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Hornet Lv3 | Konchūhime

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Konchūhime

Gender: Female
Appearance & Personality: An ancient Summon with centuries of experience, Konchūhime is a veteran of a thousand battlefields, boasting more experience than almost any other living being. Bloodthirsty and fierce, the de-facto queen of the Royal Hornets revels in bloodshed and frequently seeks out stronger opponents to fight.
As the proponent of the Poison Forest's rapid expansion Konchūhime is fiercely territorial and imperious, often refusing to speak even to her summoner as a being unworthy of her notice. Her single-minded belief in the superiority of hornet-kind makes her severely arrogant and egotistical, viewing summon contracts and summoners as nothing more than a way to bring her conquest to new realms. She is easily enraged by failure, though her tendency to fly into a rage has been tempered by past defeats, most notably at the hands of Uzumaki Naruto and Hyuuga Hinata. 

 

Physically Konchūhime is an enormous combatant, towering over her summoner and most of her foes. Despite her great size, it is her speed and evasion that is her greatest strengths. Her wings move faster than the human eye can process, allowing her to change direction and pull near-impossible aeronautics at a moment's notice, while her multifaceted eyes grant her a clarity of sight beyond that of humanity. She often uses her speed to increase the force of her blows, though as the strength of the enemy increases she becomes less confident matching them in close quarters, despite her lethal stinger. 

 

Skills: 10/10

Advanced Element; Venom
Effect: Characters with this skill may utilize techniques of the ‘Venom’ element. ‘Venom’ techniques afflict their targets with 1 turn of the status effect ‘Poison; x’ with ‘x’ being equivalent to 5% of the technique’s total damage, and have a 25% chance to inflict their targets with 1 turn of the status effect 'Numb'. Venom is treated as a basic element.
Description: The snakes of Ryuchi cave are summons of great value, both for their skills in infiltration and combat. Their most basic combat skills, is the ability to produce a powerful venom inside their body. The venom is often incorporated in their attacks, and taints the blood with a powerful poison. Dedicated summoners of the snakes have learned to produce venom themselves.
Requirements: Snake, or Contract Manager; Snake
Cost: -2 [Free, Summon Element]

 

Shina, The Destroyer

Effect: Ninjutsu from the user will deal an additional 20% base damage and cost 10% less Chakra, rounded up. This multiplier, in this case and this case only, allows you to break the base damage cap. The taker of this skill may not use Genjutsu and may not have any skills that give negative effects towards Genjutsu abilities.
Ex: 100 [Base Damage] * 1.2 = 120 + 100 [Ninjutsu Modifier] - 80 [Defense Modifier] = 140 Damage.

Description: Sometimes it takes the form as a blessing on unknown origin, sometimes as a hardened ideology crafted from an early age, and sometimes its seen as an innate ability for Ninjutsu. Regardless of its origin, the results are the same. You take to Ninjutsu techniques like a fish in water, but Genjutsu simply evades or does not interest you. Some may come to fear the power you possess, but you know that it comes at a vast cost.

Cost: -3

 

Compound Eyes

Description: The compound eyes of the summons of Dokusu give them remarkable visual clarity and comprehension, often viewing the same scene from different angles simultaneously. This gives them impeccable accuracy in the heat of battle, as they can make minute adjustments to track elusive foes and pierce any defense.

Effect: Targets of attacks used by this character have their Block Range reduced by 4.

Requires: Royal Hornet of Dokusu Summon

Cost: -1

 

Dire Poison

Description: The venom of the larger Hornets of Dokusu is a fearsome thing, especially if their attacks manage to find a vein or artery, speeding their poison through the victim’s body. Those rare survivors of Dokusu’s finest report their bodies being slow and sluggish, their senses and mind turned against them.

Effect: Once per battle, this character may add the following effect to an offensive action: "The target is 'Slow' for one turn". This may not cause a technique to exceed its cost cap.

Requires: Royal Hornet of Dokusu Summon

Cost: -1

 

Minjutsu Mastery [Venom]

Effect: For each rank of this skill choose a Ninjutsu Element. Ninjutsu of the chosen Element deal +5x damage per rank in this skill, where x is equal to your ninja rank. You may choose "Void" Ninjutsu as your chosen element. You may never apply more than 10 combined ranks of Genjutsu Creator, Martial Artist, and Ninjutsu Mastery to a single attack. Ranks in this skill may be purchased once every five (5) levels.

Description: A master of the ninja magic arts, you bend your specialty element to your whim.

Ranks: 5/10

Cost: -5

 

Techniques: 69/70

Gyaku Kuchiyose No Jutsu | Reverse Summoning Technique | 逆口寄せの術

Type: Ninjutsu [Void | Hijutsu; Summons]

Rank: Chūnin

Cost: x Chakra (See Summoning Rules)

Effect: When determining the cost of this technique, the user of this technique must roll a 50-sided dice. This roll is treated as if it were a Summoning Roll, with the user's Summoning Level being treated as their rank. The user's level is treated as if it were equal to the target's when using this technique. The target of this technique negates any unresolved physical attacks that would target them in their next Response Phase. The maximum rank of technique that may be negated by this technique is equivalent to the result of the Summoning Roll (i.e. 61-100; Genin, 101-130; Chūnin, etc) This technique may only target characters that possess the skill 'Contract Manager' that relates to the user. This technique may be used 1 time per battle.
Role-Play Effect: The technique may be performed to allow a character who possesses the skill 'Contract Manager' to be transported to their respective summon's homeland (typically Elsewhere) with a travel requirement of 0 words. This effect may not be accessed while the character to be affected is in battle and may only be performed by a Gamemaster presiding over the affected character.

Description: When a shinobi enters into a contract with a group of animals to work in unison, that contract is a two way road. The ninja is capable of summoning any of the animals they are contracted with provided they have the chakra to do so, but that shinobi is also bound to that family of animals. This jutsu is the opposite of the Summoning Technique, which allows animals to summon their contracted shinobi. Though it is most often used to transfer a shinobi over long distances when needed, it can also be used for quick evasive action and to protect their summoner from harm.

JP: 4

 

Body Replacement Technique III | Kawarimi No Jutsu III
Type: Ninjutsu 
Rank: Chuunin 
Cost: x Chakra 
Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique 'x' is equivalent to the cost of 1 Basic Attack or Taijutsu that the user failed to dodge. The damage and effects of that basic attack, weapon attack, or Taijutsu are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle.
Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies. 
JP: 1

JP: ⁿ/ₐ [Evolving 2; Body Replacement Technique I]

JP: ⁿ/ₐ [Evolving 2; Body Replacement Technique II]

 

Clone Technique III | Bunshin No Jutsu III
Type: Ninjutsu 
Rank: Chuunin 
Cost: 5x Chakra 
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 8. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical and may not take any actions. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' of this type on the battlefield. The bonuses of 'Clones' of this type may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle.
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshin jutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive. 

JP: 1

JP: ⁿ/ₐ [Evolving 2; Clone Technique I]

JP: ⁿ/ₐ [Evolving 2; Clone Technique II]

 

Shunshin No Jutsu | Body Flicker Technique | 瞬身の術 II
Type: Ninjutsu [Void | Evolving; Shunshin No Jutsu I]
Rank: Chūnin
Cost: 120 Chakra
Effect: This technique may be performed in the Response Phase or the Setup Phase;

Response: This technique may be performed in the Response Phase as a Free Action. The user of this technique increases their Evasion statistic by +150 during the turn that this technique is used. (Dodge rolls made during this turn must mention this technique.) This technique has a 5x% chance to fail, with 'x' being equivalent to the number of unresolved attacks targeting the user. This technique may be performed 2 times per battle in the Response Phase.

Setup: The user of this technique increases their Accuracy statistic by +150 during the turn that this technique is used. The user of this technique may not perform another technique in the Setup Phase for 2 turns. This technique may be performed 2 times per battle in the Setup Phase.

Role Play Effect: The user of this technique may reduce the required post-length when Traveling by 25% when performing this technique outside of 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: 11 [Evolving; 2]

 

Toxic Burst
Type: Ninjutsu [Venom; Dynamic Trap]

Rank: Chuunin

Cost: 140 Chakra

Damage: 50

Condition: The target must be ‘Poisoned’ for two or more turns.

Effect: The target is ‘Stunned’ and ‘Vulnerable’ for one turn.

Description: The victim attacks with a sinister venom that reacts differently according to the severity of the poison already effecting the victim, stopping their movements for anything between a fraction of a second to a dozen heartbeats.

JP: 5

 

Virulent Rain
Type: Ninjutsu [Venom]
Rank: Chuunin
Cost: 250 Chakra
Damage: 45
Effect: The Climate becomes ‘Poison Rain’ for three turns.
Description: After excreting a huge quantity of chakra and poison from the user's body the wielder summons a toxic, acidic rain that damages everything on the field, beginning with a directed downpour on the enemy.
JP: 7

 

Stasis Shroud
Type: Ninjutsu
Rank: Chuunin
Cost: 120 Chakra
Effect: The target is ‘Rejective’ for three turns.
Description: The user forms and launches a translucent blast of chakra at the foe, which clings to their wounded cells and hardens over them, simulating the effects of cauterization. Until the chakra wears away, the wounds cannot be healed.
JP: 4

 

Chakra Lash
Type: Ninjutsu
Rank: Chuunin
Cost: 150 Chakra
Effect: The target is ‘Shackled [Paired Legs]’ for three turns.
Description: The user conjures a lashing whip of chakra that coils around the foe's legs, binding them sightly and preventing them from moving. The chakra-formed construct is a great deal stronger than rope, though is not long enough to replace it for other purposes.
JP: 5

 

Fortified Venom

Type: Ninjutsu [Venom]
Rank: Jonin
Cost: 380 Chakra
Effect: Creates a Shield with 550 HP around an allied character that lasts for four turns. The target has ‘Haste’ for three turns. This technique can be used twice per battle. This technique can only be used in the Main Phase.
Description: Often, the difference between a medicine and a poison is only quantity. The user injects a tiny bit of venom into themselves or an ally, speeding up their reaction times without burning their nervous system out. Simultaneously, the stimulant deadens their nerves and pain receptors, giving them a short window of time where they feel little to no pain.
JP: 8


Poison Nova
Type: Ninjutsu [Venom | Area of Effect]
Rank: Jonin
Cost: 350 Chakra
Damage: 30
Effect: The target is inflicted with ‘Poisoned, 50’ for 3 turns. This technique does not target this character’s summoner.
Description: Forming a large mass of poison from their chakra, the user turns and exhales the acidic venom in a rough circle, covering everything nearby in waves of their post potent toxins. So corrosive is the poison that it causes damage by contact alone, burning and withering away flesh in moments.
JP: 8

 

Deadly Venom | Chishichūsha | 致死注射
Type: Ninjutsu [Venom]
Rank: Jonin
Cost: 320 Chakra
Damage: 150
Effect: The target is inflicted with ‘Poisoned, 50’ and has a 'Migraine' for three turns. When calculating the effect of ‘Advanced Element; Venom’, the user may add the total ‘Poisoned’ damage caused by this technique’s effect to their total damage.
Description: The user bites or stings the target, injecting a severe dose of lethal chakra poison. While initially this technique appears weak due to the low bite force, the chakra-enhanced venom uses burns through the enemy’s defenses to cause persistent pain, as if the victim’s blood was boiling in their skull.
JP: 7

 

 

Equipment: Konchūhime's Wings

Stat Boosts: +300 Evasion

Description: The flickering wings of the Royal Hornets move at speeds too fast for human eyes to track, granting them exceptional mobility and control. While striking a grounded hornet is not a feat to boast of, allowing a member of the Royal Hornets to take to the skies renders them an impossibly elusive foe. 

Cost: $1200

 

 

Stats:

Health ➢ 1100
Stamina ➢ 100
Chakra ➢ 1200
Taijutsu ➢ 0
Ninjutsu ➢ 600
Genjutsu ➢ 0
Defence ➢ 800
Concentration ➢ 0
Speed ➢ 1400
Accuracy ➢ 1400
Evasion ➢ 1400 [1700]

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Approvals: 

Venom [Permission given by KC]

Compound Eyes and Dire Poison

 

Reverse Summon [Permission given by KC]

Shunshin [Permission given by KC]

Toxic Burst

Fortified Venom, Poison Nova, Deadly Venom

Poison Rain, Stasis Shroud, Chakra Lash

 

Everything else is Mainsite. Thanks guys!

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