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Lemon

Uchiha Mizujin

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Posted (edited)

~User Data~
-Posting: Daily
-Time Zone: Eastern

~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Vital Statistics~

Name: Uchiha Mizujin

Clan: Uchiha

Birthplace: The Water Country

Current Residence: Konohagakure

Age: 18

D.O.B.: July 11th 2097

Sex: Male

~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Appearance~

 

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-Weight: 170lbs
-Hair Color: Like much of his clan Mizujin's hair is a lustrous obsidian that seems to shine when struck by the sunlight.
-Eye Color: His eyes are a deep, dark blue almost to the point of being black.
-Clothing: His current outfit is nothing special at all, for he had done away with his shinobi gear during the war. Although it is certain he will pick it up again in the future for the moment this is essentially the one outfit he owns. On his torso is a standard gi-like top of very thick and durable cotton. It is a deep navy and the trim around edges is a lighter, more icy blue. He has a thick belt of a lighter material wrapped around his waist and it is the same color as the trim on his gi. His pants are simple and straight black, fitting loosely around his legs for maximum comfort and mobility. He has tape wrapped around the upper part of his ankle and it goes to down around the standard shinobi sandals that he wears on his feet. Now that he has reenlisted and been promoted to jounin he bears a flak jacket across his chest, though most of the time it is obscured by his robe.
-Physical Description: Mizujin's body fits the stereotype of the Uchiha clan of old almost perfectly. He stands a little above average height for his age and his body is a tightly coiled mass of muscle, lean and with a negligible amount of fat. His shoulders are quite broad and muscular, and his torso curves inwards to his slender hips lending a sort of V shape to his physique. His muscles are well defined, though not larger than would be typical for a ninja of 18 years old. Still, by the way he carries himself and how he moves an experienced ninja could tell that he is not a young man to be trifled with. His skin is smooth and unmarred by scars or battle wounds despite his many years living in turmoil, a testament to how well he takes care of himself. The basic shape of his face could be described as an oval, but his features are quite angular and he has a narrow yet powerful looking jaw line. Atop his head sits an unpredictable mass of hair. One day it could fall straight, reaching almost to his ears, and on a different occasion it may be unruly and sticking out in all directions. His skin tone is certainly very light, but it does not seem pale and unhealthy, rather it could be described as having an almost elegant kind of glow around it. He has been told that his eyes seem distant, like he is always lost in a sort of daydream. Like many men of the Uchiha family, he is considered quite handsome by his female peers.

~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Persona~

Personality: Mizujin has been trained as a ninja for more than half his life, and has the personality to show this. He is almost always relaxed and rarely gets pressure get to him. He is reserved and quiet; he likes to observe the situation before making decisions that could jeopardize his mission, or even his life. He has lost the arrogance that he had been so well known for over these years of peace, preferring not to brag about his abilities and letting those who stand against him find out on their own what they are up against. He is still quite cunning however and prefers to do battle through subtlety and trickery rather than through brute strength. He is also very, very intelligent and has no problem coming up with a strategy to fit a situation almost perfectly on the fly. One trait he has developed over the years is his dislike of violence. He now prefers to end fights non-lethally or to avoid them all together whenever possible. This has led to his expansion of his genjutsu skills as he can use them to end a battle mentally or turn his opponent away.

Likes:
*Peace
*Meeting new people
*Testing himself
*Studying his clan's history
*Learning new ninja techniques
*Swimming
*Training
*Animals
*The ocean

Dislikes:
*Senseless violence
*War
*Those that can't back up what they say
*Bugs
*Wasted effort

Favorites:
-Food: Plums
-Color: Navy
-Music Genre: No Preference
-Book Genre: History
-Hangout: Likes being in nature, but has no one real place because of his wandering

~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Background~

Background:

~PROLOGUE~

Uchiha Mizujin was born to an Uchiha couple living in the Water Country. His mother was Uchiha Sumizome, and his father was Uchiha Neru. These two were exiles from the clan, who fled from Konoha after being put to shame by the clan and embarrassed in front of the entire village. It is unknown what led to them being exiled, for the records were destroyed with the NCIA occupation of Konohagakure. Mizujin was trained by his father in secret, for his mother knew what living as a ninja could do to a person, and did not want this life for her son. His father, on the other hand, was too proud to let himself die without passing on his knowledge and power to the next generation. The training started when Mizujin was just 5 years old, and his father could already tell that the boy had an incredible amount of potential within his small body. This training continued for almost two years, with Mizujin's skills developing each day.

~The Fire Dies~

A few months before Mizujin turned seven, his home was attacked. Mizujin and his father were sparring outside while his mother went shopping in the nearby town, when Neru noticed something moving in the treetops around their house. Less than a second later three kunai were soaring through the air at Mizujin, but Neru was able to intercept them with kunai of his own. It was then that three shinobi revealed themselves, all of which were wearing unassuming black cloaks with plain white masks. As strong as Neru was, it was easy to see that he was outmatched by these three shinobi. He was able to hold out long enough to injure each of them, but all he could do was slow them down. While the battle was happening Mizujin had ran to the house and was hiding behind a pile of firewood they kept outside.

Mizujin could do nothing but look on in horror as Neru was stabbed through the chest and fell to his knees. While he was falling, however, he performing a quick string of seals and placed his hands upon the ground. A moment later the ground around him exploded, engulfing all the enemy ninja in flames. A minute later the smoke cleared, leaving a gruesome picture painted upon the ground. His father's charred remains, as well as the blistered and beaten bodies of the hunter ninja sprawled on the ground around him. Tears welled up in his eyes as he began to walk toward the scene of the disaster.

~The Awakening~

As he stepped into the circle created by the bodies of the defeated hunters, he heard a slight grunt coming from his left. One of the bodies rose and revealed that underneath the charred and dead skin, he was still alive, although barely. He lunged at Mizujin with nothing but his fists, but Mizujin leaned to the side and parried the attack. The world seemed to move slower now, and he could tell where this hunter would move before he did it. He avoided the next attack, a kick to his head. The hunter tripped when he landed, giving Mizujin enough time to pick up one of the fallen hunter's swords. He then thrust the sword into the hunter's exposed back and killed him for good. He then began to get dizzy and fell onto the ground, the sword falling from his hand as he lost consciousness.

~The Escape~

Mizujin awoke a while later, he guessed that he was only unconscious for about a night. It had been evening when they were attacked and he thought it felt like early afternoon now. His mother came in and brought him some tea and breakfast, then left with barely saying a word to him. He noticed the smile on her face and mistook it for happiness at Neru's death. Without even touching his food he opened up his window and jumped out onto the charred ground below. He had heard his parents talking earlier about Sumizome's other son, an Uchiha by the name of Tsunami. Mizujin thought it a good idea to seek out this brother of his. He traveled for many weeks in order to find him. Eventually he found Tsunami in a small fishing village clinic after asking around the area; it seemed that people were rather easily swayed by little boys trying to find their ‘long lost family'.

Tsunami and Mizujin had a lot to talk about, and they became best friends very quickly. They trained together and, although Tsunami was much more powerful at first Mizujin surpassed his older sibling by the time he was eight years old. At this point Tsunami had decided it was time to travel back to his country of birth, and gave Mizujin directions to the Hidden Village of Mist. They said goodbye and Tsunami promised that they would meet again when they were both great ninja.

~The Hidden Mist~

Mizujin spent the next few days traveling to the village of the Hidden Mist. When he arrived at the gate he was asked his name and business, and naïvely replied: Uchiha Mizujin, I'm here to join the academy. The guards exchanged worried glances, having heard the name Uchiha before, and knowing the dangerous reputation that they had. Mizujin was taken to the Mizukage's office and immediately gained the Kage's interest. Although his council of advisors thought having an Uchiha in the village was a bad idea, especially after hearing what happened to the boy's family, the Mizukage decided to give him to one of his most trusted jounin for some personal training, in order to observe the strengths and weaknesses of the clan.

Because of the harsh training Neru had put him through he was more than ready to learn what the Kiri instructor had to teach. He picked up how to use the water element almost as quickly as he learned how to use the fire element. This both impressed and pleased the Mizukage, who decided for him to participate in the academy graduation exam before he had even been enrolled. He graduated at the top of his class, and continued after that with his individual tutor. This would later be proven to be a mistake when the chuunin exams rolled around.

He jumped at the opportunity to be in the first chuunin exams, seeing it as a way to meet his brother sooner. He was placed in a team with two other gennin whose third teammate had died during a mission. Mizujin had no experience working in a three man team and it was generally considered his fault that the team failed the exams. The Mizukage realized his mistake in only giving Mizujin personal teaching, so he stayed with his new three man team. The next year they entered the exams for the second time, and all were promoted.

He continued on training and doing missions with his team, trying to achieve his dream of surpassing the Mizukage to impress his brother. It had come to his attention that his presence in Kiri had been discovered, and that there was a bounty on his head if he was returned alive. He didn't want any trouble with his village of origin so he asked the Mizukage for a mission that would take him out of the country, and headed to Konoha. Along the way he started having disturbing dreams about his brother, though he could not remember what happened in them he always awoke with a feeling of dread in his mind. After some days of traveling he finally arrived...

~The Hidden Leaf~

When he came to the hidden leaf he was taken to the Hokage's office immediately. It was there that he was given a choice: Return to Kiri with the seal of the caged bird on his forehead, or stay in Konoha. He stayed in Konoha, for he thought that a better choice than to live with his powers sealed. He actually enjoyed life in Konoha, the shinobi there seemed like good people and he could still take missions that allowed him to stay in the country.

For weeks whenever he asked about Tsunami, people would act like they didn't know what he was talking about. He was eventually approached by a mysterious person, a person who said he knew of Tsunami's whereabouts. Mizujin spoke with this man and came to discover what had happened. The man then gave Mizujin Tsunami's sword, and then disappeared. After he got the sword Mizujin's nightmares involving Tsunami began to subside. He would instead feel as if Tsunami was trying to contact him while he was awake. This went on for a while and eventually Mizujin discovered that Tsunami's spirit was indeed communicating with him.

Because of their close relationship and similar physical structure, Tsunami's spirit was able to inhabit Mizujin's body and influence his decisions. This led to many bad decisions on Mizujins part, and eventually to his capture by the NCIA.

~The Hidden Cloud~

The attack on Konoha took the entire village by surprise. Mizujin was in the clan's residential district sparring with another Uchiha, when he saw the smoke rising from other areas of the village. Tsunami's danger seeking ways had rubbed off on him, and he immediately headed to the source of the smoke. He saw the kumo ninjas attacking the village and jumped into the fray. Although he fought well the Kumo won. They had taken over all of the shinobi countries and essentially rules the world. Mizujin had been captured, not killed, and was taken to a prison but did not get to see where the prison was because he was unconscious at the time.

While in the prison it was revealed to the NCIA that he was an Uchiha, one of the very few to have survived the attack. Extensive testing was done on him to try and get him to reveal the bloodline, the Sharingan eyes. They would not awaken, however, because of the malnourishment and horrible way the prisoners were treated Mizujin did not have the energy to open them, even under great duress. It was eventually decided by the scientists that he did not possess the bloodline, so he was left in the prison to rot. The food there lacked greatly in nutrients, and also barely was able to keep him from starving. The stay there had weakened his body immensely and completely obliterated his defensive skills. All the quiet did let him train another powerful skill: genjutsu. While sitting in his cell he developed many genjutsu techniques in his mind, and trained his mind to resist attacks against it. Mizujins and Tsunami's personalities eventually began to meld together as well, combining aspects of each to create and almost entirely new person; one with the genius of Mizujin and the cunning of Tsunami.

~The Resistence~

After what seemed like a lifetime in the jail, he was transferred to another. He was able to sneak a peek out of the vehicle that he and three other prisoners were being transferred in. It was a long ride from where they were previously being held, and the surroundings looked similar to that of the grass country. Mizujin had taken a few trips to the grass village while he was a ninja of Konoha, and had a good idea of the area's geography.

They traveled until they entered a forest, when a loud screech like that of a bird could be heard from the outside. A few moments later the carriage was stopped and sound of a scuffle could he heard outside. Suddenly a shattering of wood was heard and two heavily clothed ninja burst into the carriage. They looked nothing like the uniformed prison guards who were escorting them, and seeing his chance to escape Mizujin went with when one of the men motioned for him to follow. He and two of the other prisoners followed the men while the third was carried. Mizujin glanced back and saw two other shinobi fighting off the NCIA guards. When they were out in the open the men did a quick series of hand seals and summoned a giant tiger into the forest. Mizujin and the prisoners were told to jump on and so they did. The tiger then took them to a hidden shinobi medical facility, where they were healed and the seals placed on their chakra were removed. Mizujin was briefed on the events that had happened during his two year incarceration and trained with the grass ninja for some time in this hideout. He eventually left this group, wanting to see how bad things had become in the rest of the world. The grass ninja allowed him to leave, as he wasn't officially a member in the first place. He took his leave of this village and began to wander around the continent, rarely using his shinobi techniques and never again opening his Sharingan, for fear of what would happen if he was found to be an Uchiha.

~The Empire's Downfall~

When Mizujin had first heard of the defeat of the Raikage he was in a small fishing village in the Pineapple Country, a chain of islands far south in the eastern oceans. He had stayed for a few days with a small family who ran the village's general store, and in exchange for some help in the store he was given a bed and a warm meal every night. He began to enjoy this life of peace without the life or death situations that were all too common in the world of shinobi. He had decided that this would be as good a place as any to stay and he began to work in the store full time. He stayed in the village for 5 years and became a very well liked young man, and was known as a great help to anyone who needed it. He was able to keep the village safe as well, such as from the pirates that commonly travelled throughout the island chain. Eventually, however, he became restless in this new life he had made for himself. He had spent over a third of his life in this tiny island town but it was time to move on, to return the place his clan called home: Konohagakure no sato.

Current Allegiance: Konohagakure

Relationships: (You can use links here, if they have sheets)
-Parent(s):
Uchiha Sumizome-Mother
Uchiha Neru-Father(Deceased)
-Sibling(s):
Uchiha Tsunami-Brother(‘Deceased')
-Significant Other(s):
---
-Pet(s):
---
-Teacher(s):
---
-Friend(s):
---

Edited by Lemon
Posted (edited)

Statistics

Death Bonus:

Genius-
A genius shinobi is one of incredible improvisation and tactic, relying upon stratagem and intelligence to overcome a foe, more so than raw power. These ninja are calculating and meticulous, surprising even the most experienced of shinobi in combat with well timed traps or mastery over a unique bloodline. Going above and beyond the expectations of others, these ninja take the world by surprise with their incredible ability to overwhelm with sheer prediction and maneuver.

Advantages:
- +200 Stats (does not count as a level)
- +2 Skill Points
- +20 Jutsu Points
- Character gains +10% EXP from Training & Missions. Does not stack with Quick Learner

Rank: Jounin

Level: 54

TXP: 16358

Next Level: 2347 exp

Total Stat Points: 6100
500(Start)
200(Genius)
5400(Levels)

-Stats-
(Health) 600
(Stamina) 300
(Chakra) 700
(Taijutsu) 300
(Defense) 100[+200]
(Ninjutsu) 500
(Genjutsu) 700
(Concentration) 500
(Speed) 1000
(Accuracy)700
(Evasion)700[+80]

Taijutsu: +75 damage
Defense: -25 damage
Ninjutsu: +125 damage
Genjusu: -175 stat drain,+70 ghost damage
Concentration: +25% to hit with genjutsu, -25% to dodge genjutsu, 5% Taijutsu Critical, 10% ninjutsu cost reduction
Accuracy: +70% chance to hit
Evasion: -70% chance to hit
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~Skills~

Skill Point Tally: 45

Subtle Elements[Fire,Lightning,Water]:-1

Taijutsu Style[Crane]: -1

Paths[Artisan, Assassin]: -2

Scroll Arts[4]:-2

Merchant[4]: -2

Sinister Calling[5]: -2

Art of Demonic Trickery[2]: -4

Scribe[2]: -4

Sharingan: -23

Inner Calm[2]: -2

Economy of War and Fire: -2

Remaining Skill Points: 2/47
2(Start)
2(Genius)
38(Levels)
2(Chuunin)
3(Jounin)



Skills:

~Elements~


Subtle Elements; Water
Effect: 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.
Ranks: 3, All 5 "Subtle Element” skills share ranks.
Cost: -0(Village)

Subtle Elements; Fire
Effect: May use Fire element techniques. All Fire Techniques deal an additional 5% of their total damage in burn damage (bleed damage when burn damage doesn't make sense) on the following turn, rounded up.
Ranks: 3, All 5 "Subtle Element” skills share ranks.
Cost: -1

Subtle Elements; Lightning
Effect: May use Lightning element techniques. All Lightning Techniques have a +8% chance to hit.
Ranks: 3
Cost: -0(Specialty)

Lightning Specialty
Cost: 0
Effect: User has a +10% chance to hit with all Ninjutsu . Lightning Jutsu cost one less JP to a minimum of 1. User receives the skill "Subtle Elements: Lightning” for free and may purchase an additional rank of "Subtle Elements”. If the user already has "Subtle Elements: Lighting”, 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.
Description: Naturally aligned to the element of the lightning, this character has a natural tact at using and manipulating lightning to their bidding. This chakra is known for its ability to pierce barriers and move at rapid speeds, making it optimal for being able to strike an opponent.
Restrictions: You get one specialty at level 30 and another one at level 80.
Level 30*: 10 post Jounin training.
Level 80: 5 post training.

Link: http://ninja-academy...hp?number=10431

~Taijutsu Styles~

Crane Style
ffect: A player with the Crane Style will start every battle with two Balance Charges. The amount of Balance Charges will determine the effectiveness of your Crane Style techniques in battle. Unlike most other styles though, every time an enemy makes a successful hit on your character you will lose a Balance Charge. You may only lose one Balance Charge per enemy who attacks you per turn. A player may at any time sacrifice their Main Phase to restore their Balance Charges to an amount of two.
0 Charges: When using a Crane Style technique your Accuracy is considered to be 0.8x its base value.
1 Charge: When using a Crane Style technique your Accuracy is considered to be 0.9x its base value.
2 Charges: Your Crane Style techniques receive no negatives or bonuses.
3 Charges: When using a Crane Style technique your Accuracy is considered to be 1.1x its base value.
4 Charges: When using a Crane Style technique your Accuracy is considered to be 1.2x its base value.
5 Charges: When using a Crane Style technique your Accuracy is considered to be 1.3x its base value.
In addition a player with this style does not gain a Balance Charge normally. Instead, you may ‘bet’ additional Balance Charges on any Crane Style technique. If the technique makes contact then you will gain the additional Balance Charges. However, if the technique misses you will lose the ‘bet’ amount of Charges. You may only bet with Charges that you have. If you have 0 Balance Charges you may bet 1 with no penalty for a miss. The user may perform a technique that requires the use of Balance Charges.

Requirements:
- Kirigakure Ninja or 5 post training session with a ninja who already knows this skill.
Description: Crane style is simply described by it's name. It is a style which may very well have been created by watching the movements of the various cranes and mariner birds within Mizu no Kuni. The style itself is fluid, slow, and prone to piercing strikes and a tide of gambling strikes contrasted by a tide of dancing like dodges. It is said that a master of the style can be described as 'eerily resembling a crane'.
Cost: -1

~Paths~
 
The Path of the Artisan
Description: Some Ninja are either exceptionally gifted at the creation and use of items in battle or work hard towards that mastery. These ninja are are more often than not viewed as the most inventive among their peers, and those that follow the Path of the Artisan in the past have been known to create some of the greatest items of legend, as well as the simple tools that nearly every Ninja has used for over a hundred years.
Effect: Character gains 1 extra Jutsu Point per level.

Artistic Mastery: (Choose Two)
- Master of the Canvas: May gain 2 ranks of 'Scroll Arts' for one (1) skill point.
- Journeyman: May gain 2 ranks of 'Merchant' for one (1) skill point.


RP Guide:
- Characters that follow the Path of the Artisan devote a large portion of their free time towards increasing their skills and knowledge on how to improve the items and equipment they use daily, as well as create new, unique, or better versions of their equipment. They have a good eye for detail and a natural idea of how most things work, and are often obsessive over figuring out how the things they don't know work.
Restriction:
- None
 
 
The Path of the Assassin
Description: Although all Ninja are supposed to be able to perform assassinations, there are assassins and there are assassins. These Ninja are dedicated to the highest forms of stealthiness and the most silent ways of killing: mastery of poisons and traps. They value precision in their attacks rather than brute strength, quickly finding their opponent's weakest points and take advantage of their extensive knowledge of the human anatomy and tendencies in battle.
Effect: This character's natural critical range is on a dodge roll of a 1-15 rather than on a roll of a 1.
 
Master of Death: (Choose Two)
- Art of the Blade: Allows for the skill 'Sinister Calling' to be purchased, the first rank is free.
- Art of the Shadow: Twice per battle after a failed dodge roll this character may roll to dodge a second time. The result of this second roll must be used.

 
RP Guide:
A character that follows the Path of the Assassin pursues the true title of 'ninja'. These quiet and calm shinobi would rather kill with the utmost efficiency and stealth possible. Being an apothecary of death and mutilation, assassins are masters of traps and poisons, goading their opponents into their web of trickery, so that they may be assimilated in the most discreet and sudden ways imaginable. Their knowledge of human weakness is extensive, and they take a certain pleasure to watching their opponents walk to their deaths slowly and painfully.
Restriction:
Chuunin. Must have Path of the Artisan or Path of the Warrior.
 

~Item Skills~
 
Merchant
Smooth talker, you never pay full price.
You get a 20% discount at stores.
Cost:-2
Ranks: 4
 
Scribe

Description: Caligraphy is an art, not a weapon... Well maybe it can be both.
Effect: You may inscribe techniques into scrolls. These techniques have 1/4, 1/2, 3/4, or 100% of the original posts/damage (depending on your rank in the skill). Any technique that ends up being a number less than one cannot be inscribed within the scroll.
Cost: -1
Ranks: 4/4
 
Scroll Arts
Description: Symmetry is a part of art, is it not? Why have one when you can have more!
Effect: You may use more than one scroll per battle. For every rank in this skill you gain access to one more scroll per fight.
Cost:-.5
Ranks:4
 

~Battle Skills~
 
Sinister Calling
Description: Your experiences in the field of anatomy and combat have allowed you to know where the vital parts of the human body are and take better advantages of that knowledge.
Effect: Passive critical hit chance is increased by 3% per rank.
Requirements: Path of the Assassin; Art of the Blade
Cost:-1(First Rank Free)
Ranks:3/5
 
The Art Of Demonic Trickery
Clan – Uchiha
Description; The Uchiha are well known as warriors and ninja who can burn their foes to cinders in mere moments, but an equal number of the Uchiha clansmen are gifted with a natural proclivity for illusion. It is well known that the illusions birthed in the minds of Uchiha are some of the most malicious and wicked tortures that can be visited upon the human mind. It’s only natural that the clan has become equally well known as twisted combatants, who’ll tear the minds of their enemies to shreds.
Effects; Uchiha clan Genjutsu of the void or fire element deal an additional 10% of their base ghost damage per rank in this skill. Additionally, all Uchiha clan Genjutsu inflict the opponent with 1 turn of a status effect that they already inflict per rank in this skill. The effects of this skill do not stack with any other skill that increases Ghost Damage dealt by Genjutsu, or lengthens the duration of the effects of Genjutsu. The duration of the status effect may never be increased beyond it’s maximum duration through the use of this skill, and no technique augmented by this skill may have it’s ghost damage increased beyond it’s maximum capacity for its rank.
Ranks; 2/2
Cost; -2
 

Hedging your Bets
Effect: Once per battle, when rollding d100, may add or subtract 1 from that result.
Description: Some think that luck is a random series of events that just happens to fall in your favor. Others think that luck is what you make of the situation. Whatever the reason, every good Ninja could use a bit of luck.
Cost: -1


 

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18px-Sharingan_Triple.svg.png Sharingan | Copy Wheel Eye | 写輪眼
Originally thought to be a mutation of the Byakugan, the Sharingan, or Copy Wheel Eye is a dōjutsu blood inheritance that appears in some members of the Uchiha clan. It is still commonly believed to be descended from the Hyūga clan’s kekkei genkai, but certain texts hidden within the Naka Shrine in the Uchiha Estates are written with the details of the Sharingan’s evolution and its relationship to the most legendary of dojutsu, the Rinnegan. Along with the Byakugan and Rinnegan, the Sharingan makes up one third of what is collectively known as the Three Great Dōjutsu. An activated Sharingan alters the color of the wielder’s irises to a bright crimson which has been described as possessing its own luminescence, making the eyes seem to glow in the dark. Depending on the wielder’s mastery over their blood inheritance, an activated Sharingan possesses a number of slightly swirled pupils, or tomoe, which orbit the center pupil. A fully matured Sharingan has three tomoe per eye. The Second Hokage referred to the Sharingan as ‘the eye that reflects feelings’ because of the particularities in how the dojutsu manifests in the Uchiha clansmen. The Sharingan is assumed to manifest when an Uchiha’s body and psyche are under great duress, but in truth the kekkei genkai most often manifests when a person, place or thing that an Uchiha feels very strongly for is put into jeopardy. This is accomplished by a special form of chakra being released in the brain which specifically effects the optic nerve endings, mutating them on contact.

It has also been called the Heaven’s Eye due to the large range of abilities that it bestows on the wielder. The first of the Sharingan’s considerable powers is its ability to see the flow of chakra. The Sharingan is able to give color to the varying types of chakra, allowing the wielder to differentiate between them. This allows wielders of the dojutsu to detect the presence of Genjutsu by noting irregularities in the flows of chakra in people, and even in themselves. The eyes grant exceptional clarity in combating illusions, though not to the same extent as the Byakugan. The exceptional detail at which the Sharingan processes visual information extends beyond just viewing chakra. This also allows the wielder to pick up on subtle details, enabling them to read lip movements or mimic something like pencil movements. As the Sharingan evolves, gaining more tomoe, this ability extends to being able to track fast-moving objects before finally giving some amount of predictive capabilities to the wielder, allowing them to see the image of an attacker's next move from the slightest muscle tension in their body and counter-attack or dodge without any wasted movement. However, even though the wielder may be able to see an attack or know it is coming, their body may not always have time to react. The most well known ability of the Sharingan is that it grants its wielder the ability to copy almost any technique they witness. In order to reproduce a copied technique though, the wielder must possess the necessary skill to perform it. Lastly, the Sharingan is capable of inducing hypnosis in others that involves suggesting actions and thoughts. This is usually performed through eye contact.

The Sharingan requires the wielder’s chakra while activated, but being a naturally occurring aspect of their body, most Uchiha who have properly adapted to the dojutsu do not experience significant drains on their chakra levels. Anyone who receives an incomplete set of Sharingan eyes, through theft or transfusion though, must spend more extreme amounts of chakra, both because a single eye is incapable of deactivating, and a non-Uchiha body is not adapted to the drain on their bodies.
Restrictions: Ranks within the Sharingan do not stack, If the Sharingan is active all advanced regeneration is suspended until it is deactivated. Each rank overrides the previous except Mangekyō Sharingan, which does not override Toripuruha Sharingan . The Sharingan upkeep is payed every turn in the Main Phase.




 

Key to Dokushinha Sharingan
Once per stat battle, or once per role play topic (All rolls made must reflect situations of great emotional stress, and roll may be made no more than 1 time per day [OOC & IC]. A GM may award additional rolls.), this character may roll a D100. If the roll turns up any number with a 4, 5, 6, or 7 in its digits, then they are awarded the Dokushinha Sharingan. This skill cannot be used in the Practice Arena. Upon a successful roll during a stat battle, corresponding Sharingan ranks may be purchased during battle in the phase that the roll took place.

Key to Ninjūha Sharingan
Once per stat battle, or once per role play topic (All rolls made must reflect situations of great emotional stress, and roll may be made no more than 1 time per two days [OOC & IC]. A GM may award additional rolls.), this character may roll a D100. If the roll turns up any number with a 5, 6, or 7 in its digits, then they are awarded the Ninjūha Sharingan. This skill cannot be used in the Practice Arena. Upon a successful roll during a stat battle, corresponding Sharingan ranks may be purchased during battle in the phase that the roll took place.

Key to Toripuruha Sharingan
Once per stat battle, or once per role play topic (All rolls made must reflect situations of great emotional stress, and roll may be made no more than 1 time per three days [OOC & IC]. A GM may award additional rolls.), this character may roll a D100. If the roll turns up any number with a 6 or 7 in its digits, then they are awarded the Toripuruha Sharingan. This skill cannot be used in the Practice Arena. Upon a successful roll during a stat battle, corresponding Sharingan ranks may be purchased during battle in the phase that the roll took place.

Key to Mangekyō Sharingan
Once per stat battle, or once per role play topic (All rolls made must reflect situations of great emotional stress, and roll may be made no more than 1 time per four days [OOC & IC]. A GM may award additional rolls.), this character may roll a D100. If the roll turns up any number with a 7 in its digits, then they are awarded the Mangekyō Sharingan. This skill cannot be used in the Practice Arena. Upon a successful roll during a stat battle, corresponding Sharingan ranks may be purchased during battle in the phase that the roll took place.



 

Dokushinha/Ninjūha Sharingan activation/upkeep
• Gennin: 10% total chakra •
• Chuunin: 5% total chakra •
• Jounin+: 2.5% total chakra •

Toripiruha Sharingan activation/upkeep
• Gennin: 20% total chakra •
• Chuunin: 10% total chakra •
• Jounin: 5% total chakra •
• Kage/Sennin: 5% total chakra •

Mangekyō Sharingan activation/upkeep
• Gennin: 40% total chakra •
• Chuunin: 20% total chakra •
• Jounin: 10% total chakra •
• Kage/Sennin: 7.5% total chakra •


 

160px-Sharingan_Triplesvg_zpsa8fda853.pn

 

Dokushinha Sharingan
The initial state of all Sharingan, the Dokushinha Sharingan is the first step in attaining all the powers that the Sharingan offers its possessor. With the addition of another pupil into the eyes of the wielder, they are capable of perceiving their environment with much greater clarity than before. That clarity, combined with their ability to view chakra allows the the possessor of the Dokushinha Sharingan the abilities to predict the movements of their opponents, defend against the effects of genjutsu, and mimic the abilities of their enemies.
Requirements: Dormant Sharingan; Key to Dokushinha Sharingan [success]

 

Sharingan Vision – Rank One
Effect: While the Sharingan is active, the wielder’s Accuracy, Evasion, and Concentration statistics are increased by 2x, with ‘x’ being equivalent to the wielder’s 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. Bonuses to Accuracy and Evasion are nullified when the wielder targets an opponent whose Speed statistic is 1.5x greater than the wielder’s.
Description: The first ability that is attributed to the Sharingan is the heightened state of awareness that the wielder enters when activating the dōjutsu. The eyes are able to predict the movements of enemies, or photographically catalog the details of the environment with great superiority. The enhanced accuracy and evasion that is the root of many of the Sharingan's abilities becomes stronger as each new tomoe develops. In its early stages, the Sharingan's influence increases the wielder's sensory awareness greatly, but opponents with great speed are capable of besting the dōjutsu. At more mature stages, the Sharingan is capable of predicting the movements of even the fastest foe.
Cost: -1

 

Sharingan Focus – Rank One
Effect: While the Sharingan is active, Genjutsu performed by an opponent of equal or lesser rank than the wielder apply 90% of their total damage, effect, and duration (rounded up). This skill may not stack with other skills that reduce the effectiveness of Genjutsu.
Description: The natural ability of the Sharingan to see chakra provides an intuitive wielder with a powerful defense against illusions. The eye can only pick up scant whisps of chakra at early stages of its development. As it matures the Sharingan's aptitude for piercing illusions, and for creating illusions of its own becomes much more noticeable. This ability has often given Sharingan wielders a reputation as some of the most gifted genjutsu practitioners in the world.
Cost: -1

 

Sharingan Copy – Rank One
Effect: If the Sharingan is active during the Response Phase, the wielder may pay x Chakra, where x is the cost of an unresolved technique. The wielder must roll a 10-sided dice, and on a roll of 1 or 2, the technique may be added to the wielder’s list of known techniques. Techniques added in this way have no Jutsu Point cost. Techniques of a certain Element, Archetype, or Style may be used without the necessary skill, but the Sharingan must be active to utilize techniques which require skills that the wielder does not possess. Techniques with bloodline or clan skill requirements that the wielder does not possess, or techniques that the wielder could not purchase for their standard Jutsu Point cost may not be copied. This skill may be activated 2 times per battle, or 1 time per role-play topic. Activating this skill is a free action.
Description: The power to record and store the details of any technique witnessed is a feat that has long made the Sharingan one of the most coveted kekkei genkai in existence. By simply having their bloodline active, wielders of the Sharingan are able to see the most minute details in the muscles of their foes, identify handseals in mid-combat, and even see the exact patterns of the enemy's chakra. These abilities make Sharingan-wielders impressive copy cats. In it's formative stages, the act of copying a technique is more strenuous on the body, and can produce hit or miss replications, but as the bloodline matures and the wielder becomes more practiced, the ability becomes almost fool-proof.
Cost: -1

 

Sharingan Reflection – Rank One
Effect: When the wielder successfully utilizes Sharingan Copy against a Taijutsu or Ninjutsu technique, the unresolved technique has a 10% chance of being negated. This is a triggered effect and may only activate 1 time per battle. The wielder consumes their Set-Up and Main Phases on a turn in which this skill activates. The activation of this skill is a free action.
Description: So fast are the reaction times of those who wield the Sharingan, that the brain is capable of quickly responding to incoming threats, and exactly duplicating the attacks of their enemies. In doing so, the wielder is able to match the exact force of the threat and nullify it. At this early stage of the Sharingan, the art of reflection is difficult, and often only performed by luck and instinct.
Cost: -1

 

160px-Sharingan_Doublesvg_zps94bebeae.pn

 

Ninjūha Sharingan
Only with the appearance of the second extra pupil, does the Sharingan eye begin to truly develop its considerable powers. At this stage it is must more difficult for the exemplary vision of the eyes to be bested with speed. The Sharingan's capabilities with chakra and illusions are enhanced to a higher level. At this stage, the eye begins to manifest its own forms of hypnotism. The ability to copy techniques viewed in passing is made easier through the growth, causing less strain on the body of the wielder. Most astoundingly though, the wielder develops the ability to reflect enemy jutsu back to their source.
Requirements: Level 20, Dormant Sharinan; Key to Ninjūha Sharingan [success], Replaces Dokushinha Sharingan

 

Sharingan Vision – Rank Two
Effect: While the Sharingan is active, the wielder’s Accuracy, Evasion, and Concentration statistics are increased by 2.5x, with ‘x’ being equivalent to the wielder’s level. The value of ‘x’ may never be less than 40. All statistical bonuses provided by this skill may not exceed 1.5x the base value of the individual statistics. Bonuses to Accuracy and Evasion are nullified when the wielder targets an opponent whose Speed statistic is 2x greater than the wielder’s.
Description: The first ability that is attributed to the Sharingan is the heightened state of awareness that the wielder enters when activating the dōjutsu. The eyes are able to predict the movements of enemies, or photographically catalog the details of the environment with great superiority. The enhanced accuracy and evasion that is the root of many of the Sharingan's abilities becomes stronger as each new tomoe develops. In its early stages, the Sharingan's influence increases the wielder's sensory awareness greatly, but opponents with great speed are capable of besting the dōjutsu. At more mature stages, the Sharingan is capable of predicting the movements of even the fastest foe.
Cost: -1

 

Sharingan Focus – Rank Two
Effect: While the Sharingan is active, Genjutsu performed by an opponent of equal or lesser rank than the wielder apply 80% of their total ghost damage, effect, and duration (rounded up). This skill may not stack with other skills that reduce the effectiveness of Genjutsu. Genjutsu performed by the wielder deal and additional 5% of their total ghost damage, effect, and duration.
Description: The natural ability of the Sharingan to see chakra provides an intuitive wielder with a powerful defense against illusions. The eye can only pick up scant whisps of chakra at early stages of its development. As it matures the Sharingan's aptitude for piercing illusions, and for creating illusions of its own becomes much more noticeable. This ability has often given Sharingan wielders a reputation as some of the most gifted genjutsu practitioners in the world.
Cost: -1

 

Sharingan Copy – Rank Two
Effect: If the Sharingan is active during the Response Phase, the wielder may pay .8x Chakra, where x is the cost of an unresolved technique. The wielder must roll a 10-sided dice, and on a roll of 1, 2, 3 or 4, the technique may be added to the wielder’s list of known techniques. Techniques added in this way have no Jutsu Point cost. Techniques of a certain Element, Archetype, or Style may be used without the necessary skill, but the Sharingan must be active to utilize techniques which require skills that the wielder does not possess. Techniques with bloodline or clan skill requirements that the wielder does not possess, or techniques that the wielder could not purchase for their standard Jutsu Point cost may not be copied. This skill may be activated 3 times per battle, or 2 times per role-play topic. Activating this skill is a free action.
Description: The power to record and store the details of any technique witnessed is a feat that has long made the Sharingan one of the most coveted kekkei genkai in existence. By simply having their bloodline active, wielders of the Sharingan are able to see the most minute details in the muscles of their foes, identify handseals in mid-combat, and even see the exact patterns of the enemy's chakra. These abilities make Sharingan-wielders impressive copy cats. In it's formative stages, the act of copying a technique is more strenuous on the body, and can produce hit or miss replications, but as the bloodline matures and the wielder becomes more practiced, the ability becomes almost fool-proof.
Cost: -1

 

Sharingan Reflection – Rank Two
Effect: When the wielder successfully utilizes Sharingan Copy against a Taijutsu or Ninjutsu technique, the unresolved technique has a 20% chance of being negated. This is a triggered effect and may only activate 1 time per battle. The wielder consumes their Set-Up and Main Phases on a turn in which this skill activates. The activation of this skill is a free action.
Description: So fast are the reaction times of those who wield the Sharingan, that the brain is capable of quickly responding to incoming threats, and exactly duplicating the attacks of their enemies. In doing so, the wielder is able to match the exact force of the threat and nullify it. With the appearance of a second tomoe, the ability to reflect attacks becomes more reliable, but still depends greatly on raw instinct.
Cost: -1

 

160px-Sharingan_Triple.svg.png

 

Toripuruha Sharingan
For many years it was thought that this rank of the Sharingan was the pinnacle of what could be achieved. Despite this being proven untrue, the Toripuruha Sharingan is still considered a fully mature specimen of the kekkei genkai. As such, it has fully developed strength and range of its abilities. The chakra drain on the wielder is significant, but many who train themselves diligently are capable of keeping this rank of the Sharingan activated almost continuously.
Requirements: Chūnin Rank, Level 40, Dormant Sharingan; Key to the Toripuruha Sharingan [success], Replaces Ninjūha Sharingan

 

Sharingan Vision – Rank Three
Effect: While the Sharingan is active, the wielder’s Accuracy, Evasion, and Concentration statistics are increased by 3.5x, with ‘x’ being equivalent to the wielder’s level. The value of ‘x’ may never be less than 80. All statistical bonuses provided by this skill may not exceed 1.5x the base value of the individual statistics. Bonuses to Accuracy and Evasion are nullified when the wielder targets an opponent whose Speed statistic is 2.5x greater than the wielder’s.
Description: The first ability that is attributed to the Sharingan is the heightened state of awareness that the wielder enters when activating the dōjutsu. The eyes are able to predict the movements of enemies, or photographically catalog the details of the environment with great superiority. The enhanced accuracy and evasion that is the root of many of the Sharingan's abilities becomes stronger as each new tomoe develops. In its early stages, the Sharingan's influence increases the wielder's sensory awareness greatly, but opponents with great speed are capable of besting the dōjutsu. At more mature stages, the Sharingan is capable of predicting the movements of even the fastest foe.
Cost: -2

 

Sharingan Focus – Rank Three
Effect: While the Sharingan is active, Genjutsu performed by an opponent of equal or lesser rank than the wielder apply 70% of their total ghost damage, effect, and duration (rounded up). This skill may not stack with other skills that reduce the effectiveness of Genjutsu. Genjutsu performed by the wielder deal and additional 10% of their total ghost damage, effect, and duration.
Description: The natural ability of the Sharingan to see chakra provides an intuitive wielder with a powerful defense against illusions. The eye can only pick up scant whisps of chakra at early stages of its development. As it matures the Sharingan's aptitude for piercing illusions, and for creating illusions of its own becomes much more noticeable. This ability has often given Sharingan wielders a reputation as some of the most gifted genjutsu practitioners in the world.
Cost: -2

 

Sharingan Copy – Rank Three
Effect: If the Sharingan is active during the Response Phase, the wielder may pay .7x Chakra, where x is the cost of an unresolved technique. The wielder must roll a 10-sided dice, and on a roll of 1, 2, 3, 4, 5 or 6 the technique may be added to the wielder’s list of known techniques. Techniques added in this way have no Jutsu Point cost. Techniques of a certain Element, Archetype, or Style may be used without the necessary skill, but the Sharingan must be active to utilize techniques which require skills that the wielder does not possess. Techniques with bloodline or clan skill requirements that the wielder does not possess, or techniques that the wielder could not purchase for their standard Jutsu Point cost may not be copied. This skill may be activated 4 times per battle, or 3 times per role-play topic. Activating this skill is a free action.
Description: The power to record and store the details of any technique witnessed is a feat that has long made the Sharingan one of the most coveted kekkei genkai in existence. By simply having their bloodline active, wielders of the Sharingan are able to see the most minute details in the muscles of their foes, identify handseals in mid-combat, and even see the exact patterns of the enemy's chakra. These abilities make Sharingan-wielders impressive copy cats. In it's formative stages, the act of copying a technique is more strenuous on the body, and can produce hit or miss replications, but as the bloodline matures and the wielder becomes more practiced, the ability becomes almost fool-proof.
Cost: -2

 

Sharingan Reflection – Rank Three
Effect: When the wielder successfully utilizes Sharingan Copy against a Taijutsu or Ninjutsu technique, the unresolved technique has a 30% chance of being negated. This is a triggered effect and may only activate 2 times per battle. The wielder consumes their Main Phase on a turn in which this skill activates. The activation of this skill is a free action.
Description: So fast are the reaction times of those who wield the Sharingan, that the brain is capable of quickly responding to incoming threats, and exactly duplicating the attacks of their enemies. In doing so, the wielder is able to match the exact force of the threat and nullify it. The fully matured Sharingan is a much more reliable tool when attempting to negate an incoming threat, and can competently match the force of enemy attacks.
Cost: -1

 

160px-Mangeky%C5%8D_Sharingan_Madara.svg

 

18px-Mangeky%C5%8D_Sharingan_Madara.svg. Mangekyō Sharingan | Kaleidoscope Mirror Wheel Eye | 万華鏡写輪眼
The Mangekyō Sharingan is the very peak of the Sharingan's power. So rare is the ability to manifest this stage of the Sharingan, that some once said that it was a myth. It was then believed that to induce the Mangekyō Sharingan, the wielder would have to witness someone very dear to their heart die. The powers presented at this stage, are much greater than even the Toripuruha. The standard abilities of the Sharingan are all available to the Mangekyō Sharingan, but at a state that is beyond comparison to the other stages of the bloodline's evolution. The true power of the Mangekyō Sharingan lies in the abilities unique to it. Each wielder's eyes are different, holding different amazing powers. The use of the Mangekyō Sharingan is a double edged sword though. Extended use will eventually blind the wielder.
Requirements: Jōnin Rank, Level 70, Dormant Sharingan; Key to the Mangekyō Sharingan [success], Does not replace Toripuruha Sharingan.


 

Sharingan Vision – Rank Four
Effect: While the Sharingan is active, the wielder’s Accuracy, Evasion, and Concentration statistics are increased by 4x, with ‘x’ being equivalent to the wielder’s level. The value of ‘x’ may never be less than 200. All statistical bonuses provided by this skill may not exceed 1.5x the base value of the individual statistics. Bonuses to Accuracy and Evasion are nullified when the wielder targets an opponent whose Speed statistic is 2.5x greater than the wielder’s.
Description: The first ability that is attributed to the Sharingan is the heightened state of awareness that the wielder enters when activating the dōjutsu. The eyes are able to predict the movements of enemies, or photographically catalog the details of the environment with great superiority. The enhanced accuracy and evasion that is the root of many of the Sharingan's abilities becomes stronger as each new tomoe develops. In its early stages, the Sharingan's influence increases the wielder's sensory awareness greatly, but opponents with great speed are capable of besting the dōjutsu. At more mature stages, the Sharingan is capable of predicting the movements of even the fastest foe.
Cost: -3

 

Sharingan Focus – Rank Four
Effect: While the Sharingan is active, Genjutsu performed by an opponent of equal or lesser rank than the wielder apply 60% of their total ghost damage, effect, and duration (rounded up). This skill may not stack with other skills that reduce the effectiveness of Genjutsu. Genjutsu performed by the wielder deal and additional 15% of their total ghost damage, effect, and duration.
Description: The natural ability of the Sharingan to see chakra provides an intuitive wielder with a powerful defense against illusions. The eye can only pick up scant whisps of chakra at early stages of its development. As it matures the Sharingan's aptitude for piercing illusions, and for creating illusions of its own becomes much more noticeable. This ability has often given Sharingan wielders a reputation as some of the most gifted genjutsu practitioners in the world.
Cost: -2

 

Sharingan Copy – Rank Four
Effect: If the Sharingan is active during the Response Phase, the wielder may pay .6x Chakra, where x is the cost of an unresolved technique. The wielder must roll a 10-sided dice, and on a roll of 1, 2, 3, 4, 5, 6, 7 or 8, the technique may be added to the wielder’s list of known techniques. Techniques added in this way have no Jutsu Point cost. Techniques of a certain Element, Archetype, or Style may be used without the necessary skill, but the Sharingan must be active to utilize techniques which require skills that the wielder does not possess. Techniques with bloodline or clan skill requirements that the wielder does not possess, or techniques that the wielder could not purchase for their standard Jutsu Point cost may not be copied. This skill may be activated 5 times per battle, or 4 times per role-play topic. Activating this skill is a free action.
Description: The power to record and store the details of any technique witnessed is a feat that has long made the Sharingan one of the most coveted kekkei genkai in existence. By simply having their bloodline active, wielders of the Sharingan are able to see the most minute details in the muscles of their foes, identify handseals in mid-combat, and even see the exact patterns of the enemy's chakra. These abilities make Sharingan-wielders impressive copy cats. In it's formative stages, the act of copying a technique is more strenuous on the body, and can produce hit or miss replications, but as the bloodline matures and the wielder becomes more practiced, the ability becomes almost fool-proof.
Cost: -2

 

Sharingan Reflection – Rank Four
Effect: When the wielder successfully utilizes Sharingan Copy against a Taijutsu or Ninjutsu technique, the unresolved technique has a 40% Chance of being negated. This is a triggered effect and may only activate 2 times per battle. Activation of this skill is a free action.
Description: So fast are the reaction times of those who wield the Sharingan, that the brain is capable of quickly responding to incoming threats, and exactly duplicating the attacks of their enemies. In doing so, the wielder is able to match the exact force of the threat and nullify it. At the pinnacle of the Sharingan's ability, the wielder reacts so swiftly to enemy threats that reflecting them almost becomes a second nature.
Cost: -1

 
 
----
 
Talent Shift(Chakra Flow-12/2013)
Bloodline: No
Description: Over time a person is able to shift their talents from one direction to another. Though it takes a long time to be able to move yourself from from the tracks of life once you have chosen them, it can be done slowly.
Effect: User may remove one skill from their sheet and be refunded the points. Every time this skill is taken it must be written within their skill section with a log of what skill was removed and the date. Can only be taken once every 1.5y months RL time. Where y is the skill point cost. Skill being forgot cannot have been used in the last six months IC time and the last 3 months RL time. Staff permission needed. Cannot be used for bloodlines.
Cost: --

 

Edited by Lemon
Posted (edited)

~Techniques~

 

 

Uchiha_Itachi___Ikkomoshinai_by_vashpera

 

 

Jutsu Points: 179/339 used

4(Start)
20(Genius)
206(Levels)
5(Chuunin)
4(Holiday Bonus)
10(jounin)
4(Holiday Bonus)

4(Holidizzle 2012)

4(Holiday 2013)

4(Holiday 2014)
74(Path of the Artisan)

 

[Yang Release]

 

Void:. [17]

 

Fire:. [38]

 

Water:. [37]

 

Lightning:. [5]

 

Sand:.

 

[Yin Release]

 

Void:. [45]

 

Fire:.

 

[Taijutsu]

 

Uchiha/Styleless:. [11]

 

Crane:. [7]

 

[Hybrids]

 

Nin/Tai:. 9

 

Copy no Jutsu!

 

Lightning Type; Three Talons (Raiton; Santsume)
Type: Ninjutsu (Lightning)
Rank: Jounin
Cost: 75x Chakra
Damage: 100 Damage per Strike
Effects: A maximum of 3 strikes may be made, x pertains to the number of strikes. If all three strikes hit the same opponent then they are "Stunned" for one (1) turn. This is a multi-hit jutsu.
Description: Creating the seals for the technique, the ninja will radiate electrical energy around them and send forward voltages through the ground to their target. The opponent's hair will raise at the last moment as the charges are gathered, three strikes arcing from the user towards their target. A very basic show of Lightning ninjutsu, but often when you are hitting someone with a massive electrostatic discharge of energy you don't need to get too fancy.
Points: 6 

 

 

Flood of Snakes
Type: Genjutsu [Venom]
Rank: Chuunin
Cost: 150 Chakra
Damage: n/a
Effects: Target is inflicted with "Bound [Paired Arms]”, "Shackled [Paired Legs]”, and "Vulnerable" for one turn.
Description: The user fools their opponent into seeing hundreds of smaller snakes surrounding them, and effectively shackling their arms and legs together while swarming them.
Points:5 Copied


[Ninjutsu]

--Fire—

 

Katon: Keshisaru (Fire Style: Obliterate)
Type: Ninjutsu[Clan: Uchiha][Fire][Response][Doujutsu]
Rank: Jounin
Cost: .8x chakra (x=cost of one attack targeting the user)
Effect: Negates the damage/effects of one attack from a single target. If used on a taijutsu attack the attacker is inflicted with the status effect ‘burned’. May not be used on higher ranked techniques. Has a 5% chance to fail. Requires Sharingan to be active.
Description: The unquenchable flames known for their destructive power can also become an absolute defense when wielded by a master of the sharingan. With a simple glance the Uchiha ignites everything within his field of vision and decimating any incoming attacks into a pile of ash.
Cost: 8 JP
 
Katon: Banshou (Fire Style: Sunset )
Type: Ninjutsu[Clan: Uchiha][Fire][Doujutsu][Dynamic Trap]
Rank: Jounin
Cost: 213 chakra
Damage: 320
Conditions:
-Toripuhura + Sharingan must be activated
-Target must be currently suffering from the status effect ‘burned’ or ‘burning’
Description: Using their sharingan eyes the user exerts their will over the flames, causing them to twist and morph into a terrifying black inferno. By focusing their vision on even the smallest smoldering embers they breath new life into them with their chakra causing the smoldering flames to burn unfathomably hot at the point of the preexisting burn. Though hot enough to melt through armor, muscle, and bone in an instant, the flame vanishes after a single flare up. The lack of collateral damage makes it a personal favorite of Mizujin’s.
Cost: 5 JP
 
 
Katon: Ryu Yoroi (Fire Style: Dragon’s Armor)
Type: Ninjutsu[Clan][Fire][shield][Doujutsu]
Rank: Jounin
Cost: x(x may not exceed 380)
Upkeep Cost: May pay x chakra in the setup phase to recover 2x armor hp
Effect:
-Creates an armor around the user with 2xHP if used in the Main/Set-Up phases or xHP when used in the response phase.
-Armor may never have more than 760 HP
-Any enemy that strikes the armor with a taijutsu attack takes 10% of the armors HP prior to the attack in burning damage.
-Toripuhura + sharingan must be activated
-Armor is destroyed at the end of the turn if it reaches 0 hp and no upkeep is paid
-May be active for 4 turns Max
-Usable 2 times per battle
Description: The armor of the dragon is a terrible sight to behold and has spawned tales of an immortal demon cloaked in blazing fire fire. This jutsu completely envelopes the user’s body in flames, protecting their body by burning any incoming attacks to cinders. The degree of the blaze varies depending on the amount of chakra used, ranging from an inferno 5 feet in diameter to small flames that cling tightly to the user’s form. In either case their entire body is obscured, save for their sharingan eyes.
Cost: 8 JP

 

Blaze (Kaen)
Type: Ninjutsu [General; Fire]
Rank: Jounin
Cost: 150 Chakra
Damage: N/A
Effect: Inflicts 75 unmodified fire damage a turn to anyone that enters melee with the user for the next three posts. During this time, if the user hits the enemy with a melee attack, they take an additional 75 unmodified fire damage. If the user attacks the opponent with a melee attack of otherwise comes into melee range with them they may roll a dodge roll modified normally to avoid the damage.
Description: The user is engulfed in a blaze of flames that consumes their entire body. In every direction around them up to a foot away the air is lit aflame. Anyone that gets to close will be burned by the intense heat surrounding their body, and a melee fighter with this technique is an even more dangerous opponent than normal.
Cost: 3
 

 Katon; Ryūka No Jutsu | Fire Release; Dragon Fire Technique | 火遁・龍火の術
Type: Ninjutsu [Fire | Hijutsu; Uchiha]
Rank: Jōnin
Cost: 140 Chakra
Damage: 250
Effect: This technique has a 20% base chance to hit. After this technique is utilized, the terrain effect ‘Lavaflow’ is placed on the field regardless of whether this technique damaged its target.
Description: A technique designed to create as much damage as possible, Katon; Ryuka, like many of the Uchiha clan fire techniques is created by mingling the volatile fire type chakra with the air in the user’s lungs, but when expelled from the mouth, the flames of this technique are nearly uncontrollable. To help direct the fires of this technique, the Uchiha clan often utilizes a strong, but flammable wire to trap their target before unleashing this technique so that it may be guided down the wire toward the helpless target. The flames created by this technique are so hot that they can melt earth and stone, creating streams and puddles of hot lava across the battlefield.
JP: 4

 

 Katon; Gōkakyu No Jutsu | Fire Release; Great Fireball Technique | 火遁・豪火球の術
Type: Ninjutsu [Fire | Hijutsu; Uchiha | Evolving; Katon; Gōkakyu No Jutsu]
Rank: Jōnin
Cost: 95 Chakra
Damage: 200
Effect: This technique inflicts 2 turns of the status effect ‘Burning; 25’ following the effects of the skill ‘Subtle Elements [Fire]’. The user has a 50% chance of being afflicted with 4 turns of the status effect ‘Burned’ after utilizing this technique.
Description: Said to have originated amongst the Uchiha clan before the founding of Konohagakure No Sato, the Gōkakyu No Jutsu has long been a staple technique of the clan. For generations, the ability to produce a full-sized Great Fireball Technique has been considered a rite of passage, allowing the Uchiha to be considered an adult in the eyes of their clan. The fame of this technique spread after the creation of the village, where it was adopted as a standard by most shinobi trained in the Konohagakure academy. A powerful technique, the Gōkakyu No Jutsu requires greater than average skill with chakra manipulation and it's said to be difficult and dangerous for most Genin to produce. The user mixes their collected chakra with oxygen in their lungs, by inhaling deeply, making the air within into a volatile admixture that ignites into a powerful fireball upon exposure to the air. The Great Fireball Technique is known for causing painful burns on the mouth and hands of ninja who improperly perform it.
JP: 3

 

Katon; Hōsenka No Jutsu [Fire Release; Phoenix Immortal Fire Technique] 火遁・鳳仙火の術
Type: Ninjutsu [Fire//Clan//Evolving//Multi-Hit]
Rank: Chuunin
Cost: 20x
Damage: 25x
Effect: In terms of cost and damage calculation, "x" is considered the number of seperate attacks created through the means of this technique. "x" may never equate to a number greater than five. This attack may be aimed at seperate targets, or each of the multiple attacks may be centralized at a single target. In the latter case, when the victim successfully dodges one of the attacks, any consecutive attacks receive a +1% bonus to their accuracy modifier. This effect is cumulative to a maximum of +3%. While the Sharingan is active the effects of this technique are considered to be cumulative to a maximum of +5%.
Descpription: Created before the introduction of the shinobi villages, the Pheonix Immortal Fire Technique began as a secret technique of the Uchiha clan. Using a similar formulae to it's progenitor, the Great Fireball Technique, Hōsenka No Jutsu is a more versatile offshoot of the original. Sacrificing pure power for the ability to hit mutiple targets, the user fills their lungs with air, intermingling it with chakra of a fire nature, and it is similarly exhaled from their body. This volatile air is ignited by the ring made by the user's thumb and index finger, but exhaled in small enough bursts to create more than one, smaller ball of fire. This technique, along with several others created by the Uchiha clan had secondary versions created and gifted to the academy of Konohagakure No Sato. It is a popular technique among shinobi of the Fire Nation.
Points: 5 [1]

 

Name: Fire Release: Tears of the Phoenix [Katon: Yabureme no Fennikusu]
Type: Ninjutsu(Uchiha;Personal)
Rank: Jounin
Cost: 380
Damage: 155(AOE)
Effects: Terrain is changed to Rubble/Ruins

 

 

Rubble/Ruins: 10% chance to fall prone. Roll at the start of a turn involving movement. Rock chunks are ranged weapons that deal 2 damage and weigh .5 lbs. They can be picked up as if drawing a weapon.
DP: 70

Description: After inhaling a great breath the user of this jutsu exhales and shoots a massive fireball into the sky. After launching the first fireball they follow it up with a second, much weaker attack. This second attack ignites the first fireball causing it to explode, raining down hundreds of smaller balls of flame all throughout the battlefield that incinerate anything they touch. This jutsu is ideal for clearing out a large area of land and is quite deadly in the right hands.
Points: 8

Name: Fire Release: Dragon Fire Cyclone [Katon: Ryuka Teikiatsu]
Type: Ninjutsu(Uchiha;Personal)
Rank: Jounin
Cost: 210
Damage: 150
Effects: Burning 75 damage for 2 turns, Burned for 1 turn(begins once the burning has ended)

 

 

 

Bleeding/Burning/Poison: User loses x HP every turn (x is determined in the technique that inflicts bleeding). Bleeding/Burning/Poison damage begins to take place on the turn after the attack hits. So if a technique hits an opponent for 20 bleed damage for two turns, the first turn they are hit, the second turn they take the damage and the third turn they take the damage again. The total bleed damage in a single technique cannot break the damage cap for that technique when added together with the regular damage that it deals.
Max Duration: 3 turns
DP: 0.8x/turn (x = The normal DP (cost) of the damage that it is being applied to.)

 

Burned: The target takes 120% damage from taijutsu, basic and weapon attacks and takes 10 damage per turn.
Max Duration: 4 turns
DP: 30/turn

Description: The user breaths a large stream of fire out from his mouth which surrounds and washes over the target, trapping them in a cyclone of fire. The intense heat of this jutsu causes vicious and powerful burns that can cripple even the strongest shinobi.
Points: 5


Name: Fire Release: Dragon’s Egg [Katon: Ryu Tamago]
Type: Ninjutsu(Uchiha;Personal;Set Trap)
Rank: Jounin
Cost: 160
Damage: 320
Effects: N/A
Description: A rather simple but very effective manipulation of the Katon style of ninjutsu, this technique is used primarily by the Uchiha Clan to fortify their bases. The user focuses their fire type chakra into the ground beneath them and keeps it very close to the surface. A change in pressure causes the chakra to ignite into a powerful explosion that can not only grievously injure an enemy, but the sound can also alert the user to enemies attempting a more stealthy approach.
Points: 4





--Earth--

--Wind--

--Water--

 

Suiton; Mizurappa [水遁・水乱波] - Water Release; Violent Water Wave [Rank 3]
Type: Ninjutsu
Rank: Jounin
Cost: x Chakra
Damage: x Damage
Effect: The user may spend additional chakra to increase the damage of this technique at a ratio of two chakra to three damage. This may not break damage caps, and a minimum of 80 chakra must be paid. A maximum of 320 damage may be added this way.
Description: Water gushes out from the mouth like a waterfall and washes away the enemy. One can freely control the power of this technique with the amount chakra one releases.
Points: 8 

 

Suiton: Suishōha [水遁・水衝波] - Water Release: Water Shockwave [Rank 2]

Type: Ninjutsu [AOE]
Rank: Jounin
Cost: 295 Chakra
Damage: 50 Damage
Effect: ‘Exposed’ for one turn if hit. This technique only affects enemy targets. This jutsu may not be used in succession.
Description: This technique allows the user to make a spiraling vortex of water. The vortex then proceeds to explode from the top in the form of a wave. The user can also control the direction the wave goes.
Points: 7

 

Water Type; Water Barrier Wall (Suiton Suijinheki)
Type: Ninjutsu [General; Water]
Rank: Jounin
Cost: x Chakra
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, where x is the total damage. Negates the effects but only half the damage from all Taijutsu string of attacks (of equal or less rank to this technique) 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. If the technique does not deal damage or is a lightning technique this jutsu does not work.
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.
Cost: 7


Water Prison Skill (Suirou no Jutsu)
Type: Ninjutsu [General; Water]
Rank: Jounin
Cost: 100 Chakra, 50 Chakra Upkeep
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)*
Cost: 3

Water Type; Whirlpool of Despair
Type: Ninjutsu [Kiri; Water]
Rank: Chuunin
Cost: 50 Chakra per turn
Damage: N/A
Effect: Opponent is under the effect of 'Drowning' while this is active. 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. Maximum of 3 turns.
Description: A teamwork Jutsu used primarily to capture a target in a whirlpool while his teammates dish out the damage on the opponent. Requires a body of water to already be present for the opponent to become trapped.
Cost: 5

Water Clone Skill (Mizu Bunshin no Jutsu)
Type: Ninjutsu [Kiri; Water]
Rank: Chuunin
Cost: 60 Chakra per clone (max of 6 clones on the field)
Effect: Each Water Clone has 1/6 stats of the user, but only 1hp.
Description: Using the surrounding water, the user makes clones of himself/herself. This helps in fooling the opponent, making it less likely that they will hit the user.
Cost: 3

Water Type; Tidal Burst
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.
Cost: 3

Hidden Mist Skill (Kirigakure no Jutsu)
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.
Cost: 4

--Lightning--
 

 

Lightning Type; Chain Lightning
Type: Ninjutsu [General; Lightning]
Rank: Jounin
Cost: 240 Chakra
Damage: 90
Effect: Hits four times to up to 4 targets; May forfeit damage from one hit to break a destructable weapon.
Description: This nin calls a lightning bolt that forks into four prongs. These prongs are guided by chakra into anything the nin using this want them to.
Cost: 6

 

Lightning Type; Three Talons (Raiton; Santsume)
Type: Ninjutsu (Lightning)
Rank: Jounin
Cost: 75x Chakra
Damage: 100 Damage per Strike
Effects: A maximum of 3 strikes may be made, x pertains to the number of strikes. If all three strikes hit the same opponent then they are "Stunned" for one (1) turn. This is a multi-hit jutsu.
Description: Creating the seals for the technique, the ninja will radiate electrical energy around them and send forward voltages through the ground to their target. The opponent's hair will raise at the last moment as the charges are gathered, three strikes arcing from the user towards their target. A very basic show of Lightning ninjutsu, but often when you are hitting someone with a massive electrostatic discharge of energy you don't need to get too fancy.
Points: 6 

 

 

Sand:;.

 

.: Armor of Sand: Rank 2 (Suna no Yoroi) :.
Type: Ninjutsu
Rank: Jounin
Cost: 200 Chakra
Effect: Creates a shield around the user with 400 health points. The user may repair the shield to full health points for 160 chakra in the Setup Phase. Additionally, if the health of the armor is reduced to 0, it may only be repaired in the immediate Setup Phase in which it was broken. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. May be used any amount of times per battle.
Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger.

[Copied]

 

.: Desert Carnival :.
Type: Ninjutsu [AoE]
Rank: Jounin
Cost: 300
Damage: 90
Effect: Area of Effect attack. Distracted for Two Turns.
Description: The user creates a set of hand seals and releases a stream of sand that surrounds themself and the opponent. Periodically, holes will open up in the sand dome and let light transfer in and move about the dome every second, giving off a strobing effect. In addition, the user will craft fist sized orbs of sand chakra and toss at the opponent. When the opponent is near to the orb, it will explode.

[Copied]

 

.: Quicksand Catastrophe :.
Type: Genjutsu
Rank: Jounin
Cost: 204
Damage: --
Effect: -300 To Evasion for Two Turns.
Description: The user crafts an illusion around their opponent that makes them believe that the ground they are standing on is quicksand. In an effort to try an escape the sand (or an ineffort) the opponent loses a great deal of mobility for a short while.

[Copied]

 

--General--

Body Freeze Skill (Kanashibari no Jutsu)
Type: Ninjutsu [General]
Rank: Jounin
Cost: 100 Chakra
Effect:
- Cannot be dodged. Opponent rolls 1d100.
- If they roll higher than 50, then they are Vulnerable and Stunned for one turn.
- A single person may only be affected by this attack once every four turns.
- May only be used once a battle per enemy by Gennin, two times by Chuunin and three times by Jounin.
- If target is of two ranks or higher than the user, they are unaffected by this technique.
Description: Used to cause ones opponent to lose the advantage of movement. Freezing them in their tracks, this Jutsu creates an opening for a more dangerous attack. Most Anbu Ninjas seem to know this technique.
Cost: 4

Kage Bunshin No Jutsu (Shadow Clone Technique)
Type: Ninjutsu [Konoha]
Rank: Chuunin
Cost: 70x Chakra
Effect: In terms of chakra cost calculation 'x' is equal to the number of clones created through this technique. May be used in the Main Phase or the Set-Up Phase. If used in the Set-Up Phase, the user's Main Phase is not consumed. Clones created during the user's Set-Up Phase may take part in any technique that requires the presence of physical clones during the Main Phase following their creation, but are destroyed during the Loss Phase. Shadow clones have 1 Health Point, with the rest of their statistics being equal to their creator's, divided by the number of clones created plus the creator [statistics/(x+1)] . 1 clone may be created by shinobi of Gennin rank, 4 by Chuunin, 7 by Jounin, and 14 by Sennin. This ratio is modified for ninja from Konohagakure to 2 by Gennin, 6 by Chuunin, 10 Jounin, and 18 by Sennin.
Description: Years of steady usage has made the Shadow Clone Technique a common site on many a battlefield. Despite being a work-horse technique amongst shinobi, Kage Bunshin remains a versatile maneuver in many combat situations. Through means of the technique, the user is capable of quickly creating physical doppelgangers. The applications for these clones are numerous and every shinobi who learns Kage Bunshin No Jutsu seems to devise their own style with it. The clones themselves are much more fragile than the ninja that they imitate as they can be dispatched with little effort. History lends credence to the commonly held belief that the Shadow Clone Technique originated in the Land Of Fire some time before the creation of the first hidden villages. Since it's advent though, the technique has spread greatly and now shinobi of every denomination have been seen making use of the skill. Ninja hailing from Konohagakure No Sato still seem to be the most gifted with the use of shadow clones. Some say they have developed secret differences from the basic technique that allows them greater benefit.
Cost: 4

Energy Absorbtion (Chakra Kyuushuu)
Type: Ninjutsu [General]
Rank: Chuunin
Cost: x Chakra
Effect: Opponent looses x chakra. The value of x cannot be more than 80.
Description: This Jutsu allows the user to suck out his or her opponents Chakra through the plam of their hand.
Cost: 3

Kawarimi Tonzura no Jutsu
Type: Ninjutsu [General]
Rank: Chuunin
Cost: 50 Chakra
Damage: N/A
Effect: Evade the next attack aimed at you. Roll a d100. If the roll is higher than 10*(Your opponent's level - Your level), the battle ends and no experience is awarded. If you fail, you are unable to attack the opponent the turn you use this. This counts toward your Kawarimi no Jutsu use limit. This technique cannot be used against Ninjutsu, Taijutsu or Genjutsu Techniques. This technique may also be used in the main phase, if not attacked.
Description: A tactical use for Kawarimi no Jutsu. By switching places with an object out of the opponent's point of view, the ninja may make a quick retreat, making this technique quite a life-saver in the heat of battle, though, if the opponent outskills the ninja, it may fail.
Cost: 3

Kuchiyose no Jutsu (Summoning Technique)
Type: Ninjutsu [General]
Rank: Gennin
Cost: x Chakra (Depends on summon level, see summoning rules)
Damage: N/A
Effect: Allows you to summon one animal. (See Summoning rules for more info). Requires the skill "Contract Manager" to preform.
Description: Having signed a contract in blood, any ninja with this Ninjutsu technique can summon a beast, or beasts, from another plane of existence to use in battle. They must use their own blood as a "sacrifice" to summon them, after performing the hand seals corresponding with their animal and marking their point of summoning on the ground with both hands. Animals range from the famous Japanese Triad of the Toad, Snake, and Snail/Slug, to dogs, spiders, turtles, monkeys, and many more.
Cost: 4 (Erosion 1)

Taijutsu

-Crane Style-

Flight of the Crane (Tsuru no Haisou)
Type: Taijutsu [General; Crane]
Rank: Jounin
Cost: 165 Stamina
Damage: 90
Effect: Enemy is 'Stunned' for 1 turn, 'Receptive' for 1 turn, 'Prone' for 1 turn.
Description: A seemingly simple technique of the crane style, the user throws their momentum forward; sending their body from tiptoeing on the ground skyward, hurtling towards their enemy. Their body is sent into the sky for only a second, and they swing out with their foot. If performed correctly, this technique is spoken as 'reminiscent of a crane or heron swooping for a fish', thus the origin of it's name. As such, it is an often used technique by Kirigakurans whom know the Crane Style, but it is a taxing movement to one's stamina and balance.
Cost: 3

Hidden Mist Style; Predator Disabling Technique
Type: Taijutsu [Kiri; Crane]
Rank: Chuunin
Cost: 150 Stamina
Damage: 90
Effect: Opponent is 'Immobilized' for 2 turns, 'Bleeding' 20 for 1 turn. Must have four (4) Balance Charges to use this technique; Does not spend these Charges. Must have some type of edged weapon equipped.
Description: Often possessed by Kiri hunter-nin in the past as a first strike against any missing-nin before attempting any form of capture. Usually this is done by darting around and behind the enemy nin and slashing the back of their legs. If they do not die outright, they are unable to move. However, missing-nin use this equally often as a way to disable their captors and create and opening to either kill their captors or escape from them.
Cost: 4

Leaping Crane Dance (Chou Tsuruyou)
Type: Taijutsu [Kiri; Crane]
Rank: Chuunin
Cost: 120 Stamina
Damage: 30 (x3)
Effect: Multi hit attack, 3 strikes. If opponent is hit by at least two strikes they are 'Bruised' for two turns. If the opponent is hit by three strikes they are 'Stunned' for one turn.
Description: The user will slide past the opponent, striking them once along the lower rib cage with a glancing blow. As they come behind they will raise up on one leg and kick downward towards the back of their kneecap, knocking them to the ground. Raising their dominant hand, the user will strike a powerful blow to the back of the enemy as they are downed, rendering them incapacitated if they do.
Cost: 4


Sharingan HiJutsu

 

• Sōshuriken No Jutsu | Manipulated Shuriken Technique | 操手裏剣の術

Type: Taijutsu [style-less | Hijutsu; Uchiha | Dynamic Trap]
Rank: Genin
Cost: xz Stamina
Damage: yz
Condition: The target must have successfully evaded one or more small weapon attacks augmented by the item ‘Manipulator’s Wire’ from the user in the previous turn.
Effect: For the purposes of cost and damage calculation 'z' is considered to be the number of small weapons augmented by the item 'Manipulator's Wire' in the last turn, 'x' is considered to be the individual Stamina costs of those small weapons, and 'y' is the individual damage of those small weapons. All weapons are still considered to be augmented by the item 'Manipulator's Wire'.
Description: The Manipulated Shuriken Technique is a staple trap of the Uchiha clan. Utilizing small projectiles and near-invisible wire, a quick-fingered user can guide their attacks in mid-air and redirect them in the blink of an eye. The shuriken deal largely superfluous damage, but are able to work as weights and quickly and easily wrap the target in the flammable wire. Many Uchiha combine this technique with the heightened visual acuity of the Sharingan to great effect.
JP: 4

 

• Sōfūshasan No Tachi | Manipulated Windmill Triple Blade | 操風車三ノ大刀
Type: Taijutsu [style-less | Hijutsu; Uchiha | Multi-Hit | Branching; Sōshuriken no Jutsu]
Rank: Chūnin
Cost: 3x Stamina
Damage: 3y
Effect: For the purposes of cost and damage calculation 'x' is considered to be the Stamina cost of 3 small weapons, and 'y' is considered to be the damage of those small weapons. This technique consumes 3 'Manipulator's Wire' items. This technique has a -10% chance to hit with each strike, unless the Sharingan is active, in which case it has a +10% chance to hit with each strike.
Description: A derivation of the Manipulated Shuriken Technique, this technique increases the user's chances of scoring a hit, by throwing three weapons at once. By utilizing the sharingan, the user is much more capable of accurately controlling and targeting each of the separate attacks. Once struck, Manipulated Windmill Triple Blade leaves the target wrapped in the flammable wire used by the clan.
JP: 3

 

GENJUTSU

 

Demonic Illusion - Vertigo [Magen - Vertigo]

Type: Genjutsu[Clan][Personal]

Rank: Jounin

Cost: 80

Ghost Damage: 15

Effects:

-Dizzy[1 Turn]

-Sickened[1 Turn]

Description: The user sends a jolt of energy into their victim’s brain, damaging their psyche and sending their sympathetic nervous system into overdrive. First their heart starts beating rapidly and their surroundings start spinning around them. Following this they begin to feel a falling sensation coupled with intense sickness. This jutsu forces the opponent to focus all their energy on not falling over and vomiting, crippling their concentration.

JP: 3

 

Demonic Illusion - Human Mortality [Magen - Jinjeki Shibou]

Type: Genjutsu[Clan][Personal]

Rank: Jounin

Cost: 130

Ghost Damage:45

Effects:

-Petrified[1 Turn]

-Vulnerable[1 Turn]

Description: Subtly the user will ensnare the victim in their illusory world, identical to their true surroundings but able to altered at the genjutsu user’s whim. Playing into the victims greatest fears they begin to hallucinate themselves being brutally murdered by their opponent. The cause of death varies depending on the victim’s own imagination but survivors recall that they were unable shake the memory from their head as if it had really happened.

JP: 3

 

Demonic Illusion - King’s Justice [Magen - Kokuou Kouhei]

Type: Genjutsu[Clan][Personal]

Rank: Jounin

Cost: 150

Ghost Damage: 225

Effects:---

Description: Once trapped within this jutsu the victim briefly finds themselves transported into a terrible alternate reality filled with lakes of fire and blood. Helpless and unable to move they are forced onto their knees and their head is slammed on a chopping block. Towering above them the user of the genjutsu brings a huge blade to bear and slices their head clean off. Unlike a real execution their death is not instant as the victim finds themselves looking up at their headless body experiencing the untold pain of being beheaded but not killed.

JP: 4

 

Demonic Illusion~Shackling Stakes
Type: Genjutsu[Clan/Fire]
Rank: Jounin
Cost: 380, 126 chakra per turn(max of 5 turns)
Damage: 150 Ghost damage
Effects:
RP effect: Requires Toripuhura sharingan to be active. If used in RP, this technique must follow the usual genjutsu to-hit rules on the target character. If the genjutsu is successful, the target must answer one question with absolute honesty, to the best of their personal knowledge. If the Mangekyou sharingan is active, this has an additional 25% chance to succeed in RP. Costs 5% total chakra that does not regenerate for 72 hours RL time or 24 hours IC, whichever happens first. Only usable on targets of your rank or lower. Effects targets of any rank if Mangekyou is activated.
* Stunned and Vulnerable for 1 turn.
* -300 speed
Description: First, the target will envision fiery red clouds moving overhead, bathing the surrounding area in a burning hot red glow. Then many large stakes will be driven into them causing excruciating pain as their flesh is seared from the inside out by the molten metal. The end result is the target being driven into the ground, paralyzed and vulnerable to attack. The pain caused by this jutsu is said to be so agonizing that a skilled interrogator can use it to pry knowledge from a weak willed victim with ease.
Jp: 8

Demonic Illusion~False Victory
Type: Genjutsu[Clan/Doujutsu]
Rank: Jounin
Cost: .9x chakra x= cost of the incoming attack
Damage: ---
Effect: Ignore the damage and effects of a non genjutsu attack of jounin rank or less aimed at you. Requires toripuhara sharingan active to use. May only be used 3x per battle. User loses their main phase this turn. 15% chance to fail. 5% chance to fail if Mangekyou sharingan is active.
Description: With a simple glance the user creates an exact replica of the immediate area with an advanced genjutsu while they  themselves slip away at the moment the sharingan anticipates an attack. The opponent will see their attack hit the Uchiha with full force, usually killing him in a particularly satisfying way. Before they can revel in their victory the casters body will fade away and reveal itself as an illusion. The Uchiha's true presence is then revealed elsewhere.
JP: 4
 
Demonic Illusion~ Devilish Charisma
Type: Genjutsu[Clan]
Rank: Jounin
Cost: 145 chakra, 42 chakra per turn(max of 5 turns)
Damage: 60
Effect: *Target is charmed for 1 turn. If the toripuhura sharingan is open the opponent is infatuated by love on a roll of 9 or 10. Any skill or ability that also alters the description of the charmed effect may not be used with this technique.
*Evasion is reduced for 100 for a max of 5 turns
Description: This technique was one of the first developed by Uchiha Mizujin when he was a young child experimenting with the sharingan’s hypnotism. What was once a perverts tool has developed into a ninja weapon. By using his chakra to influence the pleasure centers of the brain he makes the target feel an intense infatuation that can halt an intense conflict in its tracks. The mental manipulation strains the brain and can cause splitting headaches once the euphoric effect subsides.
JP: 3

 

 

Name: Demonic Illusion: Tormenting Crows
Type: Genjutsu[uchiha]
Rank: Jounin
Cost: 130 Chakra
Damage: 75 Ghost Damage
Effects: Exposed 1 turn, Tired 2 turns, Distracted 1 turn

Description: After being caught in this genjutsu a flock of crows circle the victim. They swoop down and tear at his body, ripping off pieces of flesh as they strike. Every wound caused by them is minor but it feels like it saps away at the victims energy. The continuous pecking distracts the opponent, and as he fends the bird off it lowers his guard, weakening his defenses.
Points: 3


Name: Demonic Illusion: Shrieking Corpse
Type: Genjutsu[uchiha]
Rank: Jounin
Cost: 130
Damage: 60 Ghost Damage
Effects: Migrain* 1 turn, Headache** 2 turns, Deafened 1 turn

*Migraine and headache's damage is inflicted in ghost damage

**The headache effect does not start until the turn after migraine stops working

Description: The victim imagines them self attacking the caster of this jutsu with some sort of bladed weapon, only to have the caster replaced at the last moment with one of their loved ones. As the illusion of their loved one is struck it lets out a blood curdling scream as it dies, causing lasting damage to the ears and mind of the victim. The illusion fades away quickly after it is cast but the effects are lasting.
Points: 3


Name: Demonic Illusion: Suicidal Tendencies
Type: Genjutsu[uchiha]
Rank: Jounin
Cost: 80
Damage: N/A
Effects: Immobilized 1 turn, Confused 1 turn. May only be used once a battle per enemy by Gennin, three times by Chuunin and six times by Jounin.

 

 

Description: The user of this technique pierces deep into the victim's subconscious with their Sharingan, attempting to wrench control of their body and force it into attacking itself. The victims body will completely freeze up except for their hands and arms, which the Uchiha will try to manipulate into harming their own body whenever the victim attempts an attack.
Points: 2 

 

Haiiro Genzou [Ashen Vision]
Type: Genjutsu [Fire;Personal]
Rank: Chuunin
Cost: 82
Effect: Burning for 50 ghost damage, 1 turn. Blind 1 turn.
Blind: Your accuracy is reduced to 20 (unless you had less accuracy than 20), unless your character has an unusual ability to use their other senses (i.e. Inuzuka sense of smell, Nerves of Insanity's enhanced senses, Blind Guardian's ability to function without sight) and your evasion is likewise reduced to 0 except in the aforementioned circumstances. May only be used once a battle per enemy by Gennin, three times by Chuunin and six times by Jounin. 
Description: As the target is afflicted with this technique, they will perceive and itching sensation in their eyes that swiftly turns to full on burning. As the inevitably reach up to rub their eyes they will find that at first touch they burst into a sort of ash, wet with their blood and leaving on their face nothing but two empty sockets.
Cost: 3

Mueki Tansei [Futile Effort]
Type: Genjutsu [Void;Personal]
Rank: Chuunin
Cost: 120, 84 upkeep, max of 5 turns
Effect: -180 taijutsu
Description:When the target is afflicted with this genjutsu they notice no difference in themselves and appear to be just fine. That all changes, however, when they begin to physically attack something. As much as they punch and kick their efforts will be futile and they will appear to do no damage to their target, severely disheartening them and ruining their confidence. This teachnique is executed by using the victims own mind to hold back to amount of power they put into their muscles, even when trying to use full strength.
Cost: 4

Tentou ken Makai Kaibou [Heaven and Hell Dissection]
Type: Genjutsu [Void;Personal]
Rank: Chuunin
Cost: 150
Damage: 62 ghost damage
Effect: Bound[paired arms] and Shackled[paired legs] for 1 turn

+Shackled [Paired Legs]: Speed is reduced by 25% and evasion is reduced by 30%, any action requiring legs (taijutsu or basic attack kick combinations, running) may not be used for duration of battle until effect has worn off and cannot be stacked with 'Hamstrung'. Opponent is not affected by shackled if used consecutively after the previous attack which used it went to its maximum duration.

+Bound [Paired Arms]: Any action requiring hands may not be used in battle until effect has worn off. Opponent is not affected by bound if used consecutively after the previous attack which used it went to its maximum duration. 

Description: Mizujin first catches the eye of his opponent with a simple hand gesture, distracting them for merely a second while the genjutsu takes root in their mind. The second their attention is diverted a clone of Mizujin will rise from the ground up to his waist infront of the target wielding a large blade. At the same time two more clones will appear on the targets side, each with a blade in hand. At the same moment all three will cleave through the limbs they are closest to removing both legs and both arms.
Cost: 5

 

[hybrids]

 

Shunshin No Jutsu | Body Flicker Technique | 瞬身の術 (3)
Type: Ninjutsu-Taijutsu [Void | Style-less | Response | Evolving]
Rank: Jonin
Cost: .5x Chakra; .5x Stamina
Effect: This technique may only be used in the Response Phase. For the purposes of cost calculations ‘x’ is equal to the cost of an unresolved, non-genjutsu attack from a single source that targeted the user in a previous turn. Negate all damage and effects that would be caused by that attack. If the user’s Speed is greater than the target’s Speed, then the cost of this technique is considered to ‘.3x’ for both Chakra and Stamina. If the target's Speed is greater than the user's, this technique is considered to cost '.6x' for both Chakra and Stamina. When performing this technique, the user forfeits the Main Phase that turn. This technique may be used up to 2 times per battle.
Description: A basic shinobi technique taught to many ninja around the world, the Body Flicker technique gets its name from the telltale after image left behind by the user when the jutsu is performed. By flowing chakra into their legs, the user is able to move so rapidly as to be barely traceable by the human eye.
JP: 9

Edited by Lemon
Posted (edited)

~Inventory~

42/70


--Armor: (Hidden by ANBU Regalia)

-Head: Leaf Headband/Mask of the Dragon
-Neck:
-Body: Steal Stitched Vest
-Waist:
-Forearm(s): Armguards
-Hand(s): Steel Plate Gloves
-Thigh(s):
-Calve(s):
-Feet:

--Weapons:

-Main Weapon:

Valermos
Size: Medium(Indestructable)
Level: 30
Description: Valermos is one of few blades forged by a legendary blacksmith of the Uchiha clan before his untimely demise during the invasion by Kumo. The entirety of the sword is slightly longer than the average katana at around four feet, with the blade taking up three quarters of the length. The blade is a bright and polished silver that seems to never aquire any wear and tear from use. Unlike most swords the cutting edge is not smooth but upon close inspection can be seen to many tiny 'teeth' not unlike a saw blade. Another interesting facet of the katana is that it always feels slightly warm to the touch, not cold like most would expect steel to be. Perhaps the most unique part of the weapon's construction is the sheath. It is made up of lustrous ebony and sits flush with the hilt with no hand guard when the blade is sheathed. Throughout the sheath are intertwined veins of an ashen colored gemstone that snake upwards from a larger portion of the stone set at the base of the hilt. This gemstone is sensitive to the unique chakra of the Uchiha clan and glows red when they imbue it with their power.
Attributes:

Indestructible: Your weapon has been finely crafted of the most resilient materials available. Even if wounded in battle, it can easily be repaired for use again without any knowledge of blacksmithing.
Effect: If an effect would 'destroy' this equipment, that equipment is instead rendered unusable for the remainder of the battle, after which it may be used normally.

Parry x2: You have been trained too parry other weapon attacks.
Effect: You have been trained to parry other weapon attacks. Your weapon is able to block (Take half damage with no dodge roll) another set of weapon attacks in a single turn a number of times equal too the rank you have in this.

Defend x2:You have been trained too defend against taijutsu and physical attack (punches, kicks, etc).
Effect: You have been trained to defend against taijutsu and physical attack(punches, kicks, etc.). Your weapon is able to block (Take half damage with no dodge roll) an enemy taijutsu or physical attack a number of times equal too the rank you have in this.

Other: ~Veins of Ember~ Effect: In their set-up phase the user of this weapon may choose to imbue it with a portion of their chakra. The amount of chakra that can be stored in this manner is equal to the base damage of the weapon. The wielder may opt to spend this chakra at any time to pay for a portion of any Katon style technique they use. The chakra stays stored within the blade until it is used in this manner.
-Sub Weapon:


--Item Listing

-Items on Hand:

-10 manipulator's wire

-10 Shuriken

-15 Kunai,

-20 Senbon Needles

-5 Windmill Shuriken

-2 Rank 3 Flashbangs

-2 Rank 3 Soldier Pills

-Small Scroll [Earth Type; Rising Earth Wall (Doton Doryuuheki)]

-Small Scroll [ball Lightning]

-Small Scroll [sound Type: Nullification]

-1 Blank Reusable Scroll

-1 Shot run pill Rank 2

-Nevan's White Dragon Formula

 

"Shinobi" [ 忍 ] Hitai-Ate
Description: An archaic headband from the time of the 4th Great Shinobi War, when all nations banded together under a single banner to fight off an evil greater than themselves. Somehow, this headband has withstood the test of time. Rather than a village symbol, it simply possesses the kanji for "Shinobi" ( 忍 ).
Special Attributes: 

 

Steel Stitched Vest
Armor Kind: Steel Plate & Vest
Body Placement: Chest
Attributes: +120 Defense, +80 Evasion, +25 Slots
Special: ---
Description: The variations are ordered with a tint preference but cannot be a selection outside of; Black, White or Grey. Stitched inside of the plain vest, there lays a sheltered plate of steel that harbours the wearers' back and chest. The armour is a hardened alloy which can help to defend against physical attacks. These, as well as most of everything else developed here, can be customized to fit the wearers' specialties.
Cost: $800, Free once upon entry, ANBU Exclusive

Mask of the [Dragon]
Armor Kind: Porcelain Mask
Body Placement: Face
Attributes: ---
Special: ---
Description: These animalistic masks are custom-tailored for each individual within the ranks of the ANBU. There are and have been an incredible amount of variations that more often than not, represent a creature of their classifications. Drawn and molded with intricate and elaborate designs and filled with an abundance of colours to complement their unusualness, their presence can embody; fear, happiness, mercilessness and a slew of emotions that are impossible to predict. The masks have remained more than just a piece of an equipment, but rather, a traditional symbol of character that will never fade. These, as well as most of everything else developed here, can be customized to fit the wearers' preferences.
Cost: Free upon entry, ANBU Exclusive

Arm Guards
Armor Kind: Steel Plates
Body Placement: Forearms
Attributes: +40 Defense
Special: ---
Description: These plates of protection stretch from the wrist to just passed the elbows, their usefulness has seen numbers and have been distributed across the ANBU as part of their customary uniform. These, as well as most of everything else developed here, can be customized to fit the wearers' preferences.
Cost: $160, Free once upon entry, ANBU Exclusive

Steel-Plate Gloves
Armor Kind: Steel Plates
Body Placement: Hands
Attributes: +40 Defense
Special: ---
Description: These gloves are distributed as a part of the organizations' customary uniform. The black gloves stretch under the arm guards and shelter their entire hand. Adjusted onto the top of these gloves, just between the knuckles and wrist is a single thick plate of steel. These, as well as most of everything else developed here, can be customized to fit the wearers' preferences.
Cost: $160, Free once upon entry, ANBU Exclusive

ANBU Regalia
Armor Kind: Cowl
Body Placement: Body
Attributes: Armour is Hidden
Special: ---
Description: These cowls are worn in an effort to better mask the members' identities when the time calls for it. Some wear black cloaks over their standard uniforms while the white cloaks are fitted towards the Squad Leader. For the most part, these cowls are plain but can be customized to fit the wearers' preferences.
Cost: $50, Free once upon entry, ANBU Exclusive

ANBU Indentification Card; []
Description: A thin black card trimmed with silver, an acclamation to the initiation of the members' deliverance into the ANBU ranks. The card itself however is stimulated with an explicit current of chakra relative to the receiver of the card, this process becomes active on first touch and therefore is crafted with exclusiveness and bestowed in a cautious fashion.
Current Rank: ---
Current Divisions: ---
Effect: The character with this has been endowed membership into the ANBU
Cost: 0

 

 

Jounin Vest
Placement: Chest
Description: an over-vest embroidered in traditional Leaf green and spotted with a red swirl, indicating the lost ties with the Whirlpool Country of old. This traditional Konohagakure Jounin vest comes equipped with several pockets to fit knickknacks and gizmos alike. It is sturdy, and even though it is worn over most clothing, it can still fit comfortably under certain clothing. Konoha still keeps true to its old and ancient wears, showing its deep roots in the past that haven't failed.
Effects: +80 Defense, +80 Evasion, +25 Weapon Slots.
Cost: --

-Items in Vault: None

-Money on Hand: $1038

-Money in Bank: 0


~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Logs~

Exp Earned:
10200(Port http://ninja-academy...c...&hl=Mizujin )
2000 timeskip
50 http://ninja-academy...mp;#entry326581
800 Road of Roots: Bandit Fight\
1680 Road of roots
428 Lost on the Road
1200Crashing Skylines
316Gauging Capacity
1430[Afterparty]
3865 Any Port in a Storm

2031[1450 exp from the tournament plus buyback]

5005(Arrakis Ninja Arts Tournament)

5200(Little Lamp on the Sea)

Total: 34205


Transaction Log:

$50 and 5 kunai(Holidizzle 2012)
1075(Port)
200 timeskip
50+earth scroll holiday bonus
300 Road of roots
-1107 mission prep!
600Crashing Skylines
-350Wirez
50+ Ball lightning scroll Holiday gift

-680

+900(Arrakis Tournament)

+Nevans white dragon formula and rank 2 shot run pill (Little lamp on the sea)

+$50 and Small Scroll [sound Type Nullification] (Holiday 2014)

+Shinobi Hitae-ate:  (10th Anniversary)

Official Mission Log:

D:
C:
B:
Road of roots
A:
S:

Unofficial Mission Log:

Rank D: 33
Rank C: 64
Rank B: 111
Rank A: 27
Rank S: 2

Edited by Lemon
Posted

Since Mizujin was 11 at the end of the the first time skip, he'd be between 18 and 19 now, so that needs to be updated. BUT, good news: Because this is technically a character that was 'inactive' he's eligible for half of the last timeskip bonuses, being 2000exp and $200.

Posted (edited)

Oh I must have missed one of the timeskips. But I'd rather have 2000exp than be a couple years younger so nice.

edited his physical description and history to reflect his age.

Edited by Lemon
Posted

You spent 5200 stat points, 200 over what you can. You've also only technically spent 10 skill points since the Sharingan has to be unlocked through stat battles. Also you spent 31 JP, not 28. Everything else is good to go.

Posted

Alright, all the numbers are fixed up. I just wasn't sure if I had to pay for the sharingan before I unlocked it



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