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The Kohashi Clan--

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The Kohashi Clan.

Origin: Unchartered West

Village: Suna

Allegiance: Suna

Clan Starter: Kohashi, Sibil

Head: Kohashi, Kenji

Age: Unknown

Village Status: Loathed, Feared

National Status: Feared

Continental Status: Unknown

Bloodline: The Curse

Element: None.

Emblem: -

Traits: Hair; White-Grey, Eyes; Blue, Brown, Green, Skin; Ivory White

Character Rules:

- There will only be 3 Kohashi Clan spots available.

- May not take Chakra Burn or Chakra Leak.

- May not take Sealed Ninjutsu or Sealed Genjutsu.

- May not take Damage Prone.

Bloodline Transfusion Rules:

Receipt of the Kohashi bloodline is impossible as they comprise of a different genetic structure, to gain their bloodline one would need to undergo intense gene therapy.

History.

Origin.

The birth of the Kohashi, its true origins, are unclear even to this day. They are said to have derived from the West and that little information is all that is known of them. Their presence in folklore has been in abundance with even the hint of one with their abilities mentioned in fable being referenced to as a Kohashi ancestor. What is known is that the clan itself in fact grew not from a band of moderate ability Ninja making their way in life as traveling herbalists and merchants. In their time it was not uncommon to find Ninja applying themselves in general trade with the nation and continent in disarray, and the economic fallout of civil war. Their Western world had no need for Ninja, not then.

So to the East they traveled. A small group of men and women, a faction of merchants in search of a new home and hope to resurrect the status of their own nations. Through the Country of Yuki, Iwa and Suna their presence could be found and their skills demanded. From the West they brought with them medicines, remedies and skills that were unheard of or unresearched in the Eastern world. And to them they found the world undeveloped in comparison to the West. They coped with the cultural change as they settled in the Country of Suna.

Kohashi Sibil, whom it is now claimed is the founder of the clan, was one of several Kohashi family members among the tribe. As years came and past, structure and order became evermore essential to their way. Sibil established a council and gave that order to the tribe, enabling them to manage their funds as well as their contribution to their adopted nation. Children, talented with their Western Ninja Arts were soon entered into Academies in The Hidden Village of Suna, and as they did so they were tattooed with the name, Kohashi, whether they be of the family or not they all considered one another to be their family.

Development & Growth.

Having established themselves as a part of the Suna community it wasn't long before they adopted their way of life, all the while not forgetting their own origins they continued to pursue and excel in the markets, be it grocers, tradesmen, herbalists and the growing number of Ninja among them. The Kohashi, as they now called themselves, were prosperous and with their wealth it wasn't long before they began to expand into purchasing other businesses in Soma and Metropolis, and laying foundations for their own estate, a place to truly call their home.

The Ninja among them excelled in tracking, often employed as scouts or a unique branch of medical Ninja within squadrons. It wasn't long before the Kohashi became dotted around the Jounin ranks and even Academy teachers. The Clan itself regularly donated an extra portion of their wealth apart from the tax deduction back to the village as a debt of their everlasting gratitude.

Then the 'First Child' was born, born different. An apparent mutation had allowed him to express strange abilities in the Ninja world which he discovered as he progressed through the Academy. The Clan promptly withdrew him and kept him away from the others, despite their growing status they thought it better not to attract such attention to themselves in this manner. Argument and debate broke out about the child between the clan elders as to his purpose, to his potential, that he could be what elevated the clan to the next status than make them crumble; that he should be encouraged and not treated like an animal.

As the debates continued it became ever more apparent that this 'problem' was more than what was anticipated, that the mutation was not unique to the one child as dozens more of his generation and even previous generations began to awaken the dormant cells. And so experiments began, they wanted to assure the full effects of the transmutations but all reports would come back normal; that they would function normally as always and continue their life as they had.

Freaks. Outlanders. Monsters.

These names quickly became a semantic annotation to the proud Kohashi.

Present & Future.

With the Great Kumo War which tore the continent apart and birthing the new Kumo Empire the Kohashi found themselves scattering into the deserts. Their unique physique made it more than easy for them, those with the mutation, to survive in the harshest of harsh terrains - however it also makes them an easy target in plain day. Their bodies are both their cure and their blessing. It was not uncommon near the beginning of the takeover for Kohashi members be recruited into the NCIA and Kumo Army but it is obvious to the Clan where their allegiance lies, always with the Clan itself.

From the hells of the blazing sands of the desert their new chief council member, Kohashi Kenji, the First Child, plans for the Kohashi to play significant role in the liberating of Suna and destruction of the Empire to reaffirm their once growing popularity and status within their home.

Bloodline: The Curse.

Curse of the Body.

'Cursed' they were called, those of the Kohashi Clan that were deemed unfortunate enough to have been born with the disease, defect, mutation. On appearance alone it is easy to pick them out in a crowd. Their overly pale skin gives an eerie aura about them. It appears smooth, slimey even, much alike a snake but on closer inspection and by touch their skin is incredibly rough as its sparkled with grains. Rough, firm, resilient, its virtually impervious to basic piercing - toss a stone at them or two and they wouldn't even feel a thing.

Rank Requirements:-

Rank 1: Must be taken at Character creation

Rank 2: Level 10

Rank 3: Level 15

Rank 4: Level 20

Curse of the Body: Rank 1.

The Kohashi degenerates are born different. Initially their skin appears extremely pale, almost an ivory white. Though they appear fragile their skin and bodies are already extremely resilient against most forms of moderate physical damage, hardly even feeling a thing. The Kohashi Ninja are often deployed as scouts in harsh environments as their unnatural bodies enable them to cope easily with even the most extreme of terrain.

Effect: Character is immune to all damage inured by Environmental terrain effects.

Cost: -1

Curse of the Body: Rank 2.

As they become atoned with their bodies they never cease in their physical change. Their bodies and skin strengthen, almost hardening. Pressing their bodies it's almost like pressing a rough pad of armour however despite the materialness of themselves remarkably their agility isn't put at hindrance at all, perhaps a natural change within themselves has allowed them to cope with their own form.

Effect: Character is immune to all Status Effects inured by Environmental terrain effects.

Cost: -1

Curse of the Body: Rank 3.

On appearance their body appears not dissimilar to a beetle carapace with their skin and body appearing just as tough. This is not just aesthetic, the strength of their unique physique is now almost double of that of the level before. Their skin now perfectly white no longer appears smooth, it is rough and course to look at and it is possible that one might even cut themselves if they were to brush their hand along their skin.

Effect: Character is immune to all Environmental terrain effects.

Cost: -1

Curse of the Body: Rank 4.

At this stage their bodies achieve their final form, or at least the highest form that has been seen. Their agility significantly increases in spite of their weighed down appearance. Their ability to cope with the most hazardous of terrain coupled with their incredible agility have made them prominent trackers, scouts and hunter-nin among the ranks of the village Ninja structure, though pairing them up with others is uncommon.

Effect: Character gains +20% Speed in all terrain.

Cost: -1

Curse of the Flesh.

The physical form of Kohashi members are unique indeed with their eerie outwards appearance. Their strange bodies are incredibly resilient to penetration by near any means though they are not impervious to pain or damage. As their bodies mature through the changes to achieve final and perfect form so does their durability and resistance against effects that others might typically suffer from.

Rank Requirements:-

Rank 1: Rank 2 Curse of the Body

Rank 2: Rank 3 Curse of the Body

Rank 3: Rank 4 Curse of the Body

Rank 4: Level 25, Chuunin

- May not take Iron Skin or Chakra Barrier.

Curse of the Flesh: Rank 1.

Effect: Character is immune to Burned caused by physical means.

Cost: -1

Curse of the Flesh: Rank 2.

Effect: Character is immune to Hamstrung caused by physical means.

Cost: -1

Curse of the Flesh: Rank 3.

Effect: Character is immune to external Bleed damage (or open wounds) caused by physical means.

Cost: -1

Curse of the Flesh: Rank 4.

Effect: All total physical damage is reduced by -20%.

Cost: -4

Hollow Form.

The physiology of the Kohashi gives them a rather unique ability indeed. To, apparently, turn invisible. A sort of natural defence mechanism, though they my switch it on whenever they see fit. By channeling their energies about their body they can mask their appearance, a complex system within their unique pigments makes them 'take form' of their surroundings and leaving them invisible to the plain eye. A secondary autonomic effect occurs simultaneously in that their chakra seeps through their pours, and cloaks all trace of their being so that they can't be 'seen' by near any means or traced by even their scent. It is this ability that has helped, in conjunction with their other unique traits, them to be so sought after in tracking and hunter fields.

Activation & Upkeep:-

(Cost to be paid in Chakra OR Stamina, whichever is the greater of the two.)

- Gennin: 10% per turn. May only be activated in the Main Phase.

- Chuunin: 5% per turn. May be activated in the Setup Phase or Main Phase.

- Jounin: 5% every other turn. May be activated in the Response Phase, Setup Phase or Main Phase.

Requirements:-

- Level 20

- Rank 3 Curse of the Body

- Rank 3 Curse of the Flesh

Effect: While active the user turns completely invisible, appearing to be one with their surroundings. While in this form they may not be targeted (except by AoE) nor may they perform any actions unless they deactivate the ability. If activated in the Response Phase they gain a +10% to dodge all non-Genjutsu attacks aimed at them in the turn this is done, bonus does not apply against AoE attacks.

Cost: -2

Skills.

Children of the West

Bloodline: Regular, Kohashi Clan

Description: Growing up in the land of the West, in seclusion and deriving from the disease being born from their defected blood, the Kohashi have learned to adapt to the land and give birth to their blessed ability of scouting, perhaps even greater than the likes of those who train their lifetime to knowing the land and forming tactics from their knowledge. Truly the Kohashi are the supremacy of scouts and reserving themselves from society.

Effect: The Kohashi character may take both branches of 'Scout's Passage' with Path of the Scout. By taking this skill, the character may not switch to another basic path and they may not have already switched paths.

Requirement: Path of the Scout

Cost: -1

Alternate Defense Tactic

Bloodline: Regular, Kohashi Clan

Description: A tactic developed by the Kohashi before the 'First Child' was born and the clan was revered for their Scouting abilities. Now, it has been even more perfected for their need to avoid contact with those who loath them. The Kohashi focuses on their strength in their speeds to avoid, rather than on their power and accuracy. One of the Kohashi's aces in their renowned skill of scouting and maneuvering.

Effect: The Kohashi has the ability to swap X amounts of stat points (X = Max of 300) from their Accuracy stat and place it in to their Speed stat. They may also swap X amounts of stat points (X = Max of 300) from their largest Offensive stat and place it in to their Evasion stat. In order to do this a chakra cost of 1/4 x (where x is the number of stat points switched) must be paid. These switches may not exceed 1.5x the base of the original stat. This may be reversed during the battle, but not in the same turn, and must take place in the setup phase. These actions (stat swaps and reversals) are usable once per battle.

Requirement: Chuunin Rank.

Cost: -2

Environmental Blend

Bloodline: Regular, Kohashi Clan

Description: The Kohashi naturally have a tendency to be lost in crowds and seem to just 'appear' from thin air. Through aged growth, they become masters of disguises and hiding even without trying. This is a beneficial boon to the clan, in order to avoid confrontation by people who loath them.

Effect: Character gains a 15% bonus on visibility rolls, to a minimum of 5%

Cost: -1

Jutsu Adaptation

Bloodline: Kohashi

Description: Sometimes a shinobi is faced with a situation in which their talents in Ninjutsu might fail them, given that they don't have their 'native' element to work with in their environment. It was this need to adapt that, over the years, Kohashi shinobi of old have trained, and are now able to adapt some techniques to become usable with a different element.

Effect: A Kohashi may pay an additional 20% of the cost of a given technique outside of its natural environment to use it elsewhere. IE., Sand technique used with Snow, Earth used with Ice, etc.

Requirements: The necessary amount of ranks in Combinatorial; [variable] and Subtle Elements as would be required to use the technique under this skill.

Cost: -2

Techniques.

Cursed Arts: Abhorrent Augmentation (Bachiatari Jutsu: Osore Kasei)

Type: Ninjutsu

Rank: Gennin

Cost: 80

Damage: 20

Effects: Oppoent is afflicted with 'Terrified' for two turns, usable once per battle.

Description: The Kohashi name is rarely whispered in good tone; feared, loathed, despised and misunderstood. However a curse in that, it was inevitable until they manipulated that fear, the misunderstanding, resulting in a jutsu amplifying their abnormalities. Using their chakra to faintly glow their skin, getting close enough to touch the opponent and make them feel their unnatural skin. Using this tactic, they then use adopted power of wind to slice their opponent.

Points: 4

Cursed Arts: Demonstrative Dominion (Bachiatari Jutsu: Tatsujin Kyouguu)

Type: Ninjutsu

Rank: Gennin

Cost: 80

Damage: 30

Effects: Depending on where this jutsu is used, different effects activate. Usable once per battle.

Fire Country: Opponent becomes afflicted with 'Vulnerable' for one turn

Water Country: Opponent becomes 'Frozen for one turn.

Wind Country: Opponent becomes 'Distracted' for two turns.

Earth Country: Opponent becomes 'Disorganized' for one turn.

Rice Field Country: Opponent becomes 'Confused' for one turn.

Grass Country: Opponent becomes 'Exposed' for one turn.

Lightning Country: Opponent becomes 'Stunned' for one turn.

Description: The Kohashi are a family, masters of all terrain in due to their cursed blood. In comnbination with the afflicted curse, they have trained themselves to be the epitome of all scouting abilities, one being the manipulation of the surrounding environment. With this jutsu, the Kohashi manipulates the surrounding environment to their advantage, often creating different effects for the different environments.

Points: 4

Cused Arts: Clairvoyant Pursuit (Bachiatari Jutsu: Akiraka Tsuigeki)

Type: Ninjutsu

Rank: Chuunin

Cost: 100

Damage: N/A

Effects: When hunting or tracking down a shinobi using the visibility rolls, they must increase their chance to be found by 10% the first time this is used. For every roll henceforth that the Kohahsi character makes to try and discover this shinobi, they increase this bonus by 5%, until a maximum of 30% (Four additional rolls). This jutsu may also provide the reverse effects, becoming a bonus to their own visibility roll.

Description: The Kohashi clan have been forced, whether by natural talent or by nature in to a state of supremacy over the ninja ability of scouting. In the reverse sense that they are able to avoid contact and effectively disappear, they are able to find targets and keep perusal until discovered. This jutsu utilizes their ability to blend in to their surroundings, allowing for the ease to catch their target off hand quite easily.

Points: 4

Cursed Arts: Hollow Clone (Bachiatari Jutsu: Karappo Bunshin)

Type: Ninjutsu

Rank: Chuunin

Cost: 60 + (upkeep of Hollow Form * x) per clone, where x = the number of clones created

Damage: N/A

Effects: Creates a clone of the user, materialized in with the Bloodline Limit "Hollow Form" activated. May create a maximum of 3 clones at Chuunin, 5 at Jounin and 8 at Sennin. For the purposes of combat, all clones created are considered "Shadow Clones," however, they may only move so long as their "Hollow Form" is active, and unless an attack is made by either its opponent or the clone itself, it is dispelled in the same turn in which "Hollow Form" is deactivated.

Description: The Kohashi name. Those born into this clan are often feared, hated, and otherwise despised by others not like them. However, despite all this, the Kohashi are exceptionally well-suited for reconnaissance and infiltration missions, and this technique was developed to supplement a unique ability: Hollow Form. It can also be used, under duress, as a defensive tactic, by catching an opponent off their guard with an incoming attack.

Restrictions:

  • - Kohashi Clan
    - Ability to use Hollow Form

Points: 5

Cursed Arts: Phantom Limbs (Bachiatari Jutsu: Maboroshi Teashi)

Type: Ninjutsu

Rank: Chuunin

Cost: 60 per limb/turn, max 2 limbs, 1 turn

Damage: N/A

Effects: Full Opening (Cursed Arts: Phantom Pain). Utilizes "Hollow Form" to make one's limb's appear to have been destroyed, or otherwise forcibly removed from its original location. May only apply to arms, legs, and the appendages attached to them (hands, feet, etc.), and may be used once per person-battle.

Description: In the relatively rare instance that a Kohashi shinobi could be considered "at the end of the line," so far as battle goes, and assuming the scene is properly set, this technique has been used with limited success by lulling the opponent into a false sense of security by allowing them to believe that they have destroyed a limb in a previous attack. It is, in fact, a limited use of the Hollow Form technique focusing only on one or two specific parts of the body that the Kohashi wishes to appear "gone." Once this succeeds, the user may choose to use the follow-up technique: Phantom Pain.

Restrictions:

  • - Kohashi Clan
    - Ability to use Hollow Form

Points: 5

Cursed Arts: Phantom Pain (Bachiatari Jutsu: Maboroshi Itami)

Type: Ninjutsu

Rank: Chuunin

Cost: 80

Damage: 100

Effects: N/A

Description: To be used immediately after "Phantom Limbs," the user quickly deactivates their Hollow Form over their chosen limbs, and then expels chakra towards their opponent for a great deal of damage.

Restrictions:

  • - Kohashi Clan
    - Ability to use Hollow Form
    - Cursed Arts: Phantom Limbs

Points: 4

Cursed Art: Hallow Abstention (Bachiatari Jutsu: Karappo Tonsou)

Type: Ninjutsu

Rank: Jounin

Cost: 200

Damage: N/A

Effects: As long as the skill bloodline skill 'Hallow Form' is activated, this jutsu may be used. This jutsu allows for the Kohashi character to leave the battle, for all battle purposes, the battle is considered a draw, but no experience points are awarded. The character must roll a visibility roll, with their percent to stay hidden cut in half in order to stay hidden for one RL day. For every day the character stays in the same country, they must make a visibility roll, on the third roll and after, the percent bonus' they have are set back to normal. This only applies if the shinobi chooses to pursue this character. The upkeep on the Hallow Form must be paid for everyday it remains active and will be deducted from their total chakra if a battle is initiated. The only exception to this effect is a reasonable bloodline effect that would override invisibility in this sense.

Description: The blessing and curse of the malignant disease, the unknown defect of the Kohashi, one feature stands out, their ability to turn invisible, coined now to be called the Hallow Form. In this sense, the Kohashi are an elusive clan, the shinboi developing jutsu to utilize their curse. One such jutsu created, was one that focused on the Hallow Form, allowing the Kohashi to freely sink away and escape the clutches of any pursuer. The chances of true evasion are slim, but much greater than that of nothing. A mere distraction is simple enough for the Kohashi to slip away, as long as their steps are silent and nothing presents itself to find them.

Points: 5

Cursed Arts: Hollow Extension (Bachiatari Jutsu: Karappo Kakuchou) [Rank 1]

Type: Ninjutsu (AoE)

Rank: Chuunin

Cost: 150 + (upkeep of Hollow Form * 2) per turn

Damage: N/A

Effects: May be used in Setup Phase. The user of this technique has found a way to tap into their Bloodline, Hollow Form, and to project it outwards to simultaneously encompass themselves and a small group of people, from a single person to an entire team. The bonuses normally given to the Kohashi alone through Hollow Form are now bestowed upon those he or she targets with this technique. User may not move for the time in which this technique is active.

Description: In the same motion as they would take to conceal themselves, the Kohashi can, with or without warning, use their bloodline to encompass those around them, so long as those to whom he or she wishes to do so are within his "reach."

Restrictions:

  • - Kohashi Clan
    - Ability to use Hollow Form
    - May only be used once per battle

Points: 5

Cursed Arts: Hollow Extension (Bachiatari Jutsu: Karappo Kakuchou) [Rank 2]

Type: Ninjutsu (AoE)

Rank: Jounin

Cost: 200 + (upkeep of Hollow Form * 2.5) per turn

Damage: N/A

Effects: May be used in Setup Phase. The user of this technique has found a way to tap into their Bloodline, Hollow Form, and to project it outwards to simultaneously encompass themselves and a medium-sized group of people, from a single person to up to six people. The bonuses normally given to the Kohashi alone through Hollow Form are now bestowed upon those he or she targets with this technique. User may move at their discretion for the time in which this technique is active.

Description: In the same motion as they would take to conceal themselves, the Kohashi can, with or without warning, use their bloodline to encompass those around them, so long as those to whom he or she wishes to do so are within his "reach."

Restrictions:

  • - Kohashi Clan
    - Ability to use Hollow Form
    - May only be used twice per battle

Points: 7

Cursed Arts: Hollow Extension (Bachiatari Jutsu: Karappo Kakuchou) [Rank 3]

Type: Ninjutsu (AoE)

Rank: Sennin

Cost: 300 + (upkeep of Hollow Form * 3) per turn

Damage: N/A

Effects: May be used in Setup Phase. The user of this technique has found a way to tap into their Bloodline, Hollow Form, and to project it outwards to simultaneously encompass themselves and a large group of people, from a single person to up to twelve people. The bonuses normally given to the Kohashi alone through Hollow Form are now bestowed upon those he or she targets with this technique. User may move at their discretion for the time in which this technique is active.

Description: In the same motion as they would take to conceal themselves, the Kohashi can, with or without warning, use their bloodline to encompass those around them, so long as those to whom he or she wishes to do so are within his "reach."

Restrictions:

  • - Kohashi Clan
    - Ability to use Hollow Form
    - May only be used thrice per battle

Points: 10

Equipment.

Kohashi Family Robes

Armor Kind: Robe

Body Placement: Upper Body

Description: Tailored by the Kohashi clan upon being exiled in to the bleakest weather, these robes are designed for camouflage, matching the rest of the equipment with a tanish brown color and blending in with the ashen tint of their skin. These robes also have the potential to resist certain elements of both the shinobi type and the natural environment.

Restriction: Received as part of a set; replaces Chuunin and Jounin vest.

Special:

-Provides an additional 5% bonus on to all Visibility rolls. Stacks with 'Heavy Clothing' bonus.

-Two for One!- At anytime, this armor may be upgraded with the purchase of two 'Elemental Resistance (Chosen Element)' for the price of one. For an additional $125 on each pair, the selected Elements may be upgraded to 'Elemental Defense' at the two for one price. For a final addition of $200 on each pair, the selected Elements may be upgraded further to 'Elemental Shield' at the price of two for one.

Kohashi Family Rugged Boots

Armor Kind: Boots

Body Placement: Feet

Description: A decent pair of boots tailored and issued by the Kohashi family to their descendants and professional scouts. This scouting gear allows for optimal movement in any terrain, after years of experience with the harsh terrains of the world, an adequate pair of shoes was in need of designing, these are said boots. Deep brown in color, outlined in black; these boots are made padded with cotton and affixed with various other elements to comprise for the other terrains. There are two parts to these boots, the outer and inner boot; the outer boot is made from rubber, to protect from the cold environments; the outer boot is made from a leather like material, used for more jungle use. But standing alone, these boots would not be overly special. But by crafting these boots to allow an added cushion of chakra to be created beneath the boot. The Kohashi in question sharpens the cushion of chakra between the boot and the standing surface, creating added friction and therefore, more control over his movements.

Restriction: Received as part of a set; replaces Chuunin and Jounin vest.

Special:

-Gives a +5% Speed bonus on any Terrain. If the subject in question is in deep water, they may spend 10 chakra/turn to stay on top of the water and use this bonus. If they are under the effect of 'drowning', the effect may not be used.

Kohashi Family Vanguard

Armor Kind: Forearm Plates & Hand Grip

Body Placement: Forearms & Hands

Description: A traditional accessory created by and issued by the Kohasi clan in order to equip the scout shinobi with maximum protection. The concept behind these Forearm Plates comes in to context in the event that a Kohashi has failed to escape a situation in which they are in danger. They are in need to stall in order to formulate a plan to flee, or perhaps even fight. The hand grip made of leather specifically, covers to the forearms, with the exception of the open holed fingers. On the forearm, there is metal plating attached, which has multiple purposes, in battle and also conquering acrid conditions. A trademarked sign of a true Kohashi scout.

Restriction: Received as part of a set; replaces Chuunin and Jounin vest.

Sepcial:

-This piece of equipment may be upgraded with the Attributes 'Parry' or 'Defend' in addition to other Armor Upgrades

-Once per battle, one Kohashi Clan jutsu may deal 1.25x base damage more. May not be used on the same turn as the skill 'Strategist'.



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