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MadKatters

Tsururu Aria

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~User Data~

-Posting: Frequently. Unless something comes up I generally post within 24-48 hours of seeing a post. Within a week at most.

-Time Zone: GMT-6, I’m Central US but my awakeness/schedule is awkward/random and I’m closer to other time zones most of the time.

-Character Slot: 1 (One)

 

Sis.. watch over me. I promise, someday, I will see you again…

~Vital Statistics~

Name: Tsururu, Aria (Last, First)

Nickname: Rururi; Kitten

Clan: Furousha [Transfusion]

Birthplace: Kumogakure

Current Residence: Kumogakure

Age: 15

D.O.B.: March, 6th, 2100

Sex: Female

Sexuality: Homosexual

Current Allegiance: Kumogakure

Relationships:

-Parent(s):

Mara [Mother]

Faolan [Father] [Chef]

-Sibling(s):

Mira [Elder Sister, Deceased] [shinobi]

Furousha Eiko ["Sister", Transfused/'Adoptive'] Unknown

-Significant Other(s): N/A

-Pet(s): N/A

-Teacher(s):

Senuskai Sato [Jonin Sensei]

-Friend(s):

Makoto [Childhood Friend/Team Member]

-Other(s):

Hayashi Tetsuo [Rookie Genin Acquaintance, Fellow Jinchuuriki]

Hisame 'Ōtsutsuki' Hiruko [Rookie Genin Acquaintance/Team Member]

Uzumaki Koharu [Rookie Genin Acquaintance]

Edited by MadKatters
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~Appearance~

-Height: 64 Inches

-Weight: 110 Pounds

-Hair Color: Black

-Eye Color: Red

-Clothing: Aria prefers a clothing style similar to her elder sister’s and as a result dresses like a bit of a tomboy like Mira did. As opposed to the ‘pretty’ skirts, dresses, and shorts that girl’s her age tend to wear she prefers slacks, tank tops, tee shirts, and they’re all in darker colors. Her wardrobe full of reds, blacks, grays. Most of it is well-worn and even, to a degree, faded. Not surprising when you consider much of her wardrobe is hand-me-downs from her sister that she refused to part with. She’s especially attached to an old coat of Mira’s that she has worn for years. The wear and tear shows on the coat with numerous signs of repair and frayed or torn edges. Even now as a Genin she wears the jacket nearly all the time.

On anything halfway formal/Shinobi related she keeps her outfit’s loose enough to enable movement but not baggy. Opting for comfortable and giving slacks and a tank-top that she’ll pair with her Sister’s coat. Ignoring the sandals of a standard Shinobi for an entire foot covering shoe or boot meant for running.

-Physical Description: Aria’s paler than a majority of her comrades in Kumogakure. With some of the more notable Shinobi in Kumogakure’s past being of a darker or more tanned nature Aria is one who never really ‘tanned’. She’s almost incapable of it and doesn’t even seem to burn under the sun’s rays. Physically the girl is fit, even compared to Shinobi, though you wouldn’t be able to tell when looking at her. Beneath her coat and pants the girl’s body has an undeniable ‘fit’ look to it. The outlines of muscles noticeable with even a momentary glance should one catch a look at an uncovered limb.

When catching such a glance the numerous scars and bruises from the girl’s body become visible. A consequence of her favorite pastimes Aria has had numerous broken or sprained bones since she was a girl. Even to this day she is punished with an occasional scrape and bruise from trusting the handhold of a rock-wall or a misplaced step when free-running. As such it’s not unusual to find a mixture of the occasional old-slow-healing scar with a fresh wound of some sort.

As of her encounter with the Nibi and Nekomata Aria's appearance has changed slightly. Her ears have shifted their location, thanks to a transfusion of the Furousha bloodline unknowingly given to her, they've been placed atop her head. Where her ears formerly were there isn't a single scar at all, as if healed by some extraordinary source, and the fuzzy things have been known to twitch from time to time in the occasionally cool mountain air of the region. Along with those ears the girl's body has grown a tail that is often times curled beneath some clothing but when given freedom with swish and twitch in the free air.

Misc: Aria has always been a fan of a good bracelet or wrist accessory. Some kind of band, ribbon, or bracelet wrapped around a wrist most of the times. Preferring to right wrist to her left as a simple matter of opinion and not aesthetics.

Additionally, the Hitai-ate is worn tied around her waist rather than her forehead like it is traditionally worn.

As of her encounter with the Nekomata Iromuka Aria has a sealing mark from the creature placed upon her right arm halfway between her elbow and shoulder. The initial/current state of the mark is below.

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Edited by MadKatters
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~Persona~

Personality: Like much of Rai No Kuni Aria spent her early years, and even now, a family loving girl. It’s this love for her family, particularly her sister Mira, that pushed her to become a Shinobi in the first place as she chased after her sister in hopes of being just like her. It’s that dream that truly rules the girl and dictates much of what she does. Forever weighing on what her sister might do or trying to act in a way that would honor her memory as a proud Shinobi.

Those feelings of attachment and love for her sister have put her family oriented, and loving, lifestyle to a test as she all but abandoned her immediate family when they refused to let her follow her sister’s footsteps in their grief over her death. To this day she hasn’t forgiven them and shows no signs of wanting to. She love’s them, like she loves all of her family and always will, she just can’t forgive them.

At times she can appear to be a truly random and unfocused young women. Hardworking when she is ‘on the job’ or training she has a habit of staring up at the clouds when she isn’t busy with the life of a Shinobi. Running and climbing to find the best vantage spot to settle in and watch the clouds above float on by.

In short? Aria is a loving, hardworking, if not occasionally daydreamy, young woman whose out to honor Kumogakure and her sister’s memory in her career as a Shinobi.

Likes: Natural Lightning, Heights, Parkour/Free Running, Her Sister

Dislikes: Rice (Growing annoyed with how often/many times a day it is eaten.), Her Parents

Favorites:

-Food: Fresh fish dishes

-Color: Red

-Music Genre: Rock/Harder Songs

-Book Genre: Thriller

-Hangout: Highest accessible point available to her at any given moment. Mira’s Grave (Empty as it is).

Edited by MadKatters
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~Background~

General Background (2100-2115 Summer)

In the family-centric Rai No Kuni Aria’s extended family uprooted itself towards the more populated and important area’s of the country shortly after she was born. It was around that time when the spark of a Shinobi seemed to spring up within the family tree. Mira, Aria’s elder sister, as well as a few other children showing a potential for the profession. As a result the family moved inwards towards, of all things, Stormhold. The misconception that the Academy would be near the capitol putting a slight damper on the family’s initial plans. Despite this, they settled in outside the Capitol’s protective walls to eek out a living. Aria’s father becoming some-what well known for dishes involving fresh ingredients, particularly fresh caught fish, and starting a small shack of a restaurant around the girl’s second birthday.

It was around that time when Aria’s sister graduated the Academy and became a Genin. Mira having chosen to depart from the family environment to become a Shinobi instead with a few of the other children from the extended ‘family’ group. She returned triumphant, the first of the children, and became a source of a great deal of pride for the family. The girl’s childhood was one of relative and surprising comfort despite the somewhat harsh terrain of Rai No Kuni. Even as a toddler Aria didn’t mind falling down and getting scrapes and bruises as she ran around and explored. Often times, even as a five year old girl, climbing around to heights that would shock her parents. There were numerous times when the girl found herself so high up that she could not climb back down and the girl’s sister would have to come ‘rescue’ her.

It was at that early age that Aria grew attached to her elder sister. Mira would take her even higher up the cliffs and buildings when she went to aid Aria. Taking the child all the way to the top so she could see the best view. Often sitting with the five year old for hours and sharing meals with her atop a seemingly impossible to climb cliff. It wasn’t long before Aria wanted to be just like her sister and become a Shinobi like her. She spent the next two years eagerly ‘in training’, more exploration and getting into dangerous places with climbing, so that she could some day join the academy just like Mira did.

On the eve of her trip to join the Academy the unthinkable happened. Mira died during the initial invasion of the continent that left Kumogakure in a position of power over the entire world. Shocked with grief over the loss of their daughter Aria’s parents refused to let her go to the academy and insisted that she stay home with them. Begrudgingly the grief stricken girl gave into their demands in hopes that they would let her go once they calmed down from the loss. Rife with anger at the loss of her sister and the grieving girl rarely spent time at home. Opting instead to spend her days away from home on the cliffs and buildings that she and her sister would climb together. The girl getting fairly adept and climbing the familiar terrain of Rai No Kuni in the time following Mira’s death.

Time passed rather quickly for Aria and two years after Mira’s passing the first of the countries to try and free itself from Kumogakure, Otogakure, failed in it’s attempt. Sparked by this Aria begged to go to the Academy again. Her parent’s promptly refused her yet again in their concern for their daughter’s safety. Not caring for their perceived cowardice and still grief-stricken attitudes Aria did the unthinkable. She left for the Academy anyway and, to a degree, forsook her family when she did. Rai No Kuni being a very family centric culture it was relatively unheard of for a child to do something of the sort. Still some of her extended family supported her and one of her cousin’s gave her a ride to the Academy when he was delivering goods to the city of Kumogakure.

There she joined the academy with the help of an understanding teacher. The instructor giving her a place to stay while she was a student at the academy. Although she started late, compared to some of her peers, the girl used hard work to push herself through the Academy. Her physical training and climbing helping to edge her out on the physical and Taijutsu aspects of her time at the Academy. She pushed herself to graduate as quickly as possible so she could get out and avenger her sister.

She didn’t get her chance. In the spring of 2110, around her tenth birthday, Kumogakure lost control of the world at the battle of Nigiyakashufu and the Empire fell. This shocked the girl and deterred her from her intentions to become a Shinobi. Initially bent on revenge for her sister she wasn’t sure what to think when a pacifist Kage took over following the fall of the Empire. With the help of the instructor she was staying with she found a reason to continue on: She would honor her sister’s memory no matter the state of Kumogakure.

With renewed vigor she set out, once again, to become a genin. Her initial rush slowed slightly and although her early hard-work had pushed her further ahead to those of her own age she slowed down after the fall of the Empire. She spent the next two years with the rest of the students her own age in an effort to graduate and at twelve years of age she graduated from the Academy. Her parents were at the ceremony and despite her revelations and changed reason for becoming a Shinobi Aria didn’t speak to them or even acknowledge they were there.

She spent the next three years doing the occasional odd-job or small thing as a Shinobi. Never quite doing much of anything with her career intent to catch up with her sister in other ways. Spending much of the time training in various different ways. Taking up the growing ‘art’ of free-running and mixing that with her habits of climbing. Finding new and unique vantage points within Kumogakure and Stormhold.

It was finally with the graduation of the year of 2115 when she picked the pace back up again. After three relative years of slacking that followed her hard work she came across an old friend. Upon meeting Makoto, a childhood companion, she realized how much she was slacking and together with Makoto began training again.

The Era Of The Yōkai (Fall 2115 Onwards)

It was that training that got both Makoto and Aria into trouble. With the Fall of Kusagakure and the return of the Yōkai missions with more and more danger were becoming common. One such mission placed the two genin square in the sights of a rampaging Yōkai who appeared to be sheltered by the monks of Ninshū. The encounter didn't end well for either of the genin as both nearly fell to the creature's Yōkai-Dama attack.

Although they survived that encounter with a Yōkai Aria's luck with the next one wasn't quite as good. It was during a straightforward reconnaissance mission to discover the source of volcanic ash falling across Rai No Kuni territory that she ran into yet another Yōkai. This Yōkai, The Nekomata Iromuka, was fighting a battle of survival against the beast of legend: The Nibi. Two opportune Jashinists had come to hunt the Yōkai ignoring their invasion of Kumogakure's territory in hopes of capturing the beast. During their attempt to capture the beast they came across Aria and her scouting partner and despite attempts to evade them, even with the help of a mysterious Furousha ally, both Aria and Aoi, her partner, found themselves captured by the two men.

It was during this capture that her life, however briefly, ended. Hovering between life and death the Nekomata offered Aria the power to retaliate one last time. Aria accepted the offer and with open arms she traded away what both she and the beast expected to be the last few moments of her life for that power. Using this power she assaulted the Jashinist who had 'slain' her and left him a battered and broken man before finally slipping away to 'death' once again.

She awoke some days later in Kumogakure's Hospital a changed girl. Now host to the very same Yōkai she had made a deal with to survive. The creature had unwittingly been locked within her due to the help of the Furousha who had saved her life, for yet another time. In the final attempt to save her life the Furousha had gifted Aria with much more than life but a new 'family' of sorts thanks to a transfusion of her own blood Aria was now, in part, a Furousha s well as a Jinchuuriki to the Nekomata.

Thus, the girl survived her second encounter with a Yōkai although her life changed quite a bit that day.

Edited by MadKatters
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Statistics

Death Bonus: None

Rank: Chuunin

Level: 47

TXP: 20,669

Next: 331

Total Stat Points: 5200

-Stats-

(Health) 600

(Stamina) 500

(Chakra) 500

(Taijutsu) 200 [100x]

(Ninjutsu) 200

(Genjutsu) 0

(Concentration) 200 [75x]

(Speed) 800 [150]

(Accuracy) 800 [125x]

(Evasion) 1000 [50x] [100]

(Defense) 400 [150]

Current Yokai Chakra: 350/8000

Statistical Mods

 

Taijutsu/Weapon Mod: + 50

Basic Attack Mod: + 30

Ranged Tai Mod: + 25

Ranged Acc Mod: + 100

Taijutsu Critical Mod: +2%

Ninjutsu Mod: + 50 damage

Con Nin Cost Mod: -4%

Genjutsu Acc/Eva Mod: +10%

Defense Mod: -100 [-135]

Speed Percentile: 112 [96]

Accuracy: +80% to hit

Evasion: +100% [110] to dodge

Misc Mods

 

Passive Critical Chance: 1%

Passive Evasion Bonus: +4% (Feline Graces Yokai Bonus)

Feline Superhuman Sensory: +47 Evasion/Accuracy (+4%)

+100 Defense against [Lightning] Element damage (triggered effect) [-25]

+300 Defense against physical [Void] damage (triggered effect) [-75]

Skill Based Bonus(es)

 

-20 Chakra Costs to Genin Jutsu

-40 Chakra Costs to Chuunin Jutsu

-60 Chakra costs to Jounin Jutsu

-30 Stamina Costs to Genin Jutsu

-60 Stamina Costs to Chuunin Jutsu

-90 Stamina Costs to Jounin Jutsu

+30 To Weapon (Claw) Strikes; Per Strike.

+18 To Basic Attack Strikes; Per Strike

+30 Damage to (Sky Dancer) Jutsu of the Gennin Rank

+60 Damage to (Sky Dancer) Jutsu of the Chuunin Rank

+90 Damage to (Sky Dancer) Jutsu of the Jounin Rank

-15% Taijutsu based Damage Taken

-15% Ninjutse Based Damage Taken

+10% Chance to Dodge any attack. (Fire Specialty)

Fire Jutsu cost -1JP, to a minimum of 1, effect stacks with other skills to a maximum of -2JP to jutsu.

[X] <- Indicates Gear Bonus (+X)

[indicates Yokai Bonus Per Stage]

Edited by MadKatters
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Skill Point Tally: 4/36 [Available/Total]

 

Hindering: +4

Chuunin Rank Promotion: +2

Level 0-47: 30

 

-0 Subtle Elements Fire/Fire Elemental Speciality.

-0 Combinatorial Ash (Passive Yokai Bonus)

-0 Subtle Elements Lightning (Village Bonus)

-2 Raiton GoHW

-1 Warrior Path

-1 Path of the Mercenary

-4 Inner Calm

-3 Steadfast Durability (3 Free Ranks from Elegant Warrior)

-3 Warrior (Weapon) [Claws] (3 Free Ranks from Weapon Warrior)

-1 Second Wind

-2 Iron Skin

-2 Chakra Barrier

-1 Sky Dancer (Style}

-3 Martial Artist (Sky Dancer) (3 Free Ranks from Brutal Warrior)

-2 Arsenal Of The Cat God

-2 Feline Superhuman Sensory

-2 Arsenal Of The Nekomata

-1 Rank 1 Nekomata Cloak

-2 Rank 2 Nekomata Cloak

-0 Yokai Focus: Courage (-2 JSP)

Elemental Skills

Elemental Speciality: Fire

 

Description: Naturally aligned to the element of the fire, this character has a natural tact at using and manipulating fire to their bidding. The user's chakra is very fierce and can flow through the body, giving it heightened reaction speed and agility, much like the flickering of a flame.

Effect: User has a +10% chance to dodge any attack. Fire Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill “Subtle Elements: Fire” for free and may purchase an additional rank of “Subtle Elements”. If the user already has “Subtle Elements: Fire”, 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.

Witness/Roll

Training Complete

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. All 5 “Subtle Element” skills share ranks.

Cost: 0 (Fire Specialty.)

Subtle Elements Lightning

 

Effect: May use Lightning element techniques. All Lightning Techniques have a +8% chance to hit. All 5 “Subtle Element” skills share ranks.

Cost: 0

Genius Of Hard Work [Raiton]

 

Effect: When taking this skill, characters must choose 1 Taijutsu Style, Ninjutsu Element, or Genjutsu Archetype. Characters with this skill are treated as one rank higher than their normal ninja rank when purchasing techniques with the chosen descriptor. Characters with this skill are also treated as being one rank higher when utilizing techniques with the chosen descriptor. This skill may only be purchased once.

Description: Not all ninjas are born with natural talent, and there are some who are so untalented that they must work very hard to become passable shinobi. Those who put in effort, and train every day though, find that they can surmount even the largest obstacles and become great ninja, able to go toe to toe with even the most gifted.

Cost: -2; 25-Post Training [Normal] 15-Post Training [Gifted] 5-Post Training [Genius]

Combinatorial; Ash

 

Effect: May use Ash Element techniques. A player who is hit with an Ash Technique suffers -10% to dodge in their following response phase. Does not stack. In addition, the user may choose to apply the bonus from one of the Subtle Elements skill required to learn this element if they own it.

Requirements: Subtle Elements; Fire & Earth

Cost: 0 (Passive Yokai Element)

Positive

Inner Calm -4

 

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

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

Cost: 4

Steadfast Durability -6

 

Description: Your stamina knows no bounds! Your body is able to push harder and for longer durations than that of your companions.

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

Cost: 3(6)*

* - Elegant Warrior. [2] ranks for the cost of [1] rank purchased in Steadfast Durability.

Warrior (Claws) -6

 

Description: A skilled and practiced veteran of your craft.

Effect: For each rank of this skill choose a specific weapon type. An attack from the chosen weapon will deal a bonus +5 Damage per strike (per rank). Double this bonus for large weapon strikes.

Cost: 3(6)*

* - Warrior Weapon. [2] ranks for the cost of [1] rank purchased in Warrior Weapon.

Chakra Barrier

 

Description: Chakra based attacks just seem to fizzle as they near you. Your chakra causes other chakra based attacks to weaken as they come near.

Effect: You take 90% of total Ninjutsu damage.

Cost: 2

Iron Skin

 

Description: You are built strong and built tough, it would take more than a bar fight or two to see you on the ground.

Effect: You take 90% of total Taijutsu damage.

Cost: 2

Second Wind

 

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

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

Cost: 1(2)

* Resilient; Second Wind cost down to 1

Hindering

Unmotivated

 

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

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

Bonus: +1

Obtrusive

 

Description: Some people just don't fit in. It may be the way that they look, talk, or, in some cases, smell. For whatever reason, somebody with this skill finds it difficult to blend in with the crowd.

Effect: Attack strikes that target this character in a Team Battle have their Chance to Hit increased by 7%.

Bonus: +1

Sealed Genjutsu

 

Description: Genjutsu is the manipulation of chakra to affect the minds of other beings. Since you can remember, you have been unable to simply make your chakra do these illusions. You can shoot fireballs and break apart the earth just fine, but the finesse at manipulating the mind has always just been out of your reach.

Effect: Cannot use any Genjutsu techniques and may not have any skills (positive or hindering) that give negative effects towards Genjutsu abilities.

Bonus: +2 SP

Path Skills

Path of the Warrior

 

Description: Within every class of shinobi, there are scholars, medi-nin, scouts, and warriors, and of the four, the warriors are the most dedicated. This dedication to their self and their village exhibits itself within the skills of the shinobi over time, and a warrior grows fairly quickly in skill in regards to their peers.

Effect: Gain 1 extra Jutsu Point every other level.

(Two Selected from four options)

Weapon Warrior: May take 2 Ranks of 'Warrior (weapon)' for 1 skill point.

Elegant Warrior: May gain 2 ranks of 'Steadfast Durability' for 1 skill point.

Cost: 1

Path of the Mercenary

 

Description: Some shinobi never leave their village's side, never even have a slight twinge of unloyal thought or jealousy towards those of higher rank. Others, they follow a different train of thought. 'Orphaned' from their village, either in truth or in philosophical thought, these shinobi do not learn what they might otherwise learn, and often are capable of gaining far more money than others for the same task. A follower of this path is a person with a true Mercenary Spirit.

Effect: When you exchange EXP for money (see Leveling System 4.02: How to Earn EXP, and EXP Amounts) you gain $1 for every 1 EXP instead. In addition you gain the following abilities.

(Two Selected from three options)

This character can choose one of the bonuses from either Path of the Scout or Path of the Warrior. The same 'bonus' cannot be chosen twice.

Brutal Warrior: May take 2 Ranks of 'Martial Artist' for 1 skill point.

- Resilient: The skills 'Second Wind' and 'Iron Will' cost one (1) Skill Point each.

Cost: 1

Taijutsu Style(s)

Sky Dancer

 

Description:From the dawn of Kumogakure it’s shinobi have said to be capable of dancing in the sky. Although just rumor and urban legend it was that very legend that spawned the creation of this style. Users of the Sky Dancer style are experts of the usage of Hybrid techniques, primarily Raiton and Unton elements but rare cases have Shinobi using their native affinities instead, and utilize these techniques for all of their actions. When using the style a user’s elemental nature engulfs their body as the excess chakra they bring to the surface is expelled from their pores. In the case of the Raiton element the user is said to be: ‘Dancing across the battlefield like a thundercloud does the sky.’

Users of this particular style are often graceful and nimble fighters even before they begin to use it. Once they do their combat style becomes even more of a dance. It's practitioners dancing across the battlefield as if to a song in their own head.

Effects: Sky Charges are gained whenever a technique tagged “Sky Dancer” successfully hits an opponent. Additionally users of this style get the following:

1.) Player may sacrifice their set-up phase to add the following effect to the next Sky-Dancer style technique used in this turn: "Upon a successful hit, generate one additional Sky Charge"

2.) In the response phase, characters with this skill may pay X Sky Charges, to increase their Evasion stat by 10x% of their total Evasion statistic.

3.) For every Sky charge the user has the cost(s) of Nin/Tai Hybrid actions are increased by 4% per charge. (Costs are rounded up to the nearest whole number.)

4.) For every Sky charge the user has their chance to hit of Nin/Tai Hybrid actions is increased by 2%

Cost: 1 SP

Martial Artist (Sky Dancer) -6

 

Description: You put the art in martial arts. Your expertise with the style that you possess puts others to shame and enemies to the ground.

Effect: For each rank of this skill choose a Taijutsu Style. Taijutsu of the chosen Style deal a bonus +5 damage per ninja rank of the technique (per skill rank). You may choose "Styleless" Taijutsu as your chosen style, which would include any Taijutsu that does not fall under a specific type of fighting style. Basic Attacks deal a bonus +3 damage per strike (per rank).

Cost: 3(6)*

* - Brutal Warrior. [2] ranks for the cost of [1] rank purchased in Warrior Weapon.

 

Yōkai Related Skills

Cloak of the Nekomata; Stage 1

 

The Jinchuuriki becomes enveloped in a white chakra that shimmers like heat rolling off of a flat surface. The inner layers of this chakra begin to take the form of bristling fur. While enveloped in this chakra, the jinchuuriki's teeth and nails sharpen, giving them a more feral appearance.

Rank 1: User gains 25% of demon's stats, stacked upon their own. Stat addition may surpass 1.5x for the stat it is effecting, but cannot go beyond 1.5x of the highest stat the character has. All stats are rounded up. Every turn this is active, when they pay their activation or upkeep cost, the user must make a control roll on 1d10. On the result of a 1-2, the GM or a staff member will gain control of the character for the rest of the turn. A GM may give negatives to rolls in times of great emotional trauma.

Requirement: Combined Chakra and Stamina higher than 250; Level 10

Chakra Cost: The chakra costs of this rank are based on the highest Cloak rank the user owns.

Rank 1: 1000 Chakra Activation, 1000 Chakra Upkeep

Rank 2: 850 Chakra Activation, 850 Chakra Upkeep

Rank 3: 700 Chakra Activation, 700 Chakra Upkeep

Rank 4: 550 Chakra Activation, 550 Chakra Upkeep

Skill Points: -1 SP

Cloak of the Nekomata; Stage 2

 

The Jinchuuriki's chakra aura brightens and sharpens, giving it a more clear impression of bristling fur. The air around the chakra aura begins to grow hotter, making it uncomfortable to stand near the jinchuuriki in this state. Their motions begin to give off a trail of black ash and their hair stands on end, further exacerbating the feral appearance.

Rank 2: User gains 50% of demon's stats, stacked upon their own. Stat addition may surpass 1.5x for the stat it is effecting, but cannot go beyond 1.5x of the highest stat the character has. All stats are rounded up. Every turn this is active, when they pay their activation or upkeep cost, the user must make a control roll on 1d10. On the result of a 1-4, the GM or a staff member will gain control of the character for the rest of the turn. A GM may give negatives to rolls in times of great emotional trauma.

Requirement: Combined Chakra and Stamina higher than 700; Level 30

Chakra Cost: The chakra costs of this rank are based on the highest Cloak rank the user owns.

Rank 2: 1000 Chakra Activation, 1000 Chakra Upkeep

Rank 3: 850 Chakra Activation, 850 Chakra Upkeep

Rank 4: 700 Chakra Activation, 700 Chakra Upkeep

Skill Points: -2 SP

 

Bloodline Related Skills

Arsenal of the Cat God

 

Effect: User's Basic Attacks are now treated as [Claw] Weapon Attacks. [Claw] is considered a Level 1 Indestructible Medium Weapon, and gains two (2) levels per three (3) of the users levels. These weapons are treated as if they had the attributes "Lightened Craft" and "Sharpened Edge" and follow standard Medium Weapon rules. These weapons may not be unequipped by any means, as they are a natural extension of the body. The bearer of bloodline possess two of these claw weapon, one for each hand. This skill does not prevent its taker from being able to naturally use hand-seals.

Cost: -2

Feline Superhuman Sensory

 

Effect: This character is now immune to [impaired Eyesight] caused by physical darkness. Similarly, [blind] caused by physical darkness is instead downgraded to [impaired Eyesight]. [impaired Smell], [impaired Hearing], and [Deafened] caused by physical sources of sound last for a turn longer on this character. This character passively receives +X to their Accuracy and Evasion stats as long as their eyesight remains unimpaired, where X is equal to their level. This may stack with other effects, but may not cause this character's accuracy or evasion to exceed 1.5 times its base.

Cost: -2

Arsenal of the Nekomata

 

Description: A development following the exposure of the Furousha bloodline to the chakra of a Yōkai, Aria discovered that her feline traits were highlighted by the symbiotic presence of another chakra's presence. Notably, this has lead to a growth of especially keen-edged claws, even among others of the Furousha.

Effect: This skill changes the rate at which the claws of Arsenal of the Cat God level up from a rate of 2:3 (Weapon to character) to 1:1 ratio.

This doesn't affect the claws or skill in any other way.

This does not break the base level cap of [100] without Warlord 'Advanced Weapon Warrior'.

Cost: 2 + 3000 Word training while Yōkai Cloak is active.

Teacher Trained SP: 3/4

Yōkai Focus; Mind

 

Effect: Gain +1 when rolling for any loss of character control due to their 'Cloak' transformation.

Training: Must complete 4-post training in which they must learn to shield their consciousness from the control of the demon. Must be preformed under the supervision of a Jounin ranked ninja or higher. The character must take at least 1 week to learn this IC.

Cost: -1

Thread Link

Yōkai Focus; Courage [Replaces Yōkai Focus; Mind]

 

Effect: Gain +2 when rolling for any loss of character control while due to their 'Cloak' transformation. This skill replaced Yōkai Focus; Mind.

Training: Must complete 5-post training in which they must learn to fight the chakra of the demon, keeping it from overcoming their mind. Must be preformed under the supervision of a Jounin ranked ninja or higher, if not there is a 50% chance the user will lose control of their character. A GM takes over for an amount of in character time that the GM feels is appropriate. The character must take at least 1 week to learn this IC.

Requirement: Yōkai Focus; Mind

Cost: -1

Thread Link

 

Yōkai Focus; Virtue [Replaces Yokai Focus; Courage]
 

Spoiler

Effect: Gain +4 when rolling for any loss of character control while due to their 'Cloak' transformation. This skill replaced Yōkai Focus; Courage.
Training: Must complete 6-post training in which they must learn to contain the chakra of the demon, simultaneously sealing it while engaging in the fight. Must be preformed under the supervision of a Jounin ranked ninja or higher, if not there is a 50% chance the user will lose control of their character. A GM takes over for an amount of in character time that the GM feels is appropriate. The character must take at least 1 week to learn this IC.
Requirement: Yōkai Focus; Courage
Cost: -1

[url=http://ninja-academy-online.com/forum/index.php?/topic/36721-corporeal-manifestations/#comment-395517]Thread Link[/url]

 

Edited by MadKatters
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~Techniques~

Jutsu Points: 88/155 (Currently Available/Total)

* = Genius of Hardwork Bonus, Considered one rank higher when purchasing and using.

 

One-Time Character Donation Bundle: +30 JP

Path of The Warrior: 18 JP

Promotion(s): 5 JP

Level 0-47: 102 JP

Academy Student [starter] Jutsu 1]

 

Name:Kawarimi no Jutsu (Body Substitute Technique)

 

Type: Ninjutsu

Rank: Academy Student

Cost: 10

Damage: None

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

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

 

 

Hybrid Jutsu [9]

 

Name: Cascading Thunder Dance

 

Type: Ninjutsu/Taijutsu [Kumo; Lightning]

Rank: Jounin

Cost: 75 stamina / 75 chakra || 64 chakra / 64 stamina upkeep.

Damage: See effects.

Effects: The user's defense is increased by 120 and they are under the effects of 'Haste'. While this technique is active, 50 base lightning damage is added to the user's attacks. This damage is not effected by the user's modifiers and cannot break damage caps. This technique can be maintained for a maximum of 3 turns.

Description: Cascading Thunder Dance is a supplementary technique for warriors with a primary focus on the element of lightning, inspired by the legendary warriors of ancient Kumo. The user enwreathes themselves in a coating of lightning chakra, accelerating their response times and protecting themselves from attacks simultaenously. The extreme amounts of lightning chakra produced in this technique are known for leaking out excessively, causing an unintentional but undeniably valuable addition to the user's offense as well.

Points: 5 *

Name: Bursting Strike (R2)

 

Type: Ninjutsu / Taijutsu [Lightning]

Rank: Chuunin

Cost: 48 chakra; 48 stamina

Damage: 120

Effects: N/A

Description: Focusing her lightning chakra into her legs Aria reinforces them for the coming attack. Releasing all that force in a devastating kick and flash of lightning.

Points: 6*

Name: Sky Dancer Style: Approaching Thunder

 

Type: Nin/Tai Hybrid [Lightning; Sky Dancer]

Rank: Chuunin

Cost: 50 Chakra; 50 Stamina

Damage: 50

Effects: Deafened + Dizzy [One Round]

Description: A technique developed for growing users of the Sky Dancer Style on the way towards more powerful strikes. By infusing their leg with electrical chakra and using it to propel a spinning roundhouse kick, the Sky Dancer delivers a dizzying blow. It is accompanied by a deafening bang thunderclap at the point of impact, causing it to be one of the style's most memorable jutsu.

Points: 6*

Name: Sky Dancer; Sky Break Bolt II

 

Type: Ninjutsu-Taijutu; Sky Dancer; Lightning

Rank: Jounin

Cost: 130 Chakra; 130 Stamina

Damage: 30

Effects: Destroy Weapon, Clobbered (One Turn)

Description: A surprisingly basic Jutsu for the Sky Dancer style the user flashes through a quick set of hand seals before rushing forward as lightning chakra accumulates within their legs. Relying on a combination of raw power and the piercing potential of lightning the user targets the opponent's weapon at a single point.

Points: 7 [Evolving; Sky Break Bolt I]*

Name: Sky Dancer; Break Down The Walls

 

Type: Ninjutsu-Taijutu; Sky Dancer; Lightning

Rank: Jounin

Cost: 120 Chakra; 120 Stamina

Damage: 15

Effects: Slow For 2 Turns; Destroy Item

Description: A surprisingly basic Jutsu for the Sky Dancer style the user flashes through a quick set of hand seals before rushing forward as lightning chakra accumulates within their legs. Relying on a combination of raw power and the piercing potential of lightning the user targets the opponent at a specific point on their body. Anything that happens to be in it’s path shattering should the blow land and the force continuing onwards to break their opponent's combat momentum and tempo.

Points: 7*

Name: Sky Dancer; Flowing Motion

 

Type: Ninjutsu-Taijutu; Sky Dancer; Lightning

Rank: Jounin

Cost: 45 Chakra and 45 Stamina per strike

Damage: 60x

Effects: Multi-strike jutsu with a maximum of 4 possible strikes

Description: One of Sky Dancer’s more ‘difficult’ techniques. Once a fledgling user of the style has mastered previous techniques Flowing Motion is next in line. The hybrid attack consists of a quick series of open palm ‘strikes’ that barely graze the target. Each one target at a different location of the target’s body the user must keep in constant motion to avoid tripping themselves up as they twist and turn around the target landing blow after blow.

Points: 9*

Name: Sky Dancer; Effortless Motion

 

Type: Ninjutsu-Taijutu; Sky Dancer; Lightning

Rank: Jonin

Cost: 55 Stamina + 55 Chakra

Damage: N/A

Effects: Full Opening [sky Dancer; Flowing Motion]

Description: Effortless motion is a technique with a singular purpose: To set up another sky dancer move. By dipping low and attacking the target’s chest with an upward kick the user attempts to stun them and leave them open for Flowing Motion’s assault to the body.

Points: 4*

Name: Sky Dancer; Burn The Sky

 

Type: Ninjutsu-Taijustsu; Sky Dancer; Lightning

Rank: Jonin

Cost: 75 Chakra + 75 Stamina

Damage: 150

Effects: Vulnerable [One turn]

Description: A relatively simple strike compared to some of the other moves in the Sky Dancer repertoire. Focusing their lightning natured chakra to a single leg they close in on their target before slipping around behind them in a side-step to unleash the built up chakra into an explosive release aimed for the back of the target’s head.

Points: 6*

Name: Sky Dancer; River Runs Forth

 

Type: Ninjutsu-Taijutu; Sky Dancer; Lightning

Rank: Jonin

Cost: 80 Chakra; 80 Stamina

Damage: 5

Effects: 150 Bleed Damage For 2 Turns

Description: A ‘straightforward’ jutsu from the usually complex and overly dramatized taijutsu style. Rushing forth the user slams their open palm into their target’s face. Aiming to break their nose and knock their opponent back and send their blood gushing forth.

Points: 5*

 

Ninjutsu [2]

 

Polarized Spear

 

Rank: Chuunin

Cost: 60 Chakra

Damage: 75

Effect: N/A

Description: The user will polarize the enemy from long range and with a sudden blast they will unleash a combination of lightning chakra from their own body towards the enemy at a rapid speed.

Cost: 2*

Light it up!

 

Type: Ninjutsu; Ash

Rank: Chuunin

Cost: 120 Chakra

Damage: 50 AoE

Effect: N/A

Description: By mixing their chakra within their lungs and focusing the user is able to spew forth a cloud of Ash that casts a wide net. Filling the battlefield with it’s burning blast and hitting friend and foe alike.

Cost: 4

 

Taijutsu [1]

 

Name: Rising Force

 

Type: Taijutsu [General]

Rank: Chuunin

Cost: 130 Stamina

Damage: 75

Effect: Opponent is ‘Clobbered’ for two turns.

Description: Sliding across the ground towards the opponent, the user will push off the ground at the last moment and rise up with their foot, aiming to launch the opponent into the air. The quick shot to the jaw leaves an opponent disoriented for a few moments.

Cost: 5

 

Misc. Jutsu [1]

 

Name: Shunshin No Jutsu | Body Flicker Technique | 瞬身の術 (II)

 

Type: Ninjutsu-Taijutsu [Void | Style-Less | Response | Evolving ]

Rank: Chuunin

Cost: 75 Chakra; 75 Stamina

Effect: This technique may only be used in the Response Phase and is done before any Dodge rolls. The user of this technique gains +20% to dodge during the Response Phase that this technique is used. This technique must be referenced in the dodge roll that it is affecting. This technique has a 10% chance to fail per rank of the unresolved attack when performed. This technique may be performed 2 times per battle.

Description: One of the basic techniques taught to most students during their time at the academy. The Body Flicker Technique is considered an extremely versatile ability, and is one of the most widely used general shinobi skills. The jutsu itself is a high-speed movement ability that uses chakra to temporarily vitalize the body, allowing movement that is nearly untraceable to the naked eye. The user often disappears from the field of their opponent’s vision in a puff of smoke, as a means to further distract their path of escape. Though Shunshin has many applications, its most common use is in evading hazardous attacks.

JP: 6 [12 Teacher JP]

Jutsu learned from Jounins: Body Flicker Rank 2 12/12

Edited by MadKatters
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~Inventory~

(0 Slots Used [40 Slots Total])

--Armor:

-Head:

-Neck:

-Body: Tsururu Mira's Jacket (Customized)

 

Body Placement: Body

Statistical Attributes: +150 Defense; + 100 Evasion; +15 Item Slots

Attributes: Indestructible; Chakra Defense; Elemental Resistance [Lightning]; Anti Burn

Special: Ultra Durable

Description: A heavy jacket inherited from her sister upon the elders death. It’s been patched and reworked innumerable times over the years but Aria still clings to it. Despite it’s time-worn status this jacket has held up well over the years and has recently been altered further to be combined with the Chuunin vest that Aria received upon her promotion. The Vest has been woven in and combined into the interior of the jacket giving it an added layer of defense while keeping the utility of the vest.

Cost: 1355$

Indestructible

Your armor 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.

Chakra Defense Your armor has been chakra enduced to resist void type chakra attacks.

Effect: Gain +300 Defense against physical void damage. This is a triggered effect. Replaces "Chakra Resistance".

Elemental Resistance Your armor has been chakra enduced to resist a chosen type of elemental attack

Effect: Gin +100 Defense against [Lightning] damage. This is a triggered effect.

Anti Burn Your armor has been chakra induced so that you cannot be burned.

Effect: If an enemy attack of equal or less rank to the 'user' would leave you burned, you are not burned, applies only to physical attacks.

Ultra-Durable

Effect: The first time this item is afflicted with the status effect ‘Destroy Item’, the wearer may roll a 100-sided dice, and on an outcome of 41 or higher, the item is not destroyed.

-Waist: Hitai-Ate

 

Special: Fence Sitters Anniversary Headband ; Indestructible

Description: An old 'Shinobi' headband tied together with the Kumogakure headband so that they are laid atop one another. Both are cleaned and kept to a perfect condition and shine brightly under the light.

Cost: 50$

Fence-Sitter's Tenacity

Effect: Iron Skin and Chakra Barrier now reduce damage by 15% of their total rather than 10%. This effect is only active while the headband is being worn.

 

Indestructible

Your armor 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.

 

-Forearm(s):

-Hand(s): Ninjutsu Amplifier [Rank 3]

 

Item Slots Taken: 2 (Hand)

Effect: All Ninjutsu cost 40 less Chakra and do 40 more damage.

Description: A trinket of mystical properties that enhances the Ninjutsu performance of the user. This particular amplifier takes the form of a gold bracelet with the Kumogakure village symbol etched across the top of it.

Cost: 600 (Gifted)

-Thigh(s):

-Calve(s):

-Feet: Speed Shoes

 

Armor Kind: Footwear

Body Placement: Feet

Attributes: +150 Speed

Special: N/A

Description: A set of lightweight, yet surprisingly durable, shoes made and designed for quick and fast combat. These shoes are built to hold up under the strain of combat and a leg/foot based combat style but are light enough that they don’t hamper the wearer’s movement.

Cost” 600$ Gifted

--Weapons:

-Main Weapon(s): Left and Right hand(s) contain:

Arsenal Of The Nekomata

Level: 44

Type: Claw (Medium)

Bonuses:

Lightened Craft 2:3 Stamina Ratio

Sharpened Edge +10% Damage

1:1 Ratio of weapon level to character level

--Item Listing

-Items on Hand: N/A

-Items in Vault: None

-Money on Hand: $120

-Money in Bank: 0

~~~~~

~Logs~

Exp Earned

 

+413 7/23/2014 Rekindling A Friendship

+446 8/15/2014 Blame It All On Her

+81 8/22/2014 You Can Never Train Too Much

+270 8/23/2014 Always A Rookie To Someone

+600 8/26/2014 Yay, Boredom!

+638 09/01/14 It's time for a Montage... or something!

+1000 10/08/14 Winter Is Coming

+166 10/08/14 1 Step, 2 Step, Skystep, Dubstep

+550 10/16/14 A True Test

+484 10/23/14 Bloodstained Clouds

+400 10/29/14 Cleaning Up

-1262 11/28/2014 It That Dreams Of Color

+2250 11/28/2014 It That Dreams Of Color

+600 12/17/2014 Cleaning Up The Streets

+600 12/26/2014 Get your hands outta my pockets

+600 01/21/15 Night Patrol

+800 03/06/15 You're Screwing Around To Much

+1444 03/15/15 A Storm is a' Brewin'

+700 03/30/15 The Oni Fakeout

+1172 04/30/15 From a Council of One

+63 04/30/15 Never Let Her Down

+62 05/04/15 Never Let Her Down

+1200 05/24/15 Hit 'em where it hurts!

+460 11/04/15 (Yet Another) Cloudy Day

+492 11/06/2015 Aschen Saucer

+781 12/07/2015 Doraging in the Doragon

One Time Character Rework 01/21/16

+600 02/07/16 Wiki Page

+636 02/07/16 Bug Off!

+884 02/22/16 Jinch Battle Thing

+1445 03/12/16 Crimson Bonds

+699 05/22/16 SB Reward

+205  02/01/17  Corporeal Manifestations

+1200 01/03/18 [url=http://ninja-academy-online.com/forum/index.php?/topic/38871-rogue-lightning/&tab=comments#comment-406385]Rogue Lighting[/url]

Transaction Log:

Mission Log: 6

Edited by MadKatters
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Yōkai Jinchūriki of the Nekomata


Nekomata_by_LannVouivre.jpg


¤ General Information ¤



Name: Iromuka [ 色無香 ] (Color Without Scent)
Personality: The yokai known as Iromuka is a peculiar sort. She does not look down upon humans as prey, but rather, sees them as a symbiotic source of power. Often, when feeding, she prefers to select shinobi close to death and allows them momentary reprieve as her jinchuuriki to defeat their enemies- afterward, she feeds on their chakra before they pass. When dealing with humans as individuals, however, she is hard pressed to look at them on equal footing; she is condescending and controlling, refusing to look upon the mortal creatures as her peers. Given prior experiences with the Nibi, Iromuka has begun to foster a disdain for the bijuu and their respective jinchuuriki.

While bound to a human, Iromuka is anything but pleasant. When allowed to speak into the jinchuuriki's mind, she tends to talk down to them and criticize all of their decisions, wondering how it was that she was sealed inside of them. She often is more than willing to lend a fraction of her power to her jinchuuriki, though she does so with the hopes that their seal will entirely unravel and allow her to break free of the moral confines. While sealed, if described with a single word, "Opportunistic" would suit Iromuka superbly.
Yōkai Element: Ash
Yōkai Chakra: 8,000
Yōkai Chakra Regeneration: To regenerate Yokai Chakra, the Jinchuuriki must sunbathe. Each hour of bathing restores 1000 Yokai chakra and requires 100 words.
Feline Grace (Passive Bonus): This character has an additional 4% chance to dodge all attacks.










¤ Stats (1,400 Total) ¤



(Taijutsu) 400
(Ninjutsu) -
(Genjutsu) -
(Defense) -
(Concentration) 300
(Speed) -
(Accuracy) 500
(Evasion) 200




 

¤ Skills ¤





Combinatorial; Ash

Effect: May use Ash Element techniques. A player who is hit with an Ash Technique suffers -10% to dodge in their following response phase. Does not stack. In addition, the user may choose to apply the bonus from one of the Subtle Elements skill required to learn this element if they own it.
Requirements: Subtle Elements; Fire & Earth

-0

Disdain for Water
Effect: Whenever the jinchuuriki is struck by a [Water]-type ninjutsu, they are afflicted with a turn of "Disorganized". "Disorganized" inflicted through this effect does not count towards the standard per-battle limit of the status effect, and the jinchuuriki may continue to be afflicted with "Disorganized" through this skill even after its normal per-battle limit has been reached.
Requirements: Cloak of the Nekomata; Rank 1
+1

Cinderborn
Effect: The jinchuuriki is now treated as if the effects of the climate "Volcanic Ash" were reverse. Negatives to accuracy instead become positives, and damage dealt per turn is instead damage healed per turn.
Requirements: Cloak of the Nekomata: Rank 1
-1

Searing Claws
Effect: Taijutsu attacks made by the Jinchuuriki are now considered [Ash]-element in addition to their other types/tags, though they gain no benefit from Subtle Elements.
Requirement: Cloak of the Nekomata; Rank 1
-1

Fallout
Effect: Attacks made by the Jinchuuriki of the [Ash]-element now deal additional [burning] damage equal to their chance to hit.
Requirement: Cloak of the Nekomata; Rank 2
-2

Volcanic Winter
Effect: When this jinchuuriki causes Volcanic Ash to be an active climate, the following is added onto the climate's effect: All non-user combatants have a 50% chance to be afflicted with the status effect "Hypothermic(Hypothermia: Stage 3)" for one turn. This is rolled for every turn the climate is active.
Requirement: Cloak of the Nekomata; Rank 3.
-3








¤ Techniques ¤


Kazan no Shoku [Volcanic Eclipse]
Type: Ninjutsu/Taijutsu [Ash | Area of Effect]
Rank: Jounin
Cost: 495 Yokai Chakra
Damage: 90
Effects: This technique strikes all targets but the user. Regardless of whether or not this technique succeeds, the climate is changed to 'Volcanic Ash' for 7 turns.
Description: The yokai/jinchuuriki will gather a mass of fiery chakra within their fist, then thrust it into the ground with extreme force. The ground will crack and eject several geysers of super-heated ash, which not only burns most combatants in the area, but also fills the air with a thick, falling, ash.


Yōkai-Dama
Type: Ninjutsu [Ash]
Rank: Sennin
Cost: 700 Yokai Chakra + x Yokai Chakra
Damage: 800 + 2x Damage
Effects: The damage from this technique receives no offensive modifiers and 1/2 defensive modifiers, no matter what source these modifiers come from. May only be used by Yōkai or Jinchuuriki under the effects of the Yōkai Cloak. Automatically critical against barriers and shields. Bonus damage from these critical cannot be carried over to the targeted opponent in the case of the shield or barrier being broken. The value of x may not be larger than 300. Removes the current Terrain and prevents any Climate effects from being used for three (3) turns, regardless if it hits their target or not. Usable twice per battle.
Description: The Yōkai-Dama is the offensive manifestation of the Yōkai's own life energy chakra. Creating a large ball of chakra, the yokai will then direct the raw energy in a beam at its target with devastating effects. The beam has a cleaving effect rather than a kinetic effect, and all types of defenses seem to be less effective than normal.










¤ Cloak of the Nekomata¤



- All Ranks must be purchased in order.
- All advanced Chakra & Stamina regeneration skills/jutsu's are suspended.
- All celestial gates, bloodlines, or other abilities that take up a 'bloodline' spot are disabled.
- Summons, pets and clones may not be used by the player when the Husk is activated.

- While a Jinchuuriki is below 30% Health or 20% Chakra or Stamina they are considered to be in a "critical" state.
- While in the "critical" state and not in their Cloak form, a control roll is made at the end of the setup phase and is a roll of 1d10. A roll of a 7 or lower will result in a loss of control.
- A loss of control results in immediate activation of the highest level Cloak available to the player, along with a GM taking control of the rest of the player's turn. If the player does not have enough Yōkai Chakra to pay for the transformation, ignore this.
- While in the "critical" state and in their Cloak form, a player's normal turn roll is given a -2 negative.
 

Stage 1


The Jinchuuriki becomes enveloped in a white chakra that shimmers like heat rolling off of a flat surface. The inner layers of this chakra begin to take the form of bristling fur. While enveloped in this chakra, the jinchuuriki's teeth and nails sharpen, giving them a more feral appearance.
Rank 1: User gains 25% of demon's stats, stacked upon their own. Stat addition may surpass 1.5x for the stat it is effecting, but cannot go beyond 1.5x of the highest stat the character has. All stats are rounded up. Every turn this is active, when they pay their activation or upkeep cost, the user must make a control roll on 1d10. On the result of a 1-2, the GM or a staff member will gain control of the character for the rest of the turn. A GM may give negatives to rolls in times of great emotional trauma.
Requirement: Combined Chakra and Stamina higher than 250; Level 10
Chakra Cost: The chakra costs of this rank are based on the highest Cloak rank the user owns.
Rank 1: 1000 Chakra Activation, 1000 Chakra Upkeep
Rank 2: 850 Chakra Activation, 850 Chakra Upkeep
Rank 3: 700 Chakra Activation, 700 Chakra Upkeep
Rank 4: 550 Chakra Activation, 550 Chakra Upkeep
Skill Points: -1 SP
 

Stage 2


The Jinchuuriki's chakra aura brightens and sharpens, giving it a more clear impression of bristling fur. The air around the chakra aura begins to grow hotter, making it uncomfortable to stand near the jinchuuriki in this state. Their motions begin to give off a trail of black ash and their hair stands on end, further exacerbating the feral appearance.
Rank 2: User gains 50% of demon's stats, stacked upon their own. Stat addition may surpass 1.5x for the stat it is effecting, but cannot go beyond 1.5x of the highest stat the character has. All stats are rounded up. Every turn this is active, when they pay their activation or upkeep cost, the user must make a control roll on 1d10. On the result of a 1-4, the GM or a staff member will gain control of the character for the rest of the turn. A GM may give negatives to rolls in times of great emotional trauma.
Requirement: Combined Chakra and Stamina higher than 700; Level 30
Chakra Cost: The chakra costs of this rank are based on the highest Cloak rank the user owns.
Rank 2: 1000 Chakra Activation, 1000 Chakra Upkeep
Rank 3: 850 Chakra Activation, 850 Chakra Upkeep
Rank 4: 700 Chakra Activation, 700 Chakra Upkeep
Skill Points: -2 SP
 

Stage 3


The jinchuuriki's legs and arms become coated in a fine, pure-white fur; their nails and teeth have sharpened and lengthened now to an exaggerated amount. The fur-like appearance of the jinchuuriki's chakra shifts and begins to look more akin to fire, or a smoldering log; all of their motions leave a thick trail of heavy ash. The ash tends to coat the battlefield and blot out nearby light sources. The jinchuuriki's eyes take on a pale amber glow, and are said to be the only thing that can be seen through the ash.
Rank 3: User gains 75% of demon's stat, stacked upon their own. Stat addition may surpass 1.5x for the stat it is effecting, but cannot go beyond 1.5x of the highest stat the character has. Does not stack with Rank 2. All stats are rounded up. Character gains access to the Yōkai's Jounin level technique. Every turn this is active, when they pay their activation or upkeep cost, the user must make a control roll on 1d10. On the result of a 1-6, the GM or a staff member will gain control of the character for the rest of the turn. A GM may give negatives to rolls in times of great emotional trauma.
Requirement: Combined Chakra and Stamina higher than 1100; Level 50
Chakra Cost: The chakra costs of this rank are based on the highest Cloak rank the user owns.
Rank 3: 1000 Chakra Activation, 1000 Chakra Upkeep
Rank 4: 850 Chakra Activation, 850 Chakra Upkeep
Skill Points: -2 SP
 

Stage 4


At this stage, the yokai's form has fully enveloped the jinchuuriki. Now standing some twelve feet tall and weighing several hundred pounds, the jinchuuriki has taken the form of the nekomata. Their form is almost entirely coated by a plume of ash, though their fur seems immaculately white. The yokai's eyes glare a bright amber, and the jinchuuriki takes on the attributes of a malicious feline- they seem to enjoy toying with their opponents, reminding them that they are prey within the ash cloud.
Rank 4: User gains 100% of spirit's stat, stacked upon their own. Stat addition may surpass 1.5x for the stat it is effecting, but cannot go beyond 1.5x of the highest stat the character has. Does not stack with Rank 3. All stats are rounded up. Character gains access to the Yōkai's Jounin level and Sennin level technique. Every turn this is active, when they pay their activation or upkeep cost, the user must make a control roll on 1d10. On the result of a 1-9, the GM or a staff member will gain control of the character for the rest of the turn. A GM may give negatives to rolls in times of great emotional trauma.
Requirement: Combined Chakra and Stamina higher than 1700; Level 75
Chakra Cost: 1000 Chakra Activation, 1000 Chakra Upkeep
Skill Points: -3 SP Edited by MadKatters
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