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Kouta

Deer Clan Level 2 :: Koukuouiro

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.:: The King's Mate, Koukuouiro ::.

 

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Kokuouiro, commonly called by the nickname Kokuou, has risen quickly through the ranks. Her power has grown exponentially, and she’s gained quick favor from the king. Being of his own blood, she has been targeted, and thusly named, as his next possible mate. Her skills advance far beyond the realm of simple physical battle. Kokuou uses her feminine wiles along with her manipulation of nature in order to seduce and then destroy her enemies. Despite the fact that she is smaller than the normal summon of her caliber, being only twice the size of your average human, she is incredibly powerful. She stands out in a crowd too. Kokuouiro is of a sparkling, almost haunting white. When in battle, enemies have often claimed she was made of nothing but white smoke, as it seems to trail behind her when she attacks. Her less than solid appearance makes many question if Koukouiro ever truly crosses into the mortal plane,%2


Stats
[Health Power] 590/590
[Chakra] 300/300
[stamina] 10/10
[Taijutsu] 0
[Defense] 100
[Ninjutsu] 800
[Genjutsu] 500
[Concentration] 500
[speed] 900
[Accuracy] 1000
[Evasion] 800

Armor
Ghostly Shroud
Type: Cloak
Description: Draping around Koukuouiro's body is the glowing white shroud which give her the ghostly appearance. The shroud often confuses opponents, who know that Koukou is a female deer. The shroud itself is a gift from Koudaikou, a sign that she is his mate and bear his protection. Much like the shroud Koudaikou casts on his summoner, his mere influence keeps her from harm.
Attributes:
--Elemental Resistance [Fire, Water, Earth, Wind, Lightning]: You gain +100 defense to attacks of the chosen element.
--Indestructible: This item cannot be destroyed. IF it would be destroyed, it is instead rendered unusable for the remainder of battle.
-- Reflective Surface: +10% to dodge in any areas with visible light.
Edited by Kouta
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Skills

-- Summon Family Element: Wood

Effect: This Summon Family has an affinity for Wood Element Jutsu, and receives "Combinatorial Elements: Wood" for free. Wood Techniques cost 5% less and have 10% more effect when within an area surrounded by large groupings of trees (forests, woods, etc.), rounded up.

Cost: 0

-- Outdoorsman: Forest Terrain Bonus

Effect: Gives +10% speed in forests. A ninja was this skill doesn't suffer the accuracy penalty of Dense Woodland and Jungle terrain.

Cost: -1

-- Sure-Footed Forester

Clan: None

Description: This ninja has spent so much time racing through the forests that the tangling roots and vines nearly never seem to be a problem. Even when they are caught, the ninja seems to be able to twist away with no significant delay.

Effect: Whenever the user would be inflicted with "Ensnared" due to "Dense Woodland" or "Jungle" Terrains, they may roll a D10, with any roll 1-5 negating the "Ensnared" for that turn.

Cost: -1

Requirements: "Outdoorsman: Forest Terrain Bonus"

-- Subtle Vine Manipulation

Clan: None

Description: This ninja is in tune with the forest, carefully crafting its vines and twigs to trip up the opponent with every jutsu they perform.

Effect: Each time the user activates a "Wood" type jutsu, all opponents in the battle have their "Ensnared" chance due to "Dense Woodland" or "Jungle" terrains increase by 10%. This bonus chance is reset (for all opponents) as soon as anyone in the current battle (including the User and his/her allies) suffers "Ensnared" due the aforementioned terrain effects.

Cost: -2

Requirements: "Outdoorsman: Forest Terrain Bonus"

-- Inner Calm [Rank 4]

Bloodline: None

Description: Your are more efficient with your chakra, doing more with smaller amounts than others.

Effect: Chakra-Based Techniques cost 20 less Chakra per ninja rank of the technique. Minimum of 5 Chakra must always be paid.

Cost: -1

Ranks: 10

Ninjutsu

-- Mokuton Hijutsu: Mori no Osan [Wood Release Secret Art: Birth of the Shrine Grove]

Type: Ninjutsu [Wood]

Rank: Jounin

Cost: 130 Chakra

Damage: 0 Damage

Effect: Used in the Set-up Phase. Changes the current Terrain to “Dense Woodland.”

Dense Woodland: -8% to hit with ranged weapons or jutsu. 5% chance to be Ensnared at the start of every turn, lasts one turn.

Description: ”For no place is home without the echoes of birds in the trees. No place is home without my forest.” – Konoha Poem

The forest home of most Konoha Ninja is sacred. Thus, many of them have a strict advantage when fighting there. To that end, the Mori no Osan was created. Not just any forest, the Mori no Osan was created to replicate Konoha’s Shrine Grove, a sacred forest of contemplation and peace, usually tended to by the Nara Clan. The shrine’s mere presence in battle is said to enhance the power of the shinobi who fight within it, harkening back to the home they fight for while instilling the peace required to keep a calm head under battle. The forest appears to generate from nowhere at all, full trees rising from the ground all around both caster and opponent.

Cost: 6 JP

-- Dai Boraku [Great Crash]

Type: Ninjutsu [Wood]

Rank: Chunnin

Cost: 115 Chakra

Damage: 50 Damage

Effect: Target suffers 50 Bleed Damage for 1 Turn. Target is “Distracted” for 2 Turns.

Quote

Distracted: -25% Penalty to Evasion.

Description: As its name suggests, the Great Crash is exactly that. The ninja involved will either summon or remove a large limb of a tree nearby, which will then fall down onto the opponent, often cutting them deeply with shards of wood and loose branches. The sudden appearance of a giant tree limb on top of their head usually serves to distract the enemy for a short while.

Cost: 4

-- Mokuton: Tsuruhaji [Wood Release: Vine Grip]

Type: Ninjutsu [Wood]

Rank: Chunnin

Cost: 80 Chakra

Damage: 5 Damage

Effect: Target is “Ensnared” for three Turns.

Description: The simplest of the shinobi’s traditional wood jutsu, the ninja will summon his chakra and manipulate the forest around him, causing thick, rope-like roots to burst from the ground and leap into the air, gripping an enemy and holding them still, a number of sharp thorns biting into their flesh.

Cost: 3

-- Mokuton: Chuu Dangan [Wood Release: Prism Shot]

Type: Ninjutsu [Wood]

Rank: Chunnin

Cost: 20 Chakra Per Hit

Damage: 15 Damage Per Hit

Effect: Multi-Hit Jutsu. Maximum of 3 Hits. For each attack that is not successful, the next attack gains a +3% chance to hit. This number cannot exceed the maximum 90% chance to hit.

Description: Adding a bit of flair to the Standard Arsenal is the simplest of Assault-type wood jutsu. A simple rectangular prism, made of wood, will shoot either from a nearby tree or from the ground, knocking into the enemy. Then, unexpectedly, a second prism will jut out, followed by a third. The timing of the jutsu is critical, as dodging each prism gives, by the jutsu’s design, less of a chance to avoid the next attack, essentially backing an enemy into a corner for a mighty strike.

Cost: 3

-- Mokuton: Shika no Moku [Wood Release: Deer of Wood]

Type: Ninjutsu [Wood]

Rank: Chunnin

Cost: 105 Chakra

Damage: 100 Damage

Effect: If the target of this jutsu is under the effect “Ensnared,” then, for this jutsu, that effect is treated as if they were “Vulnerable.”

Description: One of the more powerful jutsu of the nature arts, The user will manipulate their chakra so that all the roots in an area will gather, being generated by chakra if need be, until they have amassed enough to summon a deer made entirely of wood and roots. This deer, fashioned after its creator, runs forward and rams into the enemy before collapsing back into a jumble of vines. Oddly enough, the way that the roots are reeled in at the start of the jutsu has a profound effect. For anybody already entangled in a mass of roots, they will attempt to merge into part of the body, being drawn to the Wood-Deer. This pulls the roots taut, removing any hope of movement away from the captured ninja.

Cost: 4

-- Kuroi no yo ni Kuroi [black as Black]

Type: Ninjutsu [Wood]

Rank: Chunnin

Cost: 70 Chakra

Damage: 0 Damage

Effect: Opponent is under the effect “Full Opening: Kagemane no Jutsu”.

Quote

Full Opening: The opponent has 0% chance to dodge for their next response phase against x. x = a single, specific technique specified by the attack that caused this status effect. May not be used after Half Opening, Full Opening, Half Chain Openings, or Full Chain Openings.

Description: A simple jutsu, but one rather stunning in design. Since the Deer Summon work with their Nara Masters, they have developed a way to aid them in their assaults. With simple nature manipulation, the deer will cause the fans of trees and the sizes of bushes to grow, causing whole canopies to stretch wider and cover more distance than ever before. The effect is immediate: as shadows suddenly grow to accommodate their new hosts, a surprise Kagemane can come from anywhere in the field.

Cost: 3

-- Nara Hijutsu: Koudaikou no Kage [Nara Clan Secret Technique: Shadow of Koudaikou]

Type: Ninjutsu [ Hijutsu; Nara | Shield ]

Rank: Chunnin

Cost: 107 Chakra

Damage: 0 Damage

Effect: Usable twice per battle. Choose one target on the field (you may choose the caster). Target gains one “Shadow of Koudaikou” with 120HP. This shield will last for four turns, or until it's HP is reduced to 0. At the moment The Shadow of Koudaikou is destroyed, the target receives “Haste” for one turn. The target of this jutsu may, during his/her Set-Up Phase, destroy The Shadow of Koudaikou while it still has HP left. If they choose to do so, they will instead receive two turns of “Haste.”

Description: Koudaikou, the most noble of all the summons familiar with the Nara Clan. His power is greater than most kage, and his wrath is to be feared. Yet his favor also comes with benefits. For those touched by his grace, Koudaikou will reach across the planes of existence, presenting a ghostly form of himself to cloak his favored subjects. This mantle, along with a physical ghostly presence, comes with a measure of protection from harm, seeking to keep his favorite summoners safe.

Cost: 4

Restrictions: Must have Nara Clan Membership, have a Summon Contract with Deer, or be a Deer Summon.

-- Mokuton: Chichi Asshi [Wood Release: Slowly Crushed to Death]

Type: Ninjutsu [Wood]

Rank: Genin

Cost: 70 Chakra

Damage: 5 Damage

Effect: The Opponent is “Ensnared” for 1 turn, then “Exposed” on the following turn. If the enemy targeted by this jutsu is ALREADY under the effect “Ensnared,” then they are instead considered “Ensnared” on the SAME turn in which they are considered “Exposed”

Description: A modification on the much simpler ensnaring jutsu, the effect of this assault is delayed destruction. The immediate effect is obvious. Thick tree roots will wrap about each limb of the victim, biting down with sharp thorns to make sure they are not dislodged. The victim will find themselves, though tangled, relatively capable of movement. Then, when the moment is right, the roots will snap to attention, usually pulling the enemy’s limbs in all four directions, leaving them wide open for attack.

Cost: 4

Genjutsu

-- Kaori o Yuwaku [seductive Scent]

Type: Genjutsu [Void]

Rank: Chunnin

Cost: 90 Chakra

Damage: 0 Damage

Effect: Target is “Charmed” against the user for the next Three Turns.

Description: Living in the forest provides a certain respect for the scents of flowers and animals that live within it. With a simple thought, the user of this jutsu can begin to craft a Genjutsu using only those most seductive. In moments, the enemy will find themselves hopelessly attracted to the caster of the jutsu, trying as hard as they can to keep themselves from hurting their “one true love.”

Cost: 3

-- Buresu Zei [stilling Breath]

Type: Genjutsu [Void]

Rank: Chunnin

Cost: 100 Chakra, 70 Chakra Per Turn Upkeep

Damage: 0 Damage

Effect: Target’s Evasion is reduced by 150 for as long as the user continues to pay for the technique. Maximum Duration is Five Turns.

Description: Summoning the powers of ones’ mind, a simple exhale is all that is required to spell doom for an opposing foe. Infusing the breath with chakra, the jutsu swirls about, urging the opponent to stay still, even in the face of immediate danger. Oftentimes the jutsu is described by its victims and a calming, peaceful sensation where suddenly dying just didn’t matter anymore.

Cost: 5

-- Saike Kokan [Psyche Exchange]

Type: Genjutsu [Void]

Rank: Chunnin

Cost: 90 Chakra

Damage: 0 Damage

Effect: Choose one target on the field. Target recovers 90 points of Ghost Health (unmodified). User receives 90 points of Ghost Health Damage (unmodified). If target is not an ally/willing participant, dodge rolls take place as per usual. If the Ghost Health damage taken by either user during the switch is enough to render them unconscious, and their Ghost Health prior to the resolution of this jutsu is 10 or greater, they are instead set at 1 Ghost Health. This jutsu may only be used twice per battle.

Description: Often described as a therapeutic technique, the Psyche Exchange is, above all, a tool of understanding. By sorting through the target’s mind, a practitioner of the jutsu can find those things in the mind that are most painful, such as negative experiences, and siphon the worst parts of them into their own head. This allows unparalleled ability to understand and communicate with an individual with a troubled past, as well as relieve some of the pain they might be feeling.

Cost: 3

-- Itami no Dentatsu [Transferrance of Pain]

Type: Genjutsu [Void]

Rank: Chunnin

Cost: .5X Chakra + Y Chakra

Damage: 0 Damage

Effect: May be used in the Response Phase. If so, jutsu has a 20% Chance to Fail, and both the Set-up and Main Phase are forfeited. Choose one target on the field (may only target self and allies) currently being attacked. If target ally is an unwilling participant, they must respond to this jutsu BEFORE they respond to the incoming damage. All dodge rolls will apply normally on an unwilling participant. User may spend .5X Chakra (Where X equals the cost of the incoming technique, total cost not to exceed Chunnin Caps), to defer the damage of an attack for 2 turns. This time period may be extended by spending .1X Chakra (Denoted as Y Chakra) for each additional turn deferred, to a maximum of 5 turns.Target will then take the damage as usual. Target does not get a response phase to respond to deferred damage. Any other effects of the attack will proceed as normal. May only be used 3 times per battle.

Description: The mind is a powerful thing. It has the capability to shrug off attacks and injuries far greater than we can imagine. Often because we simply aren’t trying. The Transferrance of Pain is a jutsu designed to cause us to do exactly that. A simple, Genjutsu-based command is fired at the brain as fast as possible, telling the brain that this damage is not real. Often this causes the brain to interpret the incoming damage the same as it would for any Genjutsu based threat. Some of this comes from the fact that the mind actively does try and fight off a Genjutsu based threat (the impulse from the caster). The result is that the target seems momentarily superhuman, as even the worst and most painful of attacks are suddenly mere figments of imagination.

Cost: 4

Relevant Links:

Deer Jutsu 1.5

Deer Jutsu 1.6

Deer Jutsu 1.7

Deer Jutsu 1.9

Deer Skills 1.1

Nara Clan Jutsu 7.0.4

Nara Clan Jutsu 8.0.3

 

At this moment, EVERY item on this summon IS APPROVED!

 

As of this moment, the following points have been used:

Skills: 8/8 Points

Jutsu Points: 46/48 Points (Remaining 2 are irrelevant)

Edited by Kouta
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Added Koukuoiro's "weapon." I opted out of a weapon, and moved to a piece of armor instead. Mathline is thus:

Level 20 Large Weapon = $670

All Five Elemental Resistances: $500

Made up Resistance Skill for Styleless Taijutsu: $100

Total: $600

I'm $70 cheaper than what I am entitled.

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5000 Stats, you are 500 short (you get 5500)

 

Your nots for the Elemental Resistance are old. Get the new versions. They now give defense, not percentile reduction.

The Styleless Taijutsu resistance is a bit weird. It should probably be based on the void chakra one. I could let it fly on this for a summon, but I'm not sure it would be approved for every ninja use (just a note)
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Added Stats.

Removed Taijutsu Line (considering 99% of taijutsu is in fact NOT styleless).

Replaced with Reflective Surface and Indestructible.

New Mathline:

Level 20 Weapon: 670

All 5 Resistances: 500

Reflective Surface: 120

Indestructible: 50

Total of 670. They are perfectly balanced.

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