanced regeneration is suspended. Activation/Upkeep: The Gingan may be activated in the Setup Phase as a standard action and may be deactivated during any phase as a Free Action. The upkeep and activation cost of the Gingan are paid at the end of the user's Setup Phase. IF a character is unable to pay the upkeep cost of the Gingan, it is deactivated automatically at the end of their Setup Phase during that turn. The Gingan must be trained by a user, or by following the Hidden Scroll of the Kuromatsu. This must be a [10] post training with either medium. Any member of the Kuromatsu may engage in training. Gingan Perception / Gingan Knowledge activation/upkeep *5% Total Chakra* Gingan Counter activation/upkeep *7.5% Total Chakra* Gingan Perception While the Gingan is active, this character gains x Evasion and Defence, where x is equal to their level. The value of ‘x’ may never be less than 20. All statistical bonuses provided by this skill may not exceed 1.5x the base value of the individual statistics. Defence gained in this way cannot be applied against attacks for which a dodge roll was not made. Cost: -1 Gingan Knowledge This character reduces the fail chance of all their techniques by 5%, to a minimum of the fail chance listed in the technique. Each additional rank adds 5% Max Rank: 4 Cost: -3, -1 for each subsequent Rank Gingan Counter One per battle per rank in this skill, you may activate this skill as a free action in the Response Phase when you use a Response Phase Jutsu against an unresolved Taijutsu attack. If you would lose your Main Phases this turn because of the triggering technique, you are instead reduced to one Main Phase. You get one rank at chuunin and a second rank at sennin. Cost: -2 Gingan Observation Every time the character is the target of a taijutsu he has never seen it is recorded in the Observation Log. Every Taijutsu entered allows the character to understand more about the fundamental principles of Taijutsu. For each different [Style] recorded in the log it offers an additional 1% Evasion and 1% Defense towards Taijutsu. All statistical bonuses provided by this skill may not exceed 1.5x the base value of the individual statistics. This skill and this skill alone may increase the statistics cap from 1.5x to 2x the base value of the individual statistic at rank 2. Max Rank: 2 Costs: -2, -1 subsequent ranks Gingan Mastery Rank One Each rank in the skill reduces the activation/upkeep cost of Gingan by .5% Max Rank: 4 Cost: -1
  2. A listing of the various content created by Niasitari. Active Characters Kuromatsu Kinasutski Unapproved Techniques -Ninjutsu -Taijutsu Lightning Dragon Style Taijutsu ° The Final Roar -Genjutsu -Hybrid Lightning Dragon Style Hybrid ° Lightning Dragon Crimson Death Unapproved Skills -Positive ° Raiton Tatsu | Lightning Dragon Style ° Raiton Okami | Lightning Wolf Style ° Lightning Touched -Hindering Unapproved Equipment -Weapons ° Kuroi Ookami -Armor -Abilities Unapproved Summons Unapproved Bloodlines ° Gingan Unapproved Clans Approved Techniques -Ninjutsu • Eldingartsurugi • Eldingaryari -Taijutsu Lightning Dragon Style Taijutsu • Burst of Wind Dance • Strike of Wind Dance • Gust of Wind Dance • Dance of the Bleeding Knuckle • Dance of the Bleeding Fist • Dance of the Bleeding Heart • Dance of the Third Moment • Dance of the Third Hour • Dance of the Third Night Lightning Wolf Style Taijutsu • Cherry Blossom Turn • Cherry Blossom Twirl • Cherry Blossom Spin • Lightning Strikes • Lightning Strikes Twice • Striking Tree -Genjutsu Approved Skills -Positive -Hindering Approved Equipment -Weapons -Armor -Abilities Approved Summons Approved Bloodlines Approved Clans • Kuromatsu
  3. The Fable of Umikoi Ebisu, and the Drowning Maiden "The first of the Umikoi and their ancestors came from a single warning. Words rarely said; "The sea is not the place for man. You should not be swimming into it or going so deep. You should not be challenging the beasts of the depths or the gods who hold sway there." The boy grinned stupidly; for he was stupid. A brute of the sea and the waves and the sun; of the way of the sail and the spear; not of the hearth and the hoe. He grinned with his stupid face at the elder that spoke those words in warning, and he made an declaration. “I will go to the sea and I will stay in it or near it for a month. When it is over; if I am dead- you can call me a fool and you can use my foolishness to teach the children to stay in the fields and away from the rushing waves. Teach them of the boogieman of the deep. But if I win; you have to let me do what I want. Do you hear me father?” Then the youth took his foolishness, his sun and surf turned body; and took himself to the sea, on only a canoe. He braved the surf and he pushed his body and his boat onward. He survived for days on water he brought with him and fish he caught from the sea. He survived it, onwards for a week: Drifting in the tides and further from his home. To the heart of the ocean; which was his destination. If he could go to the heart of the ocean and gain something from it, he could prove that the sea loved him just as much as he loved it. He could feel it in his heart; as if the water was apart of him. From the first dip into the waters of the village creek as a newborn he had felt that. And so this boy of great tranquility, called Ebisu; swam further and further, and paddled his canoe further and further, fishing and fighting fish that tried to knock his boat over. He traveled for two weeks; and then he met a dead fall. A challenge that he had not accounted for; and which he had no mental compass. He heard the call of a siren; the words of a young woman crying for help: For she was drowning. How could one drown in a sea that loved him so? How could the sea not love all? He had to find out, had to save this person. His heart fluttered; his courage raged a mighty roar, as stupid as the boy was himself. He charged; he jumped. He dived, he swam. He made the moves of battle against the sea until he found this falling kinswoman; drowning in the sea, hair fluttered like a peacock's about her, red tresses spread against the tide; she floated downward, as if her last moments were gone. And he grabbed; he grunted, bubbles flew in a flock. Ebisu swam towards the top of the sea, burning his lungs as he did. And evil laughter came from below. Inches were being moved because a scaly, hook nosed beast had a hand on the girl's foot. The stupid brute [Ebisu] did as stupid brutes did. He kicked at the beast with the force he could muster, trying to smash it's grasp of the girl. A kick to make a mule fill with envy; followed by another and another. The beast grasped the youth's leg, and yanked him down. It ripped the precious air from his lungs; and in that moment, as passion and fear should have overtaken him. Peace came; he felt like he was coddled against his mother's breast. His inner heart had opened; touched finally by his favored place; and by the thing which was so apart of it that he had learned to swim so well to prevent. The beast's grimy hand received another kick and then another, and the water threw this stupid youth skyward, with the girl he had tried to save. As if the water itself was pushing them, and tearing the beast's arm in half in the process. They landed upon the very rocks the Siren played her game at; that monstrous beast below used. And the boy was in the land of the sky; he sputtered, throwing up the sea water in his lungs; collapsing on those rocks. The girl was safe; but she was probably dead. Thirteen days passed, and Ebisu found himself awake upon his canoe, nestled with his head in this girl's lap; her face as clear as the waters he had learned to explore in as a child, her hair as bright as the sun waving to him as he had played. She grinned at him lovingly; and then the day was over. The drowning maiden disappeared; and Ebisu found himself home; his father staring out to the bay with worry upon his face. A boisterous statement had brought this on; but Ebisu wasn't paddling anymore. The water was moving it's body for him. The legends are over; it's time for the reality. The Water Heart of the Umikoi Clan; Mizushin (Advanced System) The bloodline of the Umikoi clan is not a singular trait but rather a collection of multiple little evolutions caused by their genetics. The fact that it is not a singular attribute that causes an awakening of a vestigial organ as is true of many other clans, is generally unknown outside of the membership of the Umikoi Clan's 'elder caste'. The bloodline is one that makes the Umikoi among the most formidable warriors, assassins, and guardsmen around, especially if bodies of water are nearby because unlike their fellow water breathers the Hoshigaki, those Umikoi with their Mizushin awakened, can actually sense movement against water's molecules like it was a sixth sense. The true evolutionary traits which make the Umikoi Clan different of the bloodline's evolutions are a pair inborn features. The first being a dual respiratory system which filters oxygen from water and function exactly as gills would, complete with gill like growths behind one's ears. The second is an inbuilt chakra passageway [or perhaps a type of chakra that's different in itself] that flows over the normally unused portions of one's brain and that allows for hydrokinesis and the movement of water molecules as if they were extra limbs. The portion of the Umikoi's brain which controls hydrokinesis is near their emotive center of their brain, and as such causes the eyes [almost universally a tint of blue or somewhat blue tinted] of the Umikoi Clansmen and Clanswomen who use the kekkei genkei to visually appear to be a maelstrom of blue tints while the bloodline is activated. Their hydrokinesis extends beyond simply an ability to control water with their mind, and functions more as if the water was an extension of their own body and senses, providing them with an ability to feel and sense water psychically when the bloodline is activated, in addition to being able to use it as an extra limb. It is the portion of their hydrokinesis that provides them preternatural senses when it comes to bodies of water (even other people) that provides them with an instictive ability to knowing where to throw their body to block an attack when one is coming, and so they can defend against strikes from their opponents by knowing where their opponents are. Their many tint shifting blue eyes are the primary marker of their bloodline's activation, but while not a universal fact; many Umikoi seem more monstrous while it activated, with their canines growing and sharpening [as the rank the user has in the clan's bloodline progresses], and a slight midnight blue discoloration appears somewhere upon the left side of their head, growing visible while the bloodline is active until while the Kaijin rank of Mizushin is active, a stylized spiral wave appears across the whole of the left side of their face; in a tint similar to the warpaint created from the plant 'Woad'. The Mizushin bloodline has never been transferred by traditional means; and this means that the eyes of Umikoi clansmen are at times taken as spoils of war [for there is a superstitious thought that the Umikoi kekkei genkei is actually as eye based technique]. This comes all-too-often from the hands of Kirigakure no Sato's own people; for the manipulation of water and bodies of water as if they were an extension of one's self is something guessed at, and highly coveted. Umi no Kouin 海の後胤 [scion of the Sea] (Passive Skill) Effects: The possessor of this skill is now immune to the status effect “Drowning” by any water or steam type ninjutsu or terrain effect. Any technique with a tier 2 combinational element or below that inflicts “Drowning” which uses water element as one of its component ninjutsu elements other than the previously mentioned ninjutsu elements will still cause HP damage as per 'Drowning' but have none of the other effects of drowning applied to this skills possessor. Additionally, while the terrains 'Deep Water or Deep Snow' are in effect upon the battlefield, the user's speed and evasion are considered to be 20 points higher than they normally would be. Description: The absolute mark of all those who can be called biological members of the Umikoi clan, this aspect of the kekkei genkei begins within while in the womb. While gestating a secondary lung system develops. Not simply an additional pair of air breathing lungs, this system is one which filters oxygen from water and has a separate wind pipe which gains water through slight and typically scantly visible gill slit behind one's ear and which filters the post-deoxygenizated water into the user's bladder or sweat glands. Restriction: Members of the Umikoi Clan must take this skill at character creation, though they may take it 'locked', and simply not have shown the clan's bloodline actively yet. Cost: -1 Mizushin 水の意志 [Heart* of Water] (Active Skill) Activation/Upkeep: - 5% Base Total Chakra/Turn. Effects: While Mizushin is active; the user's skill and innate abilities towards water manipulation and water ninjutsu as a whole is greatly heightened. The abilities which are given as to choose from are as follows, however because fighting styles being the way they are and the not-yet-firm control of the Kekkei Genkei at this stage; :A user must state if they are using Mizushin in Offensive mode or Defensive mode on the set-up phase which they activate Mizushin in, and can turn it from offensive to defensive modes by using a set up phase to refocus their attentions. While Mizushin is actively in 'offensive mode', consider the user's Ninjutsu [Or Genjutsu] to be 3X Higher, where X is the user's level. This addition is considered for water ninjutsu, steam ninjutsu, and storm ninjutsu; or water genjutsu, steam genjutsu, and storm genjutsu only. The bonus to Ninjutsu or Genjutsu is stated at the beginning of activation; to apply the other bonus, the user must spend a set up phase refocusing, and receives half the bonus they would receive from the 'mode' they were in before. While Mizushin is actively in 'defensive mode', consider the user's Defense to be 3X Higher, where X is the user's level. If near a large body of water, multiply the effects of 'Subtle Elements; Water' by two. Character may consider all Storm, Water and Steam Ninjutsu or Genjutsu to be sealless and may use them while a weapon is equipped. Additionally, all Ninjutsu or Genjutsu made up of elements added to the Mizushin Bloodline with the skill "Many Colours of the Sea" are also considered to be sealless and may be used while a weapon is equipped. Restrictions: Advanced regeneration skills are considered inactive while this skill is active. All Umikoi clan members must take this skill upon character creation, though they may take it as 'locked', if they don't have the skill points to take it from the beginning, and simply unlock it through roleplay. This is an advanced system. Cost: -4 SP Junsui Mizushin 真の水の意志 [True Heart* of Water] (Active Skill) Activation/Upkeep: - 5% Base Total Chakra/Turn. Effect: While Mizushin is active; the user's skill and innate abilities towards water manipulation and water ninjutsu as a whole is greatly heightened. The abilities which are given as to choose from are as follows, however because fighting styles being the way they are and the not-yet-firm control of the Kekkei Genkei at this stage; :The first Rank of Mizushin's effects are counted amongst the effects of Junsui Mizushin, the only real "Expansion of ability" is that at the rank of Junsui Mizushin, one can manipulate "Bodies of water" that are at the molecular level (No, not make H-bombs, but move molecules of water.) and at the other end manipulate larger bodies of water than they could before. A user must state if they are using Mizushin in Offensive mode or Defensive mode on the set-up phase which they activate Mizushin in, and can turn it from offensive to defensive modes by using a set up phase to refocus their attentions. While Mizushin is actively in 'offensive mode', consider the user's Ninjutsu [Or Genjutsu] to be 4X Higher, where X is the user's level. This addition is considered for water ninjutsu, steam ninjutsu, and storm ninjutsu; or water genjutsu, steam genjutsu, and storm genjutsu only. While in 'offensive mode', the user receives a 1X bonus to their defense. The bonus to Ninjutsu or Genjutsu is stated at the beginning of activation; to apply the other bonus, the user must spend a set up phase refocusing, and receives half the bonus they would receive from the 'mode' they were in before. While Mizushin is actively in 'defensive mode', consider the user's Defense to be 4X Higher, where X is the user's level. While in 'defensive mode', the user receives a 1X bonus to their Ninjutsu [Or Genjutsu] as described in offensive mode above. If near a large body of water, multiply the effects of 'Subtle Elements; Water' by two. Character may consider all Storm, Water and Steam Ninjutsu or Genjutsu to be sealless and may use them while a weapon is equipped. Additionally, all Ninjutsu or Genjutsu made up of elements added to the Mizushin Bloodline with the skill "Many Colours of the Sea" are also considered to be sealless and may be used while a weapon is equipped. Restrictions: Advanced regeneration abilities are suspended while this bloodline skill is considered active. This is an advanced system skill. Cost: -3 SP 水の意志の海神 Kaijin Mizushin [sea God's Water Heart*] (Active Skill) Activation/Upkeep: - 5% Base Total Chakra/Turn. Effect: The first and second Ranks of Mizushin's roleplay effects are counted amongst Kaijin Mizushin's effects, as well as the ability to manipulate much larger amounts of water than the previous ranks allowed. With Kaijin Mizushin, one can actually manipulate large portions of the Ocean itself -thus the term "Sea God, Water Heart"-, and can wield these large portions of water as if they were an extension of the user's self. The following abilities are granted while Kaijin Mizushin is activated;The first Rank of Mizushin's effects are counted amongst the effects of Junsui Mizushin, the only real "Expansion of ability" is that at the rank of Junsui Mizushin, one can manipulate "Bodies of water" that are at the molecular level (No, not make H-bombs, but move molecules of water.) and at the other end manipulate larger bodies of water than they could before. A user must state if they are using Mizushin in Offensive mode or Defensive mode on the set-up phase which they activate Mizushin in, and can turn it from offensive to defensive modes by using a set up phase to refocus their attentions. While Mizushin is actively in 'offensive mode', consider the user's Ninjutsu [Or Genjutsu] to be 5X Higher, where X is the user's level. This addition is considered for water ninjutsu, steam ninjutsu, and storm ninjutsu; or water genjutsu, steam genjutsu, and storm genjutsu only. While in 'offensive mode', the user receives a 3X bonus to their defense. The bonus to Ninjutsu or Genjutsu is stated at the beginning of activation; to apply the other bonus, the user must spend a set up phase refocusing, and receives half the bonus they would receive from the 'mode' they were in before. While Mizushin is actively in 'defensive mode', consider the user's Defense to be 5X Higher, where X is the user's level. While in 'defensive mode', the user receives a 3X bonus to their Ninjutsu [Or Genjutsu] as described in offensive mode above. If near a large body of water, multiply the effects of 'Subtle Elements; Water' by two. Character may consider all Storm, Water and Steam Ninjutsu or Genjutsu to be sealless and may use them while a weapon is equipped. Additionally, all Ninjutsu or Genjutsu made up of elements added to the Mizushin Bloodline with the skill "Many Colours of the Sea" are also considered to be sealless and may be used while a weapon is equipped. Restrictions: Advanced regeneration abilities are suspended while this bloodline skill is considered active. This is an advanced system skill. Cost: -4 SP Ooku no Iro no Ume 多くの色の海 [Many Colors of the Sea] (Passive/Add-on Skill) Effects: For each rank of this skill the user takes, add one 'Combinatorial Element(s)' which requires the element water and is no higher than tier 3 to the types of elemental ninjutsu which gain benefits while Mizushin is activated. Description: While the majority of the Umikoi clan with Mizushin can only manipulate water and liquid elements close to water, and it is less common for other elements to be used; it is not impossible. It is simply that the three elements which are most often to be used by an Umikoi with Mizushin activated are the most common elements. The sea has many colors, and an Umikoi with this skill is slowly unlocking the many colors of the sea. Cost: -1 [Per Rank] Umi no Aranami 海の荒波 [Crashing Wave of the Sea] (Activate Skill) Description: The mere fact that Mizushin lacks hand seals, and that it allows the user to attack with a speed, surprise, and ferocity is often over looked. But because of this fact, and because the immense amount of control Mizushin gives to a user, it can be extremely dangerous. Without even any application of a particular strategy; the attacks of the user do a sizable amount more of damage than they would normally do, with the attack's force multiplied. However, it is highly straining on the mind. Effects: - When Using Mizushin, the user's adeptness makes all water type, steam type, and storm type ninjutsu deal 1.5X Base Damage. Amend this list to include any combinatorial elements which gain the normal benefits of Mizushin from ranks of 'Many Colors of the Sea' being bought. Whenever the user chooses to apply this ability, deal 1/10th of the total unmodified damage [base+this bonus] to the user as ghost damage. Does not stack with other skills that modify base damage. Restriction: Kaijin Mizushin, level 75. This is an advanced system skill. Cost: -5 Hydrokinetic (Passive/Add-on Skill) Description: The Umikoi, simply put, are hydrokinetic by nature. Their ability to masterfully craft and control water on the molecular level is extraordinary, and provides for immaculate reaction against inferior productions. Whenever facing such an assault, their bodies accumulate the water molecules around them and disperse against the incoming attack, 'infecting' it so-to-speak, allowing for the Umikoi to momentarily reconfigure the molecular structure of the attack, lessening the overall destruction it would have otherwise caused. Effect: Character treats all incoming water Ninjutsu as though they have 1.5x Defense and all water-based (combinatorial elements that require water, up to tier 3) Ninjutsu as though they have 1.25x Defense. Incoming Ninjutsu comprised of elements added to the Mizushin Bloodline by the Skill "Many Colours of the Sea" are treated as though the character had 1.4x defense. This effect is ignored by ninja of higher rank than the character. This skill overrides any armor effects that reduce elemental damage or similar abilities/skills. Restrictions: Umikoi clan membership, Kaijin Mizushin activated. Cost: -2 (might be closer to 3/4 though.) Link to the Previously Approved version Mizushin. Notes: -Mizushin & Scion of the Sea MUST be taken by an Umikoi at creation, but is considered 'locked' until it is roleplayed being unlocked, and it is bought with SP. -Scion of the Sea MUST be taken before Mizushin, and the ranks follow sequentially. -The Last Skill is adapted from one created by Ravage Nocturne for their Umikoi character long ago, and I'm updating it because I had/have it on Warrusu, and figured if it belongs anywhere it belongs here with the rest of the bloodline. *Shin = Heart, or Spirit, or Will. Not actually the physical heart of a person; but nevertheless, heart, spirit, or will.
  4. Name: Seishin kyūshū: Spirit Absorption level 1 Type: Taijutsu [bloodline] Rank: Gennin Cost: 46 Damage: 20 Absorption: 20 Stamina Effects: Unmodified stamina damage to tank stat and adds it to user's tank. Stamina gained cannot exceed the user's maximum tank stat Description: The standard and basic jutsu of the leech; the bloodline user reaches and grabs the target. Once they make contact, the transfer of their vitality begins; the user's skin at the point of contact turns red as it absorbs the spiritual energy from the target while the drain injures the target at the point of contact. Points: 3 Name: Seishin kyūshū: Spirit Absorption level 2 Type: Taijutsu [bloodline] Rank: Chuunin Cost: 90 Damage: 68 Absorption: 30 Stamina Effects: Unmodified stamina damage to tank stat and adds it to user's tank. Stamina gained cannot exceed the user's maximum tank stat. If used to convert to health, then only able to convert half of the conversion total [15 health] Description: The standard and basic jutsu of the leech; the bloodline user reaches and grabs the target. Once they make contact, the transfer begins; the user's skin at the point of contact turns red as it absorbs the spiritual energy from the target. Learning to metabolize the energy, the user converts some of it into healing energy for his vessel. Points: 3 (evolving 1; Seishin kyūshū level 1) Name: Seishin kyūshū: Spirit Absorption level 3 Type: Taijutsu Rank: Jounin Cost: 200 Damage: 160 Absorption: 80 Stamina Effects: Unmodified stamina to tank stat and adds it to the user's tank. Stamina gained cannot exceed the user's maximum tank stat. If used to convert to health, then only able to convert half of the conversion total [40 health] Description: : The standard and basic jutsu of the leech; the bloodline user reaches and grabs the target. Once they make contact, the transfer begins; the user's skin at the point of contact turns red as it absorbs the spiritual energy from the target. Learning to metabolize the energy, the user converts some of it into healing energy for his vessel. Points: 5 (evolving 1; Seishin kyūshū level 2) Bloodline http://ninja-academy-online.com/forum/index.php?showtopic=34078&st=0
  5. Name: Kyūketsuki no shin'en: Vampiric Abyss level 1 Type: Ninjutsu [bloodline] Rank: Gennin Cost: 50 Absorption: 20 chakra Effects: drains unmodified chakra from tank stat and add the chakra to user's tank. Chakra gained cannot exceed the user's maximum tank stat. 12 Burn damage for 2 turns. Description: The standard and basic technique of the leech; the bloodline user creates a field of chakra around their hands and forcefully extract the chakra of their target when in close proximity. Even if the field runs through their hair it connects to their reserves and feeds the ravenous hunger and leaving the infected area with a caustic burn Points: 3 Name: Kyūketsuki no shin'en: Vampiric Abyss level 2 Type: Ninjutsu [bloodline] Rank: Chuunin Cost: 99 Absorption: 50 Effects: drains unmodified chakra from tank stat and add the chakra to the user's tank. Chakra gained cannot exceed the user's maximum tank stat, 12 Burn damage for 3 turns Description: The standard and basic technique of the leech; the bloodline user creates a field of chakra around their hands and forcefully extract the chakra of their target when in close proximity. Even if the field runs through their hair it connects to their reserves and feeds the ravenous hunger and leaving the infected area with a caustic burn Points: 4 [evolved 1, Vampiric Abyss level 1] Name: Kyūketsuki no shin'en: Vampiric Abyss level 3 Type: Ninjutsu [bloodline] Rank: Jounin Cost: 200 Absorption: 100 chakra Effects: drains unmodified chakra from tank stat and adds the chakra to the user's tank. Chakra gained cannot exceed the user's maximum tank stat. 32 burn damage for 3 turns Description: The standard and basic technique of the leech; the bloodline user creates a field of chakra around their hands and forcefully extract the chakra of their target when in close proximity. Even if the field runs through their hair it connects to their reserves and feeds the ravenous hunger and leaving the infected area with a caustic burn Points: 6 [evolved 1, Vampiric Abyss level 2] Bloodline http://ninja-academy-online.com/forum/index.php?showtopic=34078&st=0
  6. 空気のような変化 Kūki no Yōna Henge (Ethereal Transformation) Bloodline of the [insert Clan Name Here] Spanning over generations, the (TBD) have come to develop an interesting trait... They have a unique Kekkei Genkai in that their bodies are never truly solid. Their ancestors - in attempting to become the elements of fire and water - were almost successful. Their bodies' chakras have transformed them into something not 100% human. The (TBD) are not a completely solid substance, like the rest of humanity. Instead, their bodies may transform; they become ethereal. Their chakra changes them into a smoke-like or mist-like substance. While breathing in this substance does not harm the one breathing, it is still a useful tool in battle for one's opponents to never truly know what part of you to target... Indeed, their chakra is even visible to the human eye, due to the fact that (TBD) are never 100% solid. Effect: Every 10% Solidity lost is a bonus to Evasion. However, there is also a loss of accuracy. These - and how quickly a character becomes less solid - are dependent on rank. Solidity is taken as an extra stat below the tank stats, and is visible to all characters at any time during combat. Characters with this bloodline remain at a maximum of 95% solidity, and may become solid twice as quickly per turn as they lose solidity. Every 40 levels, a (TBD) clan member with this bloodline may lower their maximum solidity 5%. (Example: At level 40, their maximum solidity would be lowered to 90%. At level 80, 85%. At level 120, 80% - the lowest maximum.) Any bonuses that would occur due to lower solidity percentages are forfeited unless the bloodline is activated. Note: When the bloodline is disabled, solidity returns at a rate of 10% per turn during the setup phase. The reduction of accuracy remains, but is lowered by 50% Note: There is a 5% chance per setup phase to drop any held items, such as weapons, scrolls, etc, per 10% solidity lost. A roll must be made every setup phase with a d100, and if the roll is higher than the percent chance to drop the item the item remains in the character's hands. Otherwise, the standard rules apply - items must be picked up in the same manner as any other items on the ground. • Gennin: May become 5% less solid each turn during their setup phase without losing said setup phase. Gennin characters gain a 5% bonus to Evasion and a 3% loss to Accuracy for each 10% solidity lost (from 100% total solidity). Gennin may only lower their solidity to 70%. Cost: -1 • Chuunin: May become 5% less solid each turn during their setup phase without losing said setup phase. Chuunin characters gain a 6% bonus to Evasion and a 3% loss to Accuracy for each 10% solidity lost (from 100% total solidity). Chuunin may only lower their solidity to 60%. Replaces previous rank. Cost: -1 • Jounin: May become 10% less solid each turn during their setup phase without losing said setup phase. Jounin characters gain a 7% bonus to Evasion and a 3% loss to Accuracy for each 10% solidity lost (from 100% total solidity). Jounin characters may only lower their solidity to 50%. Replaces previous ranks. Cost: -2 • Sennin/Kage: May become 10% less solid each turn during their setup phase without losing said setup phase. Sennin characters gain an 8% bonus to Evasion and a 3% loss to Accuracy for each 10% solidity lost (from 100% total solidity). Sennin characters may only lower their solidity to 30%. Replaces previous ranks. Cost: -2 Bloodline Activation/Upkeep: 5% Chakra activation, 5% Chakra per turn upkeep. *The numbers were a shot in the dark somewhat... I'm trying to keep it balanced while still giving it the potential to be useful*
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