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 Ootsuki Eto |  大筒木一族 高槻 泉

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Character Compatibility from Senju Rokuro

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-Posting: Daily

-Time Zone: US Central Time

-Character Slot: 4

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‹‡Appearance----------//////////‡›

 

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 Ootsuki Eto  大筒木一族 高槻 泉

 

Clan: Ōtsutsuki | Ichizoku | 大筒木一族

Clan Sigil: 

 

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Clan Bloodline: Tenseigan | Reincarnation Eye | 転生眼

Village Element: Water 

Birthplace: Kirigakure

Current Residence: Kirigakure

Age: 14

D.O.B.: October 19th, 2096

IQ: 197

Zodiac Sign: Libra

Sex: Male

Theme Songs:

Depressed: Trading Yesterday - Shattered 

Combat: Emphatic - Stronger

Anthem: Thousand Foot Krutch - Untraveled Road

 

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Edited by Pwnzie
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‹‡Appearance----------//////////‡›

 

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-Height: 5’'11”

-Weight: 140 lb’s

-Hair Color: Silvery Grey

-Eye Color:  Pale Aqua Blue

-Clothing:Eto’s attire consisted of a few things, all in various shades of grey and black, he liked being able to blend into his surroundings should the need arise, at times this was pretty difficult with his white silvery hair, but when combat was a legitimate possibility, he donned a black hood that covered his hair letting him fold into the darkness. Black reinforced leather with extra thick protection studs, wrist/arm guards, as well as knee/lower leg reinforced boots, and a black leather ‘jacket’ for lack of a better word, it was really a combat vest and a coat mixed into one. Eto’s eyes are almost as white as his hair and skin, though he does show signs of having bags under his eyes despite his young age. His eyes were pale as snow except when he was using the tenseigan, then they glowed with a teal effervescence in the dark with some moonlight.

-Physical Description: Eto has pale skin and pure white/silvery almost shoulder-length white hair. To say that he is bit of a masochist, would definitely be an understatement. He enjoys pain, and can take pleasure from it. He even  self-stitches his own body in fact, with red nylon thread he has stitched various parts of his body from top to bottom, a few on his lips, ears, one or two on his legs and thighs, threads from his upper neck downward, and several more around his right arm and hand. towards his shoulders. A small set of two x's are stitched beneath his right eye. Hell occasionally snap/play with them when he was feeling nervous, putting his fingers underneath like the pain meant nothing at all.  


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‹‡Persona----------//////////‡›

 

Etos personality is fractured in several ways, because of the trauma of finding his sister after her suicide, the upbringing of an abusive alcoholic father, an absentee mother, he has an almost psychopathic child like personna, though despite this he is exceedingly brilliant, prodiciously smart despite being into things like stitching himself up and other body modification, years of abuse had turned him into one hell of a masochist, pain was pleasure for Eto, causing and receiving it. 

 

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Likes:

-Espresso/Strong Coffee

-Pain, medical curiosity, blood obsessed

-Books

-S&M

-Bi/Trans/Any Orientation

 

Dislikes:

-Ignorant people

-Authority

-Rules

-Especially. Children

-Stupidity

 

Favorites:

-Food: Fruit

-Color: White

-Music Genre: Dubstep/Trap

-Book Genre: Fantasy/Roleplay

-Hangout: Apartment Rooftop.

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Edited by Pwnzie
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‹‡Relationships----------//////////‡›

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Current Allegiance: Kiri

 

Relationships:

Boyfriend/Girlfriend/Poly Trio; Not int he dating mood right now. 

-Parent(s):

-Sibling(s):

 

-Significant Other(s):

-Pet(s):

-Teacher(s):

-Friend(s):

 

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‹‡History----------//////////‡›

 

Juuzou’s childhood was not like most other children experience, his parents were ‘obsessively perfect’ to put it bluntly, and they expected perfection from their children, even from the youngest of aged; Juuzou was extraordinarily smart, prodigious level intellect, problem solving and reasoning skills levels above his peers, things tended to come naturally to him when others seemed to struggle. Perhaps it was the repeated ‘training’ that his father used to put him and his sister through each day ‘to make you more perfect’ which was really a code for lets beat the hell out of you when you dont live up to unrealistic expectations, and degrade/humiliate you at the same time to reinforce the trauma further. 

 

Over time he developed a tolerance to the pain, his father had turned him into a masochist, a new set of behaviors born from the repeated emotional and physical abuse, he chased pain like an opium addict chasing a high, he later grew to get pleasure from pain, thats when he discovered he could go to a higher level if he played with body modification, and play he did. One day when his parents were away he got his hands on a suture needle and some red nylon stitching thread, and started sewing a miniature set of red threads that appeared to be two x's are stitched on below his right eye[signifying XIII [Thirteen]). One below his bottom lip and a line of several stitching threads from his upper neck downward, and several more around his right arm and hand. And finally a set of X’s going down from his waistline to his ankles. When his father got home and saw what he had done to himself, he tried to beat Juuzou bloody, but he had finally grown tired of putting up with it, and thanks to finally being able to attend the academy, which he was picking up so quickly it looked as if he would be graduated and promoted to shinobi within a year, had managed to hone his skills enough to take care of some drunk piece of shit like the one that was standing before him. It wasnt until he was older that he understood why his father was ibn such a terrible mood sometimes, and sometimes he wasnt, when Juuzou became a teenager and was being passed bottles of sake, suddenly things started to fall into place and his childhood and father suddenly made a whole lot more sense, he was an alcoholic failure that was taking out that resentment on his children because he was such a failure. It was really pathetic to be honest. 

 

So when his dad came at him in a drunken stupor, Juuzou grabbed him. by the arm and with a strong pivot off the ground his body spun along with his fathers as he gathered the energy necessary to come out of his flipping motion with enough force to slam him face first into the ground, had he been actually trying he couldve probably snapped his neck with that maneuver, but he didnt think that was quite necessary, the point had been made. From that day on he never touched Juuzou again, but he had got so focused on himself his learning and the academy that he failed to see that his father had simply found a new target for his displaced rage, his sister, Mikasa, Juuzouwill feel guilty about this until the day he dies but he didnt pick up on the signs until it was far too late. He didnt notice that she was even more withdrawn than usual, that she was hiding bruises beneath her clothes, the sadness behind her eyes. 

 

It was the day of his graduation from the academy of all days, a day that would shape his life in more ways than he imagined at the start of it, when he was given his headband he looked into the crowd expecting to see her there likely being the only one cheering for him, mom and dad were probably drinking themselves to death in the nearest bar. 

But she wasnt there, he couldnt see her anywhere ...and it wasnt like her to miss something like this, especially knowing how much it meant to him, he became rather worried as he realized she really wasnt here. He shook hands with everyone he needed to as quickly as he could and got out of there heading for home as quickly as he possibly could, breaking chunks of cement off of things he pivoted and launched his body from to give his agility a bolt of lightning making it home faster. Faster. As he finally reached the doors to the house, it was eerily quiet, so quiet you could hear a pin drop, way too quiet he went inside and called out for his sister, with a quick check of the rooms downstairs he still couldnt find her, so he went upstairs to see if she was in her room, and what happened after he opened the door….nothing could prepare someone to see. 

 

His sister had tied a noose out of her sheets, her body strung up and hanging from the ceiling, the life force had clearly left her body in the last few hours. It wasnt even a scream that was let out, more like a painful wail at the loss of his sister, which eventually turned to uncontrollable sobbing. “NOOOOOOOOOOOO FUCK NOOOOOOOOOOOOOOOOO” he sat there sobbing rocking back and forth, sadness and despair overwhelming his senses. 

 

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Cutting her down and hugging her for the last time, his tears streaming down his face started to drip onto her cold flesh. It was then that he saw a note on the table. His eyes darted back and forth reading it, by the end they were wide, wide with hatred and fury, with anger and destruction. She said that she couldnt take his beatings anymore, but most of all, she couldnt take him raping her anymore, she was pregnant, thats why she decided to end it, she couldnt take it anymore. Picking up the parchment in his hands, tears coming from his eyes like a gushing stream, each falling onto what remained of the parchment as he crumpled it up into a ball and roared with anger. 

 

His piece of shit drunken excuse for a father was going to pay for this, and whether or not his mother did was unsure, but for now? All of his energy, emotions, were aimed at one thing and one thing only; His Father. 

 

The booze soaked piece of shit came stumbling through the door just after midnight, he was even more wasted then his so called mother who could barely stand on her own. He tried to mouth something off at Juuzou, who was already in the dark  spinning kunais on his fingers, with his face staring towards the ground, his silvery white hair over his eyes, covering up the redness from sobbing over the lost of his sister. 

 

His father ended up putting the final nail in his coffin with what he said next; “What are you looking at you little shit head? You think you-ur bette-err than I am, or your fucking sister?” 

 

Juuzou’s head jerked up, his eyes glowing teal blue yet seemed able to pierce through your soul you could feel the hatred and rage pouring out of it like a raging flame, “My fucking sister. You rapist pig SON OF A BITCH.  Dont you mean YOU FUCKINNG MY SISTER YOU SICK PIECE OF TRASH and then the entirety of Juuzou’s body began radiating not just chakra, but Tenseigan chakra as well, he could feel the power rising in his veins, here was a perfect chance to test his wind chakra abilities. The hatred and Rage acting like a catalyst unlocking a whole new depth to his powers. 

 

Gathering wind around his fists, and without even knowing it mixing in tenseigan chakra as well just enough that he could make an explosive vacuum outwards when his fists connected, began swirling with wind as he wound up, and like the force of a hurricane connected with the left side of the old mans face and sent his body spiraling into the nearby wall. Eto walked over, picked him up by the collar, and gave him three hard haymakers to the face, the last one knocked out one of his teeth. 

 

“How could you do that to your own daughter you fucking MONSTER.

HOW

COULD YOU”

 

He slammed his fist into his face another two times, and then used his knee to jab him in the gut, taking the wind out of him as he let his body fall backwards, gasping for air. He figured one more hit would drive the point home, so he grabbed his fathers head by his hair, and said “I should kill you you fucking pig, but instead, I think Ill make you live the rest of your life an ugly fucking cripple.” As soon as the words left his mouth he grabbed the hair tighter and forcefully slammed his fathers face onto the ground of their flat, knocking him unconscious. 

 

His mother was in the corner of the room, not moving, barely breathing, just 
looking at him while he beat her husband bloody. 

 

“Ya know Mom, Killing you both would be to good for you, too quick, so I have decided that I wont kill either of you. Despite the fact that your daughter hung herself because your pig of a husband couldnt stop raping his fucking daughter. I guess I will settle knowing that he wont ever hurt someone again, even if you absolutely deserve it. Lucky for you despite everything he put me through, Im not about to hurt a woman. I Suggest you find a new partner, or dont, what do I care anymore anyways. See you in the next lifetime perhaps.”

 

Juuzou didnt have anything from his room, anything from his childhood that he didnt already have on him that he even cared to get before he walked out for the last time. In a way that only demonstrated how little that house meant to him anymore, his sister killing herself has left a void where his heart should be. 

 

He walked over to his dads body, and using his right foot and some considerable force, crushed both of his hands beneath his boot, and gave him a swift kick in the balls, enough that he may have knocked him so far inside himself that they wont drop back down. 

 

“Dont ever come looking for me, if you do, or tell anyone about what I just did. I will kill you. Believe that.”

Despite being covered in blood, he walked outside into the rain village, living up to its name it was raining like crazy, enough that it began to wash all the blood off of his face and clothes, the crimson red slowly pooling back to the earth. 

 

That was the last time he set foot in the rain country, he took off and made a new identity for himself, moving to the village hidden in the mist, hopefully he would blend in enough with the other members of his bloodline that already lived in the village and no one would think to find him, not that his mother or likely his father had the spine to tell anyone what he had done. 

It was on that day that he became Ootsuki Eto. 
Ootsuki Juuzou was dead. 

 

Six months later and he had graduated from the mist shinobi academy, he didnt want to make it too quickly and draw even more suspicion to him than he already was by doing it in six months.
 
He put in the daily grind and handled all the grunt work for another six months, until his fourteenth birthday, when he was promoted to the rank of chunin after a recent heroic act in a mission warranted his promotion according to his superiors. It was time for him to be a gennin at long last. 

 

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Edited by Pwnzie
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‹‡Statistics----------//////////‡›

Death Bonus: Prodigy [Roll]

Rank: Chunin

Level: 30

TXP12,412 [11,412 after taking Sealless Jutsu]

Total Stat Points:  Base + Level + Prodigy DB = Total  of 3,300 

 

Prodigy: [Roll]

A prodigy shinobi is one of fathomless untapped potential, just waiting to shine through the exterior of the ninja in the form of overall balance and mastery over the elements and the realms of combat. Typically seen boasting uncanny foresight and tactful mentality, these ninja can manipulate their bloodline traits with ease, and seem to dominate elements effortlessly. Great things await these ninja, and due to their impressively adaptive nature, those heights are certain to be reached.

Advantages:

- +300 Stats (does not count as levels)
- +3 Skill Points
- +40 Jutsu Points
- Character is treated as being one (1) ninja rank and twenty (20) levels above their own for the purposes of learning Bloodline and Advanced System skills.
- Character is treated as being one (1) ninja rank and twenty (20) levels above their own for the purposes of learning and using techniques.
- Character gains +20% EXP from Training, Battles, Gamemasters and Missions. Does not stack with Quick Learner.
- If this character does not have a Bloodline they get -1 jutsu points on all techniques, to a minimum of one (1).

 

‹‡Stats-----////‡›

(Out of 3,800)

(Health) 400

(Stamina) 200

(Chakra) 600

(Taijutsu) 100

(Defense) 200 

(Ninjutsu) 400 

(Genjutsu) 200

(Concentration) 100

(Speed) 500 

(Accuracy) 500 

(Evasion) 600

 

‹‡Stat Mods-----////‡›

 

Spoiler

Battle Modifiers

 

 

‹‡Role Play Traits----------//////////‡›

Role Play Trait Points available total: 16

Total Role Play Trait points Spent: 16 / 16 

Total Role Play Trait points Remaining: 0 / 16

 

Physical Traits — [Points Spent:  6 ] 

3 - Agility — Physical feats of agility.
1 -  Athletics — Physical feats of endurance.
3 -  Ninja Tools — Identifying and using tools outside of combat.
2 - Perception — Ability to notice details or movements.
2 -  Stealth — Moving silently and without notice. 
1 - Survival — Enduring harsh environments.

 

Mental Traits — [Points Spent: 5] +[1 Ninja Arts]

3 - Academics — Technology, physical, natural sciences.
1 - History — Knowledge of history. 
2 - Instinct — "I don't know, that just seems right."
2 -  Investigation — Seeing patterns and finding evidence.
(2) - Ninja Arts — Knowledge of ninja abilities and origins.
1 - Politics — Relations of state, both national and international.

 

Social Traits — [Points Spent: 5]

1 - Culture — Knowledge of practices and customs for various regions.
2 -  Insight — Observing emotions and intentions.
2 -  Intimidation — Coercing via force and threat.
1 -  Charisma — Convincing others and inspiring their emotions.
2 -  Streetwise — Fitting in with crowds and criminal/underworld elements.

3 -  Subterfuge — The art of deception.

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‹‡Skills----------//////////‡›

 

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2 (Starting SP) + 3 (Prodigy Bonus) + 22 (Level 1-30) + 2 (Chunin Rank) + 8 (Hindering Skills) = 36 Skill Points

Skill Points Used: 34

Skill Points Remaining: 2

 

Spoiler

Bloodline Skill usage: 15 SP 

Skill Point Usage: 19 SP

-0 Subtle Elements Water 

-0 Subtle Elements Wind 

-0 Combinatorial Gravity - Heavenly Trasluscent world]

-1 Subtle Elements Earth  

-1 Subtle Elements Lightning

-1 Path of the Shaman 

-1 Path of the Elementalist 

-1 Body Flicker Mastery Rank I

-2 Combinatorial Gravity 

-2 Resurgent Subjugation Rank I

-5 Sealless Jutsu 

-5 Chakra Flow Rank 1 

 

 

- | Subtle Elements; Wind  | -

Effect: May use Wind element techniques. Any response phase techniques used in response to a Wind Techniques have an additional 10% chance to fail. All 5 'Subtle Element' skills share ranks.  

Ranks: 4 / 5 [+1 Specialty]    

Cost: -0 SP [Wind Specialty]

 

- | The Subtle Elements; Water | -

Effect: May use Water element techniques. All Water Techniques cost 10% less. All 5 'Subtle Element' skills share ranks.    

Ranks: 4 / 5 [+1 Specialty]

Cost: -0 Village Element 

 

- | The Subtle Elements; Lightning | -

Effect: May use Lightning element techniques. All Lightning techniques have a +8% chance to hit. This bonus is halved for Concentration based attacks.

Ranks: 4 / 5 [+1 Specialty]

Cost: -1 

 

- | Subtle Elements; Earth | -

Effect: May use Earth element techniques. Whenever an Earth Element technique is used, the user gains +8 to their Block Range on the following turn. This ability cannot stack with itself. All 5 'Subtle Element' skills share ranks.

Ranks: 4 / 5 [+1 Specialty]    

Cost: -1 SP

 

- | Combinatorial; Gravity | -   

Effect: May use Gravity Element techniques. Targets hit with a Gravity technique have +30% base Chakra and Stamina cost to all non-Advanced System actions in the following turn, rounded up. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it.
Requirements: Subtle Elements; Lightning, Water, Earth & Wind  

Cost: -3 SP [-2]

 

- | The Path of the Shaman | -

Description: There are ninjas who spend their entire lives struggling against the elements, and then there are those who have an innate connection with the land itself. These ninja act as microcosms of the land, being capable of sensing disturbances within the world's lay lines. Their chakra is naturally in sync with the elements, granting them control over all five building blocks of life at a younger age than most. With artistic potential, these Shamans bend the world's elements in magnificent and awe-inspiring ways. These ninja grow up to be spiritualists and peacemakers, traveling the land to repair the war-torn world.

Effect: Character gains 1 extra Jutsu Point every other level.

Nature's Path: (Choose Two)-

- Rainbow Chakra: "Combinatorial; (element)" skills of Tier 2 or higher cost one less Skill Point. You must always, however, pay a minimum of 1 skill point.

- Fighter's Spirit: May take 2 ranks of 'Ninjutsu Mastery' for 1 skill point

Cost: -1 SP

 

- | Path of the Elementalist | -

Description: A character who follows the Path of the Elementalist is a master of the most complex chakra natures known to shinobi. By virtue of their own chakra, or with extreme training, they have gained a greater understanding of the nature of the elements and how chakra affects them.

Effect: User may learn their second Elemental Specialty at Level 60. Additionally, they get a third Elemental Specialty at Level 90 (which requires five post training). 

Role Play Trait: +1 Ninja Arts

Elemental Mastery: 

- Elemental Apex: When using Ninjutsu techniques with Combinatorial Elements, the user may choose to apply an additional bonus from one of the Subtle Elements skill required to learn it, if they own it.

- Affinity Attunement: You may choose your first Elemental Specialty. Additionally, you do not need to train for your Elemental Specialities.

Cost: -1 SP

 

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- | Chakra Flow; Rank I | -

Description: Maybe you have spent countless hours of meditation and practice, and have crafted your mind and body into a temple of self discipline. Or maybe you're just naturally good at it. Either way, your chakra circulatory system is of superb quality.

Rank 1: Gain 10% of your Total Chakra every turn. This replaces normal Chakra regeneration.
Rank 2: Gain 15% of your Total Chakra every turn. This replaces normal Chakra regeneration. Does not stack with previous ranks.

Requirements: User may not have any other skill (or bloodline skill) that affects Health, Stamina, or Chakra Regeneration. This skill may not be taught.
Ranks: 1 / 2    

Cost: -5 SP

 

- | Body Flicker Mastery; Rank I | -
Effect: Characters with this skill may perform the technique ‘Shunshin No Jutsu’ 1 additional time in the Response Phase and 1 additional time in the Setup Phase per rank in this skill.
Description: Shunshin no Jutsu is a technique that is learned early by many shinobi the world over. It is considered one of the very most basic jutsu in a ninja's arsenal and can be used for both offensive and defensive purposes. There are some shinobi who choose to use the Body Flicker as more than just an enhancement to their list of abilities. For these ninja, the Shunshin technique becomes a focal point for their style, allowing them to flit across the battlefield as a deadly blur.
Ranks: 1 / 2
Cost: -1

 

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- | Seal-less Jutsu | -
Description: A dangerous yet powerful sealing method in which the ninja has the deep knowledge and ability to shape chakra imprinted into the base of their skull. The ninja is given a small seal on their occipital lobe, often beneath the hair where it is not visible. With the seal the ninja is able to shape chakra without the need of hand seals, having such intrinsic knowledge of all possible seals at the forefront of their mind. Many ninja that have gone through the operation to obtain this seal claim that closing their eyes briefly helps them see the seals and preform them. This is, however, unnecessary. Due to the location and nature of this seal, it often results in dangerous side effects that many opt to not risk.
Effect: All Ninjutsu and Genjutsu preformed by this character are considered to be Seal-less and never require the use of the hands. When a character takes this skill they lose 1000 EXP. EXP lost this way does not cause the character to lose levels.
Cost: -5 [Taken Feb 10th 2022, bringing TXP from 12,414 to 11,214.]
 
- | Resurgent Subjugation | -
Effect: Once per rank in Resergent Subjugation per battle, an Ōtsutsuki may choose to triple (3x) the base cost of a Gravity Ninjutsu and turn that Ninjutsu into an Area of Effect technique. If this skill is used on a technique with a per-battle usage, the amplified technique may not be used again for the duration of battle. 

Description: Over time, some members of the Ōtsutsuki have developed a certain level of mastery over their Gravity ninjutsu that has allowed them to overload a technique with chakra, typically resulting in a dramatic amplification of the area effected.
Ranks: 1 / 2 | Rank 1 may be purchased at level 20, Rank 2 may be purchased at level 80.
Restrictions: Tenseigan
Cost: -2

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- | Wind Specialty | - [Unlocked]
Effect: This character has a +15% to base damage (rounded up) with all techniques. Wind 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; Wind' for free and may purchase an additional rank of 'Subtle Elements'. If the user already has 'Subtle Elements; Wind', they may have their points refunded.

 

- | Lightning Specialty - [Locked

Effect: This character has a +10% chance to hit with with all techniques. This bonus is halved for Concentration based attacks. Lightning 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; Lightning' for free and may purchase an additional rank of 'Subtle Elements'. If the user already has 'Subtle Elements; Lighting', they may have their points refunded.

 

- | Fire Specialty | - [Locked]

Effect: This character has a +10% chance to dodge physical strikes and +5% chance to dodge non-physical strikes. 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.

 

‹‡Jonin Taught Skills----------//////////‡›

 

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‹‡Hindering Skills----------//////////‡›

 

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%.
Cost: +1 

 

Academy Student
Effect: This skill may only be taken at character creation. Characters with this skill begin play at the rank of Academy Student, which is considered to be below the rank of Gennin. Academy Students begin play at level U4 and begin with 100 Stat Points, 2 Jutsu Points and 1 Skill Point. Level progression proceeds as follows: U4, U3, U2, U1, 0. As they progress an Academy Student gains one (1) Jutsu Point at level U3 and U1 and one (1) Skill Point at level U2. Progression between levels U4 and 0 requires 200 Experience per level. Upon reaching level 0, the Academy Student must pass an exam to become a Genin. Upon completion of the exam they receive an additional 1 SP and 2 JP as a rank bonus. Academy Students may not train by themselves for experience, and may not purchase techniques above their rank. Jutsu of the Academy rank have a maximum DP of 40, and utilize a 3:2 ratio when determining chakra and stamina costs. Academy Students may begin play with 1 additional free Academy Technique of their creation. Basic Path skills may not be taken until reaching level 0. If a character starts with enough TXP to make them level 0 or higher, they must still complete their exam to become Genin, even if it is retroactive in their past.

Description: Possessors of young minds and fruitful imaginations, Academy Students are perhaps one of the only pure things about the Shinobi world. They know little of bloodshed or strife, and only see their superiors as radiant heroes. Often, these young boys and girls are disillusioned and lead astray by dreams of fame and power; they believe that a Shinobi life is one of pure glory, and that freedom from all their suffering is but a Jutsu away. As expected, these young children have poor strength and chakra manipulation, but are willing to learn. Their dreams often turn them into willing, if not impossibly overbearing students.
Cost: 0

 

 He's Got Battle Scars 
Description: A survivor of intense burns in their lives, they never fully recovered. New burns simply exacerbate the old ones, making everything worse.

Effect: Whenever this character is inflicted with "Burning; x" they will suffer an additional turn. This can push "Burning; x" beyond its duration cap.

Cost: +1

 

Pervert; [Female]    
Many compare you to a young Jiraiya... It's not a compliment.
Effect: Whenever this character attacks a [Gender] opponent for the first time in battle they are immediately afflicted with 'Charmed' against that opponent for two (2) turns. By default you may only choose male or female, however with staff permission you may choose physical characteristics instead.
Ranks: 1/2    
Cost: +1 SP

 

Haughty
Bloodline: Any (Must have purchased at least one skill from your bloodline)
Description: Bloodlines are often viewed as the mark of nobility, grace and pride amongst ninja families. There are renowned clans who possess no bloodlines, just as there are those clans who have squandered their genetic advantages, but most ninja born without a gift know their true place in the world. You understand better than most that the clear divide between yourself and those beneath you is something no amount of 'hard work' or 'guts' will ever overcome.
Effect: When this character shares a thread with another character who does not possess a bloodline, words written by this character are counted as 80% of the total amount written, rounded down.
Cost: +1

 

Protector
A Protector's love for mankind drives him to save the lives of innocents and allies alike by doing anything possible to stop an attack against them. When they see their friends being attack they can't help but make themselves a living decoy.
Whenever a non-clone ally is the target of an attack that does not also include this character, this character gains -10% total Evasion, stacking to a maximum of -50%. This Evasion negative lasts until the character is successfully hit with an enemy attack, at which point this Evasion negative is removed.    
Cost: +2 SP

 

Claustrophobic
Whether through instinct or experience, the character simply can't deal with the confined nature of some places. While they might even be able to function in ordinary situations, the stresses of combat overwhelm them for a few seconds.
Effect: The first time this character begins a turn in an underground, indoor, or otherwise confined space they are 'Stunned' for one (1) turn. On the following turn this character is 'Afraid; 1' of all opponents for one (1) turn.    
Cost: +1 SP

 

Easily Bruised
Effect: Whenever this character would take physical damage exceeding their level from a technique modified by the Taijutsu statistic, they are also afflicted with one (1) turn of 'Bruised'. This may cause 'Bruised' to exceed its natural turn limitations. Additionally, 'Bruised' increases total damage done to this character by an additional 5%.
Description: Due to genetics, disease, or some other abnormal quality, this character bruises easily. Light strikes can cause temporary bruising, and what bruises do appear are more sensitive than they are in others.
Cost: +1

 

 

 

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Edited by Pwnzie
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‹‡Bloodline----------//////////‡›
 

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78lfITs.png  Tenseigan | Reincarnation Eye | 転生眼 

First unlocked by the brother to the Sage of Six Paths, Ōtsutsuki Hamura, the Tenseigan (lit. Reincarnation Eye), is an evolution of the Byakugan produced when the White Eyes are allowed to mingle with the potent chakra latent within members of the Ōtsutsuki clan. Though not necessarily common within the clan, the bloodline's frequency of appearance has increased since the clan has abandoned the practice of sealing their eyes within a mystic container, also referred to as the "Tenseigan".

When dormant, the Tenseigan appears very similarly to the Byakugan. Its wielders have white, lavender, or grey eyes with mostly unseen pupils, though this has been known to vary based on time and lineage. When activated, the Tenseigan spills out from the user's pupils with a vibrant, icy, hue. The wielder's pupil darkens to a dark blue, while the rest of the iris fades from white to a rich azure hue. The Tenseigan's activation abandons the veins that bulge naturally from a Byakugan wielder's temples when their kekkei genkai is active.

Similar to the Byakugan, many of the Tenseigan's natural abilities are bound to its wielder's vision. Though the Tenseigan loses the 360 degree vision expansion of the Byakugan, it maintains a similar level of visual acuity and, with training, telescopic vision. The Tenseigan retains the Byakugan's capacity to see chakra in all of its spectrums and to accurately perceive a creature's tenketsu.

In additional to exceptional visual prowess, the Tenseigan is the key to unlocking a potent amount of chakra latent in members of the Ōtsutsuki clan. This chakra may be manipulated freely by a wielder of the Tenseigan and can be used to augment techniques or ,at later stages of mastery, has the potential to be wrapped around its wielder as a powerful augmentation to any natural abilities they may possess. Alongside this latent chakra, the Tenseigan allows its inheritors the ability to absorb chakra from other techniques based on contact and, after infecting a target with their own Tenseigan Chakra, assimilate chakra directly from a target's chakra circulatory system.
Restrictions: Ranks of the following skills may be purchased once every 20 levels. Advanced Regeneration is suspended while this bloodline is active.

 

Tenseigan Activation/Upkeep

• 5% Total Chakra •

 

Tenseigan Chakra Mode Activation/Upkeep

• 10% / 5% Total Tenseigan Chakra •

 

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Tenseigan Vision - Rank [ - ]

Effect: While the Tenseigan is active, a character with this skill’s Accuracy, and Evasion are increased by 1.25x per rank in this skill, with ‘x’ being equivalent to the wielder’s level. While Tenseigan Chakra Mode is active, a character with this skill may also increase a non-tank statistic of their choice by .625x per rank in this skill. The value of ‘x’ may never be less than 'y', where 'y' is equivalent to 20 + 10 for each rank of this skill, beyond the first. All statistical bonuses provided by this skill may not exceed 1.5x the base value of the individual statistics.

Description: The Tenseigan's visual acuity is comparable to its predecessor, allowing its inheritors to perform great feats of agility. Though it is initially weak, the Tenseigan's optical prowess far exceeds a standard eye, and progressively allows wielders access to incredibly telescopic vision.

Total Ranks:  3 / 4

Cost: -1 [-3]

 

Tenseigan Focus - Rank [ - ]

Effect: While the Tenseigan is active, Genjutsu performed by an opponent of equal or lesser rank than a character with this skill incur a 10% reduction to total Ghost Damage, and effect per rank in this skill. The duration of status effects applied in this way are reduced by 1 turn per 2 ranks of this skill, to a minimum of 1. While the Tenseigan Chakra Mode is active, a character with this skill gains a number of chosen Elemental Specialties equal to their current rank in this skill minus one (1); these Elemental Specialties may not be re-chosen once selected for the first time and allow this character to purchase techniques of the corresponding element(s), though they may not use them outside of Tenseigan Chakra Mode unless they naturally possess the required Subtle Elements skills. This skill may not stack with other skills that reduce the effectiveness of Genjutsu.

Description: The ability to see chakra in its various forms is a rare gift. While the Tenseigan is active, the effects of Genjutsu are greatly diminished against those who wield the Tenseigan's visual abilities. Similar to the abilities granted by the Byakugan, the Tenseigan's ability to bypass Genjutsu and see through to the true nature of things comes naturally and easily to members of the Ōtsutsuki clan.

Total Ranks: 3 / 4

Cost: -1 [-3]

 

Tenseigan Chakra - Rank [ - ]

Effect: While the Tenseigan is active, this character gains an additional tank statistic called “Tenseigan Chakra”. Each rank in this skill increases the total value of “Tenseigan Chakra” by 150. Tenseigan Chakra may be substituted for any other chakra cost aside from the Tenseigan upkeep. If a technique has at least 50% of its chakra cost paid for with Tenseigan Chakra, it also inflicts the status effect “Celestial Judgement” for two turns in addition to its other effects; multiple applicatons of "Celestial Judgement" are cumulative. If a technique has at least 50% of its chakra paid for with Tenseigan Chakra while Tenseigan Chakra Mode is currently active, this character generates one (1) Truth Seeking Ball as if they had performed the Gudōdama technique relative to their ninja rank. “Tenseigan Chakra” does not naturally regenerate.

Description: After awakening the Tenseigan, members of the Ōtsutsuki find themselves suddenly gifted with an excess surplus of potent chakra that serves to greatly augment their own. This chakra is flexible and strong, able to be re-purposed for almost any situation. Advanced wielders of the Tenseigan have been known to clad themselves in this chakra and greatly increase their fighting ability.

Total Ranks: 3 / 4

Cost: -1 [-3]

 

Tenseigan Absorption - Rank [ - ]

Effect: While the Tenseigan is active, this character increases their block range against Chakra-based attacks by +5 per rank in this skill. Additionally, blocking Chakra-based attacks while the Tenseigan is active replenishes an amount of Tenseigan Chakra equal to 5x% of the blocked damage, where X is equal to the current rank in this skill that this character has. While Tenseigan Chakra Mode is active, this character's successful Physical attacks replenish Tenseigan Chakra equal to 10% of their damage dealt. This may not allow the user's Tenseigan Chakra to exceed its normal maximum.

Description: Something of an outlier within the Tenseigan's skill set is the ability to absorb a portion of chakra from attacks used against its wielders. Though it is not a complete absorption inherently, the Tenseigan wielder may learn to expand their absorption abilities to a great level and eventually nullify large portions of incoming damage.

Total Ranks: 3 / 4

Cost: -1 [-3]

 

 

Spoiler

Celestial Judgment
Effect: Whenever a character afflicted by this status effect is blocked by a character with the Tenseigan currently active, a value equal to 15% of the total damage blocked is replenished to that character's Tenseigan Chakra statistic; this character receives unmodified damage equal to that amount.
Maximum Duration: 4 Turns

CP: 50

 

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78lfITs.png  Tenseigan Chakra Mōdo | Reincarnation Eye; Chakra Mode | 転生眼チャクラモード

After appropriately expanding their Tenseigan Chakra reserviore, talented wielders of the Tenseigan may develop the capacity to shroud themselves in their kekkei genkai's unique chakra. This state is commonly referred to as "Tenseigan Chakra Mode". After the Tenseigan Chakra Mode is activated, its users become cloaked entirely within vibrant chakra- commonly teal in hue, though other atypical shades of chakra have been known to manifest. This shroud, or more accurately, this 'transformation' greatly heightens the user's combat prowess. They become stronger, faster, and the natural properties of their Tenseigan eyes are augmented. Beyond what might be considered typical fare for such enhanced states, the Tenseigan Chakra Mode automatically generates a rosary of up to nine Truth Seeking Balls, and by extension, gains the ability to wield all basic Elements with ease. While Truth Seeking Balls are not unique to the Tenseigan, this transformation grants its user the capacity to enhance the Truth Seeking Balls with their own Tenseigan Chakra. The Tenseigan Chakra Mode is unique, however, in that it is the only known state that allows its wielders to form additional Truth Seeking Balls after their original rosary has been depleted.

Effect: Tenseigan Chakra Mode may be activated in the same Setup Phase as the Tenseigan as a free action or it may be later activated during the Setup Phase as a standard action. When the Tenseigan Chakra Mode is activated for the first time in each battle, this character immediately generates the maximum number of Truth Seeking Balls capable as if they had performed the Gudōdama technique that currently corresponds with their Ninja Rank. Additionally, this character may purchase the Gudōdama technique relative to their current Ninja Rank. Any Truth Seeking Balls generated through the Tenseigan or the Tenseigan Chakra Mode's effects are suspended from play if the Tenseigan Chakra Mode is deactivated; the suspended Truth Seeking Balls will return to the user's control upon the reactivation of the Tenseigan Chakra Mode.

Requirements: All Tenseigan Core Bloodline Skills at Rank 3

Cost: -3 SP

 

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Spoiler

Tenseigan Gifs

 

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Edited by Pwnzie
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‹‡Techniques----------//////////‡›

 

Jutsu Points Used:  95 / 110

 

Starting 4 + 40 (Prodigy Bonus) + 49 (Levels 1-30) + 2 (Academy Student) + 15 (Path of the Shaman) = 110

 

Available Elements:

Void (Φ) Wind (Φ) Earth(Φ) Lightning (Φ) Water (Φ) Gravity (Φ) Maelstrom (Φ) Style-less Taijutsu (Φ)

 

Body Replacement Technique IV | Kawarimi No Jutsu IV
Type: Ninjutsu
Rank: Jounin
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 physical attack that the user failed to dodge. The damage and effects of that physical 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.
Points: ⁿ/ₐ [Evolving 2; Body Replacement Technique III]

Harijutsu; Bakukunai | Wire Technique; Exploding Kunai | 針金術・爆裂苦無
Type: Taijutsu [Set Trap]
Rank: Academy Student
Cost: 40 Stamina
Damage: 5
Effects: The opponent is afflicted with 'Scorched' for one (1) turn.
Description: The ninja throws a kunai with an explosive tag wrapped around it towards the opponent, purposefully missing their target. The tag has a thin wire attached to it that can be used to trigger the tag at a later time, usually as an opposing ninja unknowingly passes over it.
Points: ⁿ/ₐ 


Clone Technique IV | Bunshin No Jutsu IV
Type: Ninjutsu
Rank: Jounin
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 16. '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.
Points: ⁿ/ₐ [Evolving 2; Clone Technique III]


Transformation Technique IV | Henge No Jutsu IV
Type: Ninjutsu
Rank: Jounin
Cost: 40 Chakra
Effect: During any situation in which a character with this technique would need to calculate their 'Visibility Score', they may use this technique to reduce their 'Visibility Score' by -40%. 'Visibility Score' reduction caused by this technique may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc).
Description: The Transformation Technique is a time-honored staple of nearly every shinobi academy the world over. Its concept and execution are both extremely basic, making it a perfect training technique for young students. By molding chakra around their body, the user of the Transformation Jutsu is able to temporarily take on the physical characteristics of another person. Though the Henge no Jutsu rarely offers a perfect disguise, clever ninja have been using it for hundreds of years to confound their foes.
Points: ⁿ/ₐ [Evolving 1; Transformation Technique III]

 

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Gudōdama | 求道玉 | Truth-Seeking Ball

Rank: Genin

Type: Ninjutsu [ Fire | Water | Earth | Lightning | Wind | Evolving ]

Cost: 20x Chakra

Effect: This technique may be used once per battle. When this technique is used, its user creates x Truth-Seeking Balls. X in this technique may never exceed three (3), and no more than nine (9) Truth-Seeking Balls may be active under the control of the user at a single time. For any future purposes, Truth-Seeking Balls created by this technique are treated as if they possessed a CP value of 20. When using Truth-Seeking Balls for any purpose that does not specifically designate its base "Element", the user of the Truth-Seeking Balls may treat them as if they were any of the five basic elements required to use this technique in any number or combination, declared at the time of use. If the user of this technique is transported off of the battlefield(or to another location that is an exceptional distance away by techniques including but not limited to Kamui or Hiraishin), all currently active Truth-Seeking Balls are removed from play; Truth-Seeking Balls have no Maximum Turn Duration. Truth-Seeking Balls may be used in techniques that require them or in the following ways:

 

Response Phase: The user may sacrifice Y Truth-Seeking Balls to create a Physical Barrier whose health is equal to 20Y, never exceeding four (4). This Barrier receives no modifiers to its base health and receives unmodified damage except when the attack used is paid for with Tenseigan Chakra or Natural Energy. Each Truth-Seeking Ball used in this manner has a 10%(rolled chance to be restored to its owner's control at the end of the Response Phase in which it was used; this is done by roll of a D100 and may not replenish more than two (2) Truth-Seeking Balls per use. Using Truth-Seeking Balls in this way sacrifices the user's Setup and Main Phases; additionally, this action has a 5% chance to fail when used. Truth-seeking Balls may be used this way twice per battle.

 

Setup Phase: The user may sacrifice Z Truth-Seeking Balls to add an additional strike onto any Offensive Main Phase action performed during this turn. This strike deals 10Z Damage. Damage dealt to Secondary Characters with this additional strike may not be healed through any means that are not paid for in their entirety with Natural Energy or Tenseigan Chakra. Z in this effect may never exceed three (3). If this additional strike is dodged by its target, each sacrificed Truth-Seeking Ball has a 50% chance to return to its wielder at the beginning of their next Response Phase, determined by a roll of 1-50 on a D100. After utilizing a Truth-Seeking Ball in this way, the user may not use another technique or Truth-Seeking Ball in the Setup Phase for two (2) turns.

 

Setup Phase: The user may sacrifice Z Truth-Seeking Balls to reduce the total cost of a technique used in the following Main Phase by 10Z Chakra. No more than three (3) Truth-Seeking Balls may be sacrificed per turn in this way. After utilizing a Truth-Seeking Ball in this way, the user may not use another technique or Truth-Seeking Ball in the Setup Phase for two (2) turns.

 

Main Phase: As a free action, the user may treat up to two (2) Truth-Seeking Balls as if they were small weapons that dealt 10 unmodified damage each. Truth-Seeking Balls used in this way may only be used in standard small-weapon attacks and return to the user's control after three (3) turns. Truth-Seeking Balls treated as small weapons may not be collected by any combatant regardless of their successful use in an attack.

 

Description: Gudōdama is a technique unique to those who wield the powers of the Tenseigan or the Rinnegan and is considered to be the mark of a 'True Sage'. When used, this technique generates a number of hand-sized orbs of black chakra. The creator of these orbs, dubbed Truth-Seeking Balls, may then freely alter the shape of the orbs for a large variety of purposes, be they offensive or defensive. The Truth-Seeking Balls are worthy of note due to their elemental composition, as they possess all five of the basic elemental chakra natures- making them like an advanced kekkei genkai in their own rights. While the most advanced forms of the Truth-Seeking Balls have been seen to nullify Ninjutsu in its entirety, such potency is incredibly uncommon and reserved to only the most powerful of wielders. Instead, the unique composition of the modern Truth-Seeking Ball allows it to deal damage to Ninjutsu-based constructs with incredible permanence, preventing their injuries from being restored except by intervention by other forms of Senjutsu. When not molded to specific shapes for precise purposes, Truth-Seeking Balls may be commanded to attack targets on their own, as if they were makeshift projectiles. Though they are not the most damaging attacks in this form, they are a reliable offense in a pinch.

Restrictions: This technique may only be obtained through a skill that allows its purchase. Gudōdama may only be used while an Advanced System that specifically references it is active.

JP: 16

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Gudōdama | 求道玉 | Truth-Seeking Ball II

Rank: Chūnin

Type: Ninjutsu [ Fire | Water | Earth | Lightning | Wind | Evolving ]

Cost: 35x Chakra

Effect: This technique may be used once per battle. When this technique is used, its user creates x Truth-Seeking Balls. X in this technique may never exceed four (4), and no more than nine (9) Truth-Seeking Balls may be active under the control of the user at a single time. For any future purposes, Truth-Seeking Balls created by this technique are treated as if they possessed a CP value of 35. When using Truth-Seeking Balls for any purpose that does not specifically designate its base "Element", the user of the Truth-Seeking Balls may treat them as if they were any of the five basic elements required to use this technique in any number or combination, declared at the time of use. If the user of this technique is transported off of the battlefield(or to another location that is an exceptional distance away by techniques including but not limited to Kamui or Hiraishin), all currently active Truth-Seeking Balls are removed from play; Truth-Seeking Balls have no Maximum Turn Duration. Truth-Seeking Balls may be used in techniques that require them or in the following ways:

 

Response Phase: The user may sacrifice Y Truth-Seeking Balls to create a Physical Barrier whose health is equal to 45Y, never exceeding four (4). This Barrier receives no modifiers to its base health and receives unmodified damage except when the attack used is paid for with Tenseigan Chakra or Natural Energy. Each Truth-Seeking Ball used in this manner has a 10%(rolled chance to be restored to its owner's control at the end of the Response Phase in which it was used; this is done by roll of a D100 and may not replenish more than two (2) Truth-Seeking Balls per use. Using Truth-Seeking Balls in this way sacrifices the user's Setup and Main Phases; additionally, this action has a 5% chance to fail when used. Truth-seeking Balls may be used this way twice per battle.

 

Setup Phase: The user may sacrifice Z Truth-Seeking Balls to add an additional strike onto any Offensive Main Phase action performed during this turn. This strike deals 20Z Damage. Damage dealt to Secondary Characters with this additional strike may not be healed through any means that are not paid for in their entirety with Natural Energy or Tenseigan Chakra. Z in this effect may never exceed three (3). If this additional strike is dodged by its target, each sacrificed Truth-Seeking Ball has a 50% chance to return to its wielder at the beginning of their next Response Phase, determined by a roll of 1-50 on a D100. After utilizing a Truth-Seeking Ball in this way, the user may not use another technique or Truth-Seeking Ball in the Setup Phase for two (2) turns.

 

Setup Phase: The user may sacrifice Z Truth-Seeking Balls to reduce the total cost of a technique used in the following Main Phase by 35Z Chakra. No more than three (3) Truth-Seeking Balls may be sacrificed per turn in this way. After utilizing a Truth-Seeking Ball in this way, the user may not use another technique or Truth-Seeking Ball in the Setup Phase for two (2) turns.

 

Main Phase: As a free action, the user may treat up to two (2) Truth-Seeking Balls as if they were small weapons that dealt 25 unmodified damage each. Truth-Seeking Balls used in this way may only be used in standard small-weapon attacks and return to the user's control after three (3) turns. Truth-Seeking Balls treated as small weapons may not be collected by any combatant regardless of their successful use in an attack.

 

Description: Gudōdama is a technique unique to those who wield the powers of the Tenseigan or the Rinnegan and is considered to be the mark of a 'True Sage'. When used, this technique generates a number of hand-sized orbs of black chakra. The creator of these orbs, dubbed Truth-Seeking Balls, may then freely alter the shape of the orbs for a large variety of purposes, be they offensive or defensive. The Truth-Seeking Balls are worthy of note due to their elemental composition, as they possess all five of the basic elemental chakra natures- making them like an advanced kekkei genkai in their own rights. While the most advanced forms of the Truth-Seeking Balls have been seen to nullify Ninjutsu in its entirety, such potency is incredibly uncommon and reserved to only the most powerful of wielders. Instead, the unique composition of the modern Truth-Seeking Ball allows it to deal damage to Ninjutsu-based constructs with incredible permanence, preventing their injuries from being restored except by intervention by other forms of Senjutsu. When not molded to specific shapes for precise purposes, Truth-Seeking Balls may be commanded to attack targets on their own, as if they were makeshift projectiles. Though they are not the most damaging attacks in this form, they are a reliable offense in a pinch.

Restrictions: This technique may only be obtained through a skill that allows its purchase. Gudōdama may only be used while an Advanced System that specifically references it is active.

JP: ⁿ/ₐ [Evolving: 4]

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Gudōdama | Truth-Seeking Ball III | 求道玉

Rank: Jōnin

Type: Ninjutsu [ Fire | Water | Earth | Lightning | Wind | Evolving ]

Cost: 60x Chakra

Effect: This technique may be used once per battle. When this technique is used, its user creates x Truth-Seeking Balls. X in this technique may never exceed six (6), and no more than nine (9) Truth-Seeking Balls may be active under the control of the user at a single time. For any future purposes, Truth-Seeking Balls created by this technique are treated as if they possessed a CP value of 60. When using Truth-Seeking Balls for any purpose that does not specifically designate its base "Element", the user of the Truth-Seeking Balls may treat them as if they were any of the five basic elements required to use this technique in any number or combination, declared at the time of use. If the user of this technique is transported off of the battlefield(or to another location that is an exceptional distance away by techniques including but not limited to Kamui or Hiraishin), all currently active Truth-Seeking Balls are removed from play; Truth-Seeking Balls have no Maximum Turn Duration. Truth-Seeking Balls may be used in techniques that require them or in the following ways:

 

Response Phase: The user may sacrifice Y Truth-Seeking Balls to create a Physical Barrier whose health is equal to 100Y, never exceeding six (6). This Barrier receives no modifiers to its base health and receives unmodified damage except when the attack used is paid for with Tenseigan Chakra or Natural Energy. Each Truth-Seeking Ball used in this manner has a 10%(rolled chance to be restored to its owner's control at the end of the Response Phase in which it was used; this is done by roll of a D100 and may not replenish more than three (3) Truth-Seeking Balls per use. Using Truth-Seeking Balls in this way sacrifices the user's Setup and Main Phases; additionally, this action has a 5% chance to fail when used. Truth-seeking Balls may be used this way twice per battle.

 

Setup Phase: The user may sacrifice Z Truth-Seeking Balls to add an additional strike onto any Offensive Main Phase action performed during this turn. This strike deals 60Z Damage. Damage dealt to Secondary Characters with this additional strike may not be healed through any means that are not paid for in their entirety with Natural Energy or Tenseigan Chakra. Z in this effect may never exceed three (3). If this additional strike is dodged by its target, each sacrificed Truth-Seeking Ball has a 50% chance to return to its wielder at the beginning of their next Response Phase, determined by a roll of 1-50 on a D100. After utilizing a Truth-Seeking Ball in this way, the user may not use another technique or Truth-Seeking Ball in the Setup Phase for two (2) turns.

 

Setup Phase: The user may sacrifice Z Truth-Seeking Balls to reduce the total cost of a technique used in the following Main Phase by 60Z Chakra. No more than four (4) Truth-Seeking Balls may be sacrificed per turn in this way. After utilizing a Truth-Seeking Ball in this way, the user may not use another technique or Truth-Seeking Ball in the Setup Phase for two (2) turns.

 

Main Phase: As a free action, the user may treat up to three (3) Truth-Seeking Balls as if they were small weapons that dealt 45 unmodified damage each. Truth-Seeking Balls used in this way may only be used in standard small-weapon attacks and return to the user's control after three (3) turns if they fail to strike their target(s). Truth-Seeking Balls treated as small weapons may not be collected by any combatant regardless of their successful use in an attack.

 

Description: Gudōdama is a technique unique to those who wield the powers of the Tenseigan or the Rinnegan and is considered to be the mark of a 'True Sage'. When used, this technique generates a number of hand-sized orbs of black chakra. The creator of these orbs, dubbed Truth-Seeking Balls, may then freely alter the shape of the orbs for a large variety of purposes, be they offensive or defensive. The Truth-Seeking Balls are worthy of note due to their elemental composition, as they possess all five of the basic elemental chakra natures- making them like an advanced kekkei genkai in their own rights. While the most advanced forms of the Truth-Seeking Balls have been seen to nullify Ninjutsu in its entirety, such potency is incredibly uncommon and reserved to only the most powerful of wielders. Instead, the unique composition of the modern Truth-Seeking Ball allows it to deal damage to Ninjutsu-based constructs with incredible permanence, preventing their injuries from being restored except by intervention by other forms of Senjutsu. When not molded to specific shapes for precise purposes, Truth-Seeking Balls may be commanded to attack targets on their own, as if they were makeshift projectiles. Though they are not the most damaging attacks in this form, they are a reliable offense in a pinch.

Restrictions: This technique may only be obtained through a skill that allows its purchase. Gudōdama may only be used while an Advanced System that specifically references it is active.

JP: ⁿ/ₐ [Evolving: 12] [Total: 36 JP] [35 JP specialty Reduction]

 

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Genjutsu Kai | Illusion Technique Dissipation | 幻術解 III
Type: Ninjutsu [Void]
Rank: Jōnin
Cost: 300 Chakra
Effect: This technique may be performed in the Response Phase or the Main Phase;


Response:  This technique may be performed in the Response Phase as a Free Action. The user of this technique increases their Concentration statistic by +500 during the turn that this technique is used. (Dodge rolls made during this turn must mention this technique.) This bonus may only be applied when dodging attacks that are modified by the user’s Concentration statistic. 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.
Main: The target of this technique may roll to dodge a Genjutsu technique currently affecting them (Immediately if the user is targeting themselves, or at the beginning of their next Response Phase). The user gains +500 Concentration when dodging in this way, but otherwise use all other modifiers from the original attack. If successful, any effects of that Genjutsu technique, other than Ghost Damage, are removed.


Description: The art of genjutsu was developed to trick the senses of enemy shinobi and control the flow of chakra to the cerebral cortex to control just what a shinobi perceives. One of the most basic methods for protecting oneself against this sort of manipulation is a technique that was solely designed to defend against enemy genjutsu. Performing a Genjutsu Kai is a relatively simple process, but requires it requires a keen mind and well developed control of chakra. By disrupting the flow of their own chakra, a ninja is capable of dissipating the effects of illusions affecting them. This method of defense is not perfect however, as it requires the user to be aware that they are under the effects of an illusion in the first place.
Points: ⁿ/ₐ [Evolving; 4]

 

Shunshin No Jutsu III | Body Flicker Technique III | 瞬身の術 III
Type: Ninjutsu [Void | Evolving; Shunshin No Jutsu II]
Rank: Jōnin
Cost: 300 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 +450 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 +450 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 50% 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.
Points: 17 [Evolving; 6]

 

Water Clone Technique | Mizu Bunshin no Jutsu
Type: Ninjutsu [ Clone | Kirigakure | Water ]
Rank: Chuunin
Cost: 50 Chakra
Effect: Each Water Clone has 50 Health, 10% of the user's Chakra & Stamina, and 10% of the user's remaining stats. When Water Clones use Water element techniques, they are considered to meet the requirements for being near a large body of water. The user may sacrifice one (1) clone during their turn as a free action in order to meet the requirements for being near a large body of water for the remainder of that turn. Maximum of five (5) clones may be created.
Description: Using surrounding water from the environment, the user creates a series of clones that take on the appearance of the user with a shimmer of transparency due to the water. A proficient user can solidify the water fully to make a perfect replica, but many disregard to in the heat of combat as it takes extra concentration they doesn't honestly help the clones do their job. When destroyed the clones simply turn back to water.
Points: 7

 

Suiton; Mizudeppō | Water Release; Water Gun | 水遁・水鉄砲 (III)

Type: Ninjutsu [Water | Evolving]

Rank: Jōnin

Cost: 220 Chakra

Damage: 150

Effect: The target of this technique is afflicted with 1 turn of the status effects 'Clobbered', 'Deafened', 'Dizzy' and 'Staggered'.

- Coalescence [2; Suiton; Mizudeppō III] The base damage of this technique is increased to 300, and the target of this technique is afflicted with 2 turns of the status effects 'Clobbered', 'Deafened', 'Dizzy' and 'Staggered'.

Description: An extremely versatile, if simple water style ninjutsu. Suiton; Mizudeppō is a commonly used jutsu not only among shinobi from Kirigakure no Sato, but from all over the world. The Water Release; Water Gun technique is even a favored jutsu among certain clans of animals who contract with humans as summons. This jutsu is performed by molding water natured chakra in the stomach, and expelling it from the mouth with great force. Depending on the strength of the user, this jutsu has a wide range of effects on the body, from dealing concussive damage, to knocking them backward, plugging ears with water, and even leaving the opponent vulnerable for more attacks. It's greatest strength is that its power can be easily combined and collaborated with, creating stronger attacks with more users.

Points: 7 [Evolving; 1]

 

Wind Release: Fair Weather Palm

Type: Ninjutsu [Wind | Climate]

Rank: Chuunin

Cost: 80 Chakra

Effect: When this technique is used, the climate becomes "Calm Weather" for 4 turns.

Description: Forming the seals, the Shinobi gathers wind chakra into their dominant hand. When the sufficient amount has been accumulated, they thrust their palm towards the sky, rocketing a massive funnel of wind to the troposphere. In moments, the weather dissipates, and a calm sky emerges.

Points: 3 [2]

 

Fūton: Shinkūshuriken | Wind Release: Vacuum Shuriken | 風遁・真空刃
Type: Ninjutsu [Wind | Setup Phase | Shurikenjutsu]
Rank: Jonin
Cost: 15X Chakra
Effect: This technique can only be used in the Setup Phase. This technique may be used twice per battle. X is equal to the number of identical Small Weapons affected by this technique, to a maximum of 6. The chosen weapons deal Wind damage and gain additional modifiers from Ninjutsu at a ratio of 40:5 (stat:damage) for one turn. After using this technique, you may not use Setup Phase techniques for two turns.
Description: A simple yet devastating approach to shurikenjutsu. Infusing a weapon with wind chakra vastly increases its sharpness, range and penetrative power, often surprising those unprepared for the near-invisible increased threat of the weapon. Once a favorite technique of Shimura Danzo of Konoha, the technique has nonetheless been favored by wind specialists throughout the Elemental Nations for decades.
JP: 3 [2] [Wind Specialty]

 

Fūton; Kaiten Shuriken | Wind Release; Rotating Shuriken | 風遁・回天手裏剣
Type: Ninjutsu [Wind | Dynamic Trap]
Rank: Chūnin
Cost: .8x Chakra
Condition: The target of this technique must have successfully dodged at least 1 strike from a Small Weapon Attack in their last Response Phase.
Effect: When determining the cost of this technique ‘x’ is equivalent to the base damage of all small weapon strikes that the target of this technique successfully dodged in their last Response Phase. Any strikes from small weapon attacks that the target successfully dodged in their last Response Phase target them again. All damage modifiers and effects are unchanged from the original strikes, and each strike gains the accuracy bonus provided by this technique as if they were the ‘Dynamic Trap’ being performed. This technique may be performed 2 times per battle.
Description: By using the remote abilities of wind-natured chakra, the Rotating Shuriken technique is capable of altering the trajectory of ranged weapons after they are launched. This is done by wrapping the shuriken or kunai in a layer of wind chakra, and rotating that chakra around the weapon, using air currents to keep it aloft so that it may be used for a second attack if the weapon should miss on the first attempt. 
Points: 2 [1] [Wind Specialty]

 

tumblr_m4j1s3Vokl1ru1u75o1_500.gif

 

Fūton; Shinkūha | Wind Type; Vacuum Wave | 風遁・真空波
Type: Ninjutsu (Wind)
Rank: Jounin
Cost: 148 Chakra + 2x Chakra
Damage: 50 + x Damage
Effects: Area of Effect, Targets suffer fifteen (15) bleed damage for two turns. The value of x may not be more than 100.
Description: Utilizing wind ninjutsu, the user will inhale sharply, filling their lungs with air. With a quick spin, they will release the air in long blades that stretch out in every direction, cutting through their enemies and anything else in the way with extreme efficiency and power. Of course, the amount of air inhaled directly effects the power of the jutsu.
Points: 8 [7] [Wind Specialty]

 

Water Release; Water Barrier Wall | Suiton; Suijinheki
Type: Ninjutsu [ Water | Barrier ]
Rank: Jounin
Cost: x Chakra
Effect: Used in the Response Phase. Negates damage and effects from all Ninjutsu string of attacks (of equal or less rank to the user) aimed at the user of this jutsu, where x is the total damage. Negates the effects but only half the damage from all Taijutsu string of attacks (of equal or less rank to this technique) aimed at the user of this justu. May not act in their main phase the turn that this is used. May only use two times per battle. If the technique does not deal damage or is a lightning technique this jutsu does not work.
Description: A barrier made out of water from the surrounding area. This barrier is effective with blocking incoming Ninjutsu techniques and stops them from reaching the user. Unfortunately, it cannot fully stop Taijutsu techniques.
Points: 7
 

Blood on the Wind | Chi o za Kaze
Type: Ninjutsu [ Wind ]
Rank: Jounin
Cost: 110 Chakra
Damage: 105
Effect: The opponent is 'Bleeding: 25' for three (3) turns.
Description: This move once again does not directly target the foe itself, but instead tries to find wounds already made in the opponent. If none are there the wind itself will cut a shallow blow, then infuse it's chakra into all the wounds on the person, causing them a bit of pain but more importantly causing all their wounds to start bleeding profusely.
Points: 3 [2]

 

Kanashibari no Jutsu | Body Freeze Skill |

Type: Ninjutsu [Void]
Rank: Jōnin
Cost: 100 Chakra
Effect: The target of this technique may not roll to dodge this technique; instead the target must roll a 6-sided dice. If the outcome of that roll is odd, the target of this technique is afflicted with 1 turn of the status effects ‘Vulnerable’ and ‘Stunned’. If the outcome of that roll is even, nothing happens. This technique may be performed 2 times per battle. If a target of this technique is 2 ranks or higher than the user then this technique does not affect them.
Description: The Kanashibari no Jutsu is a ninjutsu technique that physically restrains an opponent as they had been bound by invisible wire with the strength of steel. With a target incapacitated for a period, this technique allows them to either attack again or otherwise incapacitate the target without killing them. For this reasing the Temporary Paralysis Technique is highly valued among members of ANBU and other black-ops units, who often use it to take enemies into custody or interrogate them.
Points: 4

 

Kakusan Juzu | Scattering Rosary |  拡散数珠

Rank: Jounin

Type: Ninjutsu [Gravity | Hijutsu; Tenseigan | Multi-Hit | Evolving]

Cost: 45x

Damage: 50x

Effect: This technique must be paid for using Tenseigan Chakra. For the purposes of cost and damage calculation, X may not exceed 6. For each strike of this technique that lands successfully, the target must pay additional chakra during their next main phase for any action taken equal to 6% of its total cost; this additional chakra total is additive based on the number of successful strikes. This amount is rounded down to the nearest whole number.

Description: Kakusan Juzu is one of the first techniques that a fledgling Ōtsutsuki learns after they have mastered the initial stages of their Tenseigan kekkei genkai. Using the Tenseigan Chakra generated by the bloodline’s activation, the user will form a number of masses made entirely of the Tenseigan Chakra, then use their mastery of gravity to compress those chakra masses into orbs or "beads". The target is then barraged with those dense masses of chakra. Due to the nature of the Tenseigan Chakra, when these orbs connect with their targets, they will bury themselves inside of their chakra circulatory system and cause a brief disruption of their chakra flow, often resulting in the target spending a surplus of chakra on any retaliatory techniques.

Cost: 6 [Evolving; 1]

‹‡/////////////////////-------------------------‡›

Edited by Pwnzie
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‹‡/////////////////////-------------------------‡›

‹‡Inventory----------//////////‡›

‹‡Armor------//////‡›

 

25 Slots Total Slots

6 / 25 Slots Total Used

 

-Head:

 

-Neck:

 

-Body:

 

-Waist:

Kirigakure Hitai Ate 

 

-Chest:


-Forearm(s):

 

-Finger(s):

 

-Hand(s):

 

-Thigh(s):

 

-Calve(s):

 

-Feet:

 

‹‡/////////////////////-------------------------‡›

‹‡Weapons----------//////////‡›

 

‡ Small Weapons 

 

Kunai
Description: The all-purpose utility knife used by shinobi all over the world, the kunai is a blade made of a single piece of metal, usually with a metal hoop at the back end. These blades are often thrown, but can be wielded in melee with equal efficiency.
Type: Small Weapon
Effect: Deals 8 damage.
Item Slots: 1.0 (x4)
 
Shuriken
Description: One of the most basic weapons utilized by ninja, the shuriken are flat, four-pronged metal stars. They are often used to distract, pin enemy's clothing, or other diversionary tactics, but many shinobi are skilled enough to be lethal with them.
Type: Small Weapon
Effect: Deals 6 damage.
Item Slots: 0.5 (x4) 

‹‡/////////////////////-------------------------‡›

Edited by Pwnzie
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‹‡/////////////////////-------------------------‡›

‹‡Consumables/Items------///////‡›

 

‹‡ Consumables ‡›

 

--------

 

‹‡ Cash on Hand ‡›: $875

‹‡/////////////////////-------------------------‡›

Edited by Pwnzie
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‹‡/////////////////////-------------------------‡›

‹‡Transaction / EXP Logs----------//////////‡›

 

‹‡ EXP Logs ‡›

EXP Transfer from Senju Rokuro 12,412 

 

‹‡ Transaction Logs ‡›

Creation Cash $125

Death bonus cash +$750

‹‡ Mission Logs ‡›

Rank D: 

Rank C: 

Rank B: 

Rank A: 

Rank S: 

‹‡/////////////////////-------------------------‡›

Edited by Pwnzie
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