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Warr

The Kameryuu

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There are whispers of a beast that is as large as an island,

a beast who could swallow a medium size boat whole with one gulp,

a giant turtle who roams the seas and who destroys any who bother him.

There are also whispers that such a beast is a hero amongst beasts, an animal who protects those of the maritime trade from destruction.

This noble creature is called by those who know of him, a dragon turtle

But his name is:

Kameryuu-sama

Level: 6

Appearance: Kameryuu-Sama, a dragon turtle, is as old as many of the hidden villages, if not much older, and is still in his prime youth. The large beast is nearly 200 feet in height to the top of it's head and 600 feet in length. His maw is akin to that of a snapping turtle, though larger and with many more points. His limbs for movement are somewhere in between a flipper an a claw, allowing for easy movement above or under water, and upon land as well. His skin is green-blue-gray, and his shell a dark dark blue that is almost the tint of black, a very dark midnight blue even. His eyes are golden-orange, and his pupils are deep forest green. His shell is punctuated with many upward spikes, allowing him to assault things that do not notice he is coming from below. Needless to say, he is feared by the superstitious of most nations that deal heavily in marine trade, simply from legends of what has happened before to those who disturb the magnificent beast.

Reference Picture 1

Reference Picture 2

Personality: Being a turtle, and as large and old as he is compared to a human, many would think that Kameryuu-sama would be miserly and pompous, but he is anything but. Though ancient compared to many, he is still young in the age of his own species. As such, he is wise but not overly ominous about things, and he tends to be very personable, so long as you understand and respect the fact that he is 'higher on the food chain' than you, and that he has fought more than any of the currently living shinobi's ancestors could have fought, and as such deserves respect and honor. He can get 'snappy' when people, especially young people, disrespect him, and he is extremely hard to impress and gain the respect of.

Though these are all true, he is a hero at heart, and will gladly help any innocent (Or someone he perceives as such) that is in the need of help he might see, and many times does so for even more people than that. He is impossibly loyal once you have made friends with him and gained his respect, and quite often takes interest in the studies and movements of youth who he sees potential in.

Skills:

Second Wind

Upon reaching 0 health, user regains 1Hp, but only once per battle.

Cost: -2

Chakra Barrier

You take 90% ninjutsu damage.

Cost: -2

Iron Skin

You take 90% taijutsu damage.

Cost: -2

Strategist

Once a battle, and only once, you may choose to have any one of your attacks become a critical hit for 1.5 times its usual damage.

Cost: -3

Hydrologist

Gives +%20 speed in the mist/fog. Muddy Ground doesn't give a ninja with this a 5% taijutsu failure chance.

Cost: -1

Knowing the Elements

Once per your rank in this skill you may negate the damage from a Ninjutsu attack against you. The incoming attack cannot be of a higher rank than your own. This may not be used against an attack from a Ninja of higher Ninja Rank to your own. Does not negate the effects of selected jutsu.

Ranks: 2

Cost: -2

Elemental Mastery (Water)

Bloodline: General

Description: Not all shinobi are particularly fluent in their village's element, even if they are braught up as such. Instead, this shinobi focuses their mastery on another element, that does not need to be of their own village.

Effect: Jutsus of your choosen element will do an extra +5 damage. Cannot be taken with Ninjutsu Mastery.

Cost: -1

Ranks: 1

SP: 0/15 Remaining

Techniques: (73 JP used out of 120 JP)

Water Type;

Hidden Mist Skill (Kirigakure no Jutsu)

Type: Ninjutsu (Water)

Rank: Gennin

Cost: 80

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

Spin Cycle (Jiten Shuuha)

Type: Ninjutsu (Water)

Rank: Gennin

Cost: 40

Damage: 25

Effect:: A successful strike reduces defense by 20 for the next two posts.

Description: A small whirlpool of water is created under the target and stabs up with great force, causing damage and disorientation.

Points: 2

Water Type; Water Dragon Blast Skill (Suiton Suiryuudan no Jutsu)

Type: Ninjutsu

Rank: Chuunin

Cost: 80

Effect:: Deals 100 damage to any one opponent. -20 to opponents evasion before they try and dodge because of fear from dragon form.

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: 3

Water Type; Whirlpool of Despair

Type: Ninjutsu (Water)

Rank: Chuunin

Cost: 50/Turn

Damage: N/A

Effect:s: Opponent is under the effect of "Drowning” for 3 Turns. Additionally the opponent cannot perform any offensive action as long as this is active. User has to keep completely still and cannot perform any action at all while this is active. Large body of water must be near and target submerged in that body of water.

Description: A teamwork Jutsu used primarily to capture a target in a whirlpool while his teammates dish out the damage on the opponent.

Points: 5

Water Type; Water Barrier Wall (Suiton Suijinheki)

Type: Ninjutsu (Water)

Rank: Jounin

Cost: 300

Effect:: Used in the Response Phase. Negates damage and effects from all Ninjutsu string of attacks (of equal or less rank to the user) aimed at the user of this jutsu. Negates the effects but only half the damage from all Taijutsu string of attacks (of equal or less rank to hte user) aimed at the user of this justu. May not act in their main phase the turn that this is used. May only use two times per battle.

Description: A barrier made out of water from the surrounding area. This barrier is effective with blocking incoming Ninjutsu techniques and stops them from reaching the user. Unfortunately, it cannot fully stop Taijutsu techniques.

Points: 7

Water Prison Skill (Suirou no Jutsu)

Type: Ninjutsu (Water)

Rank: Jounnin

Cost: 100, then 50 every turn afterwards to keep effective.

Effect:: You and your opponent cannot move as long as this is active. You recover 5 HP every post as long as the Water prison is kept up.

Description: When fighting in areas with large bodies of water, the users puts chakra into the water which is used to put the opponent in a water-like prison. This incapacitates the opponent as long as the prison is up, allowing the user time to recover. *This technique can only be used in areas with large bodies of water. Therefore, you CANNOT use this technique in the desert or areas like that(duh)*

Points: 3

Water Type; Explosion Skill (Suiton Daibakufu no Jutsu)

Type: Ninjutsu (Water)

Rank: Jounnin

Cost: 265

Effect:: Deals 300 damage to opponent. Shock causes opponent to lose 60 evasion points for 2 posts.

Description: User gathers water in the surroundings with chakra and creates a sort of "bomb" made out of the water. The "explosion" is actually the water bursting and shooting at the opponent at an incredibly high speed. The impact gives the opponent an after-effect that makes them lose their sense of balance.

Points: 6

Water Manipulation; Power Spear

Type: Ninjutsu (Personal)

Rank: Genin

Cost: 75

Damage: 60

Effects: May only use Evasion to dodge this technique, excluding bloodline skills that provide evasive or straight dodging bonuses. Effect only applies to ninjas of the same rank or below of the user.

Description: This technique manipulates the surroundings amongst the user and siphons the principal element of Water. This method of assault forces an incredible volume of water to implode within its own dimensions becoming nothing bigger than a fist. At will, the commendable breadth of water will split into a thin, long rivulet towards their targeted intention with impossible speeds. The true force of the technique is developed on contact however, as the connection between its source severs whence the target is hit; the manipulation aspect of this technique generates such a possibility.

Points: 4

Water Manipulation; Power Lance

Type: Ninjutsu (Personal)

Rank: Jounin

Cost: 253

Damage: 275

Effects: May only use Evasion to dodge this technique, excluding bloodline skills that provide evasive or straight dodging bonuses. Effect only applies to ninjas of the same rank or below of the user. After being hit by this technique, on the next turn, the opponents Evasion, and Accuracy are reduced by 20, and speed is reduced by 40. This reduction is for the next turn alone.

Description: An advancement of Water Manipulation; Power Spear, this technique uses the same basic movements, but more water which is more tightly compressed than the former technique, and which is spun even more quickly than the former as well, the tendril of water decompressing as it hits the opponent, and hitting much harder than the other, as well as hitting in a way that knocks them off balance.

Points: 6

Kameryuu Type;

Kameryuu ton: Kami no Mizu(Turtle Dragon Type; God of Water)

Type: Sealless Response Phase Ninjutsu (Water Type)

Rank: Sennin

Cost: 2/3X where X is the total damage by the opponent for the opponent's water based technique. At the cost of X, where X is the opponents' full damage, it can be 'deflected', and sent at another character.

Effects: Allows for user to dissipate an opponent's water type ninjutsu technique, so long as this technique is used in the response phase. This technique can be used three times per battle max. At the cost of the full and total damage of the opponent's attack, of the 'dissipated' technique, user can chose to make the water type technique hit a combatant of their choosing, instead of dissipating it, using their will and kekkai genkai to 'deflect it' from the target to another. Can only be used on jutsu of Jounin Rank and below.

Description: Kameryuu ton: Kami no Mizu is possibly the ultimate tool for Water using shinobi-nin, a jutsu that allows this guardian beast of the Umikoi Clan to harness an ability much like the Umikoi using the blood which flows within their veins simply 'deflect' or 'dissipate' a water jutsu heading their way, instead of dodging it.

Points: 10 JP

Kameryuu Type; Dragon's Breath Spear

Type: Ninjutsu (Personal)

Rank: Jounin

Cost: 288

Damage: 275

Effects: May only use Evasion to dodge this technique, excluding bloodline skills that provide evasive or straight dodging bonuses. Effect only applies to ninjas of the same rank or below of the user. If hit by this technique, opponent is burned for three turns.

Burned: The target takes 120% damage from taijutsu, basic and weapon attacks, takes 10 damage a turn.

Max Duration: 4 turns

DP: 30/turn

Description: An advancement of Water Manipulation; Power Spear, this technique gathers water or moisture around the user, which is gathered into a very tight tendril of water, slung around just as if the original incarnation of the technique, and in the end shows its surprise, it's 'fangs'. The water which hits the opponent not only pierces through the opponent from its high speed movements, but burns the skin around the wound, and other skin as well, from the steam which ends around the spear.

Points: 7

Taijutsu;

Claw Swipe

Rank: Jounin

Type: Taijutsu

Damage: 380

Cost: 8 JP

Headbutt

Rank: Jounin

Type: Taijutsu

Damage: 380

Cost: 8 JP

Weapon: Shell; Level 50 Large Weapon

-Stats- (15,000 used out of 15,000 Total)

(Health Power) 2000

(Stamina) 1500

(Chakra) 1500

(Taijutsu) 1500

(Defense) 1500

(Ninjutsu) 1500

(Resistance) 1500

(Genjutsu) 500

(Concentration) 500

(Speed) 1000

(Accuracy) 1000

(Evasion) 1000

Edited by Warr
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